[7473] Better support new DK class profession.
[getmangos.git] / src / game / Player.cpp
blob85457123670ea4e120a6ee1d5cc568ef396c3895
1 /*
2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "Common.h"
20 #include "Language.h"
21 #include "Database/DatabaseEnv.h"
22 #include "Log.h"
23 #include "Opcodes.h"
24 #include "SpellMgr.h"
25 #include "World.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
29 #include "Player.h"
30 #include "Vehicle.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 "Util.h"
51 #include "Transports.h"
52 #include "Weather.h"
53 #include "BattleGround.h"
54 #include "BattleGroundMgr.h"
55 #include "ArenaTeam.h"
56 #include "Chat.h"
57 #include "Database/DatabaseImpl.h"
58 #include "Spell.h"
59 #include "SocialMgr.h"
60 #include "AchievementMgr.h"
62 #include <cmath>
64 #define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
66 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
67 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
68 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
70 #define SKILL_VALUE(x) PAIR32_LOPART(x)
71 #define SKILL_MAX(x) PAIR32_HIPART(x)
72 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
74 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
75 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
76 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
78 enum CharacterFlags
80 CHARACTER_FLAG_NONE = 0x00000000,
81 CHARACTER_FLAG_UNK1 = 0x00000001,
82 CHARACTER_FLAG_UNK2 = 0x00000002,
83 CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
84 CHARACTER_FLAG_UNK4 = 0x00000008,
85 CHARACTER_FLAG_UNK5 = 0x00000010,
86 CHARACTER_FLAG_UNK6 = 0x00000020,
87 CHARACTER_FLAG_UNK7 = 0x00000040,
88 CHARACTER_FLAG_UNK8 = 0x00000080,
89 CHARACTER_FLAG_UNK9 = 0x00000100,
90 CHARACTER_FLAG_UNK10 = 0x00000200,
91 CHARACTER_FLAG_HIDE_HELM = 0x00000400,
92 CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
93 CHARACTER_FLAG_UNK13 = 0x00001000,
94 CHARACTER_FLAG_GHOST = 0x00002000,
95 CHARACTER_FLAG_RENAME = 0x00004000,
96 CHARACTER_FLAG_UNK16 = 0x00008000,
97 CHARACTER_FLAG_UNK17 = 0x00010000,
98 CHARACTER_FLAG_UNK18 = 0x00020000,
99 CHARACTER_FLAG_UNK19 = 0x00040000,
100 CHARACTER_FLAG_UNK20 = 0x00080000,
101 CHARACTER_FLAG_UNK21 = 0x00100000,
102 CHARACTER_FLAG_UNK22 = 0x00200000,
103 CHARACTER_FLAG_UNK23 = 0x00400000,
104 CHARACTER_FLAG_UNK24 = 0x00800000,
105 CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
106 CHARACTER_FLAG_DECLINED = 0x02000000,
107 CHARACTER_FLAG_UNK27 = 0x04000000,
108 CHARACTER_FLAG_UNK28 = 0x08000000,
109 CHARACTER_FLAG_UNK29 = 0x10000000,
110 CHARACTER_FLAG_UNK30 = 0x20000000,
111 CHARACTER_FLAG_UNK31 = 0x40000000,
112 CHARACTER_FLAG_UNK32 = 0x80000000
115 // corpse reclaim times
116 #define DEATH_EXPIRE_STEP (5*MINUTE)
117 #define MAX_DEATH_COUNT 3
119 static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
121 //== PlayerTaxi ================================================
123 PlayerTaxi::PlayerTaxi()
125 // Taxi nodes
126 memset(m_taximask, 0, sizeof(m_taximask));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint32 level)
131 // capital and taxi hub masks
132 switch(race)
134 case RACE_HUMAN: SetTaximaskNode(2); break; // Human
135 case RACE_ORC: SetTaximaskNode(23); break; // Orc
136 case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
137 case RACE_NIGHTELF: SetTaximaskNode(26);
138 SetTaximaskNode(27); break; // Night Elf
139 case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
140 case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
141 case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
142 case RACE_TROLL: SetTaximaskNode(23); break; // Troll
143 case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
144 case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
147 switch(chrClass)
149 case CLASS_DEATH_KNIGHT: // TODO: figure out initial known nodes
150 break;
153 // new continent starting masks (It will be accessible only at new map)
154 switch(Player::TeamForRace(race))
156 case ALLIANCE: SetTaximaskNode(100); break;
157 case HORDE: SetTaximaskNode(99); break;
159 // level dependent taxi hubs
160 if(level>=68)
161 SetTaximaskNode(213); //Shattered Sun Staging Area
164 void PlayerTaxi::LoadTaxiMask(const char* data)
166 Tokens tokens = StrSplit(data, " ");
168 int index;
169 Tokens::iterator iter;
170 for (iter = tokens.begin(), index = 0;
171 (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
173 // load and set bits only for existed taxi nodes
174 m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
178 void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
180 if(all)
182 for (uint8 i=0; i<TaxiMaskSize; i++)
183 data << uint32(sTaxiNodesMask[i]); // all existed nodes
185 else
187 for (uint8 i=0; i<TaxiMaskSize; i++)
188 data << uint32(m_taximask[i]); // known nodes
192 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint32 team )
194 ClearTaxiDestinations();
196 Tokens tokens = StrSplit(values," ");
198 for(Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
200 uint32 node = uint32(atol(iter->c_str()));
201 AddTaxiDestination(node);
204 if(m_TaxiDestinations.empty())
205 return true;
207 // Check integrity
208 if(m_TaxiDestinations.size() < 2)
209 return false;
211 for(size_t i = 1; i < m_TaxiDestinations.size(); ++i)
213 uint32 cost;
214 uint32 path;
215 objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
216 if(!path)
217 return false;
220 // can't load taxi path without mount set (quest taxi path?)
221 if(!objmgr.GetTaxiMount(GetTaxiSource(),team))
222 return false;
224 return true;
227 std::string PlayerTaxi::SaveTaxiDestinationsToString()
229 if(m_TaxiDestinations.empty())
230 return "";
232 std::ostringstream ss;
234 for(size_t i=0; i < m_TaxiDestinations.size(); ++i)
235 ss << m_TaxiDestinations[i] << " ";
237 return ss.str();
240 uint32 PlayerTaxi::GetCurrentTaxiPath() const
242 if(m_TaxiDestinations.size() < 2)
243 return 0;
245 uint32 path;
246 uint32 cost;
248 objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
250 return path;
253 std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
255 ss << "'";
256 for(int i = 0; i < TaxiMaskSize; ++i)
257 ss << taxi.m_taximask[i] << " ";
258 ss << "'";
259 return ss;
262 //== Player ====================================================
264 const int32 Player::ReputationRank_Length[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
266 UpdateMask Player::updateVisualBits;
268 Player::Player (WorldSession *session): Unit(), m_achievementMgr(this)
270 m_transport = 0;
272 m_speakTime = 0;
273 m_speakCount = 0;
275 m_objectType |= TYPEMASK_PLAYER;
276 m_objectTypeId = TYPEID_PLAYER;
278 m_valuesCount = PLAYER_END;
280 m_session = session;
282 m_divider = 0;
284 m_ExtraFlags = 0;
285 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
286 SetAcceptTicket(true);
288 // players always accept
289 if(GetSession()->GetSecurity() == SEC_PLAYER)
290 SetAcceptWhispers(true);
292 m_curSelection = 0;
293 m_lootGuid = 0;
295 m_comboTarget = 0;
296 m_comboPoints = 0;
298 m_usedTalentCount = 0;
299 m_questRewardTalentCount = 0;
301 m_regenTimer = 0;
302 m_weaponChangeTimer = 0;
304 m_zoneUpdateId = 0;
305 m_zoneUpdateTimer = 0;
307 m_areaUpdateId = 0;
309 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
311 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
312 // this must help in case next save after mass player load after server startup
313 m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
315 clearResurrectRequestData();
317 m_SpellModRemoveCount = 0;
319 memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
321 m_social = NULL;
323 // group is initialized in the reference constructor
324 SetGroupInvite(NULL);
325 m_groupUpdateMask = 0;
326 m_auraUpdateMask = 0;
328 duel = NULL;
330 m_GuildIdInvited = 0;
331 m_ArenaTeamIdInvited = 0;
333 m_atLoginFlags = AT_LOGIN_NONE;
335 m_dontMove = false;
337 pTrader = 0;
338 ClearTrade();
340 m_cinematic = 0;
342 PlayerTalkClass = new PlayerMenu( GetSession() );
343 m_currentBuybackSlot = BUYBACK_SLOT_START;
345 for ( int aX = 0 ; aX < 8 ; aX++ )
346 m_Tutorials[ aX ] = 0x00;
347 m_TutorialsChanged = false;
349 m_DailyQuestChanged = false;
350 m_lastDailyQuestTime = 0;
352 m_regenTimer = 0;
353 m_weaponChangeTimer = 0;
354 for (int i=0; i<MAX_TIMERS; i++)
355 m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
357 m_MirrorTimerFlags = UNDERWATER_NONE;
358 m_MirrorTimerFlagsLast = UNDERWATER_NONE;
359 m_isInWater = false;
360 m_drunkTimer = 0;
361 m_drunk = 0;
362 m_restTime = 0;
363 m_deathTimer = 0;
364 m_deathExpireTime = 0;
366 m_swingErrorMsg = 0;
368 m_DetectInvTimer = 1*IN_MILISECONDS;
370 m_bgBattleGroundID = 0;
371 m_bgTypeID = BATTLEGROUND_TYPE_NONE;
372 for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
374 m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
375 m_bgBattleGroundQueueID[j].invitedToInstance = 0;
377 m_bgTeam = 0;
379 m_logintime = time(NULL);
380 m_Last_tick = m_logintime;
381 m_WeaponProficiency = 0;
382 m_ArmorProficiency = 0;
383 m_canParry = false;
384 m_canBlock = false;
385 m_canDualWield = false;
386 m_canTitanGrip = false;
387 m_ammoDPS = 0.0f;
389 m_temporaryUnsummonedPetNumber = 0;
390 //cache for UNIT_CREATED_BY_SPELL to allow
391 //returning reagents for temporarily removed pets
392 //when dying/logging out
393 m_oldpetspell = 0;
395 ////////////////////Rest System/////////////////////
396 time_inn_enter=0;
397 inn_pos_mapid=0;
398 inn_pos_x=0;
399 inn_pos_y=0;
400 inn_pos_z=0;
401 m_rest_bonus=0;
402 rest_type=REST_TYPE_NO;
403 ////////////////////Rest System/////////////////////
405 m_mailsLoaded = false;
406 m_mailsUpdated = false;
407 unReadMails = 0;
408 m_nextMailDelivereTime = 0;
410 m_resetTalentsCost = 0;
411 m_resetTalentsTime = 0;
412 m_itemUpdateQueueBlocked = false;
414 for (int i = 0; i < MAX_MOVE_TYPE; ++i)
415 m_forced_speed_changes[i] = 0;
417 m_stableSlots = 0;
419 /////////////////// Instance System /////////////////////
421 m_HomebindTimer = 0;
422 m_InstanceValid = true;
423 m_dungeonDifficulty = DIFFICULTY_NORMAL;
425 m_lastPotionId = 0;
427 for (int i = 0; i < BASEMOD_END; i++)
429 m_auraBaseMod[i][FLAT_MOD] = 0.0f;
430 m_auraBaseMod[i][PCT_MOD] = 1.0f;
433 for (int i = 0; i < MAX_COMBAT_RATING; i++)
434 m_baseRatingValue[i] = 0;
436 m_baseSpellDamage = 0;
437 m_baseSpellHealing = 0;
438 m_baseFeralAP = 0;
439 m_baseManaRegen = 0;
441 // Honor System
442 m_lastHonorUpdateTime = time(NULL);
444 // Player summoning
445 m_summon_expire = 0;
446 m_summon_mapid = 0;
447 m_summon_x = 0.0f;
448 m_summon_y = 0.0f;
449 m_summon_z = 0.0f;
451 //Default movement to run mode
452 m_unit_movement_flags = 0;
454 m_mover = NULL;
456 m_miniPet = 0;
457 m_bgAfkReportedTimer = 0;
458 m_contestedPvPTimer = 0;
460 m_declinedname = NULL;
461 m_runes = NULL;
464 Player::~Player ()
466 CleanupsBeforeDelete();
468 // it must be unloaded already in PlayerLogout and accessed only for loggined player
469 //m_social = NULL;
471 // Note: buy back item already deleted from DB when player was saved
472 for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
474 if(m_items[i])
475 delete m_items[i];
477 CleanupChannels();
479 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
480 delete itr->second;
482 //all mailed items should be deleted, also all mail should be deallocated
483 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
484 delete *itr;
486 for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
487 delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
489 delete PlayerTalkClass;
491 if (m_transport)
493 m_transport->RemovePassenger(this);
496 for(size_t x = 0; x < ItemSetEff.size(); x++)
497 if(ItemSetEff[x])
498 delete ItemSetEff[x];
500 // clean up player-instance binds, may unload some instance saves
501 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
502 for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
503 itr->second.save->RemovePlayer(this);
505 delete m_declinedname;
506 delete m_runes;
509 void Player::CleanupsBeforeDelete()
511 if(m_uint32Values) // only for fully created Object
513 TradeCancel(false);
514 DuelComplete(DUEL_INTERUPTED);
516 Unit::CleanupsBeforeDelete();
519 bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId )
521 //FIXME: outfitId not used in player creating
523 Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
525 m_name = name;
527 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
528 if(!info)
530 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
531 return false;
534 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
535 m_items[i] = NULL;
537 m_race = race;
538 m_class = class_;
540 SetMapId(info->mapId);
541 Relocate(info->positionX,info->positionY,info->positionZ);
543 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
544 if(!cEntry)
546 sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
547 return false;
550 uint8 powertype = cEntry->powerType;
552 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
553 SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
555 switch(gender)
557 case GENDER_FEMALE:
558 SetDisplayId(info->displayId_f );
559 SetNativeDisplayId(info->displayId_f );
560 break;
561 case GENDER_MALE:
562 SetDisplayId(info->displayId_m );
563 SetNativeDisplayId(info->displayId_m );
564 break;
565 default:
566 sLog.outError("Invalid gender %u for player",gender);
567 return false;
568 break;
571 setFactionForRace(m_race);
573 uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
575 SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
576 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
577 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
578 SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
579 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
580 SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
582 // -1 is default value
583 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
585 SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
586 SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
587 SetByteValue(PLAYER_BYTES_3, 0, gender);
589 SetUInt32Value( PLAYER_GUILDID, 0 );
590 SetUInt32Value( PLAYER_GUILDRANK, 0 );
591 SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
593 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
594 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled
595 SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
596 SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
597 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
598 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
599 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
601 // set starting level
602 uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
603 ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL)
604 : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
606 if (GetSession()->GetSecurity() >= SEC_MODERATOR)
608 uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL);
609 if(gm_level > start_level)
610 start_level = gm_level;
613 SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
615 InitRunes();
617 SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
618 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
619 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
621 // Played time
622 m_Last_tick = time(NULL);
623 m_Played_time[0] = 0;
624 m_Played_time[1] = 0;
626 // base stats and related field values
627 InitStatsForLevel();
628 InitTaxiNodesForLevel();
629 InitGlyphsForLevel();
630 InitTalentForLevel();
631 InitPrimaryProffesions(); // to max set before any spell added
633 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
634 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
635 SetHealth(GetMaxHealth());
636 if (getPowerType()==POWER_MANA)
638 UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
639 SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
642 if(getPowerType() == POWER_RUNIC_POWER)
644 SetPower(POWER_RUNE, 8);
645 SetMaxPower(POWER_RUNE, 8);
646 SetPower(POWER_RUNIC_POWER, 0);
647 SetMaxPower(POWER_RUNIC_POWER, 1000);
650 // original spells
651 learnDefaultSpells();
653 // original action bar
654 std::list<uint16>::const_iterator action_itr[4];
655 for(int i=0; i<4; i++)
656 action_itr[i] = info->action[i].begin();
658 for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
660 uint16 taction[4];
661 for(int i=0; i<4 ;i++)
662 taction[i] = (*action_itr[i]);
664 addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
666 for(int i=0; i<4 ;i++)
667 ++action_itr[i];
670 // original items
671 CharStartOutfitEntry const* oEntry = NULL;
672 for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
674 if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
676 if(entry->RaceClassGender == RaceClassGender)
678 oEntry = entry;
679 break;
684 if(oEntry)
686 for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
688 if(oEntry->ItemId[j] <= 0)
689 continue;
691 uint32 item_id = oEntry->ItemId[j];
694 // Hack for not existed item id in dbc 3.0.3
695 if(item_id==40582)
696 continue;
698 ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
699 if(!iProto)
701 sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
702 continue;
705 // max stack by default (mostly 1), 1 for infinity stackable
706 uint32 count = iProto->Stackable > 0 ? uint32(iProto->Stackable) : 1;
708 if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
710 switch(iProto->Spells[0].SpellCategory)
712 case 11: // food
713 if(iProto->Stackable > 4)
714 count = 4;
715 break;
716 case 59: // drink
717 if(iProto->Stackable > 2)
718 count = 2;
719 break;
723 StoreNewItemInBestSlots(item_id, count);
727 for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
728 StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
730 // bags and main-hand weapon must equipped at this moment
731 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
732 // or ammo not equipped in special bag
733 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
735 if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
737 uint16 eDest;
738 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
739 uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
740 if( msg == EQUIP_ERR_OK )
742 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
743 EquipItem( eDest, pItem, true);
745 // move other items to more appropriate slots (ammo not equipped in special bag)
746 else
748 ItemPosCountVec sDest;
749 msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
750 if( msg == EQUIP_ERR_OK )
752 RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
753 pItem = StoreItem( sDest, pItem, true);
756 // if this is ammo then use it
757 uint8 msg = CanUseAmmo( pItem->GetEntry() );
758 if( msg == EQUIP_ERR_OK )
759 SetAmmo( pItem->GetEntry() );
763 // all item positions resolved
765 return true;
768 bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
770 sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
772 // attempt equip by one
773 while(titem_amount > 0)
775 uint16 eDest;
776 uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
777 if( msg != EQUIP_ERR_OK )
778 break;
780 EquipNewItem( eDest, titem_id, true);
781 AutoUnequipOffhandIfNeed();
782 --titem_amount;
785 if(titem_amount == 0)
786 return true; // equipped
788 // attempt store
789 ItemPosCountVec sDest;
790 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
791 uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
792 if( msg == EQUIP_ERR_OK )
794 StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
795 return true; // stored
798 // item can't be added
799 sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
800 return false;
803 void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
805 if (MaxValue == DISABLED_MIRROR_TIMER)
807 if (CurrentValue!=DISABLED_MIRROR_TIMER)
808 StopMirrorTimer(Type);
809 return;
811 WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
812 data << (uint32)Type;
813 data << CurrentValue;
814 data << MaxValue;
815 data << Regen;
816 data << (uint8)0;
817 data << (uint32)0; // spell id
818 GetSession()->SendPacket( &data );
821 void Player::StopMirrorTimer(MirrorTimerType Type)
823 m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
824 WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
825 data << (uint32)Type;
826 GetSession()->SendPacket( &data );
829 void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage)
831 if(!isAlive() || isGameMaster())
832 return;
834 // Absorb, resist some environmental damage type
835 uint32 absorb = 0;
836 uint32 resist = 0;
837 if (type == DAMAGE_LAVA)
838 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
839 else if (type == DAMAGE_SLIME)
840 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
842 damage-=absorb+resist;
844 WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
845 data << (uint64)guid;
846 data << (uint8)(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
847 data << (uint32)damage;
848 data << (uint32)absorb; // absorb
849 data << (uint32)resist; // resist
850 SendMessageToSet(&data, true);
852 DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
854 if(!isAlive())
856 if(type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
858 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
859 DurabilityLossAll(0.10f,false);
860 // durability lost message
861 WorldPacket data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
862 GetSession()->SendPacket(&data);
865 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
869 int32 Player::getMaxTimer(MirrorTimerType timer)
871 switch (timer)
873 case FATIGUE_TIMER:
874 return MINUTE*IN_MILISECONDS;
875 case BREATH_TIMER:
877 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
878 return DISABLED_MIRROR_TIMER;
879 int32 UnderWaterTime = 3*MINUTE*IN_MILISECONDS;
880 AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
881 for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
882 UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
883 return UnderWaterTime;
885 case FIRE_TIMER:
887 if (!isAlive())
888 return DISABLED_MIRROR_TIMER;
889 return 1*IN_MILISECONDS;
891 default:
892 return 0;
894 return 0;
897 void Player::UpdateMirrorTimers()
899 // Desync flags for update on next HandleDrowning
900 if (m_MirrorTimerFlags)
901 m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
904 void Player::HandleDrowning(uint32 time_diff)
906 if (!m_MirrorTimerFlags)
907 return;
909 // In water
910 if (m_MirrorTimerFlags & UNDERWATER_INWATER)
912 // Breath timer not activated - activate it
913 if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
915 m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
916 SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
918 else // If activated - do tick
920 m_MirrorTimer[BREATH_TIMER]-=time_diff;
921 // Timer limit - need deal damage
922 if (m_MirrorTimer[BREATH_TIMER] < 0)
924 m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILISECONDS;
925 // Calculate and deal damage
926 // TODO: Check this formula
927 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
928 EnvironmentalDamage(GetGUID(), DAMAGE_DROWNING, damage);
930 else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need
931 SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
934 else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
936 int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
937 // Need breath regen
938 m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
939 if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive())
940 StopMirrorTimer(BREATH_TIMER);
941 else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
942 SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
945 // In dark water
946 if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
948 // Fatigue timer not activated - activate it
949 if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
951 m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
952 SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
954 else
956 m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
957 // Timer limit - need deal damage or teleport ghost to graveyard
958 if (m_MirrorTimer[FATIGUE_TIMER] < 0)
960 m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILISECONDS;
961 if (isAlive()) // Calculate and deal damage
963 uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
964 EnvironmentalDamage(GetGUID(), DAMAGE_EXHAUSTED, damage);
966 else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard
967 RepopAtGraveyard();
969 else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER))
970 SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
973 else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
975 int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
976 m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
977 if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive())
978 StopMirrorTimer(FATIGUE_TIMER);
979 else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)
980 SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
983 if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME))
985 // Breath timer not activated - activate it
986 if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
987 m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
988 else
990 m_MirrorTimer[FIRE_TIMER]-=time_diff;
991 if (m_MirrorTimer[FIRE_TIMER] < 0)
993 m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILISECONDS;
994 // Calculate and deal damage
995 // TODO: Check this formula
996 uint32 damage = urand(600, 700);
997 if (m_MirrorTimerFlags&UNDERWATER_INLAVA)
998 EnvironmentalDamage(GetGUID(), DAMAGE_LAVA, damage);
999 else
1000 EnvironmentalDamage(GetGUID(), DAMAGE_SLIME, damage);
1004 else
1005 m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
1007 // Recheck timers flag
1008 m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
1009 for (int i = 0; i< MAX_TIMERS; ++i)
1010 if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER)
1012 m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
1013 break;
1015 m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
1018 ///The player sobers by 256 every 10 seconds
1019 void Player::HandleSobering()
1021 m_drunkTimer = 0;
1023 uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
1024 SetDrunkValue(drunk);
1027 DrunkenState Player::GetDrunkenstateByValue(uint16 value)
1029 if(value >= 23000)
1030 return DRUNKEN_SMASHED;
1031 if(value >= 12800)
1032 return DRUNKEN_DRUNK;
1033 if(value & 0xFFFE)
1034 return DRUNKEN_TIPSY;
1035 return DRUNKEN_SOBER;
1038 void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
1040 uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
1042 m_drunk = newDrunkenValue;
1043 SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
1045 uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
1047 // special drunk invisibility detection
1048 if(newDrunkenState >= DRUNKEN_DRUNK)
1049 m_detectInvisibilityMask |= (1<<6);
1050 else
1051 m_detectInvisibilityMask &= ~(1<<6);
1053 if(newDrunkenState == oldDrunkenState)
1054 return;
1056 WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
1057 data << uint64(GetGUID());
1058 data << uint32(newDrunkenState);
1059 data << uint32(itemId);
1061 SendMessageToSet(&data, true);
1064 void Player::Update( uint32 p_time )
1066 if(!IsInWorld())
1067 return;
1069 // undelivered mail
1070 if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
1072 SendNewMail();
1073 ++unReadMails;
1075 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1076 m_nextMailDelivereTime = 0;
1079 Unit::Update( p_time );
1081 // update player only attacks
1082 if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
1084 setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
1087 if(uint32 off_att = getAttackTimer(OFF_ATTACK))
1089 setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
1092 time_t now = time (NULL);
1094 UpdatePvPFlag(now);
1096 UpdateContestedPvP(p_time);
1098 UpdateDuelFlag(now);
1100 CheckDuelDistance(now);
1102 UpdateAfkReport(now);
1104 CheckExploreSystem();
1106 // Update items that have just a limited lifetime
1107 if (now>m_Last_tick)
1108 UpdateItemDuration(uint32(now- m_Last_tick));
1110 if (!m_timedquests.empty())
1112 std::set<uint32>::iterator iter = m_timedquests.begin();
1113 while (iter != m_timedquests.end())
1115 QuestStatusData& q_status = mQuestStatus[*iter];
1116 if( q_status.m_timer <= p_time )
1118 uint32 quest_id = *iter;
1119 ++iter; // current iter will be removed in FailTimedQuest
1120 FailTimedQuest( quest_id );
1122 else
1124 q_status.m_timer -= p_time;
1125 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
1126 ++iter;
1131 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
1133 Unit *pVictim = getVictim();
1134 if( !IsNonMeleeSpellCasted(false) && pVictim)
1136 // default combat reach 10
1137 // TODO add weapon,skill check
1139 float pldistance = ATTACK_DISTANCE;
1141 if (isAttackReady(BASE_ATTACK))
1143 if(!IsWithinDistInMap(pVictim, pldistance))
1145 setAttackTimer(BASE_ATTACK,100);
1146 if(m_swingErrorMsg != 1) // send single time (client auto repeat)
1148 SendAttackSwingNotInRange();
1149 m_swingErrorMsg = 1;
1152 //120 degrees of radiant range
1153 else if( !HasInArc( 2*M_PI/3, pVictim ))
1155 setAttackTimer(BASE_ATTACK,100);
1156 if(m_swingErrorMsg != 2) // send single time (client auto repeat)
1158 SendAttackSwingBadFacingAttack();
1159 m_swingErrorMsg = 2;
1162 else
1164 m_swingErrorMsg = 0; // reset swing error state
1166 // prevent base and off attack in same time, delay attack at 0.2 sec
1167 if(haveOffhandWeapon())
1169 uint32 off_att = getAttackTimer(OFF_ATTACK);
1170 if(off_att < ATTACK_DISPLAY_DELAY)
1171 setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
1173 AttackerStateUpdate(pVictim, BASE_ATTACK);
1174 resetAttackTimer(BASE_ATTACK);
1178 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
1180 if(!IsWithinDistInMap(pVictim, pldistance))
1182 setAttackTimer(OFF_ATTACK,100);
1184 else if( !HasInArc( 2*M_PI/3, pVictim ))
1186 setAttackTimer(OFF_ATTACK,100);
1188 else
1190 // prevent base and off attack in same time, delay attack at 0.2 sec
1191 uint32 base_att = getAttackTimer(BASE_ATTACK);
1192 if(base_att < ATTACK_DISPLAY_DELAY)
1193 setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
1194 // do attack
1195 AttackerStateUpdate(pVictim, OFF_ATTACK);
1196 resetAttackTimer(OFF_ATTACK);
1200 Unit *owner = pVictim->GetOwner();
1201 Unit *u = owner ? owner : pVictim;
1202 if(u->IsPvP() && (!duel || duel->opponent != u))
1204 UpdatePvP(true);
1205 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
1210 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
1212 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1214 int time_inn = time(NULL)-GetTimeInnEnter();
1215 if (time_inn >= 10) //freeze update
1217 float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
1218 //speed collect rest bonus (section/in hour)
1219 SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble );
1220 UpdateInnerTime(time(NULL));
1225 if(m_regenTimer > 0)
1227 if(p_time >= m_regenTimer)
1228 m_regenTimer = 0;
1229 else
1230 m_regenTimer -= p_time;
1233 if (m_weaponChangeTimer > 0)
1235 if(p_time >= m_weaponChangeTimer)
1236 m_weaponChangeTimer = 0;
1237 else
1238 m_weaponChangeTimer -= p_time;
1241 if (m_zoneUpdateTimer > 0)
1243 if(p_time >= m_zoneUpdateTimer)
1245 uint32 newzone, newarea;
1246 GetZoneAndAreaId(newzone,newarea);
1248 if( m_zoneUpdateId != newzone )
1249 UpdateZone(newzone,newarea); // also update area
1250 else
1252 // use area updates as well
1253 // needed for free far all arenas for example
1254 if( m_areaUpdateId != newarea )
1255 UpdateArea(newarea);
1257 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
1260 else
1261 m_zoneUpdateTimer -= p_time;
1264 if (isAlive())
1266 RegenerateAll();
1269 if (m_deathState == JUST_DIED)
1271 KillPlayer();
1274 if(m_nextSave > 0)
1276 if(p_time >= m_nextSave)
1278 // m_nextSave reseted in SaveToDB call
1279 SaveToDB();
1280 sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1282 else
1284 m_nextSave -= p_time;
1288 //Handle Water/drowning
1289 HandleDrowning(p_time);
1291 //Handle detect stealth players
1292 if (m_DetectInvTimer > 0)
1294 if (p_time >= m_DetectInvTimer)
1296 m_DetectInvTimer = 3000;
1297 HandleStealthedUnitsDetection();
1299 else
1300 m_DetectInvTimer -= p_time;
1303 // Played time
1304 if (now > m_Last_tick)
1306 uint32 elapsed = uint32(now - m_Last_tick);
1307 m_Played_time[0] += elapsed; // Total played time
1308 m_Played_time[1] += elapsed; // Level played time
1309 m_Last_tick = now;
1312 if (m_drunk)
1314 m_drunkTimer += p_time;
1316 if (m_drunkTimer > 10*IN_MILISECONDS)
1317 HandleSobering();
1320 // not auto-free ghost from body in instances
1321 if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
1323 if(p_time >= m_deathTimer)
1325 m_deathTimer = 0;
1326 BuildPlayerRepop();
1327 RepopAtGraveyard();
1329 else
1330 m_deathTimer -= p_time;
1333 UpdateEnchantTime(p_time);
1334 UpdateHomebindTime(p_time);
1336 // group update
1337 SendUpdateToOutOfRangeGroupMembers();
1339 Pet* pet = GetPet();
1340 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
1342 RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
1343 return;
1347 void Player::setDeathState(DeathState s)
1349 uint32 ressSpellId = 0;
1351 bool cur = isAlive();
1353 if(s == JUST_DIED && cur)
1355 // drunken state is cleared on death
1356 SetDrunkValue(0);
1357 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1358 ClearComboPoints();
1360 clearResurrectRequestData();
1362 // remove form before other mods to prevent incorrect stats calculation
1363 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
1365 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1366 RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
1368 // remove uncontrolled pets
1369 RemoveMiniPet();
1370 RemoveGuardians();
1372 // save value before aura remove in Unit::setDeathState
1373 ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
1375 // passive spell
1376 if(!ressSpellId)
1377 ressSpellId = GetResurrectionSpellId();
1378 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
1379 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
1380 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
1382 Unit::setDeathState(s);
1384 // restore resurrection spell id for player after aura remove
1385 if(s == JUST_DIED && cur && ressSpellId)
1386 SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
1388 if(isAlive() && !cur)
1390 //clear aura case after resurrection by another way (spells will be applied before next death)
1391 SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
1393 // restore default warrior stance
1394 if(getClass()== CLASS_WARRIOR)
1395 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
1399 void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
1401 Field *fields = result->Fetch();
1403 *p_data << uint64(GetGUID());
1404 *p_data << m_name;
1406 *p_data << uint8(getRace());
1407 uint8 pClass = getClass();
1408 *p_data << uint8(pClass);
1409 *p_data << uint8(getGender());
1411 uint32 bytes = GetUInt32Value(PLAYER_BYTES);
1412 *p_data << uint8(bytes);
1413 *p_data << uint8(bytes >> 8);
1414 *p_data << uint8(bytes >> 16);
1415 *p_data << uint8(bytes >> 24);
1417 bytes = GetUInt32Value(PLAYER_BYTES_2);
1418 *p_data << uint8(bytes);
1420 *p_data << uint8(getLevel()); // player level
1421 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1422 uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1423 sLog.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId);
1424 *p_data << uint32(zoneId);
1425 *p_data << uint32(GetMapId());
1427 *p_data << GetPositionX();
1428 *p_data << GetPositionY();
1429 *p_data << GetPositionZ();
1431 // guild id
1432 *p_data << (result ? fields[13].GetUInt32() : 0);
1434 uint32 char_flags = 0;
1435 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
1436 char_flags |= CHARACTER_FLAG_HIDE_HELM;
1437 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
1438 char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
1439 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
1440 char_flags |= CHARACTER_FLAG_GHOST;
1441 if(HasAtLoginFlag(AT_LOGIN_RENAME))
1442 char_flags |= CHARACTER_FLAG_RENAME;
1443 if(sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) && (fields[14].GetCppString() != ""))
1444 char_flags |= CHARACTER_FLAG_DECLINED;
1446 *p_data << uint32(char_flags); // character flags
1447 // character customize (flags?)
1448 *p_data << uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE) ? 1 : 0);
1449 *p_data << uint8(1); // unknown
1451 // Pets info
1453 uint32 petDisplayId = 0;
1454 uint32 petLevel = 0;
1455 uint32 petFamily = 0;
1457 // show pet at selection character in character list only for non-ghost character
1458 if(result && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER))
1460 uint32 entry = fields[10].GetUInt32();
1461 CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
1462 if(cInfo)
1464 petDisplayId = fields[11].GetUInt32();
1465 petLevel = fields[12].GetUInt32();
1466 petFamily = cInfo->family;
1470 *p_data << uint32(petDisplayId);
1471 *p_data << uint32(petLevel);
1472 *p_data << uint32(petFamily);
1475 for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
1477 uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
1478 uint32 item_id = GetUInt32Value(visualbase);
1479 const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
1480 SpellItemEnchantmentEntry const *enchant = NULL;
1482 for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++)
1484 uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot);
1485 if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))
1486 break;
1489 if (proto != NULL)
1491 *p_data << uint32(proto->DisplayInfoID);
1492 *p_data << uint8(proto->InventoryType);
1493 *p_data << uint32(enchant ? enchant->aura_id : 0);
1495 else
1497 *p_data << uint32(0);
1498 *p_data << uint8(0);
1499 *p_data << uint32(0); // enchant?
1502 *p_data << uint32(0); // first bag display id
1503 *p_data << uint8(0); // first bag inventory type
1504 *p_data << uint32(0); // enchant?
1507 bool Player::ToggleAFK()
1509 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1511 bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
1513 // afk player not allowed in battleground
1514 if(state && InBattleGround())
1515 LeaveBattleground();
1517 return state;
1520 bool Player::ToggleDND()
1522 ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1524 return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
1527 uint8 Player::chatTag() const
1529 // it's bitmask
1530 // 0x8 - ??
1531 // 0x4 - gm
1532 // 0x2 - dnd
1533 // 0x1 - afk
1534 if(isGMChat())
1535 return 4;
1536 else if(isDND())
1537 return 3;
1538 if(isAFK())
1539 return 1;
1540 else
1541 return 0;
1544 bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
1546 if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
1548 sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
1549 return false;
1552 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1553 Pet* pet = GetPet();
1555 MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
1557 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1558 // don't let gm level > 1 either
1559 if(!InBattleGround() && mEntry->IsBattleGroundOrArena())
1560 return false;
1562 // client without expansion support
1563 if(GetSession()->Expansion() < mEntry->Expansion())
1565 sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
1567 if(GetTransport())
1568 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1570 SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
1572 return false; // normal client can't teleport to this map...
1574 else
1576 sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid);
1579 // if we were on a transport, leave
1580 if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
1582 m_transport->RemovePassenger(this);
1583 m_transport = NULL;
1584 m_movementInfo.t_x = 0.0f;
1585 m_movementInfo.t_y = 0.0f;
1586 m_movementInfo.t_z = 0.0f;
1587 m_movementInfo.t_o = 0.0f;
1588 m_movementInfo.t_time = 0;
1591 SetSemaphoreTeleport(true);
1593 // The player was ported to another map and looses the duel immediately.
1594 // We have to perform this check before the teleport, otherwise the
1595 // ObjectAccessor won't find the flag.
1596 if (duel && GetMapId()!=mapid)
1598 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
1599 if (obj)
1600 DuelComplete(DUEL_FLED);
1603 // reset movement flags at teleport, because player will continue move with these flags after teleport
1604 SetUnitMovementFlags(0);
1606 if ((GetMapId() == mapid) && (!m_transport))
1608 // prepare zone change detect
1609 uint32 old_zone = GetZoneId();
1611 // near teleport
1612 if(!GetSession()->PlayerLogout())
1614 WorldPacket data;
1615 BuildTeleportAckMsg(&data, x, y, z, orientation);
1616 GetSession()->SendPacket(&data);
1617 SetPosition( x, y, z, orientation, true);
1619 else
1620 // this will be used instead of the current location in SaveToDB
1621 m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
1623 SetFallInformation(0, z);
1625 //BuildHeartBeatMsg(&data);
1626 //SendMessageToSet(&data, true);
1627 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1629 //same map, only remove pet if out of range
1630 if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
1632 if(pet->isControlled() && !pet->isTemporarySummoned() )
1633 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1634 else
1635 m_temporaryUnsummonedPetNumber = 0;
1637 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1641 if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
1642 CombatStop();
1644 if (!(options & TELE_TO_NOT_UNSUMMON_PET))
1646 // resummon pet
1647 if(pet && m_temporaryUnsummonedPetNumber)
1649 Pet* NewPet = new Pet;
1650 if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
1651 delete NewPet;
1653 m_temporaryUnsummonedPetNumber = 0;
1657 uint32 newzone, newarea;
1658 GetZoneAndAreaId(newzone,newarea);
1660 if(!GetSession()->PlayerLogout())
1662 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1663 SetSemaphoreTeleport(false);
1665 UpdateZone(newzone,newarea);
1668 // new zone
1669 if(old_zone != newzone)
1671 // honorless target
1672 if(pvpInfo.inHostileArea)
1673 CastSpell(this, 2479, true);
1676 else
1678 // far teleport to another map
1679 Map* oldmap = IsInWorld() ? GetMap() : NULL;
1680 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1682 // Check enter rights before map getting to avoid creating instance copy for player
1683 // this check not dependent from map instance copy and same for all instance copies of selected map
1684 if (!MapManager::Instance().CanPlayerEnter(mapid, this))
1686 SetSemaphoreTeleport(false);
1687 return false;
1690 // If the map is not created, assume it is possible to enter it.
1691 // It will be created in the WorldPortAck.
1692 Map *map = MapManager::Instance().FindMap(mapid);
1693 if (!map || map->CanEnter(this))
1695 SetSelection(0);
1697 CombatStop();
1699 ResetContestedPvP();
1701 // remove player from battleground on far teleport (when changing maps)
1702 if(BattleGround const* bg = GetBattleGround())
1704 // Note: at battleground join battleground id set before teleport
1705 // and we already will found "current" battleground
1706 // just need check that this is targeted map or leave
1707 if(bg->GetMapId() != mapid)
1708 LeaveBattleground(false); // don't teleport to entry point
1711 // remove pet on map change
1712 if (pet)
1714 //leaving map -> delete pet right away (doing this later will cause problems)
1715 if(pet->isControlled() && !pet->isTemporarySummoned())
1716 m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
1717 else
1718 m_temporaryUnsummonedPetNumber = 0;
1720 RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
1723 // remove all dyn objects
1724 RemoveAllDynObjects();
1726 // stop spellcasting
1727 // not attempt interrupt teleportation spell at caster teleport
1728 if(!(options & TELE_TO_SPELL))
1729 if(IsNonMeleeSpellCasted(true))
1730 InterruptNonMeleeSpells(true);
1732 if(!GetSession()->PlayerLogout())
1734 // send transfer packets
1735 WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
1736 data << uint32(mapid);
1737 if (m_transport)
1739 data << m_transport->GetEntry() << GetMapId();
1741 GetSession()->SendPacket(&data);
1743 data.Initialize(SMSG_NEW_WORLD, (20));
1744 if (m_transport)
1746 data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
1748 else
1750 data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
1752 GetSession()->SendPacket( &data );
1753 SendSavedInstances();
1755 // remove from old map now
1756 if(oldmap) oldmap->Remove(this, false);
1759 // new final coordinates
1760 float final_x = x;
1761 float final_y = y;
1762 float final_z = z;
1763 float final_o = orientation;
1765 if(m_transport)
1767 final_x += m_movementInfo.t_x;
1768 final_y += m_movementInfo.t_y;
1769 final_z += m_movementInfo.t_z;
1770 final_o += m_movementInfo.t_o;
1773 m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
1774 SetFallInformation(0, final_z);
1775 // if the player is saved before worldportack (at logout for example)
1776 // this will be used instead of the current location in SaveToDB
1778 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
1780 // move packet sent by client always after far teleport
1781 // SetPosition(final_x, final_y, final_z, final_o, true);
1782 SetDontMove(true);
1784 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1786 else
1787 return false;
1789 return true;
1792 void Player::AddToWorld()
1794 ///- Do not add/remove the player from the object storage
1795 ///- It will crash when updating the ObjectAccessor
1796 ///- The player should only be added when logging in
1797 Unit::AddToWorld();
1799 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1801 if(m_items[i])
1802 m_items[i]->AddToWorld();
1806 void Player::RemoveFromWorld()
1808 // cleanup
1809 if(IsInWorld())
1811 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1812 Uncharm();
1813 UnsummonAllTotems();
1814 RemoveMiniPet();
1815 RemoveGuardians();
1818 for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
1820 if(m_items[i])
1821 m_items[i]->RemoveFromWorld();
1824 ///- Do not add/remove the player from the object storage
1825 ///- It will crash when updating the ObjectAccessor
1826 ///- The player should only be removed when logging out
1827 Unit::RemoveFromWorld();
1830 void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
1832 float addRage;
1834 float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1836 if(attacker)
1838 addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
1840 // talent who gave more rage on attack
1841 addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
1843 else
1845 addRage = damage/rageconversion*2.5;
1847 // Berserker Rage effect
1848 if(HasAura(18499,0))
1849 addRage *= 1.3;
1852 addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
1854 ModifyPower(POWER_RAGE, uint32(addRage*10));
1857 void Player::RegenerateAll()
1859 if (m_regenTimer != 0)
1860 return;
1861 uint32 regenDelay = 2000;
1863 // Not in combat or they have regeneration
1864 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
1865 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
1867 RegenerateHealth();
1868 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
1870 Regenerate(POWER_RAGE);
1871 if(getClass() == CLASS_DEATH_KNIGHT)
1872 Regenerate(POWER_RUNIC_POWER);
1876 Regenerate( POWER_ENERGY );
1878 Regenerate( POWER_MANA );
1880 if(getClass() == CLASS_DEATH_KNIGHT)
1881 Regenerate( POWER_RUNE );
1883 m_regenTimer = regenDelay;
1886 void Player::Regenerate(Powers power)
1888 uint32 curValue = GetPower(power);
1889 uint32 maxValue = GetMaxPower(power);
1891 float addvalue = 0.0f;
1893 switch (power)
1895 case POWER_MANA:
1897 bool recentCast = IsUnderLastManaUseEffect();
1898 float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
1899 if (recentCast)
1901 // Mangos Updates Mana in intervals of 2s, which is correct
1902 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1904 else
1906 addvalue = GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 2.00f;
1908 } break;
1909 case POWER_RAGE: // Regenerate rage
1911 float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
1912 addvalue = 30 * RageDecreaseRate; // 3 rage by tick
1913 } break;
1914 case POWER_ENERGY: // Regenerate energy (rogue)
1915 addvalue = 20;
1916 break;
1917 case POWER_RUNIC_POWER:
1919 float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
1920 addvalue = 30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
1921 } break;
1922 case POWER_RUNE:
1924 for(uint32 i = 0; i < MAX_RUNES; ++i)
1925 if(uint8 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it...
1926 SetRuneCooldown(i, cd - 1); // ... by 2 sec (because update is every 2 sec)
1927 } break;
1928 case POWER_FOCUS:
1929 case POWER_HAPPINESS:
1930 break;
1933 // Mana regen calculated in Player::UpdateManaRegen()
1934 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1935 if(power != POWER_MANA)
1937 AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
1938 for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
1939 if ((*i)->GetModifier()->m_miscvalue == power)
1940 addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
1943 if (power != POWER_RAGE && power != POWER_RUNIC_POWER)
1945 curValue += uint32(addvalue);
1946 if (curValue > maxValue)
1947 curValue = maxValue;
1949 else
1951 if(curValue <= uint32(addvalue))
1952 curValue = 0;
1953 else
1954 curValue -= uint32(addvalue);
1956 SetPower(power, curValue);
1959 void Player::RegenerateHealth()
1961 uint32 curValue = GetHealth();
1962 uint32 maxValue = GetMaxHealth();
1964 if (curValue >= maxValue) return;
1966 float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
1968 float addvalue = 0.0f;
1970 // polymorphed case
1971 if ( IsPolymorphed() )
1972 addvalue = GetMaxHealth()/3;
1973 // normal regen case (maybe partly in combat case)
1974 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) )
1976 addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
1977 if (!isInCombat())
1979 AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
1980 for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
1981 addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
1983 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
1984 addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
1986 if(!IsStandState())
1987 addvalue *= 1.5;
1990 // always regeneration bonus (including combat)
1991 addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
1993 if(addvalue < 0)
1994 addvalue = 0;
1996 ModifyHealth(int32(addvalue));
1999 bool Player::CanInteractWithNPCs(bool alive) const
2001 if(alive && !isAlive())
2002 return false;
2003 if(isInFlight())
2004 return false;
2006 return true;
2009 bool Player::IsUnderWater() const
2011 return IsInWater() &&
2012 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2015 void Player::SetInWater(bool apply)
2017 if(m_isInWater==apply)
2018 return;
2020 //define player in water by opcodes
2021 //move player's guid into HateOfflineList of those mobs
2022 //which can't swim and move guid back into ThreatList when
2023 //on surface.
2024 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2025 m_isInWater = apply;
2027 // remove auras that need water/land
2028 RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
2030 getHostilRefManager().updateThreatTables();
2033 void Player::SetGameMaster(bool on)
2035 if(on)
2037 m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
2038 setFaction(35);
2039 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2041 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
2042 ResetContestedPvP();
2044 getHostilRefManager().setOnlineOfflineState(false);
2045 CombatStop();
2047 SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases
2049 else
2051 // restore phase
2052 AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
2053 SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false);
2055 m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
2056 setFactionForRace(getRace());
2057 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
2059 // restore FFA PvP Server state
2060 if(sWorld.IsFFAPvPRealm())
2061 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
2063 // restore FFA PvP area state, remove not allowed for GM mounts
2064 UpdateArea(m_areaUpdateId);
2066 getHostilRefManager().setOnlineOfflineState(true);
2069 ObjectAccessor::UpdateVisibilityForPlayer(this);
2072 void Player::SetGMVisible(bool on)
2074 if(on)
2076 m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
2078 // Reapply stealth/invisibility if active or show if not any
2079 if(HasAuraType(SPELL_AURA_MOD_STEALTH))
2080 SetVisibility(VISIBILITY_GROUP_STEALTH);
2081 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
2082 SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
2083 else
2084 SetVisibility(VISIBILITY_ON);
2086 else
2088 m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
2090 SetAcceptWhispers(false);
2091 SetGameMaster(true);
2093 SetVisibility(VISIBILITY_OFF);
2097 bool Player::IsGroupVisibleFor(Player* p) const
2099 switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
2101 default: return IsInSameGroupWith(p);
2102 case 1: return IsInSameRaidWith(p);
2103 case 2: return GetTeam()==p->GetTeam();
2107 bool Player::IsInSameGroupWith(Player const* p) const
2109 return p==this || GetGroup() != NULL &&
2110 GetGroup() == p->GetGroup() &&
2111 GetGroup()->SameSubGroup((Player*)this, (Player*)p);
2114 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2115 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2116 void Player::UninviteFromGroup()
2118 Group* group = GetGroupInvite();
2119 if(!group)
2120 return;
2122 group->RemoveInvite(this);
2124 if(group->GetMembersCount() <= 1) // group has just 1 member => disband
2126 if(group->IsCreated())
2128 group->Disband(true);
2129 objmgr.RemoveGroup(group);
2131 else
2132 group->RemoveAllInvites();
2134 delete group;
2138 void Player::RemoveFromGroup(Group* group, uint64 guid)
2140 if(group)
2142 if (group->RemoveMember(guid, 0) <= 1)
2144 // group->Disband(); already disbanded in RemoveMember
2145 objmgr.RemoveGroup(group);
2146 delete group;
2147 // removemember sets the player's group pointer to NULL
2152 void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
2154 WorldPacket data(SMSG_LOG_XPGAIN, 21);
2155 data << uint64(victim ? victim->GetGUID() : 0); // guid
2156 data << uint32(GivenXP+RestXP); // given experience
2157 data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2158 if(victim)
2160 data << uint32(GivenXP); // experience without rested bonus
2161 data << float(1); // 1 - none 0 - 100% group bonus output
2163 data << uint8(0); // new 2.4.0
2164 GetSession()->SendPacket(&data);
2167 void Player::GiveXP(uint32 xp, Unit* victim)
2169 if ( xp < 1 )
2170 return;
2172 if(!isAlive())
2173 return;
2175 uint32 level = getLevel();
2177 // XP to money conversion processed in Player::RewardQuest
2178 if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
2179 return;
2181 // handle SPELL_AURA_MOD_XP_PCT auras
2182 Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
2183 for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
2184 xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
2186 // XP resting bonus for kill
2187 uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
2189 SendLogXPGain(xp,victim,rested_bonus_xp);
2191 uint32 curXP = GetUInt32Value(PLAYER_XP);
2192 uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2193 uint32 newXP = curXP + xp + rested_bonus_xp;
2195 while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2197 newXP -= nextLvlXP;
2199 if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
2200 GiveLevel(level + 1);
2202 level = getLevel();
2203 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
2206 SetUInt32Value(PLAYER_XP, newXP);
2209 // Update player to next level
2210 // Current player experience not update (must be update by caller)
2211 void Player::GiveLevel(uint32 level)
2213 if ( level == getLevel() )
2214 return;
2216 PlayerLevelInfo info;
2217 objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
2219 PlayerClassLevelInfo classInfo;
2220 objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
2222 // send levelup info to client
2223 WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
2224 data << uint32(level);
2225 data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
2226 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2227 data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
2228 data << uint32(0);
2229 data << uint32(0);
2230 data << uint32(0);
2231 data << uint32(0);
2232 data << uint32(0);
2233 data << uint32(0);
2234 // end for
2235 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
2236 data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
2238 GetSession()->SendPacket(&data);
2240 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level));
2242 //update level, max level of skills
2243 if(getLevel()!= level)
2244 m_Played_time[1] = 0; // Level Played Time reset
2245 SetLevel(level);
2246 UpdateSkillsForLevel ();
2248 // save base values (bonuses already included in stored stats
2249 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2250 SetCreateStat(Stats(i), info.stats[i]);
2252 SetCreateHealth(classInfo.basehealth);
2253 SetCreateMana(classInfo.basemana);
2255 InitTalentForLevel();
2256 InitTaxiNodesForLevel();
2257 InitGlyphsForLevel();
2259 UpdateAllStats();
2261 // set current level health and mana/energy to maximum after applying all mods.
2262 SetHealth(GetMaxHealth());
2263 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2264 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2265 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2266 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2267 SetPower(POWER_FOCUS, 0);
2268 SetPower(POWER_HAPPINESS, 0);
2270 // give level to summoned pet
2271 Pet* pet = GetPet();
2272 if(pet && pet->getPetType()==SUMMON_PET)
2273 pet->GivePetLevel(level);
2274 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
2277 void Player::InitTalentForLevel()
2279 uint32 level = getLevel();
2280 // talents base at level diff ( talents = level - 9 but some can be used already)
2281 if(level < 10)
2283 // Remove all talent points
2284 if(m_usedTalentCount > 0) // Free any used talents
2286 resetTalents(true);
2287 SetFreeTalentPoints(0);
2290 else
2292 uint32 talentPointsForLevel = CalculateTalentsPoints();
2294 // if used more that have then reset
2295 if(m_usedTalentCount > talentPointsForLevel)
2297 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
2298 resetTalents(true);
2299 else
2300 SetFreeTalentPoints(0);
2302 // else update amount of free points
2303 else
2304 SetFreeTalentPoints(talentPointsForLevel-m_usedTalentCount);
2308 void Player::InitStatsForLevel(bool reapplyMods)
2310 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2311 _RemoveAllStatBonuses();
2313 PlayerClassLevelInfo classInfo;
2314 objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
2316 PlayerLevelInfo info;
2317 objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
2319 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
2320 SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel()));
2322 UpdateSkillsForLevel ();
2324 // set default cast time multiplier
2325 SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
2327 // reset size before reapply auras
2328 SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
2330 // save base values (bonuses already included in stored stats
2331 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2332 SetCreateStat(Stats(i), info.stats[i]);
2334 for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
2335 SetStat(Stats(i), info.stats[i]);
2337 SetCreateHealth(classInfo.basehealth);
2339 //set create powers
2340 SetCreateMana(classInfo.basemana);
2342 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2344 InitStatBuffMods();
2346 //reset rating fields values
2347 for(uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
2348 SetUInt32Value(index, 0);
2350 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
2351 for (int i = 0; i < 7; i++)
2353 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
2354 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
2355 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
2358 //reset attack power, damage and attack speed fields
2359 SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f );
2360 SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f ); // offhand attack time
2361 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f );
2363 SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f );
2364 SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f );
2365 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f );
2366 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f );
2367 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f );
2368 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f );
2370 SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
2371 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
2372 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
2373 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
2374 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0 );
2375 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
2377 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2378 SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
2379 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
2380 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
2382 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2383 for (uint8 i = 0; i < 7; ++i)
2384 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
2386 SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
2387 SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
2388 SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
2390 // Dodge percentage
2391 SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
2393 // set armor (resistance 0) to original value (create_agility*2)
2394 SetArmor(int32(m_createStats[STAT_AGILITY]*2));
2395 SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
2396 SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
2397 // set other resistance to original value (0)
2398 for (int i = 1; i < MAX_SPELL_SCHOOL; i++)
2400 SetResistance(SpellSchools(i), 0);
2401 SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
2402 SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
2405 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
2406 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
2407 for(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
2409 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f);
2410 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
2412 // Reset no reagent cost field
2413 for(int i = 0; i < 3; i++)
2414 SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
2415 // Init data for form but skip reapply item mods for form
2416 InitDataForForm(reapplyMods);
2418 // save new stats
2419 for (int i = POWER_MANA; i < MAX_POWERS; i++)
2420 SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
2422 SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
2424 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2425 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
2427 // cleanup unit flags (will be re-applied if need at aura load).
2428 RemoveFlag( UNIT_FIELD_FLAGS,
2429 UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
2430 UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
2431 UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
2432 UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
2433 UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
2434 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
2436 SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set
2438 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2439 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST);
2441 RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
2442 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
2444 // restore if need some important flags
2445 SetUInt32Value(PLAYER_FIELD_BYTES2, 0 ); // flags empty by default
2447 if(reapplyMods) //reapply stats values only on .reset stats (level) command
2448 _ApplyAllStatBonuses();
2450 // set current level health and mana/energy to maximum after applying all mods.
2451 SetHealth(GetMaxHealth());
2452 SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
2453 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
2454 if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
2455 SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
2456 SetPower(POWER_FOCUS, 0);
2457 SetPower(POWER_HAPPINESS, 0);
2458 SetPower(POWER_RUNIC_POWER, 0);
2461 void Player::SendInitialSpells()
2463 time_t curTime = time(NULL);
2464 time_t infTime = curTime + MONTH/2;
2466 uint16 spellCount = 0;
2468 WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
2469 data << uint8(0);
2471 size_t countPos = data.wpos();
2472 data << uint16(spellCount); // spell count placeholder
2474 for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
2476 if(itr->second->state == PLAYERSPELL_REMOVED)
2477 continue;
2479 if(!itr->second->active || itr->second->disabled)
2480 continue;
2482 data << uint16(itr->first);
2483 data << uint16(0); // it's not slot id
2485 spellCount +=1;
2488 data.put<uint16>(countPos,spellCount); // write real count value
2490 uint16 spellCooldowns = m_spellCooldowns.size();
2491 data << uint16(spellCooldowns);
2492 for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
2494 SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
2495 if(!sEntry)
2496 continue;
2498 // not send infinity cooldown
2499 if(itr->second.end > infTime)
2500 continue;
2502 data << uint16(itr->first);
2504 time_t cooldown = 0;
2505 if(itr->second.end > curTime)
2506 cooldown = (itr->second.end-curTime)*IN_MILISECONDS;
2508 data << uint16(itr->second.itemid); // cast item id
2509 data << uint16(sEntry->Category); // spell category
2510 if(sEntry->Category) // may be wrong, but anyway better than nothing...
2512 data << uint32(0); // cooldown
2513 data << uint32(cooldown); // category cooldown
2515 else
2517 data << uint32(cooldown); // cooldown
2518 data << uint32(0); // category cooldown
2522 GetSession()->SendPacket(&data);
2524 sLog.outDetail( "CHARACTER: Sent Initial Spells" );
2527 void Player::RemoveMail(uint32 id)
2529 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr)
2531 if ((*itr)->messageID == id)
2533 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2534 m_mail.erase(itr);
2535 return;
2540 void Player::SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
2542 WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
2543 data << (uint32) mailId;
2544 data << (uint32) mailAction;
2545 data << (uint32) mailError;
2546 if ( mailError == MAIL_ERR_BAG_FULL )
2547 data << (uint32) equipError;
2548 else if( mailAction == MAIL_ITEM_TAKEN )
2550 data << (uint32) item_guid; // item guid low?
2551 data << (uint32) item_count; // item count?
2553 GetSession()->SendPacket(&data);
2556 void Player::SendNewMail()
2558 // deliver undelivered mail
2559 WorldPacket data(SMSG_RECEIVED_MAIL, 4);
2560 data << (uint32) 0;
2561 GetSession()->SendPacket(&data);
2564 void Player::UpdateNextMailTimeAndUnreads()
2566 // calculate next delivery time (min. from non-delivered mails
2567 // and recalculate unReadMail
2568 time_t cTime = time(NULL);
2569 m_nextMailDelivereTime = 0;
2570 unReadMails = 0;
2571 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
2573 if((*itr)->deliver_time > cTime)
2575 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
2576 m_nextMailDelivereTime = (*itr)->deliver_time;
2578 else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
2579 ++unReadMails;
2583 void Player::AddNewMailDeliverTime(time_t deliver_time)
2585 if(deliver_time <= time(NULL)) // ready now
2587 ++unReadMails;
2588 SendNewMail();
2590 else // not ready and no have ready mails
2592 if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
2593 m_nextMailDelivereTime = deliver_time;
2597 bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
2599 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
2600 if (!spellInfo)
2602 // do character spell book cleanup (all characters)
2603 if(!IsInWorld() && !learning) // spell load case
2605 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
2606 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2608 else
2609 sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
2611 return false;
2614 if(!SpellMgr::IsSpellValid(spellInfo,this,false))
2616 // do character spell book cleanup (all characters)
2617 if(!IsInWorld() && !learning) // spell load case
2619 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
2620 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
2622 else
2623 sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
2625 return false;
2628 PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
2630 bool dependent_set = false;
2631 bool disabled_case = false;
2632 bool superceded_old = false;
2634 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2635 if (itr != m_spells.end())
2637 uint32 next_active_spell_id = 0;
2638 // fix activate state for non-stackable low rank (and find next spell for !active case)
2639 if(!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2641 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2642 for(SpellChainMapNext::const_iterator next_itr = nextMap.lower_bound(spell_id); next_itr != nextMap.upper_bound(spell_id); ++next_itr)
2644 if(HasSpell(next_itr->second))
2646 // high rank already known so this must !active
2647 active = false;
2648 next_active_spell_id = next_itr->second;
2649 break;
2654 // not do anything if already known in expected state
2655 if(itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
2656 itr->second->dependent == dependent && itr->second->disabled == disabled)
2658 if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
2659 itr->second->state = PLAYERSPELL_UNCHANGED;
2661 return false;
2664 // dependent spell known as not dependent, overwrite state
2665 if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
2667 itr->second->dependent = dependent;
2668 if (itr->second->state != PLAYERSPELL_NEW)
2669 itr->second->state = PLAYERSPELL_CHANGED;
2670 dependent_set = true;
2673 // update active state for known spell
2674 if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
2676 itr->second->active = active;
2678 if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
2679 itr->second->state = PLAYERSPELL_UNCHANGED;
2680 else if(itr->second->state != PLAYERSPELL_NEW)
2681 itr->second->state = PLAYERSPELL_CHANGED;
2683 if(active)
2685 if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo))
2686 CastSpell (this,spell_id,true);
2688 else if(IsInWorld())
2690 if(next_active_spell_id)
2692 // update spell ranks in spellbook and action bar
2693 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2694 data << uint16(spell_id);
2695 data << uint16(next_active_spell_id);
2696 GetSession()->SendPacket( &data );
2698 else
2700 WorldPacket data(SMSG_REMOVED_SPELL, 4);
2701 data << uint16(spell_id);
2702 GetSession()->SendPacket(&data);
2706 return active; // learn (show in spell book if active now)
2709 if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
2711 if(itr->second->state != PLAYERSPELL_NEW)
2712 itr->second->state = PLAYERSPELL_CHANGED;
2713 itr->second->disabled = disabled;
2715 if(disabled)
2716 return false;
2718 disabled_case = true;
2720 else switch(itr->second->state)
2722 case PLAYERSPELL_UNCHANGED: // known saved spell
2723 return false;
2724 case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
2726 delete itr->second;
2727 m_spells.erase(itr);
2728 state = PLAYERSPELL_CHANGED;
2729 break; // need re-add
2731 default: // known not saved yet spell (new or modified)
2733 // can be in case spell loading but learned at some previous spell loading
2734 if(!IsInWorld() && !learning && !dependent_set)
2735 itr->second->state = PLAYERSPELL_UNCHANGED;
2737 return false;
2742 if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
2744 // talent: unlearn all other talent ranks (high and low)
2745 if(TalentSpellPos const* talentPos = GetTalentSpellPos(spell_id))
2747 if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
2749 for(int i=0; i <5; ++i)
2751 // skip learning spell and no rank spell case
2752 uint32 rankSpellId = talentInfo->RankID[i];
2753 if(!rankSpellId || rankSpellId==spell_id)
2754 continue;
2756 removeSpell(rankSpellId);
2760 // non talent spell: learn low ranks (recursive call)
2761 else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
2763 if(!IsInWorld() || disabled) // at spells loading, no output, but allow save
2764 addSpell(prev_spell,active,true,true,disabled);
2765 else // at normal learning
2766 learnSpell(prev_spell,true);
2769 PlayerSpell *newspell = new PlayerSpell;
2770 newspell->state = state;
2771 newspell->active = active;
2772 newspell->dependent = dependent;
2773 newspell->disabled = disabled;
2775 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2776 if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
2778 for( PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr )
2780 if(itr->second->state == PLAYERSPELL_REMOVED) continue;
2781 SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first);
2782 if(!i_spellInfo) continue;
2784 if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) )
2786 if(itr->second->active)
2788 if(spellmgr.IsHighRankOfSpell(spell_id,itr->first))
2790 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2792 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2793 data << uint16(itr->first);
2794 data << uint16(spell_id);
2795 GetSession()->SendPacket( &data );
2798 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2799 itr->second->active = false;
2800 if(itr->second->state != PLAYERSPELL_NEW)
2801 itr->second->state = PLAYERSPELL_CHANGED;
2802 superceded_old = true; // new spell replace old in action bars and spell book.
2804 else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id))
2806 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2808 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
2809 data << uint16(spell_id);
2810 data << uint16(itr->first);
2811 GetSession()->SendPacket( &data );
2814 // mark new spell as disable (not learned yet for client and will not learned)
2815 newspell->active = false;
2816 if(newspell->state != PLAYERSPELL_NEW)
2817 newspell->state = PLAYERSPELL_CHANGED;
2824 m_spells[spell_id] = newspell;
2826 // return false if spell disabled
2827 if (newspell->disabled)
2828 return false;
2831 uint32 talentCost = GetTalentSpellCost(spell_id);
2833 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2834 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2835 if( talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL) )
2837 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2838 CastSpell(this, spell_id, true);
2840 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2841 else if (IsPassiveSpell(spell_id))
2843 if(IsNeedCastPassiveSpellAtLearn(spellInfo))
2844 CastSpell(this, spell_id, true);
2846 else if( IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP) )
2848 CastSpell(this, spell_id, true);
2849 return false;
2852 // update used talent points count
2853 m_usedTalentCount += talentCost;
2855 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2856 if(uint32 freeProfs = GetFreePrimaryProffesionPoints())
2858 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
2859 SetFreePrimaryProffesions(freeProfs-1);
2862 // add dependent skills
2863 uint16 maxskill = GetMaxSkillValueForLevel();
2865 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
2867 if(spellLearnSkill)
2869 uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
2870 uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
2872 if(skill_value < spellLearnSkill->value)
2873 skill_value = spellLearnSkill->value;
2875 uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
2877 if(skill_max_value < new_skill_max_value)
2878 skill_max_value = new_skill_max_value;
2880 SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
2882 else
2884 // not ranked skills
2885 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
2886 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
2888 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
2890 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
2891 if(!pSkill)
2892 continue;
2894 if(HasSkill(pSkill->id))
2895 continue;
2897 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
2898 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2899 (pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0 )
2901 switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
2903 case SKILL_RANGE_LANGUAGE:
2904 SetSkill(pSkill->id, 300, 300 );
2905 break;
2906 case SKILL_RANGE_LEVEL:
2907 SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
2908 break;
2909 case SKILL_RANGE_MONO:
2910 SetSkill(pSkill->id, 1, 1 );
2911 break;
2912 default:
2913 break;
2919 // learn dependent spells
2920 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
2921 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
2923 for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr)
2925 if(!itr->second.autoLearned)
2927 if(!IsInWorld() || !itr->second.active) // at spells loading, no output, but allow save
2928 addSpell(itr->second.spell,itr->second.active,true,true,false);
2929 else // at normal learning
2930 learnSpell(itr->second.spell,true);
2934 if(IsInWorld())
2936 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL);
2937 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS);
2940 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2941 return active && !disabled && !superceded_old;
2944 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const
2946 bool need_cast = false;
2948 switch(spellInfo->Id)
2950 // some spells not have stance data expacted cast at form change or present
2951 case 5420: need_cast = (m_form == FORM_TREE); break;
2952 case 5419: need_cast = (m_form == FORM_TRAVEL); break;
2953 case 7376: need_cast = (m_form == FORM_DEFENSIVESTANCE); break;
2954 case 7381: need_cast = (m_form == FORM_BERSERKERSTANCE); break;
2955 case 21156: need_cast = (m_form == FORM_BATTLESTANCE); break;
2956 case 21178: need_cast = (m_form == FORM_BEAR || m_form == FORM_DIREBEAR); break;
2957 case 33948: need_cast = (m_form == FORM_FLIGHT); break;
2958 case 34764: need_cast = (m_form == FORM_FLIGHT); break;
2959 case 40121: need_cast = (m_form == FORM_FLIGHT_EPIC); break;
2960 case 40122: need_cast = (m_form == FORM_FLIGHT_EPIC); break;
2961 // another spells have proper stance data
2962 default: need_cast = !spellInfo->Stances || m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))); break;
2965 //Check CasterAuraStates
2966 return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)));
2969 void Player::learnSpell(uint32 spell_id, bool dependent)
2971 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
2973 bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
2974 bool active = disabled ? itr->second->active : true;
2976 bool learning = addSpell(spell_id,active,true,dependent,false);
2978 // learn all disabled higher ranks (recursive)
2979 if(disabled)
2981 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
2982 for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
2984 PlayerSpellMap::iterator iter = m_spells.find(i->second);
2985 if (iter != m_spells.end() && iter->second->disabled)
2986 learnSpell(i->second,false);
2990 // prevent duplicated entires in spell book, also not send if not in world (loading)
2991 if(!learning || !IsInWorld ())
2992 return;
2994 WorldPacket data(SMSG_LEARNED_SPELL, 4);
2995 data << uint32(spell_id);
2996 GetSession()->SendPacket(&data);
2999 void Player::removeSpell(uint32 spell_id, bool disabled, bool update_action_bar_for_low_rank)
3001 PlayerSpellMap::iterator itr = m_spells.find(spell_id);
3002 if (itr == m_spells.end())
3003 return;
3005 if(itr->second->state == PLAYERSPELL_REMOVED || disabled && itr->second->disabled)
3006 return;
3008 // unlearn non talent higher ranks (recursive)
3009 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
3010 for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
3011 if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
3012 removeSpell(itr2->second,disabled);
3014 bool cur_active = itr->second->active;
3015 bool cur_dependent = itr->second->dependent;
3017 if (disabled)
3019 itr->second->disabled = disabled;
3020 if(itr->second->state != PLAYERSPELL_NEW)
3021 itr->second->state = PLAYERSPELL_CHANGED;
3023 else
3025 if(itr->second->state == PLAYERSPELL_NEW)
3027 delete itr->second;
3028 m_spells.erase(itr);
3030 else
3031 itr->second->state = PLAYERSPELL_REMOVED;
3034 RemoveAurasDueToSpell(spell_id);
3036 // remove pet auras
3037 if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id))
3038 RemovePetAura(petSpell);
3040 // free talent points
3041 uint32 talentCosts = GetTalentSpellCost(spell_id);
3042 if(talentCosts > 0)
3044 if(talentCosts < m_usedTalentCount)
3045 m_usedTalentCount -= talentCosts;
3046 else
3047 m_usedTalentCount = 0;
3050 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3051 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
3053 uint32 freeProfs = GetFreePrimaryProffesionPoints()+1;
3054 if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
3055 SetFreePrimaryProffesions(freeProfs);
3058 // remove dependent skill
3059 SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
3060 if(spellLearnSkill)
3062 uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
3063 if(!prev_spell) // first rank, remove skill
3064 SetSkill(spellLearnSkill->skill,0,0);
3065 else
3067 // search prev. skill setting by spell ranks chain
3068 SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
3069 while(!prevSkill && prev_spell)
3071 prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
3072 prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
3075 if(!prevSkill) // not found prev skill setting, remove skill
3076 SetSkill(spellLearnSkill->skill,0,0);
3077 else // set to prev. skill setting values
3079 uint32 skill_value = GetPureSkillValue(prevSkill->skill);
3080 uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
3082 if(skill_value > prevSkill->value)
3083 skill_value = prevSkill->value;
3085 uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
3087 if(skill_max_value > new_skill_max_value)
3088 skill_max_value = new_skill_max_value;
3090 SetSkill(prevSkill->skill,skill_value,skill_max_value);
3095 else
3097 // not ranked skills
3098 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
3099 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
3101 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
3103 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
3104 if(!pSkill)
3105 continue;
3107 if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
3108 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3109 (pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0 )
3111 // not reset skills for professions and racial abilities
3112 if( (pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
3113 (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0) )
3114 continue;
3116 SetSkill(pSkill->id, 0, 0 );
3121 // remove dependent spells
3122 SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
3123 SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
3125 for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
3126 removeSpell(itr2->second.spell, disabled);
3128 // activate lesser rank in spellbook/action bar, and cast it if need
3129 bool prev_activate = false;
3131 if(uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id))
3133 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
3135 // if talent then lesser rank also talent and need learn
3136 if(talentCosts)
3137 learnSpell (prev_id,false);
3138 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3139 else if(cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
3141 // need manually update dependence state (learn spell ignore like attempts)
3142 PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
3143 if (prev_itr != m_spells.end())
3145 if(prev_itr->second->dependent != cur_dependent)
3147 prev_itr->second->dependent = cur_dependent;
3148 if(prev_itr->second->state != PLAYERSPELL_NEW)
3149 prev_itr->second->state = PLAYERSPELL_CHANGED;
3152 // now re-learn if need re-activate
3153 if(cur_active && !prev_itr->second->active)
3155 if(addSpell(prev_id,true,false,prev_itr->second->dependent,prev_itr->second->disabled))
3157 if(update_action_bar_for_low_rank)
3159 // downgrade spell ranks in spellbook and action bar
3160 WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
3161 data << uint16(spell_id);
3162 data << uint16(prev_id);
3163 GetSession()->SendPacket( &data );
3164 prev_activate = true;
3172 // remove from spell book if not replaced by lesser rank
3173 if(!prev_activate)
3175 WorldPacket data(SMSG_REMOVED_SPELL, 4);
3176 data << uint16(spell_id);
3177 GetSession()->SendPacket(&data);
3181 void Player::RemoveArenaSpellCooldowns()
3183 // remove cooldowns on spells that has < 15 min CD
3184 SpellCooldowns::iterator itr, next;
3185 // iterate spell cooldowns
3186 for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next)
3188 next = itr;
3189 ++next;
3190 SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
3191 // check if spellentry is present and if the cooldown is less than 15 mins
3192 if( entry &&
3193 entry->RecoveryTime <= 15 * MINUTE * IN_MILISECONDS &&
3194 entry->CategoryRecoveryTime <= 15 * MINUTE * IN_MILISECONDS )
3196 // notify player
3197 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3198 data << uint32(itr->first);
3199 data << GetGUID();
3200 GetSession()->SendPacket(&data);
3201 // remove cooldown
3202 m_spellCooldowns.erase(itr);
3207 void Player::RemoveAllSpellCooldown()
3209 if(!m_spellCooldowns.empty())
3211 for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
3213 WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
3214 data << uint32(itr->first);
3215 data << uint64(GetGUID());
3216 GetSession()->SendPacket(&data);
3218 m_spellCooldowns.clear();
3222 void Player::_LoadSpellCooldowns(QueryResult *result)
3224 // some cooldowns can be already set at aura loading...
3226 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3228 if(result)
3230 time_t curTime = time(NULL);
3234 Field *fields = result->Fetch();
3236 uint32 spell_id = fields[0].GetUInt32();
3237 uint32 item_id = fields[1].GetUInt32();
3238 time_t db_time = (time_t)fields[2].GetUInt64();
3240 if(!sSpellStore.LookupEntry(spell_id))
3242 sLog.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
3243 continue;
3246 // skip outdated cooldown
3247 if(db_time <= curTime)
3248 continue;
3250 AddSpellCooldown(spell_id, item_id, db_time);
3252 sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
3254 while( result->NextRow() );
3256 delete result;
3260 void Player::_SaveSpellCooldowns()
3262 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3264 time_t curTime = time(NULL);
3265 time_t infTime = curTime + MONTH/2;
3267 // remove outdated and save active
3268 for(SpellCooldowns::iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end();)
3270 if(itr->second.end <= curTime)
3271 m_spellCooldowns.erase(itr++);
3272 else if(itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
3274 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));
3275 ++itr;
3277 else
3278 ++itr;
3282 uint32 Player::resetTalentsCost() const
3284 // The first time reset costs 1 gold
3285 if(m_resetTalentsCost < 1*GOLD)
3286 return 1*GOLD;
3287 // then 5 gold
3288 else if(m_resetTalentsCost < 5*GOLD)
3289 return 5*GOLD;
3290 // After that it increases in increments of 5 gold
3291 else if(m_resetTalentsCost < 10*GOLD)
3292 return 10*GOLD;
3293 else
3295 uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
3296 if(months > 0)
3298 // This cost will be reduced by a rate of 5 gold per month
3299 int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
3300 // to a minimum of 10 gold.
3301 return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
3303 else
3305 // After that it increases in increments of 5 gold
3306 int32 new_cost = m_resetTalentsCost + 5*GOLD;
3307 // until it hits a cap of 50 gold.
3308 if(new_cost > 50*GOLD)
3309 new_cost = 50*GOLD;
3310 return new_cost;
3315 bool Player::resetTalents(bool no_cost)
3317 // not need after this call
3318 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
3320 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS;
3321 CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow());
3324 uint32 talentPointsForLevel = CalculateTalentsPoints();
3326 if (m_usedTalentCount == 0)
3328 SetFreeTalentPoints(talentPointsForLevel);
3329 return false;
3332 uint32 cost = 0;
3334 if(!no_cost)
3336 cost = resetTalentsCost();
3338 if (GetMoney() < cost)
3340 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
3341 return false;
3345 for (unsigned int i = 0; i < sTalentStore.GetNumRows(); i++)
3347 TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
3349 if (!talentInfo) continue;
3351 TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
3353 if(!talentTabInfo)
3354 continue;
3356 // unlearn only talents for character class
3357 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3358 // to prevent unexpected lost normal learned spell skip another class talents
3359 if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
3360 continue;
3362 for (int j = 0; j < 5; j++)
3364 for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
3366 if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
3368 ++itr;
3369 continue;
3372 // remove learned spells (all ranks)
3373 uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
3375 // unlearn if first rank is talent or learned by talent
3376 if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
3378 removeSpell(itr->first,!IsPassiveSpell(itr->first));
3379 itr = GetSpellMap().begin();
3380 continue;
3382 else
3383 ++itr;
3388 SetFreeTalentPoints(talentPointsForLevel);
3390 if(!no_cost)
3392 ModifyMoney(-(int32)cost);
3393 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
3395 m_resetTalentsCost = cost;
3396 m_resetTalentsTime = time(NULL);
3399 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3400 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3402 if(m_canTitanGrip)
3404 m_canTitanGrip = false;
3405 if(sWorld.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET))
3406 AutoUnequipOffhandIfNeed();
3409 return true;
3412 Mail* Player::GetMail(uint32 id)
3414 for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
3416 if ((*itr)->messageID == id)
3418 return (*itr);
3421 return NULL;
3424 void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
3426 if(target == this)
3428 Object::_SetCreateBits(updateMask, target);
3430 else
3432 for(uint16 index = 0; index < m_valuesCount; index++)
3434 if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
3435 updateMask->SetBit(index);
3440 void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
3442 if(target == this)
3444 Object::_SetUpdateBits(updateMask, target);
3446 else
3448 Object::_SetUpdateBits(updateMask, target);
3449 *updateMask &= updateVisualBits;
3453 void Player::InitVisibleBits()
3455 updateVisualBits.SetCount(PLAYER_END);
3457 updateVisualBits.SetBit(OBJECT_FIELD_GUID);
3458 updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
3459 updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
3460 updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
3461 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
3462 updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
3463 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
3464 updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
3465 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
3466 updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
3467 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
3468 updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
3469 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
3470 updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
3471 updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
3472 updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
3473 updateVisualBits.SetBit(UNIT_FIELD_POWER1);
3474 updateVisualBits.SetBit(UNIT_FIELD_POWER2);
3475 updateVisualBits.SetBit(UNIT_FIELD_POWER3);
3476 updateVisualBits.SetBit(UNIT_FIELD_POWER4);
3477 updateVisualBits.SetBit(UNIT_FIELD_POWER5);
3478 updateVisualBits.SetBit(UNIT_FIELD_POWER6);
3479 updateVisualBits.SetBit(UNIT_FIELD_POWER7);
3480 updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
3481 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
3482 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
3483 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
3484 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
3485 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
3486 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
3487 updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
3488 updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
3489 updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
3490 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
3491 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
3492 updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
3493 updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
3494 updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
3495 updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
3496 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
3497 updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
3498 updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
3499 updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
3500 updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
3501 updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
3502 updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
3503 updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
3504 updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
3505 updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
3506 updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
3507 updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
3508 updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
3509 updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
3510 updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
3511 updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
3513 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
3514 updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
3515 updateVisualBits.SetBit(PLAYER_FLAGS);
3516 updateVisualBits.SetBit(PLAYER_GUILDID);
3517 updateVisualBits.SetBit(PLAYER_GUILDRANK);
3518 updateVisualBits.SetBit(PLAYER_BYTES);
3519 updateVisualBits.SetBit(PLAYER_BYTES_2);
3520 updateVisualBits.SetBit(PLAYER_BYTES_3);
3521 updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
3522 updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
3524 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3525 for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += 4)
3526 updateVisualBits.SetBit(i);
3528 // Players visible items are not inventory stuff
3529 for(uint16 i = 0; i < EQUIPMENT_SLOT_END; ++i)
3531 uint32 offset = i * MAX_VISIBLE_ITEM_OFFSET;
3533 // item creator
3534 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 0 + offset);
3535 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + 1 + offset);
3537 // item entry
3538 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 0 + offset);
3540 // item enchantments
3541 for(uint8 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
3542 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_0 + 1 + j + offset);
3544 // random properties
3545 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + offset);
3546 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_SEED + offset);
3547 updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PAD + offset);
3550 updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
3553 void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
3555 for(int i = 0; i < EQUIPMENT_SLOT_END; i++)
3557 if(m_items[i] == NULL)
3558 continue;
3560 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3563 if(target == this)
3565 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3567 if(m_items[i] == NULL)
3568 continue;
3570 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3572 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3574 if(m_items[i] == NULL)
3575 continue;
3577 m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
3581 Unit::BuildCreateUpdateBlockForPlayer( data, target );
3584 void Player::DestroyForPlayer( Player *target ) const
3586 Unit::DestroyForPlayer( target );
3588 for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
3590 if(m_items[i] == NULL)
3591 continue;
3593 m_items[i]->DestroyForPlayer( target );
3596 if(target == this)
3598 for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
3600 if(m_items[i] == NULL)
3601 continue;
3603 m_items[i]->DestroyForPlayer( target );
3605 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
3607 if(m_items[i] == NULL)
3608 continue;
3610 m_items[i]->DestroyForPlayer( target );
3615 bool Player::HasSpell(uint32 spell) const
3617 PlayerSpellMap::const_iterator itr = m_spells.find(spell);
3618 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
3619 !itr->second->disabled);
3622 bool Player::HasActiveSpell(uint32 spell) const
3624 PlayerSpellMap::const_iterator itr = m_spells.find(spell);
3625 return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
3626 itr->second->active && !itr->second->disabled);
3629 TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
3631 if (!trainer_spell)
3632 return TRAINER_SPELL_RED;
3634 if (!trainer_spell->learnedSpell)
3635 return TRAINER_SPELL_RED;
3637 // known spell
3638 if(HasSpell(trainer_spell->learnedSpell))
3639 return TRAINER_SPELL_GRAY;
3641 // check race/class requirement
3642 if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell))
3643 return TRAINER_SPELL_RED;
3645 // check level requirement
3646 if(getLevel() < trainer_spell->reqLevel)
3647 return TRAINER_SPELL_RED;
3649 if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell))
3651 // check prev.rank requirement
3652 if(spell_chain->prev && !HasSpell(spell_chain->prev))
3653 return TRAINER_SPELL_RED;
3655 // check additional spell requirement
3656 if(spell_chain->req && !HasSpell(spell_chain->req))
3657 return TRAINER_SPELL_RED;
3660 // check skill requirement
3661 if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
3662 return TRAINER_SPELL_RED;
3664 // exist, already checked at loading
3665 SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell);
3667 // secondary prof. or not prof. spell
3668 uint32 skill = spell->EffectMiscValue[1];
3670 if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
3671 return TRAINER_SPELL_GREEN;
3673 // check primary prof. limit
3674 if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProffesionPoints() == 0)
3675 return TRAINER_SPELL_RED;
3677 return TRAINER_SPELL_GREEN;
3680 void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
3682 uint32 guid = GUID_LOPART(playerguid);
3684 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3685 // bones will be deleted by corpse/bones deleting thread shortly
3686 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
3688 // remove from guild
3689 uint32 guildId = GetGuildIdFromDB(playerguid);
3690 if(guildId != 0)
3692 Guild* guild = objmgr.GetGuildById(guildId);
3693 if(guild)
3694 guild->DelMember(guid);
3697 // remove from arena teams
3698 LeaveAllArenaTeams(playerguid);
3700 // the player was uninvited already on logout so just remove from group
3701 QueryResult *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
3702 if(resultGroup)
3704 uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
3705 delete resultGroup;
3706 Group* group = objmgr.GetGroupByLeader(leaderGuid);
3707 if(group)
3709 RemoveFromGroup(group, playerguid);
3713 // remove signs from petitions (also remove petitions if owner);
3714 RemovePetitionsAndSigns(playerguid, 10);
3716 // return back all mails with COD and Item 0 1 2 3 4 5 6
3717 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);
3718 if(resultMail)
3722 Field *fields = resultMail->Fetch();
3724 uint32 mail_id = fields[0].GetUInt32();
3725 uint16 mailTemplateId= fields[1].GetUInt16();
3726 uint32 sender = fields[2].GetUInt32();
3727 std::string subject = fields[3].GetCppString();
3728 uint32 itemTextId = fields[4].GetUInt32();
3729 uint32 money = fields[5].GetUInt32();
3730 bool has_items = fields[6].GetBool();
3732 //we can return mail now
3733 //so firstly delete the old one
3734 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
3736 MailItemsInfo mi;
3737 if(has_items)
3739 // data needs to be at first place for Item::LoadFromDB
3740 QueryResult *resultItems = CharacterDatabase.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id);
3741 if(resultItems)
3745 Field *fields2 = resultItems->Fetch();
3747 uint32 item_guidlow = fields2[1].GetUInt32();
3748 uint32 item_template = fields2[2].GetUInt32();
3750 ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
3751 if(!itemProto)
3753 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
3754 continue;
3757 Item *pItem = NewItemOrBag(itemProto);
3758 if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
3760 pItem->FSetState(ITEM_REMOVED);
3761 pItem->SaveToDB(); // it also deletes item object !
3762 continue;
3765 mi.AddItem(item_guidlow, item_template, pItem);
3767 while (resultItems->NextRow());
3769 delete resultItems;
3773 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
3775 uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
3777 WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId);
3779 while (resultMail->NextRow());
3781 delete resultMail;
3784 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3785 // Get guids of character's pets, will deleted in transaction
3786 QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
3788 // NOW we can finally clear other DB data related to character
3789 CharacterDatabase.BeginTransaction();
3790 if (resultPets)
3794 Field *fields3 = resultPets->Fetch();
3795 uint32 petguidlow = fields3[0].GetUInt32();
3796 Pet::DeleteFromDB(petguidlow);
3797 } while (resultPets->NextRow());
3798 delete resultPets;
3801 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
3802 CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
3803 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
3804 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
3805 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
3806 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
3807 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
3808 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
3809 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
3810 CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
3811 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
3812 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
3813 CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
3814 CharacterDatabase.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid);
3815 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
3816 CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
3817 CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
3818 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
3819 CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
3820 CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
3821 CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid);
3822 CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
3823 CharacterDatabase.CommitTransaction();
3825 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3826 if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
3829 void Player::SetMovement(PlayerMovementType pType)
3831 WorldPacket data;
3832 switch(pType)
3834 case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
3835 case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
3836 case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
3837 case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
3838 default:
3839 sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
3840 return;
3842 data.append(GetPackGUID());
3843 data << uint32(0);
3844 GetSession()->SendPacket( &data );
3847 /* Preconditions:
3848 - a resurrectable corpse must not be loaded for the player (only bones)
3849 - the player must be in world
3851 void Player::BuildPlayerRepop()
3853 WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
3854 data.append(GetPackGUID());
3855 GetSession()->SendPacket(&data);
3857 if(getRace() == RACE_NIGHTELF)
3858 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)
3859 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3861 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3862 // there must be SMSG.STOP_MIRROR_TIMER
3863 // there we must send 888 opcode
3865 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3866 if(GetCorpse())
3868 sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3869 assert(false);
3872 // create a corpse and place it at the player's location
3873 CreateCorpse();
3874 Corpse *corpse = GetCorpse();
3875 if(!corpse)
3877 sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3878 return;
3880 GetMap()->Add(corpse);
3882 // convert player body to ghost
3883 SetHealth( 1 );
3885 SetMovement(MOVE_WATER_WALK);
3886 if(!GetSession()->isLogingOut())
3887 SetMovement(MOVE_UNROOT);
3889 // BG - remove insignia related
3890 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
3892 SendCorpseReclaimDelay();
3894 // to prevent cheating
3895 corpse->ResetGhostTime();
3897 StopMirrorTimers(); //disable timers(bars)
3899 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
3901 // set and clear other
3902 SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
3905 void Player::SendDelayResponse(const uint32 ml_seconds)
3907 //FIXME: is this delay time arg really need? 50msec by default in code
3908 WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
3909 data << (uint32)time(NULL);
3910 data << (uint32)0;
3911 GetSession()->SendPacket( &data );
3914 void Player::ResurrectPlayer(float restore_percent, bool applySickness)
3916 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
3917 data << uint32(-1);
3918 data << float(0);
3919 data << float(0);
3920 data << float(0);
3921 GetSession()->SendPacket(&data);
3923 // speed change, land walk
3925 // remove death flag + set aura
3926 SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
3927 if(getRace() == RACE_NIGHTELF)
3928 RemoveAurasDueToSpell(20584); // speed bonuses
3929 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3931 setDeathState(ALIVE);
3933 SetMovement(MOVE_LAND_WALK);
3934 SetMovement(MOVE_UNROOT);
3936 m_deathTimer = 0;
3938 // set health/powers (0- will be set in caller)
3939 if(restore_percent>0.0f)
3941 SetHealth(uint32(GetMaxHealth()*restore_percent));
3942 SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
3943 SetPower(POWER_RAGE, 0);
3944 SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
3947 // trigger update zone for alive state zone updates
3948 uint32 newzone, newarea;
3949 GetZoneAndAreaId(newzone,newarea);
3950 UpdateZone(newzone,newarea);
3952 // update visibility
3953 ObjectAccessor::UpdateVisibilityForPlayer(this);
3955 if(!applySickness)
3956 return;
3958 //Characters from level 1-10 are not affected by resurrection sickness.
3959 //Characters from level 11-19 will suffer from one minute of sickness
3960 //for each level they are above 10.
3961 //Characters level 20 and up suffer from ten minutes of sickness.
3962 int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
3964 if(int32(getLevel()) >= startLevel)
3966 // set resurrection sickness
3967 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
3969 // not full duration
3970 if(int32(getLevel()) < startLevel+9)
3972 int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
3974 for(int i =0; i < 3; ++i)
3976 if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
3978 Aur->SetAuraDuration(delta*IN_MILISECONDS);
3979 Aur->SendAuraUpdate(false);
3986 void Player::KillPlayer()
3988 SetMovement(MOVE_ROOT);
3990 StopMirrorTimers(); //disable timers(bars)
3992 setDeathState(CORPSE);
3993 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3995 SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
3996 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
3998 // 6 minutes until repop at graveyard
3999 m_deathTimer = 6*MINUTE*IN_MILISECONDS;
4001 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4003 // don't create corpse at this moment, player might be falling
4005 // update visibility
4006 ObjectAccessor::UpdateObjectVisibility(this);
4009 void Player::CreateCorpse()
4011 // prevent existence 2 corpse for player
4012 SpawnCorpseBones();
4014 uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
4016 Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
4017 SetPvPDeath(false);
4019 if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this))
4021 delete corpse;
4022 return;
4025 _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
4026 _pb = GetUInt32Value(PLAYER_BYTES);
4027 _pb2 = GetUInt32Value(PLAYER_BYTES_2);
4029 uint8 race = (uint8)(_uf);
4030 uint8 skin = (uint8)(_pb);
4031 uint8 face = (uint8)(_pb >> 8);
4032 uint8 hairstyle = (uint8)(_pb >> 16);
4033 uint8 haircolor = (uint8)(_pb >> 24);
4034 uint8 facialhair = (uint8)(_pb2);
4036 _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
4037 _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
4039 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
4040 corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
4042 uint32 flags = CORPSE_FLAG_UNK2;
4043 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
4044 flags |= CORPSE_FLAG_HIDE_HELM;
4045 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
4046 flags |= CORPSE_FLAG_HIDE_CLOAK;
4047 if(InBattleGround() && !InArena())
4048 flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
4049 corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
4051 corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
4053 corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
4055 uint32 iDisplayID;
4056 uint16 iIventoryType;
4057 uint32 _cfi;
4058 for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
4060 if(m_items[i])
4062 iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
4063 iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
4065 _cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24;
4066 corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi);
4070 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4071 const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
4072 assert(entry);
4073 if(entry->map_type != MAP_BATTLEGROUND)
4074 corpse->SaveToDB();
4076 // register for player, but not show
4077 ObjectAccessor::Instance().AddCorpse(corpse);
4080 void Player::SpawnCorpseBones()
4082 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4083 SaveToDB(); // prevent loading as ghost without corpse
4086 Corpse* Player::GetCorpse() const
4088 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4091 void Player::DurabilityLossAll(double percent, bool inventory)
4093 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
4094 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4095 DurabilityLoss(pItem,percent);
4097 if(inventory)
4099 // bags not have durability
4100 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4102 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
4103 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4104 DurabilityLoss(pItem,percent);
4106 // keys not have durability
4107 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
4109 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4110 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4111 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
4112 if(Item* pItem = GetItemByPos( i, j ))
4113 DurabilityLoss(pItem,percent);
4117 void Player::DurabilityLoss(Item* item, double percent)
4119 if(!item )
4120 return;
4122 uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4124 if(!pMaxDurability)
4125 return;
4127 uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
4129 if(pDurabilityLoss < 1 )
4130 pDurabilityLoss = 1;
4132 DurabilityPointsLoss(item,pDurabilityLoss);
4135 void Player::DurabilityPointsLossAll(int32 points, bool inventory)
4137 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
4138 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4139 DurabilityPointsLoss(pItem,points);
4141 if(inventory)
4143 // bags not have durability
4144 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4146 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
4147 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4148 DurabilityPointsLoss(pItem,points);
4150 // keys not have durability
4151 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
4153 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
4154 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
4155 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
4156 if(Item* pItem = GetItemByPos( i, j ))
4157 DurabilityPointsLoss(pItem,points);
4161 void Player::DurabilityPointsLoss(Item* item, int32 points)
4163 int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4164 int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4165 int32 pNewDurability = pOldDurability - points;
4167 if (pNewDurability < 0)
4168 pNewDurability = 0;
4169 else if (pNewDurability > pMaxDurability)
4170 pNewDurability = pMaxDurability;
4172 if (pOldDurability != pNewDurability)
4174 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4175 if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
4176 _ApplyItemMods(item,item->GetSlot(), false);
4178 item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
4180 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4181 if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
4182 _ApplyItemMods(item,item->GetSlot(), true);
4184 item->SetState(ITEM_CHANGED, this);
4188 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
4190 if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
4191 DurabilityPointsLoss(pItem,1);
4194 uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
4196 uint32 TotalCost = 0;
4197 // equipped, backpack, bags itself
4198 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
4199 TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
4201 // bank, buyback and keys not repaired
4203 // items in inventory bags
4204 for(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
4205 for(int i = 0; i < MAX_BAG_SIZE; i++)
4206 TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
4207 return TotalCost;
4210 uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
4212 Item* item = GetItemByPos(pos);
4214 uint32 TotalCost = 0;
4215 if(!item)
4216 return TotalCost;
4218 uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
4219 if(!maxDurability)
4220 return TotalCost;
4222 uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
4224 if(cost)
4226 uint32 LostDurability = maxDurability - curDurability;
4227 if(LostDurability>0)
4229 ItemPrototype const *ditemProto = item->GetProto();
4231 DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
4232 if(!dcost)
4234 sLog.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
4235 return TotalCost;
4238 uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
4239 DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
4240 if(!dQualitymodEntry)
4242 sLog.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
4243 return TotalCost;
4246 uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
4247 uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
4249 costs = uint32(costs * discountMod);
4251 if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
4252 costs = 1;
4254 if (guildBank)
4256 if (GetGuildId()==0)
4258 DEBUG_LOG("You are not member of a guild");
4259 return TotalCost;
4262 Guild *pGuild = objmgr.GetGuildById(GetGuildId());
4263 if (!pGuild)
4264 return TotalCost;
4266 if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
4268 DEBUG_LOG("You do not have rights to withdraw for repairs");
4269 return TotalCost;
4272 if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
4274 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4275 return TotalCost;
4278 if (pGuild->GetGuildBankMoney() < costs)
4280 DEBUG_LOG("There is not enough money in bank");
4281 return TotalCost;
4284 pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
4285 TotalCost = costs;
4287 else if (GetMoney() < costs)
4289 DEBUG_LOG("You do not have enough money");
4290 return TotalCost;
4292 else
4293 ModifyMoney( -int32(costs) );
4297 item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
4298 item->SetState(ITEM_CHANGED, this);
4300 // reapply mods for total broken and repaired item if equipped
4301 if(IsEquipmentPos(pos) && !curDurability)
4302 _ApplyItemMods(item,pos & 255, true);
4303 return TotalCost;
4306 void Player::RepopAtGraveyard()
4308 // note: this can be called also when the player is alive
4309 // for example from WorldSession::HandleMovementOpcodes
4311 AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
4313 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4314 if(!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY || GetTransport())
4316 ResurrectPlayer(0.5f);
4317 SpawnCorpseBones();
4320 WorldSafeLocsEntry const *ClosestGrave = NULL;
4322 // Special handle for battleground maps
4323 if( BattleGround *bg = GetBattleGround() )
4324 ClosestGrave = bg->GetClosestGraveYard(this);
4325 else
4326 ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4328 // stop countdown until repop
4329 m_deathTimer = 0;
4331 // if no grave found, stay at the current location
4332 // and don't show spirit healer location
4333 if(ClosestGrave)
4335 TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
4336 if(isDead()) // not send if alive, because it used in TeleportTo()
4338 WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
4339 data << ClosestGrave->map_id;
4340 data << ClosestGrave->x;
4341 data << ClosestGrave->y;
4342 data << ClosestGrave->z;
4343 GetSession()->SendPacket(&data);
4348 void Player::JoinedChannel(Channel *c)
4350 m_channels.push_back(c);
4353 void Player::LeftChannel(Channel *c)
4355 m_channels.remove(c);
4358 void Player::CleanupChannels()
4360 while(!m_channels.empty())
4362 Channel* ch = *m_channels.begin();
4363 m_channels.erase(m_channels.begin()); // remove from player's channel list
4364 ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4365 if (ChannelMgr* cMgr = channelMgr(GetTeam()))
4366 cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
4369 sLog.outDebug("Player: channels cleaned up!");
4372 void Player::UpdateLocalChannels(uint32 newZone )
4374 if(m_channels.empty())
4375 return;
4377 AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
4378 if(!current_zone)
4379 return;
4381 ChannelMgr* cMgr = channelMgr(GetTeam());
4382 if(!cMgr)
4383 return;
4385 std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
4387 for(JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
4389 next = i; ++next;
4391 // skip non built-in channels
4392 if(!(*i)->IsConstant())
4393 continue;
4395 ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
4396 if(!ch)
4397 continue;
4399 if((ch->flags & 4) == 4) // global channel without zone name in pattern
4400 continue;
4402 // new channel
4403 char new_channel_name_buf[100];
4404 snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
4405 Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
4407 if((*i)!=new_channel)
4409 new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
4411 // leave old channel
4412 (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4413 std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
4414 LeftChannel(*i); // remove from player's channel list
4415 cMgr->LeftChannel(name); // delete if empty
4418 sLog.outDebug("Player: channels cleaned up!");
4421 void Player::LeaveLFGChannel()
4423 for(JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
4425 if((*i)->IsLFG())
4427 (*i)->Leave(GetGUID());
4428 break;
4433 void Player::UpdateDefense()
4435 uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
4437 if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
4439 // update dependent from defense skill part
4440 UpdateDefenseBonusesMod();
4444 void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
4446 if(modGroup >= BASEMOD_END || modType >= MOD_END)
4448 sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4449 return;
4452 float val = 1.0f;
4454 switch(modType)
4456 case FLAT_MOD:
4457 m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
4458 break;
4459 case PCT_MOD:
4460 if(amount <= -100.0f)
4461 amount = -200.0f;
4463 val = (100.0f + amount) / 100.0f;
4464 m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
4465 break;
4468 if(!CanModifyStats())
4469 return;
4471 switch(modGroup)
4473 case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
4474 case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
4475 case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
4476 case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
4477 default: break;
4481 float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
4483 if(modGroup >= BASEMOD_END || modType > MOD_END)
4485 sLog.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4486 return 0.0f;
4489 if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4490 return 0.0f;
4492 return m_auraBaseMod[modGroup][modType];
4495 float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
4497 if(modGroup >= BASEMOD_END)
4499 sLog.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4500 return 0.0f;
4503 if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
4504 return 0.0f;
4506 return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
4509 uint32 Player::GetShieldBlockValue() const
4511 BaseModGroup modGroup = SHIELD_BLOCK_VALUE;
4513 float value = GetTotalBaseModValue(modGroup) + GetStat(STAT_STRENGTH) * 0.5f - 10;
4515 value = (value < 0) ? 0 : value;
4517 return uint32(value);
4520 float Player::GetMeleeCritFromAgility()
4522 uint32 level = getLevel();
4523 uint32 pclass = getClass();
4525 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4527 GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
4528 GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4529 if (critBase==NULL || critRatio==NULL)
4530 return 0.0f;
4532 float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
4533 return crit*100.0f;
4536 float Player::GetDodgeFromAgility()
4538 // Table for base dodge values
4539 float dodge_base[MAX_CLASSES] = {
4540 0.0075f, // Warrior
4541 0.00652f, // Paladin
4542 -0.0545f, // Hunter
4543 -0.0059f, // Rogue
4544 0.03183f, // Priest
4545 0.0114f, // DK
4546 0.0167f, // Shaman
4547 0.034575f, // Mage
4548 0.02011f, // Warlock
4549 0.0f, // ??
4550 -0.0187f // Druid
4552 // Crit/agility to dodge/agility coefficient multipliers
4553 float crit_to_dodge[MAX_CLASSES] = {
4554 1.1f, // Warrior
4555 1.0f, // Paladin
4556 1.6f, // Hunter
4557 2.0f, // Rogue
4558 1.0f, // Priest
4559 1.0f, // DK?
4560 1.0f, // Shaman
4561 1.0f, // Mage
4562 1.0f, // Warlock
4563 0.0f, // ??
4564 1.7f // Druid
4567 uint32 level = getLevel();
4568 uint32 pclass = getClass();
4570 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4572 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4573 GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4574 if (dodgeRatio==NULL || pclass > MAX_CLASSES)
4575 return 0.0f;
4577 float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
4578 return dodge*100.0f;
4581 float Player::GetSpellCritFromIntellect()
4583 uint32 level = getLevel();
4584 uint32 pclass = getClass();
4586 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4588 GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
4589 GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4590 if (critBase==NULL || critRatio==NULL)
4591 return 0.0f;
4593 float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
4594 return crit*100.0f;
4597 float Player::GetRatingCoefficient(CombatRating cr) const
4599 uint32 level = getLevel();
4601 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4603 GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
4604 if (Rating == NULL)
4605 return 1.0f; // By default use minimum coefficient (not must be called)
4607 return Rating->ratio;
4610 float Player::GetRatingBonusValue(CombatRating cr) const
4612 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
4615 uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
4617 float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.0f;
4618 if (melee>25.0f) melee = 25.0f;
4619 return uint32 (melee * damage /100.0f);
4622 uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
4624 float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.0f;
4625 if (ranged>25.0f) ranged=25.0f;
4626 return uint32 (ranged * damage /100.0f);
4629 uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
4631 float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.0f;
4632 // In wow script resilience limited to 25%
4633 if (spell>25.0f)
4634 spell = 25.0f;
4635 return uint32 (spell * damage / 100.0f);
4638 uint32 Player::GetDotDamageReduction(uint32 damage) const
4640 float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
4641 // Dot resilience not limited (limit it by 100%)
4642 if (spellDot > 100.0f)
4643 spellDot = 100.0f;
4644 return uint32 (spellDot * damage / 100.0f);
4647 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
4649 switch (attType)
4651 case BASE_ATTACK:
4652 return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
4653 case OFF_ATTACK:
4654 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
4655 default:
4656 break;
4658 return 0.0f;
4661 float Player::OCTRegenHPPerSpirit()
4663 uint32 level = getLevel();
4664 uint32 pclass = getClass();
4666 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4668 GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4669 GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4670 if (baseRatio==NULL || moreRatio==NULL)
4671 return 0.0f;
4673 // Formula from PaperDollFrame script
4674 float spirit = GetStat(STAT_SPIRIT);
4675 float baseSpirit = spirit;
4676 if (baseSpirit>50) baseSpirit = 50;
4677 float moreSpirit = spirit - baseSpirit;
4678 float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
4679 return regen;
4682 float Player::OCTRegenMPPerSpirit()
4684 uint32 level = getLevel();
4685 uint32 pclass = getClass();
4687 if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL;
4689 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4690 GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4691 if (moreRatio==NULL)
4692 return 0.0f;
4694 // Formula get from PaperDollFrame script
4695 float spirit = GetStat(STAT_SPIRIT);
4696 float regen = spirit * moreRatio->ratio;
4697 return regen;
4700 void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
4702 m_baseRatingValue[cr]+=(apply ? value : -value);
4704 int32 amount = uint32(m_baseRatingValue[cr]);
4705 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4706 // stat used stored in miscValueB for this aura
4707 AuraList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT);
4708 for(AuraList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i)
4709 if ((*i)->GetMiscValue() & (1<<cr))
4710 amount += int32(GetStat(Stats((*i)->GetMiscBValue())) * (*i)->GetModifier()->m_amount / 100.0f);
4711 if (amount < 0)
4712 amount = 0;
4713 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
4715 float RatingCoeffecient = GetRatingCoefficient(cr);
4716 float RatingChange = 0.0f;
4718 bool affectStats = CanModifyStats();
4720 switch (cr)
4722 case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
4723 case CR_DEFENSE_SKILL:
4724 UpdateDefenseBonusesMod();
4725 break;
4726 case CR_DODGE:
4727 UpdateDodgePercentage();
4728 break;
4729 case CR_PARRY:
4730 UpdateParryPercentage();
4731 break;
4732 case CR_BLOCK:
4733 UpdateBlockPercentage();
4734 break;
4735 case CR_HIT_MELEE:
4736 UpdateMeleeHitChances();
4737 break;
4738 case CR_HIT_RANGED:
4739 UpdateRangedHitChances();
4740 break;
4741 case CR_HIT_SPELL:
4742 UpdateSpellHitChances();
4743 break;
4744 case CR_CRIT_MELEE:
4745 if(affectStats)
4747 UpdateCritPercentage(BASE_ATTACK);
4748 UpdateCritPercentage(OFF_ATTACK);
4750 break;
4751 case CR_CRIT_RANGED:
4752 if(affectStats)
4753 UpdateCritPercentage(RANGED_ATTACK);
4754 break;
4755 case CR_CRIT_SPELL:
4756 if(affectStats)
4757 UpdateAllSpellCritChances();
4758 break;
4759 case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
4760 case CR_HIT_TAKEN_RANGED:
4761 break;
4762 case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
4763 break;
4764 case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4765 case CR_CRIT_TAKEN_RANGED:
4766 break;
4767 case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4768 break;
4769 case CR_HASTE_MELEE:
4770 RatingChange = value / RatingCoeffecient;
4771 ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
4772 ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
4773 break;
4774 case CR_HASTE_RANGED:
4775 RatingChange = value / RatingCoeffecient;
4776 ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
4777 break;
4778 case CR_HASTE_SPELL:
4779 RatingChange = value / RatingCoeffecient;
4780 ApplyCastTimePercentMod(RatingChange,apply);
4781 break;
4782 case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
4783 case CR_WEAPON_SKILL_OFFHAND:
4784 case CR_WEAPON_SKILL_RANGED:
4785 break;
4786 case CR_EXPERTISE:
4787 if(affectStats)
4789 UpdateExpertise(BASE_ATTACK);
4790 UpdateExpertise(OFF_ATTACK);
4792 break;
4796 void Player::SetRegularAttackTime()
4798 for(int i = 0; i < MAX_ATTACK; ++i)
4800 Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
4801 if(tmpitem && !tmpitem->IsBroken())
4803 ItemPrototype const *proto = tmpitem->GetProto();
4804 if(proto->Delay)
4805 SetAttackTime(WeaponAttackType(i), proto->Delay);
4806 else
4807 SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
4812 //skill+step, checking for max value
4813 bool Player::UpdateSkill(uint32 skill_id, uint32 step)
4815 if(!skill_id)
4816 return false;
4818 uint16 i=0;
4819 for (; i < PLAYER_MAX_SKILLS; i++)
4820 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
4821 break;
4823 if(i>=PLAYER_MAX_SKILLS)
4824 return false;
4826 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4827 uint32 value = SKILL_VALUE(data);
4828 uint32 max = SKILL_MAX(data);
4830 if ((!max) || (!value) || (value >= max))
4831 return false;
4833 if (value*512 < max*urand(0,512))
4835 uint32 new_value = value+step;
4836 if(new_value > max)
4837 new_value = max;
4839 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
4840 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4841 return true;
4844 return false;
4847 inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
4849 if ( SkillValue >= GrayLevel )
4850 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
4851 if ( SkillValue >= GreenLevel )
4852 return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
4853 if ( SkillValue >= YellowLevel )
4854 return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
4855 return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
4858 bool Player::UpdateCraftSkill(uint32 spellid)
4860 sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
4862 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid);
4863 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid);
4865 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
4867 if(_spell_idx->second->skillId)
4869 uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
4871 // Alchemy Discoveries here
4872 SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
4873 if(spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
4875 if(uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
4876 learnSpell(discoveredSpell,false);
4879 uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
4881 return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
4882 _spell_idx->second->max_value,
4883 (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
4884 _spell_idx->second->min_value),
4885 craft_skill_gain);
4888 return false;
4891 bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
4893 sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
4895 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4897 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4898 switch (SkillId)
4900 case SKILL_HERBALISM:
4901 case SKILL_LOCKPICKING:
4902 case SKILL_JEWELCRAFTING:
4903 case SKILL_INSCRIPTION:
4904 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4905 case SKILL_SKINNING:
4906 if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
4907 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4908 else
4909 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
4910 case SKILL_MINING:
4911 if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
4912 return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
4913 else
4914 return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
4916 return false;
4919 bool Player::UpdateFishingSkill()
4921 sLog.outDebug("UpdateFishingSkill");
4923 uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
4925 int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
4927 uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
4929 return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
4932 // levels sync. with spell requirement for skill levels to learn
4933 // bonus abilities in sSkillLineAbilityStore
4934 // Used only to avoid scan DBC at each skill grow
4935 static uint32 bonusSkillLevels[] = {75,150,225,300,375,450};
4937 bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
4939 sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
4940 if ( !SkillId )
4941 return false;
4943 if(Chance <= 0) // speedup in 0 chance case
4945 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4946 return false;
4949 uint16 i=0;
4950 for (; i < PLAYER_MAX_SKILLS; i++)
4951 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
4952 if ( i >= PLAYER_MAX_SKILLS )
4953 return false;
4955 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
4956 uint16 SkillValue = SKILL_VALUE(data);
4957 uint16 MaxValue = SKILL_MAX(data);
4959 if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
4960 return false;
4962 int32 Roll = irand(1,1000);
4964 if ( Roll <= Chance )
4966 uint32 new_value = SkillValue+step;
4967 if(new_value > MaxValue)
4968 new_value = MaxValue;
4970 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
4971 for(uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
4973 if((SkillValue < *bsl && new_value >= *bsl))
4975 learnSkillRewardedSpells( SkillId, new_value);
4976 break;
4979 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
4980 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
4981 return true;
4984 sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
4985 return false;
4988 void Player::UpdateWeaponSkill (WeaponAttackType attType)
4990 // no skill gain in pvp
4991 Unit *pVictim = getVictim();
4992 if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
4993 return;
4995 if(IsInFeralForm())
4996 return; // always maximized SKILL_FERAL_COMBAT in fact
4998 if(m_form == FORM_TREE)
4999 return; // use weapon but not skill up
5001 uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
5003 switch(attType)
5005 case BASE_ATTACK:
5007 Item *tmpitem = GetWeaponForAttack(attType,true);
5009 if (!tmpitem)
5010 UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
5011 else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
5012 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
5013 break;
5015 case OFF_ATTACK:
5016 case RANGED_ATTACK:
5018 Item *tmpitem = GetWeaponForAttack(attType,true);
5019 if (tmpitem)
5020 UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
5021 break;
5024 UpdateAllCritPercentages();
5027 void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
5029 uint32 plevel = getLevel(); // if defense than pVictim == attacker
5030 uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
5031 uint32 moblevel = pVictim->getLevelForTarget(this);
5032 if(moblevel < greylevel)
5033 return;
5035 if (moblevel > plevel + 5)
5036 moblevel = plevel + 5;
5038 uint32 lvldif = moblevel - greylevel;
5039 if(lvldif < 3)
5040 lvldif = 3;
5042 uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
5043 if(skilldif <= 0)
5044 return;
5046 float chance = float(3 * lvldif * skilldif) / plevel;
5047 if(!defence)
5049 if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
5050 chance *= 0.1f * GetStat(STAT_INTELLECT);
5053 chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
5055 if(roll_chance_f(chance))
5057 if(defence)
5058 UpdateDefense();
5059 else
5060 UpdateWeaponSkill(attType);
5062 else
5063 return;
5066 void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
5068 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5069 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
5071 uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5072 int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
5073 int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
5075 if(talent) // permanent bonus stored in high part
5076 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
5077 else // temporary/item bonus stored in low part
5078 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
5079 return;
5083 void Player::UpdateSkillsForLevel()
5085 uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
5086 uint32 maxSkill = GetMaxSkillValueForLevel();
5088 bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
5090 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5091 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5093 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
5095 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
5096 if(!pSkill)
5097 continue;
5099 if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
5100 continue;
5102 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
5103 uint32 max = SKILL_MAX(data);
5104 uint32 val = SKILL_VALUE(data);
5106 /// update only level dependent max skill values
5107 if(max!=1)
5109 /// miximize skill always
5110 if(alwaysMaxSkill)
5111 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(maxSkill,maxSkill));
5112 /// update max skill value if current max skill not maximized
5113 else if(max != maxconfskill)
5114 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,maxSkill));
5119 void Player::UpdateSkillsToMaxSkillsForLevel()
5121 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5122 if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5124 uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
5125 if( IsProfessionOrRidingSkill(pskill))
5126 continue;
5127 uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
5129 uint32 max = SKILL_MAX(data);
5131 if(max > 1)
5132 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
5134 if(pskill == SKILL_DEFENSE)
5135 UpdateDefenseBonusesMod();
5139 // This functions sets a skill line value (and adds if doesn't exist yet)
5140 // To "remove" a skill line, set it's values to zero
5141 void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
5143 if(!id)
5144 return;
5146 uint16 i=0;
5147 for (; i < PLAYER_MAX_SKILLS; i++)
5148 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
5150 if(i<PLAYER_MAX_SKILLS) //has skill
5152 if(currVal)
5154 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5155 learnSkillRewardedSpells(id, currVal);
5156 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
5158 else //remove
5160 // clear skill fields
5161 SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
5162 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
5163 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5165 // remove all spells that related to this skill
5166 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
5167 if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j))
5168 if (pAbility->skillId==id)
5169 removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId));
5172 else if(currVal) //add
5174 for (i=0; i < PLAYER_MAX_SKILLS; i++)
5175 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
5177 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
5178 if(!pSkill)
5180 sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
5181 return;
5183 // enable unlearn button for primary professions only
5184 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
5185 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
5186 else
5187 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
5188 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
5189 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL);
5191 // apply skill bonuses
5192 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
5194 // temporary bonuses
5195 AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
5196 for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i)
5197 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5198 (*i)->ApplyModifier(true);
5200 // permanent bonuses
5201 AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
5202 for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i)
5203 if ((*i)->GetModifier()->m_miscvalue == int32(id))
5204 (*i)->ApplyModifier(true);
5206 // Learn all spells for skill
5207 learnSkillRewardedSpells(id, currVal);
5208 return;
5213 bool Player::HasSkill(uint32 skill) const
5215 if(!skill)return false;
5216 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5218 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5220 return true;
5223 return false;
5226 uint16 Player::GetSkillValue(uint32 skill) const
5228 if(!skill)
5229 return 0;
5231 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5233 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5235 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5237 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5238 result += SKILL_TEMP_BONUS(bonus);
5239 result += SKILL_PERM_BONUS(bonus);
5240 return result < 0 ? 0 : result;
5243 return 0;
5246 uint16 Player::GetMaxSkillValue(uint32 skill) const
5248 if(!skill)return 0;
5249 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5251 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5253 uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
5255 int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5256 result += SKILL_TEMP_BONUS(bonus);
5257 result += SKILL_PERM_BONUS(bonus);
5258 return result < 0 ? 0 : result;
5261 return 0;
5264 uint16 Player::GetPureMaxSkillValue(uint32 skill) const
5266 if(!skill)return 0;
5267 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5269 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5271 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5274 return 0;
5277 uint16 Player::GetBaseSkillValue(uint32 skill) const
5279 if(!skill)return 0;
5280 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5282 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5284 int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
5285 result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5286 return result < 0 ? 0 : result;
5289 return 0;
5292 uint16 Player::GetPureSkillValue(uint32 skill) const
5294 if(!skill)return 0;
5295 for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
5297 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5299 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
5302 return 0;
5305 int16 Player::GetSkillPermBonusValue(uint32 skill) const
5307 if(!skill)
5308 return 0;
5310 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5312 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5314 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5318 return 0;
5321 int16 Player::GetSkillTempBonusValue(uint32 skill) const
5323 if(!skill)
5324 return 0;
5326 for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
5328 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
5330 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
5334 return 0;
5337 void Player::SendInitialActionButtons()
5339 sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5341 WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4));
5342 for(int button = 0; button < MAX_ACTION_BUTTONS; ++button)
5344 ActionButtonList::const_iterator itr = m_actionButtons.find(button);
5345 if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
5347 data << uint16(itr->second.action);
5348 data << uint8(itr->second.misc);
5349 data << uint8(itr->second.type);
5351 else
5353 data << uint32(0);
5357 GetSession()->SendPacket( &data );
5358 sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5361 bool Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc)
5363 if(button >= MAX_ACTION_BUTTONS)
5365 sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
5366 return false;
5369 // check cheating with adding non-known spells to action bar
5370 if(type==ACTION_BUTTON_SPELL)
5372 if(!sSpellStore.LookupEntry(action))
5374 sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
5375 return false;
5378 if(!HasSpell(action))
5380 sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
5381 return false;
5385 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5387 if (buttonItr==m_actionButtons.end())
5388 { // just add new button
5389 m_actionButtons[button] = ActionButton(action,type,misc);
5391 else
5392 { // change state of current button
5393 ActionButtonUpdateState uState = buttonItr->second.uState;
5394 buttonItr->second = ActionButton(action,type,misc);
5395 if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED;
5398 sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button );
5399 return true;
5402 void Player::removeActionButton(uint8 button)
5404 ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
5405 if (buttonItr==m_actionButtons.end())
5406 return;
5408 if(buttonItr->second.uState==ACTIONBUTTON_NEW)
5409 m_actionButtons.erase(buttonItr); // new and not saved
5410 else
5411 buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
5413 sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() );
5416 void Player::SetDontMove(bool dontMove)
5418 m_dontMove = dontMove;
5421 bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
5423 // prevent crash when a bad coord is sent by the client
5424 if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
5426 sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
5427 return false;
5430 Map *m = GetMap();
5432 const float old_x = GetPositionX();
5433 const float old_y = GetPositionY();
5434 const float old_z = GetPositionZ();
5435 const float old_r = GetOrientation();
5437 if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
5439 if (teleport || old_x != x || old_y != y || old_z != z)
5440 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
5441 else
5442 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
5444 // move and update visible state if need
5445 m->PlayerRelocation(this, x, y, z, orientation);
5447 // reread after Map::Relocation
5448 m = GetMap();
5449 x = GetPositionX();
5450 y = GetPositionY();
5451 z = GetPositionZ();
5453 // group update
5454 if(GetGroup() && (old_x != x || old_y != y))
5455 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
5458 // code block for underwater state update
5459 UpdateUnderwaterState(m, x, y, z);
5461 CheckExploreSystem();
5463 return true;
5466 void Player::SaveRecallPosition()
5468 m_recallMap = GetMapId();
5469 m_recallX = GetPositionX();
5470 m_recallY = GetPositionY();
5471 m_recallZ = GetPositionZ();
5472 m_recallO = GetOrientation();
5475 void Player::SendMessageToSet(WorldPacket *data, bool self)
5477 GetMap()->MessageBroadcast(this, data, self);
5480 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
5482 GetMap()->MessageDistBroadcast(this, data, dist, self);
5485 void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
5487 GetMap()->MessageDistBroadcast(this, data, dist, self,own_team_only);
5490 void Player::SendDirectMessage(WorldPacket *data)
5492 GetSession()->SendPacket(data);
5495 void Player::CheckExploreSystem()
5497 if (!isAlive())
5498 return;
5500 if (isInFlight())
5501 return;
5503 uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5504 if(areaFlag==0xffff)
5505 return;
5506 int offset = areaFlag / 32;
5508 if(offset >= 128)
5510 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 < 128 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
5511 return;
5514 uint32 val = (uint32)(1 << (areaFlag % 32));
5515 uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
5517 if( !(currFields & val) )
5519 SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
5521 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
5523 AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
5524 if(!p)
5526 sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5528 else if(p->area_level > 0)
5530 uint32 area = p->ID;
5531 if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
5533 SendExplorationExperience(area,0);
5535 else
5537 int32 diff = int32(getLevel()) - p->area_level;
5538 uint32 XP = 0;
5539 if (diff < -5)
5541 XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
5543 else if (diff > 5)
5545 int32 exploration_percent = (100-((diff-5)*5));
5546 if (exploration_percent > 100)
5547 exploration_percent = 100;
5548 else if (exploration_percent < 0)
5549 exploration_percent = 0;
5551 XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
5553 else
5555 XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
5558 GiveXP( XP, NULL );
5559 SendExplorationExperience(area,XP);
5561 sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
5566 uint32 Player::TeamForRace(uint8 race)
5568 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5569 if(!rEntry)
5571 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5572 return ALLIANCE;
5575 switch(rEntry->TeamID)
5577 case 7: return ALLIANCE;
5578 case 1: return HORDE;
5581 sLog.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
5582 return ALLIANCE;
5585 uint32 Player::getFactionForRace(uint8 race)
5587 ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
5588 if(!rEntry)
5590 sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
5591 return 0;
5594 return rEntry->FactionID;
5597 void Player::setFactionForRace(uint8 race)
5599 m_team = TeamForRace(race);
5600 setFaction( getFactionForRace(race) );
5603 void Player::UpdateReputation() const
5605 sLog.outDetail( "WORLD: Player::UpdateReputation" );
5607 for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5609 SendFactionState(&(itr->second));
5613 void Player::SendFactionState(FactionState const* faction) const
5615 if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
5617 WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
5618 data << (float) 0; // unk 2.4.0
5619 data << (uint8) 0; // wotlk 8634
5620 data << (uint32) 1; // count
5621 // for
5622 data << (uint32) faction->ReputationListID;
5623 data << (uint32) faction->Standing;
5624 // end for
5625 GetSession()->SendPacket(&data);
5629 void Player::SendInitialReputations()
5631 WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
5632 data << uint32 (0x00000080);
5634 RepListID a = 0;
5636 for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
5638 // fill in absent fields
5639 for (; a != itr->first; a++)
5641 data << uint8 (0x00);
5642 data << uint32 (0x00000000);
5645 // fill in encountered data
5646 data << uint8 (itr->second.Flags);
5647 data << uint32 (itr->second.Standing);
5649 ++a;
5652 // fill in absent fields
5653 for (; a != 128; a++)
5655 data << uint8 (0x00);
5656 data << uint32 (0x00000000);
5659 GetSession()->SendPacket(&data);
5662 FactionState const* Player::GetFactionState( FactionEntry const* factionEntry) const
5664 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5665 if (itr != m_factions.end())
5666 return &itr->second;
5668 return NULL;
5671 void Player::SetFactionAtWar(FactionState* faction, bool atWar)
5673 // not allow declare war to own faction
5674 if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
5675 return;
5677 // already set
5678 if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
5679 return;
5681 if( atWar )
5682 faction->Flags |= FACTION_FLAG_AT_WAR;
5683 else
5684 faction->Flags &= ~FACTION_FLAG_AT_WAR;
5686 faction->Changed = true;
5689 void Player::SetFactionInactive(FactionState* faction, bool inactive)
5691 // always invisible or hidden faction can't be inactive
5692 if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
5693 return;
5695 // already set
5696 if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
5697 return;
5699 if(inactive)
5700 faction->Flags |= FACTION_FLAG_INACTIVE;
5701 else
5702 faction->Flags &= ~FACTION_FLAG_INACTIVE;
5704 faction->Changed = true;
5707 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId)
5709 FactionTemplateEntry const*factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5711 if(!factionTemplateEntry)
5712 return;
5714 if(factionTemplateEntry->faction)
5715 SetFactionVisibleForFactionId(factionTemplateEntry->faction);
5718 void Player::SetFactionVisibleForFactionId(uint32 FactionId)
5720 FactionEntry const *factionEntry = sFactionStore.LookupEntry(FactionId);
5721 if(!factionEntry)
5722 return;
5724 if(factionEntry->reputationListID < 0)
5725 return;
5727 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5728 if (itr == m_factions.end())
5729 return;
5731 SetFactionVisible(&itr->second);
5734 void Player::SetFactionVisible(FactionState* faction)
5736 // always invisible or hidden faction can't be make visible
5737 if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
5738 return;
5740 // already set
5741 if(faction->Flags & FACTION_FLAG_VISIBLE)
5742 return;
5744 faction->Flags |= FACTION_FLAG_VISIBLE;
5745 faction->Changed = true;
5747 if(!m_session->PlayerLoading())
5749 // make faction visible in reputation list at client
5750 WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
5751 data << faction->ReputationListID;
5752 GetSession()->SendPacket(&data);
5756 void Player::SetInitialFactions()
5758 for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
5760 FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
5762 if( factionEntry && (factionEntry->reputationListID >= 0))
5764 FactionState newFaction;
5765 newFaction.ID = factionEntry->ID;
5766 newFaction.ReputationListID = factionEntry->reputationListID;
5767 newFaction.Standing = 0;
5768 newFaction.Flags = GetDefaultReputationFlags(factionEntry);
5769 newFaction.Changed = true;
5771 m_factions[newFaction.ReputationListID] = newFaction;
5776 uint32 Player::GetDefaultReputationFlags(const FactionEntry *factionEntry) const
5778 if (!factionEntry)
5779 return 0;
5781 uint32 raceMask = getRaceMask();
5782 uint32 classMask = getClassMask();
5783 for (int i=0; i < 4; i++)
5785 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5786 (factionEntry->BaseRepClassMask[i]==0 ||
5787 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5788 return factionEntry->ReputationFlags[i];
5790 return 0;
5793 int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const
5795 if (!factionEntry)
5796 return 0;
5798 uint32 raceMask = getRaceMask();
5799 uint32 classMask = getClassMask();
5800 for (int i=0; i < 4; i++)
5802 if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
5803 (factionEntry->BaseRepClassMask[i]==0 ||
5804 (factionEntry->BaseRepClassMask[i] & classMask) ) )
5805 return factionEntry->BaseRepValue[i];
5808 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5809 return 0;
5812 int32 Player::GetReputation(uint32 faction_id) const
5814 FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
5816 if (!factionEntry)
5818 sLog.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id);
5819 return 0;
5822 return GetReputation(factionEntry);
5825 int32 Player::GetReputation(const FactionEntry *factionEntry) const
5827 // Faction without recorded reputation. Just ignore.
5828 if(!factionEntry)
5829 return 0;
5831 FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
5832 if (itr != m_factions.end())
5833 return GetBaseReputation(factionEntry) + itr->second.Standing;
5835 return 0;
5838 ReputationRank Player::GetReputationRank(uint32 faction) const
5840 FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction);
5841 if(!factionEntry)
5842 return MIN_REPUTATION_RANK;
5844 return GetReputationRank(factionEntry);
5847 ReputationRank Player::ReputationToRank(int32 standing) const
5849 int32 Limit = Reputation_Cap + 1;
5850 for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
5852 Limit -= ReputationRank_Length[i];
5853 if (standing >= Limit )
5854 return ReputationRank(i);
5856 return MIN_REPUTATION_RANK;
5859 ReputationRank Player::GetReputationRank(const FactionEntry *factionEntry) const
5861 int32 Reputation = GetReputation(factionEntry);
5862 return ReputationToRank(Reputation);
5865 ReputationRank Player::GetBaseReputationRank(const FactionEntry *factionEntry) const
5867 int32 Reputation = GetBaseReputation(factionEntry);
5868 return ReputationToRank(Reputation);
5871 bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation)
5873 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5875 if(!factionTemplateEntry)
5877 sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5878 return false;
5881 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5883 // Faction without recorded reputation. Just ignore.
5884 if(!factionEntry)
5885 return false;
5887 return ModifyFactionReputation(factionEntry, DeltaReputation);
5890 bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing)
5892 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5893 if (flist)
5895 bool res = false;
5896 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5898 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5899 if(factionEntryCalc)
5900 res = ModifyOneFactionReputation(factionEntryCalc, standing);
5902 return res;
5904 else
5905 return ModifyOneFactionReputation(factionEntry, standing);
5908 bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
5910 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
5911 if (itr != m_factions.end())
5913 int32 BaseRep = GetBaseReputation(factionEntry);
5914 int32 new_rep = BaseRep + itr->second.Standing + standing;
5916 if (new_rep > Reputation_Cap)
5917 new_rep = Reputation_Cap;
5918 else
5919 if (new_rep < Reputation_Bottom)
5920 new_rep = Reputation_Bottom;
5922 if(ReputationToRank(new_rep) <= REP_HOSTILE)
5923 SetFactionAtWar(&itr->second,true);
5925 itr->second.Standing = new_rep - BaseRep;
5926 itr->second.Changed = true;
5928 SetFactionVisible(&itr->second);
5930 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
5932 if(uint32 questid = GetQuestSlotQuestId(i))
5934 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
5935 if( qInfo && qInfo->GetRepObjectiveFaction() == factionEntry->ID )
5937 QuestStatusData& q_status = mQuestStatus[questid];
5938 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
5940 if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
5941 if ( CanCompleteQuest( questid ) )
5942 CompleteQuest( questid );
5944 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
5946 if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
5947 IncompleteQuest( questid );
5952 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION);
5953 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION);
5954 SendFactionState(&(itr->second));
5956 return true;
5958 return false;
5961 bool Player::SetFactionReputation(uint32 FactionTemplateId, int32 standing)
5963 FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
5965 if(!factionTemplateEntry)
5967 sLog.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
5968 return false;
5971 FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
5973 // Faction without recorded reputation. Just ignore.
5974 if(!factionEntry)
5975 return false;
5977 return SetFactionReputation(factionEntry, standing);
5980 bool Player::SetFactionReputation(FactionEntry const* factionEntry, int32 standing)
5982 SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
5983 if (flist)
5985 bool res = false;
5986 for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
5988 FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
5989 if(factionEntryCalc)
5990 res = SetOneFactionReputation(factionEntryCalc, standing);
5992 return res;
5994 else
5995 return SetOneFactionReputation(factionEntry, standing);
5998 bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
6000 FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
6001 if (itr != m_factions.end())
6003 if (standing > Reputation_Cap)
6004 standing = Reputation_Cap;
6005 else
6006 if (standing < Reputation_Bottom)
6007 standing = Reputation_Bottom;
6009 int32 BaseRep = GetBaseReputation(factionEntry);
6010 itr->second.Standing = standing - BaseRep;
6011 itr->second.Changed = true;
6013 SetFactionVisible(&itr->second);
6015 if(ReputationToRank(standing) <= REP_HOSTILE)
6016 SetFactionAtWar(&itr->second,true);
6018 SendFactionState(&(itr->second));
6019 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION);
6020 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION);
6021 return true;
6023 return false;
6026 //Calculate total reputation percent player gain with quest/creature level
6027 int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
6029 // for grey creature kill received 20%, in other case 100.
6030 int32 percent = (!for_quest && (creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
6032 int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
6034 percent += rep > 0 ? repMod : -repMod;
6036 if(percent <=0)
6037 return 0;
6039 return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*rep*percent/100);
6042 //Calculates how many reputation points player gains in victim's enemy factions
6043 void Player::RewardReputation(Unit *pVictim, float rate)
6045 if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
6046 return;
6048 ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
6050 if(!Rep)
6051 return;
6053 if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
6055 int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
6056 donerep1 = int32(donerep1*rate);
6057 FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
6058 uint32 current_reputation_rank1 = GetReputationRank(factionEntry1);
6059 if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
6060 ModifyFactionReputation(factionEntry1, donerep1);
6062 // Wiki: Team factions value divided by 2
6063 if(Rep->is_teamaward1)
6065 FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
6066 if(team1_factionEntry)
6067 ModifyFactionReputation(team1_factionEntry, donerep1 / 2);
6071 if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
6073 int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
6074 donerep2 = int32(donerep2*rate);
6075 FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
6076 uint32 current_reputation_rank2 = GetReputationRank(factionEntry2);
6077 if(factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
6078 ModifyFactionReputation(factionEntry2, donerep2);
6080 // Wiki: Team factions value divided by 2
6081 if(Rep->is_teamaward2)
6083 FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
6084 if(team2_factionEntry)
6085 ModifyFactionReputation(team2_factionEntry, donerep2 / 2);
6090 //Calculate how many reputation points player gain with the quest
6091 void Player::RewardReputation(Quest const *pQuest)
6093 // quest reputation reward/loss
6094 for(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
6096 if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
6098 int32 rep = CalculateReputationGain(GetQuestLevel(pQuest),pQuest->RewRepValue[i],true);
6099 FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
6100 if(factionEntry)
6101 ModifyFactionReputation(factionEntry, rep);
6105 // TODO: implement reputation spillover
6108 void Player::UpdateArenaFields(void)
6110 /* arena calcs go here */
6113 void Player::UpdateHonorFields()
6115 /// called when rewarding honor and at each save
6116 uint64 now = time(NULL);
6117 uint64 today = uint64(time(NULL) / DAY) * DAY;
6119 if(m_lastHonorUpdateTime < today)
6121 uint64 yesterday = today - DAY;
6123 uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
6125 // update yesterday's contribution
6126 if(m_lastHonorUpdateTime >= yesterday )
6128 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
6130 // this is the first update today, reset today's contribution
6131 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
6132 SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
6134 else
6136 // no honor/kills yesterday or today, reset
6137 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
6138 SetUInt32Value(PLAYER_FIELD_KILLS, 0);
6142 m_lastHonorUpdateTime = now;
6145 ///Calculate the amount of honor gained based on the victim
6146 ///and the size of the group for which the honor is divided
6147 ///An exact honor value can also be given (overriding the calcs)
6148 bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor)
6150 // do not reward honor in arenas, but enable onkill spellproc
6151 if(InArena())
6153 if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
6154 return false;
6156 if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
6157 return false;
6159 return true;
6162 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
6163 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
6164 return false;
6166 uint64 victim_guid = 0;
6167 uint32 victim_rank = 0;
6169 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
6170 UpdateHonorFields();
6172 if(honor <= 0)
6174 if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
6175 return false;
6177 victim_guid = uVictim->GetGUID();
6179 if( uVictim->GetTypeId() == TYPEID_PLAYER )
6181 Player *pVictim = (Player *)uVictim;
6183 if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
6184 return false;
6186 float f = 1; //need for total kills (?? need more info)
6187 uint32 k_grey = 0;
6188 uint32 k_level = getLevel();
6189 uint32 v_level = pVictim->getLevel();
6192 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6193 // [0] Just name
6194 // [1..14] Alliance honor titles and player name
6195 // [15..28] Horde honor titles and player name
6196 // [29..38] Other title and player name
6197 // [39+] Nothing
6198 uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
6199 // Get Killer titles, CharTitlesEntry::bit_index
6200 // Ranks:
6201 // title[1..14] -> rank[5..18]
6202 // title[15..28] -> rank[5..18]
6203 // title[other] -> 0
6204 if (victim_title == 0)
6205 victim_guid = 0; // Don't show HK: <rank> message, only log.
6206 else if (victim_title < 15)
6207 victim_rank = victim_title + 4;
6208 else if (victim_title < 29)
6209 victim_rank = victim_title - 14 + 4;
6210 else
6211 victim_guid = 0; // Don't show HK: <rank> message, only log.
6214 k_grey = MaNGOS::XP::GetGrayLevel(k_level);
6216 if(v_level<=k_grey)
6217 return false;
6219 float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
6221 int32 v_rank =1; //need more info
6223 honor = ((f * diff_level * (190 + v_rank*10))/6);
6224 honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
6226 // count the number of playerkills in one day
6227 ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
6228 // and those in a lifetime
6229 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 1, true);
6231 else
6233 Creature *cVictim = (Creature *)uVictim;
6235 if (!cVictim->isRacialLeader())
6236 return false;
6238 honor = 100; // ??? need more info
6239 victim_rank = 19; // HK: Leader
6243 if (uVictim != NULL)
6245 honor *= sWorld.getRate(RATE_HONOR);
6247 if(groupsize > 1)
6248 honor /= groupsize;
6250 honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6253 // honor - for show honor points in log
6254 // victim_guid - for show victim name in log
6255 // victim_rank [1..4] HK: <dishonored rank>
6256 // victim_rank [5..19] HK: <alliance\horde rank>
6257 // victim_rank [0,20+] HK: <>
6258 WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
6259 data << (uint32) honor;
6260 data << (uint64) victim_guid;
6261 data << (uint32) victim_rank;
6263 GetSession()->SendPacket(&data);
6265 // add honor points
6266 ModifyHonorPoints(int32(honor));
6268 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
6269 return true;
6272 void Player::ModifyHonorPoints( int32 value )
6274 if(value < 0)
6276 if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
6277 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
6278 else
6279 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
6281 else
6282 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
6285 void Player::ModifyArenaPoints( int32 value )
6287 if(value < 0)
6289 if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
6290 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
6291 else
6292 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
6294 else
6295 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
6298 uint32 Player::GetGuildIdFromDB(uint64 guid)
6300 QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
6301 if(!result)
6302 return 0;
6304 uint32 id = result->Fetch()[0].GetUInt32();
6305 delete result;
6306 return id;
6309 uint32 Player::GetRankFromDB(uint64 guid)
6311 QueryResult *result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) );
6312 if( result )
6314 uint32 v = result->Fetch()[0].GetUInt32();
6315 delete result;
6316 return v;
6318 else
6319 return 0;
6322 uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
6324 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);
6325 if(!result)
6326 return 0;
6328 uint32 id = (*result)[0].GetUInt32();
6329 delete result;
6330 return id;
6333 uint32 Player::GetZoneIdFromDB(uint64 guid)
6335 uint32 guidLow = GUID_LOPART(guid);
6336 QueryResult *result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow );
6337 if (!result)
6338 return 0;
6339 Field* fields = result->Fetch();
6340 uint32 zone = fields[0].GetUInt32();
6341 delete result;
6343 if (!zone)
6345 // stored zone is zero, use generic and slow zone detection
6346 result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow);
6347 if( !result )
6348 return 0;
6349 fields = result->Fetch();
6350 uint32 map = fields[0].GetUInt32();
6351 float posx = fields[1].GetFloat();
6352 float posy = fields[2].GetFloat();
6353 float posz = fields[3].GetFloat();
6354 delete result;
6356 zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
6358 CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
6361 return zone;
6364 void Player::UpdateArea(uint32 newArea)
6366 // FFA_PVP flags are area and not zone id dependent
6367 // so apply them accordingly
6368 m_areaUpdateId = newArea;
6370 AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
6372 if(area && (area->flags & AREA_FLAG_ARENA))
6374 if(!isGameMaster())
6375 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6377 else
6379 // remove ffa flag only if not ffapvp realm
6380 // removal in sanctuaries and capitals is handled in zone update
6381 if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP) && !sWorld.IsFFAPvPRealm())
6382 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6385 UpdateAreaDependentAuras(newArea);
6388 void Player::UpdateZone(uint32 newZone, uint32 newArea)
6390 if(m_zoneUpdateId != newZone)
6391 SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
6393 m_zoneUpdateId = newZone;
6394 m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
6396 // zone changed, so area changed as well, update it
6397 UpdateArea(newArea);
6399 AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
6400 if(!zone)
6401 return;
6403 if (sWorld.getConfig(CONFIG_WEATHER))
6405 Weather *wth = sWorld.FindWeather(zone->ID);
6406 if(wth)
6408 wth->SendWeatherUpdateToPlayer(this);
6410 else
6412 if(!sWorld.AddWeather(zone->ID))
6414 // send fine weather packet to remove old zone's weather
6415 Weather::SendFineWeatherUpdateToPlayer(this);
6420 pvpInfo.inHostileArea =
6421 GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE ||
6422 GetTeam() == HORDE && zone->team == AREATEAM_ALLY ||
6423 sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE ||
6424 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6426 if(pvpInfo.inHostileArea) // in hostile area
6428 if(!IsPvP() || pvpInfo.endTimer != 0)
6429 UpdatePvP(true, true);
6431 else // in friendly area
6433 if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
6434 pvpInfo.endTimer = time(0); // start toggle-off
6437 if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
6439 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6440 if(sWorld.IsFFAPvPRealm())
6441 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6443 else
6445 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
6448 if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
6450 SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6451 SetRestType(REST_TYPE_IN_CITY);
6452 InnEnter(time(0),GetMapId(),0,0,0);
6454 if(sWorld.IsFFAPvPRealm())
6455 RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6457 else // anywhere else
6459 if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6461 if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
6463 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6465 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6466 SetRestType(REST_TYPE_NO);
6468 if(sWorld.IsFFAPvPRealm())
6469 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6472 else // not in tavern (leave city then)
6474 RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
6475 SetRestType(REST_TYPE_NO);
6477 // Set player to FFA PVP when not in rested environment.
6478 if(sWorld.IsFFAPvPRealm())
6479 SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
6484 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6485 // if player resurrected at teleport this will be applied in resurrect code
6486 if(isAlive())
6487 DestroyZoneLimitedItem( true, newZone );
6489 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6490 AutoUnequipOffhandIfNeed();
6492 // recent client version not send leave/join channel packets for built-in local channels
6493 UpdateLocalChannels( newZone );
6495 // group update
6496 if(GetGroup())
6497 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
6499 UpdateZoneDependentAuras(newZone);
6502 //If players are too far way of duel flag... then player loose the duel
6503 void Player::CheckDuelDistance(time_t currTime)
6505 if(!duel)
6506 return;
6508 uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
6509 GameObject* obj = ObjectAccessor::GetGameObject(*this, duelFlagGUID);
6510 if(!obj)
6511 return;
6513 if(duel->outOfBound == 0)
6515 if(!IsWithinDistInMap(obj, 50))
6517 duel->outOfBound = currTime;
6519 WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
6520 GetSession()->SendPacket(&data);
6523 else
6525 if(IsWithinDistInMap(obj, 40))
6527 duel->outOfBound = 0;
6529 WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
6530 GetSession()->SendPacket(&data);
6532 else if(currTime >= (duel->outOfBound+10))
6534 DuelComplete(DUEL_FLED);
6539 void Player::DuelComplete(DuelCompleteType type)
6541 // duel not requested
6542 if(!duel)
6543 return;
6545 WorldPacket data(SMSG_DUEL_COMPLETE, (1));
6546 data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
6547 GetSession()->SendPacket(&data);
6548 duel->opponent->GetSession()->SendPacket(&data);
6550 if(type != DUEL_INTERUPTED)
6552 data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
6553 data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled
6554 data << duel->opponent->GetName();
6555 data << GetName();
6556 SendMessageToSet(&data,true);
6559 // cool-down duel spell
6560 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6562 data<<GetGUID();
6563 data<<uint8(0x0);
6565 data<<(uint32)7266;
6566 data<<uint32(0x0);
6567 GetSession()->SendPacket(&data);
6568 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6569 data<<duel->opponent->GetGUID();
6570 data<<uint8(0x0);
6571 data<<(uint32)7266;
6572 data<<uint32(0x0);
6573 duel->opponent->GetSession()->SendPacket(&data);*/
6575 //Remove Duel Flag object
6576 GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
6577 if(obj)
6578 duel->initiator->RemoveGameObject(obj,true);
6580 /* remove auras */
6581 std::vector<uint32> auras2remove;
6582 AuraMap const& vAuras = duel->opponent->GetAuras();
6583 for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); ++i)
6585 if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6586 auras2remove.push_back(i->second->GetId());
6589 for(size_t i=0; i<auras2remove.size(); i++)
6590 duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
6592 auras2remove.clear();
6593 AuraMap const& auras = GetAuras();
6594 for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); ++i)
6596 if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
6597 auras2remove.push_back(i->second->GetId());
6599 for(size_t i=0; i<auras2remove.size(); i++)
6600 RemoveAurasDueToSpell(auras2remove[i]);
6602 // cleanup combo points
6603 if(GetComboTarget()==duel->opponent->GetGUID())
6604 ClearComboPoints();
6605 else if(GetComboTarget()==duel->opponent->GetPetGUID())
6606 ClearComboPoints();
6608 if(duel->opponent->GetComboTarget()==GetGUID())
6609 duel->opponent->ClearComboPoints();
6610 else if(duel->opponent->GetComboTarget()==GetPetGUID())
6611 duel->opponent->ClearComboPoints();
6613 //cleanups
6614 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6615 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6616 duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
6617 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
6619 delete duel->opponent->duel;
6620 duel->opponent->duel = NULL;
6621 delete duel;
6622 duel = NULL;
6625 //---------------------------------------------------------//
6627 void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
6629 if(slot >= INVENTORY_SLOT_BAG_END || !item)
6630 return;
6632 // not apply/remove mods for broken item
6633 if(item->IsBroken())
6634 return;
6636 ItemPrototype const *proto = item->GetProto();
6638 if(!proto)
6639 return;
6641 sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
6643 uint32 attacktype = Player::GetAttackBySlot(slot);
6644 if(attacktype < MAX_ATTACK)
6645 _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
6647 _ApplyItemBonuses(proto,slot,apply);
6649 if( slot==EQUIPMENT_SLOT_RANGED )
6650 _ApplyAmmoBonuses();
6652 ApplyItemEquipSpell(item,apply);
6653 ApplyEnchantment(item, apply);
6655 if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6656 CorrectMetaGemEnchants(slot, apply);
6658 sLog.outDebug("_ApplyItemMods complete.");
6661 void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply)
6663 if(slot >= INVENTORY_SLOT_BAG_END || !proto)
6664 return;
6666 for (int i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
6668 uint32 statType = 0;
6669 int32 val = 0;
6671 if(proto->ScalingStatDistribution)
6673 if(ScalingStatDistributionEntry const *ssd = sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution))
6675 statType = ssd->StatMod[i];
6677 if(uint32 modifier = ssd->Modifier[i])
6679 uint32 level = ((getLevel() > ssd->MaxLevel) ? ssd->MaxLevel : getLevel());
6680 if(ScalingStatValuesEntry const *ssv = sScalingStatValuesStore.LookupEntry(level))
6682 uint32 multiplier = ssv->Multiplier[proto->GetScalingStatValuesColumn()];
6683 val = (multiplier * modifier) / 10000;
6688 else
6690 statType = proto->ItemStat[i].ItemStatType;
6691 val = proto->ItemStat[i].ItemStatValue;
6694 if(val == 0)
6695 continue;
6697 switch (statType)
6699 case ITEM_MOD_MANA:
6700 HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
6701 break;
6702 case ITEM_MOD_HEALTH: // modify HP
6703 HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
6704 break;
6705 case ITEM_MOD_AGILITY: // modify agility
6706 HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
6707 ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
6708 break;
6709 case ITEM_MOD_STRENGTH: //modify strength
6710 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
6711 ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
6712 break;
6713 case ITEM_MOD_INTELLECT: //modify intellect
6714 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
6715 ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
6716 break;
6717 case ITEM_MOD_SPIRIT: //modify spirit
6718 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
6719 ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
6720 break;
6721 case ITEM_MOD_STAMINA: //modify stamina
6722 HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
6723 ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
6724 break;
6725 case ITEM_MOD_DEFENSE_SKILL_RATING:
6726 ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
6727 break;
6728 case ITEM_MOD_DODGE_RATING:
6729 ApplyRatingMod(CR_DODGE, int32(val), apply);
6730 break;
6731 case ITEM_MOD_PARRY_RATING:
6732 ApplyRatingMod(CR_PARRY, int32(val), apply);
6733 break;
6734 case ITEM_MOD_BLOCK_RATING:
6735 ApplyRatingMod(CR_BLOCK, int32(val), apply);
6736 break;
6737 case ITEM_MOD_HIT_MELEE_RATING:
6738 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6739 break;
6740 case ITEM_MOD_HIT_RANGED_RATING:
6741 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6742 break;
6743 case ITEM_MOD_HIT_SPELL_RATING:
6744 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6745 break;
6746 case ITEM_MOD_CRIT_MELEE_RATING:
6747 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6748 break;
6749 case ITEM_MOD_CRIT_RANGED_RATING:
6750 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6751 break;
6752 case ITEM_MOD_CRIT_SPELL_RATING:
6753 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6754 break;
6755 case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
6756 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6757 break;
6758 case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
6759 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6760 break;
6761 case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
6762 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6763 break;
6764 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
6765 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6766 break;
6767 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
6768 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6769 break;
6770 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
6771 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6772 break;
6773 case ITEM_MOD_HASTE_MELEE_RATING:
6774 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6775 break;
6776 case ITEM_MOD_HASTE_RANGED_RATING:
6777 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6778 break;
6779 case ITEM_MOD_HASTE_SPELL_RATING:
6780 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6781 break;
6782 case ITEM_MOD_HIT_RATING:
6783 ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
6784 ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
6785 ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
6786 break;
6787 case ITEM_MOD_CRIT_RATING:
6788 ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
6789 ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
6790 ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
6791 break;
6792 case ITEM_MOD_HIT_TAKEN_RATING:
6793 ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
6794 ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
6795 ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
6796 break;
6797 case ITEM_MOD_CRIT_TAKEN_RATING:
6798 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6799 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6800 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6801 break;
6802 case ITEM_MOD_RESILIENCE_RATING:
6803 ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
6804 ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
6805 ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
6806 break;
6807 case ITEM_MOD_HASTE_RATING:
6808 ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
6809 ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
6810 ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
6811 break;
6812 case ITEM_MOD_EXPERTISE_RATING:
6813 ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
6814 break;
6815 case ITEM_MOD_ATTACK_POWER:
6816 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
6817 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
6818 break;
6819 case ITEM_MOD_RANGED_ATTACK_POWER:
6820 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
6821 break;
6822 case ITEM_MOD_FERAL_ATTACK_POWER:
6823 ApplyFeralAPBonus(int32(val), apply);
6824 break;
6825 case ITEM_MOD_SPELL_HEALING_DONE:
6826 ApplySpellHealingBonus(int32(val), apply);
6827 break;
6828 case ITEM_MOD_SPELL_DAMAGE_DONE:
6829 ApplySpellDamageBonus(int32(val), apply);
6830 break;
6831 case ITEM_MOD_MANA_REGENERATION:
6832 ApplyManaRegenBonus(int32(val), apply);
6833 break;
6834 case ITEM_MOD_ARMOR_PENETRATION_RATING:
6835 ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
6836 break;
6837 case ITEM_MOD_SPELL_POWER:
6838 ApplySpellHealingBonus(int32(val), apply);
6839 ApplySpellDamageBonus(int32(val), apply);
6840 break;
6844 if (proto->Armor)
6845 HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), apply);
6847 if (proto->Block)
6848 HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
6850 if (proto->HolyRes)
6851 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
6853 if (proto->FireRes)
6854 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
6856 if (proto->NatureRes)
6857 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
6859 if (proto->FrostRes)
6860 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
6862 if (proto->ShadowRes)
6863 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
6865 if (proto->ArcaneRes)
6866 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
6868 WeaponAttackType attType = BASE_ATTACK;
6869 float damage = 0.0f;
6871 if( slot == EQUIPMENT_SLOT_RANGED && (
6872 proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
6873 proto->InventoryType == INVTYPE_RANGEDRIGHT ))
6875 attType = RANGED_ATTACK;
6877 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6879 attType = OFF_ATTACK;
6882 if (proto->Damage[0].DamageMin > 0 )
6884 damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
6885 SetBaseWeaponDamage(attType, MINDAMAGE, damage);
6886 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6889 if (proto->Damage[0].DamageMax > 0 )
6891 damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
6892 SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
6895 // Druids get feral AP bonus from weapon dps
6896 if(getClass() == CLASS_DRUID)
6898 int32 feral_bonus = proto->getFeralBonus();
6899 if (feral_bonus > 0)
6900 ApplyFeralAPBonus(feral_bonus, apply);
6903 if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
6904 return;
6906 if (proto->Delay)
6908 if(slot == EQUIPMENT_SLOT_RANGED)
6909 SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6910 else if(slot==EQUIPMENT_SLOT_MAINHAND)
6911 SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6912 else if(slot==EQUIPMENT_SLOT_OFFHAND)
6913 SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
6916 if(CanModifyStats() && (damage || proto->Delay))
6917 UpdateDamagePhysical(attType);
6920 void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
6922 AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
6923 for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
6924 _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
6926 AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
6927 for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
6928 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6930 AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
6931 for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
6932 _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
6935 void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6937 // generic not weapon specific case processes in aura code
6938 if(aura->GetSpellProto()->EquippedItemClass == -1)
6939 return;
6941 BaseModGroup mod = BASEMOD_END;
6942 switch(attackType)
6944 case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
6945 case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
6946 case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
6947 default: return;
6950 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6952 HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
6956 void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
6958 // ignore spell mods for not wands
6959 Modifier const* modifier = aura->GetModifier();
6960 if((modifier->m_miscvalue & SPELL_SCHOOL_MASK_NORMAL)==0 && (getClassMask() & CLASSMASK_WAND_USERS)==0)
6961 return;
6963 // generic not weapon specific case processes in aura code
6964 if(aura->GetSpellProto()->EquippedItemClass == -1)
6965 return;
6967 UnitMods unitMod = UNIT_MOD_END;
6968 switch(attackType)
6970 case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
6971 case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
6972 case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
6973 default: return;
6976 UnitModifierType unitModType = TOTAL_VALUE;
6977 switch(modifier->m_auraname)
6979 case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
6980 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
6981 default: return;
6984 if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
6986 HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
6990 void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
6992 if(!item)
6993 return;
6995 ItemPrototype const *proto = item->GetProto();
6996 if(!proto)
6997 return;
6999 for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
7001 _Spell const& spellData = proto->Spells[i];
7003 // no spell
7004 if(!spellData.SpellId )
7005 continue;
7007 // wrong triggering type
7008 if(apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
7009 continue;
7011 // check if it is valid spell
7012 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
7013 if(!spellproto)
7014 continue;
7016 ApplyEquipSpell(spellproto,item,apply,form_change);
7020 void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
7022 if(apply)
7024 // Cannot be used in this stance/form
7025 if(GetErrorAtShapeshiftedCast(spellInfo, m_form) != SPELL_CAST_OK)
7026 return;
7028 if(form_change) // check aura active state from other form
7030 bool found = false;
7031 for (int k=0; k < 3; ++k)
7033 spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
7034 for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
7036 if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
7038 found = true;
7039 break;
7042 if(found)
7043 break;
7046 if(found) // and skip re-cast already active aura at form change
7047 return;
7050 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
7052 CastSpell(this,spellInfo,true,item);
7054 else
7056 if(form_change) // check aura compatibility
7058 // Cannot be used in this stance/form
7059 if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==SPELL_CAST_OK)
7060 return; // and remove only not compatible at form change
7063 if(item)
7064 RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells , not only at-equipped
7065 else
7066 RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
7070 void Player::UpdateEquipSpellsAtFormChange()
7072 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7074 if(m_items[i] && !m_items[i]->IsBroken())
7076 ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
7077 ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
7081 // item set bonuses not dependent from item broken state
7082 for(size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
7084 ItemSetEffect* eff = ItemSetEff[setindex];
7085 if(!eff)
7086 continue;
7088 for(uint32 y=0;y<8; ++y)
7090 SpellEntry const* spellInfo = eff->spells[y];
7091 if(!spellInfo)
7092 continue;
7094 ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
7095 ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
7100 void Player::CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType)
7102 if(!item || item->IsBroken())
7103 return;
7105 ItemPrototype const *proto = item->GetProto();
7106 if(!proto)
7107 return;
7109 if (!Target || Target == this )
7110 return;
7112 for (int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
7114 _Spell const& spellData = proto->Spells[i];
7116 // no spell
7117 if(!spellData.SpellId )
7118 continue;
7120 // wrong triggering type
7121 if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
7122 continue;
7124 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
7125 if(!spellInfo)
7127 sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
7128 continue;
7131 // not allow proc extra attack spell at extra attack
7132 if( m_extraAttacks && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_ADD_EXTRA_ATTACKS) )
7133 return;
7135 float chance = spellInfo->procChance;
7137 if(spellData.SpellPPMRate)
7139 uint32 WeaponSpeed = GetAttackTime(attType);
7140 chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
7142 else if(chance > 100.0f)
7144 chance = GetWeaponProcChance();
7147 if (roll_chance_f(chance))
7148 CastSpell(Target, spellInfo->Id, true, item);
7151 // item combat enchantments
7152 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
7154 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
7155 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
7156 if(!pEnchant) continue;
7157 for (int s=0;s<3;s++)
7159 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
7160 continue;
7162 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
7163 if (!spellInfo)
7165 sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
7166 continue;
7169 float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
7170 if (roll_chance_f(chance))
7172 if(IsPositiveSpell(pEnchant->spellid[s]))
7173 CastSpell(this, pEnchant->spellid[s], true, item);
7174 else
7175 CastSpell(Target, pEnchant->spellid[s], true, item);
7181 void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
7183 ItemPrototype const* proto = item->GetProto();
7184 // special learning case
7185 if(proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN_PET)
7187 uint32 learn_spell_id = proto->Spells[0].SpellId;
7188 uint32 learning_spell_id = proto->Spells[1].SpellId;
7190 SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
7191 if(!spellInfo)
7193 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
7194 SendEquipError(EQUIP_ERR_NONE,item,NULL);
7195 return;
7198 Spell *spell = new Spell(this, spellInfo, false);
7199 spell->m_CastItem = item;
7200 spell->m_cast_count = cast_count; //set count of casts
7201 spell->m_currentBasePoints[0] = learning_spell_id;
7202 spell->prepare(&targets);
7203 return;
7206 // use triggered flag only for items with many spell casts and for not first cast
7207 int count = 0;
7209 // item spells casted at use
7210 for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
7212 _Spell const& spellData = proto->Spells[i];
7214 // no spell
7215 if(!spellData.SpellId)
7216 continue;
7218 // wrong triggering type
7219 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
7220 continue;
7222 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
7223 if(!spellInfo)
7225 sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
7226 continue;
7229 Spell *spell = new Spell(this, spellInfo, (count > 0));
7230 spell->m_CastItem = item;
7231 spell->m_cast_count = cast_count; // set count of casts
7232 spell->m_glyphIndex = glyphIndex; // glyph index
7233 spell->prepare(&targets);
7235 ++count;
7238 // Item enchantments spells casted at use
7239 for(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
7241 uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
7242 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
7243 if(!pEnchant) continue;
7244 for (int s=0;s<3;s++)
7246 if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
7247 continue;
7249 SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
7250 if (!spellInfo)
7252 sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
7253 continue;
7256 Spell *spell = new Spell(this, spellInfo, (count > 0));
7257 spell->m_CastItem = item;
7258 spell->m_cast_count = cast_count; // set count of casts
7259 spell->m_glyphIndex = glyphIndex; // glyph index
7260 spell->prepare(&targets);
7262 ++count;
7267 void Player::_RemoveAllItemMods()
7269 sLog.outDebug("_RemoveAllItemMods start.");
7271 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7273 if(m_items[i])
7275 ItemPrototype const *proto = m_items[i]->GetProto();
7276 if(!proto)
7277 continue;
7279 // item set bonuses not dependent from item broken state
7280 if(proto->ItemSet)
7281 RemoveItemsSetItem(this,proto);
7283 if(m_items[i]->IsBroken())
7284 continue;
7286 ApplyItemEquipSpell(m_items[i],false);
7287 ApplyEnchantment(m_items[i], false);
7291 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7293 if(m_items[i])
7295 if(m_items[i]->IsBroken())
7296 continue;
7297 ItemPrototype const *proto = m_items[i]->GetProto();
7298 if(!proto)
7299 continue;
7301 uint32 attacktype = Player::GetAttackBySlot(i);
7302 if(attacktype < MAX_ATTACK)
7303 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
7305 _ApplyItemBonuses(proto,i, false);
7307 if( i == EQUIPMENT_SLOT_RANGED )
7308 _ApplyAmmoBonuses();
7312 sLog.outDebug("_RemoveAllItemMods complete.");
7315 void Player::_ApplyAllItemMods()
7317 sLog.outDebug("_ApplyAllItemMods start.");
7319 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7321 if(m_items[i])
7323 if(m_items[i]->IsBroken())
7324 continue;
7326 ItemPrototype const *proto = m_items[i]->GetProto();
7327 if(!proto)
7328 continue;
7330 uint32 attacktype = Player::GetAttackBySlot(i);
7331 if(attacktype < MAX_ATTACK)
7332 _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
7334 _ApplyItemBonuses(proto,i, true);
7336 if( i == EQUIPMENT_SLOT_RANGED )
7337 _ApplyAmmoBonuses();
7341 for (int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
7343 if(m_items[i])
7345 ItemPrototype const *proto = m_items[i]->GetProto();
7346 if(!proto)
7347 continue;
7349 // item set bonuses not dependent from item broken state
7350 if(proto->ItemSet)
7351 AddItemsSetItem(this,m_items[i]);
7353 if(m_items[i]->IsBroken())
7354 continue;
7356 ApplyItemEquipSpell(m_items[i],true);
7357 ApplyEnchantment(m_items[i], true);
7361 sLog.outDebug("_ApplyAllItemMods complete.");
7364 void Player::_ApplyAmmoBonuses()
7366 // check ammo
7367 uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
7368 if(!ammo_id)
7369 return;
7371 float currentAmmoDPS;
7373 ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
7374 if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
7375 currentAmmoDPS = 0.0f;
7376 else
7377 currentAmmoDPS = ammo_proto->Damage[0].DamageMin;
7379 if(currentAmmoDPS == GetAmmoDPS())
7380 return;
7382 m_ammoDPS = currentAmmoDPS;
7384 if(CanModifyStats())
7385 UpdateDamagePhysical(RANGED_ATTACK);
7388 bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
7390 if(!ammo_proto)
7391 return false;
7393 // check ranged weapon
7394 Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
7395 if(!weapon || weapon->IsBroken() )
7396 return false;
7398 ItemPrototype const* weapon_proto = weapon->GetProto();
7399 if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
7400 return false;
7402 // check ammo ws. weapon compatibility
7403 switch(weapon_proto->SubClass)
7405 case ITEM_SUBCLASS_WEAPON_BOW:
7406 case ITEM_SUBCLASS_WEAPON_CROSSBOW:
7407 if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
7408 return false;
7409 break;
7410 case ITEM_SUBCLASS_WEAPON_GUN:
7411 if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
7412 return false;
7413 break;
7414 default:
7415 return false;
7418 return true;
7421 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7422 Called by remove insignia spell effect */
7423 void Player::RemovedInsignia(Player* looterPlr)
7425 if (!GetBattleGroundId())
7426 return;
7428 // If not released spirit, do it !
7429 if(m_deathTimer > 0)
7431 m_deathTimer = 0;
7432 BuildPlayerRepop();
7433 RepopAtGraveyard();
7436 Corpse *corpse = GetCorpse();
7437 if (!corpse)
7438 return;
7440 // We have to convert player corpse to bones, not to be able to resurrect there
7441 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7442 Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7443 if (!bones)
7444 return;
7446 // Now we must make bones lootable, and send player loot
7447 bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
7449 // We store the level of our player in the gold field
7450 // We retrieve this information at Player::SendLoot()
7451 bones->loot.gold = getLevel();
7452 bones->lootRecipient = looterPlr;
7453 looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
7456 /*Loot type MUST be
7457 1-corpse, go
7458 2-skinning
7459 3-Fishing
7462 void Player::SendLootRelease( uint64 guid )
7464 WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
7465 data << uint64(guid) << uint8(1);
7466 SendDirectMessage( &data );
7469 void Player::SendLoot(uint64 guid, LootType loot_type)
7471 if (uint64 lguid = GetLootGUID())
7472 m_session->DoLootRelease(lguid);
7474 Loot *loot = 0;
7475 PermissionTypes permission = ALL_PERMISSION;
7477 sLog.outDebug("Player::SendLoot");
7478 if (IS_GAMEOBJECT_GUID(guid))
7480 sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7481 GameObject *go =
7482 ObjectAccessor::GetGameObject(*this, guid);
7484 // not check distance for GO in case owned GO (fishing bobber case, for example)
7485 // And permit out of range GO with no owner in case fishing hole
7486 if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
7488 SendLootRelease(guid);
7489 return;
7492 loot = &go->loot;
7494 if(go->getLootState() == GO_READY)
7496 uint32 lootid = go->GetLootId();
7498 if(lootid)
7500 sLog.outDebug(" if(lootid)");
7501 loot->clear();
7502 loot->FillLoot(lootid, LootTemplates_Gameobject, this, false);
7505 if(loot_type == LOOT_FISHING)
7506 go->getFishLoot(loot,this);
7508 go->SetLootState(GO_ACTIVATED);
7511 else if (IS_ITEM_GUID(guid))
7513 Item *item = GetItemByGuid( guid );
7515 if (!item)
7517 SendLootRelease(guid);
7518 return;
7521 if(loot_type == LOOT_DISENCHANTING)
7523 loot = &item->loot;
7525 if(!item->m_lootGenerated)
7527 item->m_lootGenerated = true;
7528 loot->clear();
7529 loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true);
7532 else if(loot_type == LOOT_PROSPECTING)
7534 loot = &item->loot;
7536 if(!item->m_lootGenerated)
7538 item->m_lootGenerated = true;
7539 loot->clear();
7540 loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true);
7543 else if(loot_type == LOOT_MILLING)
7545 loot = &item->loot;
7547 if(!item->m_lootGenerated)
7549 item->m_lootGenerated = true;
7550 loot->clear();
7551 loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true);
7554 else
7556 loot = &item->loot;
7558 if(!item->m_lootGenerated)
7560 item->m_lootGenerated = true;
7561 loot->clear();
7562 loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true);
7564 loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
7568 else if (IS_CORPSE_GUID(guid)) // remove insignia
7570 Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
7572 if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) )
7574 SendLootRelease(guid);
7575 return;
7578 loot = &bones->loot;
7580 if (!bones->lootForBody)
7582 bones->lootForBody = true;
7583 uint32 pLevel = bones->loot.gold;
7584 bones->loot.clear();
7585 // It may need a better formula
7586 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7587 bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) );
7590 if (bones->lootRecipient != this)
7591 permission = NONE_PERMISSION;
7593 else
7595 Creature *creature = ObjectAccessor::GetCreature(*this, guid);
7597 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7598 if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
7600 SendLootRelease(guid);
7601 return;
7604 if(loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
7606 SendLootRelease(guid);
7607 return;
7610 loot = &creature->loot;
7612 if(loot_type == LOOT_PICKPOCKETING)
7614 if ( !creature->lootForPickPocketed )
7616 creature->lootForPickPocketed = true;
7617 loot->clear();
7619 if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
7620 loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
7622 // Generate extra money for pick pocket loot
7623 const uint32 a = urand(0, creature->getLevel()/2);
7624 const uint32 b = urand(0, getLevel()/2);
7625 loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
7628 else
7630 // the player whose group may loot the corpse
7631 Player *recipient = creature->GetLootRecipient();
7632 if (!recipient)
7634 creature->SetLootRecipient(this);
7635 recipient = this;
7638 if (creature->lootForPickPocketed)
7640 creature->lootForPickPocketed = false;
7641 loot->clear();
7644 if(!creature->lootForBody)
7646 creature->lootForBody = true;
7647 loot->clear();
7649 if (uint32 lootid = creature->GetCreatureInfo()->lootid)
7650 loot->FillLoot(lootid, LootTemplates_Creature, recipient, false);
7652 loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
7654 if(Group* group = recipient->GetGroup())
7656 group->UpdateLooterGuid(creature,true);
7658 switch (group->GetLootMethod())
7660 case GROUP_LOOT:
7661 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7662 group->GroupLoot(recipient->GetGUID(), loot, creature);
7663 break;
7664 case NEED_BEFORE_GREED:
7665 group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
7666 break;
7667 case MASTER_LOOT:
7668 group->MasterLoot(recipient->GetGUID(), loot, creature);
7669 break;
7670 default:
7671 break;
7676 // possible only if creature->lootForBody && loot->empty() at spell cast check
7677 if (loot_type == LOOT_SKINNING)
7679 loot->clear();
7680 loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false);
7682 // set group rights only for loot_type != LOOT_SKINNING
7683 else
7685 if(Group* group = GetGroup())
7687 if( group == recipient->GetGroup() )
7689 if(group->GetLootMethod() == FREE_FOR_ALL)
7690 permission = ALL_PERMISSION;
7691 else if(group->GetLooterGuid() == GetGUID())
7693 if(group->GetLootMethod() == MASTER_LOOT)
7694 permission = MASTER_PERMISSION;
7695 else
7696 permission = ALL_PERMISSION;
7698 else
7699 permission = GROUP_PERMISSION;
7701 else
7702 permission = NONE_PERMISSION;
7704 else if(recipient == this)
7705 permission = ALL_PERMISSION;
7706 else
7707 permission = NONE_PERMISSION;
7712 SetLootGUID(guid);
7714 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7715 if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA || loot_type == LOOT_MILLING)
7716 loot_type = LOOT_SKINNING;
7718 if(loot_type == LOOT_FISHINGHOLE)
7719 loot_type = LOOT_FISHING;
7721 WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
7723 data << uint64(guid);
7724 data << uint8(loot_type);
7725 data << LootView(*loot, this, permission);
7727 SendDirectMessage(&data);
7729 // add 'this' player as one of the players that are looting 'loot'
7730 if (permission != NONE_PERMISSION)
7731 loot->AddLooter(GetGUID());
7733 if ( loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid) )
7734 SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
7737 void Player::SendNotifyLootMoneyRemoved()
7739 WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
7740 GetSession()->SendPacket( &data );
7743 void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
7745 WorldPacket data(SMSG_LOOT_REMOVED, 1);
7746 data << uint8(lootSlot);
7747 GetSession()->SendPacket( &data );
7750 void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
7752 WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
7753 data << Field;
7754 data << Value;
7755 GetSession()->SendPacket(&data);
7758 void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
7760 // data depends on zoneid/mapid...
7761 BattleGround* bg = GetBattleGround();
7762 uint16 NumberOfFields = 0;
7763 uint32 mapid = GetMapId();
7765 sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid);
7767 // may be exist better way to do this...
7768 switch(zoneid)
7770 case 0:
7771 case 1:
7772 case 4:
7773 case 8:
7774 case 10:
7775 case 11:
7776 case 12:
7777 case 36:
7778 case 38:
7779 case 40:
7780 case 41:
7781 case 51:
7782 case 267:
7783 case 1519:
7784 case 1537:
7785 case 2257:
7786 case 2918:
7787 NumberOfFields = 8;
7788 break;
7789 case 139:
7790 NumberOfFields = 41;
7791 break;
7792 case 1377:
7793 NumberOfFields = 15;
7794 break;
7795 case 2597:
7796 NumberOfFields = 83;
7797 break;
7798 case 3277:
7799 NumberOfFields = 16;
7800 break;
7801 case 3358:
7802 case 3820:
7803 NumberOfFields = 40;
7804 break;
7805 case 3483:
7806 NumberOfFields = 27;
7807 break;
7808 case 3518:
7809 NumberOfFields = 39;
7810 break;
7811 case 3519:
7812 NumberOfFields = 38;
7813 break;
7814 case 3521:
7815 NumberOfFields = 37;
7816 break;
7817 case 3698:
7818 case 3702:
7819 case 3968:
7820 NumberOfFields = 11;
7821 break;
7822 case 3703:
7823 NumberOfFields = 11;
7824 break;
7825 default:
7826 NumberOfFields = 12;
7827 break;
7830 WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
7831 data << uint32(mapid); // mapid
7832 data << uint32(zoneid); // zone id
7833 data << uint32(areaid); // area id, new 2.1.0
7834 data << uint16(NumberOfFields); // count of uint64 blocks
7835 data << uint32(0x8d8) << uint32(0x0); // 1
7836 data << uint32(0x8d7) << uint32(0x0); // 2
7837 data << uint32(0x8d6) << uint32(0x0); // 3
7838 data << uint32(0x8d5) << uint32(0x0); // 4
7839 data << uint32(0x8d4) << uint32(0x0); // 5
7840 data << uint32(0x8d3) << uint32(0x0); // 6
7841 // 7 1 - Arena season in progress, 0 - end of season
7842 data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
7843 // 8 Arena season id
7844 data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
7845 if(mapid == 530) // Outland
7847 data << uint32(0x9bf) << uint32(0x0); // 7
7848 data << uint32(0x9bd) << uint32(0xF); // 8
7849 data << uint32(0x9bb) << uint32(0xF); // 9
7851 switch(zoneid)
7853 case 1:
7854 case 11:
7855 case 12:
7856 case 38:
7857 case 40:
7858 case 51:
7859 case 1519:
7860 case 1537:
7861 case 2257:
7862 break;
7863 case 2597: // AV
7864 data << uint32(0x7ae) << uint32(0x1); // 7
7865 data << uint32(0x532) << uint32(0x1); // 8
7866 data << uint32(0x531) << uint32(0x0); // 9
7867 data << uint32(0x52e) << uint32(0x0); // 10
7868 data << uint32(0x571) << uint32(0x0); // 11
7869 data << uint32(0x570) << uint32(0x0); // 12
7870 data << uint32(0x567) << uint32(0x1); // 13
7871 data << uint32(0x566) << uint32(0x1); // 14
7872 data << uint32(0x550) << uint32(0x1); // 15
7873 data << uint32(0x544) << uint32(0x0); // 16
7874 data << uint32(0x536) << uint32(0x0); // 17
7875 data << uint32(0x535) << uint32(0x1); // 18
7876 data << uint32(0x518) << uint32(0x0); // 19
7877 data << uint32(0x517) << uint32(0x0); // 20
7878 data << uint32(0x574) << uint32(0x0); // 21
7879 data << uint32(0x573) << uint32(0x0); // 22
7880 data << uint32(0x572) << uint32(0x0); // 23
7881 data << uint32(0x56f) << uint32(0x0); // 24
7882 data << uint32(0x56e) << uint32(0x0); // 25
7883 data << uint32(0x56d) << uint32(0x0); // 26
7884 data << uint32(0x56c) << uint32(0x0); // 27
7885 data << uint32(0x56b) << uint32(0x0); // 28
7886 data << uint32(0x56a) << uint32(0x1); // 29
7887 data << uint32(0x569) << uint32(0x1); // 30
7888 data << uint32(0x568) << uint32(0x1); // 13
7889 data << uint32(0x565) << uint32(0x0); // 32
7890 data << uint32(0x564) << uint32(0x0); // 33
7891 data << uint32(0x563) << uint32(0x0); // 34
7892 data << uint32(0x562) << uint32(0x0); // 35
7893 data << uint32(0x561) << uint32(0x0); // 36
7894 data << uint32(0x560) << uint32(0x0); // 37
7895 data << uint32(0x55f) << uint32(0x0); // 38
7896 data << uint32(0x55e) << uint32(0x0); // 39
7897 data << uint32(0x55d) << uint32(0x0); // 40
7898 data << uint32(0x3c6) << uint32(0x4); // 41
7899 data << uint32(0x3c4) << uint32(0x6); // 42
7900 data << uint32(0x3c2) << uint32(0x4); // 43
7901 data << uint32(0x516) << uint32(0x1); // 44
7902 data << uint32(0x515) << uint32(0x0); // 45
7903 data << uint32(0x3b6) << uint32(0x6); // 46
7904 data << uint32(0x55c) << uint32(0x0); // 47
7905 data << uint32(0x55b) << uint32(0x0); // 48
7906 data << uint32(0x55a) << uint32(0x0); // 49
7907 data << uint32(0x559) << uint32(0x0); // 50
7908 data << uint32(0x558) << uint32(0x0); // 51
7909 data << uint32(0x557) << uint32(0x0); // 52
7910 data << uint32(0x556) << uint32(0x0); // 53
7911 data << uint32(0x555) << uint32(0x0); // 54
7912 data << uint32(0x554) << uint32(0x1); // 55
7913 data << uint32(0x553) << uint32(0x1); // 56
7914 data << uint32(0x552) << uint32(0x1); // 57
7915 data << uint32(0x551) << uint32(0x1); // 58
7916 data << uint32(0x54f) << uint32(0x0); // 59
7917 data << uint32(0x54e) << uint32(0x0); // 60
7918 data << uint32(0x54d) << uint32(0x1); // 61
7919 data << uint32(0x54c) << uint32(0x0); // 62
7920 data << uint32(0x54b) << uint32(0x0); // 63
7921 data << uint32(0x545) << uint32(0x0); // 64
7922 data << uint32(0x543) << uint32(0x1); // 65
7923 data << uint32(0x542) << uint32(0x0); // 66
7924 data << uint32(0x540) << uint32(0x0); // 67
7925 data << uint32(0x53f) << uint32(0x0); // 68
7926 data << uint32(0x53e) << uint32(0x0); // 69
7927 data << uint32(0x53d) << uint32(0x0); // 70
7928 data << uint32(0x53c) << uint32(0x0); // 71
7929 data << uint32(0x53b) << uint32(0x0); // 72
7930 data << uint32(0x53a) << uint32(0x1); // 73
7931 data << uint32(0x539) << uint32(0x0); // 74
7932 data << uint32(0x538) << uint32(0x0); // 75
7933 data << uint32(0x537) << uint32(0x0); // 76
7934 data << uint32(0x534) << uint32(0x0); // 77
7935 data << uint32(0x533) << uint32(0x0); // 78
7936 data << uint32(0x530) << uint32(0x0); // 79
7937 data << uint32(0x52f) << uint32(0x0); // 80
7938 data << uint32(0x52d) << uint32(0x1); // 81
7939 break;
7940 case 3277: // WS
7941 if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
7942 bg->FillInitialWorldStates(data);
7943 else
7945 data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7946 data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7947 data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7948 data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7949 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
7950 data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7951 data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7952 data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7954 break;
7955 case 3358: // AB
7956 if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
7957 bg->FillInitialWorldStates(data);
7958 else
7960 data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7961 data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7962 data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7963 data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7964 data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7965 data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7966 data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7967 data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7968 data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7969 data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7970 data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7971 data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7972 data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7973 data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7974 data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7975 data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7976 data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7977 data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7978 data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7979 data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7980 data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7981 data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7982 data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7983 data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7984 data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7985 data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7986 data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7987 data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7988 data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7989 data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7990 data << uint32(0x745) << uint32(0x2); // 37 1861 unk
7991 data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7993 break;
7994 case 3820: // EY
7995 if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
7996 bg->FillInitialWorldStates(data);
7997 else
7999 data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
8000 data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
8001 data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
8002 data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
8003 data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
8004 data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
8005 data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
8006 data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
8007 data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
8008 data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
8009 data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
8010 data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
8011 data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
8012 data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
8013 data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
8014 data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
8015 data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
8016 data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
8017 data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
8018 data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
8019 data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
8020 data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
8021 data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
8022 data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
8023 data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
8024 data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
8025 data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
8026 data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
8027 data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
8028 data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
8029 data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
8030 data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
8031 // and some more ... unknown
8033 break;
8034 case 3483: // Hellfire Peninsula
8035 data << uint32(0x9ba) << uint32(0x1); // 10
8036 data << uint32(0x9b9) << uint32(0x1); // 11
8037 data << uint32(0x9b5) << uint32(0x0); // 12
8038 data << uint32(0x9b4) << uint32(0x1); // 13
8039 data << uint32(0x9b3) << uint32(0x0); // 14
8040 data << uint32(0x9b2) << uint32(0x0); // 15
8041 data << uint32(0x9b1) << uint32(0x1); // 16
8042 data << uint32(0x9b0) << uint32(0x0); // 17
8043 data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
8044 data << uint32(0x9ac) << uint32(0x0); // 19
8045 data << uint32(0x9a8) << uint32(0x0); // 20
8046 data << uint32(0x9a7) << uint32(0x0); // 21
8047 data << uint32(0x9a6) << uint32(0x1); // 22
8048 break;
8049 case 3519: // Terokkar Forest
8050 data << uint32(0xa41) << uint32(0x0); // 10
8051 data << uint32(0xa40) << uint32(0x14); // 11
8052 data << uint32(0xa3f) << uint32(0x0); // 12
8053 data << uint32(0xa3e) << uint32(0x0); // 13
8054 data << uint32(0xa3d) << uint32(0x5); // 14
8055 data << uint32(0xa3c) << uint32(0x0); // 15
8056 data << uint32(0xa87) << uint32(0x0); // 16
8057 data << uint32(0xa86) << uint32(0x0); // 17
8058 data << uint32(0xa85) << uint32(0x0); // 18
8059 data << uint32(0xa84) << uint32(0x0); // 19
8060 data << uint32(0xa83) << uint32(0x0); // 20
8061 data << uint32(0xa82) << uint32(0x0); // 21
8062 data << uint32(0xa81) << uint32(0x0); // 22
8063 data << uint32(0xa80) << uint32(0x0); // 23
8064 data << uint32(0xa7e) << uint32(0x0); // 24
8065 data << uint32(0xa7d) << uint32(0x0); // 25
8066 data << uint32(0xa7c) << uint32(0x0); // 26
8067 data << uint32(0xa7b) << uint32(0x0); // 27
8068 data << uint32(0xa7a) << uint32(0x0); // 28
8069 data << uint32(0xa79) << uint32(0x0); // 29
8070 data << uint32(0x9d0) << uint32(0x5); // 30
8071 data << uint32(0x9ce) << uint32(0x0); // 31
8072 data << uint32(0x9cd) << uint32(0x0); // 32
8073 data << uint32(0x9cc) << uint32(0x0); // 33
8074 data << uint32(0xa88) << uint32(0x0); // 34
8075 data << uint32(0xad0) << uint32(0x0); // 35
8076 data << uint32(0xacf) << uint32(0x1); // 36
8077 break;
8078 case 3521: // Zangarmarsh
8079 data << uint32(0x9e1) << uint32(0x0); // 10
8080 data << uint32(0x9e0) << uint32(0x0); // 11
8081 data << uint32(0x9df) << uint32(0x0); // 12
8082 data << uint32(0xa5d) << uint32(0x1); // 13
8083 data << uint32(0xa5c) << uint32(0x0); // 14
8084 data << uint32(0xa5b) << uint32(0x1); // 15
8085 data << uint32(0xa5a) << uint32(0x0); // 16
8086 data << uint32(0xa59) << uint32(0x1); // 17
8087 data << uint32(0xa58) << uint32(0x0); // 18
8088 data << uint32(0xa57) << uint32(0x0); // 19
8089 data << uint32(0xa56) << uint32(0x0); // 20
8090 data << uint32(0xa55) << uint32(0x1); // 21
8091 data << uint32(0xa54) << uint32(0x0); // 22
8092 data << uint32(0x9e7) << uint32(0x0); // 23
8093 data << uint32(0x9e6) << uint32(0x0); // 24
8094 data << uint32(0x9e5) << uint32(0x0); // 25
8095 data << uint32(0xa00) << uint32(0x0); // 26
8096 data << uint32(0x9ff) << uint32(0x1); // 27
8097 data << uint32(0x9fe) << uint32(0x0); // 28
8098 data << uint32(0x9fd) << uint32(0x0); // 29
8099 data << uint32(0x9fc) << uint32(0x1); // 30
8100 data << uint32(0x9fb) << uint32(0x0); // 31
8101 data << uint32(0xa62) << uint32(0x0); // 32
8102 data << uint32(0xa61) << uint32(0x1); // 33
8103 data << uint32(0xa60) << uint32(0x1); // 34
8104 data << uint32(0xa5f) << uint32(0x0); // 35
8105 break;
8106 case 3698: // Nagrand Arena
8107 if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
8108 bg->FillInitialWorldStates(data);
8109 else
8111 data << uint32(0xa0f) << uint32(0x0); // 7
8112 data << uint32(0xa10) << uint32(0x0); // 8
8113 data << uint32(0xa11) << uint32(0x0); // 9 show
8115 break;
8116 case 3702: // Blade's Edge Arena
8117 if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
8118 bg->FillInitialWorldStates(data);
8119 else
8121 data << uint32(0x9f0) << uint32(0x0); // 7 gold
8122 data << uint32(0x9f1) << uint32(0x0); // 8 green
8123 data << uint32(0x9f3) << uint32(0x0); // 9 show
8125 break;
8126 case 3968: // Ruins of Lordaeron
8127 if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
8128 bg->FillInitialWorldStates(data);
8129 else
8131 data << uint32(0xbb8) << uint32(0x0); // 7 gold
8132 data << uint32(0xbb9) << uint32(0x0); // 8 green
8133 data << uint32(0xbba) << uint32(0x0); // 9 show
8135 break;
8136 case 3703: // Shattrath City
8137 break;
8138 default:
8139 data << uint32(0x914) << uint32(0x0); // 7
8140 data << uint32(0x913) << uint32(0x0); // 8
8141 data << uint32(0x912) << uint32(0x0); // 9
8142 data << uint32(0x915) << uint32(0x0); // 10
8143 break;
8145 GetSession()->SendPacket(&data);
8148 uint32 Player::GetXPRestBonus(uint32 xp)
8150 uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
8152 if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
8153 rested_bonus = xp;
8155 SetRestBonus( GetRestBonus() - rested_bonus);
8157 sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
8158 return rested_bonus;
8161 void Player::SetBindPoint(uint64 guid)
8163 WorldPacket data(SMSG_BINDER_CONFIRM, 8);
8164 data << uint64(guid);
8165 GetSession()->SendPacket( &data );
8168 void Player::SendTalentWipeConfirm(uint64 guid)
8170 WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
8171 data << uint64(guid);
8172 data << uint32(resetTalentsCost());
8173 GetSession()->SendPacket( &data );
8176 void Player::SendPetSkillWipeConfirm()
8178 Pet* pet = GetPet();
8179 if(!pet)
8180 return;
8181 WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
8182 data << pet->GetGUID();
8183 data << uint32(pet->resetTalentsCost());
8184 GetSession()->SendPacket( &data );
8187 /*********************************************************/
8188 /*** STORAGE SYSTEM ***/
8189 /*********************************************************/
8191 void Player::SetVirtualItemSlot( uint8 i, Item* item)
8193 assert(i < 3);
8194 if(i < 2 && item)
8196 if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
8197 return;
8198 uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
8199 if(charges == 0)
8200 return;
8201 if(charges > 1)
8202 item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
8203 else if(charges <= 1)
8205 ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
8206 item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
8211 void Player::SetSheath( uint32 sheathed )
8213 switch (sheathed)
8215 case SHEATH_STATE_UNARMED: // no prepared weapon
8216 SetVirtualItemSlot(0,NULL);
8217 SetVirtualItemSlot(1,NULL);
8218 SetVirtualItemSlot(2,NULL);
8219 break;
8220 case SHEATH_STATE_MELEE: // prepared melee weapon
8222 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
8223 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
8224 SetVirtualItemSlot(2,NULL);
8225 }; break;
8226 case SHEATH_STATE_RANGED: // prepared ranged weapon
8227 SetVirtualItemSlot(0,NULL);
8228 SetVirtualItemSlot(1,NULL);
8229 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
8230 break;
8231 default:
8232 SetVirtualItemSlot(0,NULL);
8233 SetVirtualItemSlot(1,NULL);
8234 SetVirtualItemSlot(2,NULL);
8235 break;
8237 SetByteValue(UNIT_FIELD_BYTES_2, 0, sheathed); // this must visualize Sheath changing for other players...
8240 uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
8242 uint8 pClass = getClass();
8244 uint8 slots[4];
8245 slots[0] = NULL_SLOT;
8246 slots[1] = NULL_SLOT;
8247 slots[2] = NULL_SLOT;
8248 slots[3] = NULL_SLOT;
8249 switch( proto->InventoryType )
8251 case INVTYPE_HEAD:
8252 slots[0] = EQUIPMENT_SLOT_HEAD;
8253 break;
8254 case INVTYPE_NECK:
8255 slots[0] = EQUIPMENT_SLOT_NECK;
8256 break;
8257 case INVTYPE_SHOULDERS:
8258 slots[0] = EQUIPMENT_SLOT_SHOULDERS;
8259 break;
8260 case INVTYPE_BODY:
8261 slots[0] = EQUIPMENT_SLOT_BODY;
8262 break;
8263 case INVTYPE_CHEST:
8264 slots[0] = EQUIPMENT_SLOT_CHEST;
8265 break;
8266 case INVTYPE_ROBE:
8267 slots[0] = EQUIPMENT_SLOT_CHEST;
8268 break;
8269 case INVTYPE_WAIST:
8270 slots[0] = EQUIPMENT_SLOT_WAIST;
8271 break;
8272 case INVTYPE_LEGS:
8273 slots[0] = EQUIPMENT_SLOT_LEGS;
8274 break;
8275 case INVTYPE_FEET:
8276 slots[0] = EQUIPMENT_SLOT_FEET;
8277 break;
8278 case INVTYPE_WRISTS:
8279 slots[0] = EQUIPMENT_SLOT_WRISTS;
8280 break;
8281 case INVTYPE_HANDS:
8282 slots[0] = EQUIPMENT_SLOT_HANDS;
8283 break;
8284 case INVTYPE_FINGER:
8285 slots[0] = EQUIPMENT_SLOT_FINGER1;
8286 slots[1] = EQUIPMENT_SLOT_FINGER2;
8287 break;
8288 case INVTYPE_TRINKET:
8289 slots[0] = EQUIPMENT_SLOT_TRINKET1;
8290 slots[1] = EQUIPMENT_SLOT_TRINKET2;
8291 break;
8292 case INVTYPE_CLOAK:
8293 slots[0] = EQUIPMENT_SLOT_BACK;
8294 break;
8295 case INVTYPE_WEAPON:
8297 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8299 // suggest offhand slot only if know dual wielding
8300 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8301 if(CanDualWield())
8302 slots[1] = EQUIPMENT_SLOT_OFFHAND;
8303 break;
8305 case INVTYPE_SHIELD:
8306 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8307 break;
8308 case INVTYPE_RANGED:
8309 slots[0] = EQUIPMENT_SLOT_RANGED;
8310 break;
8311 case INVTYPE_2HWEAPON:
8312 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8313 if (CanDualWield() && CanTitanGrip())
8314 slots[1] = EQUIPMENT_SLOT_OFFHAND;
8315 break;
8316 case INVTYPE_TABARD:
8317 slots[0] = EQUIPMENT_SLOT_TABARD;
8318 break;
8319 case INVTYPE_WEAPONMAINHAND:
8320 slots[0] = EQUIPMENT_SLOT_MAINHAND;
8321 break;
8322 case INVTYPE_WEAPONOFFHAND:
8323 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8324 break;
8325 case INVTYPE_HOLDABLE:
8326 slots[0] = EQUIPMENT_SLOT_OFFHAND;
8327 break;
8328 case INVTYPE_THROWN:
8329 slots[0] = EQUIPMENT_SLOT_RANGED;
8330 break;
8331 case INVTYPE_RANGEDRIGHT:
8332 slots[0] = EQUIPMENT_SLOT_RANGED;
8333 break;
8334 case INVTYPE_BAG:
8335 slots[0] = INVENTORY_SLOT_BAG_1;
8336 slots[1] = INVENTORY_SLOT_BAG_2;
8337 slots[2] = INVENTORY_SLOT_BAG_3;
8338 slots[3] = INVENTORY_SLOT_BAG_4;
8339 break;
8340 case INVTYPE_RELIC:
8342 switch(proto->SubClass)
8344 case ITEM_SUBCLASS_ARMOR_LIBRAM:
8345 if (pClass == CLASS_PALADIN)
8346 slots[0] = EQUIPMENT_SLOT_RANGED;
8347 break;
8348 case ITEM_SUBCLASS_ARMOR_IDOL:
8349 if (pClass == CLASS_DRUID)
8350 slots[0] = EQUIPMENT_SLOT_RANGED;
8351 break;
8352 case ITEM_SUBCLASS_ARMOR_TOTEM:
8353 if (pClass == CLASS_SHAMAN)
8354 slots[0] = EQUIPMENT_SLOT_RANGED;
8355 break;
8356 case ITEM_SUBCLASS_ARMOR_MISC:
8357 if (pClass == CLASS_WARLOCK)
8358 slots[0] = EQUIPMENT_SLOT_RANGED;
8359 break;
8360 case ITEM_SUBCLASS_ARMOR_SIGIL:
8361 if (pClass == CLASS_DEATH_KNIGHT)
8362 slots[0] = EQUIPMENT_SLOT_RANGED;
8363 break;
8365 break;
8367 default :
8368 return NULL_SLOT;
8371 if( slot != NULL_SLOT )
8373 if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
8375 for (int i = 0; i < 4; i++)
8377 if ( slots[i] == slot )
8378 return slot;
8382 else
8384 // search free slot at first
8385 for (int i = 0; i < 4; i++)
8387 if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
8389 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8390 if(slots[i]!=EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
8391 return slots[i];
8395 // if not found free and can swap return first appropriate from used
8396 for (int i = 0; i < 4; i++)
8398 if ( slots[i] != NULL_SLOT && swap )
8399 return slots[i];
8403 // no free position
8404 return NULL_SLOT;
8407 uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
8409 Item *pItem;
8410 uint32 tempcount = 0;
8412 uint8 res = EQUIP_ERR_OK;
8414 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
8416 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8417 if( pItem && pItem->GetEntry() == item )
8419 uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
8420 if(ires==EQUIP_ERR_OK)
8422 tempcount += pItem->GetCount();
8423 if( tempcount >= count )
8424 return EQUIP_ERR_OK;
8426 else
8427 res = ires;
8430 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
8432 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8433 if( pItem && pItem->GetEntry() == item )
8435 tempcount += pItem->GetCount();
8436 if( tempcount >= count )
8437 return EQUIP_ERR_OK;
8440 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8442 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8443 if( pItem && pItem->GetEntry() == item )
8445 tempcount += pItem->GetCount();
8446 if( tempcount >= count )
8447 return EQUIP_ERR_OK;
8450 Bag *pBag;
8451 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8453 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8454 if( pBag )
8456 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8458 pItem = GetItemByPos( i, j );
8459 if( pItem && pItem->GetEntry() == item )
8461 tempcount += pItem->GetCount();
8462 if( tempcount >= count )
8463 return EQUIP_ERR_OK;
8469 // not found req. item count and have unequippable items
8470 return res;
8473 uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const
8475 uint32 count = 0;
8476 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8478 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8479 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8480 count += pItem->GetCount();
8482 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8484 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8485 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8486 count += pItem->GetCount();
8488 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8490 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8491 if( pBag )
8492 count += pBag->GetItemCount(item,skipItem);
8495 if(skipItem && skipItem->GetProto()->GemProperties)
8497 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8499 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8500 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8501 count += pItem->GetGemCountWithID(item);
8505 if(inBankAlso)
8507 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8509 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8510 if( pItem && pItem != skipItem && pItem->GetEntry() == item )
8511 count += pItem->GetCount();
8513 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8515 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8516 if( pBag )
8517 count += pBag->GetItemCount(item,skipItem);
8520 if(skipItem && skipItem->GetProto()->GemProperties)
8522 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8524 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8525 if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
8526 count += pItem->GetGemCountWithID(item);
8531 return count;
8534 Item* Player::GetItemByGuid( uint64 guid ) const
8536 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8538 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8539 if( pItem && pItem->GetGUID() == guid )
8540 return pItem;
8542 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8544 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8545 if( pItem && pItem->GetGUID() == guid )
8546 return pItem;
8549 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8551 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8552 if( pBag )
8554 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8556 Item* pItem = pBag->GetItemByPos( j );
8557 if( pItem && pItem->GetGUID() == guid )
8558 return pItem;
8562 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8564 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8565 if( pBag )
8567 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8569 Item* pItem = pBag->GetItemByPos( j );
8570 if( pItem && pItem->GetGUID() == guid )
8571 return pItem;
8576 return NULL;
8579 Item* Player::GetItemByPos( uint16 pos ) const
8581 uint8 bag = pos >> 8;
8582 uint8 slot = pos & 255;
8583 return GetItemByPos( bag, slot );
8586 Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
8588 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8589 return m_items[slot];
8590 else if(bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END
8591 || bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8593 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
8594 if ( pBag )
8595 return pBag->GetItemByPos(slot);
8597 return NULL;
8600 Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const
8602 uint16 slot;
8603 switch (attackType)
8605 case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
8606 case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
8607 case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
8608 default: return NULL;
8611 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
8612 if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
8613 return NULL;
8615 if(!useable)
8616 return item;
8618 if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
8619 return NULL;
8621 return item;
8624 Item* Player::GetShield(bool useable) const
8626 Item* item = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
8627 if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
8628 return NULL;
8630 if(!useable)
8631 return item;
8633 if( item->IsBroken())
8634 return NULL;
8636 return item;
8639 uint32 Player::GetAttackBySlot( uint8 slot )
8641 switch(slot)
8643 case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
8644 case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
8645 case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
8646 default: return MAX_ATTACK;
8650 bool Player::HasBankBagSlot( uint8 slot ) const
8652 uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START;
8653 if( slot < maxslot )
8654 return true;
8655 return false;
8658 bool Player::IsInventoryPos( uint8 bag, uint8 slot )
8660 if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
8661 return true;
8662 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
8663 return true;
8664 if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
8665 return true;
8666 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < QUESTBAG_SLOT_END ) )
8667 return true;
8668 return false;
8671 bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
8673 if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
8674 return true;
8675 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8676 return true;
8677 return false;
8680 bool Player::IsBankPos( uint8 bag, uint8 slot )
8682 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
8683 return true;
8684 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8685 return true;
8686 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8687 return true;
8688 return false;
8691 bool Player::IsBagPos( uint16 pos )
8693 uint8 bag = pos >> 8;
8694 uint8 slot = pos & 255;
8695 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
8696 return true;
8697 if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
8698 return true;
8699 return false;
8702 bool Player::IsValidPos( uint8 bag, uint8 slot )
8704 // post selected
8705 if(bag == NULL_BAG)
8706 return true;
8708 if (bag == INVENTORY_SLOT_BAG_0)
8710 // any post selected
8711 if (slot == NULL_SLOT)
8712 return true;
8714 // equipment
8715 if (slot < EQUIPMENT_SLOT_END)
8716 return true;
8718 // bag equip slots
8719 if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
8720 return true;
8722 // backpack slots
8723 if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
8724 return true;
8726 // keyring slots
8727 if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
8728 return true;
8730 // bank main slots
8731 if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
8732 return true;
8734 // bank bag slots
8735 if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
8736 return true;
8738 return false;
8741 // bag content slots
8742 if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
8744 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8745 if(!pBag)
8746 return false;
8748 // any post selected
8749 if (slot == NULL_SLOT)
8750 return true;
8752 return slot < pBag->GetBagSize();
8755 // bank bag content slots
8756 if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
8758 Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
8759 if(!pBag)
8760 return false;
8762 // any post selected
8763 if (slot == NULL_SLOT)
8764 return true;
8766 return slot < pBag->GetBagSize();
8769 // where this?
8770 return false;
8774 bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
8776 uint32 tempcount = 0;
8777 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
8779 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8780 if( pItem && pItem->GetEntry() == item )
8782 tempcount += pItem->GetCount();
8783 if( tempcount >= count )
8784 return true;
8787 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
8789 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8790 if( pItem && pItem->GetEntry() == item )
8792 tempcount += pItem->GetCount();
8793 if( tempcount >= count )
8794 return true;
8797 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
8799 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8801 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8803 Item* pItem = GetItemByPos( i, j );
8804 if( pItem && pItem->GetEntry() == item )
8806 tempcount += pItem->GetCount();
8807 if( tempcount >= count )
8808 return true;
8814 if(inBankAlso)
8816 for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
8818 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8819 if( pItem && pItem->GetEntry() == item )
8821 tempcount += pItem->GetCount();
8822 if( tempcount >= count )
8823 return true;
8826 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
8828 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8830 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
8832 Item* pItem = GetItemByPos( i, j );
8833 if( pItem && pItem->GetEntry() == item )
8835 tempcount += pItem->GetCount();
8836 if( tempcount >= count )
8837 return true;
8844 return false;
8847 bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot ) const
8849 uint32 tempcount = 0;
8850 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8852 if(i==int(except_slot))
8853 continue;
8855 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8856 if( pItem && pItem->GetEntry() == item)
8858 tempcount += pItem->GetCount();
8859 if( tempcount >= count )
8860 return true;
8864 ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
8865 if (pProto && pProto->GemProperties)
8867 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8869 if(i==int(except_slot))
8870 continue;
8872 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8873 if( pItem && pItem->GetProto()->Socket[0].Color)
8875 tempcount += pItem->GetGemCountWithID(item);
8876 if( tempcount >= count )
8877 return true;
8882 return false;
8885 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const
8887 uint32 tempcount = 0;
8888 for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
8890 if(i==int(except_slot))
8891 continue;
8893 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8894 if (!pItem)
8895 continue;
8897 ItemPrototype const *pProto = pItem->GetProto();
8898 if (!pProto)
8899 continue;
8901 if (pProto->ItemLimitCategory == limitCategory)
8903 tempcount += pItem->GetCount();
8904 if( tempcount >= count )
8905 return true;
8908 if( pProto->Socket[0].Color)
8910 tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
8911 if( tempcount >= count )
8912 return true;
8916 return false;
8919 uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
8921 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
8922 if( !pProto )
8924 if(no_space_count)
8925 *no_space_count = count;
8926 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8929 // no maximum
8930 if(pProto->MaxCount <= 0)
8931 return EQUIP_ERR_OK;
8933 uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
8935 if (curcount + count > uint32(pProto->MaxCount))
8937 if(no_space_count)
8938 *no_space_count = count +curcount - pProto->MaxCount;
8939 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
8942 return EQUIP_ERR_OK;
8945 bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
8947 Item *pItem;
8948 for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
8950 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8951 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8952 return true;
8954 for(uint8 i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; ++i)
8956 pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
8957 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8958 return true;
8960 for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
8962 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
8964 for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
8966 pItem = GetItemByPos( i, j );
8967 if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
8968 return true;
8972 return false;
8975 uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
8977 Item* pItem2 = GetItemByPos( bag, slot );
8979 // ignore move item (this slot will be empty at move)
8980 if(pItem2==pSrcItem)
8981 pItem2 = NULL;
8983 uint32 need_space;
8985 // empty specific slot - check item fit to slot
8986 if( !pItem2 || swap )
8988 if( bag == INVENTORY_SLOT_BAG_0 )
8990 // keyring case
8991 if(slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
8992 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8994 // vanitypet case (not use, vanity pets stored as spells)
8995 if(slot >= VANITYPET_SLOT_START && slot < VANITYPET_SLOT_END)
8996 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
8998 // currencytoken case (disabled until proper implement)
8999 if(slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(false /*pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS*/))
9000 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9002 // guestbag case (disabled until proper implement)
9003 if(slot >= QUESTBAG_SLOT_START && slot < QUESTBAG_SLOT_END && !(false /*pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS*/))
9004 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9006 // prevent cheating
9007 if(slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
9008 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9010 else
9012 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
9013 if( !pBag )
9014 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9016 ItemPrototype const* pBagProto = pBag->GetProto();
9017 if( !pBagProto )
9018 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9020 if( !ItemCanGoIntoBag(pProto,pBagProto) )
9021 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9024 // non empty stack with space
9025 need_space = pProto->GetMaxStackSize();
9027 // non empty slot, check item type
9028 else
9030 // check item type
9031 if(pItem2->GetEntry() != pProto->ItemId)
9032 return EQUIP_ERR_ITEM_CANT_STACK;
9034 // check free space
9035 if(pItem2->GetCount() >= pProto->GetMaxStackSize())
9036 return EQUIP_ERR_ITEM_CANT_STACK;
9038 // free stack space or infinity
9039 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
9042 if(need_space > count)
9043 need_space = count;
9045 ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
9046 if(!newPosition.isContainedIn(dest))
9048 dest.push_back(newPosition);
9049 count -= need_space;
9051 return EQUIP_ERR_OK;
9054 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
9056 // skip specific bag already processed in first called _CanStoreItem_InBag
9057 if(bag==skip_bag)
9058 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9060 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
9061 if( !pBag )
9062 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9064 ItemPrototype const* pBagProto = pBag->GetProto();
9065 if( !pBagProto )
9066 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9068 // specialized bag mode or non-specilized
9069 if( non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER) )
9070 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9072 if( !ItemCanGoIntoBag(pProto,pBagProto) )
9073 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
9075 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9077 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9078 if(j==skip_slot)
9079 continue;
9081 Item* pItem2 = GetItemByPos( bag, j );
9083 // ignore move item (this slot will be empty at move)
9084 if(pItem2==pSrcItem)
9085 pItem2 = NULL;
9087 // if merge skip empty, if !merge skip non-empty
9088 if((pItem2!=NULL)!=merge)
9089 continue;
9091 if( pItem2 )
9093 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
9095 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
9096 if(need_space > count)
9097 need_space = count;
9099 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
9100 if(!newPosition.isContainedIn(dest))
9102 dest.push_back(newPosition);
9103 count -= need_space;
9105 if(count==0)
9106 return EQUIP_ERR_OK;
9110 else
9112 uint32 need_space = pProto->GetMaxStackSize();
9113 if(need_space > count)
9114 need_space = count;
9116 ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
9117 if(!newPosition.isContainedIn(dest))
9119 dest.push_back(newPosition);
9120 count -= need_space;
9122 if(count==0)
9123 return EQUIP_ERR_OK;
9127 return EQUIP_ERR_OK;
9130 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
9132 for(uint32 j = slot_begin; j < slot_end; j++)
9134 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
9135 if(INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
9136 continue;
9138 Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
9140 // ignore move item (this slot will be empty at move)
9141 if(pItem2==pSrcItem)
9142 pItem2 = NULL;
9144 // if merge skip empty, if !merge skip non-empty
9145 if((pItem2!=NULL)!=merge)
9146 continue;
9148 if( pItem2 )
9150 if(pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
9152 uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
9153 if(need_space > count)
9154 need_space = count;
9155 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
9156 if(!newPosition.isContainedIn(dest))
9158 dest.push_back(newPosition);
9159 count -= need_space;
9161 if(count==0)
9162 return EQUIP_ERR_OK;
9166 else
9168 uint32 need_space = pProto->GetMaxStackSize();
9169 if(need_space > count)
9170 need_space = count;
9172 ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
9173 if(!newPosition.isContainedIn(dest))
9175 dest.push_back(newPosition);
9176 count -= need_space;
9178 if(count==0)
9179 return EQUIP_ERR_OK;
9183 return EQUIP_ERR_OK;
9186 uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
9188 sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
9190 ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
9191 if( !pProto )
9193 if(no_space_count)
9194 *no_space_count = count;
9195 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
9198 if(pItem && pItem->IsBindedNotWith(GetGUID()))
9200 if(no_space_count)
9201 *no_space_count = count;
9202 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9205 // check count of items (skip for auto move for same player from bank)
9206 uint32 no_similar_count = 0; // can't store this amount similar items
9207 uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
9208 if(res!=EQUIP_ERR_OK)
9210 if(count==no_similar_count)
9212 if(no_space_count)
9213 *no_space_count = no_similar_count;
9214 return res;
9216 count -= no_similar_count;
9219 // in specific slot
9220 if( bag != NULL_BAG && slot != NULL_SLOT )
9222 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
9223 if(res!=EQUIP_ERR_OK)
9225 if(no_space_count)
9226 *no_space_count = count + no_similar_count;
9227 return res;
9230 if(count==0)
9232 if(no_similar_count==0)
9233 return EQUIP_ERR_OK;
9235 if(no_space_count)
9236 *no_space_count = count + no_similar_count;
9237 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9241 // not specific slot or have space for partly store only in specific slot
9243 // in specific bag
9244 if( bag != NULL_BAG )
9246 // search stack in bag for merge to
9247 if( pProto->Stackable != 1 )
9249 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
9251 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9252 if(res!=EQUIP_ERR_OK)
9254 if(no_space_count)
9255 *no_space_count = count + no_similar_count;
9256 return res;
9259 if(count==0)
9261 if(no_similar_count==0)
9262 return EQUIP_ERR_OK;
9264 if(no_space_count)
9265 *no_space_count = count + no_similar_count;
9266 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9269 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9270 if(res!=EQUIP_ERR_OK)
9272 if(no_space_count)
9273 *no_space_count = count + no_similar_count;
9274 return res;
9277 if(count==0)
9279 if(no_similar_count==0)
9280 return EQUIP_ERR_OK;
9282 if(no_space_count)
9283 *no_space_count = count + no_similar_count;
9284 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9287 else // equipped bag
9289 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
9290 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
9291 if(res!=EQUIP_ERR_OK)
9292 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
9294 if(res!=EQUIP_ERR_OK)
9296 if(no_space_count)
9297 *no_space_count = count + no_similar_count;
9298 return res;
9301 if(count==0)
9303 if(no_similar_count==0)
9304 return EQUIP_ERR_OK;
9306 if(no_space_count)
9307 *no_space_count = count + no_similar_count;
9308 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9313 // search free slot in bag for place to
9314 if( bag == INVENTORY_SLOT_BAG_0 ) // inventory
9316 // search free slot - keyring case
9317 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9319 uint32 keyringSize = GetMaxKeyringSize();
9320 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9321 if(res!=EQUIP_ERR_OK)
9323 if(no_space_count)
9324 *no_space_count = count + no_similar_count;
9325 return res;
9328 if(count==0)
9330 if(no_similar_count==0)
9331 return EQUIP_ERR_OK;
9333 if(no_space_count)
9334 *no_space_count = count + no_similar_count;
9335 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9339 // Vanity pet case skipped as not used
9341 /* until proper implementation
9342 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9344 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9345 if(res!=EQUIP_ERR_OK)
9347 if(no_space_count)
9348 *no_space_count = count + no_similar_count;
9349 return res;
9352 if(count==0)
9354 if(no_similar_count==0)
9355 return EQUIP_ERR_OK;
9357 if(no_space_count)
9358 *no_space_count = count + no_similar_count;
9359 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9363 /* until proper implementation
9364 else if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9366 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9367 if(res!=EQUIP_ERR_OK)
9369 if(no_space_count)
9370 *no_space_count = count + no_similar_count;
9371 return res;
9374 if(count==0)
9376 if(no_similar_count==0)
9377 return EQUIP_ERR_OK;
9379 if(no_space_count)
9380 *no_space_count = count + no_similar_count;
9381 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9386 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9387 if(res!=EQUIP_ERR_OK)
9389 if(no_space_count)
9390 *no_space_count = count + no_similar_count;
9391 return res;
9394 if(count==0)
9396 if(no_similar_count==0)
9397 return EQUIP_ERR_OK;
9399 if(no_space_count)
9400 *no_space_count = count + no_similar_count;
9401 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9404 else // equipped bag
9406 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
9407 if(res!=EQUIP_ERR_OK)
9408 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
9410 if(res!=EQUIP_ERR_OK)
9412 if(no_space_count)
9413 *no_space_count = count + no_similar_count;
9414 return res;
9417 if(count==0)
9419 if(no_similar_count==0)
9420 return EQUIP_ERR_OK;
9422 if(no_space_count)
9423 *no_space_count = count + no_similar_count;
9424 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9429 // not specific bag or have space for partly store only in specific bag
9431 // search stack for merge to
9432 if( pProto->Stackable != 1 )
9434 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
9435 if(res!=EQUIP_ERR_OK)
9437 if(no_space_count)
9438 *no_space_count = count + no_similar_count;
9439 return res;
9442 if(count==0)
9444 if(no_similar_count==0)
9445 return EQUIP_ERR_OK;
9447 if(no_space_count)
9448 *no_space_count = count + no_similar_count;
9449 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9452 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
9453 if(res!=EQUIP_ERR_OK)
9455 if(no_space_count)
9456 *no_space_count = count + no_similar_count;
9457 return res;
9460 if(count==0)
9462 if(no_similar_count==0)
9463 return EQUIP_ERR_OK;
9465 if(no_space_count)
9466 *no_space_count = count + no_similar_count;
9467 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9470 if( pProto->BagFamily )
9472 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9474 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
9475 if(res!=EQUIP_ERR_OK)
9476 continue;
9478 if(count==0)
9480 if(no_similar_count==0)
9481 return EQUIP_ERR_OK;
9483 if(no_space_count)
9484 *no_space_count = count + no_similar_count;
9485 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9490 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9492 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
9493 if(res!=EQUIP_ERR_OK)
9494 continue;
9496 if(count==0)
9498 if(no_similar_count==0)
9499 return EQUIP_ERR_OK;
9501 if(no_space_count)
9502 *no_space_count = count + no_similar_count;
9503 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9508 // search free slot - special bag case
9509 if( pProto->BagFamily )
9511 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9513 uint32 keyringSize = GetMaxKeyringSize();
9514 res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
9515 if(res!=EQUIP_ERR_OK)
9517 if(no_space_count)
9518 *no_space_count = count + no_similar_count;
9519 return res;
9522 if(count==0)
9524 if(no_similar_count==0)
9525 return EQUIP_ERR_OK;
9527 if(no_space_count)
9528 *no_space_count = count + no_similar_count;
9529 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9533 // Vanity pet case skipped as not used
9535 /* until proper implementation
9536 else if(false pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9538 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9539 if(res!=EQUIP_ERR_OK)
9541 if(no_space_count)
9542 *no_space_count = count + no_similar_count;
9543 return res;
9546 if(count==0)
9548 if(no_similar_count==0)
9549 return EQUIP_ERR_OK;
9551 if(no_space_count)
9552 *no_space_count = count + no_similar_count;
9553 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9557 /* until proper implementation
9558 else if(false pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9560 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9561 if(res!=EQUIP_ERR_OK)
9563 if(no_space_count)
9564 *no_space_count = count + no_similar_count;
9565 return res;
9568 if(count==0)
9570 if(no_similar_count==0)
9571 return EQUIP_ERR_OK;
9573 if(no_space_count)
9574 *no_space_count = count + no_similar_count;
9575 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9580 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9582 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
9583 if(res!=EQUIP_ERR_OK)
9584 continue;
9586 if(count==0)
9588 if(no_similar_count==0)
9589 return EQUIP_ERR_OK;
9591 if(no_space_count)
9592 *no_space_count = count + no_similar_count;
9593 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9598 // search free slot
9599 res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
9600 if(res!=EQUIP_ERR_OK)
9602 if(no_space_count)
9603 *no_space_count = count + no_similar_count;
9604 return res;
9607 if(count==0)
9609 if(no_similar_count==0)
9610 return EQUIP_ERR_OK;
9612 if(no_space_count)
9613 *no_space_count = count + no_similar_count;
9614 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9617 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9619 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
9620 if(res!=EQUIP_ERR_OK)
9621 continue;
9623 if(count==0)
9625 if(no_similar_count==0)
9626 return EQUIP_ERR_OK;
9628 if(no_space_count)
9629 *no_space_count = count + no_similar_count;
9630 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9634 if(no_space_count)
9635 *no_space_count = count + no_similar_count;
9637 return EQUIP_ERR_INVENTORY_FULL;
9640 //////////////////////////////////////////////////////////////////////////
9641 uint8 Player::CanStoreItems( Item **pItems,int count) const
9643 Item *pItem2;
9645 // fill space table
9646 int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
9647 int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
9648 int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
9649 int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
9650 int inv_quests[QUESTBAG_SLOT_END-QUESTBAG_SLOT_START];
9652 memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
9653 memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
9654 memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
9655 memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
9656 memset(inv_quests,0,sizeof(int)*(QUESTBAG_SLOT_END-QUESTBAG_SLOT_START));
9658 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
9660 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9662 if (pItem2 && !pItem2->IsInTrade())
9664 inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
9668 for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
9670 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9672 if (pItem2 && !pItem2->IsInTrade())
9674 inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
9678 // Vanity pet case skipped as not used
9680 for(int i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
9682 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9684 if (pItem2 && !pItem2->IsInTrade())
9686 inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
9690 for(int i = QUESTBAG_SLOT_START; i < QUESTBAG_SLOT_END; i++)
9692 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
9694 if (pItem2 && !pItem2->IsInTrade())
9696 inv_quests[i-QUESTBAG_SLOT_START] = pItem2->GetCount();
9700 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
9702 if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
9704 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9706 pItem2 = GetItemByPos( i, j );
9707 if (pItem2 && !pItem2->IsInTrade())
9709 inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
9715 // check free space for all items
9716 for (int k=0;k<count;k++)
9718 Item *pItem = pItems[k];
9720 // no item
9721 if (!pItem) continue;
9723 sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
9724 ItemPrototype const *pProto = pItem->GetProto();
9726 // strange item
9727 if( !pProto )
9728 return EQUIP_ERR_ITEM_NOT_FOUND;
9730 // item it 'bind'
9731 if(pItem->IsBindedNotWith(GetGUID()))
9732 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9734 Bag *pBag;
9735 ItemPrototype const *pBagProto;
9737 // item is 'one item only'
9738 uint8 res = CanTakeMoreSimilarItems(pItem);
9739 if(res != EQUIP_ERR_OK)
9740 return res;
9742 // search stack for merge to
9743 if( pProto->Stackable != 1 )
9745 bool b_found = false;
9747 for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; t++)
9749 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9750 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9752 inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
9753 b_found = true;
9754 break;
9757 if (b_found) continue;
9759 // Vanity pet case skipped as not used
9761 for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; t++)
9763 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9764 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9766 inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
9767 b_found = true;
9768 break;
9771 if (b_found) continue;
9773 for(int t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; t++)
9775 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9776 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_quests[t-QUESTBAG_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9778 inv_quests[t-QUESTBAG_SLOT_START] += pItem->GetCount();
9779 b_found = true;
9780 break;
9783 if (b_found) continue;
9785 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9787 pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9788 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
9790 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
9791 b_found = true;
9792 break;
9795 if (b_found) continue;
9797 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9799 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9800 if( pBag )
9802 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9804 pItem2 = GetItemByPos( t, j );
9805 if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
9807 inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
9808 b_found = true;
9809 break;
9814 if (b_found) continue;
9817 // special bag case
9818 if( pProto->BagFamily )
9820 bool b_found = false;
9821 if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
9823 uint32 keyringSize = GetMaxKeyringSize();
9824 for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
9826 if( inv_keys[t-KEYRING_SLOT_START] == 0 )
9828 inv_keys[t-KEYRING_SLOT_START] = 1;
9829 b_found = true;
9830 break;
9835 if (b_found) continue;
9837 // Vanity pet case skipped as not used
9839 /* until proper implementation
9840 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9842 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9844 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9846 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9847 b_found = true;
9848 break;
9853 if (b_found) continue;
9855 /* until proper implementation
9856 if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9858 for(uint32 t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; ++t)
9860 if( inv_quests[t-QUESTBAG_SLOT_START] == 0 )
9862 inv_quests[t-QUESTBAG_SLOT_START] = 1;
9863 b_found = true;
9864 break;
9869 if (b_found) continue;
9872 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9874 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9875 if( pBag )
9877 pBagProto = pBag->GetProto();
9879 // not plain container check
9880 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
9881 ItemCanGoIntoBag(pProto,pBagProto) )
9883 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9885 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9887 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9888 b_found = true;
9889 break;
9895 if (b_found) continue;
9898 // search free slot
9899 bool b_found = false;
9900 for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; t++)
9902 if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
9904 inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
9905 b_found = true;
9906 break;
9909 if (b_found) continue;
9911 // search free slot in bags
9912 for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; t++)
9914 pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
9915 if( pBag )
9917 pBagProto = pBag->GetProto();
9919 // special bag already checked
9920 if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
9921 continue;
9923 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
9925 if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
9927 inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
9928 b_found = true;
9929 break;
9935 // no free slot found?
9936 if (!b_found)
9937 return EQUIP_ERR_INVENTORY_FULL;
9940 return EQUIP_ERR_OK;
9943 //////////////////////////////////////////////////////////////////////////
9944 uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
9946 dest = 0;
9947 Item *pItem = Item::CreateItem( item, 1, this );
9948 if( pItem )
9950 uint8 result = CanEquipItem(slot, dest, pItem, swap );
9951 delete pItem;
9952 return result;
9955 return EQUIP_ERR_ITEM_NOT_FOUND;
9958 uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
9960 dest = 0;
9961 if( pItem )
9963 sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
9964 ItemPrototype const *pProto = pItem->GetProto();
9965 if( pProto )
9967 if(pItem->IsBindedNotWith(GetGUID()))
9968 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
9970 // check count of items (skip for auto move for same player from bank)
9971 uint8 res = CanTakeMoreSimilarItems(pItem);
9972 if(res != EQUIP_ERR_OK)
9973 return res;
9975 // check this only in game
9976 if(not_loading)
9978 // May be here should be more stronger checks; STUNNED checked
9979 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9980 if (hasUnitState(UNIT_STAT_STUNNED))
9981 return EQUIP_ERR_YOU_ARE_STUNNED;
9983 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9984 // - combat
9985 // - in-progress arenas
9986 if( !pProto->CanChangeEquipStateInCombat() )
9988 if( isInCombat() )
9989 return EQUIP_ERR_NOT_IN_COMBAT;
9991 if(BattleGround* bg = GetBattleGround())
9992 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
9993 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
9996 if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
9997 return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
9999 if(IsNonMeleeSpellCasted(false))
10000 return EQUIP_ERR_CANT_DO_RIGHT_NOW;
10003 uint8 eslot = FindEquipSlot( pProto, slot, swap );
10004 if( eslot == NULL_SLOT )
10005 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
10007 uint8 msg = CanUseItem( pItem , not_loading );
10008 if( msg != EQUIP_ERR_OK )
10009 return msg;
10010 if( !swap && GetItemByPos( INVENTORY_SLOT_BAG_0, eslot ) )
10011 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
10013 // if swap ignore item (equipped also)
10014 if(uint8 res = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
10015 return res;
10017 // check unique-equipped special item classes
10018 if (pProto->Class == ITEM_CLASS_QUIVER)
10020 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
10022 if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) )
10024 if( ItemPrototype const* pBagProto = pBag->GetProto() )
10026 if( pBagProto->Class==pProto->Class && (!swap || pBag->GetSlot() != eslot ) )
10028 if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
10029 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH;
10030 else
10031 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
10038 uint32 type = pProto->InventoryType;
10040 if(eslot == EQUIPMENT_SLOT_OFFHAND)
10042 if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
10044 if(!CanDualWield())
10045 return EQUIP_ERR_CANT_DUAL_WIELD;
10047 else if (type == INVTYPE_2HWEAPON)
10049 if(!CanDualWield() || !CanTitanGrip())
10050 return EQUIP_ERR_CANT_DUAL_WIELD;
10053 if(IsTwoHandUsed())
10054 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
10057 // equip two-hand weapon case (with possible unequip 2 items)
10058 if( type == INVTYPE_2HWEAPON )
10060 if (eslot == EQUIPMENT_SLOT_OFFHAND)
10062 if (!CanTitanGrip())
10063 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
10065 else if (eslot != EQUIPMENT_SLOT_MAINHAND)
10066 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
10068 if (!CanTitanGrip())
10070 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
10071 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
10072 ItemPosCountVec off_dest;
10073 if( offItem && (!not_loading ||
10074 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
10075 CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ) )
10076 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
10079 dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
10080 return EQUIP_ERR_OK;
10083 if( !swap )
10084 return EQUIP_ERR_ITEM_NOT_FOUND;
10085 else
10086 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
10089 uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
10091 // Applied only to equipped items and bank bags
10092 if(!IsEquipmentPos(pos) && !IsBagPos(pos))
10093 return EQUIP_ERR_OK;
10095 Item* pItem = GetItemByPos(pos);
10097 // Applied only to existed equipped item
10098 if( !pItem )
10099 return EQUIP_ERR_OK;
10101 sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
10103 ItemPrototype const *pProto = pItem->GetProto();
10104 if( !pProto )
10105 return EQUIP_ERR_ITEM_NOT_FOUND;
10107 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
10108 // - combat
10109 // - in-progress arenas
10110 if( !pProto->CanChangeEquipStateInCombat() )
10112 if( isInCombat() )
10113 return EQUIP_ERR_NOT_IN_COMBAT;
10115 if(BattleGround* bg = GetBattleGround())
10116 if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
10117 return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
10120 if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
10121 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
10123 return EQUIP_ERR_OK;
10126 uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
10128 if( !pItem )
10129 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
10131 uint32 count = pItem->GetCount();
10133 sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
10134 ItemPrototype const *pProto = pItem->GetProto();
10135 if( !pProto )
10136 return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
10138 if( pItem->IsBindedNotWith(GetGUID()) )
10139 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
10141 // check count of items (skip for auto move for same player from bank)
10142 uint8 res = CanTakeMoreSimilarItems(pItem);
10143 if(res != EQUIP_ERR_OK)
10144 return res;
10146 // in specific slot
10147 if( bag != NULL_BAG && slot != NULL_SLOT )
10149 if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
10151 if (!pItem->IsBag())
10152 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
10154 Bag *pBag = (Bag*)pItem;
10155 if( !HasBankBagSlot( slot ) )
10156 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
10158 if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK )
10159 return cantuse;
10162 res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
10163 if(res!=EQUIP_ERR_OK)
10164 return res;
10166 if(count==0)
10167 return EQUIP_ERR_OK;
10170 // not specific slot or have space for partly store only in specific slot
10172 // in specific bag
10173 if( bag != NULL_BAG )
10175 if( pProto->InventoryType == INVTYPE_BAG )
10177 Bag *pBag = (Bag*)pItem;
10178 if( pBag && !pBag->IsEmpty() )
10179 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
10182 // search stack in bag for merge to
10183 if( pProto->Stackable != 1 )
10185 if( bag == INVENTORY_SLOT_BAG_0 )
10187 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
10188 if(res!=EQUIP_ERR_OK)
10189 return res;
10191 if(count==0)
10192 return EQUIP_ERR_OK;
10194 else
10196 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
10197 if(res!=EQUIP_ERR_OK)
10198 res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
10200 if(res!=EQUIP_ERR_OK)
10201 return res;
10203 if(count==0)
10204 return EQUIP_ERR_OK;
10208 // search free slot in bag
10209 if( bag == INVENTORY_SLOT_BAG_0 )
10211 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
10212 if(res!=EQUIP_ERR_OK)
10213 return res;
10215 if(count==0)
10216 return EQUIP_ERR_OK;
10218 else
10220 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
10221 if(res!=EQUIP_ERR_OK)
10222 res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
10224 if(res!=EQUIP_ERR_OK)
10225 return res;
10227 if(count==0)
10228 return EQUIP_ERR_OK;
10232 // not specific bag or have space for partly store only in specific bag
10234 // search stack for merge to
10235 if( pProto->Stackable != 1 )
10237 // in slots
10238 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
10239 if(res!=EQUIP_ERR_OK)
10240 return res;
10242 if(count==0)
10243 return EQUIP_ERR_OK;
10245 // in special bags
10246 if( pProto->BagFamily )
10248 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10250 res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
10251 if(res!=EQUIP_ERR_OK)
10252 continue;
10254 if(count==0)
10255 return EQUIP_ERR_OK;
10259 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10261 res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
10262 if(res!=EQUIP_ERR_OK)
10263 continue;
10265 if(count==0)
10266 return EQUIP_ERR_OK;
10270 // search free place in special bag
10271 if( pProto->BagFamily )
10273 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10275 res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
10276 if(res!=EQUIP_ERR_OK)
10277 continue;
10279 if(count==0)
10280 return EQUIP_ERR_OK;
10284 // search free space
10285 res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
10286 if(res!=EQUIP_ERR_OK)
10287 return res;
10289 if(count==0)
10290 return EQUIP_ERR_OK;
10292 for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
10294 res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
10295 if(res!=EQUIP_ERR_OK)
10296 continue;
10298 if(count==0)
10299 return EQUIP_ERR_OK;
10301 return EQUIP_ERR_BANK_FULL;
10304 uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
10306 if( pItem )
10308 sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
10309 if( !isAlive() && not_loading )
10310 return EQUIP_ERR_YOU_ARE_DEAD;
10311 //if( isStunned() )
10312 // return EQUIP_ERR_YOU_ARE_STUNNED;
10313 ItemPrototype const *pProto = pItem->GetProto();
10314 if( pProto )
10316 if( pItem->IsBindedNotWith(GetGUID()) )
10317 return EQUIP_ERR_DONT_OWN_THAT_ITEM;
10318 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10319 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10320 if( pItem->GetSkill() != 0 )
10322 if( GetSkillValue( pItem->GetSkill() ) == 0 )
10323 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10325 if( pProto->RequiredSkill != 0 )
10327 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10328 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10329 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10330 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
10332 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10333 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10334 if( pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank )
10335 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10336 if( getLevel() < pProto->RequiredLevel )
10337 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10338 return EQUIP_ERR_OK;
10341 return EQUIP_ERR_ITEM_NOT_FOUND;
10344 bool Player::CanUseItem( ItemPrototype const *pProto )
10346 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10348 if( pProto )
10350 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10351 return false;
10352 if( pProto->RequiredSkill != 0 )
10354 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10355 return false;
10356 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10357 return false;
10359 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10360 return false;
10361 if( getLevel() < pProto->RequiredLevel )
10362 return false;
10363 return true;
10365 return false;
10368 uint8 Player::CanUseAmmo( uint32 item ) const
10370 sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
10371 if( !isAlive() )
10372 return EQUIP_ERR_YOU_ARE_DEAD;
10373 //if( isStunned() )
10374 // return EQUIP_ERR_YOU_ARE_STUNNED;
10375 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
10376 if( pProto )
10378 if( pProto->InventoryType!= INVTYPE_AMMO )
10379 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
10380 if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
10381 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
10382 if( pProto->RequiredSkill != 0 )
10384 if( GetSkillValue( pProto->RequiredSkill ) == 0 )
10385 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10386 else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
10387 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
10389 if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
10390 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
10391 /*if( GetReputation() < pProto->RequiredReputation )
10392 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10394 if( getLevel() < pProto->RequiredLevel )
10395 return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
10397 // Requires No Ammo
10398 if(GetDummyAura(46699))
10399 return EQUIP_ERR_BAG_FULL6;
10401 return EQUIP_ERR_OK;
10403 return EQUIP_ERR_ITEM_NOT_FOUND;
10406 void Player::SetAmmo( uint32 item )
10408 if(!item)
10409 return;
10411 // already set
10412 if( GetUInt32Value(PLAYER_AMMO_ID) == item )
10413 return;
10415 // check ammo
10416 if(item)
10418 uint8 msg = CanUseAmmo( item );
10419 if( msg != EQUIP_ERR_OK )
10421 SendEquipError( msg, NULL, NULL );
10422 return;
10426 SetUInt32Value(PLAYER_AMMO_ID, item);
10428 _ApplyAmmoBonuses();
10431 void Player::RemoveAmmo()
10433 SetUInt32Value(PLAYER_AMMO_ID, 0);
10435 m_ammoDPS = 0.0f;
10437 if(CanModifyStats())
10438 UpdateDamagePhysical(RANGED_ATTACK);
10441 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10442 Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
10444 uint32 count = 0;
10445 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
10446 count += itr->count;
10448 Item *pItem = Item::CreateItem( item, count, this );
10449 if( pItem )
10451 ItemAddedQuestCheck( item, count );
10452 if(randomPropertyId)
10453 pItem->SetItemRandomProperties(randomPropertyId);
10454 pItem = StoreItem( dest, pItem, update );
10456 return pItem;
10459 Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
10461 if( !pItem )
10462 return NULL;
10464 Item* lastItem = pItem;
10466 for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); )
10468 uint16 pos = itr->pos;
10469 uint32 count = itr->count;
10471 ++itr;
10473 if(itr == dest.end())
10475 lastItem = _StoreItem(pos,pItem,count,false,update);
10476 break;
10479 lastItem = _StoreItem(pos,pItem,count,true,update);
10482 return lastItem;
10485 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10486 Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
10488 if( !pItem )
10489 return NULL;
10491 uint8 bag = pos >> 8;
10492 uint8 slot = pos & 255;
10494 sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), count);
10496 Item *pItem2 = GetItemByPos( bag, slot );
10498 if( !pItem2 )
10500 if(clone)
10501 pItem = pItem->CloneItem(count,this);
10502 else
10503 pItem->SetCount(count);
10505 if(!pItem)
10506 return NULL;
10508 if( pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10509 pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
10510 pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10511 pItem->SetBinding( true );
10513 if( bag == INVENTORY_SLOT_BAG_0 )
10515 m_items[slot] = pItem;
10516 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10517 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10518 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10520 pItem->SetSlot( slot );
10521 pItem->SetContainer( NULL );
10523 if( IsInWorld() && update )
10525 pItem->AddToWorld();
10526 pItem->SendUpdateToPlayer( this );
10529 pItem->SetState(ITEM_CHANGED, this);
10531 else
10533 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10534 if( pBag )
10536 pBag->StoreItem( slot, pItem, update );
10537 if( IsInWorld() && update )
10539 pItem->AddToWorld();
10540 pItem->SendUpdateToPlayer( this );
10542 pItem->SetState(ITEM_CHANGED, this);
10543 pBag->SetState(ITEM_CHANGED, this);
10547 AddEnchantmentDurations(pItem);
10548 AddItemDurations(pItem);
10550 return pItem;
10552 else
10554 if( pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
10555 pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
10556 pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos) )
10557 pItem2->SetBinding( true );
10559 pItem2->SetCount( pItem2->GetCount() + count );
10560 if( IsInWorld() && update )
10561 pItem2->SendUpdateToPlayer( this );
10563 if(!clone)
10565 // delete item (it not in any slot currently)
10566 if( IsInWorld() && update )
10568 pItem->RemoveFromWorld();
10569 pItem->DestroyForPlayer( this );
10572 RemoveEnchantmentDurations(pItem);
10573 RemoveItemDurations(pItem);
10575 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10576 pItem->SetState(ITEM_REMOVED, this);
10578 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10579 AddEnchantmentDurations(pItem2);
10581 pItem2->SetState(ITEM_CHANGED, this);
10583 return pItem2;
10587 Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
10589 Item *pItem = Item::CreateItem( item, 1, this );
10590 if( pItem )
10592 ItemAddedQuestCheck( item, 1 );
10593 Item * retItem = EquipItem( pos, pItem, update );
10595 return retItem;
10597 return NULL;
10600 Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
10602 if( pItem )
10604 AddEnchantmentDurations(pItem);
10605 AddItemDurations(pItem);
10607 uint8 bag = pos >> 8;
10608 uint8 slot = pos & 255;
10610 Item *pItem2 = GetItemByPos( bag, slot );
10612 if( !pItem2 )
10614 VisualizeItem( slot, pItem);
10616 if(isAlive())
10618 ItemPrototype const *pProto = pItem->GetProto();
10620 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10621 if(pProto && pProto->ItemSet)
10622 AddItemsSetItem(this,pItem);
10624 _ApplyItemMods(pItem, slot, true);
10626 if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
10628 uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s;
10630 if (getClass() == CLASS_ROGUE)
10631 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s;
10633 SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
10635 if (!spellProto)
10636 sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
10637 else
10639 m_weaponChangeTimer = spellProto->StartRecoveryTime;
10641 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
10642 data << uint64(GetGUID());
10643 data << uint8(1);
10644 data << uint32(cooldownSpell);
10645 data << uint32(0);
10646 GetSession()->SendPacket(&data);
10651 if( IsInWorld() && update )
10653 pItem->AddToWorld();
10654 pItem->SendUpdateToPlayer( this );
10657 ApplyEquipCooldown(pItem);
10659 if( slot == EQUIPMENT_SLOT_MAINHAND )
10660 UpdateExpertise(BASE_ATTACK);
10661 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10662 UpdateExpertise(OFF_ATTACK);
10664 else
10666 pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
10667 if( IsInWorld() && update )
10668 pItem2->SendUpdateToPlayer( this );
10670 // delete item (it not in any slot currently)
10671 //pItem->DeleteFromDB();
10672 if( IsInWorld() && update )
10674 pItem->RemoveFromWorld();
10675 pItem->DestroyForPlayer( this );
10678 RemoveEnchantmentDurations(pItem);
10679 RemoveItemDurations(pItem);
10681 pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10682 pItem->SetState(ITEM_REMOVED, this);
10683 pItem2->SetState(ITEM_CHANGED, this);
10685 ApplyEquipCooldown(pItem2);
10687 return pItem2;
10691 return pItem;
10694 void Player::QuickEquipItem( uint16 pos, Item *pItem)
10696 if( pItem )
10698 AddEnchantmentDurations(pItem);
10699 AddItemDurations(pItem);
10701 uint8 slot = pos & 255;
10702 VisualizeItem( slot, pItem);
10704 if( IsInWorld() )
10706 pItem->AddToWorld();
10707 pItem->SendUpdateToPlayer( this );
10712 void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
10714 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10715 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10716 // entry // Size: 1
10717 // inspected enchantments // Size: 6
10718 // ? // Size: 5
10719 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10720 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10721 // // = 16
10723 if(pItem)
10725 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR));
10727 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10728 SetUInt32Value(VisibleBase + 0, pItem->GetEntry());
10730 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10731 SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i)));
10733 // Use SetInt16Value to prevent set high part to FFFF for negative value
10734 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId());
10735 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor());
10737 else
10739 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10741 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
10742 SetUInt32Value(VisibleBase + 0, 0);
10744 for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
10745 SetUInt32Value(VisibleBase + 1 + i, 0);
10747 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10748 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
10752 void Player::VisualizeItem( uint8 slot, Item *pItem)
10754 if(!pItem)
10755 return;
10757 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10758 if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
10759 pItem->SetBinding( true );
10761 sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
10763 m_items[slot] = pItem;
10764 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), pItem->GetGUID() );
10765 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
10766 pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
10767 pItem->SetSlot( slot );
10768 pItem->SetContainer( NULL );
10770 if( slot < EQUIPMENT_SLOT_END )
10771 SetVisibleItemSlot(slot,pItem);
10773 pItem->SetState(ITEM_CHANGED, this);
10776 void Player::RemoveItem( uint8 bag, uint8 slot, bool update )
10778 // note: removeitem does not actually change the item
10779 // it only takes the item out of storage temporarily
10780 // note2: if removeitem is to be used for delinking
10781 // the item must be removed from the player's updatequeue
10783 Item *pItem = GetItemByPos( bag, slot );
10784 if( pItem )
10786 sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10788 RemoveEnchantmentDurations(pItem);
10789 RemoveItemDurations(pItem);
10791 if( bag == INVENTORY_SLOT_BAG_0 )
10793 if ( slot < INVENTORY_SLOT_BAG_END )
10795 ItemPrototype const *pProto = pItem->GetProto();
10796 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10798 if(pProto && pProto->ItemSet)
10799 RemoveItemsSetItem(this,pProto);
10801 _ApplyItemMods(pItem, slot, false);
10803 // remove item dependent auras and casts (only weapon and armor slots)
10804 if(slot < EQUIPMENT_SLOT_END)
10805 RemoveItemDependentAurasAndCasts(pItem);
10807 // remove held enchantments
10808 if ( slot == EQUIPMENT_SLOT_MAINHAND )
10810 if (pItem->GetItemSuffixFactor())
10812 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
10813 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
10815 else
10817 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
10818 pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
10823 m_items[slot] = NULL;
10824 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10826 if ( slot < EQUIPMENT_SLOT_END )
10827 SetVisibleItemSlot(slot,NULL);
10829 else
10831 Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
10832 if( pBag )
10833 pBag->RemoveItem(slot, update);
10835 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10836 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10837 pItem->SetSlot( NULL_SLOT );
10838 if( IsInWorld() && update )
10839 pItem->SendUpdateToPlayer( this );
10841 if( slot == EQUIPMENT_SLOT_MAINHAND )
10842 UpdateExpertise(BASE_ATTACK);
10843 else if( slot == EQUIPMENT_SLOT_OFFHAND )
10844 UpdateExpertise(OFF_ATTACK);
10848 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10849 void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
10851 if(Item* it = GetItemByPos(bag,slot))
10853 ItemRemovedQuestCheck(it->GetEntry(),it->GetCount());
10854 RemoveItem( bag,slot,update);
10855 it->RemoveFromUpdateQueueOf(this);
10856 if(it->IsInWorld())
10858 it->RemoveFromWorld();
10859 it->DestroyForPlayer( this );
10864 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10865 void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
10867 // update quest counters
10868 ItemAddedQuestCheck(pItem->GetEntry(),pItem->GetCount());
10870 // store item
10871 Item* pLastItem = StoreItem( dest, pItem, update);
10873 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10874 if(pLastItem==pItem)
10876 // update owner for last item (this can be original item with wrong owner
10877 if(pLastItem->GetOwnerGUID() != GetGUID())
10878 pLastItem->SetOwnerGUID(GetGUID());
10880 // if this original item then it need create record in inventory
10881 // in case trade we already have item in other player inventory
10882 pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
10886 void Player::DestroyItem( uint8 bag, uint8 slot, bool update )
10888 Item *pItem = GetItemByPos( bag, slot );
10889 if( pItem )
10891 sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
10893 // start from destroy contained items (only equipped bag can have its)
10894 if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10896 for (int i = 0; i < MAX_BAG_SIZE; i++)
10897 DestroyItem(slot,i,update);
10900 if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
10901 CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
10903 RemoveEnchantmentDurations(pItem);
10904 RemoveItemDurations(pItem);
10906 ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
10908 if( bag == INVENTORY_SLOT_BAG_0 )
10910 SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
10912 // equipment and equipped bags can have applied bonuses
10913 if ( slot < INVENTORY_SLOT_BAG_END )
10915 ItemPrototype const *pProto = pItem->GetProto();
10917 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10918 if(pProto && pProto->ItemSet)
10919 RemoveItemsSetItem(this,pProto);
10921 _ApplyItemMods(pItem, slot, false);
10924 if ( slot < EQUIPMENT_SLOT_END )
10926 // remove item dependent auras and casts (only weapon and armor slots)
10927 RemoveItemDependentAurasAndCasts(pItem);
10929 // equipment visual show
10930 SetVisibleItemSlot(slot,NULL);
10933 m_items[slot] = NULL;
10935 else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
10936 pBag->RemoveItem(slot, update);
10938 if( IsInWorld() && update )
10940 pItem->RemoveFromWorld();
10941 pItem->DestroyForPlayer(this);
10944 //pItem->SetOwnerGUID(0);
10945 pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 );
10946 pItem->SetSlot( NULL_SLOT );
10947 pItem->SetState(ITEM_REMOVED, this);
10951 void Player::DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check)
10953 sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
10954 uint32 remcount = 0;
10956 // in inventory
10957 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
10959 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10961 if (pItem->GetEntry() == item)
10963 if (pItem->GetCount() + remcount <= count)
10965 // all items in inventory can unequipped
10966 remcount += pItem->GetCount();
10967 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10969 if (remcount >=count)
10970 return;
10972 else
10974 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
10975 pItem->SetCount( pItem->GetCount() - count + remcount );
10976 if (IsInWorld() & update)
10977 pItem->SendUpdateToPlayer( this );
10978 pItem->SetState(ITEM_CHANGED, this);
10979 return;
10984 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
10986 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
10988 if (pItem->GetEntry() == item)
10990 if (pItem->GetCount() + remcount <= count)
10992 // all keys can be unequipped
10993 remcount += pItem->GetCount();
10994 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
10996 if (remcount >=count)
10997 return;
10999 else
11001 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
11002 pItem->SetCount( pItem->GetCount() - count + remcount );
11003 if (IsInWorld() & update)
11004 pItem->SendUpdateToPlayer( this );
11005 pItem->SetState(ITEM_CHANGED, this);
11006 return;
11012 // in inventory bags
11013 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11015 if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11017 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11019 if(Item* pItem = pBag->GetItemByPos(j))
11021 if (pItem->GetEntry() == item)
11023 // all items in bags can be unequipped
11024 if (pItem->GetCount() + remcount <= count)
11026 remcount += pItem->GetCount();
11027 DestroyItem( i, j, update );
11029 if (remcount >=count)
11030 return;
11032 else
11034 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
11035 pItem->SetCount( pItem->GetCount() - count + remcount );
11036 if (IsInWorld() && update)
11037 pItem->SendUpdateToPlayer( this );
11038 pItem->SetState(ITEM_CHANGED, this);
11039 return;
11047 // in equipment and bag list
11048 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
11050 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11052 if (pItem && pItem->GetEntry() == item)
11054 if (pItem->GetCount() + remcount <= count)
11056 if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i,false) == EQUIP_ERR_OK )
11058 remcount += pItem->GetCount();
11059 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11061 if (remcount >=count)
11062 return;
11065 else
11067 ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
11068 pItem->SetCount( pItem->GetCount() - count + remcount );
11069 if (IsInWorld() & update)
11070 pItem->SendUpdateToPlayer( this );
11071 pItem->SetState(ITEM_CHANGED, this);
11072 return;
11079 void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
11081 sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
11083 // in inventory
11084 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11085 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11086 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
11087 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11089 for(int i = KEYRING_SLOT_START; i < QUESTBAG_SLOT_END; i++)
11090 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11091 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
11092 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11094 // in inventory bags
11095 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11096 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11097 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11098 if (Item* pItem = pBag->GetItemByPos(j))
11099 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
11100 DestroyItem( i, j, update);
11102 // in equipment and bag list
11103 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
11104 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11105 if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone))
11106 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11109 void Player::DestroyConjuredItems( bool update )
11111 // used when entering arena
11112 // destroys all conjured items
11113 sLog.outDebug( "STORAGE: DestroyConjuredItems" );
11115 // in inventory
11116 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11117 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11118 if (pItem->IsConjuredConsumable())
11119 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11121 // in inventory bags
11122 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11123 if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11124 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11125 if (Item* pItem = pBag->GetItemByPos(j))
11126 if (pItem->IsConjuredConsumable())
11127 DestroyItem( i, j, update);
11129 // in equipment and bag list
11130 for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
11131 if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
11132 if (pItem->IsConjuredConsumable())
11133 DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
11136 void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
11138 if(!pItem)
11139 return;
11141 sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
11143 if( pItem->GetCount() <= count )
11145 count-= pItem->GetCount();
11147 DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
11149 else
11151 ItemRemovedQuestCheck( pItem->GetEntry(), count);
11152 pItem->SetCount( pItem->GetCount() - count );
11153 count = 0;
11154 if( IsInWorld() & update )
11155 pItem->SendUpdateToPlayer( this );
11156 pItem->SetState(ITEM_CHANGED, this);
11160 void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
11162 uint8 srcbag = src >> 8;
11163 uint8 srcslot = src & 255;
11165 uint8 dstbag = dst >> 8;
11166 uint8 dstslot = dst & 255;
11168 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
11169 if( !pSrcItem )
11171 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
11172 return;
11175 // not let split all items (can be only at cheating)
11176 if(pSrcItem->GetCount() == count)
11178 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
11179 return;
11182 // not let split more existed items (can be only at cheating)
11183 if(pSrcItem->GetCount() < count)
11185 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
11186 return;
11189 if(pSrcItem->m_lootGenerated) // prevent split looting item (item
11191 //best error message found for attempting to split while looting
11192 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
11193 return;
11196 sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
11197 Item *pNewItem = pSrcItem->CloneItem( count, this );
11198 if( !pNewItem )
11200 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
11201 return;
11204 if( IsInventoryPos( dst ) )
11206 // change item amount before check (for unique max count check)
11207 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11209 ItemPosCountVec dest;
11210 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
11211 if( msg != EQUIP_ERR_OK )
11213 delete pNewItem;
11214 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11215 SendEquipError( msg, pSrcItem, NULL );
11216 return;
11219 if( IsInWorld() )
11220 pSrcItem->SendUpdateToPlayer( this );
11221 pSrcItem->SetState(ITEM_CHANGED, this);
11222 StoreItem( dest, pNewItem, true);
11224 else if( IsBankPos ( dst ) )
11226 // change item amount before check (for unique max count check)
11227 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11229 ItemPosCountVec dest;
11230 uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
11231 if( msg != EQUIP_ERR_OK )
11233 delete pNewItem;
11234 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11235 SendEquipError( msg, pSrcItem, NULL );
11236 return;
11239 if( IsInWorld() )
11240 pSrcItem->SendUpdateToPlayer( this );
11241 pSrcItem->SetState(ITEM_CHANGED, this);
11242 BankItem( dest, pNewItem, true);
11244 else if( IsEquipmentPos ( dst ) )
11246 // change item amount before check (for unique max count check), provide space for splitted items
11247 pSrcItem->SetCount( pSrcItem->GetCount() - count );
11249 uint16 dest;
11250 uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
11251 if( msg != EQUIP_ERR_OK )
11253 delete pNewItem;
11254 pSrcItem->SetCount( pSrcItem->GetCount() + count );
11255 SendEquipError( msg, pSrcItem, NULL );
11256 return;
11259 if( IsInWorld() )
11260 pSrcItem->SendUpdateToPlayer( this );
11261 pSrcItem->SetState(ITEM_CHANGED, this);
11262 EquipItem( dest, pNewItem, true);
11263 AutoUnequipOffhandIfNeed();
11267 void Player::SwapItem( uint16 src, uint16 dst )
11269 uint8 srcbag = src >> 8;
11270 uint8 srcslot = src & 255;
11272 uint8 dstbag = dst >> 8;
11273 uint8 dstslot = dst & 255;
11275 Item *pSrcItem = GetItemByPos( srcbag, srcslot );
11276 Item *pDstItem = GetItemByPos( dstbag, dstslot );
11278 if( !pSrcItem )
11279 return;
11281 sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
11283 if(!isAlive() )
11285 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
11286 return;
11289 // SRC checks
11291 if(pSrcItem->m_lootGenerated) // prevent swap looting item
11293 //best error message found for attempting to swap while looting
11294 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
11295 return;
11298 // check unequip potability for equipped items and bank bags
11299 if(IsEquipmentPos ( src ) || IsBagPos ( src ))
11301 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11302 uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty());
11303 if(msg != EQUIP_ERR_OK)
11305 SendEquipError( msg, pSrcItem, pDstItem );
11306 return;
11310 // prevent put equipped/bank bag in self
11311 if( IsBagPos ( src ) && srcslot == dstbag)
11313 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
11314 return;
11317 // DST checks
11319 if (pDstItem)
11321 if(pDstItem->m_lootGenerated) // prevent swap looting item
11323 //best error message found for attempting to swap while looting
11324 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
11325 return;
11328 // check unequip potability for equipped items and bank bags
11329 if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
11331 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
11332 uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty());
11333 if(msg != EQUIP_ERR_OK)
11335 SendEquipError( msg, pSrcItem, pDstItem );
11336 return;
11341 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
11342 // or swap empty bag with another empty or not empty bag (with items exchange)
11344 // Move case
11345 if( !pDstItem )
11347 if( IsInventoryPos( dst ) )
11349 ItemPosCountVec dest;
11350 uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
11351 if( msg != EQUIP_ERR_OK )
11353 SendEquipError( msg, pSrcItem, NULL );
11354 return;
11357 RemoveItem(srcbag, srcslot, true);
11358 StoreItem( dest, pSrcItem, true);
11360 else if( IsBankPos ( dst ) )
11362 ItemPosCountVec dest;
11363 uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
11364 if( msg != EQUIP_ERR_OK )
11366 SendEquipError( msg, pSrcItem, NULL );
11367 return;
11370 RemoveItem(srcbag, srcslot, true);
11371 BankItem( dest, pSrcItem, true);
11373 else if( IsEquipmentPos ( dst ) )
11375 uint16 dest;
11376 uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
11377 if( msg != EQUIP_ERR_OK )
11379 SendEquipError( msg, pSrcItem, NULL );
11380 return;
11383 RemoveItem(srcbag, srcslot, true);
11384 EquipItem( dest, pSrcItem, true);
11385 AutoUnequipOffhandIfNeed();
11388 return;
11391 // attempt merge to / fill target item
11392 if(!pSrcItem->IsBag() && !pDstItem->IsBag())
11394 uint8 msg;
11395 ItemPosCountVec sDest;
11396 uint16 eDest;
11397 if( IsInventoryPos( dst ) )
11398 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
11399 else if( IsBankPos ( dst ) )
11400 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
11401 else if( IsEquipmentPos ( dst ) )
11402 msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
11403 else
11404 return;
11406 // can be merge/fill
11407 if(msg == EQUIP_ERR_OK)
11409 if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
11411 RemoveItem(srcbag, srcslot, true);
11413 if( IsInventoryPos( dst ) )
11414 StoreItem( sDest, pSrcItem, true);
11415 else if( IsBankPos ( dst ) )
11416 BankItem( sDest, pSrcItem, true);
11417 else if( IsEquipmentPos ( dst ) )
11419 EquipItem( eDest, pSrcItem, true);
11420 AutoUnequipOffhandIfNeed();
11423 else
11425 pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
11426 pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize());
11427 pSrcItem->SetState(ITEM_CHANGED, this);
11428 pDstItem->SetState(ITEM_CHANGED, this);
11429 if( IsInWorld() )
11431 pSrcItem->SendUpdateToPlayer( this );
11432 pDstItem->SendUpdateToPlayer( this );
11435 return;
11439 // impossible merge/fill, do real swap
11440 uint8 msg;
11442 // check src->dest move possibility
11443 ItemPosCountVec sDest;
11444 uint16 eDest;
11445 if( IsInventoryPos( dst ) )
11446 msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
11447 else if( IsBankPos( dst ) )
11448 msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
11449 else if( IsEquipmentPos( dst ) )
11451 msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
11452 if( msg == EQUIP_ERR_OK )
11453 msg = CanUnequipItem( eDest, true );
11456 if( msg != EQUIP_ERR_OK )
11458 SendEquipError( msg, pSrcItem, pDstItem );
11459 return;
11462 // check dest->src move possibility
11463 ItemPosCountVec sDest2;
11464 uint16 eDest2;
11465 if( IsInventoryPos( src ) )
11466 msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
11467 else if( IsBankPos( src ) )
11468 msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
11469 else if( IsEquipmentPos( src ) )
11471 msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
11472 if( msg == EQUIP_ERR_OK )
11473 msg = CanUnequipItem( eDest2, true);
11476 if( msg != EQUIP_ERR_OK )
11478 SendEquipError( msg, pDstItem, pSrcItem );
11479 return;
11482 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11483 if(pSrcItem->IsBag() && pDstItem->IsBag())
11485 Bag* emptyBag = NULL;
11486 Bag* fullBag = NULL;
11487 if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src))
11489 emptyBag = (Bag*)pSrcItem;
11490 fullBag = (Bag*)pDstItem;
11492 else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst))
11494 emptyBag = (Bag*)pDstItem;
11495 fullBag = (Bag*)pSrcItem;
11498 // bag swap (with items exchange) case
11499 if(emptyBag && fullBag)
11501 ItemPrototype const* emotyProto = emptyBag->GetProto();
11503 uint32 count = 0;
11505 for(int i=0; i < fullBag->GetBagSize(); ++i)
11507 Item *bagItem = fullBag->GetItemByPos(i);
11508 if (!bagItem)
11509 continue;
11511 ItemPrototype const* bagItemProto = bagItem->GetProto();
11512 if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emotyProto))
11514 // one from items not go to empry target bag
11515 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
11516 return;
11519 ++count;
11523 if (count > emptyBag->GetBagSize())
11525 // too small targeted bag
11526 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem );
11527 return;
11530 // Items swap
11531 count = 0; // will pos in new bag
11532 for(int i=0; i< fullBag->GetBagSize(); ++i)
11534 Item *bagItem = fullBag->GetItemByPos(i);
11535 if (!bagItem)
11536 continue;
11538 fullBag->RemoveItem(i, true);
11539 emptyBag->StoreItem(count, bagItem, true);
11540 bagItem->SetState(ITEM_CHANGED, this);
11542 ++count;
11547 // now do moves, remove...
11548 RemoveItem(dstbag, dstslot, false);
11549 RemoveItem(srcbag, srcslot, false);
11551 // add to dest
11552 if( IsInventoryPos( dst ) )
11553 StoreItem(sDest, pSrcItem, true);
11554 else if( IsBankPos( dst ) )
11555 BankItem(sDest, pSrcItem, true);
11556 else if( IsEquipmentPos( dst ) )
11557 EquipItem(eDest, pSrcItem, true);
11559 // add to src
11560 if( IsInventoryPos( src ) )
11561 StoreItem(sDest2, pDstItem, true);
11562 else if( IsBankPos( src ) )
11563 BankItem(sDest2, pDstItem, true);
11564 else if( IsEquipmentPos( src ) )
11565 EquipItem(eDest2, pDstItem, true);
11567 AutoUnequipOffhandIfNeed();
11570 void Player::AddItemToBuyBackSlot( Item *pItem )
11572 if( pItem )
11574 uint32 slot = m_currentBuybackSlot;
11575 // if current back slot non-empty search oldest or free
11576 if(m_items[slot])
11578 uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
11579 uint32 oldest_slot = BUYBACK_SLOT_START;
11581 for(uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
11583 // found empty
11584 if(!m_items[i])
11586 slot = i;
11587 break;
11590 uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
11592 if(oldest_time > i_time)
11594 oldest_time = i_time;
11595 oldest_slot = i;
11599 // find oldest
11600 slot = oldest_slot;
11603 RemoveItemFromBuyBackSlot( slot, true );
11604 sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
11606 m_items[slot] = pItem;
11607 time_t base = time(NULL);
11608 uint32 etime = uint32(base - m_logintime + (30 * 3600));
11609 uint32 eslot = slot - BUYBACK_SLOT_START;
11611 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, pItem->GetGUID() );
11612 ItemPrototype const *pProto = pItem->GetProto();
11613 if( pProto )
11614 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
11615 else
11616 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11617 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
11619 // move to next (for non filled list is move most optimized choice)
11620 if(m_currentBuybackSlot < BUYBACK_SLOT_END-1)
11621 ++m_currentBuybackSlot;
11625 Item* Player::GetItemFromBuyBackSlot( uint32 slot )
11627 sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
11628 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11629 return m_items[slot];
11630 return NULL;
11633 void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
11635 sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
11636 if( slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END )
11638 Item *pItem = m_items[slot];
11639 if( pItem )
11641 pItem->RemoveFromWorld();
11642 if(del) pItem->SetState(ITEM_REMOVED, this);
11645 m_items[slot] = NULL;
11647 uint32 eslot = slot - BUYBACK_SLOT_START;
11648 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + eslot * 2, 0 );
11649 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
11650 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0 );
11652 // if current backslot is filled set to now free slot
11653 if(m_items[m_currentBuybackSlot])
11654 m_currentBuybackSlot = slot;
11658 void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
11660 sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg);
11661 WorldPacket data( SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18) );
11662 data << uint8(msg);
11664 if(msg)
11666 data << uint64(pItem ? pItem->GetGUID() : 0);
11667 data << uint64(pItem2 ? pItem2->GetGUID() : 0);
11668 data << uint8(0); // not 0 there...
11670 if(msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
11672 uint32 level = 0;
11674 if(pItem)
11675 if(ItemPrototype const* proto = pItem->GetProto())
11676 level = proto->RequiredLevel;
11678 data << uint32(level); // new 2.4.0
11681 GetSession()->SendPacket(&data);
11684 void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
11686 sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11687 WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
11688 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11689 data << uint32(item);
11690 if( param > 0 )
11691 data << uint32(param);
11692 data << uint8(msg);
11693 GetSession()->SendPacket(&data);
11696 void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
11698 sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11699 WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
11700 data << uint64(pCreature ? pCreature->GetGUID() : 0);
11701 data << uint64(guid);
11702 if( param > 0 )
11703 data << uint32(param);
11704 data << uint8(msg);
11705 GetSession()->SendPacket(&data);
11708 void Player::ClearTrade()
11710 tradeGold = 0;
11711 acceptTrade = false;
11712 for(int i = 0; i < TRADE_SLOT_COUNT; i++)
11713 tradeItems[i] = NULL_SLOT;
11716 void Player::TradeCancel(bool sendback)
11718 if(pTrader)
11720 // send yellow "Trade canceled" message to both traders
11721 WorldSession* ws;
11722 ws = GetSession();
11723 if(sendback)
11724 ws->SendCancelTrade();
11725 ws = pTrader->GetSession();
11726 if(!ws->PlayerLogout())
11727 ws->SendCancelTrade();
11729 // cleanup
11730 ClearTrade();
11731 pTrader->ClearTrade();
11732 // prevent loss of reference
11733 pTrader->pTrader = NULL;
11734 pTrader = NULL;
11738 void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
11740 if(m_itemDuration.empty())
11741 return;
11743 sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time,realtimeonly);
11745 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); )
11747 Item* item = *itr;
11748 ++itr; // current element can be erased in UpdateDuration
11750 if (realtimeonly && item->GetProto()->Duration < 0 || !realtimeonly)
11751 item->UpdateDuration(this,time);
11755 void Player::UpdateEnchantTime(uint32 time)
11757 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11759 assert(itr->item);
11760 next=itr;
11761 if(!itr->item->GetEnchantmentId(itr->slot))
11763 next = m_enchantDuration.erase(itr);
11765 else if(itr->leftduration <= time)
11767 ApplyEnchantment(itr->item,itr->slot,false,false);
11768 itr->item->ClearEnchantment(itr->slot);
11769 next = m_enchantDuration.erase(itr);
11771 else if(itr->leftduration > time)
11773 itr->leftduration -= time;
11774 ++next;
11779 void Player::AddEnchantmentDurations(Item *item)
11781 for(int x=0;x<MAX_ENCHANTMENT_SLOT;++x)
11783 if(!item->GetEnchantmentId(EnchantmentSlot(x)))
11784 continue;
11786 uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
11787 if( duration > 0 )
11788 AddEnchantmentDuration(item,EnchantmentSlot(x),duration);
11792 void Player::RemoveEnchantmentDurations(Item *item)
11794 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();)
11796 if(itr->item == item)
11798 // save duration in item
11799 item->SetEnchantmentDuration(EnchantmentSlot(itr->slot),itr->leftduration);
11800 itr = m_enchantDuration.erase(itr);
11802 else
11803 ++itr;
11807 void Player::RemoveAllEnchantments(EnchantmentSlot slot)
11809 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11810 for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next)
11812 next = itr;
11813 if(itr->slot==slot)
11815 if(itr->item && itr->item->GetEnchantmentId(slot))
11817 // remove from stats
11818 ApplyEnchantment(itr->item,slot,false,false);
11819 // remove visual
11820 itr->item->ClearEnchantment(slot);
11822 // remove from update list
11823 next = m_enchantDuration.erase(itr);
11825 else
11826 ++next;
11829 // remove enchants from inventory items
11830 // NOTE: no need to remove these from stats, since these aren't equipped
11831 // in inventory
11832 for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
11834 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11835 if( pItem && pItem->GetEnchantmentId(slot) )
11836 pItem->ClearEnchantment(slot);
11839 // in inventory bags
11840 for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
11842 Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
11843 if( pBag )
11845 for(uint32 j = 0; j < pBag->GetBagSize(); j++)
11847 Item* pItem = pBag->GetItemByPos(j);
11848 if( pItem && pItem->GetEnchantmentId(slot) )
11849 pItem->ClearEnchantment(slot);
11855 // duration == 0 will remove item enchant
11856 void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
11858 if(!item)
11859 return;
11861 if(slot >= MAX_ENCHANTMENT_SLOT)
11862 return;
11864 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
11866 if(itr->item == item && itr->slot == slot)
11868 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
11869 m_enchantDuration.erase(itr);
11870 break;
11873 if(item && duration > 0 )
11875 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(),slot,uint32(duration/1000));
11876 m_enchantDuration.push_back(EnchantDuration(item,slot,duration));
11880 void Player::ApplyEnchantment(Item *item,bool apply)
11882 for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
11883 ApplyEnchantment(item, EnchantmentSlot(slot), apply);
11886 void Player::ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur, bool ignore_condition)
11888 if(!item)
11889 return;
11891 if(!item->IsEquipped())
11892 return;
11894 if(slot >= MAX_ENCHANTMENT_SLOT)
11895 return;
11897 uint32 enchant_id = item->GetEnchantmentId(slot);
11898 if(!enchant_id)
11899 return;
11901 SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
11902 if(!pEnchant)
11903 return;
11905 if(!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
11906 return;
11908 for (int s=0; s<3; s++)
11910 uint32 enchant_display_type = pEnchant->type[s];
11911 uint32 enchant_amount = pEnchant->amount[s];
11912 uint32 enchant_spell_id = pEnchant->spellid[s];
11914 switch(enchant_display_type)
11916 case ITEM_ENCHANTMENT_TYPE_NONE:
11917 break;
11918 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
11919 // processed in Player::CastItemCombatSpell
11920 break;
11921 case ITEM_ENCHANTMENT_TYPE_DAMAGE:
11922 if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
11923 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
11924 else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
11925 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
11926 else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
11927 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
11928 break;
11929 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
11930 if(enchant_spell_id)
11932 if(apply)
11934 int32 basepoints = 0;
11935 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11936 if (item->GetItemRandomPropertyId())
11938 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11939 if (item_rand)
11941 // Search enchant_amount
11942 for (int k=0; k<3; k++)
11944 if(item_rand->enchant_id[k] == enchant_id)
11946 basepoints = int32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11947 break;
11952 // Cast custom spell vs all equal basepoints getted from enchant_amount
11953 if (basepoints)
11954 CastCustomSpell(this,enchant_spell_id,&basepoints,&basepoints,&basepoints,true,item);
11955 else
11956 CastSpell(this,enchant_spell_id,true,item);
11958 else
11959 RemoveAurasDueToItemSpell(item,enchant_spell_id);
11961 break;
11962 case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
11963 if (!enchant_amount)
11965 ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11966 if(item_rand)
11968 for (int k=0; k<3; k++)
11970 if(item_rand->enchant_id[k] == enchant_id)
11972 enchant_amount = uint32((item_rand->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11973 break;
11979 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
11980 break;
11981 case ITEM_ENCHANTMENT_TYPE_STAT:
11983 if (!enchant_amount)
11985 ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
11986 if(item_rand_suffix)
11988 for (int k=0; k<3; k++)
11990 if(item_rand_suffix->enchant_id[k] == enchant_id)
11992 enchant_amount = uint32((item_rand_suffix->prefix[k]*item->GetItemSuffixFactor()) / 10000 );
11993 break;
11999 sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
12000 switch (enchant_spell_id)
12002 case ITEM_MOD_AGILITY:
12003 sLog.outDebug("+ %u AGILITY",enchant_amount);
12004 HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
12005 ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
12006 break;
12007 case ITEM_MOD_STRENGTH:
12008 sLog.outDebug("+ %u STRENGTH",enchant_amount);
12009 HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
12010 ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
12011 break;
12012 case ITEM_MOD_INTELLECT:
12013 sLog.outDebug("+ %u INTELLECT",enchant_amount);
12014 HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
12015 ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
12016 break;
12017 case ITEM_MOD_SPIRIT:
12018 sLog.outDebug("+ %u SPIRIT",enchant_amount);
12019 HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
12020 ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
12021 break;
12022 case ITEM_MOD_STAMINA:
12023 sLog.outDebug("+ %u STAMINA",enchant_amount);
12024 HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
12025 ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
12026 break;
12027 case ITEM_MOD_DEFENSE_SKILL_RATING:
12028 ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
12029 sLog.outDebug("+ %u DEFENCE", enchant_amount);
12030 break;
12031 case ITEM_MOD_DODGE_RATING:
12032 ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
12033 sLog.outDebug("+ %u DODGE", enchant_amount);
12034 break;
12035 case ITEM_MOD_PARRY_RATING:
12036 ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
12037 sLog.outDebug("+ %u PARRY", enchant_amount);
12038 break;
12039 case ITEM_MOD_BLOCK_RATING:
12040 ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
12041 sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
12042 break;
12043 case ITEM_MOD_HIT_MELEE_RATING:
12044 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
12045 sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
12046 break;
12047 case ITEM_MOD_HIT_RANGED_RATING:
12048 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
12049 sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
12050 break;
12051 case ITEM_MOD_HIT_SPELL_RATING:
12052 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
12053 sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
12054 break;
12055 case ITEM_MOD_CRIT_MELEE_RATING:
12056 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
12057 sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
12058 break;
12059 case ITEM_MOD_CRIT_RANGED_RATING:
12060 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
12061 sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
12062 break;
12063 case ITEM_MOD_CRIT_SPELL_RATING:
12064 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
12065 sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
12066 break;
12067 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
12068 // in Enchantments
12069 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
12070 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12071 // break;
12072 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
12073 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12074 // break;
12075 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
12076 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12077 // break;
12078 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
12079 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12080 // break;
12081 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
12082 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12083 // break;
12084 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
12085 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12086 // break;
12087 // case ITEM_MOD_HASTE_MELEE_RATING:
12088 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
12089 // break;
12090 // case ITEM_MOD_HASTE_RANGED_RATING:
12091 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
12092 // break;
12093 case ITEM_MOD_HASTE_SPELL_RATING:
12094 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
12095 break;
12096 case ITEM_MOD_HIT_RATING:
12097 ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
12098 ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
12099 ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
12100 sLog.outDebug("+ %u HIT", enchant_amount);
12101 break;
12102 case ITEM_MOD_CRIT_RATING:
12103 ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
12104 ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
12105 ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
12106 sLog.outDebug("+ %u CRITICAL", enchant_amount);
12107 break;
12108 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
12109 // case ITEM_MOD_HIT_TAKEN_RATING:
12110 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
12111 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
12112 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
12113 // break;
12114 // case ITEM_MOD_CRIT_TAKEN_RATING:
12115 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12116 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12117 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12118 // break;
12119 case ITEM_MOD_RESILIENCE_RATING:
12120 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
12121 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
12122 ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
12123 sLog.outDebug("+ %u RESILIENCE", enchant_amount);
12124 break;
12125 case ITEM_MOD_HASTE_RATING:
12126 ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
12127 ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
12128 ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
12129 sLog.outDebug("+ %u HASTE", enchant_amount);
12130 break;
12131 case ITEM_MOD_EXPERTISE_RATING:
12132 ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
12133 sLog.outDebug("+ %u EXPERTISE", enchant_amount);
12134 break;
12135 case ITEM_MOD_ATTACK_POWER:
12136 HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
12137 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
12138 sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
12139 break;
12140 case ITEM_MOD_RANGED_ATTACK_POWER:
12141 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
12142 sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
12143 break;
12144 case ITEM_MOD_FERAL_ATTACK_POWER:
12145 ((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply);
12146 sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount);
12147 break;
12148 case ITEM_MOD_SPELL_HEALING_DONE:
12149 ((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
12150 sLog.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount);
12151 break;
12152 case ITEM_MOD_SPELL_DAMAGE_DONE:
12153 ((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
12154 sLog.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount);
12155 break;
12156 case ITEM_MOD_MANA_REGENERATION:
12157 ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply);
12158 sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
12159 break;
12160 case ITEM_MOD_ARMOR_PENETRATION_RATING:
12161 ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
12162 sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
12163 break;
12164 case ITEM_MOD_SPELL_POWER:
12165 ((Player*)this)->ApplySpellHealingBonus(enchant_amount, apply);
12166 ((Player*)this)->ApplySpellDamageBonus(enchant_amount, apply);
12167 sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
12168 break;
12169 default:
12170 break;
12172 break;
12174 case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
12176 if(getClass() == CLASS_SHAMAN)
12178 float addValue = 0.0f;
12179 if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
12181 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
12182 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
12184 else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
12186 addValue = float(enchant_amount * item->GetProto()->Delay/1000.0f);
12187 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
12190 break;
12192 case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
12193 // processed in Player::CastItemUseSpell
12194 break;
12195 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
12196 // nothing do..
12197 break;
12198 default:
12199 sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
12200 break;
12201 } /*switch(enchant_display_type)*/
12202 } /*for*/
12204 // visualize enchantment at player and equipped items
12205 if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
12207 int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET);
12208 SetUInt32Value(VisibleBase + 1 + slot, apply? item->GetEnchantmentId(slot) : 0);
12211 if(apply_dur)
12213 if(apply)
12215 // set duration
12216 uint32 duration = item->GetEnchantmentDuration(slot);
12217 if(duration > 0)
12218 AddEnchantmentDuration(item,slot,duration);
12220 else
12222 // duration == 0 will remove EnchantDuration
12223 AddEnchantmentDuration(item,slot,0);
12228 void Player::SendEnchantmentDurations()
12230 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
12232 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(),itr->slot,uint32(itr->leftduration)/1000);
12236 void Player::SendItemDurations()
12238 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end();++itr)
12240 (*itr)->SendTimeUpdate(this);
12244 void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
12246 if(!item) // prevent crash
12247 return;
12249 // last check 2.0.10
12250 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
12251 data << GetGUID(); // player GUID
12252 data << uint32(received); // 0=looted, 1=from npc
12253 data << uint32(created); // 0=received, 1=created
12254 data << uint32(1); // always 0x01 (probably meant to be count of listed items)
12255 data << (uint8)item->GetBagSlot(); // bagslot
12256 // item slot, but when added to stack: 0xFFFFFFFF
12257 data << (uint32) ((item->GetCount()==count) ? item->GetSlot() : -1);
12258 data << uint32(item->GetEntry()); // item id
12259 data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
12260 data << uint32(item->GetItemRandomPropertyId()); // random item property id
12261 data << uint32(count); // count of items
12262 data << GetItemCount(item->GetEntry()); // count of items in inventory
12264 if (broadcast && GetGroup())
12265 GetGroup()->BroadcastPacket(&data, true);
12266 else
12267 GetSession()->SendPacket(&data);
12270 /*********************************************************/
12271 /*** QUEST SYSTEM ***/
12272 /*********************************************************/
12274 void Player::PrepareQuestMenu( uint64 guid )
12276 Object *pObject;
12277 QuestRelations* pObjectQR;
12278 QuestRelations* pObjectQIR;
12279 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12280 if( pCreature )
12282 pObject = (Object*)pCreature;
12283 pObjectQR = &objmgr.mCreatureQuestRelations;
12284 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
12286 else
12288 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
12289 if( pGameObject )
12291 pObject = (Object*)pGameObject;
12292 pObjectQR = &objmgr.mGOQuestRelations;
12293 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
12295 else
12296 return;
12299 QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
12300 qm.ClearMenu();
12302 for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
12304 uint32 quest_id = i->second;
12305 QuestStatus status = GetQuestStatus( quest_id );
12306 if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
12307 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
12308 else if ( status == QUEST_STATUS_INCOMPLETE )
12309 qm.AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE);
12310 else if (status == QUEST_STATUS_AVAILABLE )
12311 qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
12314 for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
12316 uint32 quest_id = i->second;
12317 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
12318 if(!pQuest) continue;
12320 QuestStatus status = GetQuestStatus( quest_id );
12322 if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
12323 qm.AddMenuItem(quest_id, DIALOG_STATUS_REWARD_REP);
12324 else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
12325 qm.AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE);
12329 void Player::SendPreparedQuest( uint64 guid )
12331 QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
12332 if( questMenu.Empty() )
12333 return;
12335 QuestMenuItem const& qmi0 = questMenu.GetItem( 0 );
12337 uint32 status = qmi0.m_qIcon;
12339 // single element case
12340 if ( questMenu.MenuItemCount() == 1 )
12342 // Auto open -- maybe also should verify there is no greeting
12343 uint32 quest_id = qmi0.m_qId;
12344 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
12345 if ( pQuest )
12347 if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) )
12348 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true );
12349 else if( status == DIALOG_STATUS_INCOMPLETE )
12350 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true );
12351 // Send completable on repeatable quest if player don't have quest
12352 else if( pQuest->IsRepeatable() && !pQuest->IsDaily() )
12353 PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true );
12354 else
12355 PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true );
12358 // multiply entries
12359 else
12361 QEmote qe;
12362 qe._Delay = 0;
12363 qe._Emote = 0;
12364 std::string title = "";
12365 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12366 if( pCreature )
12368 uint32 textid = pCreature->GetNpcTextId();
12369 GossipText const* gossiptext = objmgr.GetGossipText(textid);
12370 if( !gossiptext )
12372 qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12373 qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12374 title = "";
12376 else
12378 qe = gossiptext->Options[0].Emotes[0];
12380 if(!gossiptext->Options[0].Text_0.empty())
12382 title = gossiptext->Options[0].Text_0;
12384 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12385 if (loc_idx >= 0)
12387 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
12388 if (nl)
12390 if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
12391 title = nl->Text_0[0][loc_idx];
12395 else
12397 title = gossiptext->Options[0].Text_1;
12399 int loc_idx = GetSession()->GetSessionDbLocaleIndex();
12400 if (loc_idx >= 0)
12402 NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
12403 if (nl)
12405 if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
12406 title = nl->Text_1[0][loc_idx];
12412 PlayerTalkClass->SendQuestGiverQuestList( qe, title, guid );
12416 bool Player::IsActiveQuest( uint32 quest_id ) const
12418 QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
12420 return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
12423 Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
12425 Object *pObject;
12426 QuestRelations* pObjectQR;
12427 QuestRelations* pObjectQIR;
12429 Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
12430 if( pCreature )
12432 pObject = (Object*)pCreature;
12433 pObjectQR = &objmgr.mCreatureQuestRelations;
12434 pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
12436 else
12438 GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, guid);
12439 if( pGameObject )
12441 pObject = (Object*)pGameObject;
12442 pObjectQR = &objmgr.mGOQuestRelations;
12443 pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
12445 else
12446 return NULL;
12449 uint32 nextQuestID = pQuest->GetNextQuestInChain();
12450 for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
12452 if (itr->second == nextQuestID)
12453 return objmgr.GetQuestTemplate(nextQuestID);
12456 return NULL;
12459 bool Player::CanSeeStartQuest( Quest const *pQuest )
12461 if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
12462 SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
12463 SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
12464 SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
12466 return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
12469 return false;
12472 bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
12474 return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
12475 && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
12476 && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
12477 && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
12478 && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
12479 && SatisfyQuestDay( pQuest, msg );
12482 bool Player::CanAddQuest( Quest const *pQuest, bool msg )
12484 if( !SatisfyQuestLog( msg ) )
12485 return false;
12487 uint32 srcitem = pQuest->GetSrcItemId();
12488 if( srcitem > 0 )
12490 uint32 count = pQuest->GetSrcItemCount();
12491 ItemPosCountVec dest;
12492 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
12494 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12495 if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
12496 return true;
12497 else if( msg != EQUIP_ERR_OK )
12499 SendEquipError( msg, NULL, NULL );
12500 return false;
12503 return true;
12506 bool Player::CanCompleteQuest( uint32 quest_id )
12508 if( quest_id )
12510 QuestStatusData& q_status = mQuestStatus[quest_id];
12511 if( q_status.m_status == QUEST_STATUS_COMPLETE )
12512 return false; // not allow re-complete quest
12514 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
12516 if(!qInfo)
12517 return false;
12519 // auto complete quest
12520 if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
12521 return true;
12523 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
12526 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12528 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12530 if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
12531 return false;
12535 if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12537 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12539 if( qInfo->ReqCreatureOrGOId[i] == 0 )
12540 continue;
12542 if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
12543 return false;
12547 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
12548 return false;
12550 if ( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && q_status.m_timer == 0 )
12551 return false;
12553 if ( qInfo->GetRewOrReqMoney() < 0 )
12555 if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
12556 return false;
12559 uint32 repFacId = qInfo->GetRepObjectiveFaction();
12560 if ( repFacId && GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
12561 return false;
12563 return true;
12566 return false;
12569 bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
12571 // Solve problem that player don't have the quest and try complete it.
12572 // if repeatable she must be able to complete event if player don't have it.
12573 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12574 if( !CanTakeQuest(pQuest, false) )
12575 return false;
12577 if (pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER) )
12578 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12579 if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
12580 return false;
12582 if( !CanRewardQuest(pQuest, false) )
12583 return false;
12585 return true;
12588 bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
12590 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12591 if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
12592 return false;
12594 // daily quest can't be rewarded (25 daily quest already completed)
12595 if(!SatisfyQuestDay(pQuest,true))
12596 return false;
12598 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12599 if(GetQuestRewardStatus(pQuest->GetQuestId()))
12600 return false;
12602 // prevent receive reward with quest items in bank
12603 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12605 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
12607 if( pQuest->ReqItemCount[i]!= 0 &&
12608 GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
12610 if(msg)
12611 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
12612 return false;
12617 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12618 if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
12619 return false;
12621 return true;
12624 bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
12626 // prevent receive reward with quest items in bank or for not completed quest
12627 if(!CanRewardQuest(pQuest,msg))
12628 return false;
12630 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12632 if( pQuest->RewChoiceItemId[reward] )
12634 ItemPosCountVec dest;
12635 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
12636 if( res != EQUIP_ERR_OK )
12638 SendEquipError( res, NULL, NULL );
12639 return false;
12644 if ( pQuest->GetRewItemsCount() > 0 )
12646 for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
12648 if( pQuest->RewItemId[i] )
12650 ItemPosCountVec dest;
12651 uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
12652 if( res != EQUIP_ERR_OK )
12654 SendEquipError( res, NULL, NULL );
12655 return false;
12661 return true;
12664 void Player::AddQuest( Quest const *pQuest, Object *questGiver )
12666 uint16 log_slot = FindQuestSlot( 0 );
12667 assert(log_slot < MAX_QUEST_LOG_SIZE);
12669 uint32 quest_id = pQuest->GetQuestId();
12671 // if not exist then created with set uState==NEW and rewarded=false
12672 QuestStatusData& questStatusData = mQuestStatus[quest_id];
12674 // check for repeatable quests status reset
12675 questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
12676 questStatusData.m_explored = false;
12678 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
12680 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12681 questStatusData.m_itemcount[i] = 0;
12684 if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
12686 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
12687 questStatusData.m_creatureOrGOcount[i] = 0;
12690 GiveQuestSourceItem( pQuest );
12691 AdjustQuestReqItemCount( pQuest, questStatusData );
12693 if( pQuest->GetRepObjectiveFaction() )
12694 SetFactionVisibleForFactionId(pQuest->GetRepObjectiveFaction());
12696 uint32 qtime = 0;
12697 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
12699 uint32 limittime = pQuest->GetLimitTime();
12701 // shared timed quest
12702 if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
12703 limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS;
12705 AddTimedQuest( quest_id );
12706 questStatusData.m_timer = limittime * IN_MILISECONDS;
12707 qtime = static_cast<uint32>(time(NULL)) + limittime;
12709 else
12710 questStatusData.m_timer = 0;
12712 SetQuestSlot(log_slot, quest_id, qtime);
12714 if (questStatusData.uState != QUEST_NEW)
12715 questStatusData.uState = QUEST_CHANGED;
12717 //starting initial quest script
12718 if(questGiver && pQuest->GetQuestStartScript()!=0)
12719 sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
12721 // Some spells applied at quest activation
12722 SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true);
12723 if(saBounds.first != saBounds.second)
12725 uint32 zone, area;
12726 GetZoneAndAreaId(zone,area);
12728 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
12729 if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
12730 if( !HasAura(itr->second->spellId,0) )
12731 CastSpell(this,itr->second->spellId,true);
12734 UpdateForQuestsGO();
12737 void Player::CompleteQuest( uint32 quest_id )
12739 if( quest_id )
12741 SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
12743 uint16 log_slot = FindQuestSlot( quest_id );
12744 if( log_slot < MAX_QUEST_LOG_SIZE)
12745 SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12747 if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
12749 if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
12750 RewardQuest(qInfo,0,this,false);
12751 else
12752 SendQuestComplete( quest_id );
12757 void Player::IncompleteQuest( uint32 quest_id )
12759 if( quest_id )
12761 SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
12763 uint16 log_slot = FindQuestSlot( quest_id );
12764 if( log_slot < MAX_QUEST_LOG_SIZE)
12765 RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
12769 void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
12771 uint32 quest_id = pQuest->GetQuestId();
12773 for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++ )
12775 if ( pQuest->ReqItemId[i] )
12776 DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
12779 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12780 // SetTimedQuest( 0 );
12781 m_timedquests.erase(pQuest->GetQuestId());
12783 if ( pQuest->GetRewChoiceItemsCount() > 0 )
12785 if( pQuest->RewChoiceItemId[reward] )
12787 ItemPosCountVec dest;
12788 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK )
12790 Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true);
12791 SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
12796 if ( pQuest->GetRewItemsCount() > 0 )
12798 for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
12800 if( pQuest->RewItemId[i] )
12802 ItemPosCountVec dest;
12803 if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK )
12805 Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true);
12806 SendNewItem(item, pQuest->RewItemCount[i], true, false);
12812 RewardReputation( pQuest );
12814 if( pQuest->GetRewSpellCast() > 0 )
12815 CastSpell( this, pQuest->GetRewSpellCast(), true);
12816 else if( pQuest->GetRewSpell() > 0)
12817 CastSpell( this, pQuest->GetRewSpell(), true);
12819 uint16 log_slot = FindQuestSlot( quest_id );
12820 if( log_slot < MAX_QUEST_LOG_SIZE)
12821 SetQuestSlot(log_slot,0);
12823 QuestStatusData& q_status = mQuestStatus[quest_id];
12825 // Not give XP in case already completed once repeatable quest
12826 uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
12828 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
12829 GiveXP( XP , NULL );
12830 else
12832 uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY));
12833 ModifyMoney( money );
12834 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
12837 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12838 if(pQuest->GetRewOrReqMoney())
12840 ModifyMoney( pQuest->GetRewOrReqMoney() );
12842 if(pQuest->GetRewOrReqMoney() > 0)
12843 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
12846 // honor reward
12847 if(pQuest->GetRewHonorableKills())
12848 RewardHonor(NULL, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
12850 // title reward
12851 if(pQuest->GetCharTitleId())
12853 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
12854 SetTitle(titleEntry);
12857 if(pQuest->GetBonusTalents())
12859 m_questRewardTalentCount+=pQuest->GetBonusTalents();
12860 InitTalentForLevel();
12863 // Send reward mail
12864 if(pQuest->GetRewMailTemplateId())
12866 MailMessageType mailType;
12867 uint32 senderGuidOrEntry;
12868 switch(questGiver->GetTypeId())
12870 case TYPEID_UNIT:
12871 mailType = MAIL_CREATURE;
12872 senderGuidOrEntry = questGiver->GetEntry();
12873 break;
12874 case TYPEID_GAMEOBJECT:
12875 mailType = MAIL_GAMEOBJECT;
12876 senderGuidOrEntry = questGiver->GetEntry();
12877 break;
12878 case TYPEID_ITEM:
12879 mailType = MAIL_ITEM;
12880 senderGuidOrEntry = questGiver->GetEntry();
12881 break;
12882 case TYPEID_PLAYER:
12883 mailType = MAIL_NORMAL;
12884 senderGuidOrEntry = questGiver->GetGUIDLow();
12885 break;
12886 default:
12887 mailType = MAIL_NORMAL;
12888 senderGuidOrEntry = GetGUIDLow();
12889 break;
12892 Loot questMailLoot;
12894 questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this,true);
12896 // fill mail
12897 MailItemsInfo mi; // item list preparing
12899 uint32 max_slot = questMailLoot.GetMaxSlotInLootFor(this);
12900 for(uint32 i = 0; mi.size() < MAX_MAIL_ITEMS && i < max_slot; ++i)
12902 if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
12904 if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
12906 item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12907 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
12912 WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
12915 if(pQuest->IsDaily())
12917 SetDailyQuestStatus(quest_id);
12918 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
12921 if ( !pQuest->IsRepeatable() )
12922 SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
12923 else
12924 SetQuestStatus(quest_id, QUEST_STATUS_NONE);
12926 q_status.m_rewarded = true;
12928 if(announce)
12929 SendQuestReward( pQuest, XP, questGiver );
12931 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
12932 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
12933 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST);
12935 uint32 zone = 0;
12936 uint32 area = 0;
12938 // remove auras from spells with quest reward state limitations
12939 SpellAreaForQuestMapBounds saEndBounds = spellmgr.GetSpellAreaForQuestEndMapBounds(quest_id);
12940 if(saEndBounds.first != saEndBounds.second)
12942 GetZoneAndAreaId(zone,area);
12944 for(SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr)
12945 if(!itr->second->IsFitToRequirements(this,zone,area))
12946 RemoveAurasDueToSpell(itr->second->spellId);
12949 // Some spells applied at quest reward
12950 SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,false);
12951 if(saBounds.first != saBounds.second)
12953 if(!zone || !area)
12954 GetZoneAndAreaId(zone,area);
12956 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
12957 if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
12958 if( !HasAura(itr->second->spellId,0) )
12959 CastSpell(this,itr->second->spellId,true);
12963 void Player::FailQuest( uint32 quest_id )
12965 if( quest_id )
12967 IncompleteQuest( quest_id );
12969 uint16 log_slot = FindQuestSlot( quest_id );
12970 if( log_slot < MAX_QUEST_LOG_SIZE)
12972 SetQuestSlotTimer(log_slot, 1 );
12973 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12975 SendQuestFailed( quest_id );
12979 void Player::FailTimedQuest( uint32 quest_id )
12981 if( quest_id )
12983 QuestStatusData& q_status = mQuestStatus[quest_id];
12985 q_status.m_timer = 0;
12986 if (q_status.uState != QUEST_NEW)
12987 q_status.uState = QUEST_CHANGED;
12989 IncompleteQuest( quest_id );
12991 uint16 log_slot = FindQuestSlot( quest_id );
12992 if( log_slot < MAX_QUEST_LOG_SIZE)
12994 SetQuestSlotTimer(log_slot, 1 );
12995 SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
12997 SendQuestTimerFailed( quest_id );
13001 bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg )
13003 int32 zoneOrSort = qInfo->GetZoneOrSort();
13004 int32 skillOrClass = qInfo->GetSkillOrClass();
13006 // skip zone zoneOrSort and 0 case skillOrClass
13007 if( zoneOrSort >= 0 && skillOrClass == 0 )
13008 return true;
13010 int32 questSort = -zoneOrSort;
13011 uint8 reqSortClass = ClassByQuestSort(questSort);
13013 // check class sort cases in zoneOrSort
13014 if( reqSortClass != 0 && getClass() != reqSortClass)
13016 if( msg )
13017 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13018 return false;
13021 // check class
13022 if( skillOrClass < 0 )
13024 uint8 reqClass = -int32(skillOrClass);
13025 if(getClass() != reqClass)
13027 if( msg )
13028 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13029 return false;
13032 // check skill
13033 else if( skillOrClass > 0 )
13035 uint32 reqSkill = skillOrClass;
13036 if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() )
13038 if( msg )
13039 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13040 return false;
13044 return true;
13047 bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg )
13049 if( getLevel() < qInfo->GetMinLevel() )
13051 if( msg )
13052 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13053 return false;
13055 return true;
13058 bool Player::SatisfyQuestLog( bool msg )
13060 // exist free slot
13061 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE )
13062 return true;
13064 if( msg )
13066 WorldPacket data( SMSG_QUESTLOG_FULL, 0 );
13067 GetSession()->SendPacket( &data );
13068 sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
13070 return false;
13073 bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg )
13075 // No previous quest (might be first quest in a series)
13076 if( qInfo->prevQuests.empty())
13077 return true;
13079 for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter )
13081 uint32 prevId = abs(*iter);
13083 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
13084 Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
13086 if( qPrevInfo && i_prevstatus != mQuestStatus.end() )
13088 // If any of the positive previous quests completed, return true
13089 if( *iter > 0 && i_prevstatus->second.m_rewarded )
13091 // skip one-from-all exclusive group
13092 if(qPrevInfo->GetExclusiveGroup() >= 0)
13093 return true;
13095 // each-from-all exclusive group ( < 0)
13096 // can be start if only all quests in prev quest exclusive group completed and rewarded
13097 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
13098 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
13100 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
13102 for(; iter != end; ++iter)
13104 uint32 exclude_Id = iter->second;
13106 // skip checked quest id, only state of other quests in group is interesting
13107 if(exclude_Id == prevId)
13108 continue;
13110 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
13112 // alternative quest from group also must be completed and rewarded(reported)
13113 if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded )
13115 if( msg )
13116 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13117 return false;
13120 return true;
13122 // If any of the negative previous quests active, return true
13123 if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
13124 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
13126 // skip one-from-all exclusive group
13127 if(qPrevInfo->GetExclusiveGroup() >= 0)
13128 return true;
13130 // each-from-all exclusive group ( < 0)
13131 // can be start if only all quests in prev quest exclusive group active
13132 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
13133 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
13135 assert(iter!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0
13137 for(; iter != end; ++iter)
13139 uint32 exclude_Id = iter->second;
13141 // skip checked quest id, only state of other quests in group is interesting
13142 if(exclude_Id == prevId)
13143 continue;
13145 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
13147 // alternative quest from group also must be active
13148 if( i_exstatus == mQuestStatus.end() ||
13149 i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
13150 (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) )
13152 if( msg )
13153 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13154 return false;
13157 return true;
13162 // Has only positive prev. quests in non-rewarded state
13163 // and negative prev. quests in non-active state
13164 if( msg )
13165 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13167 return false;
13170 bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg )
13172 uint32 reqraces = qInfo->GetRequiredRaces();
13173 if ( reqraces == 0 )
13174 return true;
13175 if( (reqraces & getRaceMask()) == 0 )
13177 if( msg )
13178 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
13179 return false;
13181 return true;
13184 bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg )
13186 uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
13187 if(fIdMin && GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
13189 if( msg )
13190 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13191 return false;
13194 uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
13195 if(fIdMax && GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
13197 if( msg )
13198 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13199 return false;
13202 return true;
13205 bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
13207 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
13208 if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
13210 if( msg )
13211 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
13212 return false;
13214 return true;
13217 bool Player::SatisfyQuestTimed( Quest const* qInfo, bool msg )
13219 if ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_MANGOS_FLAGS_TIMED) )
13221 if( msg )
13222 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED );
13223 return false;
13225 return true;
13228 bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
13230 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
13231 if(qInfo->GetExclusiveGroup() <= 0)
13232 return true;
13234 ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
13235 ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
13237 assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
13239 for(; iter != end; ++iter)
13241 uint32 exclude_Id = iter->second;
13243 // skip checked quest id, only state of other quests in group is interesting
13244 if(exclude_Id == qInfo->GetQuestId())
13245 continue;
13247 // not allow have daily quest if daily quest from exclusive group already recently completed
13248 Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
13249 if( !SatisfyQuestDay(Nquest, false) )
13251 if( msg )
13252 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13253 return false;
13256 QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
13258 // alternative quest already started or completed
13259 if( i_exstatus != mQuestStatus.end()
13260 && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
13262 if( msg )
13263 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13264 return false;
13267 return true;
13270 bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
13272 if(!qInfo->GetNextQuestInChain())
13273 return true;
13275 // next quest in chain already started or completed
13276 QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
13277 if( itr != mQuestStatus.end()
13278 && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
13280 if( msg )
13281 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13282 return false;
13285 // check for all quests further up the chain
13286 // only necessary if there are quest chains with more than one quest that can be skipped
13287 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
13288 return true;
13291 bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
13293 // No previous quest in chain
13294 if( qInfo->prevChainQuests.empty())
13295 return true;
13297 for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
13299 uint32 prevId = *iter;
13301 QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
13303 if( i_prevstatus != mQuestStatus.end() )
13305 // If any of the previous quests in chain active, return false
13306 if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
13307 || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
13309 if( msg )
13310 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
13311 return false;
13315 // check for all quests further down the chain
13316 // only necessary if there are quest chains with more than one quest that can be skipped
13317 //if( !SatisfyQuestPrevChain( prevId, msg ) )
13318 // return false;
13321 // No previous quest in chain active
13322 return true;
13325 bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
13327 if(!qInfo->IsDaily())
13328 return true;
13330 bool have_slot = false;
13331 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
13333 uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
13334 if(qInfo->GetQuestId()==id)
13335 return false;
13337 if(!id)
13338 have_slot = true;
13341 if(!have_slot)
13343 if( msg )
13344 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
13345 return false;
13348 return true;
13351 bool Player::GiveQuestSourceItem( Quest const *pQuest )
13353 uint32 srcitem = pQuest->GetSrcItemId();
13354 if( srcitem > 0 )
13356 uint32 count = pQuest->GetSrcItemCount();
13357 if( count <= 0 )
13358 count = 1;
13360 ItemPosCountVec dest;
13361 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
13362 if( msg == EQUIP_ERR_OK )
13364 Item * item = StoreNewItem(dest, srcitem, true);
13365 SendNewItem(item, count, true, false);
13366 return true;
13368 // player already have max amount required item, just report success
13369 else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
13370 return true;
13371 else
13372 SendEquipError( msg, NULL, NULL );
13373 return false;
13376 return true;
13379 bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg )
13381 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13382 if( qInfo )
13384 uint32 srcitem = qInfo->GetSrcItemId();
13385 if( srcitem > 0 )
13387 uint32 count = qInfo->GetSrcItemCount();
13388 if( count <= 0 )
13389 count = 1;
13391 // exist one case when destroy source quest item not possible:
13392 // non un-equippable item (equipped non-empty bag, for example)
13393 uint8 res = CanUnequipItems(srcitem,count);
13394 if(res != EQUIP_ERR_OK)
13396 if(msg)
13397 SendEquipError( res, NULL, NULL );
13398 return false;
13401 DestroyItemCount(srcitem, count, true, true);
13404 return true;
13407 bool Player::GetQuestRewardStatus( uint32 quest_id ) const
13409 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13410 if( qInfo )
13412 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13413 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13414 if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
13415 && !qInfo->IsRepeatable() )
13416 return itr->second.m_rewarded;
13418 return false;
13420 return false;
13423 QuestStatus Player::GetQuestStatus( uint32 quest_id ) const
13425 if( quest_id )
13427 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13428 if( itr != mQuestStatus.end() )
13429 return itr->second.m_status;
13431 return QUEST_STATUS_NONE;
13434 bool Player::CanShareQuest(uint32 quest_id) const
13436 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13437 if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) )
13439 QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
13440 if( itr != mQuestStatus.end() )
13441 return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
13443 return false;
13446 void Player::SetQuestStatus( uint32 quest_id, QuestStatus status )
13448 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13449 if( qInfo )
13451 if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE )
13453 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
13454 m_timedquests.erase(qInfo->GetQuestId());
13457 QuestStatusData& q_status = mQuestStatus[quest_id];
13459 q_status.m_status = status;
13460 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13463 UpdateForQuestsGO();
13466 // not used in MaNGOS, but used in scripting code
13467 uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
13469 Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
13470 if( !qInfo )
13471 return 0;
13473 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
13474 if ( qInfo->ReqCreatureOrGOId[j] == entry )
13475 return mQuestStatus[quest_id].m_creatureOrGOcount[j];
13477 return 0;
13480 void Player::AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData )
13482 if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13484 for(int i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
13486 uint32 reqitemcount = pQuest->ReqItemCount[i];
13487 if( reqitemcount != 0 )
13489 uint32 quest_id = pQuest->GetQuestId();
13490 uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
13492 questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount);
13493 if (questStatusData.uState != QUEST_NEW) questStatusData.uState = QUEST_CHANGED;
13499 uint16 Player::FindQuestSlot( uint32 quest_id ) const
13501 for ( uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13502 if ( GetQuestSlotQuestId(i) == quest_id )
13503 return i;
13505 return MAX_QUEST_LOG_SIZE;
13508 void Player::AreaExploredOrEventHappens( uint32 questId )
13510 if( questId )
13512 uint16 log_slot = FindQuestSlot( questId );
13513 if( log_slot < MAX_QUEST_LOG_SIZE)
13515 QuestStatusData& q_status = mQuestStatus[questId];
13517 if(!q_status.m_explored)
13519 q_status.m_explored = true;
13520 if (q_status.uState != QUEST_NEW)
13521 q_status.uState = QUEST_CHANGED;
13524 if( CanCompleteQuest( questId ) )
13525 CompleteQuest( questId );
13529 //not used in mangosd, function for external script library
13530 void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
13532 if( Group *pGroup = GetGroup() )
13534 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
13536 Player *pGroupGuy = itr->getSource();
13538 // for any leave or dead (with not released body) group member at appropriate distance
13539 if( pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse() )
13540 pGroupGuy->AreaExploredOrEventHappens(questId);
13543 else
13544 AreaExploredOrEventHappens(questId);
13547 void Player::ItemAddedQuestCheck( uint32 entry, uint32 count )
13549 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13551 uint32 questid = GetQuestSlotQuestId(i);
13552 if ( questid == 0 )
13553 continue;
13555 QuestStatusData& q_status = mQuestStatus[questid];
13557 if ( q_status.m_status != QUEST_STATUS_INCOMPLETE )
13558 continue;
13560 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13561 if( !qInfo || !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13562 continue;
13564 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13566 uint32 reqitem = qInfo->ReqItemId[j];
13567 if ( reqitem == entry )
13569 uint32 reqitemcount = qInfo->ReqItemCount[j];
13570 uint32 curitemcount = q_status.m_itemcount[j];
13571 if ( curitemcount < reqitemcount )
13573 uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount);
13574 q_status.m_itemcount[j] += additemcount;
13575 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13577 SendQuestUpdateAddItem( qInfo, j, additemcount );
13579 if ( CanCompleteQuest( questid ) )
13580 CompleteQuest( questid );
13581 return;
13585 UpdateForQuestsGO();
13586 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
13589 void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
13591 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13593 uint32 questid = GetQuestSlotQuestId(i);
13594 if(!questid)
13595 continue;
13596 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13597 if ( !qInfo )
13598 continue;
13599 if( !qInfo->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
13600 continue;
13602 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13604 uint32 reqitem = qInfo->ReqItemId[j];
13605 if ( reqitem == entry )
13607 QuestStatusData& q_status = mQuestStatus[questid];
13609 uint32 reqitemcount = qInfo->ReqItemCount[j];
13610 uint32 curitemcount;
13611 if( q_status.m_status != QUEST_STATUS_COMPLETE )
13612 curitemcount = q_status.m_itemcount[j];
13613 else
13614 curitemcount = GetItemCount(entry,true);
13615 if ( curitemcount < reqitemcount + count )
13617 uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount);
13618 q_status.m_itemcount[j] = curitemcount - remitemcount;
13619 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13621 IncompleteQuest( questid );
13623 return;
13627 UpdateForQuestsGO();
13630 void Player::KilledMonster( uint32 entry, uint64 guid )
13632 uint32 addkillcount = 1;
13633 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, entry, addkillcount);
13634 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13636 uint32 questid = GetQuestSlotQuestId(i);
13637 if(!questid)
13638 continue;
13640 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13641 if( !qInfo )
13642 continue;
13643 // just if !ingroup || !noraidgroup || raidgroup
13644 QuestStatusData& q_status = mQuestStatus[questid];
13645 if( q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
13647 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST) )
13649 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13651 // skip GO activate objective or none
13652 if(qInfo->ReqCreatureOrGOId[j] <=0)
13653 continue;
13655 // skip Cast at creature objective
13656 if(qInfo->ReqSpell[j] !=0 )
13657 continue;
13659 uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
13661 if ( reqkill == entry )
13663 uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
13664 uint32 curkillcount = q_status.m_creatureOrGOcount[j];
13665 if ( curkillcount < reqkillcount )
13667 q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
13668 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13670 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
13672 if ( CanCompleteQuest( questid ) )
13673 CompleteQuest( questid );
13675 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13676 continue;
13684 void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id )
13686 bool isCreature = IS_CREATURE_GUID(guid);
13688 uint32 addCastCount = 1;
13689 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
13691 uint32 questid = GetQuestSlotQuestId(i);
13692 if(!questid)
13693 continue;
13695 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13696 if ( !qInfo )
13697 continue;
13699 QuestStatusData& q_status = mQuestStatus[questid];
13701 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13703 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST ) )
13705 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13707 // skip kill creature objective (0) or wrong spell casts
13708 if(qInfo->ReqSpell[j] != spell_id )
13709 continue;
13711 uint32 reqTarget = 0;
13713 if(isCreature)
13715 // creature activate objectives
13716 if(qInfo->ReqCreatureOrGOId[j] > 0)
13717 // checked at quest_template loading
13718 reqTarget = qInfo->ReqCreatureOrGOId[j];
13720 else
13722 // GO activate objective
13723 if(qInfo->ReqCreatureOrGOId[j] < 0)
13724 // checked at quest_template loading
13725 reqTarget = - qInfo->ReqCreatureOrGOId[j];
13728 // other not this creature/GO related objectives
13729 if( reqTarget != entry )
13730 continue;
13732 uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
13733 uint32 curCastCount = q_status.m_creatureOrGOcount[j];
13734 if ( curCastCount < reqCastCount )
13736 q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
13737 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13739 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount);
13742 if ( CanCompleteQuest( questid ) )
13743 CompleteQuest( questid );
13745 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13746 break;
13753 void Player::TalkedToCreature( uint32 entry, uint64 guid )
13755 uint32 addTalkCount = 1;
13756 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13758 uint32 questid = GetQuestSlotQuestId(i);
13759 if(!questid)
13760 continue;
13762 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13763 if ( !qInfo )
13764 continue;
13766 QuestStatusData& q_status = mQuestStatus[questid];
13768 if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13770 if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
13772 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13774 // skip spell casts and Gameobject objectives
13775 if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
13776 continue;
13778 uint32 reqTarget = 0;
13780 if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
13781 // checked at quest_template loading
13782 reqTarget = qInfo->ReqCreatureOrGOId[j];
13783 else
13784 continue;
13786 if ( reqTarget == entry )
13788 uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
13789 uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
13790 if ( curTalkCount < reqTalkCount )
13792 q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
13793 if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
13795 SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount);
13797 if ( CanCompleteQuest( questid ) )
13798 CompleteQuest( questid );
13800 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13801 continue;
13809 void Player::MoneyChanged( uint32 count )
13811 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13813 uint32 questid = GetQuestSlotQuestId(i);
13814 if (!questid)
13815 continue;
13817 Quest const* qInfo = objmgr.GetQuestTemplate(questid);
13818 if( qInfo && qInfo->GetRewOrReqMoney() < 0 )
13820 QuestStatusData& q_status = mQuestStatus[questid];
13822 if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
13824 if(int32(count) >= -qInfo->GetRewOrReqMoney())
13826 if ( CanCompleteQuest( questid ) )
13827 CompleteQuest( questid );
13830 else if( q_status.m_status == QUEST_STATUS_COMPLETE )
13832 if(int32(count) < -qInfo->GetRewOrReqMoney())
13833 IncompleteQuest( questid );
13839 bool Player::HasQuestForItem( uint32 itemid ) const
13841 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
13843 uint32 questid = GetQuestSlotQuestId(i);
13844 if ( questid == 0 )
13845 continue;
13847 QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
13848 if(qs_itr == mQuestStatus.end())
13849 continue;
13851 QuestStatusData const& q_status = qs_itr->second;
13853 if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
13855 Quest const* qinfo = objmgr.GetQuestTemplate(questid);
13856 if(!qinfo)
13857 continue;
13859 // hide quest if player is in raid-group and quest is no raid quest
13860 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
13861 continue;
13863 // There should be no mixed ReqItem/ReqSource drop
13864 // This part for ReqItem drop
13865 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
13867 if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
13868 return true;
13870 // This part - for ReqSource
13871 for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++)
13873 // examined item is a source item
13874 if (qinfo->ReqSourceId[j] == itemid)
13876 ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
13878 // 'unique' item
13879 if (pProto->MaxCount && GetItemCount(itemid,true) < pProto->MaxCount)
13880 return true;
13882 // allows custom amount drop when not 0
13883 if (qinfo->ReqSourceCount[j])
13885 if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
13886 return true;
13887 } else if (GetItemCount(itemid,true) < pProto->Stackable)
13888 return true;
13893 return false;
13896 void Player::SendQuestComplete( uint32 quest_id )
13898 if( quest_id )
13900 WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
13901 data << uint32(quest_id);
13902 GetSession()->SendPacket( &data );
13903 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id );
13907 void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
13909 uint32 questid = pQuest->GetQuestId();
13910 sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
13911 WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
13912 data << uint32(questid);
13914 if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
13916 data << uint32(XP);
13917 data << uint32(pQuest->GetRewOrReqMoney());
13919 else
13921 data << uint32(0);
13922 data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
13925 data << uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
13926 data << uint32(pQuest->GetBonusTalents()); // bonus talents
13927 GetSession()->SendPacket( &data );
13929 if (pQuest->GetQuestCompleteScript() != 0)
13930 sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
13933 void Player::SendQuestFailed( uint32 quest_id )
13935 if( quest_id )
13937 WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
13938 data << quest_id;
13939 data << uint32(0); // failed reason (4 for inventory is full)
13940 GetSession()->SendPacket( &data );
13941 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13945 void Player::SendQuestTimerFailed( uint32 quest_id )
13947 if( quest_id )
13949 WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
13950 data << quest_id;
13951 GetSession()->SendPacket( &data );
13952 sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13956 void Player::SendCanTakeQuestResponse( uint32 msg )
13958 WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
13959 data << uint32(msg);
13960 GetSession()->SendPacket( &data );
13961 sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13964 void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
13966 if( pPlayer )
13968 WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
13969 data << uint64(pPlayer->GetGUID());
13970 data << uint8(msg); // valid values: 0-8
13971 GetSession()->SendPacket( &data );
13972 sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13976 void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
13978 WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
13979 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13980 //data << pQuest->ReqItemId[item_idx];
13981 //data << count;
13982 GetSession()->SendPacket( &data );
13985 void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
13987 assert(old_count + add_count < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13989 int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
13990 if (entry < 0)
13991 // client expected gameobject template id in form (id|0x80000000)
13992 entry = (-entry) | 0x80000000;
13994 WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
13995 sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13996 data << uint32(pQuest->GetQuestId());
13997 data << uint32(entry);
13998 data << uint32(old_count + add_count);
13999 data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
14000 data << uint64(guid);
14001 GetSession()->SendPacket(&data);
14003 uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
14004 if( log_slot < MAX_QUEST_LOG_SIZE)
14005 SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
14008 /*********************************************************/
14009 /*** LOAD SYSTEM ***/
14010 /*********************************************************/
14012 bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid )
14014 bool delete_result = true;
14015 if(!result)
14017 // 0 1 2 3 4 5 6 7 8 9
14018 result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
14019 if(!result) return false;
14021 else delete_result = false;
14023 Field *fields = result->Fetch();
14025 if(!LoadValues( fields[1].GetString()))
14027 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid));
14028 if(delete_result) delete result;
14029 return false;
14032 // overwrite possible wrong/corrupted guid
14033 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
14035 m_name = fields[2].GetCppString();
14037 Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
14038 SetMapId(fields[6].GetUInt32());
14039 // the instance id is not needed at character enum
14041 m_Played_time[0] = fields[7].GetUInt32();
14042 m_Played_time[1] = fields[8].GetUInt32();
14044 m_atLoginFlags = fields[9].GetUInt32();
14046 // I don't see these used anywhere ..
14047 /*_LoadGroup();
14049 _LoadBoundInstances();*/
14051 if (delete_result) delete result;
14053 for (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
14054 m_items[i] = NULL;
14056 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
14057 m_deathState = DEAD;
14059 return true;
14062 void Player::_LoadDeclinedNames(QueryResult* result)
14064 if(!result)
14065 return;
14067 if(m_declinedname)
14068 delete m_declinedname;
14070 m_declinedname = new DeclinedName;
14071 Field *fields = result->Fetch();
14072 for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
14073 m_declinedname->name[i] = fields[i].GetCppString();
14075 delete result;
14078 void Player::_LoadArenaTeamInfo(QueryResult *result)
14080 // arenateamid, played_week, played_season, personal_rating
14081 memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32)*18);
14082 if (!result)
14083 return;
14087 Field *fields = result->Fetch();
14089 uint32 arenateamid = fields[0].GetUInt32();
14090 uint32 played_week = fields[1].GetUInt32();
14091 uint32 played_season = fields[2].GetUInt32();
14092 uint32 personal_rating = fields[3].GetUInt32();
14094 ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
14095 if(!aTeam)
14097 sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid, played_week, played_season, personal_rating);
14098 continue;
14100 uint8 arenaSlot = aTeam->GetSlot();
14102 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6] = arenateamid; // TeamID
14103 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 1] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1
14104 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 2] = played_week; // Played Week
14105 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 3] = played_season; // Played Season
14106 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 4] = 0; // Unk
14107 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 5] = personal_rating; // Personal Rating
14109 }while (result->NextRow());
14110 delete result;
14113 bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
14115 QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
14116 if(!result)
14117 return false;
14119 Field *fields = result->Fetch();
14121 x = fields[0].GetFloat();
14122 y = fields[1].GetFloat();
14123 z = fields[2].GetFloat();
14124 o = fields[3].GetFloat();
14125 mapid = fields[4].GetUInt32();
14126 in_flight = !fields[5].GetCppString().empty();
14128 delete result;
14129 return true;
14132 bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
14134 QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
14135 if( !result )
14136 return false;
14138 Field *fields = result->Fetch();
14140 data = StrSplit(fields[0].GetCppString(), " ");
14142 delete result;
14144 return true;
14147 uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
14149 if(index >= data.size())
14150 return 0;
14152 return (uint32)atoi(data[index].c_str());
14155 float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
14157 float result;
14158 uint32 temp = Player::GetUInt32ValueFromArray(data,index);
14159 memcpy(&result, &temp, sizeof(result));
14161 return result;
14164 uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
14166 Tokens data;
14167 if(!LoadValuesArrayFromDB(data,guid))
14168 return 0;
14170 return GetUInt32ValueFromArray(data,index);
14173 float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
14175 float result;
14176 uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
14177 memcpy(&result, &temp, sizeof(result));
14179 return result;
14182 bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
14184 //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 [28] [29] 30 31 32 33 34 35 36 37 38 39 40
14185 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points,bgid,bgteam,bgmap,bgx,bgy,bgz,bgo FROM characters WHERE guid = '%u'", guid);
14186 QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
14188 if(!result)
14190 sLog.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid);
14191 return false;
14194 Field *fields = result->Fetch();
14196 uint32 dbAccountId = fields[1].GetUInt32();
14198 // check if the character's account in the db and the logged in account match.
14199 // player should be able to load/delete character only with correct account!
14200 if( dbAccountId != GetSession()->GetAccountId() )
14202 sLog.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
14203 delete result;
14204 return false;
14207 Object::_Create( guid, 0, HIGHGUID_PLAYER );
14209 m_name = fields[3].GetCppString();
14211 // check name limitations
14212 if(!ObjectMgr::IsValidName(m_name) || GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))
14214 delete result;
14215 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
14216 return false;
14219 if(!LoadValues( fields[2].GetString()))
14221 sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
14222 delete result;
14223 return false;
14226 // overwrite possible wrong/corrupted guid
14227 SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
14229 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
14230 for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
14232 SetUInt64Value( (uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2) ), 0 );
14233 SetVisibleItemSlot(slot,NULL);
14235 if (m_items[slot])
14237 delete m_items[slot];
14238 m_items[slot] = NULL;
14242 // update money limits
14243 if(GetMoney() > MAX_MONEY_AMOUNT)
14244 SetMoney(MAX_MONEY_AMOUNT);
14246 sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
14247 outDebugValues();
14249 m_race = fields[4].GetUInt8();
14250 //Need to call it to initialize m_team (m_team can be calculated from m_race)
14251 //Other way is to saves m_team into characters table.
14252 setFactionForRace(m_race);
14253 SetCharm(0);
14255 m_class = fields[5].GetUInt8();
14257 // load home bind and check in same time class/race pair, it used later for restore broken positions
14258 if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
14259 return false;
14261 InitPrimaryProffesions(); // to max set before any spell loaded
14263 // init saved position, and fix it later if problematic
14264 uint32 transGUID = fields[24].GetUInt32();
14265 Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat());
14266 SetMapId(fields[9].GetUInt32());
14267 SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup
14269 _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
14271 _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
14273 uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[33].GetUInt32();
14274 if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
14275 arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
14277 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
14279 // check arena teams integrity
14280 for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
14282 uint32 arena_team_id = GetArenaTeamId(arena_slot);
14283 if(!arena_team_id)
14284 continue;
14286 if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
14287 if(at->HaveMember(GetGUID()))
14288 continue;
14290 // arena team not exist or not member, cleanup fields
14291 for(int j =0; j < 6; ++j)
14292 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0);
14295 _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
14297 if(!IsPositionValid())
14299 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());
14300 RelocateToHomebind();
14302 transGUID = 0;
14304 m_movementInfo.t_x = 0.0f;
14305 m_movementInfo.t_y = 0.0f;
14306 m_movementInfo.t_z = 0.0f;
14307 m_movementInfo.t_o = 0.0f;
14310 uint32 bgid = fields[34].GetUInt32();
14311 uint32 bgteam = fields[35].GetUInt32();
14313 if(bgid) //saved in BattleGround
14315 SetBattleGroundEntryPoint(fields[36].GetUInt32(),fields[37].GetFloat(),fields[38].GetFloat(),fields[39].GetFloat(),fields[40].GetFloat());
14317 // check entry point and fix to homebind if need
14318 MapEntry const* mapEntry = sMapStore.LookupEntry(m_bgEntryPoint.mapid);
14319 if(!mapEntry || mapEntry->Instanceable() || !MapManager::IsValidMapCoord(m_bgEntryPoint))
14320 SetBattleGroundEntryPoint(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ,0.0f);
14322 BattleGround *currentBg = sBattleGroundMgr.GetBattleGround(bgid, BATTLEGROUND_TYPE_NONE);
14324 if(currentBg && currentBg->IsPlayerInBattleGround(GetGUID()))
14326 BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
14327 uint32 queueSlot = AddBattleGroundQueueId(bgQueueTypeId);
14329 SetBattleGroundId(currentBg->GetInstanceID(), currentBg->GetTypeID());
14330 SetBGTeam(bgteam);
14332 //join player to battleground group
14333 currentBg->EventPlayerLoggedIn(this, GetGUID());
14334 currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam);
14336 SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
14338 else
14340 Relocate(GetBattleGroundEntryPoint());
14341 //RemoveArenaAuras(true);
14344 else
14346 MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
14347 // if server restart after player save in BG or area
14348 // player can have current coordinates in to BG/Arean map, fix this
14349 if(!mapEntry || mapEntry->IsBattleGroundOrArena())
14351 // return to BG master
14352 SetMapId(fields[36].GetUInt32());
14353 Relocate(fields[37].GetFloat(),fields[38].GetFloat(),fields[39].GetFloat(),fields[40].GetFloat());
14355 // check entry point and fix to homebind if need
14356 mapEntry = sMapStore.LookupEntry(GetMapId());
14357 if(!mapEntry || mapEntry->IsBattleGroundOrArena() || !IsPositionValid())
14358 RelocateToHomebind();
14362 if (transGUID != 0)
14364 m_movementInfo.t_x = fields[20].GetFloat();
14365 m_movementInfo.t_y = fields[21].GetFloat();
14366 m_movementInfo.t_z = fields[22].GetFloat();
14367 m_movementInfo.t_o = fields[23].GetFloat();
14369 if( !MaNGOS::IsValidMapCoord(
14370 GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
14371 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
14372 // transport size limited
14373 m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
14375 sLog.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14376 guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
14377 GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
14379 RelocateToHomebind();
14381 m_movementInfo.t_x = 0.0f;
14382 m_movementInfo.t_y = 0.0f;
14383 m_movementInfo.t_z = 0.0f;
14384 m_movementInfo.t_o = 0.0f;
14386 transGUID = 0;
14390 if (transGUID != 0)
14392 for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
14394 if( (*iter)->GetGUIDLow() == transGUID)
14396 MapEntry const* transMapEntry = sMapStore.LookupEntry((*iter)->GetMapId());
14397 // client without expansion support
14398 if(GetSession()->Expansion() < transMapEntry->Expansion())
14400 sLog.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter)->GetMapId());
14401 break;
14404 m_transport = *iter;
14405 m_transport->AddPassenger(this);
14406 SetMapId(m_transport->GetMapId());
14407 break;
14411 if(!m_transport)
14413 sLog.outError("ERROR: Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14414 guid,transGUID);
14416 RelocateToHomebind();
14418 m_movementInfo.t_x = 0.0f;
14419 m_movementInfo.t_y = 0.0f;
14420 m_movementInfo.t_z = 0.0f;
14421 m_movementInfo.t_o = 0.0f;
14423 transGUID = 0;
14426 else // not transport case
14428 MapEntry const* mapEntry = sMapStore.LookupEntry(GetMapId());
14429 // client without expansion support
14430 if(GetSession()->Expansion() < mapEntry->Expansion())
14432 sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14433 RelocateToHomebind();
14437 // NOW player must have valid map
14438 // load the player's map here if it's not already loaded
14439 Map *map = GetMap();
14441 // since the player may not be bound to the map yet, make sure subsequent
14442 // getmap calls won't create new maps
14443 SetInstanceId(map->GetInstanceId());
14445 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14446 if(GetInstanceId() && !sInstanceSaveManager.GetInstanceSave(GetInstanceId()))
14448 AreaTrigger const* at = objmgr.GetMapEntranceTrigger(GetMapId());
14449 if(at)
14450 Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
14451 else
14452 sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no aretrigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
14455 SaveRecallPosition();
14457 time_t now = time(NULL);
14458 time_t logoutTime = time_t(fields[16].GetUInt64());
14460 // since last logout (in seconds)
14461 uint64 time_diff = uint64(now - logoutTime);
14463 // set value, including drunk invisibility detection
14464 // calculate sobering. after 15 minutes logged out, the player will be sober again
14465 float soberFactor;
14466 if(time_diff > 15*MINUTE)
14467 soberFactor = 0;
14468 else
14469 soberFactor = 1-time_diff/(15.0f*MINUTE);
14470 uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
14471 SetDrunkValue(newDrunkenValue);
14473 m_rest_bonus = fields[15].GetFloat();
14474 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14475 float bubble0 = 0.031;
14476 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14477 float bubble1 = 0.125;
14479 if((int32)fields[16].GetUInt32() > 0)
14481 float bubble = fields[17].GetUInt32() > 0
14482 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
14483 : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
14485 SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
14488 m_cinematic = fields[12].GetUInt32();
14489 m_Played_time[0]= fields[13].GetUInt32();
14490 m_Played_time[1]= fields[14].GetUInt32();
14492 m_resetTalentsCost = fields[18].GetUInt32();
14493 m_resetTalentsTime = time_t(fields[19].GetUInt64());
14495 // reserve some flags
14496 uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
14498 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) )
14499 SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
14501 m_taxi.LoadTaxiMask( fields[11].GetString() ); // must be before InitTaxiNodesForLevel
14503 uint32 extraflags = fields[25].GetUInt32();
14505 m_stableSlots = fields[26].GetUInt32();
14506 if(m_stableSlots > 4)
14508 sLog.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots));
14509 m_stableSlots = 4;
14512 m_atLoginFlags = fields[27].GetUInt32();
14514 // Honor system
14515 // Update Honor kills data
14516 m_lastHonorUpdateTime = logoutTime;
14517 UpdateHonorFields();
14519 m_deathExpireTime = (time_t)fields[30].GetUInt64();
14520 if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
14521 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
14523 std::string taxi_nodes = fields[31].GetCppString();
14525 delete result;
14527 // clear channel spell data (if saved at channel spell casting)
14528 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
14529 SetUInt32Value(UNIT_CHANNEL_SPELL,0);
14531 // clear charm/summon related fields
14532 SetCharm(NULL);
14533 SetPet(NULL);
14534 SetCharmerGUID(0);
14535 SetOwnerGUID(0);
14536 SetCreatorGUID(0);
14538 // reset some aura modifiers before aura apply
14539 SetFarSightGUID(0);
14540 SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
14541 SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
14543 _LoadSkills();
14545 // make sure the unit is considered out of combat for proper loading
14546 ClearInCombat();
14548 // make sure the unit is considered not in duel for proper loading
14549 SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
14550 SetUInt32Value(PLAYER_DUEL_TEAM, 0);
14552 // remember loaded power/health values to restore after stats initialization and modifier applying
14553 uint32 savedHealth = GetHealth();
14554 uint32 savedPower[MAX_POWERS];
14555 for(uint32 i = 0; i < MAX_POWERS; ++i)
14556 savedPower[i] = GetPower(Powers(i));
14558 // reset stats before loading any modifiers
14559 InitStatsForLevel();
14560 InitTaxiNodesForLevel();
14561 InitGlyphsForLevel();
14562 InitRunes();
14564 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14566 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14567 //_LoadMail();
14569 _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
14570 _LoadGlyphAuras();
14572 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14573 if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
14574 m_deathState = DEAD;
14576 _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
14578 // after spell load, learn rewarded spell if need also
14579 _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
14580 _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
14582 // after spell and quest load
14583 InitTalentForLevel();
14584 learnDefaultSpells();
14586 _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
14588 // must be before inventory (some items required reputation check)
14589 _LoadReputation(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
14591 _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
14593 // update items with duration and realtime
14594 UpdateItemDuration(time_diff, true);
14596 _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
14598 // unread mails and next delivery time, actual mails not loaded
14599 _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
14601 m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
14603 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14604 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14605 if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
14607 if(!HasTitle(curTitle))
14608 SetUInt32Value(PLAYER_CHOSEN_TITLE,0);
14611 // Not finish taxi flight path
14612 if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam()))
14614 // problems with taxi path loading
14615 TaxiNodesEntry const* nodeEntry = NULL;
14616 if(uint32 node_id = m_taxi.GetTaxiSource())
14617 nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14619 if(!nodeEntry) // don't know taxi start node, to homebind
14621 sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14622 RelocateToHomebind();
14623 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14625 else // have start node, to it
14627 sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14628 SetMapId(nodeEntry->map_id);
14629 Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
14630 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14632 m_taxi.ClearTaxiDestinations();
14634 else if(uint32 node_id = m_taxi.GetTaxiSource())
14636 // save source node as recall coord to prevent recall and fall from sky
14637 TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
14638 assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
14639 m_recallMap = nodeEntry->map_id;
14640 m_recallX = nodeEntry->x;
14641 m_recallY = nodeEntry->y;
14642 m_recallZ = nodeEntry->z;
14644 // flight will started later
14647 // has to be called after last Relocate() in Player::LoadFromDB
14648 SetFallInformation(0, GetPositionZ());
14650 _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
14652 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14653 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14654 if(!isAlive())
14655 RemoveAllAurasOnDeath();
14657 //apply all stat bonuses from items and auras
14658 SetCanModifyStats(true);
14659 UpdateAllStats();
14661 // restore remembered power/health values (but not more max values)
14662 SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
14663 for(uint32 i = 0; i < MAX_POWERS; ++i)
14664 SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
14666 sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
14667 outDebugValues();
14669 // GM state
14670 if(GetSession()->GetSecurity() > SEC_PLAYER)
14672 switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
14674 default:
14675 case 0: break; // disable
14676 case 1: SetGameMaster(true); break; // enable
14677 case 2: // save state
14678 if(extraflags & PLAYER_EXTRA_GM_ON)
14679 SetGameMaster(true);
14680 break;
14683 switch(sWorld.getConfig(CONFIG_GM_VISIBLE_STATE))
14685 default:
14686 case 0: SetGMVisible(false); break; // invisible
14687 case 1: break; // visible
14688 case 2: // save state
14689 if(extraflags & PLAYER_EXTRA_GM_INVISIBLE)
14690 SetGMVisible(false);
14691 break;
14694 switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
14696 default:
14697 case 0: break; // disable
14698 case 1: SetAcceptTicket(true); break; // enable
14699 case 2: // save state
14700 if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
14701 SetAcceptTicket(true);
14702 break;
14705 switch(sWorld.getConfig(CONFIG_GM_CHAT))
14707 default:
14708 case 0: break; // disable
14709 case 1: SetGMChat(true); break; // enable
14710 case 2: // save state
14711 if(extraflags & PLAYER_EXTRA_GM_CHAT)
14712 SetGMChat(true);
14713 break;
14716 switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO))
14718 default:
14719 case 0: break; // disable
14720 case 1: SetAcceptWhispers(true); break; // enable
14721 case 2: // save state
14722 if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
14723 SetAcceptWhispers(true);
14724 break;
14728 _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
14730 m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
14731 m_achievementMgr.CheckAllAchievementCriteria();
14732 return true;
14735 bool Player::isAllowedToLoot(Creature* creature)
14737 if(Player* recipient = creature->GetLootRecipient())
14739 if (recipient == this)
14740 return true;
14741 if( Group* otherGroup = recipient->GetGroup())
14743 Group* thisGroup = GetGroup();
14744 if(!thisGroup)
14745 return false;
14746 return thisGroup == otherGroup;
14748 return false;
14750 else
14751 // prevent other players from looting if the recipient got disconnected
14752 return !creature->hasLootRecipient();
14755 void Player::_LoadActions(QueryResult *result)
14757 m_actionButtons.clear();
14759 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14761 if(result)
14765 Field *fields = result->Fetch();
14767 uint8 button = fields[0].GetUInt8();
14769 if(addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8()))
14770 m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED;
14771 else
14773 sLog.outError( " ...at loading, and will deleted in DB also");
14775 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14776 m_actionButtons[button].uState = ACTIONBUTTON_DELETED;
14779 while( result->NextRow() );
14781 delete result;
14785 void Player::_LoadAuras(QueryResult *result, uint32 timediff)
14787 m_Auras.clear();
14788 for (int i = 0; i < TOTAL_AURAS; i++)
14789 m_modAuras[i].clear();
14791 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14793 if(result)
14797 Field *fields = result->Fetch();
14798 uint64 caster_guid = fields[0].GetUInt64();
14799 uint32 spellid = fields[1].GetUInt32();
14800 uint32 effindex = fields[2].GetUInt32();
14801 uint32 stackcount = fields[3].GetUInt32();
14802 int32 damage = (int32)fields[4].GetUInt32();
14803 int32 maxduration = (int32)fields[5].GetUInt32();
14804 int32 remaintime = (int32)fields[6].GetUInt32();
14805 int32 remaincharges = (int32)fields[7].GetUInt32();
14807 SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
14808 if(!spellproto)
14810 sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
14811 continue;
14814 if(effindex >= 3)
14816 sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
14817 continue;
14820 // negative effects should continue counting down after logout
14821 if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
14823 if(remaintime <= int32(timediff))
14824 continue;
14826 remaintime -= timediff;
14829 // prevent wrong values of remaincharges
14830 if(spellproto->procCharges)
14832 if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
14833 remaincharges = spellproto->procCharges;
14835 else
14836 remaincharges = 0;
14838 //do not load single target auras (unless they were cast by the player)
14839 if (caster_guid != GetGUID() && IsSingleTargetSpell(spellproto))
14840 continue;
14842 for(uint32 i=0; i<stackcount; i++)
14844 Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
14845 if(!damage)
14846 damage = aura->GetModifier()->m_amount;
14847 aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
14848 AddAura(aura);
14849 sLog.outDetail("Added aura spellid %u, effect %u", spellproto->Id, effindex);
14852 while( result->NextRow() );
14854 delete result;
14857 if(m_class == CLASS_WARRIOR)
14858 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
14861 void Player::_LoadGlyphAuras()
14863 for (uint8 i = 0; i <= MAX_GLYPH_SLOT_INDEX; ++i)
14865 if (uint32 glyph = GetGlyph(i))
14867 if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
14869 if (GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i)))
14871 if(gp->TypeFlags == gs->TypeFlags)
14873 CastSpell(this, gp->SpellId, true);
14874 continue;
14876 else
14877 sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
14879 else
14880 sLog.outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i);
14882 else
14883 sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);
14885 // On any error remove glyph
14886 SetGlyph(i, 0);
14891 void Player::LoadCorpse()
14893 if( isAlive() )
14895 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14897 else
14899 if(Corpse *corpse = GetCorpse())
14901 ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
14903 else
14905 //Prevent Dead Player login without corpse
14906 ResurrectPlayer(0.5f);
14911 void Player::_LoadInventory(QueryResult *result, uint32 timediff)
14913 //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());
14914 std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
14915 //NOTE: the "order by `bag`" is important because it makes sure
14916 //the bagMap is filled before items in the bags are loaded
14917 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14918 //expected to be equipped before offhand items (TODO: fixme)
14920 uint32 zone = GetZoneId();
14922 if (result)
14924 std::list<Item*> problematicItems;
14926 // prevent items from being added to the queue when stored
14927 m_itemUpdateQueueBlocked = true;
14930 Field *fields = result->Fetch();
14931 uint32 bag_guid = fields[1].GetUInt32();
14932 uint8 slot = fields[2].GetUInt8();
14933 uint32 item_guid = fields[3].GetUInt32();
14934 uint32 item_id = fields[4].GetUInt32();
14936 ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
14938 if(!proto)
14940 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14941 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
14942 sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
14943 continue;
14946 Item *item = NewItemOrBag(proto);
14948 if(!item->LoadFromDB(item_guid, GetGUID(), result))
14950 sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
14951 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14952 item->FSetState(ITEM_REMOVED);
14953 item->SaveToDB(); // it also deletes item object !
14954 continue;
14957 // not allow have in alive state item limited to another map/zone
14958 if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) )
14960 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14961 item->FSetState(ITEM_REMOVED);
14962 item->SaveToDB(); // it also deletes item object !
14963 continue;
14966 // "Conjured items disappear if you are logged out for more than 15 minutes"
14967 if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)))
14969 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
14970 item->FSetState(ITEM_REMOVED);
14971 item->SaveToDB(); // it also deletes item object !
14972 continue;
14975 bool success = true;
14977 if (!bag_guid)
14979 // the item is not in a bag
14980 item->SetContainer( NULL );
14981 item->SetSlot(slot);
14983 if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) )
14985 ItemPosCountVec dest;
14986 if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK )
14987 item = StoreItem(dest, item, true);
14988 else
14989 success = false;
14991 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) )
14993 uint16 dest;
14994 if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK )
14995 QuickEquipItem(dest, item);
14996 else
14997 success = false;
14999 else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) )
15001 ItemPosCountVec dest;
15002 if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK )
15003 item = BankItem(dest, item, true);
15004 else
15005 success = false;
15008 if(success)
15010 // store bags that may contain items in them
15011 if(item->IsBag() && IsBagPos(item->GetPos()))
15012 bagMap[item_guid] = (Bag*)item;
15015 else
15017 item->SetSlot(NULL_SLOT);
15018 // the item is in a bag, find the bag
15019 std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid);
15020 if(itr != bagMap.end())
15021 itr->second->StoreItem(slot, item, true );
15022 else
15023 success = false;
15026 // item's state may have changed after stored
15027 if (success)
15028 item->SetState(ITEM_UNCHANGED, this);
15029 else
15031 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);
15032 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
15033 problematicItems.push_back(item);
15035 } while (result->NextRow());
15037 delete result;
15038 m_itemUpdateQueueBlocked = false;
15040 // send by mail problematic items
15041 while(!problematicItems.empty())
15043 // fill mail
15044 MailItemsInfo mi; // item list preparing
15046 for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
15048 Item* item = problematicItems.front();
15049 problematicItems.pop_front();
15051 mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
15054 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
15056 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
15059 //if(isAlive())
15060 _ApplyAllItemMods();
15063 // load mailed item which should receive current player
15064 void Player::_LoadMailedItems(Mail *mail)
15066 // data needs to be at first place for Item::LoadFromDB
15067 QueryResult* result = CharacterDatabase.PQuery("SELECT data, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail->messageID);
15068 if(!result)
15069 return;
15073 Field *fields = result->Fetch();
15074 uint32 item_guid_low = fields[1].GetUInt32();
15075 uint32 item_template = fields[2].GetUInt32();
15077 mail->AddItem(item_guid_low, item_template);
15079 ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
15081 if(!proto)
15083 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);
15084 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
15085 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
15086 continue;
15089 Item *item = NewItemOrBag(proto);
15091 if(!item->LoadFromDB(item_guid_low, 0, result))
15093 sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
15094 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
15095 item->FSetState(ITEM_REMOVED);
15096 item->SaveToDB(); // it also deletes item object !
15097 continue;
15100 AddMItem(item);
15101 } while (result->NextRow());
15103 delete result;
15106 void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery)
15108 //set a count of unread mails
15109 //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);
15110 if (resultUnread)
15112 Field *fieldMail = resultUnread->Fetch();
15113 unReadMails = fieldMail[0].GetUInt8();
15114 delete resultUnread;
15117 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
15118 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
15119 if (resultDelivery)
15121 Field *fieldMail = resultDelivery->Fetch();
15122 m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
15123 delete resultDelivery;
15127 void Player::_LoadMail()
15129 m_mail.clear();
15130 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
15131 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());
15132 if(result)
15136 Field *fields = result->Fetch();
15137 Mail *m = new Mail;
15138 m->messageID = fields[0].GetUInt32();
15139 m->messageType = fields[1].GetUInt8();
15140 m->sender = fields[2].GetUInt32();
15141 m->receiver = fields[3].GetUInt32();
15142 m->subject = fields[4].GetCppString();
15143 m->itemTextId = fields[5].GetUInt32();
15144 bool has_items = fields[6].GetBool();
15145 m->expire_time = (time_t)fields[7].GetUInt64();
15146 m->deliver_time = (time_t)fields[8].GetUInt64();
15147 m->money = fields[9].GetUInt32();
15148 m->COD = fields[10].GetUInt32();
15149 m->checked = fields[11].GetUInt32();
15150 m->stationery = fields[12].GetUInt8();
15151 m->mailTemplateId = fields[13].GetInt16();
15153 if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
15155 sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
15156 m->mailTemplateId = 0;
15159 m->state = MAIL_STATE_UNCHANGED;
15161 if (has_items)
15162 _LoadMailedItems(m);
15164 m_mail.push_back(m);
15165 } while( result->NextRow() );
15166 delete result;
15168 m_mailsLoaded = true;
15171 void Player::LoadPet()
15173 //fixme: the pet should still be loaded if the player is not in world
15174 // just not added to the map
15175 if(IsInWorld())
15177 Pet *pet = new Pet;
15178 if(!pet->LoadPetFromDB(this,0,0,true))
15179 delete pet;
15183 void Player::_LoadQuestStatus(QueryResult *result)
15185 mQuestStatus.clear();
15187 uint32 slot = 0;
15189 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
15190 //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());
15192 if(result)
15196 Field *fields = result->Fetch();
15198 uint32 quest_id = fields[0].GetUInt32();
15199 // used to be new, no delete?
15200 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
15201 if( pQuest )
15203 // find or create
15204 QuestStatusData& questStatusData = mQuestStatus[quest_id];
15206 uint32 qstatus = fields[1].GetUInt32();
15207 if(qstatus < MAX_QUEST_STATUS)
15208 questStatusData.m_status = QuestStatus(qstatus);
15209 else
15211 questStatusData.m_status = QUEST_STATUS_NONE;
15212 sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
15215 questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
15216 questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
15218 time_t quest_time = time_t(fields[4].GetUInt64());
15220 if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE )
15222 AddTimedQuest( quest_id );
15224 if (quest_time <= sWorld.GetGameTime())
15225 questStatusData.m_timer = 1;
15226 else
15227 questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * IN_MILISECONDS;
15229 else
15230 quest_time = 0;
15232 questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
15233 questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
15234 questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
15235 questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
15236 questStatusData.m_itemcount[0] = fields[9].GetUInt32();
15237 questStatusData.m_itemcount[1] = fields[10].GetUInt32();
15238 questStatusData.m_itemcount[2] = fields[11].GetUInt32();
15239 questStatusData.m_itemcount[3] = fields[12].GetUInt32();
15241 questStatusData.uState = QUEST_UNCHANGED;
15243 // add to quest log
15244 if( slot < MAX_QUEST_LOG_SIZE &&
15245 ( questStatusData.m_status==QUEST_STATUS_INCOMPLETE ||
15246 questStatusData.m_status==QUEST_STATUS_COMPLETE &&
15247 (!questStatusData.m_rewarded || pQuest->IsDaily()) ) )
15249 SetQuestSlot(slot,quest_id,quest_time);
15251 if(questStatusData.m_status == QUEST_STATUS_COMPLETE)
15252 SetQuestSlotState(slot,QUEST_STATE_COMPLETE);
15254 for(uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
15255 if(questStatusData.m_creatureOrGOcount[idx])
15256 SetQuestSlotCounter(slot,idx,questStatusData.m_creatureOrGOcount[idx]);
15258 ++slot;
15261 if(questStatusData.m_rewarded)
15263 // learn rewarded spell if unknown
15264 learnQuestRewardedSpells(pQuest);
15266 // set rewarded title if any
15267 if(pQuest->GetCharTitleId())
15269 if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
15270 SetTitle(titleEntry);
15273 if(pQuest->GetBonusTalents())
15274 m_questRewardTalentCount+=pQuest->GetBonusTalents();
15277 sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
15280 while( result->NextRow() );
15282 delete result;
15285 // clear quest log tail
15286 for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
15287 SetQuestSlot(i,0);
15290 void Player::_LoadDailyQuestStatus(QueryResult *result)
15292 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
15293 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
15295 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
15297 if(result)
15299 uint32 quest_daily_idx = 0;
15303 if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
15305 sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15306 break;
15309 Field *fields = result->Fetch();
15311 uint32 quest_id = fields[0].GetUInt32();
15313 // save _any_ from daily quest times (it must be after last reset anyway)
15314 m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
15316 Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
15317 if( !pQuest )
15318 continue;
15320 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
15321 ++quest_daily_idx;
15323 sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
15325 while( result->NextRow() );
15327 delete result;
15330 m_DailyQuestChanged = false;
15333 void Player::_LoadReputation(QueryResult *result)
15335 m_factions.clear();
15337 // Set initial reputations (so everything is nifty before DB data load)
15338 SetInitialFactions();
15340 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
15342 if(result)
15346 Field *fields = result->Fetch();
15348 FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
15349 if( factionEntry && (factionEntry->reputationListID >= 0))
15351 FactionState* faction = &m_factions[factionEntry->reputationListID];
15353 // update standing to current
15354 faction->Standing = int32(fields[1].GetUInt32());
15356 uint32 dbFactionFlags = fields[2].GetUInt32();
15358 if( dbFactionFlags & FACTION_FLAG_VISIBLE )
15359 SetFactionVisible(faction); // have internal checks for forced invisibility
15361 if( dbFactionFlags & FACTION_FLAG_INACTIVE)
15362 SetFactionInactive(faction,true); // have internal checks for visibility requirement
15364 if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
15365 SetFactionAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
15366 else // DB not at war
15368 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
15369 if( faction->Flags & FACTION_FLAG_VISIBLE )
15370 SetFactionAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
15373 // set atWar for hostile
15374 if(GetReputationRank(factionEntry) <= REP_HOSTILE)
15375 SetFactionAtWar(faction,true);
15377 // reset changed flag if values similar to saved in DB
15378 if(faction->Flags==dbFactionFlags)
15379 faction->Changed = false;
15382 while( result->NextRow() );
15384 delete result;
15388 void Player::_LoadSpells(QueryResult *result)
15390 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15392 if(result)
15396 Field *fields = result->Fetch();
15398 addSpell(fields[0].GetUInt16(), fields[1].GetBool(), false, false, fields[2].GetBool());
15400 while( result->NextRow() );
15402 delete result;
15406 void Player::_LoadTutorials(QueryResult *result)
15408 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
15410 if(result)
15414 Field *fields = result->Fetch();
15416 for (int iI=0; iI<8; iI++)
15417 m_Tutorials[iI] = fields[iI].GetUInt32();
15419 while( result->NextRow() );
15421 delete result;
15424 m_TutorialsChanged = false;
15427 void Player::_LoadGroup(QueryResult *result)
15429 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15430 if(result)
15432 uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
15433 delete result;
15434 Group* group = objmgr.GetGroupByLeader(leaderGuid);
15435 if(group)
15437 uint8 subgroup = group->GetMemberGroup(GetGUID());
15438 SetGroup(group, subgroup);
15439 if(getLevel() >= LEVELREQUIREMENT_HEROIC)
15441 // the group leader may change the instance difficulty while the player is offline
15442 SetDifficulty(group->GetDifficulty());
15448 void Player::_LoadBoundInstances(QueryResult *result)
15450 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15451 m_boundInstances[i].clear();
15453 Group *group = GetGroup();
15455 //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));
15456 if(result)
15460 Field *fields = result->Fetch();
15461 bool perm = fields[1].GetBool();
15462 uint32 mapId = fields[2].GetUInt32();
15463 uint32 instanceId = fields[0].GetUInt32();
15464 uint8 difficulty = fields[3].GetUInt8();
15465 time_t resetTime = (time_t)fields[4].GetUInt64();
15466 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15467 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15468 // and in that case it is not used
15470 if(!perm && group)
15472 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);
15473 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
15474 continue;
15477 // since non permanent binds are always solo bind, they can always be reset
15478 InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
15479 if(save) BindToInstance(save, perm, true);
15480 } while(result->NextRow());
15481 delete result;
15485 InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
15487 // some instances only have one difficulty
15488 const MapEntry* entry = sMapStore.LookupEntry(mapid);
15489 if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
15491 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15492 if(itr != m_boundInstances[difficulty].end())
15493 return &itr->second;
15494 else
15495 return NULL;
15498 void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
15500 BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
15501 UnbindInstance(itr, difficulty, unload);
15504 void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload)
15506 if(itr != m_boundInstances[difficulty].end())
15508 if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
15509 itr->second.save->RemovePlayer(this); // save can become invalid
15510 m_boundInstances[difficulty].erase(itr++);
15514 InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
15516 if(save)
15518 InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
15519 if(bind.save)
15521 // update the save when the group kills a boss
15522 if(permanent != bind.perm || save != bind.save)
15523 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());
15525 else
15526 if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
15528 if(bind.save != save)
15530 if(bind.save) bind.save->RemovePlayer(this);
15531 save->AddPlayer(this);
15534 if(permanent) save->SetCanReset(false);
15536 bind.save = save;
15537 bind.perm = permanent;
15538 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());
15539 return &bind;
15541 else
15542 return NULL;
15545 void Player::SendRaidInfo()
15547 uint32 counter = 0;
15549 WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
15551 size_t p_counter = data.wpos();
15552 data << uint32(counter); // placeholder
15554 for(int i = 0; i < TOTAL_DIFFICULTIES; ++i)
15556 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15558 if(itr->second.perm)
15560 InstanceSave *save = itr->second.save;
15561 data << uint32(save->GetMapId());
15562 data << uint32(save->GetResetTime() - time(NULL));
15563 data << uint32(save->GetInstanceId());
15564 data << uint32(save->GetDifficulty());
15565 ++counter;
15569 data.put<uint32>(p_counter,counter);
15570 GetSession()->SendPacket(&data);
15574 - called on every successful teleportation to a map
15576 void Player::SendSavedInstances()
15578 bool hasBeenSaved = false;
15579 WorldPacket data;
15581 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15583 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15585 if(itr->second.perm) // only permanent binds are sent
15587 hasBeenSaved = true;
15588 break;
15593 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15594 data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
15595 data << uint32(hasBeenSaved);
15596 GetSession()->SendPacket(&data);
15598 if(!hasBeenSaved)
15599 return;
15601 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15603 for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
15605 if(itr->second.perm)
15607 data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
15608 data << uint32(itr->second.save->GetMapId());
15609 GetSession()->SendPacket(&data);
15615 /// convert the player's binds to the group
15616 void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
15618 bool has_binds = false;
15619 bool has_solo = false;
15621 if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); }
15622 assert(player_guid);
15624 // copy all binds to the group, when changing leader it's assumed the character
15625 // will not have any solo binds
15627 if(player)
15629 for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
15631 for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
15633 has_binds = true;
15634 if(group) group->BindToInstance(itr->second.save, itr->second.perm, true);
15635 // permanent binds are not removed
15636 if(!itr->second.perm)
15638 player->UnbindInstance(itr, i, true); // increments itr
15639 has_solo = true;
15641 else
15642 ++itr;
15647 // if the player's not online we don't know what binds it has
15648 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));
15649 // the following should not get executed when changing leaders
15650 if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
15653 bool Player::_LoadHomeBind(QueryResult *result)
15655 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
15656 if(!info)
15658 sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
15659 return false;
15662 bool ok = false;
15663 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15664 if (result)
15666 Field *fields = result->Fetch();
15667 m_homebindMapId = fields[0].GetUInt32();
15668 m_homebindZoneId = fields[1].GetUInt16();
15669 m_homebindX = fields[2].GetFloat();
15670 m_homebindY = fields[3].GetFloat();
15671 m_homebindZ = fields[4].GetFloat();
15672 delete result;
15674 MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
15676 // accept saved data only for valid position (and non instanceable), and accessable
15677 if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
15678 !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
15680 ok = true;
15682 else
15683 CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15686 if(!ok)
15688 m_homebindMapId = info->mapId;
15689 m_homebindZoneId = info->zoneId;
15690 m_homebindX = info->positionX;
15691 m_homebindY = info->positionY;
15692 m_homebindZ = info->positionZ;
15694 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);
15697 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15698 m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
15700 return true;
15703 /*********************************************************/
15704 /*** SAVE SYSTEM ***/
15705 /*********************************************************/
15707 void Player::SaveToDB()
15709 // delay auto save at any saves (manual, in code, or autosave)
15710 m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
15712 // first save/honor gain after midnight will also update the player's honor fields
15713 UpdateHonorFields();
15715 int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
15716 //save, far from tavern/city
15717 //save, but in tavern/city
15718 sLog.outDebug("The value of player %s at save: ", m_name.c_str());
15719 outDebugValues();
15721 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15722 uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1);
15723 uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2);
15724 uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
15725 uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS);
15726 uint32 tmp_displayid = GetDisplayId();
15728 // Set player sit state to standing on save, also stealth and shifted form
15729 SetByteValue(UNIT_FIELD_BYTES_1, 0, UNIT_STAND_STATE_STAND);
15730 SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
15731 RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_STUNNED);
15732 SetDisplayId(GetNativeDisplayId());
15734 bool inworld = IsInWorld();
15736 CharacterDatabase.BeginTransaction();
15738 CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15740 std::string sql_name = m_name;
15741 CharacterDatabase.escape_string(sql_name);
15743 std::ostringstream ss;
15744 ss << "INSERT INTO characters (guid,account,name,race,class,"
15745 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15746 "taximask, online, cinematic, "
15747 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15748 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15749 "death_expire_time, taxi_path, arena_pending_points, bgid, bgteam, bgmap, bgx, bgy, bgz, bgo) VALUES ("
15750 << GetGUIDLow() << ", "
15751 << GetSession()->GetAccountId() << ", '"
15752 << sql_name << "', "
15753 << m_race << ", "
15754 << m_class << ", ";
15756 if(!IsBeingTeleported())
15758 ss << GetMapId() << ", "
15759 << (uint32)GetDifficulty() << ", "
15760 << finiteAlways(GetPositionX()) << ", "
15761 << finiteAlways(GetPositionY()) << ", "
15762 << finiteAlways(GetPositionZ()) << ", "
15763 << finiteAlways(GetOrientation()) << ", '";
15765 else
15767 ss << GetTeleportDest().mapid << ", "
15768 << (uint32)GetDifficulty() << ", "
15769 << finiteAlways(GetTeleportDest().x) << ", "
15770 << finiteAlways(GetTeleportDest().y) << ", "
15771 << finiteAlways(GetTeleportDest().z) << ", "
15772 << finiteAlways(GetTeleportDest().o) << ", '";
15775 uint16 i;
15776 for( i = 0; i < m_valuesCount; i++ )
15778 ss << GetUInt32Value(i) << " ";
15781 ss << "', ";
15783 ss << m_taxi; // string with TaxiMaskSize numbers
15785 ss << ", ";
15786 ss << (inworld ? 1 : 0);
15788 ss << ", ";
15789 ss << m_cinematic;
15791 ss << ", ";
15792 ss << m_Played_time[0];
15793 ss << ", ";
15794 ss << m_Played_time[1];
15796 ss << ", ";
15797 ss << finiteAlways(m_rest_bonus);
15798 ss << ", ";
15799 ss << (uint64)time(NULL);
15800 ss << ", ";
15801 ss << is_save_resting;
15802 ss << ", ";
15803 ss << m_resetTalentsCost;
15804 ss << ", ";
15805 ss << (uint64)m_resetTalentsTime;
15807 ss << ", ";
15808 ss << finiteAlways(m_movementInfo.t_x);
15809 ss << ", ";
15810 ss << finiteAlways(m_movementInfo.t_y);
15811 ss << ", ";
15812 ss << finiteAlways(m_movementInfo.t_z);
15813 ss << ", ";
15814 ss << finiteAlways(m_movementInfo.t_o);
15815 ss << ", ";
15816 if (m_transport)
15817 ss << m_transport->GetGUIDLow();
15818 else
15819 ss << "0";
15821 ss << ", ";
15822 ss << m_ExtraFlags;
15824 ss << ", ";
15825 ss << uint32(m_stableSlots); // to prevent save uint8 as char
15827 ss << ", ";
15828 ss << uint32(m_atLoginFlags);
15830 ss << ", ";
15831 ss << GetZoneId();
15833 ss << ", ";
15834 ss << (uint64)m_deathExpireTime;
15836 ss << ", '";
15837 ss << m_taxi.SaveTaxiDestinationsToString();
15838 ss << "', '0', ";
15839 ss << GetBattleGroundId();
15840 ss << ", ";
15841 ss << GetBGTeam();
15842 ss << ", ";
15843 ss << m_bgEntryPoint.mapid << ", "
15844 << finiteAlways(m_bgEntryPoint.x) << ", "
15845 << finiteAlways(m_bgEntryPoint.y) << ", "
15846 << finiteAlways(m_bgEntryPoint.z) << ", "
15847 << finiteAlways(m_bgEntryPoint.o);
15848 ss << ")";
15850 CharacterDatabase.Execute( ss.str().c_str() );
15852 if(m_mailsUpdated) //save mails only when needed
15853 _SaveMail();
15855 _SaveInventory();
15856 _SaveQuestStatus();
15857 _SaveDailyQuestStatus();
15858 _SaveTutorials();
15859 _SaveSpells();
15860 _SaveSpellCooldowns();
15861 _SaveActions();
15862 _SaveAuras();
15863 _SaveReputation();
15865 CharacterDatabase.CommitTransaction();
15867 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15868 SetDisplayId(tmp_displayid);
15869 SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes);
15870 SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2);
15871 SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags);
15872 SetUInt32Value(PLAYER_FLAGS, tmp_pflags);
15874 // save pet (hunter pet level and experience and all type pets health/mana).
15875 if(Pet* pet = GetPet())
15876 pet->SavePetToDB(PET_SAVE_AS_CURRENT);
15877 m_achievementMgr.SaveToDB();
15880 // fast save function for item/money cheating preventing - save only inventory and money state
15881 void Player::SaveInventoryAndGoldToDB()
15883 _SaveInventory();
15884 //money is in data field
15885 SaveDataFieldToDB();
15888 void Player::_SaveActions()
15890 for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); )
15892 switch (itr->second.uState)
15894 case ACTIONBUTTON_NEW:
15895 CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15896 GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc );
15897 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15898 ++itr;
15899 break;
15900 case ACTIONBUTTON_CHANGED:
15901 CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15902 (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first );
15903 itr->second.uState = ACTIONBUTTON_UNCHANGED;
15904 ++itr;
15905 break;
15906 case ACTIONBUTTON_DELETED:
15907 CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
15908 m_actionButtons.erase(itr++);
15909 break;
15910 default:
15911 ++itr;
15912 break;
15917 void Player::_SaveAuras()
15919 CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15921 AuraMap const& auras = GetAuras();
15923 if (auras.empty())
15924 return;
15926 spellEffectPair lastEffectPair = auras.begin()->first;
15927 uint32 stackCounter = 1;
15929 for(AuraMap::const_iterator itr = auras.begin(); ; ++itr)
15931 if(itr == auras.end() || lastEffectPair != itr->first)
15933 AuraMap::const_iterator itr2 = itr;
15934 // save previous spellEffectPair to db
15935 itr2--;
15937 SpellEntry const *spellInfo = itr2->second->GetSpellProto();
15939 //skip all auras from spells that are passive or need a shapeshift
15940 if (!(itr2->second->IsPassive() || itr2->second->IsRemovedOnShapeLost()))
15942 //do not save single target auras (unless they were cast by the player)
15943 if (!(itr2->second->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo)))
15945 uint8 i;
15946 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15947 for (i = 0; i < 3; i++)
15948 if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
15949 spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
15950 break;
15952 if (i == 3)
15954 CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15955 "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15956 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->GetAuraCharges()));
15961 if(itr == auras.end())
15962 break;
15965 if (lastEffectPair == itr->first)
15966 stackCounter++;
15967 else
15969 lastEffectPair = itr->first;
15970 stackCounter = 1;
15975 void Player::_SaveInventory()
15977 // force items in buyback slots to new state
15978 // and remove those that aren't already
15979 for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; i++)
15981 Item *item = m_items[i];
15982 if (!item || item->GetState() == ITEM_NEW) continue;
15983 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
15984 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
15985 m_items[i]->FSetState(ITEM_NEW);
15988 // update enchantment durations
15989 for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr)
15991 itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
15994 // if no changes
15995 if (m_itemUpdateQueue.empty()) return;
15997 // do not save if the update queue is corrupt
15998 bool error = false;
15999 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
16001 Item *item = m_itemUpdateQueue[i];
16002 if(!item || item->GetState() == ITEM_REMOVED) continue;
16003 Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
16005 if (test == NULL)
16007 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());
16008 error = true;
16010 else if (test != item)
16012 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());
16013 error = true;
16017 if (error)
16019 sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
16020 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
16021 return;
16024 for(size_t i = 0; i < m_itemUpdateQueue.size(); i++)
16026 Item *item = m_itemUpdateQueue[i];
16027 if(!item) continue;
16029 Bag *container = item->GetContainer();
16030 uint32 bag_guid = container ? container->GetGUIDLow() : 0;
16032 switch(item->GetState())
16034 case ITEM_NEW:
16035 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());
16036 break;
16037 case ITEM_CHANGED:
16038 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());
16039 break;
16040 case ITEM_REMOVED:
16041 CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
16042 break;
16043 case ITEM_UNCHANGED:
16044 break;
16047 item->SaveToDB(); // item have unchanged inventory record and can be save standalone
16049 m_itemUpdateQueue.clear();
16052 void Player::_SaveMail()
16054 if (!m_mailsLoaded)
16055 return;
16057 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
16059 Mail *m = (*itr);
16060 if (m->state == MAIL_STATE_CHANGED)
16062 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'",
16063 m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
16064 if(m->removedItems.size())
16066 for(std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
16067 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
16068 m->removedItems.clear();
16070 m->state = MAIL_STATE_UNCHANGED;
16072 else if (m->state == MAIL_STATE_DELETED)
16074 if (m->HasItems())
16075 for(std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
16076 CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
16077 if (m->itemTextId)
16078 CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
16079 CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
16080 CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
16084 //deallocate deleted mails...
16085 for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); )
16087 if ((*itr)->state == MAIL_STATE_DELETED)
16089 Mail* m = *itr;
16090 m_mail.erase(itr);
16091 delete m;
16092 itr = m_mail.begin();
16094 else
16095 ++itr;
16098 m_mailsUpdated = false;
16101 void Player::_SaveQuestStatus()
16103 // we don't need transactions here.
16104 for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
16106 switch (i->second.uState)
16108 case QUEST_NEW :
16109 CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
16110 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
16111 GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS+ sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]);
16112 break;
16113 case QUEST_CHANGED :
16114 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' ",
16115 i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first );
16116 break;
16117 case QUEST_UNCHANGED:
16118 break;
16120 i->second.uState = QUEST_UNCHANGED;
16124 void Player::_SaveDailyQuestStatus()
16126 if(!m_DailyQuestChanged)
16127 return;
16129 m_DailyQuestChanged = false;
16131 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
16133 // we don't need transactions here.
16134 CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
16135 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
16136 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
16137 CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD "')",
16138 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
16141 void Player::_SaveReputation()
16143 for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
16145 if (itr->second.Changed)
16147 CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr->second.ID);
16148 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);
16149 itr->second.Changed = false;
16154 void Player::_SaveSpells()
16156 for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
16158 if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
16159 CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
16161 // add only changed/new not dependent spells
16162 if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED))
16163 CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0);
16165 if (itr->second->state == PLAYERSPELL_REMOVED)
16167 delete itr->second;
16168 m_spells.erase(itr++);
16170 else
16172 itr->second->state = PLAYERSPELL_UNCHANGED;
16173 ++itr;
16179 void Player::_SaveTutorials()
16181 if(!m_TutorialsChanged)
16182 return;
16184 uint32 Rows=0;
16185 // it's better than rebuilding indexes multiple times
16186 QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID );
16187 if(result)
16189 Rows = result->Fetch()[0].GetUInt32();
16190 delete result;
16193 if (Rows)
16195 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'",
16196 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 );
16198 else
16200 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]);
16203 m_TutorialsChanged = false;
16206 void Player::outDebugValues() const
16208 if(!sLog.IsOutDebug()) // optimize disabled debug output
16209 return;
16211 sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
16212 sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
16213 sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
16214 sLog.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT));
16215 sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
16216 sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
16217 sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
16218 sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
16219 sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
16220 sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
16221 sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
16222 sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
16225 /*********************************************************/
16226 /*** FLOOD FILTER SYSTEM ***/
16227 /*********************************************************/
16229 void Player::UpdateSpeakTime()
16231 // ignore chat spam protection for GMs in any mode
16232 if(GetSession()->GetSecurity() > SEC_PLAYER)
16233 return;
16235 time_t current = time (NULL);
16236 if(m_speakTime > current)
16238 uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
16239 if(!max_count)
16240 return;
16242 ++m_speakCount;
16243 if(m_speakCount >= max_count)
16245 // prevent overwrite mute time, if message send just before mutes set, for example.
16246 time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
16247 if(GetSession()->m_muteTime < new_mute)
16248 GetSession()->m_muteTime = new_mute;
16250 m_speakCount = 0;
16253 else
16254 m_speakCount = 0;
16256 m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
16259 bool Player::CanSpeak() const
16261 return GetSession()->m_muteTime <= time (NULL);
16264 /*********************************************************/
16265 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
16266 /*********************************************************/
16268 void Player::SendAttackSwingNotInRange()
16270 WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
16271 GetSession()->SendPacket( &data );
16274 void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
16276 std::ostringstream ss;
16277 ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
16278 << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
16279 << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
16280 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
16281 sLog.outDebug(ss.str().c_str());
16282 CharacterDatabase.Execute(ss.str().c_str());
16285 void Player::SaveDataFieldToDB()
16287 std::ostringstream ss;
16288 ss<<"UPDATE characters SET data='";
16290 for(uint16 i = 0; i < m_valuesCount; i++ )
16292 ss << GetUInt32Value(i) << " ";
16294 ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
16296 CharacterDatabase.Execute(ss.str().c_str());
16299 bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
16301 std::ostringstream ss2;
16302 ss2<<"UPDATE characters SET data='";
16303 int i=0;
16304 for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
16306 ss2<<tokens[i]<<" ";
16308 ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
16310 return CharacterDatabase.Execute(ss2.str().c_str());
16313 void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
16315 char buf[11];
16316 snprintf(buf,11,"%u",value);
16318 if(index >= tokens.size())
16319 return;
16321 tokens[index] = buf;
16324 void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
16326 Tokens tokens;
16327 if(!LoadValuesArrayFromDB(tokens,guid))
16328 return;
16330 if(index >= tokens.size())
16331 return;
16333 char buf[11];
16334 snprintf(buf,11,"%u",value);
16335 tokens[index] = buf;
16337 SaveValuesArrayInDB(tokens,guid);
16340 void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
16342 uint32 temp;
16343 memcpy(&temp, &value, sizeof(value));
16344 Player::SetUInt32ValueInDB(index, temp, guid);
16347 void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
16349 Tokens tokens;
16350 if(!LoadValuesArrayFromDB(tokens, guid))
16351 return;
16353 uint32 unit_bytes0 = GetUInt32ValueFromArray(tokens, UNIT_FIELD_BYTES_0);
16354 uint8 race = unit_bytes0 & 0xFF;
16355 uint8 class_ = (unit_bytes0 >> 8) & 0xFF;
16357 PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
16358 if(!info)
16359 return;
16361 unit_bytes0 &= ~(0xFF << 16);
16362 unit_bytes0 |= (gender << 16);
16363 SetUInt32ValueInArray(tokens, UNIT_FIELD_BYTES_0, unit_bytes0);
16365 SetUInt32ValueInArray(tokens, UNIT_FIELD_DISPLAYID, gender ? info->displayId_f : info->displayId_m);
16366 SetUInt32ValueInArray(tokens, UNIT_FIELD_NATIVEDISPLAYID, gender ? info->displayId_f : info->displayId_m);
16368 SetUInt32ValueInArray(tokens, PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
16370 uint32 player_bytes2 = GetUInt32ValueFromArray(tokens, PLAYER_BYTES_2);
16371 player_bytes2 &= ~0xFF;
16372 player_bytes2 |= facialHair;
16373 SetUInt32ValueInArray(tokens, PLAYER_BYTES_2, player_bytes2);
16375 uint32 player_bytes3 = GetUInt32ValueFromArray(tokens, PLAYER_BYTES_3);
16376 player_bytes3 &= ~0xFF;
16377 player_bytes3 |= gender;
16378 SetUInt32ValueInArray(tokens, PLAYER_BYTES_3, player_bytes3);
16380 SaveValuesArrayInDB(tokens, guid);
16383 void Player::SendAttackSwingNotStanding()
16385 WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0);
16386 GetSession()->SendPacket( &data );
16389 void Player::SendAttackSwingDeadTarget()
16391 WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
16392 GetSession()->SendPacket( &data );
16395 void Player::SendAttackSwingCantAttack()
16397 WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
16398 GetSession()->SendPacket( &data );
16401 void Player::SendAttackSwingCancelAttack()
16403 WorldPacket data(SMSG_CANCEL_COMBAT, 0);
16404 GetSession()->SendPacket( &data );
16407 void Player::SendAttackSwingBadFacingAttack()
16409 WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
16410 GetSession()->SendPacket( &data );
16413 void Player::SendAutoRepeatCancel()
16415 WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, GetPackGUID().size());
16416 data.append(GetPackGUID()); // may be it's target guid
16417 GetSession()->SendPacket( &data );
16420 void Player::PlaySound(uint32 Sound, bool OnlySelf)
16422 WorldPacket data(SMSG_PLAY_SOUND, 4);
16423 data << Sound;
16424 if (OnlySelf)
16425 GetSession()->SendPacket( &data );
16426 else
16427 SendMessageToSet( &data, true );
16430 void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
16432 WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
16433 data << Area;
16434 data << Experience;
16435 GetSession()->SendPacket(&data);
16438 void Player::SendDungeonDifficulty(bool IsInGroup)
16440 uint8 val = 0x00000001;
16441 WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
16442 data << (uint32)GetDifficulty();
16443 data << uint32(val);
16444 data << uint32(IsInGroup);
16445 GetSession()->SendPacket(&data);
16448 void Player::SendResetFailedNotify(uint32 mapid)
16450 WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
16451 data << uint32(mapid);
16452 GetSession()->SendPacket(&data);
16455 /// Reset all solo instances and optionally send a message on success for each
16456 void Player::ResetInstances(uint8 method)
16458 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16460 // we assume that when the difficulty changes, all instances that can be reset will be
16461 uint8 dif = GetDifficulty();
16463 for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
16465 InstanceSave *p = itr->second.save;
16466 const MapEntry *entry = sMapStore.LookupEntry(itr->first);
16467 if(!entry || !p->CanReset())
16469 ++itr;
16470 continue;
16473 if(method == INSTANCE_RESET_ALL)
16475 // the "reset all instances" method can only reset normal maps
16476 if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
16478 ++itr;
16479 continue;
16483 // if the map is loaded, reset it
16484 Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
16485 if(map && map->IsDungeon())
16486 ((InstanceMap*)map)->Reset(method);
16488 // since this is a solo instance there should not be any players inside
16489 if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
16490 SendResetInstanceSuccess(p->GetMapId());
16492 p->DeleteFromDB();
16493 m_boundInstances[dif].erase(itr++);
16495 // the following should remove the instance save from the manager and delete it as well
16496 p->RemovePlayer(this);
16500 void Player::SendResetInstanceSuccess(uint32 MapId)
16502 WorldPacket data(SMSG_INSTANCE_RESET, 4);
16503 data << MapId;
16504 GetSession()->SendPacket(&data);
16507 void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
16509 // TODO: find what other fail reasons there are besides players in the instance
16510 WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
16511 data << reason;
16512 data << MapId;
16513 GetSession()->SendPacket(&data);
16516 /*********************************************************/
16517 /*** Update timers ***/
16518 /*********************************************************/
16520 ///checks the 15 afk reports per 5 minutes limit
16521 void Player::UpdateAfkReport(time_t currTime)
16523 if(m_bgAfkReportedTimer <= currTime)
16525 m_bgAfkReportedCount = 0;
16526 m_bgAfkReportedTimer = currTime+5*MINUTE;
16530 void Player::UpdateContestedPvP(uint32 diff)
16532 if(!m_contestedPvPTimer||isInCombat())
16533 return;
16534 if(m_contestedPvPTimer <= diff)
16536 ResetContestedPvP();
16538 else
16539 m_contestedPvPTimer -= diff;
16542 void Player::UpdatePvPFlag(time_t currTime)
16544 if(!IsPvP())
16545 return;
16546 if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
16547 return;
16549 UpdatePvP(false);
16552 void Player::UpdateDuelFlag(time_t currTime)
16554 if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
16555 return;
16557 SetUInt32Value(PLAYER_DUEL_TEAM, 1);
16558 duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
16560 duel->startTimer = 0;
16561 duel->startTime = currTime;
16562 duel->opponent->duel->startTimer = 0;
16563 duel->opponent->duel->startTime = currTime;
16566 void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
16568 if(!pet)
16569 pet = GetPet();
16571 if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
16573 //returning of reagents only for players, so best done here
16574 uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
16575 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
16577 if(spellInfo)
16579 for(uint32 i = 0; i < 7; ++i)
16581 if(spellInfo->Reagent[i] > 0)
16583 ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16584 uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
16585 if( msg == EQUIP_ERR_OK )
16587 Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
16588 if(IsInWorld())
16589 SendNewItem(item,spellInfo->ReagentCount[i],true,false);
16594 m_temporaryUnsummonedPetNumber = 0;
16597 if(!pet || pet->GetOwnerGUID()!=GetGUID())
16598 return;
16600 // only if current pet in slot
16601 switch(pet->getPetType())
16603 case MINI_PET:
16604 m_miniPet = 0;
16605 break;
16606 case GUARDIAN_PET:
16607 m_guardianPets.erase(pet->GetGUID());
16608 break;
16609 default:
16610 if(GetPetGUID() == pet->GetGUID())
16611 SetPet(NULL);
16612 break;
16615 pet->CombatStop();
16617 if(returnreagent)
16619 switch(pet->GetEntry())
16621 //warlock pets except imp are removed(?) when logging out
16622 case 1860:
16623 case 1863:
16624 case 417:
16625 case 17252:
16626 mode = PET_SAVE_NOT_IN_SLOT;
16627 break;
16631 pet->SavePetToDB(mode);
16633 pet->CleanupsBeforeDelete();
16634 pet->AddObjectToRemoveList();
16635 pet->m_removed = true;
16637 if(pet->isControlled())
16639 WorldPacket data(SMSG_PET_SPELLS, 8);
16640 data << uint64(0);
16641 data << uint32(0);
16642 GetSession()->SendPacket(&data);
16644 if(GetGroup())
16645 SetGroupUpdateFlag(GROUP_UPDATE_PET);
16649 void Player::RemoveMiniPet()
16651 if(Pet* pet = GetMiniPet())
16653 pet->Remove(PET_SAVE_AS_DELETED);
16654 m_miniPet = 0;
16658 Pet* Player::GetMiniPet()
16660 if(!m_miniPet)
16661 return NULL;
16662 return ObjectAccessor::GetPet(m_miniPet);
16665 void Player::RemoveGuardians()
16667 while(!m_guardianPets.empty())
16669 uint64 guid = *m_guardianPets.begin();
16670 if(Pet* pet = ObjectAccessor::GetPet(guid))
16671 pet->Remove(PET_SAVE_AS_DELETED);
16673 m_guardianPets.erase(guid);
16677 bool Player::HasGuardianWithEntry(uint32 entry)
16679 // pet guid middle part is entry (and creature also)
16680 // and in guardian list must be guardians with same entry _always_
16681 for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
16682 if(GUID_ENPART(*itr)==entry)
16683 return true;
16685 return false;
16688 void Player::Uncharm()
16690 Unit* charm = GetCharm();
16691 if(!charm)
16692 return;
16694 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
16695 charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
16698 void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
16700 *data << (uint8)msgtype;
16701 *data << (uint32)language;
16702 *data << (uint64)GetGUID();
16703 *data << (uint32)language; //language 2.1.0 ?
16704 *data << (uint64)GetGUID();
16705 *data << (uint32)(text.length()+1);
16706 *data << text;
16707 *data << (uint8)chatTag();
16710 void Player::Say(const std::string& text, const uint32 language)
16712 WorldPacket data(SMSG_MESSAGECHAT, 200);
16713 BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
16714 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
16717 void Player::Yell(const std::string& text, const uint32 language)
16719 WorldPacket data(SMSG_MESSAGECHAT, 200);
16720 BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
16721 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
16724 void Player::TextEmote(const std::string& text)
16726 WorldPacket data(SMSG_MESSAGECHAT, 200);
16727 BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
16728 SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT) );
16731 void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
16733 if (language != LANG_ADDON) // if not addon data
16734 language = LANG_UNIVERSAL; // whispers should always be readable
16736 Player *rPlayer = objmgr.GetPlayer(receiver);
16738 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16739 if(!rPlayer->isDND() || isGameMaster())
16741 WorldPacket data(SMSG_MESSAGECHAT, 200);
16742 BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
16743 rPlayer->GetSession()->SendPacket(&data);
16745 data.Initialize(SMSG_MESSAGECHAT, 200);
16746 rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language);
16747 GetSession()->SendPacket(&data);
16749 else
16751 // announce to player that player he is whispering to is dnd and cannot receive his message
16752 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
16755 if(!isAcceptWhispers())
16757 SetAcceptWhispers(true);
16758 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
16761 // announce to player that player he is whispering to is afk
16762 if(rPlayer->isAFK())
16763 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
16765 // if player whisper someone, auto turn of dnd to be able to receive an answer
16766 if(isDND() && !rPlayer->isGameMaster())
16767 ToggleDND();
16770 void Player::PetSpellInitialize()
16772 Pet* pet = GetPet();
16774 if(!pet)
16775 return;
16777 sLog.outDebug("Pet Spells Groups");
16779 CharmInfo *charmInfo = pet->GetCharmInfo();
16781 WorldPacket data(SMSG_PET_SPELLS, 8+4+4+4+10*4);
16782 data << uint64(pet->GetGUID());
16783 data << uint32(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
16784 data << uint32(0);
16785 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
16787 // action bar loop
16788 for(uint32 i = 0; i < 10; i++)
16790 data << uint32(charmInfo->GetActionBarEntry(i)->Raw);
16793 size_t spellsCountPos = data.wpos();
16795 // spells count
16796 uint8 addlist = 0;
16797 data << uint8(addlist); // placeholder
16799 if(pet->isControlled() && ((pet->getPetType() == HUNTER_PET) || ((pet->GetCreatureInfo()->type == CREATURE_TYPE_DEMON) && (getClass() == CLASS_WARLOCK))))
16801 // spells loop
16802 for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
16804 if(itr->second->state == PETSPELL_REMOVED)
16805 continue;
16807 data << uint16(itr->first);
16808 data << uint16(itr->second->active); // pet spell active state isn't boolean
16809 ++addlist;
16813 data.put<uint8>(spellsCountPos, addlist);
16815 uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
16816 data << uint8(cooldownsCount);
16818 time_t curTime = time(NULL);
16820 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
16822 time_t cooldown = 0;
16824 if(itr->second > curTime)
16825 cooldown = (itr->second - curTime) * IN_MILISECONDS;
16827 data << uint16(itr->first); // spellid
16828 data << uint16(0); // spell category?
16829 data << uint32(itr->second); // cooldown
16830 data << uint32(0); // category cooldown
16833 for(CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
16835 time_t cooldown = 0;
16837 if(itr->second > curTime)
16838 cooldown = (itr->second - curTime) * IN_MILISECONDS;
16840 data << uint16(itr->first); // spellid
16841 data << uint16(0); // spell category?
16842 data << uint32(0); // cooldown
16843 data << uint32(itr->second); // category cooldown
16846 GetSession()->SendPacket(&data);
16849 void Player::PossessSpellInitialize()
16851 Unit* charm = GetCharm();
16853 if(!charm)
16854 return;
16856 CharmInfo *charmInfo = charm->GetCharmInfo();
16858 if(!charmInfo)
16860 sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16861 return;
16864 uint8 addlist = 0;
16865 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16867 //16
16868 data << uint64(charm->GetGUID());
16869 data << uint32(0x00000000);
16870 data << uint32(0);
16871 data << uint8(0) << uint8(0) << uint16(0);
16873 for(uint32 i = 0; i < 10; i++) //40
16875 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16878 data << uint8(addlist); //1
16880 uint8 count = 0;
16881 data << uint8(count); // cooldowns count
16883 GetSession()->SendPacket(&data);
16886 void Player::CharmSpellInitialize()
16888 Unit* charm = GetCharm();
16890 if(!charm)
16891 return;
16893 CharmInfo *charmInfo = charm->GetCharmInfo();
16894 if(!charmInfo)
16896 sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") has no charminfo!", charm->GetGUID());
16897 return;
16900 uint8 addlist = 0;
16902 if(charm->GetTypeId() != TYPEID_PLAYER)
16904 CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
16906 if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
16908 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16910 if(charmInfo->GetCharmSpell(i)->spellId)
16911 ++addlist;
16916 WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
16918 data << uint64(charm->GetGUID());
16919 data << uint32(0x00000000);
16920 data << uint32(0);
16921 if(charm->GetTypeId() != TYPEID_PLAYER)
16922 data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState());
16923 else
16924 data << uint8(0) << uint8(0);
16925 data << uint16(0);
16927 for(uint32 i = 0; i < 10; i++) //40
16929 data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
16932 data << uint8(addlist); //1
16934 if(addlist)
16936 for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
16938 CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
16939 if(cspell->spellId)
16941 data << uint16(cspell->spellId);
16942 data << uint16(cspell->active);
16947 uint8 count = 0;
16948 data << uint8(count); // cooldowns count
16950 GetSession()->SendPacket(&data);
16953 bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
16955 if (!mod || !spellInfo)
16956 return false;
16958 if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
16960 // prevent apply to any spell except spell that trigger expire
16961 if(spell)
16963 if(mod->lastAffected != spell)
16964 return false;
16966 else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
16967 return false;
16970 return spellmgr.IsAffectedByMod(spellInfo, mod);
16973 void Player::AddSpellMod(SpellModifier* mod, bool apply)
16975 uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
16977 for(int eff=0;eff<96;++eff)
16979 uint64 _mask = 0;
16980 uint64 _mask2= 0;
16981 if (eff<64) _mask = uint64(1) << (eff- 0);
16982 else _mask2= uint64(1) << (eff-64);
16983 if ( mod->mask & _mask || mod->mask2 & _mask2)
16985 int32 val = 0;
16986 for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
16988 if ((*itr)->type == mod->type && ((*itr)->mask & _mask || (*itr)->mask2 & _mask2))
16989 val += (*itr)->value;
16991 val += apply ? mod->value : -(mod->value);
16992 WorldPacket data(Opcode, (1+1+4));
16993 data << uint8(eff);
16994 data << uint8(mod->op);
16995 data << int32(val);
16996 SendDirectMessage(&data);
17000 if (apply)
17001 m_spellMods[mod->op].push_back(mod);
17002 else
17004 if (mod->charges == -1)
17005 --m_SpellModRemoveCount;
17006 m_spellMods[mod->op].remove(mod);
17007 delete mod;
17011 void Player::RemoveSpellMods(Spell const* spell)
17013 if(!spell || (m_SpellModRemoveCount == 0))
17014 return;
17016 for(int i=0;i<MAX_SPELLMOD;++i)
17018 for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
17020 SpellModifier *mod = *itr;
17021 ++itr;
17023 if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
17025 RemoveAurasDueToSpell(mod->spellId);
17026 if (m_spellMods[i].empty())
17027 break;
17028 else
17029 itr = m_spellMods[i].begin();
17035 // send Proficiency
17036 void Player::SendProficiency(uint8 pr1, uint32 pr2)
17038 WorldPacket data(SMSG_SET_PROFICIENCY, 8);
17039 data << pr1 << pr2;
17040 GetSession()->SendPacket (&data);
17043 void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
17045 QueryResult *result = NULL;
17046 if(type==10)
17047 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
17048 else
17049 result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
17050 if(result)
17052 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.
17053 { // and SendPetitionQueryOpcode reads data from the DB
17054 Field *fields = result->Fetch();
17055 uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
17056 uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
17058 // send update if charter owner in game
17059 Player* owner = objmgr.GetPlayer(ownerguid);
17060 if(owner)
17061 owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
17063 } while ( result->NextRow() );
17065 delete result;
17067 if(type==10)
17068 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
17069 else
17070 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
17073 CharacterDatabase.BeginTransaction();
17074 if(type == 10)
17076 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
17077 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
17079 else
17081 CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
17082 CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
17084 CharacterDatabase.CommitTransaction();
17087 void Player::LeaveAllArenaTeams(uint64 guid)
17089 QueryResult *result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid));
17090 if(!result)
17091 return;
17095 Field *fields = result->Fetch();
17096 uint32 at_id = fields[0].GetUInt32();
17097 if(at_id != 0)
17099 ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
17100 if(at)
17101 at->DelMember(guid);
17103 } while (result->NextRow());
17105 delete result;
17108 void Player::SetRestBonus (float rest_bonus_new)
17110 // Prevent resting on max level
17111 if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
17112 rest_bonus_new = 0;
17114 if(rest_bonus_new < 0)
17115 rest_bonus_new = 0;
17117 float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
17119 if(rest_bonus_new > rest_bonus_max)
17120 m_rest_bonus = rest_bonus_max;
17121 else
17122 m_rest_bonus = rest_bonus_new;
17124 // update data for client
17125 if(m_rest_bonus>10)
17126 SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
17127 else if(m_rest_bonus<=1)
17128 SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
17130 //RestTickUpdate
17131 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
17134 void Player::HandleStealthedUnitsDetection()
17136 std::list<Unit*> stealthedUnits;
17138 CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
17139 Cell cell(p);
17140 cell.data.Part.reserved = ALL_DISTRICT;
17141 cell.SetNoCreate();
17143 MaNGOS::AnyStealthedCheck u_check;
17144 MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(this,stealthedUnits, u_check);
17146 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
17147 TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
17149 CellLock<GridReadGuard> cell_lock(cell, p);
17150 cell_lock->Visit(cell_lock, world_unit_searcher, *GetMap());
17151 cell_lock->Visit(cell_lock, grid_unit_searcher, *GetMap());
17153 for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();)
17155 if((*i)==this)
17157 i = stealthedUnits.erase(i);
17158 continue;
17161 if ((*i)->isVisibleForOrDetect(this,true))
17164 (*i)->SendUpdateToPlayer(this);
17165 m_clientGUIDs.insert((*i)->GetGUID());
17167 #ifdef MANGOS_DEBUG
17168 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
17169 sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
17170 #endif
17172 // target aura duration for caster show only if target exist at caster client
17173 // send data at target visibility change (adding to client)
17174 if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
17175 SendAurasForTarget(*i);
17177 i = stealthedUnits.erase(i);
17178 continue;
17181 ++i;
17185 bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_id, Creature* npc)
17187 if(nodes.size() < 2)
17188 return false;
17190 // not let cheating with start flight mounted
17191 if(IsMounted())
17193 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17194 data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
17195 GetSession()->SendPacket(&data);
17196 return false;
17199 if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
17201 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17202 data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
17203 GetSession()->SendPacket(&data);
17204 return false;
17207 // 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
17208 if(GetSession()->isLogingOut() ||
17209 (!m_currentSpells[CURRENT_GENERIC_SPELL] ||
17210 m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Effect[0] != SPELL_EFFECT_SEND_TAXI)&&
17211 IsNonMeleeSpellCasted(false) ||
17212 isInCombat())
17214 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17215 data << uint32(ERR_TAXIPLAYERBUSY);
17216 GetSession()->SendPacket(&data);
17217 return false;
17220 if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
17221 return false;
17223 uint32 sourcenode = nodes[0];
17225 // starting node too far away (cheat?)
17226 TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
17227 if( !node || node->map_id != GetMapId() ||
17228 (node->x - GetPositionX())*(node->x - GetPositionX())+
17229 (node->y - GetPositionY())*(node->y - GetPositionY())+
17230 (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
17231 (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE) )
17233 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17234 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
17235 GetSession()->SendPacket(&data);
17236 return false;
17239 // Prepare to flight start now
17241 // stop combat at start taxi flight if any
17242 CombatStop();
17244 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
17245 TradeCancel(true);
17247 // clean not finished taxi path if any
17248 m_taxi.ClearTaxiDestinations();
17250 // 0 element current node
17251 m_taxi.AddTaxiDestination(sourcenode);
17253 // fill destinations path tail
17254 uint32 sourcepath = 0;
17255 uint32 totalcost = 0;
17257 uint32 prevnode = sourcenode;
17258 uint32 lastnode = 0;
17260 for(uint32 i = 1; i < nodes.size(); ++i)
17262 uint32 path, cost;
17264 lastnode = nodes[i];
17265 objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
17267 if(!path)
17269 m_taxi.ClearTaxiDestinations();
17270 return false;
17273 totalcost += cost;
17275 if(prevnode == sourcenode)
17276 sourcepath = path;
17278 m_taxi.AddTaxiDestination(lastnode);
17280 prevnode = lastnode;
17283 if(!mount_id) // if not provide then attempt use default.
17284 mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam());
17286 if (mount_id == 0 || sourcepath == 0)
17288 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17289 data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
17290 GetSession()->SendPacket(&data);
17291 m_taxi.ClearTaxiDestinations();
17292 return false;
17295 uint32 money = GetMoney();
17297 if(npc)
17299 totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
17302 if(money < totalcost)
17304 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17305 data << uint32(ERR_TAXINOTENOUGHMONEY);
17306 GetSession()->SendPacket(&data);
17307 m_taxi.ClearTaxiDestinations();
17308 return false;
17311 //Checks and preparations done, DO FLIGHT
17312 ModifyMoney(-(int32)totalcost);
17313 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
17315 // prevent stealth flight
17316 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
17318 WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
17319 data << uint32(ERR_TAXIOK);
17320 GetSession()->SendPacket(&data);
17322 sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
17324 GetSession()->SendDoFlight(mount_id, sourcepath);
17326 return true;
17329 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
17331 // last check 2.0.10
17332 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
17333 data << GetGUID();
17334 data << uint8(0x0); // flags (0x1, 0x2)
17335 time_t curTime = time(NULL);
17336 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
17338 if (itr->second->state == PLAYERSPELL_REMOVED)
17339 continue;
17340 uint32 unSpellId = itr->first;
17341 SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
17342 if (!spellInfo)
17344 ASSERT(spellInfo);
17345 continue;
17348 // Not send cooldown for this spells
17349 if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
17350 continue;
17352 if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
17354 data << unSpellId;
17355 data << unTimeMs; // in m.secs
17356 AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILISECONDS);
17359 GetSession()->SendPacket(&data);
17362 void Player::InitDataForForm(bool reapplyMods)
17364 SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
17365 if(ssEntry && ssEntry->attackSpeed)
17367 SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
17368 SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
17369 SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
17371 else
17372 SetRegularAttackTime();
17374 switch(m_form)
17376 case FORM_CAT:
17378 if(getPowerType()!=POWER_ENERGY)
17379 setPowerType(POWER_ENERGY);
17380 break;
17382 case FORM_BEAR:
17383 case FORM_DIREBEAR:
17385 if(getPowerType()!=POWER_RAGE)
17386 setPowerType(POWER_RAGE);
17387 break;
17389 default: // 0, for example
17391 ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
17392 if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
17393 setPowerType(Powers(cEntry->powerType));
17394 break;
17398 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
17399 if (!reapplyMods)
17400 UpdateEquipSpellsAtFormChange();
17402 UpdateAttackPowerAndDamage();
17403 UpdateAttackPowerAndDamage(true);
17406 // Return true is the bought item has a max count to force refresh of window by caller
17407 bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot)
17409 // cheating attempt
17410 if(count < 1) count = 1;
17412 if(!isAlive())
17413 return false;
17415 ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
17416 if( !pProto )
17418 SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
17419 return false;
17422 Creature *pCreature = ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid,UNIT_NPC_FLAG_VENDOR);
17423 if (!pCreature)
17425 sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
17426 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
17427 return false;
17430 VendorItemData const* vItems = pCreature->GetVendorItems();
17431 if(!vItems || vItems->Empty())
17433 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
17434 return false;
17437 size_t vendor_slot = vItems->FindItemSlot(item);
17438 if(vendor_slot >= vItems->GetItemCount())
17440 SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
17441 return false;
17444 VendorItem const* crItem = vItems->m_items[vendor_slot];
17446 // check current item amount if it limited
17447 if( crItem->maxcount != 0 )
17449 if(pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
17451 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
17452 return false;
17456 if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
17458 SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
17459 return false;
17462 if(crItem->ExtendedCost)
17464 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17465 if(!iece)
17467 sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
17468 return false;
17471 // honor points price
17472 if(GetHonorPoints() < (iece->reqhonorpoints * count))
17474 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
17475 return false;
17478 // arena points price
17479 if(GetArenaPoints() < (iece->reqarenapoints * count))
17481 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
17482 return false;
17485 // item base price
17486 for (uint8 i = 0; i < 5; ++i)
17488 if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
17490 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
17491 return false;
17495 // check for personal arena rating requirement
17496 if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating )
17498 // probably not the proper equip err
17499 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
17500 return false;
17504 uint32 price = pProto->BuyPrice * count;
17506 // reputation discount
17507 price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
17509 if( GetMoney() < price )
17511 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
17512 return false;
17515 uint8 bag = 0; // init for case invalid bagGUID
17517 if (bagguid != NULL_BAG && slot != NULL_SLOT)
17519 Bag *pBag;
17520 if( bagguid == GetGUID() )
17522 bag = INVENTORY_SLOT_BAG_0;
17524 else
17526 for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++)
17528 pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i);
17529 if( pBag )
17531 if( bagguid == pBag->GetGUID() )
17533 bag = i;
17534 break;
17541 if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_SLOT) )
17543 ItemPosCountVec dest;
17544 uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
17545 if( msg != EQUIP_ERR_OK )
17547 SendEquipError( msg, NULL, NULL );
17548 return false;
17551 ModifyMoney( -(int32)price );
17552 if(crItem->ExtendedCost) // case for new honor system
17554 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17555 if(iece->reqhonorpoints)
17556 ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
17557 if(iece->reqarenapoints)
17558 ModifyArenaPoints( - int32(iece->reqarenapoints * count));
17559 for (uint8 i = 0; i < 5; ++i)
17561 if(iece->reqitem[i])
17562 DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
17566 if(Item *it = StoreNewItem( dest, item, true ))
17568 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17570 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17571 data << pCreature->GetGUID();
17572 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17573 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17574 data << (uint32)count;
17575 GetSession()->SendPacket(&data);
17577 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17580 else if( IsEquipmentPos( bag, slot ) )
17582 if(pProto->BuyCount * count != 1)
17584 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
17585 return false;
17588 uint16 dest;
17589 uint8 msg = CanEquipNewItem( slot, dest, item, false );
17590 if( msg != EQUIP_ERR_OK )
17592 SendEquipError( msg, NULL, NULL );
17593 return false;
17596 ModifyMoney( -(int32)price );
17597 if(crItem->ExtendedCost) // case for new honor system
17599 ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
17600 if(iece->reqhonorpoints)
17601 ModifyHonorPoints( - int32(iece->reqhonorpoints));
17602 if(iece->reqarenapoints)
17603 ModifyArenaPoints( - int32(iece->reqarenapoints));
17604 for (uint8 i = 0; i < 5; ++i)
17606 if(iece->reqitem[i])
17607 DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
17611 if(Item *it = EquipNewItem( dest, item, true ))
17613 uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
17615 WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
17616 data << pCreature->GetGUID();
17617 data << (uint32)(vendor_slot+1); // numbered from 1 at client
17618 data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
17619 data << (uint32)count;
17620 GetSession()->SendPacket(&data);
17622 SendNewItem(it, pProto->BuyCount*count, true, false, false);
17624 AutoUnequipOffhandIfNeed();
17627 else
17629 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
17630 return false;
17633 return crItem->maxcount!=0;
17636 uint32 Player::GetMaxPersonalArenaRatingRequirement()
17638 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17639 // the personal rating of the arena team must match the required limit as well
17640 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17641 uint32 max_personal_rating = 0;
17642 for(int i = 0; i < MAX_ARENA_SLOT; ++i)
17644 if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
17646 uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
17647 uint32 t_rating = at->GetRating();
17648 p_rating = p_rating<t_rating? p_rating : t_rating;
17649 if(max_personal_rating < p_rating)
17650 max_personal_rating = p_rating;
17653 return max_personal_rating;
17656 void Player::UpdateHomebindTime(uint32 time)
17658 // GMs never get homebind timer online
17659 if (m_InstanceValid || isGameMaster())
17661 if(m_HomebindTimer) // instance valid, but timer not reset
17663 // hide reminder
17664 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17665 data << uint32(0);
17666 data << uint32(0);
17667 GetSession()->SendPacket(&data);
17669 // instance is valid, reset homebind timer
17670 m_HomebindTimer = 0;
17672 else if (m_HomebindTimer > 0)
17674 if (time >= m_HomebindTimer)
17676 // teleport to homebind location
17677 TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
17679 else
17680 m_HomebindTimer -= time;
17682 else
17684 // instance is invalid, start homebind timer
17685 m_HomebindTimer = 60000;
17686 // send message to player
17687 WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
17688 data << m_HomebindTimer;
17689 data << uint32(1);
17690 GetSession()->SendPacket(&data);
17691 sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17695 void Player::UpdatePvP(bool state, bool ovrride)
17697 if(!state || ovrride)
17699 SetPvP(state);
17700 if(Pet* pet = GetPet())
17701 pet->SetPvP(state);
17702 if(Unit* charmed = GetCharm())
17703 charmed->SetPvP(state);
17705 pvpInfo.endTimer = 0;
17707 else
17709 if(pvpInfo.endTimer != 0)
17710 pvpInfo.endTimer = time(NULL);
17711 else
17713 SetPvP(state);
17715 if(Pet* pet = GetPet())
17716 pet->SetPvP(state);
17717 if(Unit* charmed = GetCharm())
17718 charmed->SetPvP(state);
17723 void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
17725 // init cooldown values
17726 uint32 cat = 0;
17727 int32 rec = -1;
17728 int32 catrec = -1;
17730 // some special item spells without correct cooldown in SpellInfo
17731 // cooldown information stored in item prototype
17732 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17734 if(itemId)
17736 if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
17738 for(int idx = 0; idx < 5; ++idx)
17740 if(proto->Spells[idx].SpellId == spellInfo->Id)
17742 cat = proto->Spells[idx].SpellCategory;
17743 rec = proto->Spells[idx].SpellCooldown;
17744 catrec = proto->Spells[idx].SpellCategoryCooldown;
17745 break;
17751 // if no cooldown found above then base at DBC data
17752 if(rec < 0 && catrec < 0)
17754 cat = spellInfo->Category;
17755 rec = spellInfo->RecoveryTime;
17756 catrec = spellInfo->CategoryRecoveryTime;
17759 time_t curTime = time(NULL);
17761 time_t catrecTime;
17762 time_t recTime;
17764 // overwrite time for selected category
17765 if(infinityCooldown)
17767 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17768 // but not allow ignore until reset or re-login
17769 catrecTime = catrec > 0 ? curTime+MONTH : 0;
17770 recTime = rec > 0 ? curTime+MONTH : catrecTime;
17772 else
17774 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17775 // prevent 0 cooldowns set by another way
17776 if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT))
17777 rec = GetAttackTime(RANGED_ATTACK);
17779 // Now we have cooldown data (if found any), time to apply mods
17780 if(rec > 0)
17781 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
17783 if(catrec > 0)
17784 ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
17786 // replace negative cooldowns by 0
17787 if (rec < 0) rec = 0;
17788 if (catrec < 0) catrec = 0;
17790 // no cooldown after applying spell mods
17791 if( rec == 0 && catrec == 0)
17792 return;
17794 catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0;
17795 recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime;
17798 // self spell cooldown
17799 if(recTime > 0)
17800 AddSpellCooldown(spellInfo->Id, itemId, recTime);
17802 // category spells
17803 if (cat && catrec > 0)
17805 SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
17806 if(i_scstore != sSpellCategoryStore.end())
17808 for(SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
17810 if(*i_scset == spellInfo->Id) // skip main spell, already handled above
17811 continue;
17813 AddSpellCooldown(*i_scset, itemId, catrecTime);
17819 void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
17821 SpellCooldown sc;
17822 sc.end = end_time;
17823 sc.itemid = itemid;
17824 m_spellCooldowns[spellid] = sc;
17827 void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell)
17829 // start cooldowns at server side, if any
17830 AddSpellAndCategoryCooldowns(spellInfo,itemId,spell);
17832 // Send activate cooldown timer (possible 0) at client side
17833 WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
17834 data << spellInfo->Id;
17835 data << GetGUID();
17836 SendDirectMessage(&data);
17839 void Player::UpdatePotionCooldown(Spell* spell)
17841 // no potion used i combat or still in combat
17842 if(!m_lastPotionId || isInCombat())
17843 return;
17845 // Call not from spell cast, send cooldown event for item spells if no in combat
17846 if(!spell)
17848 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17849 if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
17850 for(int idx = 0; idx < 5; ++idx)
17851 if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
17852 if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
17853 SendCooldownEvent(spellInfo,m_lastPotionId);
17855 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17856 else
17857 SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
17859 m_lastPotionId = 0;
17862 //slot to be excluded while counting
17863 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
17865 if(!enchantmentcondition)
17866 return true;
17868 SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
17870 if(!Condition)
17871 return true;
17873 uint8 curcount[4] = {0, 0, 0, 0};
17875 //counting current equipped gem colors
17876 for(uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
17878 if(i == slot)
17879 continue;
17880 Item *pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
17881 if(pItem2 && pItem2->GetProto()->Socket[0].Color)
17883 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17885 uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17886 if(!enchant_id)
17887 continue;
17889 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17890 if(!enchantEntry)
17891 continue;
17893 uint32 gemid = enchantEntry->GemID;
17894 if(!gemid)
17895 continue;
17897 ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
17898 if(!gemProto)
17899 continue;
17901 GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
17902 if(!gemProperty)
17903 continue;
17905 uint8 GemColor = gemProperty->color;
17907 for(uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
17909 if(tmpcolormask & GemColor)
17910 ++curcount[b];
17916 bool activate = true;
17918 for(int i = 0; i < 5; i++)
17920 if(!Condition->Color[i])
17921 continue;
17923 uint32 _cur_gem = curcount[Condition->Color[i] - 1];
17925 // if have <CompareColor> use them as count, else use <value> from Condition
17926 uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
17928 switch(Condition->Comparator[i])
17930 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17931 activate &= (_cur_gem < _cmp_gem) ? true : false;
17932 break;
17933 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17934 activate &= (_cur_gem > _cmp_gem) ? true : false;
17935 break;
17936 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17937 activate &= (_cur_gem >= _cmp_gem) ? true : false;
17938 break;
17942 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");
17944 return activate;
17947 void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
17949 //cycle all equipped items
17950 for(uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17952 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17953 if(slot == exceptslot)
17954 continue;
17956 Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
17958 if(!pItem || !pItem->GetProto()->Socket[0].Color)
17959 continue;
17961 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
17963 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
17964 if(!enchant_id)
17965 continue;
17967 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
17968 if(!enchantEntry)
17969 continue;
17971 uint32 condition = enchantEntry->EnchantmentCondition;
17972 if(condition)
17974 //was enchant active with/without item?
17975 bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
17976 //should it now be?
17977 if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
17979 // ignore item gem conditions
17980 //if state changed, (dis)apply enchant
17981 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
17988 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17989 void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
17991 //cycle all equipped items
17992 for(int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
17994 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17995 if(slot == exceptslot)
17996 continue;
17998 Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
18000 if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
18001 continue;
18003 //cycle all (gem)enchants
18004 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
18006 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
18007 if(!enchant_id) //if no enchant go to next enchant(slot)
18008 continue;
18010 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
18011 if(!enchantEntry)
18012 continue;
18014 //only metagems to be (de)activated, so only enchants with condition
18015 uint32 condition = enchantEntry->EnchantmentCondition;
18016 if(condition)
18017 ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
18022 void Player::LeaveBattleground(bool teleportToEntryPoint)
18024 if(BattleGround *bg = GetBattleGround())
18026 bool need_debuf = bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER);
18028 bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
18030 // call after remove to be sure that player resurrected for correct cast
18031 if(need_debuf)
18032 CastSpell(this, 26013, true); // Deserter
18036 bool Player::CanJoinToBattleground() const
18038 // check Deserter debuff
18039 if(GetDummyAura(26013))
18040 return false;
18042 return true;
18045 bool Player::CanReportAfkDueToLimit()
18047 // a player can complain about 15 people per 5 minutes
18048 if(m_bgAfkReportedCount >= 15)
18049 return false;
18050 ++m_bgAfkReportedCount;
18051 return true;
18054 ///This player has been blamed to be inactive in a battleground
18055 void Player::ReportedAfkBy(Player* reporter)
18057 BattleGround *bg = GetBattleGround();
18058 if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
18059 return;
18061 // check if player has 'Idle' or 'Inactive' debuff
18062 if(m_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit())
18064 m_bgAfkReporter.insert(reporter->GetGUIDLow());
18065 // 3 players have to complain to apply debuff
18066 if(m_bgAfkReporter.size() >= 3)
18068 // cast 'Idle' spell
18069 CastSpell(this, 43680, true);
18070 m_bgAfkReporter.clear();
18075 bool Player::IsVisibleInGridForPlayer( Player* pl ) const
18077 // gamemaster in GM mode see all, including ghosts
18078 if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
18079 return true;
18081 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
18082 if (InBattleGround())
18084 if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
18085 return false;
18086 return true;
18089 // Live player see live player or dead player with not realized corpse
18090 if(pl->isAlive() || pl->m_deathTimer > 0)
18092 return isAlive() || m_deathTimer > 0;
18095 // Ghost see other friendly ghosts, that's for sure
18096 if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
18097 return true;
18099 // Dead player see live players near own corpse
18100 if(isAlive())
18102 Corpse *corpse = pl->GetCorpse();
18103 if(corpse)
18105 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
18106 if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
18107 return true;
18111 // and not see any other
18112 return false;
18115 bool Player::IsVisibleGloballyFor( Player* u ) const
18117 if(!u)
18118 return false;
18120 // Always can see self
18121 if (u==this)
18122 return true;
18124 // Visible units, always are visible for all players
18125 if (GetVisibility() == VISIBILITY_ON)
18126 return true;
18128 // GMs are visible for higher gms (or players are visible for gms)
18129 if (u->GetSession()->GetSecurity() > SEC_PLAYER)
18130 return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
18132 // non faction visibility non-breakable for non-GMs
18133 if (GetVisibility() == VISIBILITY_OFF)
18134 return false;
18136 // non-gm stealth/invisibility not hide from global player lists
18137 return true;
18140 void Player::UpdateVisibilityOf(WorldObject* target)
18142 if(HaveAtClient(target))
18144 if(!target->isVisibleForInState(this,true))
18146 target->DestroyForPlayer(this);
18147 m_clientGUIDs.erase(target->GetGUID());
18149 #ifdef MANGOS_DEBUG
18150 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
18151 sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
18152 #endif
18155 else
18157 if(target->isVisibleForInState(this,false))
18159 target->SendUpdateToPlayer(this);
18160 if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
18161 m_clientGUIDs.insert(target->GetGUID());
18163 #ifdef MANGOS_DEBUG
18164 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
18165 sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
18166 #endif
18168 // target aura duration for caster show only if target exist at caster client
18169 // send data at target visibility change (adding to client)
18170 if(target!=this && target->isType(TYPEMASK_UNIT))
18171 SendAurasForTarget((Unit*)target);
18173 if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
18174 ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
18179 template<class T>
18180 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
18182 s64.insert(target->GetGUID());
18185 template<>
18186 inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
18188 if(!target->IsTransport())
18189 s64.insert(target->GetGUID());
18192 template<class T>
18193 void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow)
18195 if(HaveAtClient(target))
18197 if(!target->isVisibleForInState(this,true))
18199 target->BuildOutOfRangeUpdateBlock(&data);
18200 m_clientGUIDs.erase(target->GetGUID());
18202 #ifdef MANGOS_DEBUG
18203 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
18204 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));
18205 #endif
18208 else
18210 if(target->isVisibleForInState(this,false))
18212 visibleNow.insert(target);
18213 target->BuildUpdate(data_updates);
18214 target->BuildCreateUpdateBlockForPlayer(&data, this);
18215 UpdateVisibilityOf_helper(m_clientGUIDs,target);
18217 #ifdef MANGOS_DEBUG
18218 if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
18219 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));
18220 #endif
18225 template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18226 template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18227 template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18228 template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18229 template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
18231 void Player::InitPrimaryProffesions()
18233 SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
18236 void Player::SendComboPoints()
18238 Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
18239 if (combotarget)
18241 WorldPacket data(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
18242 data.append(combotarget->GetPackGUID());
18243 data << uint8(m_comboPoints);
18244 GetSession()->SendPacket(&data);
18248 void Player::AddComboPoints(Unit* target, int8 count)
18250 if(!count)
18251 return;
18253 // without combo points lost (duration checked in aura)
18254 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
18256 if(target->GetGUID() == m_comboTarget)
18258 m_comboPoints += count;
18260 else
18262 if(m_comboTarget)
18263 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
18264 target->RemoveComboPointHolder(GetGUIDLow());
18266 m_comboTarget = target->GetGUID();
18267 m_comboPoints = count;
18269 target->AddComboPointHolder(GetGUIDLow());
18272 if (m_comboPoints > 5) m_comboPoints = 5;
18273 if (m_comboPoints < 0) m_comboPoints = 0;
18275 SendComboPoints();
18278 void Player::ClearComboPoints()
18280 if(!m_comboTarget)
18281 return;
18283 // without combopoints lost (duration checked in aura)
18284 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
18286 m_comboPoints = 0;
18288 SendComboPoints();
18290 if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
18291 target->RemoveComboPointHolder(GetGUIDLow());
18293 m_comboTarget = 0;
18296 void Player::SetGroup(Group *group, int8 subgroup)
18298 if(group == NULL)
18299 m_group.unlink();
18300 else
18302 // never use SetGroup without a subgroup unless you specify NULL for group
18303 assert(subgroup >= 0);
18304 m_group.link(group, this);
18305 m_group.setSubGroup((uint8)subgroup);
18309 void Player::SendInitialPacketsBeforeAddToMap()
18311 WorldPacket data(SMSG_SET_REST_START_OBSOLETE, 4);
18312 data << uint32(0); // unknown, may be rest state time or experience
18313 GetSession()->SendPacket(&data);
18315 // Homebind
18316 data.Initialize(SMSG_BINDPOINTUPDATE, 5*4);
18317 data << m_homebindX << m_homebindY << m_homebindZ;
18318 data << (uint32) m_homebindMapId;
18319 data << (uint32) m_homebindZoneId;
18320 GetSession()->SendPacket(&data);
18322 // SMSG_SET_PROFICIENCY
18323 // SMSG_UPDATE_AURA_DURATION
18325 // tutorial stuff
18326 data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4);
18327 for (int i = 0; i < 8; ++i)
18328 data << uint32( GetTutorialInt(i) );
18329 GetSession()->SendPacket(&data);
18331 SendInitialSpells();
18333 data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
18334 data << uint32(0); // count, for(count) uint32;
18335 GetSession()->SendPacket(&data);
18337 SendInitialActionButtons();
18338 SendInitialReputations();
18339 m_achievementMgr.SendAllAchievementData();
18341 // update zone
18342 uint32 newzone, newarea;
18343 GetZoneAndAreaId(newzone,newarea);
18344 UpdateZone(newzone,newarea); // also call SendInitWorldStates();
18346 // SMSG_SET_AURA_SINGLE
18348 data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
18349 data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
18350 data << (float)0.01666667f; // game speed
18351 GetSession()->SendPacket( &data );
18353 data.Initialize(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
18354 data << uint32(0x00000000); // on blizz it increments periodically
18355 GetSession()->SendPacket(&data);
18357 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
18358 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
18359 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2);
18361 m_mover = this;
18364 void Player::SendInitialPacketsAfterAddToMap()
18366 WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement
18367 data << uint32(0x00000000); // on blizz it increments periodically
18368 GetSession()->SendPacket(&data);
18370 CastSpell(this, 836, true); // LOGINEFFECT
18372 // set some aura effects that send packet to player client after add player to map
18373 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
18374 // same auras state lost at far teleport, send it one more time in this case also
18375 static const AuraType auratypes[] =
18377 SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
18378 SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
18379 SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED, SPELL_AURA_NONE
18381 for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
18383 Unit::AuraList const& auraList = GetAurasByType(*itr);
18384 if(!auraList.empty())
18385 auraList.front()->ApplyModifier(true,true);
18388 if(HasAuraType(SPELL_AURA_MOD_STUN))
18389 SetMovement(MOVE_ROOT);
18391 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
18392 if(HasAuraType(SPELL_AURA_MOD_ROOT))
18394 WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10);
18395 data.append(GetPackGUID());
18396 data << (uint32)2;
18397 SendMessageToSet(&data,true);
18400 SendAurasForTarget(this);
18401 SendEnchantmentDurations(); // must be after add to map
18402 SendItemDurations(); // must be after add to map
18405 void Player::SendUpdateToOutOfRangeGroupMembers()
18407 if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
18408 return;
18409 if(Group* group = GetGroup())
18410 group->UpdatePlayerOutOfRange(this);
18412 m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
18413 m_auraUpdateMask = 0;
18414 if(Pet *pet = GetPet())
18415 pet->ResetAuraUpdateMask();
18418 void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
18420 WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
18421 data << uint32(mapid);
18422 data << uint8(reason); // transfer abort reason
18423 switch(reason)
18425 case TRANSFER_ABORT_INSUF_EXPAN_LVL:
18426 case TRANSFER_ABORT_DIFFICULTY:
18427 case TRANSFER_ABORT_UNIQUE_MESSAGE:
18428 data << uint8(arg);
18429 break;
18431 GetSession()->SendPacket(&data);
18434 void Player::SendInstanceResetWarning(uint32 mapid, uint32 time)
18436 // type of warning, based on the time remaining until reset
18437 uint32 type;
18438 if(time > 3600)
18439 type = RAID_INSTANCE_WELCOME;
18440 else if(time > 900 && time <= 3600)
18441 type = RAID_INSTANCE_WARNING_HOURS;
18442 else if(time > 300 && time <= 900)
18443 type = RAID_INSTANCE_WARNING_MIN;
18444 else
18445 type = RAID_INSTANCE_WARNING_MIN_SOON;
18446 WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4);
18447 data << uint32(type);
18448 data << uint32(mapid);
18449 data << uint32(time);
18450 GetSession()->SendPacket(&data);
18453 void Player::ApplyEquipCooldown( Item * pItem )
18455 for(int i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
18457 _Spell const& spellData = pItem->GetProto()->Spells[i];
18459 // no spell
18460 if( !spellData.SpellId )
18461 continue;
18463 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18464 if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
18465 continue;
18467 AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
18469 WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
18470 data << pItem->GetGUID();
18471 data << uint32(spellData.SpellId);
18472 GetSession()->SendPacket(&data);
18476 void Player::resetSpells()
18478 // not need after this call
18479 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
18481 m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS;
18482 CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow());
18485 // make full copy of map (spells removed and marked as deleted at another spell remove
18486 // and we can't use original map for safe iterative with visit each spell at loop end
18487 PlayerSpellMap smap = GetSpellMap();
18489 for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
18490 removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already
18492 learnDefaultSpells();
18493 learnQuestRewardedSpells();
18496 void Player::learnDefaultSpells()
18498 // learn default race/class spells
18499 PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
18500 for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr)
18502 uint32 tspell = *itr;
18503 sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
18504 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18505 addSpell(tspell,true,true,true,false);
18506 else // but send in normal spell in game learn case
18507 learnSpell(tspell,true);
18511 void Player::learnQuestRewardedSpells(Quest const* quest)
18513 uint32 spell_id = quest->GetRewSpellCast();
18515 // skip quests without rewarded spell
18516 if( !spell_id )
18517 return;
18519 SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
18520 if(!spellInfo)
18521 return;
18523 // check learned spells state
18524 bool found = false;
18525 for(int i=0; i < 3; ++i)
18527 if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
18529 found = true;
18530 break;
18534 // skip quests with not teaching spell or already known spell
18535 if(!found)
18536 return;
18538 // prevent learn non first rank unknown profession and second specialization for same profession)
18539 uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
18540 if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
18542 // not have first rank learned (unlearned prof?)
18543 uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
18544 if( !HasSpell(first_spell) )
18545 return;
18547 SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
18548 if(!learnedInfo)
18549 return;
18551 // specialization
18552 if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0)
18554 // search other specialization for same prof
18555 for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
18557 if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
18558 continue;
18560 SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
18561 if(!itrInfo)
18562 return;
18564 // compare only specializations
18565 if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
18566 continue;
18568 // compare same chain spells
18569 if(spellmgr.GetFirstSpellInChain(itr->first) != first_spell)
18570 continue;
18572 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18573 if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first))
18574 return;
18579 CastSpell( this, spell_id, true);
18582 void Player::learnQuestRewardedSpells()
18584 // learn spells received from quest completing
18585 for(QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
18587 // skip no rewarded quests
18588 if(!itr->second.m_rewarded)
18589 continue;
18591 Quest const* quest = objmgr.GetQuestTemplate(itr->first);
18592 if( !quest )
18593 continue;
18595 learnQuestRewardedSpells(quest);
18599 void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )
18601 uint32 raceMask = getRaceMask();
18602 uint32 classMask = getClassMask();
18603 for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
18605 SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
18606 if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
18607 continue;
18608 // Check race if set
18609 if (pAbility->racemask && !(pAbility->racemask & raceMask))
18610 continue;
18611 // Check class if set
18612 if (pAbility->classmask && !(pAbility->classmask & classMask))
18613 continue;
18615 if (sSpellStore.LookupEntry(pAbility->spellId))
18617 // need unlearn spell
18618 if (skill_value < pAbility->req_skill_value)
18619 removeSpell(pAbility->spellId);
18620 // need learn
18621 else if (!IsInWorld())
18622 addSpell(pAbility->spellId,true,true,true,false);
18623 else
18624 learnSpell(pAbility->spellId,true);
18629 void Player::SendAurasForTarget(Unit *target)
18631 if(target->GetVisibleAuras()->empty()) // speedup things
18632 return;
18634 WorldPacket data(SMSG_AURA_UPDATE_ALL);
18635 data.append(target->GetPackGUID());
18637 Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
18638 for(Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
18640 for(uint32 j = 0; j < 3; ++j)
18642 if(Aura *aura = target->GetAura(itr->second, j))
18644 data << uint8(aura->GetAuraSlot());
18645 data << uint32(aura->GetId());
18647 if(aura->GetId())
18649 uint8 auraFlags = aura->GetAuraFlags();
18650 // flags
18651 data << uint8(auraFlags);
18652 // level
18653 data << uint8(aura->GetAuraLevel());
18654 // charges
18655 data << uint8(aura->GetAuraCharges());
18657 if(!(auraFlags & AFLAG_NOT_CASTER))
18659 data << uint8(0); // packed GUID of someone (caster?)
18662 if(auraFlags & AFLAG_DURATION) // include aura duration
18664 data << uint32(aura->GetAuraMaxDuration());
18665 data << uint32(aura->GetAuraDuration());
18668 break;
18673 GetSession()->SendPacket(&data);
18676 void Player::SetDailyQuestStatus( uint32 quest_id )
18678 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18680 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
18682 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
18683 m_lastDailyQuestTime = time(NULL); // last daily quest time
18684 m_DailyQuestChanged = true;
18685 break;
18690 void Player::ResetDailyQuestStatus()
18692 for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
18693 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
18695 // DB data deleted in caller
18696 m_DailyQuestChanged = false;
18697 m_lastDailyQuestTime = 0;
18700 BattleGround* Player::GetBattleGround() const
18702 if(GetBattleGroundId()==0)
18703 return NULL;
18705 return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgTypeID);
18708 bool Player::InArena() const
18710 BattleGround *bg = GetBattleGround();
18711 if(!bg || !bg->isArena())
18712 return false;
18714 return true;
18717 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
18719 // get a template bg instead of running one
18720 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18721 if(!bg)
18722 return false;
18724 if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
18725 return false;
18727 return true;
18730 BGQueueIdBasedOnLevel Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId) const
18732 //returned to hardcoded version of this function, because there is no way to code it dynamic
18733 uint32 level = getLevel();
18734 if( bgTypeId == BATTLEGROUND_AV )
18735 level--;
18737 uint32 queue_id = (level / 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18738 if( queue_id >= MAX_BATTLEGROUND_QUEUES )
18740 sLog.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id);
18741 return QUEUE_ID_MAX_LEVEL_80;
18743 return BGQueueIdBasedOnLevel(queue_id);
18746 float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
18748 FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
18749 if(!vendor_faction || !vendor_faction->faction)
18750 return 1.0f;
18752 ReputationRank rank = GetReputationRank(vendor_faction->faction);
18753 if(rank <= REP_NEUTRAL)
18754 return 1.0f;
18756 return 1.0f - 0.05f* (rank - REP_NEUTRAL);
18759 bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
18761 uint32 racemask = getRaceMask();
18762 uint32 classmask = getClassMask();
18764 SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
18765 SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
18766 if(lower==upper)
18767 return true;
18769 for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
18771 // skip wrong race skills
18772 if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
18773 continue;
18775 // skip wrong class skills
18776 if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
18777 continue;
18779 return true;
18782 return false;
18785 bool Player::HasQuestForGO(int32 GOId) const
18787 for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
18789 uint32 questid = GetQuestSlotQuestId(i);
18790 if ( questid == 0 )
18791 continue;
18793 QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
18794 if(qs_itr == mQuestStatus.end())
18795 continue;
18797 QuestStatusData const& qs = qs_itr->second;
18799 if (qs.m_status == QUEST_STATUS_INCOMPLETE)
18801 Quest const* qinfo = objmgr.GetQuestTemplate(questid);
18802 if(!qinfo)
18803 continue;
18805 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
18806 continue;
18808 for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
18810 if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case
18811 continue;
18813 if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
18814 return true;
18818 return false;
18821 void Player::UpdateForQuestsGO()
18823 if(m_clientGUIDs.empty())
18824 return;
18826 UpdateData udata;
18827 WorldPacket packet;
18828 for(ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
18830 if(IS_GAMEOBJECT_GUID(*itr))
18832 GameObject *obj = HashMapHolder<GameObject>::Find(*itr);
18833 if(obj)
18834 obj->BuildValuesUpdateBlockForPlayer(&udata,this);
18837 udata.BuildPacket(&packet);
18838 GetSession()->SendPacket(&packet);
18841 void Player::SummonIfPossible(bool agree)
18843 if(!agree)
18845 m_summon_expire = 0;
18846 return;
18849 // expire and auto declined
18850 if(m_summon_expire < time(NULL))
18851 return;
18853 // stop taxi flight at summon
18854 if(isInFlight())
18856 GetMotionMaster()->MovementExpired();
18857 m_taxi.ClearTaxiDestinations();
18860 // drop flag at summon
18861 if(BattleGround *bg = GetBattleGround())
18862 bg->EventPlayerDroppedFlag(this);
18864 m_summon_expire = 0;
18866 TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
18869 void Player::RemoveItemDurations( Item *item )
18871 for(ItemDurationList::iterator itr = m_itemDuration.begin();itr != m_itemDuration.end(); ++itr)
18873 if(*itr==item)
18875 m_itemDuration.erase(itr);
18876 break;
18881 void Player::AddItemDurations( Item *item )
18883 if(item->GetUInt32Value(ITEM_FIELD_DURATION))
18885 m_itemDuration.push_back(item);
18886 item->SendTimeUpdate(this);
18890 void Player::AutoUnequipOffhandIfNeed()
18892 Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
18893 if(!offItem)
18894 return;
18896 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18897 if (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed()))
18898 return;
18900 ItemPosCountVec off_dest;
18901 uint8 off_msg = CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false );
18902 if( off_msg == EQUIP_ERR_OK )
18904 RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18905 StoreItem( off_dest, offItem, true );
18907 else
18909 MailItemsInfo mi;
18910 mi.AddItem(offItem->GetGUIDLow(), offItem->GetEntry(), offItem);
18911 MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
18912 CharacterDatabase.BeginTransaction();
18913 offItem->DeleteFromInventoryDB(); // deletes item from character's inventory
18914 offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18915 CharacterDatabase.CommitTransaction();
18917 std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
18918 WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
18922 bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
18924 if(spellInfo->EquippedItemClass < 0)
18925 return true;
18927 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18928 // for optimize check 2 used cases only
18929 switch(spellInfo->EquippedItemClass)
18931 case ITEM_CLASS_WEAPON:
18933 for(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
18934 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18935 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18936 return true;
18937 break;
18939 case ITEM_CLASS_ARMOR:
18941 // tabard not have dependent spells
18942 for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
18943 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
18944 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18945 return true;
18947 // shields can be equipped to offhand slot
18948 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
18949 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18950 return true;
18952 // ranged slot can have some armor subclasses
18953 if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
18954 if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
18955 return true;
18957 break;
18959 default:
18960 sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
18961 break;
18964 return false;
18967 bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
18969 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18970 if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
18971 HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
18972 return true;
18974 // Check no reagent use mask
18975 uint64 noReagentMask_0_1 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1);
18976 uint32 noReagentMask_2 = GetUInt64Value(PLAYER_NO_REAGENT_COST_1+2);
18977 if (spellInfo->SpellFamilyFlags & noReagentMask_0_1 ||
18978 spellInfo->SpellFamilyFlags2 & noReagentMask_2)
18979 return true;
18981 return false;
18984 void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
18986 AuraMap& auras = GetAuras();
18987 for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); )
18989 Aura* aura = itr->second;
18991 // skip passive (passive item dependent spells work in another way) and not self applied auras
18992 SpellEntry const* spellInfo = aura->GetSpellProto();
18993 if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
18995 ++itr;
18996 continue;
18999 // skip if not item dependent or have alternative item
19000 if(HasItemFitToSpellReqirements(spellInfo,pItem))
19002 ++itr;
19003 continue;
19006 // no alt item, remove aura, restart check
19007 RemoveAurasDueToSpell(aura->GetId());
19008 itr = auras.begin();
19011 // currently casted spells can be dependent from item
19012 for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
19014 if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED &&
19015 !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) )
19016 InterruptSpell(i);
19020 uint32 Player::GetResurrectionSpellId()
19022 // search priceless resurrection possibilities
19023 uint32 prio = 0;
19024 uint32 spell_id = 0;
19025 AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
19026 for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
19028 // Soulstone Resurrection // prio: 3 (max, non death persistent)
19029 if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
19031 switch((*itr)->GetId())
19033 case 20707: spell_id = 3026; break; // rank 1
19034 case 20762: spell_id = 20758; break; // rank 2
19035 case 20763: spell_id = 20759; break; // rank 3
19036 case 20764: spell_id = 20760; break; // rank 4
19037 case 20765: spell_id = 20761; break; // rank 5
19038 case 27239: spell_id = 27240; break; // rank 6
19039 case 47883: spell_id = 47882; break; // rank 7
19040 default:
19041 sLog.outError("Unhandled spell %%u: S.Resurrection",(*itr)->GetId());
19042 continue;
19045 prio = 3;
19047 // Twisting Nether // prio: 2 (max)
19048 else if((*itr)->GetId()==23701 && roll_chance_i(10))
19050 prio = 2;
19051 spell_id = 23700;
19055 // Reincarnation (passive spell) // prio: 1
19056 if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
19057 spell_id = 21169;
19059 return spell_id;
19062 // Used in triggers for check "Only to targets that grant experience or honor" req
19063 bool Player::isHonorOrXPTarget(Unit* pVictim)
19065 uint32 v_level = pVictim->getLevel();
19066 uint32 k_grey = MaNGOS::XP::GetGrayLevel(getLevel());
19068 // Victim level less gray level
19069 if(v_level<=k_grey)
19070 return false;
19072 if(pVictim->GetTypeId() == TYPEID_UNIT)
19074 if (((Creature*)pVictim)->isTotem() ||
19075 ((Creature*)pVictim)->isPet() ||
19076 ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
19077 return false;
19079 return true;
19082 bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
19084 bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
19086 // prepare data for near group iteration (PvP and !PvP cases)
19087 uint32 xp = 0;
19088 bool honored_kill = false;
19090 if(Group *pGroup = GetGroup())
19092 uint32 count = 0;
19093 uint32 sum_level = 0;
19094 Player* member_with_max_level = NULL;
19095 Player* not_gray_member_with_max_level = NULL;
19097 pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
19099 if(member_with_max_level)
19101 /// not get Xp in PvP or no not gray players in group
19102 xp = (PvP || !not_gray_member_with_max_level) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level, pVictim);
19104 /// skip in check PvP case (for speed, not used)
19105 bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
19106 bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
19107 float group_rate = MaNGOS::XP::xp_in_group_rate(count,is_raid);
19109 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
19111 Player* pGroupGuy = itr->getSource();
19112 if(!pGroupGuy)
19113 continue;
19115 if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
19116 continue; // member (alive or dead) or his corpse at req. distance
19118 // honor can be in PvP and !PvP (racial leader) cases (for alive)
19119 if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count) && pGroupGuy==this)
19120 honored_kill = true;
19122 // xp and reputation only in !PvP case
19123 if(!PvP)
19125 float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
19127 // if is in dungeon then all receive full reputation at kill
19128 // rewarded any alive/dead/near_corpse group member
19129 pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
19131 // XP updated only for alive group member
19132 if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
19133 pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
19135 uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
19137 pGroupGuy->GiveXP(itr_xp, pVictim);
19138 if(Pet* pet = pGroupGuy->GetPet())
19139 pet->GivePetXP(itr_xp/2);
19142 // quest objectives updated only for alive group member or dead but with not released body
19143 if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
19145 // normal creature (not pet/etc) can be only in !PvP case
19146 if(pVictim->GetTypeId()==TYPEID_UNIT)
19147 pGroupGuy->KilledMonster(pVictim->GetEntry(), pVictim->GetGUID());
19153 else // if (!pGroup)
19155 xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
19157 // honor can be in PvP and !PvP (racial leader) cases
19158 if(RewardHonor(pVictim,1))
19159 honored_kill = true;
19161 // xp and reputation only in !PvP case
19162 if(!PvP)
19164 RewardReputation(pVictim,1);
19165 GiveXP(xp, pVictim);
19167 if(Pet* pet = GetPet())
19168 pet->GivePetXP(xp);
19170 // normal creature (not pet/etc) can be only in !PvP case
19171 if(pVictim->GetTypeId()==TYPEID_UNIT)
19172 KilledMonster(pVictim->GetEntry(),pVictim->GetGUID());
19175 return xp || honored_kill;
19178 bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
19180 if(pRewardSource->GetDistance(this) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
19181 return true;
19183 if(isAlive())
19184 return false;
19186 Corpse* corpse = GetCorpse();
19187 if(!corpse)
19188 return false;
19190 return pRewardSource->GetDistance(corpse) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
19193 uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
19195 Item* item = GetWeaponForAttack(attType,true);
19197 // unarmed only with base attack
19198 if(attType != BASE_ATTACK && !item)
19199 return 0;
19201 // weapon skill or (unarmed for base attack)
19202 uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
19203 return GetBaseSkillValue(skill);
19206 void Player::ResurectUsingRequestData()
19208 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
19209 TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
19211 ResurrectPlayer(0.0f,false);
19213 if(GetMaxHealth() > m_resurrectHealth)
19214 SetHealth( m_resurrectHealth );
19215 else
19216 SetHealth( GetMaxHealth() );
19218 if(GetMaxPower(POWER_MANA) > m_resurrectMana)
19219 SetPower(POWER_MANA, m_resurrectMana );
19220 else
19221 SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
19223 SetPower(POWER_RAGE, 0 );
19225 SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
19227 SpawnCorpseBones();
19230 void Player::SetClientControl(Unit* target, uint8 allowMove)
19232 WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
19233 data.append(target->GetPackGUID());
19234 data << uint8(allowMove);
19235 GetSession()->SendPacket(&data);
19238 void Player::UpdateZoneDependentAuras( uint32 newZone )
19240 // remove new continent flight forms
19241 if( !IsAllowUseFlyMountsHere() )
19243 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
19244 RemoveSpellsCausingAura(SPELL_AURA_FLY);
19247 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
19248 SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newZone);
19249 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
19250 if(itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0))
19251 if( !HasAura(itr->second->spellId,0) )
19252 CastSpell(this,itr->second->spellId,true);
19255 void Player::UpdateAreaDependentAuras( uint32 newArea )
19257 // remove auras from spells with area limitations
19258 for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
19260 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
19261 if(spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK)
19262 RemoveAura(iter);
19263 else
19264 ++iter;
19267 // some auras applied at subzone enter
19268 SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newArea);
19269 for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
19270 if(itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea))
19271 if( !HasAura(itr->second->spellId,0) )
19272 CastSpell(this,itr->second->spellId,true);
19275 uint32 Player::GetCorpseReclaimDelay(bool pvp) const
19277 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
19278 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
19280 return copseReclaimDelay[0];
19283 time_t now = time(NULL);
19284 // 0..2 full period
19285 uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - now)/DEATH_EXPIRE_STEP : 0;
19286 return copseReclaimDelay[count];
19289 void Player::UpdateCorpseReclaimDelay()
19291 bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
19293 if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
19294 !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
19295 return;
19297 time_t now = time(NULL);
19298 if(now < m_deathExpireTime)
19300 // full and partly periods 1..3
19301 uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
19302 if(count < MAX_DEATH_COUNT)
19303 m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
19304 else
19305 m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
19307 else
19308 m_deathExpireTime = now+DEATH_EXPIRE_STEP;
19311 void Player::SendCorpseReclaimDelay(bool load)
19313 Corpse* corpse = GetCorpse();
19314 if(!corpse)
19315 return;
19317 uint32 delay;
19318 if(load)
19320 if(corpse->GetGhostTime() > m_deathExpireTime)
19321 return;
19323 bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
19325 uint32 count;
19326 if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
19327 !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
19329 count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
19330 if(count>=MAX_DEATH_COUNT)
19331 count = MAX_DEATH_COUNT-1;
19333 else
19334 count=0;
19336 time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
19338 time_t now = time(NULL);
19339 if(now >= expected_time)
19340 return;
19342 delay = expected_time-now;
19344 else
19345 delay = GetCorpseReclaimDelay(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
19347 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
19348 WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
19349 data << uint32(delay*IN_MILISECONDS);
19350 GetSession()->SendPacket( &data );
19353 Player* Player::GetNextRandomRaidMember(float radius)
19355 Group *pGroup = GetGroup();
19356 if(!pGroup)
19357 return NULL;
19359 std::vector<Player*> nearMembers;
19360 nearMembers.reserve(pGroup->GetMembersCount());
19362 for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
19364 Player* Target = itr->getSource();
19366 // IsHostileTo check duel and controlled by enemy
19367 if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
19368 !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
19369 nearMembers.push_back(Target);
19372 if (nearMembers.empty())
19373 return NULL;
19375 uint32 randTarget = urand(0,nearMembers.size()-1);
19376 return nearMembers[randTarget];
19379 PartyResult Player::CanUninviteFromGroup() const
19381 const Group* grp = GetGroup();
19382 if(!grp)
19383 return PARTY_RESULT_YOU_NOT_IN_GROUP;
19385 if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
19386 return PARTY_RESULT_YOU_NOT_LEADER;
19388 if(InBattleGround())
19389 return PARTY_RESULT_INVITE_RESTRICTED;
19391 return PARTY_RESULT_OK;
19394 void Player::SetBattleGroundRaid(Group* group, int8 subgroup)
19396 //we must move references from m_group to m_originalGroup
19397 SetOriginalGroup(GetGroup(), GetSubGroup());
19399 m_group.unlink();
19400 m_group.link(group, this);
19401 m_group.setSubGroup((uint8)subgroup);
19404 void Player::RemoveFromBattleGroundRaid()
19406 //remove existing reference
19407 m_group.unlink();
19408 if( Group* group = GetOriginalGroup() )
19410 m_group.link(group, this);
19411 m_group.setSubGroup(GetOriginalSubGroup());
19413 SetOriginalGroup(NULL);
19416 void Player::SetOriginalGroup(Group *group, int8 subgroup)
19418 if( group == NULL )
19419 m_originalGroup.unlink();
19420 else
19422 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
19423 assert(subgroup >= 0);
19424 m_originalGroup.link(group, this);
19425 m_originalGroup.setSubGroup((uint8)subgroup);
19429 void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
19431 LiquidData liquid_status;
19432 ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
19433 if (!res)
19435 m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWARER_INDARKWATER);
19436 // Small hack for enable breath in WMO
19437 if (IsInWater())
19438 m_MirrorTimerFlags|=UNDERWATER_INWATER;
19439 return;
19442 // All liquids type - check under water position
19443 if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME))
19445 if ( res & LIQUID_MAP_UNDER_WATER)
19446 m_MirrorTimerFlags |= UNDERWATER_INWATER;
19447 else
19448 m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
19451 // Allow travel in dark water on taxi or transport
19452 if (liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER && !isInFlight() && !(GetUnitMovementFlags()&MOVEMENTFLAG_ONTRANSPORT))
19453 m_MirrorTimerFlags |= UNDERWARER_INDARKWATER;
19454 else
19455 m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER;
19457 // in lava check, anywhere in lava level
19458 if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA)
19460 if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
19461 m_MirrorTimerFlags |= UNDERWATER_INLAVA;
19462 else
19463 m_MirrorTimerFlags &= ~UNDERWATER_INLAVA;
19465 // in slime check, anywhere in slime level
19466 if (liquid_status.type&MAP_LIQUID_TYPE_SLIME)
19468 if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
19469 m_MirrorTimerFlags |= UNDERWATER_INSLIME;
19470 else
19471 m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
19475 void Player::SetCanParry( bool value )
19477 if(m_canParry==value)
19478 return;
19480 m_canParry = value;
19481 UpdateParryPercentage();
19484 void Player::SetCanBlock( bool value )
19486 if(m_canBlock==value)
19487 return;
19489 m_canBlock = value;
19490 UpdateBlockPercentage();
19493 bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
19495 for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr)
19496 if(itr->pos == pos)
19497 return true;
19499 return false;
19502 bool Player::CanUseBattleGroundObject()
19504 return ( //InBattleGround() && // in battleground - not need, check in other cases
19505 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19506 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19507 !HasStealthAura() && // not stealthed
19508 !HasInvisibilityAura() && // not invisible
19509 !HasAura(SPELL_RECENTLY_DROPPED_FLAG, 0) && // can't pickup
19510 //TODO player cannot use object when he is invulnerable (immune) - (ice block, divine shield, divine protection, divine intervention ...)
19511 isAlive() // live player
19515 bool Player::CanCaptureTowerPoint()
19517 return ( !HasStealthAura() && // not stealthed
19518 !HasInvisibilityAura() && // not invisible
19519 isAlive() // live player
19523 uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair)
19525 uint32 level = getLevel();
19527 if(level > GT_MAX_LEVEL)
19528 level = GT_MAX_LEVEL; // max level in this dbc
19530 uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
19531 uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
19532 uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
19534 if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair))
19535 return 0;
19537 GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
19539 if(!bsc) // shouldn't happen
19540 return 0xFFFFFFFF;
19542 float cost = 0;
19544 if(hairstyle != newhairstyle)
19545 cost += bsc->cost; // full price
19547 if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
19548 cost += bsc->cost * 0.5f; // +1/2 of price
19550 if(facialhair != newfacialhair)
19551 cost += bsc->cost * 0.75f; // +3/4 of price
19553 return uint32(cost);
19556 void Player::InitGlyphsForLevel()
19558 for(uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
19559 if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
19560 if(gs->Order)
19561 SetGlyphSlot(gs->Order - 1, gs->Id);
19563 uint32 level = getLevel();
19564 uint32 value = 0;
19566 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19567 if(level >= 15)
19568 value |= (0x01 | 0x02);
19569 if(level >= 30)
19570 value |= 0x08;
19571 if(level >= 50)
19572 value |= 0x04;
19573 if(level >= 70)
19574 value |= 0x10;
19575 if(level >= 80)
19576 value |= 0x20;
19578 SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
19581 void Player::EnterVehicle(Vehicle *vehicle)
19583 VehicleEntry const *ve = sVehicleStore.LookupEntry(vehicle->GetVehicleId());
19584 if(!ve)
19585 return;
19587 VehicleSeatEntry const *veSeat = sVehicleSeatStore.LookupEntry(ve->m_seatID[0]);
19588 if(!veSeat)
19589 return;
19591 vehicle->SetCharmerGUID(GetGUID());
19592 vehicle->RemoveFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19593 vehicle->SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
19594 vehicle->setFaction(getFaction());
19596 SetCharm(vehicle); // charm
19597 SetFarSightGUID(vehicle->GetGUID()); // set view
19599 SetClientControl(vehicle, 1); // redirect controls to vehicle
19601 WorldPacket data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA, 0);
19602 GetSession()->SendPacket(&data);
19604 data.Initialize(MSG_MOVE_TELEPORT_ACK, 30);
19605 data.append(GetPackGUID());
19606 data << uint32(0); // counter?
19607 data << uint32(MOVEMENTFLAG_ONTRANSPORT); // transport
19608 data << uint16(0); // special flags
19609 data << uint32(getMSTime()); // time
19610 data << vehicle->GetPositionX(); // x
19611 data << vehicle->GetPositionY(); // y
19612 data << vehicle->GetPositionZ(); // z
19613 data << vehicle->GetOrientation(); // o
19614 // transport part, TODO: load/calculate seat offsets
19615 data << uint64(vehicle->GetGUID()); // transport guid
19616 data << float(veSeat->m_attachmentOffsetX); // transport offsetX
19617 data << float(veSeat->m_attachmentOffsetY); // transport offsetY
19618 data << float(veSeat->m_attachmentOffsetZ); // transport offsetZ
19619 data << float(0); // transport orientation
19620 data << uint32(getMSTime()); // transport time
19621 data << uint8(0); // seat
19622 // end of transport part
19623 data << uint32(0); // fall time
19624 GetSession()->SendPacket(&data);
19626 data.Initialize(SMSG_PET_SPELLS, 8+4+4+4+4*10+1+1);
19627 data << uint64(vehicle->GetGUID());
19628 data << uint32(0x00000000);
19629 data << uint32(0x00000000);
19630 data << uint32(0x00000101);
19632 for(uint32 i = 0; i < 10; ++i)
19633 data << uint16(0) << uint8(0) << uint8(i+8);
19635 data << uint8(0);
19636 data << uint8(0);
19637 GetSession()->SendPacket(&data);
19640 void Player::ExitVehicle(Vehicle *vehicle)
19642 vehicle->SetCharmerGUID(0);
19643 vehicle->SetFlag(UNIT_NPC_FLAGS, UNIT_NPC_FLAG_SPELLCLICK);
19644 vehicle->RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_UNK_24);
19645 vehicle->setFaction((GetTeam() == ALLIANCE) ? vehicle->GetCreatureInfo()->faction_A : vehicle->GetCreatureInfo()->faction_H);
19647 SetCharm(NULL);
19648 SetFarSightGUID(0);
19650 SetClientControl(vehicle, 0);
19652 WorldPacket data(MSG_MOVE_TELEPORT_ACK, 30);
19653 data.append(GetPackGUID());
19654 data << uint32(0); // counter?
19655 data << uint32(MOVEMENTFLAG_FLY_UNK1); // fly unk
19656 data << uint16(0x40); // special flags
19657 data << uint32(getMSTime()); // time
19658 data << vehicle->GetPositionX(); // x
19659 data << vehicle->GetPositionY(); // y
19660 data << vehicle->GetPositionZ(); // z
19661 data << vehicle->GetOrientation(); // o
19662 data << uint32(0); // fall time
19663 GetSession()->SendPacket(&data);
19665 data.Initialize(SMSG_PET_SPELLS, 8+4);
19666 data << uint64(0);
19667 data << uint32(0);
19668 GetSession()->SendPacket(&data);
19670 // only for flyable vehicles?
19671 CastSpell(this, 45472, true); // Parachute
19674 bool Player::HasTitle(uint32 bitIndex)
19676 if (bitIndex > 128)
19677 return false;
19679 uint32 fieldIndexOffset = bitIndex/32;
19680 uint32 flag = 1 << (bitIndex%32);
19681 return HasFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
19684 void Player::SetTitle(CharTitlesEntry const* title)
19686 uint32 fieldIndexOffset = title->bit_index/32;
19687 uint32 flag = 1 << (title->bit_index%32);
19688 SetFlag(PLAYER__FIELD_KNOWN_TITLES+fieldIndexOffset, flag);
19691 void Player::ConvertRune(uint8 index, uint8 newType)
19693 SetCurrentRune(index, newType);
19695 WorldPacket data(SMSG_CONVERT_RUNE, 2);
19696 data << uint8(index);
19697 data << uint8(newType);
19698 GetSession()->SendPacket(&data);
19701 void Player::ResyncRunes(uint8 count)
19703 WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
19704 for(uint32 i = 0; i < count; ++i)
19706 data << uint8(GetCurrentRune(i)); // rune type
19707 data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255)
19709 GetSession()->SendPacket(&data);
19712 void Player::AddRunePower(uint8 index)
19714 WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
19715 data << uint32(1 << index); // mask (0x00-0x3F probably)
19716 GetSession()->SendPacket(&data);
19719 void Player::InitRunes()
19721 if(getClass() != CLASS_DEATH_KNIGHT)
19722 return;
19724 m_runes = new Runes;
19726 m_runes->runeState = 0;
19728 for(uint32 i = 0; i < MAX_RUNES; ++i)
19730 SetBaseRune(i, i / 2); // init base types
19731 SetCurrentRune(i, i / 2); // init current types
19732 SetRuneCooldown(i, 0); // reset cooldowns
19733 m_runes->SetRuneState(i);
19736 for(uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
19737 SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
19740 void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast)
19742 Loot loot;
19743 loot.FillLoot (loot_id,store,this,true);
19745 uint32 max_slot = loot.GetMaxSlotInLootFor(this);
19746 for(uint32 i = 0; i < max_slot; ++i)
19748 LootItem* lootItem = loot.LootItemInSlot(i,this);
19750 ItemPosCountVec dest;
19751 uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
19752 if(msg != EQUIP_ERR_OK && slot != NULL_SLOT)
19753 msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
19754 if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
19755 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
19756 if(msg != EQUIP_ERR_OK)
19758 SendEquipError( msg, NULL, NULL );
19759 continue;
19762 Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
19763 SendNewItem(pItem, lootItem->count, false, false, broadcast);
19767 uint32 Player::CalculateTalentsPoints() const
19769 uint32 base_talent = getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld.getRate(RATE_TALENT));
19771 if(getClass() != CLASS_DEATH_KNIGHT)
19772 return base_talent;
19774 uint32 talentPointsForLevel =
19775 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld.getRate(RATE_TALENT)))
19776 + m_questRewardTalentCount;
19778 if(talentPointsForLevel > base_talent)
19779 talentPointsForLevel = base_talent;
19781 return talentPointsForLevel;
19784 bool Player::IsAllowUseFlyMountsHere() const
19786 if (isGameMaster())
19787 return true;
19789 uint32 v_map = GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19790 return v_map == 530 || v_map == 571 && HasSpell(54197);
19793 void Player::learnSpellHighRank(uint32 spellid)
19795 learnSpell(spellid,false);
19797 SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
19798 for(SpellChainMapNext::const_iterator itr = nextMap.lower_bound(spellid); itr != nextMap.upper_bound(spellid); ++itr)
19799 learnSpellHighRank(itr->second);
19802 void Player::_LoadSkills()
19804 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19806 // reset skill modifiers and set correct unlearn flags
19807 for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
19809 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
19811 // set correct unlearn bit
19812 uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
19813 if(!id) continue;
19815 SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
19816 if(!pSkill) continue;
19818 // enable unlearn button for primary professions only
19819 if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
19820 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
19821 else
19822 SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
19824 uint32 vskill = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
19826 learnSkillRewardedSpells(id, vskill);
19829 // special settings
19830 if(getClass()==CLASS_DEATH_KNIGHT)
19832 uint32 base_level = std::min(getLevel(),sWorld.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL));
19833 if(base_level < 1)
19834 base_level = 1;
19835 uint32 base_skill = (base_level-1)*5; // 270 at starting level 55
19836 if(base_skill < 1)
19837 base_skill = 1; // skill mast be known and then > 0 in any case
19839 if(GetPureSkillValue (SKILL_FIRST_AID) < base_skill)
19840 SetSkill(SKILL_FIRST_AID,base_skill, base_skill);
19841 if(GetPureSkillValue (SKILL_AXES) < base_skill)
19842 SetSkill(SKILL_AXES, base_skill,base_skill);
19843 if(GetPureSkillValue (SKILL_DEFENSE) < base_skill)
19844 SetSkill(SKILL_DEFENSE, base_skill,base_skill);
19845 if(GetPureSkillValue (SKILL_POLEARMS) < base_skill)
19846 SetSkill(SKILL_POLEARMS, base_skill,base_skill);
19847 if(GetPureSkillValue (SKILL_SWORDS) < base_skill)
19848 SetSkill(SKILL_SWORDS, base_skill,base_skill);
19849 if(GetPureSkillValue (SKILL_2H_AXES) < base_skill)
19850 SetSkill(SKILL_2H_AXES, base_skill,base_skill);
19851 if(GetPureSkillValue (SKILL_2H_SWORDS) < base_skill)
19852 SetSkill(SKILL_2H_SWORDS, base_skill,base_skill);
19853 if(GetPureSkillValue (SKILL_UNARMED) < base_skill)
19854 SetSkill(SKILL_UNARMED, base_skill,base_skill);
19858 uint32 Player::GetPhaseMaskForSpawn() const
19860 uint32 phase = PHASEMASK_NORMAL;
19861 if(!isGameMaster())
19862 phase = GetPhaseMask();
19863 else
19865 AuraList const& phases = GetAurasByType(SPELL_AURA_PHASE);
19866 if(!phases.empty())
19867 phase = phases.front()->GetMiscValue();
19870 // some aura phases include 1 normal map in addition to phase itself
19871 if(uint32 n_phase = phase & ~PHASEMASK_NORMAL)
19872 return n_phase;
19874 return PHASEMASK_NORMAL;
19877 uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
19879 ItemPrototype const* pProto = pItem->GetProto();
19881 // proto based limitations
19882 if(uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count))
19883 return res;
19885 // check unique-equipped on gems
19886 for(uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
19888 uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
19889 if(!enchant_id)
19890 continue;
19891 SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
19892 if(!enchantEntry)
19893 continue;
19895 ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
19896 if(!pGem)
19897 continue;
19899 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19900 uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
19901 ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;
19903 if(uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count))
19904 return res;
19907 return EQUIP_ERR_OK;
19910 uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const
19912 // check unique-equipped on item
19913 if (itemProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
19915 // there is an equip limit on this item
19916 if(HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot))
19917 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19920 // check unique-equipped limit
19921 if (itemProto->ItemLimitCategory)
19923 ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
19924 if(!limitEntry)
19925 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19927 if(limit_count > limitEntry->maxCount)
19928 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; // attempt add too many limit category items (gems)
19930 // there is an equip limit on this item
19931 if(HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot))
19932 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
19935 return EQUIP_ERR_OK;
19938 void Player::HandleFall(MovementInfo const& movementInfo)
19940 // calculate total z distance of the fall
19941 float z_diff = m_lastFallZ - movementInfo.z;
19942 sLog.outDebug("zDiff = %f", z_diff);
19944 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19945 // 14.57 can be calculated by resolving damageperc formular below to 0
19946 if (z_diff >= 14.57f && !isDead() && !isGameMaster() &&
19947 !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
19948 !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL) )
19950 //Safe fall, fall height reduction
19951 int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
19953 float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
19955 if(damageperc >0 )
19957 uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL));
19959 float height = movementInfo.z;
19960 UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
19962 if (damage > 0)
19964 //Prevent fall damage from being more than the player maximum health
19965 if (damage > GetMaxHealth())
19966 damage = GetMaxHealth();
19968 // Gust of Wind
19969 if (GetDummyAura(43621))
19970 damage = GetMaxHealth()/2;
19972 EnvironmentalDamage(GetGUID(), DAMAGE_FALL, damage);
19974 // recheck alive, might have died of EnvironmentalDamage
19975 if (isAlive())
19976 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
19979 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19980 DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall);
19985 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/ )
19987 GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1,miscvalue2,unit,time);