2 * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
26 #include "WorldPacket.h"
27 #include "WorldSession.h"
28 #include "UpdateMask.h"
31 #include "SkillDiscovery.h"
33 #include "GossipDef.h"
34 #include "UpdateData.h"
36 #include "ChannelMgr.h"
37 #include "MapManager.h"
38 #include "MapInstanced.h"
39 #include "InstanceSaveMgr.h"
40 #include "GridNotifiers.h"
41 #include "GridNotifiersImpl.h"
43 #include "ObjectMgr.h"
44 #include "ObjectAccessor.h"
45 #include "CreatureAI.h"
51 #include "Transports.h"
53 #include "BattleGround.h"
54 #include "BattleGroundMgr.h"
55 #include "ArenaTeam.h"
57 #include "Database/DatabaseImpl.h"
59 #include "SocialMgr.h"
60 #include "AchievementMgr.h"
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)
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()
126 memset(m_taximask
, 0, sizeof(m_taximask
));
129 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
131 // class specific initial known nodes
134 case CLASS_DEATH_KNIGHT
:
136 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
137 m_taximask
[i
] |= sOldContinentsNodesMask
[i
];
142 // race specific initial known nodes: capital and taxi hub masks
145 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
146 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
147 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
148 case RACE_NIGHTELF
: SetTaximaskNode(26);
149 SetTaximaskNode(27); break; // Night Elf
150 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
151 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
152 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
153 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
154 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
155 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
158 // new continent starting masks (It will be accessible only at new map)
159 switch(Player::TeamForRace(race
))
161 case ALLIANCE
: SetTaximaskNode(100); break;
162 case HORDE
: SetTaximaskNode(99); break;
164 // level dependent taxi hubs
166 SetTaximaskNode(213); //Shattered Sun Staging Area
169 void PlayerTaxi::LoadTaxiMask(const char* data
)
171 Tokens tokens
= StrSplit(data
, " ");
174 Tokens::iterator iter
;
175 for (iter
= tokens
.begin(), index
= 0;
176 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
178 // load and set bits only for existed taxi nodes
179 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
183 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
187 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
188 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
192 for (uint8 i
=0; i
<TaxiMaskSize
; ++i
)
193 data
<< uint32(m_taximask
[i
]); // known nodes
197 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
, uint32 team
)
199 ClearTaxiDestinations();
201 Tokens tokens
= StrSplit(values
," ");
203 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
205 uint32 node
= uint32(atol(iter
->c_str()));
206 AddTaxiDestination(node
);
209 if(m_TaxiDestinations
.empty())
213 if(m_TaxiDestinations
.size() < 2)
216 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
220 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
225 // can't load taxi path without mount set (quest taxi path?)
226 if(!objmgr
.GetTaxiMountDisplayId(GetTaxiSource(),team
,true))
232 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
234 if(m_TaxiDestinations
.empty())
237 std::ostringstream ss
;
239 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
240 ss
<< m_TaxiDestinations
[i
] << " ";
245 uint32
PlayerTaxi::GetCurrentTaxiPath() const
247 if(m_TaxiDestinations
.size() < 2)
253 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
258 std::ostringstream
& operator<< (std::ostringstream
& ss
, PlayerTaxi
const& taxi
)
261 for(int i
= 0; i
< TaxiMaskSize
; ++i
)
262 ss
<< taxi
.m_taximask
[i
] << " ";
267 //== Player ====================================================
269 UpdateMask
Player::updateVisualBits
;
271 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this), m_reputationMgr(this)
278 m_objectType
|= TYPEMASK_PLAYER
;
279 m_objectTypeId
= TYPEID_PLAYER
;
281 m_valuesCount
= PLAYER_END
;
288 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
289 SetAcceptTicket(true);
291 // players always accept
292 if(GetSession()->GetSecurity() == SEC_PLAYER
)
293 SetAcceptWhispers(true);
301 m_usedTalentCount
= 0;
302 m_questRewardTalentCount
= 0;
305 m_weaponChangeTimer
= 0;
308 m_zoneUpdateTimer
= 0;
312 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
314 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
315 // this must help in case next save after mass player load after server startup
316 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
318 clearResurrectRequestData();
320 m_SpellModRemoveCount
= 0;
322 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
326 // group is initialized in the reference constructor
327 SetGroupInvite(NULL
);
328 m_groupUpdateMask
= 0;
329 m_auraUpdateMask
= 0;
333 m_GuildIdInvited
= 0;
334 m_ArenaTeamIdInvited
= 0;
336 m_atLoginFlags
= AT_LOGIN_NONE
;
338 mSemaphoreTeleport_Near
= false;
339 mSemaphoreTeleport_Far
= false;
346 PlayerTalkClass
= new PlayerMenu( GetSession() );
347 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
349 m_DailyQuestChanged
= false;
350 m_lastDailyQuestTime
= 0;
352 for (int i
=0; i
<MAX_TIMERS
; ++i
)
353 m_MirrorTimer
[i
] = DISABLED_MIRROR_TIMER
;
355 m_MirrorTimerFlags
= UNDERWATER_NONE
;
356 m_MirrorTimerFlagsLast
= UNDERWATER_NONE
;
362 m_deathExpireTime
= 0;
366 m_DetectInvTimer
= 1*IN_MILISECONDS
;
368 m_bgBattleGroundID
= 0;
369 m_bgTypeID
= BATTLEGROUND_TYPE_NONE
;
370 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; ++j
)
372 m_bgBattleGroundQueueID
[j
].bgQueueTypeId
= BATTLEGROUND_QUEUE_NONE
;
373 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
377 m_logintime
= time(NULL
);
378 m_Last_tick
= m_logintime
;
379 m_WeaponProficiency
= 0;
380 m_ArmorProficiency
= 0;
383 m_canDualWield
= false;
384 m_canTitanGrip
= false;
387 m_temporaryUnsummonedPetNumber
= 0;
388 //cache for UNIT_CREATED_BY_SPELL to allow
389 //returning reagents for temporarily removed pets
390 //when dying/logging out
393 ////////////////////Rest System/////////////////////
400 rest_type
=REST_TYPE_NO
;
401 ////////////////////Rest System/////////////////////
403 m_mailsLoaded
= false;
404 m_mailsUpdated
= false;
406 m_nextMailDelivereTime
= 0;
408 m_resetTalentsCost
= 0;
409 m_resetTalentsTime
= 0;
410 m_itemUpdateQueueBlocked
= false;
412 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
413 m_forced_speed_changes
[i
] = 0;
417 /////////////////// Instance System /////////////////////
420 m_InstanceValid
= true;
421 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
428 for (int i
= 0; i
< BASEMOD_END
; ++i
)
430 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
431 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
434 for (int i
= 0; i
< MAX_COMBAT_RATING
; ++i
)
435 m_baseRatingValue
[i
] = 0;
437 m_baseSpellDamage
= 0;
438 m_baseSpellHealing
= 0;
443 m_lastHonorUpdateTime
= time(NULL
);
452 //Default movement to run mode
453 m_unit_movement_flags
= 0;
458 m_bgAfkReportedTimer
= 0;
459 m_contestedPvPTimer
= 0;
461 m_declinedname
= NULL
;
470 CleanupsBeforeDelete();
472 // it must be unloaded already in PlayerLogout and accessed only for loggined player
475 // Note: buy back item already deleted from DB when player was saved
476 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
483 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
486 //all mailed items should be deleted, also all mail should be deallocated
487 for (PlayerMails::const_iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
490 for (ItemMap::const_iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
491 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
493 delete PlayerTalkClass
;
497 m_transport
->RemovePassenger(this);
500 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
502 delete ItemSetEff
[x
];
504 // clean up player-instance binds, may unload some instance saves
505 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
506 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
507 itr
->second
.save
->RemovePlayer(this);
509 delete m_declinedname
;
513 void Player::CleanupsBeforeDelete()
515 if(m_uint32Values
) // only for fully created Object
518 DuelComplete(DUEL_INTERUPTED
);
520 Unit::CleanupsBeforeDelete();
523 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
)
525 //FIXME: outfitId not used in player creating
527 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
531 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
534 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
538 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
544 SetMapId(info
->mapId
);
545 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
547 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
550 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
554 uint8 powertype
= cEntry
->powerType
;
556 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
557 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
562 SetDisplayId(info
->displayId_f
);
563 SetNativeDisplayId(info
->displayId_f
);
566 SetDisplayId(info
->displayId_m
);
567 SetNativeDisplayId(info
->displayId_m
);
570 sLog
.outError("Invalid gender %u for player",gender
);
575 setFactionForRace(m_race
);
577 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
579 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
580 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
581 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
582 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
583 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
584 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
586 // -1 is default value
587 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
589 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
590 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
591 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
593 SetUInt32Value( PLAYER_GUILDID
, 0 );
594 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
595 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
597 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
598 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
599 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2
, 0 ); // 0=disabled
600 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
601 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
602 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
603 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
604 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
606 // set starting level
607 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
608 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
609 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
611 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
613 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
614 if(gm_level
> start_level
)
615 start_level
= gm_level
;
618 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
622 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
623 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
624 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
627 m_Last_tick
= time(NULL
);
628 m_Played_time
[0] = 0;
629 m_Played_time
[1] = 0;
631 // base stats and related field values
633 InitTaxiNodesForLevel();
634 InitGlyphsForLevel();
635 InitTalentForLevel();
636 InitPrimaryProfessions(); // to max set before any spell added
638 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
639 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
640 SetHealth(GetMaxHealth());
641 if (getPowerType()==POWER_MANA
)
643 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
644 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
647 if(getPowerType() == POWER_RUNIC_POWER
)
649 SetPower(POWER_RUNE
, 8);
650 SetMaxPower(POWER_RUNE
, 8);
651 SetPower(POWER_RUNIC_POWER
, 0);
652 SetMaxPower(POWER_RUNIC_POWER
, 1000);
656 learnDefaultSpells();
658 // original action bar
659 std::list
<uint16
>::const_iterator action_itr
[4];
660 for(int i
=0; i
<4; ++i
)
661 action_itr
[i
] = info
->action
[i
].begin();
663 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
666 for(int i
=0; i
<4 ;++i
)
667 taction
[i
] = (*action_itr
[i
]);
669 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
671 for(int i
=0; i
<4 ;++i
)
676 CharStartOutfitEntry
const* oEntry
= NULL
;
677 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
679 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
681 if(entry
->RaceClassGender
== RaceClassGender
)
691 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
693 if(oEntry
->ItemId
[j
] <= 0)
696 uint32 item_id
= oEntry
->ItemId
[j
];
699 // Hack for not existed item id in dbc 3.0.3
703 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
706 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
710 // max stack by default (mostly 1), 1 for infinity stackable
711 uint32 count
= iProto
->Stackable
> 0 ? uint32(iProto
->Stackable
) : 1;
713 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
715 switch(iProto
->Spells
[0].SpellCategory
)
718 if(iProto
->Stackable
> 4)
722 if(iProto
->Stackable
> 2)
728 StoreNewItemInBestSlots(item_id
, count
);
732 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
733 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
735 // bags and main-hand weapon must equipped at this moment
736 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
737 // or ammo not equipped in special bag
738 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
740 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
743 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
744 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
745 if( msg
== EQUIP_ERR_OK
)
747 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
748 EquipItem( eDest
, pItem
, true);
750 // move other items to more appropriate slots (ammo not equipped in special bag)
753 ItemPosCountVec sDest
;
754 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
755 if( msg
== EQUIP_ERR_OK
)
757 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
758 pItem
= StoreItem( sDest
, pItem
, true);
761 // if this is ammo then use it
762 msg
= CanUseAmmo( pItem
->GetEntry() );
763 if( msg
== EQUIP_ERR_OK
)
764 SetAmmo( pItem
->GetEntry() );
768 // all item positions resolved
773 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
775 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
777 // attempt equip by one
778 while(titem_amount
> 0)
781 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
782 if( msg
!= EQUIP_ERR_OK
)
785 EquipNewItem( eDest
, titem_id
, true);
786 AutoUnequipOffhandIfNeed();
790 if(titem_amount
== 0)
791 return true; // equipped
794 ItemPosCountVec sDest
;
795 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
796 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
797 if( msg
== EQUIP_ERR_OK
)
799 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
800 return true; // stored
803 // item can't be added
804 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
808 void Player::SendMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, int32 Regen
)
810 if (MaxValue
== DISABLED_MIRROR_TIMER
)
812 if (CurrentValue
!=DISABLED_MIRROR_TIMER
)
813 StopMirrorTimer(Type
);
816 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
817 data
<< (uint32
)Type
;
818 data
<< CurrentValue
;
822 data
<< (uint32
)0; // spell id
823 GetSession()->SendPacket( &data
);
826 void Player::StopMirrorTimer(MirrorTimerType Type
)
828 m_MirrorTimer
[Type
] = DISABLED_MIRROR_TIMER
;
829 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
830 data
<< (uint32
)Type
;
831 GetSession()->SendPacket( &data
);
834 void Player::EnvironmentalDamage(EnviromentalDamage type
, uint32 damage
)
836 if(!isAlive() || isGameMaster())
839 // Absorb, resist some environmental damage type
842 if (type
== DAMAGE_LAVA
)
843 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
844 else if (type
== DAMAGE_SLIME
)
845 CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE
, DIRECT_DAMAGE
, damage
, &absorb
, &resist
);
847 damage
-=absorb
+resist
;
849 DealDamageMods(this,damage
,&absorb
);
851 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
852 data
<< uint64(GetGUID());
853 data
<< uint8(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
854 data
<< uint32(damage
);
855 data
<< uint32(absorb
);
856 data
<< uint32(resist
);
857 SendMessageToSet(&data
, true);
859 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
863 if(type
==DAMAGE_FALL
) // DealDamage not apply item durability loss at self damage
865 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
866 DurabilityLossAll(0.10f
,false);
867 // durability lost message
868 WorldPacket
data2(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
869 GetSession()->SendPacket(&data2
);
872 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM
, 1, type
);
876 int32
Player::getMaxTimer(MirrorTimerType timer
)
881 return MINUTE
*IN_MILISECONDS
;
884 if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING
) || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
885 return DISABLED_MIRROR_TIMER
;
886 int32 UnderWaterTime
= 3*MINUTE
*IN_MILISECONDS
;
887 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
888 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
889 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
890 return UnderWaterTime
;
895 return DISABLED_MIRROR_TIMER
;
896 return 1*IN_MILISECONDS
;
904 void Player::UpdateMirrorTimers()
906 // Desync flags for update on next HandleDrowning
907 if (m_MirrorTimerFlags
)
908 m_MirrorTimerFlagsLast
= ~m_MirrorTimerFlags
;
911 void Player::HandleDrowning(uint32 time_diff
)
913 if (!m_MirrorTimerFlags
)
917 if (m_MirrorTimerFlags
& UNDERWATER_INWATER
)
919 // Breath timer not activated - activate it
920 if (m_MirrorTimer
[BREATH_TIMER
] == DISABLED_MIRROR_TIMER
)
922 m_MirrorTimer
[BREATH_TIMER
] = getMaxTimer(BREATH_TIMER
);
923 SendMirrorTimer(BREATH_TIMER
, m_MirrorTimer
[BREATH_TIMER
], m_MirrorTimer
[BREATH_TIMER
], -1);
925 else // If activated - do tick
927 m_MirrorTimer
[BREATH_TIMER
]-=time_diff
;
928 // Timer limit - need deal damage
929 if (m_MirrorTimer
[BREATH_TIMER
] < 0)
931 m_MirrorTimer
[BREATH_TIMER
]+= 1*IN_MILISECONDS
;
932 // Calculate and deal damage
933 // TODO: Check this formula
934 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
935 EnvironmentalDamage(DAMAGE_DROWNING
, damage
);
937 else if (!(m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)) // Update time in client if need
938 SendMirrorTimer(BREATH_TIMER
, getMaxTimer(BREATH_TIMER
), m_MirrorTimer
[BREATH_TIMER
], -1);
941 else if (m_MirrorTimer
[BREATH_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
943 int32 UnderWaterTime
= getMaxTimer(BREATH_TIMER
);
945 m_MirrorTimer
[BREATH_TIMER
]+=10*time_diff
;
946 if (m_MirrorTimer
[BREATH_TIMER
] >= UnderWaterTime
|| !isAlive())
947 StopMirrorTimer(BREATH_TIMER
);
948 else if (m_MirrorTimerFlagsLast
& UNDERWATER_INWATER
)
949 SendMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_MirrorTimer
[BREATH_TIMER
], 10);
953 if (m_MirrorTimerFlags
& UNDERWARER_INDARKWATER
)
955 // Fatigue timer not activated - activate it
956 if (m_MirrorTimer
[FATIGUE_TIMER
] == DISABLED_MIRROR_TIMER
)
958 m_MirrorTimer
[FATIGUE_TIMER
] = getMaxTimer(FATIGUE_TIMER
);
959 SendMirrorTimer(FATIGUE_TIMER
, m_MirrorTimer
[FATIGUE_TIMER
], m_MirrorTimer
[FATIGUE_TIMER
], -1);
963 m_MirrorTimer
[FATIGUE_TIMER
]-=time_diff
;
964 // Timer limit - need deal damage or teleport ghost to graveyard
965 if (m_MirrorTimer
[FATIGUE_TIMER
] < 0)
967 m_MirrorTimer
[FATIGUE_TIMER
]+= 1*IN_MILISECONDS
;
968 if (isAlive()) // Calculate and deal damage
970 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
971 EnvironmentalDamage(DAMAGE_EXHAUSTED
, damage
);
973 else if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
)) // Teleport ghost to graveyard
976 else if (!(m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
))
977 SendMirrorTimer(FATIGUE_TIMER
, getMaxTimer(FATIGUE_TIMER
), m_MirrorTimer
[FATIGUE_TIMER
], -1);
980 else if (m_MirrorTimer
[FATIGUE_TIMER
] != DISABLED_MIRROR_TIMER
) // Regen timer
982 int32 DarkWaterTime
= getMaxTimer(FATIGUE_TIMER
);
983 m_MirrorTimer
[FATIGUE_TIMER
]+=10*time_diff
;
984 if (m_MirrorTimer
[FATIGUE_TIMER
] >= DarkWaterTime
|| !isAlive())
985 StopMirrorTimer(FATIGUE_TIMER
);
986 else if (m_MirrorTimerFlagsLast
& UNDERWARER_INDARKWATER
)
987 SendMirrorTimer(FATIGUE_TIMER
, DarkWaterTime
, m_MirrorTimer
[FATIGUE_TIMER
], 10);
990 if (m_MirrorTimerFlags
& (UNDERWATER_INLAVA
|UNDERWATER_INSLIME
))
992 // Breath timer not activated - activate it
993 if (m_MirrorTimer
[FIRE_TIMER
] == DISABLED_MIRROR_TIMER
)
994 m_MirrorTimer
[FIRE_TIMER
] = getMaxTimer(FIRE_TIMER
);
997 m_MirrorTimer
[FIRE_TIMER
]-=time_diff
;
998 if (m_MirrorTimer
[FIRE_TIMER
] < 0)
1000 m_MirrorTimer
[FIRE_TIMER
]+= 1*IN_MILISECONDS
;
1001 // Calculate and deal damage
1002 // TODO: Check this formula
1003 uint32 damage
= urand(600, 700);
1004 if (m_MirrorTimerFlags
&UNDERWATER_INLAVA
)
1005 EnvironmentalDamage(DAMAGE_LAVA
, damage
);
1007 EnvironmentalDamage(DAMAGE_SLIME
, damage
);
1012 m_MirrorTimer
[FIRE_TIMER
] = DISABLED_MIRROR_TIMER
;
1014 // Recheck timers flag
1015 m_MirrorTimerFlags
&=~UNDERWATER_EXIST_TIMERS
;
1016 for (int i
= 0; i
< MAX_TIMERS
; ++i
)
1017 if (m_MirrorTimer
[i
]!=DISABLED_MIRROR_TIMER
)
1019 m_MirrorTimerFlags
|=UNDERWATER_EXIST_TIMERS
;
1022 m_MirrorTimerFlagsLast
= m_MirrorTimerFlags
;
1025 ///The player sobers by 256 every 10 seconds
1026 void Player::HandleSobering()
1030 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
1031 SetDrunkValue(drunk
);
1034 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
1037 return DRUNKEN_SMASHED
;
1039 return DRUNKEN_DRUNK
;
1041 return DRUNKEN_TIPSY
;
1042 return DRUNKEN_SOBER
;
1045 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
1047 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1049 m_drunk
= newDrunkenValue
;
1050 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
1052 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
1054 // special drunk invisibility detection
1055 if(newDrunkenState
>= DRUNKEN_DRUNK
)
1056 m_detectInvisibilityMask
|= (1<<6);
1058 m_detectInvisibilityMask
&= ~(1<<6);
1060 if(newDrunkenState
== oldDrunkenState
)
1063 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
1064 data
<< uint64(GetGUID());
1065 data
<< uint32(newDrunkenState
);
1066 data
<< uint32(itemId
);
1068 SendMessageToSet(&data
, true);
1071 void Player::Update( uint32 p_time
)
1077 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1082 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1083 m_nextMailDelivereTime
= 0;
1086 Unit::Update( p_time
);
1088 // update player only attacks
1089 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1091 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1094 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1096 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1099 time_t now
= time (NULL
);
1103 UpdateContestedPvP(p_time
);
1105 UpdateDuelFlag(now
);
1107 CheckDuelDistance(now
);
1109 UpdateAfkReport(now
);
1111 // Update items that have just a limited lifetime
1112 if (now
>m_Last_tick
)
1113 UpdateItemDuration(uint32(now
- m_Last_tick
));
1115 if (!m_timedquests
.empty())
1117 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1118 while (iter
!= m_timedquests
.end())
1120 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1121 if( q_status
.m_timer
<= p_time
)
1123 uint32 quest_id
= *iter
;
1124 ++iter
; // current iter will be removed in FailTimedQuest
1125 FailTimedQuest( quest_id
);
1129 q_status
.m_timer
-= p_time
;
1130 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1136 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1138 Unit
*pVictim
= getVictim();
1139 if (pVictim
&& !IsNonMeleeSpellCasted(false))
1141 // default combat reach 10
1142 // TODO add weapon,skill check
1144 float pldistance
= ATTACK_DISTANCE
;
1146 if (isAttackReady(BASE_ATTACK
))
1148 if(!IsWithinDistInMap(pVictim
, pldistance
))
1150 setAttackTimer(BASE_ATTACK
,100);
1151 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1153 SendAttackSwingNotInRange();
1154 m_swingErrorMsg
= 1;
1157 //120 degrees of radiant range
1158 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1160 setAttackTimer(BASE_ATTACK
,100);
1161 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1163 SendAttackSwingBadFacingAttack();
1164 m_swingErrorMsg
= 2;
1169 m_swingErrorMsg
= 0; // reset swing error state
1171 // prevent base and off attack in same time, delay attack at 0.2 sec
1172 if(haveOffhandWeapon())
1174 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1175 if(off_att
< ATTACK_DISPLAY_DELAY
)
1176 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1178 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1179 resetAttackTimer(BASE_ATTACK
);
1183 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1185 if(!IsWithinDistInMap(pVictim
, pldistance
))
1187 setAttackTimer(OFF_ATTACK
,100);
1189 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1191 setAttackTimer(OFF_ATTACK
,100);
1195 // prevent base and off attack in same time, delay attack at 0.2 sec
1196 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1197 if(base_att
< ATTACK_DISPLAY_DELAY
)
1198 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1200 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1201 resetAttackTimer(OFF_ATTACK
);
1205 Unit
*owner
= pVictim
->GetOwner();
1206 Unit
*u
= owner
? owner
: pVictim
;
1207 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1210 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1215 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1217 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1219 int time_inn
= time(NULL
)-GetTimeInnEnter();
1220 if (time_inn
>= 10) //freeze update
1222 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1223 //speed collect rest bonus (section/in hour)
1224 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1225 UpdateInnerTime(time(NULL
));
1230 if(m_regenTimer
> 0)
1232 if(p_time
>= m_regenTimer
)
1235 m_regenTimer
-= p_time
;
1238 if (m_weaponChangeTimer
> 0)
1240 if(p_time
>= m_weaponChangeTimer
)
1241 m_weaponChangeTimer
= 0;
1243 m_weaponChangeTimer
-= p_time
;
1246 if (m_zoneUpdateTimer
> 0)
1248 if(p_time
>= m_zoneUpdateTimer
)
1250 uint32 newzone
, newarea
;
1251 GetZoneAndAreaId(newzone
,newarea
);
1253 if( m_zoneUpdateId
!= newzone
)
1254 UpdateZone(newzone
,newarea
); // also update area
1257 // use area updates as well
1258 // needed for free far all arenas for example
1259 if( m_areaUpdateId
!= newarea
)
1260 UpdateArea(newarea
);
1262 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1266 m_zoneUpdateTimer
-= p_time
;
1274 if (m_deathState
== JUST_DIED
)
1281 if(p_time
>= m_nextSave
)
1283 // m_nextSave reseted in SaveToDB call
1285 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1289 m_nextSave
-= p_time
;
1293 //Handle Water/drowning
1294 HandleDrowning(p_time
);
1296 //Handle detect stealth players
1297 if (m_DetectInvTimer
> 0)
1299 if (p_time
>= m_DetectInvTimer
)
1301 m_DetectInvTimer
= 3000;
1302 HandleStealthedUnitsDetection();
1305 m_DetectInvTimer
-= p_time
;
1309 if (now
> m_Last_tick
)
1311 uint32 elapsed
= uint32(now
- m_Last_tick
);
1312 m_Played_time
[0] += elapsed
; // Total played time
1313 m_Played_time
[1] += elapsed
; // Level played time
1319 m_drunkTimer
+= p_time
;
1321 if (m_drunkTimer
> 10*IN_MILISECONDS
)
1325 // not auto-free ghost from body in instances
1326 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1328 if(p_time
>= m_deathTimer
)
1335 m_deathTimer
-= p_time
;
1338 UpdateEnchantTime(p_time
);
1339 UpdateHomebindTime(p_time
);
1342 SendUpdateToOutOfRangeGroupMembers();
1344 Pet
* pet
= GetPet();
1345 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1347 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1352 void Player::setDeathState(DeathState s
)
1354 uint32 ressSpellId
= 0;
1356 bool cur
= isAlive();
1358 if(s
== JUST_DIED
&& cur
)
1360 // drunken state is cleared on death
1362 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1365 clearResurrectRequestData();
1367 // remove form before other mods to prevent incorrect stats calculation
1368 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1370 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1371 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1373 // remove uncontrolled pets
1376 // save value before aura remove in Unit::setDeathState
1377 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1381 ressSpellId
= GetResurrectionSpellId();
1382 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1383 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH
, 1);
1384 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON
, 1);
1386 Unit::setDeathState(s
);
1388 // restore resurrection spell id for player after aura remove
1389 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1390 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1392 if(isAlive() && !cur
)
1394 //clear aura case after resurrection by another way (spells will be applied before next death)
1395 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1397 // restore default warrior stance
1398 if(getClass()== CLASS_WARRIOR
)
1399 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1403 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1405 Field
*fields
= result
->Fetch();
1407 *p_data
<< uint64(GetGUID());
1410 *p_data
<< uint8(getRace());
1411 uint8 pClass
= getClass();
1412 *p_data
<< uint8(pClass
);
1413 *p_data
<< uint8(getGender());
1415 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1416 *p_data
<< uint8(bytes
);
1417 *p_data
<< uint8(bytes
>> 8);
1418 *p_data
<< uint8(bytes
>> 16);
1419 *p_data
<< uint8(bytes
>> 24);
1421 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1422 *p_data
<< uint8(bytes
);
1424 *p_data
<< uint8(getLevel()); // player level
1425 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1426 uint32 zoneId
= fields
[10].GetUInt32();
1427 sLog
.outDebug("Player::BuildEnumData: map:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId
);
1428 *p_data
<< uint32(zoneId
);
1429 *p_data
<< uint32(GetMapId());
1431 *p_data
<< GetPositionX();
1432 *p_data
<< GetPositionY();
1433 *p_data
<< GetPositionZ();
1436 *p_data
<< uint32(fields
[14].GetUInt32());
1438 uint32 char_flags
= 0;
1439 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1440 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1441 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1442 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1443 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1444 char_flags
|= CHARACTER_FLAG_GHOST
;
1445 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1446 char_flags
|= CHARACTER_FLAG_RENAME
;
1447 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
))
1449 if(!fields
[15].GetCppString().empty())
1450 char_flags
|= CHARACTER_FLAG_DECLINED
;
1453 char_flags
|= CHARACTER_FLAG_DECLINED
;
1455 *p_data
<< uint32(char_flags
); // character flags
1456 // character customize (flags?)
1457 *p_data
<< uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE
) ? 1 : 0);
1458 *p_data
<< uint8(1); // unknown
1462 uint32 petDisplayId
= 0;
1463 uint32 petLevel
= 0;
1464 uint32 petFamily
= 0;
1466 // show pet at selection character in character list only for non-ghost character
1467 if (result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
|| pClass
== CLASS_DEATH_KNIGHT
))
1469 uint32 entry
= fields
[11].GetUInt32();
1470 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1473 petDisplayId
= fields
[12].GetUInt32();
1474 petLevel
= fields
[13].GetUInt32();
1475 petFamily
= cInfo
->family
;
1479 *p_data
<< uint32(petDisplayId
);
1480 *p_data
<< uint32(petLevel
);
1481 *p_data
<< uint32(petFamily
);
1484 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1486 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2);
1487 uint32 item_id
= GetUInt32Value(visualbase
);
1488 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1489 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1491 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<= TEMP_ENCHANTMENT_SLOT
; ++enchantSlot
)
1493 uint32 enchantId
= GetUInt16Value(visualbase
+ 1, enchantSlot
);
1494 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1500 *p_data
<< uint32(proto
->DisplayInfoID
);
1501 *p_data
<< uint8(proto
->InventoryType
);
1502 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1506 *p_data
<< uint32(0);
1507 *p_data
<< uint8(0);
1508 *p_data
<< uint32(0); // enchant?
1511 *p_data
<< uint32(0); // first bag display id
1512 *p_data
<< uint8(0); // first bag inventory type
1513 *p_data
<< uint32(0); // enchant?
1516 bool Player::ToggleAFK()
1518 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1520 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1522 // afk player not allowed in battleground
1523 if(state
&& InBattleGround())
1524 LeaveBattleground();
1529 bool Player::ToggleDND()
1531 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1533 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1536 uint8
Player::chatTag() const
1553 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1555 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1557 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1561 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1562 Pet
* pet
= GetPet();
1564 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1566 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1567 // don't let gm level > 1 either
1568 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1571 // client without expansion support
1572 if(GetSession()->Expansion() < mEntry
->Expansion())
1574 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1577 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1579 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1581 return false; // normal client can't teleport to this map...
1585 sLog
.outDebug("Player %s is being teleported to map %u", GetName(), mapid
);
1588 // if we were on a transport, leave
1589 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1591 m_transport
->RemovePassenger(this);
1593 m_movementInfo
.t_x
= 0.0f
;
1594 m_movementInfo
.t_y
= 0.0f
;
1595 m_movementInfo
.t_z
= 0.0f
;
1596 m_movementInfo
.t_o
= 0.0f
;
1597 m_movementInfo
.t_time
= 0;
1600 // The player was ported to another map and looses the duel immediately.
1601 // We have to perform this check before the teleport, otherwise the
1602 // ObjectAccessor won't find the flag.
1603 if (duel
&& GetMapId()!=mapid
)
1605 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
1607 DuelComplete(DUEL_FLED
);
1610 // reset movement flags at teleport, because player will continue move with these flags after teleport
1611 m_movementInfo
.flags
= 0;
1613 if ((GetMapId() == mapid
) && (!m_transport
))
1615 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1617 //same map, only remove pet if out of range for new position
1618 if(pet
&& !pet
->IsWithinDist3d(x
,y
,z
, OWNER_MAX_DISTANCE
))
1619 UnsummonPetTemporaryIfAny();
1622 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1625 // this will be used instead of the current location in SaveToDB
1626 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1627 SetFallInformation(0, z
);
1629 // code for finish transfer called in WorldSession::HandleMovementOpcodes()
1630 // at client packet MSG_MOVE_TELEPORT_ACK
1631 SetSemaphoreTeleportNear(true);
1632 // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
1633 if(!GetSession()->PlayerLogout())
1636 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1637 GetSession()->SendPacket(&data
);
1642 // far teleport to another map
1643 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1644 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1646 // Check enter rights before map getting to avoid creating instance copy for player
1647 // this check not dependent from map instance copy and same for all instance copies of selected map
1648 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1651 // If the map is not created, assume it is possible to enter it.
1652 // It will be created in the WorldPortAck.
1653 Map
*map
= MapManager::Instance().FindMap(mapid
);
1654 if (!map
|| map
->CanEnter(this))
1660 ResetContestedPvP();
1662 // remove player from battleground on far teleport (when changing maps)
1663 if(BattleGround
const* bg
= GetBattleGround())
1665 // Note: at battleground join battleground id set before teleport
1666 // and we already will found "current" battleground
1667 // just need check that this is targeted map or leave
1668 if(bg
->GetMapId() != mapid
)
1669 LeaveBattleground(false); // don't teleport to entry point
1672 // remove pet on map change
1674 UnsummonPetTemporaryIfAny();
1676 // remove all dyn objects
1677 RemoveAllDynObjects();
1679 // stop spellcasting
1680 // not attempt interrupt teleportation spell at caster teleport
1681 if(!(options
& TELE_TO_SPELL
))
1682 if(IsNonMeleeSpellCasted(true))
1683 InterruptNonMeleeSpells(true);
1685 if(!GetSession()->PlayerLogout())
1687 // send transfer packets
1688 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1689 data
<< uint32(mapid
);
1692 data
<< m_transport
->GetEntry() << GetMapId();
1694 GetSession()->SendPacket(&data
);
1696 data
.Initialize(SMSG_NEW_WORLD
, (20));
1699 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1703 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1705 GetSession()->SendPacket( &data
);
1706 SendSavedInstances();
1708 // remove from old map now
1709 if(oldmap
) oldmap
->Remove(this, false);
1712 // new final coordinates
1716 float final_o
= orientation
;
1720 final_x
+= m_movementInfo
.t_x
;
1721 final_y
+= m_movementInfo
.t_y
;
1722 final_z
+= m_movementInfo
.t_z
;
1723 final_o
+= m_movementInfo
.t_o
;
1726 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1727 SetFallInformation(0, final_z
);
1728 // if the player is saved before worldportack (at logout for example)
1729 // this will be used instead of the current location in SaveToDB
1731 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
| AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
1733 // move packet sent by client always after far teleport
1734 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1735 SetSemaphoreTeleportFar(true);
1743 void Player::AddToWorld()
1745 ///- Do not add/remove the player from the object storage
1746 ///- It will crash when updating the ObjectAccessor
1747 ///- The player should only be added when logging in
1750 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1753 m_items
[i
]->AddToWorld();
1757 void Player::RemoveFromWorld()
1762 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1764 UnsummonAllTotems();
1768 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; ++i
)
1771 m_items
[i
]->RemoveFromWorld();
1774 ///- Do not add/remove the player from the object storage
1775 ///- It will crash when updating the ObjectAccessor
1776 ///- The player should only be removed when logging out
1777 Unit::RemoveFromWorld();
1780 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1784 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1788 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1790 // talent who gave more rage on attack
1791 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1795 addRage
= damage
/rageconversion
*2.5;
1797 // Berserker Rage effect
1798 if(HasAura(18499,0))
1802 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1804 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1807 void Player::RegenerateAll()
1809 if (m_regenTimer
!= 0)
1811 uint32 regenDelay
= 2000;
1813 // Not in combat or they have regeneration
1814 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1815 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1818 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1820 Regenerate(POWER_RAGE
);
1821 if(getClass() == CLASS_DEATH_KNIGHT
)
1822 Regenerate(POWER_RUNIC_POWER
);
1826 Regenerate( POWER_ENERGY
);
1828 Regenerate( POWER_MANA
);
1830 if(getClass() == CLASS_DEATH_KNIGHT
)
1831 Regenerate( POWER_RUNE
);
1833 m_regenTimer
= regenDelay
;
1836 void Player::Regenerate(Powers power
)
1838 uint32 curValue
= GetPower(power
);
1839 uint32 maxValue
= GetMaxPower(power
);
1841 float addvalue
= 0.0f
;
1847 bool recentCast
= IsUnderLastManaUseEffect();
1848 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1851 // Mangos Updates Mana in intervals of 2s, which is correct
1852 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1856 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1859 case POWER_RAGE
: // Regenerate rage
1861 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1862 addvalue
= 20 * RageDecreaseRate
; // 2 rage by tick (= 2 seconds => 1 rage/sec)
1864 case POWER_ENERGY
: // Regenerate energy (rogue)
1867 case POWER_RUNIC_POWER
:
1869 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1870 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1874 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1875 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1876 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1879 case POWER_HAPPINESS
:
1884 // Mana regen calculated in Player::UpdateManaRegen()
1885 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1886 if(power
!= POWER_MANA
)
1888 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1889 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1890 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1891 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1894 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1896 curValue
+= uint32(addvalue
);
1897 if (curValue
> maxValue
)
1898 curValue
= maxValue
;
1902 if(curValue
<= uint32(addvalue
))
1905 curValue
-= uint32(addvalue
);
1907 SetPower(power
, curValue
);
1910 void Player::RegenerateHealth()
1912 uint32 curValue
= GetHealth();
1913 uint32 maxValue
= GetMaxHealth();
1915 if (curValue
>= maxValue
) return;
1917 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1919 float addvalue
= 0.0f
;
1922 if ( IsPolymorphed() )
1923 addvalue
= GetMaxHealth()/3;
1924 // normal regen case (maybe partly in combat case)
1925 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1927 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1930 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1931 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1932 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1934 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1935 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1941 // always regeneration bonus (including combat)
1942 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1947 ModifyHealth(int32(addvalue
));
1950 bool Player::CanInteractWithNPCs(bool alive
) const
1952 if(alive
&& !isAlive())
1961 Player::GetNPCIfCanInteractWith(uint64 guid
, uint32 npcflagmask
)
1970 // exist (we need look pets also for some interaction (quest/etc)
1971 Creature
*unit
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
1976 if(!CanInteractWithNPCs(!unit
->isSpiritService()))
1979 // appropriate npc type
1980 if(npcflagmask
&& !unit
->HasFlag( UNIT_NPC_FLAGS
, npcflagmask
))
1983 // alive or spirit healer
1984 if(!unit
->isAlive() && (!unit
->isSpiritService() || isAlive() ))
1987 // not allow interaction under control, but allow with own pets
1988 if(unit
->GetCharmerGUID())
1992 if( unit
->IsHostileTo(this))
1996 if(FactionTemplateEntry
const* factionTemplate
= sFactionTemplateStore
.LookupEntry(unit
->getFaction()))
1997 if(factionTemplate
->faction
)
1998 if(FactionEntry
const* faction
= sFactionStore
.LookupEntry(factionTemplate
->faction
))
1999 if(faction
->reputationListID
>= 0 && GetReputationMgr().GetRank(faction
) <= REP_UNFRIENDLY
)
2003 if(!unit
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
2009 GameObject
* Player::GetGameObjectIfCanInteractWith(uint64 guid
, GameobjectTypes type
) const
2011 if(GameObject
*go
= GetMap()->GetGameObject(guid
))
2013 if(go
->GetGoType() == type
)
2018 // TODO: find out how the client calculates the maximal usage distance to spellless working
2019 // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
2020 case GAMEOBJECT_TYPE_GUILD_BANK
:
2021 case GAMEOBJECT_TYPE_MAILBOX
:
2024 case GAMEOBJECT_TYPE_FISHINGHOLE
:
2025 maxdist
= 20.0f
+CONTACT_DISTANCE
; // max spell range
2028 maxdist
= INTERACTION_DISTANCE
;
2032 if (go
->IsWithinDistInMap(this, maxdist
))
2035 sLog
.outError("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go
->GetGOInfo()->name
,
2036 go
->GetGUIDLow(), GetName(), GetGUIDLow(), go
->GetDistance(this));
2042 bool Player::IsUnderWater() const
2044 return IsInWater() &&
2045 GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
2048 void Player::SetInWater(bool apply
)
2050 if(m_isInWater
==apply
)
2053 //define player in water by opcodes
2054 //move player's guid into HateOfflineList of those mobs
2055 //which can't swim and move guid back into ThreatList when
2057 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
2058 m_isInWater
= apply
;
2060 // remove auras that need water/land
2061 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
2063 getHostilRefManager().updateThreatTables();
2066 void Player::SetGameMaster(bool on
)
2070 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
2072 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2074 if (Pet
* pet
= GetPet())
2076 pet
->setFaction(35);
2077 pet
->getHostilRefManager().setOnlineOfflineState(false);
2080 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2082 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2083 totem
->setFaction(35);
2085 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2086 ResetContestedPvP();
2088 getHostilRefManager().setOnlineOfflineState(false);
2089 CombatStopWithPets();
2091 SetPhaseMask(PHASEMASK_ANYWHERE
,false); // see and visible in all phases
2096 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
2097 SetPhaseMask(!phases
.empty() ? phases
.front()->GetMiscValue() : PHASEMASK_NORMAL
,false);
2099 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
2100 setFactionForRace(getRace());
2101 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2103 if (Pet
* pet
= GetPet())
2105 pet
->setFaction(getFaction());
2106 pet
->getHostilRefManager().setOnlineOfflineState(true);
2109 for (int8 i
= 0; i
< MAX_TOTEM
; ++i
)
2111 if(Creature
*totem
= GetMap()->GetCreature(m_TotemSlot
[i
]))
2112 totem
->setFaction(getFaction());
2114 // restore FFA PvP Server state
2115 if(sWorld
.IsFFAPvPRealm())
2116 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2118 // restore FFA PvP area state, remove not allowed for GM mounts
2119 UpdateArea(m_areaUpdateId
);
2121 getHostilRefManager().setOnlineOfflineState(true);
2124 ObjectAccessor::UpdateVisibilityForPlayer(this);
2127 void Player::SetGMVisible(bool on
)
2131 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2133 // Reapply stealth/invisibility if active or show if not any
2134 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2135 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2136 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2137 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2139 SetVisibility(VISIBILITY_ON
);
2143 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2145 SetAcceptWhispers(false);
2146 SetGameMaster(true);
2148 SetVisibility(VISIBILITY_OFF
);
2152 bool Player::IsGroupVisibleFor(Player
* p
) const
2154 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2156 default: return IsInSameGroupWith(p
);
2157 case 1: return IsInSameRaidWith(p
);
2158 case 2: return GetTeam()==p
->GetTeam();
2162 bool Player::IsInSameGroupWith(Player
const* p
) const
2164 return p
==this || GetGroup() != NULL
&&
2165 GetGroup() == p
->GetGroup() &&
2166 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2169 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2170 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2171 void Player::UninviteFromGroup()
2173 Group
* group
= GetGroupInvite();
2177 group
->RemoveInvite(this);
2179 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2181 if(group
->IsCreated())
2183 group
->Disband(true);
2184 objmgr
.RemoveGroup(group
);
2187 group
->RemoveAllInvites();
2193 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2197 if (group
->RemoveMember(guid
, 0) <= 1)
2199 // group->Disband(); already disbanded in RemoveMember
2200 objmgr
.RemoveGroup(group
);
2202 // removemember sets the player's group pointer to NULL
2207 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2209 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2210 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2211 data
<< uint32(GivenXP
+RestXP
); // given experience
2212 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2215 data
<< uint32(GivenXP
); // experience without rested bonus
2216 data
<< float(1); // 1 - none 0 - 100% group bonus output
2218 data
<< uint8(0); // new 2.4.0
2219 GetSession()->SendPacket(&data
);
2222 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2230 uint32 level
= getLevel();
2232 // XP to money conversion processed in Player::RewardQuest
2233 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2236 // handle SPELL_AURA_MOD_XP_PCT auras
2237 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2238 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2239 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2241 // XP resting bonus for kill
2242 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2244 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2246 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2247 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2248 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2250 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2254 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2255 GiveLevel(level
+ 1);
2258 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2261 SetUInt32Value(PLAYER_XP
, newXP
);
2264 // Update player to next level
2265 // Current player experience not update (must be update by caller)
2266 void Player::GiveLevel(uint32 level
)
2268 if ( level
== getLevel() )
2271 PlayerLevelInfo info
;
2272 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2274 PlayerClassLevelInfo classInfo
;
2275 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2277 // send levelup info to client
2278 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2279 data
<< uint32(level
);
2280 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2281 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2282 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2290 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2291 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2293 GetSession()->SendPacket(&data
);
2295 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(level
));
2297 //update level, max level of skills
2298 if(getLevel()!= level
)
2299 m_Played_time
[1] = 0; // Level Played Time reset
2301 UpdateSkillsForLevel ();
2303 // save base values (bonuses already included in stored stats
2304 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2305 SetCreateStat(Stats(i
), info
.stats
[i
]);
2307 SetCreateHealth(classInfo
.basehealth
);
2308 SetCreateMana(classInfo
.basemana
);
2310 InitTalentForLevel();
2311 InitTaxiNodesForLevel();
2312 InitGlyphsForLevel();
2316 // set current level health and mana/energy to maximum after applying all mods.
2317 SetHealth(GetMaxHealth());
2318 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2319 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2320 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2321 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2322 SetPower(POWER_FOCUS
, 0);
2323 SetPower(POWER_HAPPINESS
, 0);
2325 // update level to hunter/summon pet
2326 if (Pet
* pet
= GetPet())
2327 pet
->SynchronizeLevelWithOwner();
2329 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2332 void Player::InitTalentForLevel()
2334 uint32 level
= getLevel();
2335 // talents base at level diff ( talents = level - 9 but some can be used already)
2338 // Remove all talent points
2339 if(m_usedTalentCount
> 0) // Free any used talents
2342 SetFreeTalentPoints(0);
2347 uint32 talentPointsForLevel
= CalculateTalentsPoints();
2349 // if used more that have then reset
2350 if(m_usedTalentCount
> talentPointsForLevel
)
2352 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2355 SetFreeTalentPoints(0);
2357 // else update amount of free points
2359 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2362 if(!GetSession()->PlayerLoading())
2363 SendTalentsInfoData(false); // update at client
2366 void Player::InitStatsForLevel(bool reapplyMods
)
2368 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2369 _RemoveAllStatBonuses();
2371 PlayerClassLevelInfo classInfo
;
2372 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2374 PlayerLevelInfo info
;
2375 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2377 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2378 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, objmgr
.GetXPForLevel(getLevel()));
2380 UpdateSkillsForLevel ();
2382 // set default cast time multiplier
2383 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2385 // reset size before reapply auras
2386 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2388 // save base values (bonuses already included in stored stats
2389 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2390 SetCreateStat(Stats(i
), info
.stats
[i
]);
2392 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2393 SetStat(Stats(i
), info
.stats
[i
]);
2395 SetCreateHealth(classInfo
.basehealth
);
2398 SetCreateMana(classInfo
.basemana
);
2400 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2404 //reset rating fields values
2405 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2406 SetUInt32Value(index
, 0);
2408 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2409 for (int i
= 0; i
< 7; ++i
)
2411 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2412 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2413 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2416 //reset attack power, damage and attack speed fields
2417 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2418 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2419 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2421 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2422 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2423 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2424 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2425 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2426 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2428 SetInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2429 SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2430 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2431 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2432 SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2433 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2435 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2436 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2437 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2438 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2440 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2441 for (uint8 i
= 0; i
< 7; ++i
)
2442 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2444 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2445 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2446 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2449 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2451 // set armor (resistance 0) to original value (create_agility*2)
2452 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2453 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2454 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2455 // set other resistance to original value (0)
2456 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; ++i
)
2458 SetResistance(SpellSchools(i
), 0);
2459 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2460 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2463 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2464 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2465 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2467 SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0);
2468 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2470 // Reset no reagent cost field
2471 for(int i
= 0; i
< 3; ++i
)
2472 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2473 // Init data for form but skip reapply item mods for form
2474 InitDataForForm(reapplyMods
);
2477 for (int i
= POWER_MANA
; i
< MAX_POWERS
; ++i
)
2478 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2480 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2482 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2483 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2485 // cleanup unit flags (will be re-applied if need at aura load).
2486 RemoveFlag( UNIT_FIELD_FLAGS
,
2487 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2488 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2489 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2490 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2491 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2492 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2494 SetFlag(UNIT_FIELD_FLAGS_2
,UNIT_FLAG2_REGENERATE_POWER
);// must be set
2496 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2497 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2499 RemoveStandFlags(UNIT_STAND_FLAGS_ALL
); // one form stealth modified bytes
2500 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2502 // restore if need some important flags
2503 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2505 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2506 _ApplyAllStatBonuses();
2508 // set current level health and mana/energy to maximum after applying all mods.
2509 SetHealth(GetMaxHealth());
2510 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2511 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2512 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2513 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2514 SetPower(POWER_FOCUS
, 0);
2515 SetPower(POWER_HAPPINESS
, 0);
2516 SetPower(POWER_RUNIC_POWER
, 0);
2518 // update level to hunter/summon pet
2519 if (Pet
* pet
= GetPet())
2520 pet
->SynchronizeLevelWithOwner();
2523 void Player::SendInitialSpells()
2525 time_t curTime
= time(NULL
);
2526 time_t infTime
= curTime
+ MONTH
/2;
2528 uint16 spellCount
= 0;
2530 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2533 size_t countPos
= data
.wpos();
2534 data
<< uint16(spellCount
); // spell count placeholder
2536 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2538 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2541 if(!itr
->second
->active
|| itr
->second
->disabled
)
2544 data
<< uint32(itr
->first
);
2545 data
<< uint16(0); // it's not slot id
2550 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2552 uint16 spellCooldowns
= m_spellCooldowns
.size();
2553 data
<< uint16(spellCooldowns
);
2554 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2556 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2560 // not send infinity cooldown
2561 if(itr
->second
.end
> infTime
)
2564 data
<< uint32(itr
->first
);
2566 time_t cooldown
= 0;
2567 if(itr
->second
.end
> curTime
)
2568 cooldown
= (itr
->second
.end
-curTime
)*IN_MILISECONDS
;
2570 data
<< uint16(itr
->second
.itemid
); // cast item id
2571 data
<< uint16(sEntry
->Category
); // spell category
2572 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2574 data
<< uint32(0); // cooldown
2575 data
<< uint32(cooldown
); // category cooldown
2579 data
<< uint32(cooldown
); // cooldown
2580 data
<< uint32(0); // category cooldown
2584 GetSession()->SendPacket(&data
);
2586 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2589 void Player::RemoveMail(uint32 id
)
2591 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2593 if ((*itr
)->messageID
== id
)
2595 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2602 void Player::SendMailResult(uint32 mailId
, MailResponseType mailAction
, MailResponseResult mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2604 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_EQUIP_ERROR
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2605 data
<< (uint32
) mailId
;
2606 data
<< (uint32
) mailAction
;
2607 data
<< (uint32
) mailError
;
2608 if ( mailError
== MAIL_ERR_EQUIP_ERROR
)
2609 data
<< (uint32
) equipError
;
2610 else if( mailAction
== MAIL_ITEM_TAKEN
)
2612 data
<< (uint32
) item_guid
; // item guid low?
2613 data
<< (uint32
) item_count
; // item count?
2615 GetSession()->SendPacket(&data
);
2618 void Player::SendNewMail()
2620 // deliver undelivered mail
2621 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2623 GetSession()->SendPacket(&data
);
2626 void Player::UpdateNextMailTimeAndUnreads()
2628 // calculate next delivery time (min. from non-delivered mails
2629 // and recalculate unReadMail
2630 time_t cTime
= time(NULL
);
2631 m_nextMailDelivereTime
= 0;
2633 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2635 if((*itr
)->deliver_time
> cTime
)
2637 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2638 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2640 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2645 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2647 if(deliver_time
<= time(NULL
)) // ready now
2652 else // not ready and no have ready mails
2654 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2655 m_nextMailDelivereTime
= deliver_time
;
2659 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool dependent
, bool disabled
)
2661 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2664 // do character spell book cleanup (all characters)
2665 if(!IsInWorld() && !learning
) // spell load case
2667 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2668 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2671 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2676 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2678 // do character spell book cleanup (all characters)
2679 if(!IsInWorld() && !learning
) // spell load case
2681 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2682 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2685 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2690 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2692 bool dependent_set
= false;
2693 bool disabled_case
= false;
2694 bool superceded_old
= false;
2696 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2697 if (itr
!= m_spells
.end())
2699 uint32 next_active_spell_id
= 0;
2700 // fix activate state for non-stackable low rank (and find next spell for !active case)
2701 if(!SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2703 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2704 for(SpellChainMapNext::const_iterator next_itr
= nextMap
.lower_bound(spell_id
); next_itr
!= nextMap
.upper_bound(spell_id
); ++next_itr
)
2706 if(HasSpell(next_itr
->second
))
2708 // high rank already known so this must !active
2710 next_active_spell_id
= next_itr
->second
;
2716 // not do anything if already known in expected state
2717 if(itr
->second
->state
!= PLAYERSPELL_REMOVED
&& itr
->second
->active
== active
&&
2718 itr
->second
->dependent
== dependent
&& itr
->second
->disabled
== disabled
)
2720 if(!IsInWorld() && !learning
) // explicitly load from DB and then exist in it already and set correctly
2721 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2726 // dependent spell known as not dependent, overwrite state
2727 if (itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->dependent
&& dependent
)
2729 itr
->second
->dependent
= dependent
;
2730 if (itr
->second
->state
!= PLAYERSPELL_NEW
)
2731 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2732 dependent_set
= true;
2735 // update active state for known spell
2736 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2738 itr
->second
->active
= active
;
2740 if(!IsInWorld() && !learning
&& !dependent_set
) // explicitly load from DB and then exist in it already and set correctly
2741 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2742 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2743 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2747 if (IsPassiveSpell(spell_id
) && IsNeedCastPassiveSpellAtLearn(spellInfo
))
2748 CastSpell (this,spell_id
,true);
2750 else if(IsInWorld())
2752 if(next_active_spell_id
)
2754 // update spell ranks in spellbook and action bar
2755 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2756 data
<< uint32(spell_id
);
2757 data
<< uint32(next_active_spell_id
);
2758 GetSession()->SendPacket( &data
);
2762 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2763 data
<< uint32(spell_id
);
2764 GetSession()->SendPacket(&data
);
2768 return active
; // learn (show in spell book if active now)
2771 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2773 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2774 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2775 itr
->second
->disabled
= disabled
;
2780 disabled_case
= true;
2782 else switch(itr
->second
->state
)
2784 case PLAYERSPELL_UNCHANGED
: // known saved spell
2786 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2789 m_spells
.erase(itr
);
2790 state
= PLAYERSPELL_CHANGED
;
2791 break; // need re-add
2793 default: // known not saved yet spell (new or modified)
2795 // can be in case spell loading but learned at some previous spell loading
2796 if(!IsInWorld() && !learning
&& !dependent_set
)
2797 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2804 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2806 // talent: unlearn all other talent ranks (high and low)
2807 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2809 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2811 for(int i
=0; i
< MAX_TALENT_RANK
; ++i
)
2813 // skip learning spell and no rank spell case
2814 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2815 if(!rankSpellId
|| rankSpellId
==spell_id
)
2818 removeSpell(rankSpellId
);
2822 // non talent spell: learn low ranks (recursive call)
2823 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2825 if(!IsInWorld() || disabled
) // at spells loading, no output, but allow save
2826 addSpell(prev_spell
,active
,true,true,disabled
);
2827 else // at normal learning
2828 learnSpell(prev_spell
,true);
2831 PlayerSpell
*newspell
= new PlayerSpell
;
2832 newspell
->state
= state
;
2833 newspell
->active
= active
;
2834 newspell
->dependent
= dependent
;
2835 newspell
->disabled
= disabled
;
2837 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2838 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2840 for( PlayerSpellMap::iterator itr2
= m_spells
.begin(); itr2
!= m_spells
.end(); ++itr2
)
2842 if(itr2
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2843 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr2
->first
);
2844 if(!i_spellInfo
) continue;
2846 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr2
->first
) )
2848 if(itr2
->second
->active
)
2850 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr2
->first
))
2852 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2854 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2855 data
<< uint32(itr2
->first
);
2856 data
<< uint32(spell_id
);
2857 GetSession()->SendPacket( &data
);
2860 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2861 itr2
->second
->active
= false;
2862 if(itr2
->second
->state
!= PLAYERSPELL_NEW
)
2863 itr2
->second
->state
= PLAYERSPELL_CHANGED
;
2864 superceded_old
= true; // new spell replace old in action bars and spell book.
2866 else if(spellmgr
.IsHighRankOfSpell(itr2
->first
,spell_id
))
2868 if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
2870 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
2871 data
<< uint32(spell_id
);
2872 data
<< uint32(itr2
->first
);
2873 GetSession()->SendPacket( &data
);
2876 // mark new spell as disable (not learned yet for client and will not learned)
2877 newspell
->active
= false;
2878 if(newspell
->state
!= PLAYERSPELL_NEW
)
2879 newspell
->state
= PLAYERSPELL_CHANGED
;
2886 m_spells
[spell_id
] = newspell
;
2888 // return false if spell disabled
2889 if (newspell
->disabled
)
2893 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2895 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2896 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2897 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2899 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2900 CastSpell(this, spell_id
, true);
2902 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2903 else if (IsPassiveSpell(spell_id
))
2905 if(IsNeedCastPassiveSpellAtLearn(spellInfo
))
2906 CastSpell(this, spell_id
, true);
2908 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2910 CastSpell(this, spell_id
, true);
2914 // update used talent points count
2915 m_usedTalentCount
+= talentCost
;
2917 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2918 if(uint32 freeProfs
= GetFreePrimaryProfessionPoints())
2920 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2921 SetFreePrimaryProfessions(freeProfs
-1);
2924 // add dependent skills
2925 uint16 maxskill
= GetMaxSkillValueForLevel();
2927 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2929 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2930 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2934 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2935 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2937 if(skill_value
< spellLearnSkill
->value
)
2938 skill_value
= spellLearnSkill
->value
;
2940 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2942 if(skill_max_value
< new_skill_max_value
)
2943 skill_max_value
= new_skill_max_value
;
2945 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2949 // not ranked skills
2950 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2952 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2956 if(HasSkill(pSkill
->id
))
2959 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2960 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2961 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
2963 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2965 case SKILL_RANGE_LANGUAGE
:
2966 SetSkill(pSkill
->id
, 300, 300 );
2968 case SKILL_RANGE_LEVEL
:
2969 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2971 case SKILL_RANGE_MONO
:
2972 SetSkill(pSkill
->id
, 1, 1 );
2981 // learn dependent spells
2982 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2983 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2985 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
2987 if(!itr2
->second
.autoLearned
)
2989 if(!IsInWorld() || !itr2
->second
.active
) // at spells loading, no output, but allow save
2990 addSpell(itr2
->second
.spell
,itr2
->second
.active
,true,true,false);
2991 else // at normal learning
2992 learnSpell(itr2
->second
.spell
,true);
2996 if(!GetSession()->PlayerLoading())
2998 // not ranked skills
2999 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3001 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE
,_spell_idx
->second
->skillId
);
3002 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
,_spell_idx
->second
->skillId
);
3005 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
,spell_id
);
3008 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
3009 return active
&& !disabled
&& !superceded_old
;
3012 bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry
const* spellInfo
) const
3014 bool need_cast
= false;
3016 switch(spellInfo
->Id
)
3018 // some spells not have stance data expected cast at form change or present
3019 case 5420: need_cast
= (m_form
== FORM_TREE
); break;
3020 case 5419: need_cast
= (m_form
== FORM_TRAVEL
); break;
3021 case 7376: need_cast
= (m_form
== FORM_DEFENSIVESTANCE
); break;
3022 case 7381: need_cast
= (m_form
== FORM_BERSERKERSTANCE
); break;
3023 case 21156: need_cast
= (m_form
== FORM_BATTLESTANCE
); break;
3024 case 21178: need_cast
= (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
); break;
3025 case 33948: need_cast
= (m_form
== FORM_FLIGHT
); break;
3026 case 34764: need_cast
= (m_form
== FORM_FLIGHT
); break;
3027 case 40121: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
3028 case 40122: need_cast
= (m_form
== FORM_FLIGHT_EPIC
); break;
3029 // another spells have proper stance data
3030 default: need_cast
= !spellInfo
->Stances
|| m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))); break;
3033 //Check CasterAuraStates
3034 return need_cast
&& (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)));
3037 void Player::learnSpell(uint32 spell_id
, bool dependent
)
3039 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3041 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
3042 bool active
= disabled
? itr
->second
->active
: true;
3044 bool learning
= addSpell(spell_id
,active
,true,dependent
,false);
3046 // learn all disabled higher ranks (recursive)
3049 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3050 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
3052 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
3053 if (iter
!= m_spells
.end() && iter
->second
->disabled
)
3054 learnSpell(i
->second
,false);
3058 // prevent duplicated entires in spell book, also not send if not in world (loading)
3059 if(!learning
|| !IsInWorld ())
3062 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
3063 data
<< uint32(spell_id
);
3064 GetSession()->SendPacket(&data
);
3067 void Player::removeSpell(uint32 spell_id
, bool disabled
, bool update_action_bar_for_low_rank
)
3069 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3070 if (itr
== m_spells
.end())
3073 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
3076 // unlearn non talent higher ranks (recursive)
3077 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
3078 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
3079 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
3080 removeSpell(itr2
->second
,disabled
);
3082 // re-search, it can be corrupted in prev loop
3083 itr
= m_spells
.find(spell_id
);
3084 if (itr
== m_spells
.end())
3085 return; // already unleared
3087 bool cur_active
= itr
->second
->active
;
3088 bool cur_dependent
= itr
->second
->dependent
;
3092 itr
->second
->disabled
= disabled
;
3093 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
3094 itr
->second
->state
= PLAYERSPELL_CHANGED
;
3098 if(itr
->second
->state
== PLAYERSPELL_NEW
)
3101 m_spells
.erase(itr
);
3104 itr
->second
->state
= PLAYERSPELL_REMOVED
;
3107 RemoveAurasDueToSpell(spell_id
);
3110 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
3111 RemovePetAura(petSpell
);
3113 // free talent points
3114 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
3117 if(talentCosts
< m_usedTalentCount
)
3118 m_usedTalentCount
-= talentCosts
;
3120 m_usedTalentCount
= 0;
3123 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
3124 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
3126 uint32 freeProfs
= GetFreePrimaryProfessionPoints()+1;
3127 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
3128 SetFreePrimaryProfessions(freeProfs
);
3131 // remove dependent skill
3132 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
3135 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
3136 if(!prev_spell
) // first rank, remove skill
3137 SetSkill(spellLearnSkill
->skill
,0,0);
3140 // search prev. skill setting by spell ranks chain
3141 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
3142 while(!prevSkill
&& prev_spell
)
3144 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
3145 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
3148 if(!prevSkill
) // not found prev skill setting, remove skill
3149 SetSkill(spellLearnSkill
->skill
,0,0);
3150 else // set to prev. skill setting values
3152 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
3153 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
3155 if(skill_value
> prevSkill
->value
)
3156 skill_value
= prevSkill
->value
;
3158 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
3160 if(skill_max_value
> new_skill_max_value
)
3161 skill_max_value
= new_skill_max_value
;
3163 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
3170 // not ranked skills
3171 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
3172 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
3174 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
3176 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
3180 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
3181 // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
3182 (pSkill
->id
==SKILL_LOCKPICKING
|| pSkill
->id
==SKILL_RUNEFORGING
) && _spell_idx
->second
->max_value
==0 )
3184 // not reset skills for professions and racial abilities
3185 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3186 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
3189 SetSkill(pSkill
->id
, 0, 0 );
3194 // remove dependent spells
3195 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3196 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3198 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3199 removeSpell(itr2
->second
.spell
, disabled
);
3201 // activate lesser rank in spellbook/action bar, and cast it if need
3202 bool prev_activate
= false;
3204 if(uint32 prev_id
= spellmgr
.GetPrevSpellInChain (spell_id
))
3206 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
3208 // if talent then lesser rank also talent and need learn
3210 learnSpell (prev_id
,false);
3211 // if ranked non-stackable spell: need activate lesser rank and update dendence state
3212 else if(cur_active
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
3214 // need manually update dependence state (learn spell ignore like attempts)
3215 PlayerSpellMap::iterator prev_itr
= m_spells
.find(prev_id
);
3216 if (prev_itr
!= m_spells
.end())
3218 if(prev_itr
->second
->dependent
!= cur_dependent
)
3220 prev_itr
->second
->dependent
= cur_dependent
;
3221 if(prev_itr
->second
->state
!= PLAYERSPELL_NEW
)
3222 prev_itr
->second
->state
= PLAYERSPELL_CHANGED
;
3225 // now re-learn if need re-activate
3226 if(cur_active
&& !prev_itr
->second
->active
)
3228 if(addSpell(prev_id
,true,false,prev_itr
->second
->dependent
,prev_itr
->second
->disabled
))
3230 if(update_action_bar_for_low_rank
)
3232 // downgrade spell ranks in spellbook and action bar
3233 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, 4 + 4);
3234 data
<< uint32(spell_id
);
3235 data
<< uint32(prev_id
);
3236 GetSession()->SendPacket( &data
);
3237 prev_activate
= true;
3245 // remove from spell book if not replaced by lesser rank
3248 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
3249 data
<< uint32(spell_id
);
3250 GetSession()->SendPacket(&data
);
3254 void Player::RemoveSpellCooldown( uint32 spell_id
, bool update
/* = false */ )
3256 m_spellCooldowns
.erase(spell_id
);
3259 SendClearCooldown(spell_id
, this);
3262 void Player::RemoveArenaSpellCooldowns()
3264 // remove cooldowns on spells that has < 15 min CD
3265 SpellCooldowns::iterator itr
, next
;
3266 // iterate spell cooldowns
3267 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3271 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3272 // check if spellentry is present and if the cooldown is less than 15 mins
3274 entry
->RecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
&&
3275 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* IN_MILISECONDS
)
3278 RemoveSpellCooldown(itr
->first
, true);
3283 void Player::RemoveAllSpellCooldown()
3285 if(!m_spellCooldowns
.empty())
3287 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3288 SendClearCooldown(itr
->first
, this);
3290 m_spellCooldowns
.clear();
3294 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3296 // some cooldowns can be already set at aura loading...
3298 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3302 time_t curTime
= time(NULL
);
3306 Field
*fields
= result
->Fetch();
3308 uint32 spell_id
= fields
[0].GetUInt32();
3309 uint32 item_id
= fields
[1].GetUInt32();
3310 time_t db_time
= (time_t)fields
[2].GetUInt64();
3312 if(!sSpellStore
.LookupEntry(spell_id
))
3314 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3318 // skip outdated cooldown
3319 if(db_time
<= curTime
)
3322 AddSpellCooldown(spell_id
, item_id
, db_time
);
3324 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3326 while( result
->NextRow() );
3332 void Player::_SaveSpellCooldowns()
3334 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3336 time_t curTime
= time(NULL
);
3337 time_t infTime
= curTime
+ MONTH
/2;
3339 // remove outdated and save active
3340 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3342 if(itr
->second
.end
<= curTime
)
3343 m_spellCooldowns
.erase(itr
++);
3344 else if(itr
->second
.end
<= infTime
) // not save locked cooldowns, it will be reset or set at reload
3346 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" UI64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3354 uint32
Player::resetTalentsCost() const
3356 // The first time reset costs 1 gold
3357 if(m_resetTalentsCost
< 1*GOLD
)
3360 else if(m_resetTalentsCost
< 5*GOLD
)
3362 // After that it increases in increments of 5 gold
3363 else if(m_resetTalentsCost
< 10*GOLD
)
3367 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3370 // This cost will be reduced by a rate of 5 gold per month
3371 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3372 // to a minimum of 10 gold.
3373 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3377 // After that it increases in increments of 5 gold
3378 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3379 // until it hits a cap of 50 gold.
3380 if(new_cost
> 50*GOLD
)
3387 bool Player::resetTalents(bool no_cost
)
3389 // not need after this call
3390 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3391 RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS
,true);
3393 uint32 talentPointsForLevel
= CalculateTalentsPoints();
3395 if (m_usedTalentCount
== 0)
3397 SetFreeTalentPoints(talentPointsForLevel
);
3405 cost
= resetTalentsCost();
3407 if (GetMoney() < cost
)
3409 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3414 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); ++i
)
3416 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3418 if (!talentInfo
) continue;
3420 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3425 // unlearn only talents for character class
3426 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3427 // to prevent unexpected lost normal learned spell skip another class talents
3428 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3431 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
3433 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3435 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3441 // remove learned spells (all ranks)
3442 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3444 // unlearn if first rank is talent or learned by talent
3445 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3447 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3448 itr
= GetSpellMap().begin();
3457 SetFreeTalentPoints(talentPointsForLevel
);
3461 ModifyMoney(-(int32
)cost
);
3462 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS
, cost
);
3463 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS
, 1);
3465 m_resetTalentsCost
= cost
;
3466 m_resetTalentsTime
= time(NULL
);
3469 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3470 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3471 /* when prev line will dropped use next line
3472 if(Pet* pet = GetPet())
3474 if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
3475 RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
3482 m_canTitanGrip
= false;
3483 if(sWorld
.getConfig(CONFIG_OFFHAND_CHECK_AT_TALENTS_RESET
))
3484 AutoUnequipOffhandIfNeed();
3490 Mail
* Player::GetMail(uint32 id
)
3492 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3494 if ((*itr
)->messageID
== id
)
3502 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3506 Object::_SetCreateBits(updateMask
, target
);
3510 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3512 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3513 updateMask
->SetBit(index
);
3518 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3522 Object::_SetUpdateBits(updateMask
, target
);
3526 Object::_SetUpdateBits(updateMask
, target
);
3527 *updateMask
&= updateVisualBits
;
3531 void Player::InitVisibleBits()
3533 updateVisualBits
.SetCount(PLAYER_END
);
3535 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3536 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3537 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3538 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3539 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3540 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3541 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3542 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3543 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3544 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3545 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3546 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3547 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3548 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3549 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3550 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3551 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3552 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3553 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3554 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3555 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3556 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3557 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3558 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3559 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3560 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3561 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3562 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3563 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3564 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3565 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3566 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3567 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3568 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3569 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3570 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3571 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3572 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3573 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3574 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3575 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3576 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3577 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3578 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3579 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3580 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3581 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3582 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3583 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3584 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3585 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3586 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3587 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3588 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3589 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3591 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3592 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3593 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3594 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3595 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3596 updateVisualBits
.SetBit(PLAYER_BYTES
);
3597 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3598 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3599 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3600 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3602 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3603 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3604 updateVisualBits
.SetBit(i
);
3606 // Players visible items are not inventory stuff
3607 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3609 uint32 offset
= i
* 2;
3612 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ offset
);
3614 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ offset
);
3617 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3620 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3622 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3624 if(m_items
[i
] == NULL
)
3627 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3632 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3634 if(m_items
[i
] == NULL
)
3637 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3639 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3641 if(m_items
[i
] == NULL
)
3644 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3648 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3651 void Player::DestroyForPlayer( Player
*target
) const
3653 Unit::DestroyForPlayer( target
);
3655 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
3657 if(m_items
[i
] == NULL
)
3660 m_items
[i
]->DestroyForPlayer( target
);
3665 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
3667 if(m_items
[i
] == NULL
)
3670 m_items
[i
]->DestroyForPlayer( target
);
3672 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
3674 if(m_items
[i
] == NULL
)
3677 m_items
[i
]->DestroyForPlayer( target
);
3682 bool Player::HasSpell(uint32 spell
) const
3684 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3685 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3686 !itr
->second
->disabled
);
3689 bool Player::HasActiveSpell(uint32 spell
) const
3691 PlayerSpellMap::const_iterator itr
= m_spells
.find(spell
);
3692 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&&
3693 itr
->second
->active
&& !itr
->second
->disabled
);
3696 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3699 return TRAINER_SPELL_RED
;
3701 if (!trainer_spell
->learnedSpell
)
3702 return TRAINER_SPELL_RED
;
3705 if(HasSpell(trainer_spell
->learnedSpell
))
3706 return TRAINER_SPELL_GRAY
;
3708 // check race/class requirement
3709 if(!IsSpellFitByClassAndRace(trainer_spell
->learnedSpell
))
3710 return TRAINER_SPELL_RED
;
3712 // check level requirement
3713 if(getLevel() < trainer_spell
->reqLevel
)
3714 return TRAINER_SPELL_RED
;
3716 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->learnedSpell
))
3718 // check prev.rank requirement
3719 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3720 return TRAINER_SPELL_RED
;
3722 // check additional spell requirement
3723 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3724 return TRAINER_SPELL_RED
;
3727 // check skill requirement
3728 if(trainer_spell
->reqSkill
&& GetBaseSkillValue(trainer_spell
->reqSkill
) < trainer_spell
->reqSkillValue
)
3729 return TRAINER_SPELL_RED
;
3731 // exist, already checked at loading
3732 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->learnedSpell
);
3734 // secondary prof. or not prof. spell
3735 uint32 skill
= spell
->EffectMiscValue
[1];
3737 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3738 return TRAINER_SPELL_GREEN
;
3740 // check primary prof. limit
3741 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProfessionPoints() == 0)
3742 return TRAINER_SPELL_GREEN_DISABLED
;
3744 return TRAINER_SPELL_GREEN
;
3747 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3749 uint32 guid
= GUID_LOPART(playerguid
);
3751 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3752 // bones will be deleted by corpse/bones deleting thread shortly
3753 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3755 // remove from guild
3756 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3759 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3761 guild
->DelMember(guid
);
3764 // remove from arena teams
3765 LeaveAllArenaTeams(playerguid
);
3767 // the player was uninvited already on logout so just remove from group
3768 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3771 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3773 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3776 RemoveFromGroup(group
, playerguid
);
3780 // remove signs from petitions (also remove petitions if owner);
3781 RemovePetitionsAndSigns(playerguid
, 10);
3783 // return back all mails with COD and Item 0 1 2 3 4 5 6
3784 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
);
3789 Field
*fields
= resultMail
->Fetch();
3791 uint32 mail_id
= fields
[0].GetUInt32();
3792 uint16 mailTemplateId
= fields
[1].GetUInt16();
3793 uint32 sender
= fields
[2].GetUInt32();
3794 std::string subject
= fields
[3].GetCppString();
3795 uint32 itemTextId
= fields
[4].GetUInt32();
3796 uint32 money
= fields
[5].GetUInt32();
3797 bool has_items
= fields
[6].GetBool();
3799 //we can return mail now
3800 //so firstly delete the old one
3801 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3806 // data needs to be at first place for Item::LoadFromDB
3807 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
);
3812 Field
*fields2
= resultItems
->Fetch();
3814 uint32 item_guidlow
= fields2
[1].GetUInt32();
3815 uint32 item_template
= fields2
[2].GetUInt32();
3817 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3820 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3824 Item
*pItem
= NewItemOrBag(itemProto
);
3825 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3827 pItem
->FSetState(ITEM_REMOVED
);
3828 pItem
->SaveToDB(); // it also deletes item object !
3832 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3834 while (resultItems
->NextRow());
3840 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3842 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3844 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3846 while (resultMail
->NextRow());
3851 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3852 // Get guids of character's pets, will deleted in transaction
3853 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3855 // NOW we can finally clear other DB data related to character
3856 CharacterDatabase
.BeginTransaction();
3861 Field
*fields3
= resultPets
->Fetch();
3862 uint32 petguidlow
= fields3
[0].GetUInt32();
3863 Pet::DeleteFromDB(petguidlow
);
3864 } while (resultPets
->NextRow());
3868 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3869 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3870 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3871 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3872 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3873 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3874 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3875 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3876 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3877 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3878 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3879 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3880 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3881 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3882 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3883 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3884 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3885 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3886 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3887 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3888 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3889 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3890 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid
);
3891 CharacterDatabase
.CommitTransaction();
3893 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3894 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3897 void Player::SetMovement(PlayerMovementType pType
)
3902 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3903 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3904 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3905 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3907 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3910 data
.append(GetPackGUID());
3912 GetSession()->SendPacket( &data
);
3916 - a resurrectable corpse must not be loaded for the player (only bones)
3917 - the player must be in world
3919 void Player::BuildPlayerRepop()
3921 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
3922 data
.append(GetPackGUID());
3923 GetSession()->SendPacket(&data
);
3925 if(getRace() == RACE_NIGHTELF
)
3926 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)
3927 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3929 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3930 // there must be SMSG.STOP_MIRROR_TIMER
3931 // there we must send 888 opcode
3933 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3936 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3940 // create a corpse and place it at the player's location
3942 Corpse
*corpse
= GetCorpse();
3945 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3948 GetMap()->Add(corpse
);
3950 // convert player body to ghost
3953 SetMovement(MOVE_WATER_WALK
);
3954 if(!GetSession()->isLogingOut())
3955 SetMovement(MOVE_UNROOT
);
3957 // BG - remove insignia related
3958 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3960 SendCorpseReclaimDelay();
3962 // to prevent cheating
3963 corpse
->ResetGhostTime();
3965 StopMirrorTimers(); //disable timers(bars)
3967 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3969 // set and clear other
3970 SetByteValue(UNIT_FIELD_BYTES_1
, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND
);
3973 void Player::SendDelayResponse(const uint32 ml_seconds
)
3975 //FIXME: is this delay time arg really need? 50msec by default in code
3976 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3977 data
<< (uint32
)time(NULL
);
3979 GetSession()->SendPacket( &data
);
3982 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
3984 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3989 GetSession()->SendPacket(&data
);
3991 // speed change, land walk
3993 // remove death flag + set aura
3994 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3995 if(getRace() == RACE_NIGHTELF
)
3996 RemoveAurasDueToSpell(20584); // speed bonuses
3997 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3999 setDeathState(ALIVE
);
4001 SetMovement(MOVE_LAND_WALK
);
4002 SetMovement(MOVE_UNROOT
);
4006 // set health/powers (0- will be set in caller)
4007 if(restore_percent
>0.0f
)
4009 SetHealth(uint32(GetMaxHealth()*restore_percent
));
4010 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
4011 SetPower(POWER_RAGE
, 0);
4012 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
4015 // trigger update zone for alive state zone updates
4016 uint32 newzone
, newarea
;
4017 GetZoneAndAreaId(newzone
,newarea
);
4018 UpdateZone(newzone
,newarea
);
4020 // update visibility
4021 ObjectAccessor::UpdateVisibilityForPlayer(this);
4026 //Characters from level 1-10 are not affected by resurrection sickness.
4027 //Characters from level 11-19 will suffer from one minute of sickness
4028 //for each level they are above 10.
4029 //Characters level 20 and up suffer from ten minutes of sickness.
4030 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
4032 if(int32(getLevel()) >= startLevel
)
4034 // set resurrection sickness
4035 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
4037 // not full duration
4038 if(int32(getLevel()) < startLevel
+9)
4040 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
4042 for(int i
=0; i
< 3; ++i
)
4044 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
4046 Aur
->SetAuraDuration(delta
*IN_MILISECONDS
);
4047 Aur
->SendAuraUpdate(false);
4054 void Player::KillPlayer()
4056 SetMovement(MOVE_ROOT
);
4058 StopMirrorTimers(); //disable timers(bars)
4060 setDeathState(CORPSE
);
4061 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
4063 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
4064 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
4066 // 6 minutes until repop at graveyard
4067 m_deathTimer
= 6*MINUTE
*IN_MILISECONDS
;
4069 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
4071 // don't create corpse at this moment, player might be falling
4073 // update visibility
4074 ObjectAccessor::UpdateObjectVisibility(this);
4077 void Player::CreateCorpse()
4079 // prevent existence 2 corpse for player
4082 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
4084 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
4087 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this))
4093 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
4094 _pb
= GetUInt32Value(PLAYER_BYTES
);
4095 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
4097 uint8 race
= (uint8
)(_uf
);
4098 uint8 skin
= (uint8
)(_pb
);
4099 uint8 face
= (uint8
)(_pb
>> 8);
4100 uint8 hairstyle
= (uint8
)(_pb
>> 16);
4101 uint8 haircolor
= (uint8
)(_pb
>> 24);
4102 uint8 facialhair
= (uint8
)(_pb2
);
4104 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
4105 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
4107 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
4108 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
4110 uint32 flags
= CORPSE_FLAG_UNK2
;
4111 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
4112 flags
|= CORPSE_FLAG_HIDE_HELM
;
4113 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
4114 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
4115 if(InBattleGround() && !InArena())
4116 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
4117 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
4119 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
4121 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
4124 uint16 iIventoryType
;
4126 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
4130 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
4131 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
4133 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
4134 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
4138 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
4139 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
4141 if(entry
->map_type
!= MAP_BATTLEGROUND
)
4144 // register for player, but not show
4145 ObjectAccessor::Instance().AddCorpse(corpse
);
4148 void Player::SpawnCorpseBones()
4150 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
4151 SaveToDB(); // prevent loading as ghost without corpse
4154 Corpse
* Player::GetCorpse() const
4156 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
4159 void Player::DurabilityLossAll(double percent
, bool inventory
)
4161 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4162 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4163 DurabilityLoss(pItem
,percent
);
4167 // bags not have durability
4168 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4170 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4171 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4172 DurabilityLoss(pItem
,percent
);
4174 // keys not have durability
4175 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4177 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4178 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4179 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4180 if(Item
* pItem
= GetItemByPos( i
, j
))
4181 DurabilityLoss(pItem
,percent
);
4185 void Player::DurabilityLoss(Item
* item
, double percent
)
4190 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4195 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
4197 if(pDurabilityLoss
< 1 )
4198 pDurabilityLoss
= 1;
4200 DurabilityPointsLoss(item
,pDurabilityLoss
);
4203 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
4205 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
4206 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4207 DurabilityPointsLoss(pItem
,points
);
4211 // bags not have durability
4212 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
4214 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4215 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4216 DurabilityPointsLoss(pItem
,points
);
4218 // keys not have durability
4219 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
4221 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
4222 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
4223 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
4224 if(Item
* pItem
= GetItemByPos( i
, j
))
4225 DurabilityPointsLoss(pItem
,points
);
4229 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
4231 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4232 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4233 int32 pNewDurability
= pOldDurability
- points
;
4235 if (pNewDurability
< 0)
4237 else if (pNewDurability
> pMaxDurability
)
4238 pNewDurability
= pMaxDurability
;
4240 if (pOldDurability
!= pNewDurability
)
4242 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4243 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4244 _ApplyItemMods(item
,item
->GetSlot(), false);
4246 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4248 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4249 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4250 _ApplyItemMods(item
,item
->GetSlot(), true);
4252 item
->SetState(ITEM_CHANGED
, this);
4256 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4258 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4259 DurabilityPointsLoss(pItem
,1);
4262 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4264 uint32 TotalCost
= 0;
4265 // equipped, backpack, bags itself
4266 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
4267 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4269 // bank, buyback and keys not repaired
4271 // items in inventory bags
4272 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; ++j
)
4273 for(int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
4274 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4278 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4280 Item
* item
= GetItemByPos(pos
);
4282 uint32 TotalCost
= 0;
4286 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4290 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4294 uint32 LostDurability
= maxDurability
- curDurability
;
4295 if(LostDurability
>0)
4297 ItemPrototype
const *ditemProto
= item
->GetProto();
4299 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4302 sLog
.outError("RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4306 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4307 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4308 if(!dQualitymodEntry
)
4310 sLog
.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4314 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4315 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4317 costs
= uint32(costs
* discountMod
);
4319 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4324 if (GetGuildId()==0)
4326 DEBUG_LOG("You are not member of a guild");
4330 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4334 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4336 DEBUG_LOG("You do not have rights to withdraw for repairs");
4340 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4342 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4346 if (pGuild
->GetGuildBankMoney() < costs
)
4348 DEBUG_LOG("There is not enough money in bank");
4352 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4355 else if (GetMoney() < costs
)
4357 DEBUG_LOG("You do not have enough money");
4361 ModifyMoney( -int32(costs
) );
4365 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4366 item
->SetState(ITEM_CHANGED
, this);
4368 // reapply mods for total broken and repaired item if equipped
4369 if(IsEquipmentPos(pos
) && !curDurability
)
4370 _ApplyItemMods(item
,pos
& 255, true);
4374 void Player::RepopAtGraveyard()
4376 // note: this can be called also when the player is alive
4377 // for example from WorldSession::HandleMovementOpcodes
4379 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4381 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4382 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4384 ResurrectPlayer(0.5f
);
4388 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4390 // Special handle for battleground maps
4391 if( BattleGround
*bg
= GetBattleGround() )
4392 ClosestGrave
= bg
->GetClosestGraveYard(this);
4394 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4396 // stop countdown until repop
4399 // if no grave found, stay at the current location
4400 // and don't show spirit healer location
4403 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4404 if(isDead()) // not send if alive, because it used in TeleportTo()
4406 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4407 data
<< ClosestGrave
->map_id
;
4408 data
<< ClosestGrave
->x
;
4409 data
<< ClosestGrave
->y
;
4410 data
<< ClosestGrave
->z
;
4411 GetSession()->SendPacket(&data
);
4416 void Player::JoinedChannel(Channel
*c
)
4418 m_channels
.push_back(c
);
4421 void Player::LeftChannel(Channel
*c
)
4423 m_channels
.remove(c
);
4426 void Player::CleanupChannels()
4428 while(!m_channels
.empty())
4430 Channel
* ch
= *m_channels
.begin();
4431 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4432 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4433 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4434 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4437 sLog
.outDebug("Player: channels cleaned up!");
4440 void Player::UpdateLocalChannels(uint32 newZone
)
4442 if(m_channels
.empty())
4445 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4449 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4453 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4455 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4459 // skip non built-in channels
4460 if(!(*i
)->IsConstant())
4463 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4467 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4471 char new_channel_name_buf
[100];
4472 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4473 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4475 if((*i
)!=new_channel
)
4477 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4479 // leave old channel
4480 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4481 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4482 LeftChannel(*i
); // remove from player's channel list
4483 cMgr
->LeftChannel(name
); // delete if empty
4486 sLog
.outDebug("Player: channels cleaned up!");
4489 void Player::LeaveLFGChannel()
4491 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4495 (*i
)->Leave(GetGUID());
4501 void Player::UpdateDefense()
4503 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4505 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4507 // update dependent from defense skill part
4508 UpdateDefenseBonusesMod();
4512 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4514 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4516 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4525 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4528 if(amount
<= -100.0f
)
4531 val
= (100.0f
+ amount
) / 100.0f
;
4532 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4536 if(!CanModifyStats())
4541 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4542 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4543 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4544 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4549 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4551 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4553 sLog
.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
4557 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4560 return m_auraBaseMod
[modGroup
][modType
];
4563 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4565 if(modGroup
>= BASEMOD_END
)
4567 sLog
.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
4571 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4574 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4577 uint32
Player::GetShieldBlockValue() const
4579 float value
= (m_auraBaseMod
[SHIELD_BLOCK_VALUE
][FLAT_MOD
] + GetStat(STAT_STRENGTH
) * 0.5f
- 10)*m_auraBaseMod
[SHIELD_BLOCK_VALUE
][PCT_MOD
];
4581 value
= (value
< 0) ? 0 : value
;
4583 return uint32(value
);
4586 float Player::GetMeleeCritFromAgility()
4588 uint32 level
= getLevel();
4589 uint32 pclass
= getClass();
4591 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4593 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4594 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4595 if (critBase
==NULL
|| critRatio
==NULL
)
4598 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4602 float Player::GetDodgeFromAgility()
4604 // Table for base dodge values
4605 float dodge_base
[MAX_CLASSES
] = {
4607 0.00652f
, // Paladin
4614 0.02011f
, // Warlock
4618 // Crit/agility to dodge/agility coefficient multipliers
4619 float crit_to_dodge
[MAX_CLASSES
] = {
4633 uint32 level
= getLevel();
4634 uint32 pclass
= getClass();
4636 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4638 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4639 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4640 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4643 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4644 return dodge
*100.0f
;
4647 float Player::GetSpellCritFromIntellect()
4649 uint32 level
= getLevel();
4650 uint32 pclass
= getClass();
4652 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4654 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4655 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4656 if (critBase
==NULL
|| critRatio
==NULL
)
4659 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4663 float Player::GetRatingCoefficient(CombatRating cr
) const
4665 uint32 level
= getLevel();
4667 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4669 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4671 return 1.0f
; // By default use minimum coefficient (not must be called)
4673 return Rating
->ratio
;
4676 float Player::GetRatingBonusValue(CombatRating cr
) const
4678 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4681 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4683 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.2f
;
4684 if (melee
>33.0f
) melee
= 33.0f
;
4685 return uint32 (melee
* damage
/100.0f
);
4688 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4690 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.2f
;
4691 if (ranged
>33.0f
) ranged
=33.0f
;
4692 return uint32 (ranged
* damage
/100.0f
);
4695 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4697 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.2f
;
4698 // In wow script resilience limited to 33%
4701 return uint32 (spell
* damage
/ 100.0f
);
4704 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4706 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4707 // Dot resilience not limited (limit it by 100%)
4708 if (spellDot
> 100.0f
)
4710 return uint32 (spellDot
* damage
/ 100.0f
);
4713 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4718 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4720 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4727 float Player::OCTRegenHPPerSpirit()
4729 uint32 level
= getLevel();
4730 uint32 pclass
= getClass();
4732 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4734 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4735 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4736 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4739 // Formula from PaperDollFrame script
4740 float spirit
= GetStat(STAT_SPIRIT
);
4741 float baseSpirit
= spirit
;
4742 if (baseSpirit
>50) baseSpirit
= 50;
4743 float moreSpirit
= spirit
- baseSpirit
;
4744 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4748 float Player::OCTRegenMPPerSpirit()
4750 uint32 level
= getLevel();
4751 uint32 pclass
= getClass();
4753 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4755 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4756 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4757 if (moreRatio
==NULL
)
4760 // Formula get from PaperDollFrame script
4761 float spirit
= GetStat(STAT_SPIRIT
);
4762 float regen
= spirit
* moreRatio
->ratio
;
4766 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4768 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4770 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4771 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4772 // stat used stored in miscValueB for this aura
4773 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4774 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4775 if ((*i
)->GetMiscValue() & (1<<cr
))
4776 amount
+= int32(GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
);
4779 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4781 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4782 float RatingChange
= 0.0f
;
4784 bool affectStats
= CanModifyStats();
4788 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4789 case CR_DEFENSE_SKILL
:
4790 UpdateDefenseBonusesMod();
4793 UpdateDodgePercentage();
4796 UpdateParryPercentage();
4799 UpdateBlockPercentage();
4802 UpdateMeleeHitChances();
4805 UpdateRangedHitChances();
4808 UpdateSpellHitChances();
4813 UpdateCritPercentage(BASE_ATTACK
);
4814 UpdateCritPercentage(OFF_ATTACK
);
4817 case CR_CRIT_RANGED
:
4819 UpdateCritPercentage(RANGED_ATTACK
);
4823 UpdateAllSpellCritChances();
4825 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4826 case CR_HIT_TAKEN_RANGED
:
4828 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4830 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4831 case CR_CRIT_TAKEN_RANGED
:
4833 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4835 case CR_HASTE_MELEE
:
4836 RatingChange
= value
/ RatingCoeffecient
;
4837 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4838 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4840 case CR_HASTE_RANGED
:
4841 RatingChange
= value
/ RatingCoeffecient
;
4842 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4844 case CR_HASTE_SPELL
:
4845 RatingChange
= value
/ RatingCoeffecient
;
4846 ApplyCastTimePercentMod(RatingChange
,apply
);
4848 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4849 case CR_WEAPON_SKILL_OFFHAND
:
4850 case CR_WEAPON_SKILL_RANGED
:
4855 UpdateExpertise(BASE_ATTACK
);
4856 UpdateExpertise(OFF_ATTACK
);
4859 case CR_ARMOR_PENETRATION
:
4864 void Player::SetRegularAttackTime()
4866 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4868 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4869 if(tmpitem
&& !tmpitem
->IsBroken())
4871 ItemPrototype
const *proto
= tmpitem
->GetProto();
4873 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4875 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4880 //skill+step, checking for max value
4881 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4887 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
4888 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4891 if(i
>=PLAYER_MAX_SKILLS
)
4894 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4895 uint32 value
= SKILL_VALUE(data
);
4896 uint32 max
= SKILL_MAX(data
);
4898 if ((!max
) || (!value
) || (value
>= max
))
4901 if (value
*512 < max
*urand(0,512))
4903 uint32 new_value
= value
+step
;
4907 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4908 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,skill_id
);
4915 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4917 if ( SkillValue
>= GrayLevel
)
4918 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4919 if ( SkillValue
>= GreenLevel
)
4920 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4921 if ( SkillValue
>= YellowLevel
)
4922 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4923 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4926 bool Player::UpdateCraftSkill(uint32 spellid
)
4928 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4930 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4931 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4933 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4935 if(_spell_idx
->second
->skillId
)
4937 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4939 // Alchemy Discoveries here
4940 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4941 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4943 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4944 learnSpell(discoveredSpell
,false);
4947 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4949 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4950 _spell_idx
->second
->max_value
,
4951 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4952 _spell_idx
->second
->min_value
),
4959 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4961 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4963 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4965 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4968 case SKILL_HERBALISM
:
4969 case SKILL_LOCKPICKING
:
4970 case SKILL_JEWELCRAFTING
:
4971 case SKILL_INSCRIPTION
:
4972 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4973 case SKILL_SKINNING
:
4974 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4975 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4977 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4979 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4980 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4982 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4987 bool Player::UpdateFishingSkill()
4989 sLog
.outDebug("UpdateFishingSkill");
4991 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4993 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4995 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4997 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
5000 // levels sync. with spell requirement for skill levels to learn
5001 // bonus abilities in sSkillLineAbilityStore
5002 // Used only to avoid scan DBC at each skill grow
5003 static uint32 bonusSkillLevels
[] = {75,150,225,300,375,450};
5005 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
5007 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
5011 if(Chance
<= 0) // speedup in 0 chance case
5013 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5018 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5019 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
5020 if ( i
>= PLAYER_MAX_SKILLS
)
5023 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5024 uint16 SkillValue
= SKILL_VALUE(data
);
5025 uint16 MaxValue
= SKILL_MAX(data
);
5027 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
5030 int32 Roll
= irand(1,1000);
5032 if ( Roll
<= Chance
)
5034 uint32 new_value
= SkillValue
+step
;
5035 if(new_value
> MaxValue
)
5036 new_value
= MaxValue
;
5038 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
5039 for(uint32
* bsl
= &bonusSkillLevels
[0]; *bsl
; ++bsl
)
5041 if((SkillValue
< *bsl
&& new_value
>= *bsl
))
5043 learnSkillRewardedSpells( SkillId
, new_value
);
5047 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,SkillId
);
5048 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
5052 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
5056 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
5058 // no skill gain in pvp
5059 Unit
*pVictim
= getVictim();
5060 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
5064 return; // always maximized SKILL_FERAL_COMBAT in fact
5066 if(m_form
== FORM_TREE
)
5067 return; // use weapon but not skill up
5069 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
5075 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5078 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
5079 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
5080 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5086 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
5088 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
5092 UpdateAllCritPercentages();
5095 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, bool defence
)
5097 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
5098 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
5099 uint32 moblevel
= pVictim
->getLevelForTarget(this);
5100 if(moblevel
< greylevel
)
5103 if (moblevel
> plevel
+ 5)
5104 moblevel
= plevel
+ 5;
5106 uint32 lvldif
= moblevel
- greylevel
;
5110 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
5114 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
5117 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
5118 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
5121 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
5123 if(roll_chance_f(chance
))
5128 UpdateWeaponSkill(attType
);
5134 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
5136 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5137 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
5139 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5140 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
5141 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
5143 if(talent
) // permanent bonus stored in high part
5144 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
5145 else // temporary/item bonus stored in low part
5146 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
5151 void Player::UpdateSkillsForLevel()
5153 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
5154 uint32 maxSkill
= GetMaxSkillValueForLevel();
5156 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
5158 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5159 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5161 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5163 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
5167 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
5170 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5171 uint32 max
= SKILL_MAX(data
);
5172 uint32 val
= SKILL_VALUE(data
);
5174 /// update only level dependent max skill values
5177 /// miximize skill always
5179 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
5180 /// update max skill value if current max skill not maximized
5181 else if(max
!= maxconfskill
)
5182 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
5187 void Player::UpdateSkillsToMaxSkillsForLevel()
5189 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5190 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5192 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
5193 if( IsProfessionOrRidingSkill(pskill
))
5195 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
5197 uint32 max
= SKILL_MAX(data
);
5200 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
5202 if(pskill
== SKILL_DEFENSE
)
5203 UpdateDefenseBonusesMod();
5207 // This functions sets a skill line value (and adds if doesn't exist yet)
5208 // To "remove" a skill line, set it's values to zero
5209 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
5215 for (; i
< PLAYER_MAX_SKILLS
; ++i
)
5216 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
5218 if(i
<PLAYER_MAX_SKILLS
) //has skill
5222 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5223 learnSkillRewardedSpells(id
, currVal
);
5224 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5225 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5229 // clear skill fields
5230 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
5231 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
5232 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5234 // remove all spells that related to this skill
5235 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
5236 if(SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
))
5237 if (pAbility
->skillId
==id
)
5238 removeSpell(spellmgr
.GetFirstSpellInChain(pAbility
->spellId
));
5241 else if(currVal
) //add
5243 for (i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5244 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5246 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5249 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5252 // enable unlearn button for primary professions only
5253 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5254 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5256 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5257 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5258 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
,id
);
5259 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL
,id
);
5261 // apply skill bonuses
5262 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5264 // temporary bonuses
5265 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5266 for(AuraList::const_iterator j
= mModSkill
.begin(); j
!= mModSkill
.end(); ++j
)
5267 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5268 (*j
)->ApplyModifier(true);
5270 // permanent bonuses
5271 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5272 for(AuraList::const_iterator j
= mModSkillTalent
.begin(); j
!= mModSkillTalent
.end(); ++j
)
5273 if ((*j
)->GetModifier()->m_miscvalue
== int32(id
))
5274 (*j
)->ApplyModifier(true);
5276 // Learn all spells for skill
5277 learnSkillRewardedSpells(id
, currVal
);
5283 bool Player::HasSkill(uint32 skill
) const
5285 if(!skill
)return false;
5286 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5288 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5296 uint16
Player::GetSkillValue(uint32 skill
) const
5301 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5303 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5305 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5307 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5308 result
+= SKILL_TEMP_BONUS(bonus
);
5309 result
+= SKILL_PERM_BONUS(bonus
);
5310 return result
< 0 ? 0 : result
;
5316 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5319 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5321 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5323 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5325 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5326 result
+= SKILL_TEMP_BONUS(bonus
);
5327 result
+= SKILL_PERM_BONUS(bonus
);
5328 return result
< 0 ? 0 : result
;
5334 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5337 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5339 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5341 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5347 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5350 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5352 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5354 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5355 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5356 return result
< 0 ? 0 : result
;
5362 uint16
Player::GetPureSkillValue(uint32 skill
) const
5365 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; ++i
)
5367 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5369 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5375 int16
Player::GetSkillPermBonusValue(uint32 skill
) const
5380 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5382 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5384 return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5391 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5396 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
5398 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5400 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5407 void Player::SendInitialActionButtons() const
5409 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5411 WorldPacket
data(SMSG_ACTION_BUTTONS
, 1+(MAX_ACTION_BUTTONS
*4));
5412 data
<< uint8(0); // can be 0, 1, 2
5413 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5415 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5416 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5418 data
<< uint16(itr
->second
.action
);
5419 data
<< uint8(itr
->second
.misc
);
5420 data
<< uint8(itr
->second
.type
);
5428 GetSession()->SendPacket( &data
);
5429 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5432 bool Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5434 if(button
>= MAX_ACTION_BUTTONS
)
5436 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5440 // check cheating with adding non-known spells to action bar
5441 if(type
==ACTION_BUTTON_SPELL
)
5443 if(!sSpellStore
.LookupEntry(action
))
5445 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5449 if(!HasSpell(action
))
5451 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5456 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5458 if (buttonItr
==m_actionButtons
.end())
5459 { // just add new button
5460 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5463 { // change state of current button
5464 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5465 buttonItr
->second
= ActionButton(action
,type
,misc
);
5466 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5469 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5473 void Player::removeActionButton(uint8 button
)
5475 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5476 if (buttonItr
==m_actionButtons
.end())
5479 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5480 m_actionButtons
.erase(buttonItr
); // new and not saved
5482 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5484 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5487 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5489 // prevent crash when a bad coord is sent by the client
5490 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5492 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5498 const float old_x
= GetPositionX();
5499 const float old_y
= GetPositionY();
5500 const float old_z
= GetPositionZ();
5501 const float old_r
= GetOrientation();
5503 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5505 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5506 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5508 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5510 // move and update visible state if need
5511 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5513 // reread after Map::Relocation
5520 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5521 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5524 // code block for underwater state update
5525 UpdateUnderwaterState(m
, x
, y
, z
);
5527 CheckExploreSystem();
5532 void Player::SaveRecallPosition()
5534 m_recallMap
= GetMapId();
5535 m_recallX
= GetPositionX();
5536 m_recallY
= GetPositionY();
5537 m_recallZ
= GetPositionZ();
5538 m_recallO
= GetOrientation();
5541 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5543 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5546 _map
->MessageBroadcast(this, data
, self
);
5550 //if player is not in world and map in not created/already destroyed
5551 //no need to create one, just send packet for itself!
5553 GetSession()->SendPacket(data
);
5556 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5558 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5561 _map
->MessageDistBroadcast(this, data
, dist
, self
);
5566 GetSession()->SendPacket(data
);
5569 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5571 Map
* _map
= IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
5574 _map
->MessageDistBroadcast(this, data
, dist
, self
, own_team_only
);
5579 GetSession()->SendPacket(data
);
5582 void Player::SendDirectMessage(WorldPacket
*data
)
5584 GetSession()->SendPacket(data
);
5587 void Player::SendCinematicStart(uint32 CinematicSequenceId
)
5589 WorldPacket
data(SMSG_TRIGGER_CINEMATIC
, 4);
5590 data
<< uint32(CinematicSequenceId
);
5591 SendDirectMessage(&data
);
5594 void Player::SendMovieStart(uint32 MovieId
)
5596 WorldPacket
data(SMSG_TRIGGER_MOVIE
, 4);
5597 data
<< uint32(MovieId
);
5598 SendDirectMessage(&data
);
5601 void Player::CheckExploreSystem()
5609 uint16 areaFlag
= GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5610 if(areaFlag
==0xffff)
5612 int offset
= areaFlag
/ 32;
5616 sLog
.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5620 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5621 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5623 if( !(currFields
& val
) )
5625 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5627 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5629 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5632 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5634 else if(p
->area_level
> 0)
5636 uint32 area
= p
->ID
;
5637 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5639 SendExplorationExperience(area
,0);
5643 int32 diff
= int32(getLevel()) - p
->area_level
;
5647 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5651 int32 exploration_percent
= (100-((diff
-5)*5));
5652 if (exploration_percent
> 100)
5653 exploration_percent
= 100;
5654 else if (exploration_percent
< 0)
5655 exploration_percent
= 0;
5657 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5661 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5665 SendExplorationExperience(area
,XP
);
5667 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5672 uint32
Player::TeamForRace(uint8 race
)
5674 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5677 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5681 switch(rEntry
->TeamID
)
5683 case 7: return ALLIANCE
;
5684 case 1: return HORDE
;
5687 sLog
.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5691 uint32
Player::getFactionForRace(uint8 race
)
5693 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5696 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5700 return rEntry
->FactionID
;
5703 void Player::setFactionForRace(uint8 race
)
5705 m_team
= TeamForRace(race
);
5706 setFaction( getFactionForRace(race
) );
5709 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5711 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(faction
);
5712 return GetReputationMgr().GetRank(factionEntry
);
5715 //Calculate total reputation percent player gain with quest/creature level
5716 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, int32 faction
, bool for_quest
)
5718 float percent
= 100.0f
;
5720 float rate
= for_quest
? sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_QUEST
) : sWorld
.getRate(RATE_REPUTATION_LOWLEVEL_KILL
);
5722 if (rate
!= 1.0f
&& creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))
5725 float repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5728 repMod
+= GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN
, faction
);
5730 percent
+= rep
> 0 ? repMod
: -repMod
;
5732 if (percent
<= 0.0f
)
5735 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100.0f
);
5738 //Calculates how many reputation points player gains in victim's enemy factions
5739 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5741 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5744 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5749 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5751 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue1
, Rep
->repfaction1
, false);
5752 donerep1
= int32(donerep1
*rate
);
5753 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5754 uint32 current_reputation_rank1
= GetReputationMgr().GetRank(factionEntry1
);
5755 if (factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5756 GetReputationMgr().ModifyReputation(factionEntry1
, donerep1
);
5758 // Wiki: Team factions value divided by 2
5759 if (factionEntry1
&& Rep
->is_teamaward1
)
5761 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5762 if(team1_factionEntry
)
5763 GetReputationMgr().ModifyReputation(team1_factionEntry
, donerep1
/ 2);
5767 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5769 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(), Rep
->repvalue2
, Rep
->repfaction2
, false);
5770 donerep2
= int32(donerep2
*rate
);
5771 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5772 uint32 current_reputation_rank2
= GetReputationMgr().GetRank(factionEntry2
);
5773 if (factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5774 GetReputationMgr().ModifyReputation(factionEntry2
, donerep2
);
5776 // Wiki: Team factions value divided by 2
5777 if (factionEntry2
&& Rep
->is_teamaward2
)
5779 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5780 if(team2_factionEntry
)
5781 GetReputationMgr().ModifyReputation(team2_factionEntry
, donerep2
/ 2);
5786 //Calculate how many reputation points player gain with the quest
5787 void Player::RewardReputation(Quest
const *pQuest
)
5789 // quest reputation reward/loss
5790 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5792 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5794 int32 rep
= CalculateReputationGain(GetQuestLevel(pQuest
), pQuest
->RewRepValue
[i
], pQuest
->RewRepFaction
[i
], true);
5795 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5797 GetReputationMgr().ModifyReputation(factionEntry
, rep
);
5801 // TODO: implement reputation spillover
5804 void Player::UpdateArenaFields(void)
5806 /* arena calcs go here */
5809 void Player::UpdateHonorFields()
5811 /// called when rewarding honor and at each save
5812 uint64 now
= time(NULL
);
5813 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5815 if(m_lastHonorUpdateTime
< today
)
5817 uint64 yesterday
= today
- DAY
;
5819 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5821 // update yesterday's contribution
5822 if(m_lastHonorUpdateTime
>= yesterday
)
5824 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5826 // this is the first update today, reset today's contribution
5827 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5828 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5832 // no honor/kills yesterday or today, reset
5833 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5834 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5838 m_lastHonorUpdateTime
= now
;
5841 ///Calculate the amount of honor gained based on the victim
5842 ///and the size of the group for which the honor is divided
5843 ///An exact honor value can also be given (overriding the calcs)
5844 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5846 // do not reward honor in arenas, but enable onkill spellproc
5849 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5852 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5858 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5859 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5862 uint64 victim_guid
= 0;
5863 uint32 victim_rank
= 0;
5865 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5866 UpdateHonorFields();
5870 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
5873 victim_guid
= uVictim
->GetGUID();
5875 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
5877 Player
*pVictim
= (Player
*)uVictim
;
5879 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
5882 float f
= 1; //need for total kills (?? need more info)
5884 uint32 k_level
= getLevel();
5885 uint32 v_level
= pVictim
->getLevel();
5888 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
5890 // [1..14] Alliance honor titles and player name
5891 // [15..28] Horde honor titles and player name
5892 // [29..38] Other title and player name
5894 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
5895 // Get Killer titles, CharTitlesEntry::bit_index
5897 // title[1..14] -> rank[5..18]
5898 // title[15..28] -> rank[5..18]
5899 // title[other] -> 0
5900 if (victim_title
== 0)
5901 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5902 else if (victim_title
< 15)
5903 victim_rank
= victim_title
+ 4;
5904 else if (victim_title
< 29)
5905 victim_rank
= victim_title
- 14 + 4;
5907 victim_guid
= 0; // Don't show HK: <rank> message, only log.
5910 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
5915 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
5917 int32 v_rank
=1; //need more info
5919 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
5920 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
5922 // count the number of playerkills in one day
5923 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
5924 // and those in a lifetime
5925 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
5926 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL
);
5927 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS
, pVictim
->getClass());
5928 UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE
, pVictim
->getRace());
5932 Creature
*cVictim
= (Creature
*)uVictim
;
5934 if (!cVictim
->isRacialLeader())
5937 honor
= 100; // ??? need more info
5938 victim_rank
= 19; // HK: Leader
5942 if (uVictim
!= NULL
)
5944 honor
*= sWorld
.getRate(RATE_HONOR
);
5949 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
5952 // honor - for show honor points in log
5953 // victim_guid - for show victim name in log
5954 // victim_rank [1..4] HK: <dishonored rank>
5955 // victim_rank [5..19] HK: <alliance\horde rank>
5956 // victim_rank [0,20+] HK: <>
5957 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
5958 data
<< (uint32
) honor
;
5959 data
<< (uint64
) victim_guid
;
5960 data
<< (uint32
) victim_rank
;
5962 GetSession()->SendPacket(&data
);
5965 ModifyHonorPoints(int32(honor
));
5967 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
5971 void Player::ModifyHonorPoints( int32 value
)
5975 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
5976 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
5978 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
5981 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
5984 void Player::ModifyArenaPoints( int32 value
)
5988 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
5989 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
5991 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
5994 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
5997 uint32
Player::GetGuildIdFromDB(uint64 guid
)
5999 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6003 uint32 id
= result
->Fetch()[0].GetUInt32();
6008 uint32
Player::GetRankFromDB(uint64 guid
)
6010 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6013 uint32 v
= result
->Fetch()[0].GetUInt32();
6021 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6023 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
);
6027 uint32 id
= (*result
)[0].GetUInt32();
6032 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6034 uint32 guidLow
= GUID_LOPART(guid
);
6035 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6038 Field
* fields
= result
->Fetch();
6039 uint32 zone
= fields
[0].GetUInt32();
6044 // stored zone is zero, use generic and slow zone detection
6045 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
6048 fields
= result
->Fetch();
6049 uint32 map
= fields
[0].GetUInt32();
6050 float posx
= fields
[1].GetFloat();
6051 float posy
= fields
[2].GetFloat();
6052 float posz
= fields
[3].GetFloat();
6055 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
,posz
);
6057 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6063 void Player::UpdateArea(uint32 newArea
)
6065 // FFA_PVP flags are area and not zone id dependent
6066 // so apply them accordingly
6067 m_areaUpdateId
= newArea
;
6069 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6071 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6074 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6078 // remove ffa flag only if not ffapvp realm
6079 // removal in sanctuaries and capitals is handled in zone update
6080 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6081 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6084 UpdateAreaDependentAuras(newArea
);
6087 void Player::UpdateZone(uint32 newZone
, uint32 newArea
)
6089 if(m_zoneUpdateId
!= newZone
)
6090 SendInitWorldStates(newZone
, newArea
); // only if really enters to new zone, not just area change, works strange...
6092 m_zoneUpdateId
= newZone
;
6093 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6095 // zone changed, so area changed as well, update it
6096 UpdateArea(newArea
);
6098 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6102 if (sWorld
.getConfig(CONFIG_WEATHER
))
6104 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6107 wth
->SendWeatherUpdateToPlayer(this);
6111 if(!sWorld
.AddWeather(zone
->ID
))
6113 // send fine weather packet to remove old zone's weather
6114 Weather::SendFineWeatherUpdateToPlayer(this);
6119 // in PvP, any not controlled zone (except zone->team == 6, default case)
6120 // in PvE, only opposition team capital
6124 pvpInfo
.inHostileArea
= GetTeam() != ALLIANCE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6126 case AREATEAM_HORDE
:
6127 pvpInfo
.inHostileArea
= GetTeam() != HORDE
&& (sWorld
.IsPvPRealm() || zone
->flags
& AREA_FLAG_CAPITAL
);
6130 // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6131 pvpInfo
.inHostileArea
= sWorld
.IsPvPRealm() || InBattleGround();
6133 default: // 6 in fact
6134 pvpInfo
.inHostileArea
= false;
6138 if(pvpInfo
.inHostileArea
) // in hostile area
6140 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6141 UpdatePvP(true, true);
6143 else // in friendly area
6145 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6146 pvpInfo
.endTimer
= time(0); // start toggle-off
6149 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6151 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6152 if(sWorld
.IsFFAPvPRealm())
6153 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6157 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6160 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6162 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6163 SetRestType(REST_TYPE_IN_CITY
);
6164 InnEnter(time(0),GetMapId(),0,0,0);
6166 if(sWorld
.IsFFAPvPRealm())
6167 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6169 else // anywhere else
6171 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6173 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6175 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6177 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6178 SetRestType(REST_TYPE_NO
);
6180 if(sWorld
.IsFFAPvPRealm())
6181 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6184 else // not in tavern (leave city then)
6186 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6187 SetRestType(REST_TYPE_NO
);
6189 // Set player to FFA PVP when not in rested environment.
6190 if(sWorld
.IsFFAPvPRealm())
6191 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6196 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6197 // if player resurrected at teleport this will be applied in resurrect code
6199 DestroyZoneLimitedItem( true, newZone
);
6201 // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
6202 AutoUnequipOffhandIfNeed();
6204 // recent client version not send leave/join channel packets for built-in local channels
6205 UpdateLocalChannels( newZone
);
6209 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6211 UpdateZoneDependentAuras(newZone
);
6214 //If players are too far way of duel flag... then player loose the duel
6215 void Player::CheckDuelDistance(time_t currTime
)
6220 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6221 GameObject
* obj
= GetMap()->GetGameObject(duelFlagGUID
);
6225 if(duel
->outOfBound
== 0)
6227 if(!IsWithinDistInMap(obj
, 50))
6229 duel
->outOfBound
= currTime
;
6231 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6232 GetSession()->SendPacket(&data
);
6237 if(IsWithinDistInMap(obj
, 40))
6239 duel
->outOfBound
= 0;
6241 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6242 GetSession()->SendPacket(&data
);
6244 else if(currTime
>= (duel
->outOfBound
+10))
6246 DuelComplete(DUEL_FLED
);
6251 void Player::DuelComplete(DuelCompleteType type
)
6253 // duel not requested
6257 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6258 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6259 GetSession()->SendPacket(&data
);
6260 duel
->opponent
->GetSession()->SendPacket(&data
);
6262 if(type
!= DUEL_INTERUPTED
)
6264 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6265 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6266 data
<< duel
->opponent
->GetName();
6268 SendMessageToSet(&data
,true);
6271 if (type
== DUEL_WON
)
6273 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL
, 1);
6275 duel
->opponent
->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL
, 1);
6278 //Remove Duel Flag object
6279 GameObject
* obj
= GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER
));
6281 duel
->initiator
->RemoveGameObject(obj
,true);
6284 std::vector
<uint32
> auras2remove
;
6285 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6286 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6288 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6289 auras2remove
.push_back(i
->second
->GetId());
6292 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6293 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6295 auras2remove
.clear();
6296 AuraMap
const& auras
= GetAuras();
6297 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6299 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6300 auras2remove
.push_back(i
->second
->GetId());
6302 for(size_t i
=0; i
<auras2remove
.size(); ++i
)
6303 RemoveAurasDueToSpell(auras2remove
[i
]);
6305 // cleanup combo points
6306 if(GetComboTarget()==duel
->opponent
->GetGUID())
6308 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6311 if(duel
->opponent
->GetComboTarget()==GetGUID())
6312 duel
->opponent
->ClearComboPoints();
6313 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6314 duel
->opponent
->ClearComboPoints();
6317 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6318 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6319 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6320 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6322 delete duel
->opponent
->duel
;
6323 duel
->opponent
->duel
= NULL
;
6328 //---------------------------------------------------------//
6330 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6332 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6335 // not apply/remove mods for broken item
6336 if(item
->IsBroken())
6339 ItemPrototype
const *proto
= item
->GetProto();
6344 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6346 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6347 if(attacktype
< MAX_ATTACK
)
6348 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6350 _ApplyItemBonuses(proto
,slot
,apply
);
6352 if( slot
==EQUIPMENT_SLOT_RANGED
)
6353 _ApplyAmmoBonuses();
6355 ApplyItemEquipSpell(item
,apply
);
6356 ApplyEnchantment(item
, apply
);
6358 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6359 CorrectMetaGemEnchants(slot
, apply
);
6361 sLog
.outDebug("_ApplyItemMods complete.");
6364 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6366 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6369 ScalingStatDistributionEntry
const *ssd
= proto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
) : 0;
6370 ScalingStatValuesEntry
const *ssv
= proto
->ScalingStatValue
? sScalingStatValuesStore
.LookupEntry(getLevel()) : 0;
6372 for (int i
= 0; i
< MAX_ITEM_PROTO_STATS
; ++i
)
6374 uint32 statType
= 0;
6376 // If set ScalingStatDistribution need get stats and values from it
6379 if (ssd
->StatMod
[i
] < 0)
6381 statType
= ssd
->StatMod
[i
];
6382 val
= (ssv
->getssdMultiplier(proto
->ScalingStatValue
) * ssd
->Modifier
[i
]) / 10000;
6386 if (i
>= proto
->StatsCount
)
6388 statType
= proto
->ItemStat
[i
].ItemStatType
;
6389 val
= proto
->ItemStat
[i
].ItemStatValue
;
6398 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6400 case ITEM_MOD_HEALTH
: // modify HP
6401 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6403 case ITEM_MOD_AGILITY
: // modify agility
6404 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6405 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6407 case ITEM_MOD_STRENGTH
: //modify strength
6408 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6409 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6411 case ITEM_MOD_INTELLECT
: //modify intellect
6412 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6413 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6415 case ITEM_MOD_SPIRIT
: //modify spirit
6416 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6417 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6419 case ITEM_MOD_STAMINA
: //modify stamina
6420 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6421 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6423 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6424 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6426 case ITEM_MOD_DODGE_RATING
:
6427 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6429 case ITEM_MOD_PARRY_RATING
:
6430 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6432 case ITEM_MOD_BLOCK_RATING
:
6433 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6435 case ITEM_MOD_HIT_MELEE_RATING
:
6436 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6438 case ITEM_MOD_HIT_RANGED_RATING
:
6439 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6441 case ITEM_MOD_HIT_SPELL_RATING
:
6442 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6444 case ITEM_MOD_CRIT_MELEE_RATING
:
6445 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6447 case ITEM_MOD_CRIT_RANGED_RATING
:
6448 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6450 case ITEM_MOD_CRIT_SPELL_RATING
:
6451 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6453 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6454 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6456 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6457 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6459 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6460 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6462 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6463 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6465 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6466 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6468 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6469 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6471 case ITEM_MOD_HASTE_MELEE_RATING
:
6472 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6474 case ITEM_MOD_HASTE_RANGED_RATING
:
6475 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6477 case ITEM_MOD_HASTE_SPELL_RATING
:
6478 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6480 case ITEM_MOD_HIT_RATING
:
6481 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6482 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6483 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6485 case ITEM_MOD_CRIT_RATING
:
6486 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6487 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6488 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6490 case ITEM_MOD_HIT_TAKEN_RATING
:
6491 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6492 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6493 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6495 case ITEM_MOD_CRIT_TAKEN_RATING
:
6496 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6497 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6498 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6500 case ITEM_MOD_RESILIENCE_RATING
:
6501 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6502 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6503 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6505 case ITEM_MOD_HASTE_RATING
:
6506 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6507 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6508 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6510 case ITEM_MOD_EXPERTISE_RATING
:
6511 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6513 case ITEM_MOD_ATTACK_POWER
:
6514 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(val
), apply
);
6515 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6517 case ITEM_MOD_RANGED_ATTACK_POWER
:
6518 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(val
), apply
);
6520 case ITEM_MOD_FERAL_ATTACK_POWER
:
6521 ApplyFeralAPBonus(int32(val
), apply
);
6523 case ITEM_MOD_SPELL_HEALING_DONE
:
6524 ApplySpellHealingBonus(int32(val
), apply
);
6526 case ITEM_MOD_SPELL_DAMAGE_DONE
:
6527 ApplySpellDamageBonus(int32(val
), apply
);
6529 case ITEM_MOD_MANA_REGENERATION
:
6530 ApplyManaRegenBonus(int32(val
), apply
);
6532 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6533 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6535 case ITEM_MOD_SPELL_POWER
:
6536 ApplySpellHealingBonus(int32(val
), apply
);
6537 ApplySpellDamageBonus(int32(val
), apply
);
6542 // If set ScalingStatValue armor get it or use item armor
6543 uint32 armor
= proto
->Armor
;
6546 if (uint32 ssvarmor
= ssv
->getArmorMod(proto
->ScalingStatValue
))
6549 // Add armor bonus from ArmorDamageModifier if > 0
6550 if (proto
->ArmorDamageModifier
> 0)
6551 armor
+=proto
->ArmorDamageModifier
;
6553 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(armor
), apply
);
6556 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6559 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6562 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6564 if (proto
->NatureRes
)
6565 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6567 if (proto
->FrostRes
)
6568 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6570 if (proto
->ShadowRes
)
6571 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6573 if (proto
->ArcaneRes
)
6574 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6576 WeaponAttackType attType
= BASE_ATTACK
;
6577 float damage
= 0.0f
;
6579 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6580 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6581 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6583 attType
= RANGED_ATTACK
;
6585 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6587 attType
= OFF_ATTACK
;
6590 float minDamage
= proto
->Damage
[0].DamageMin
;
6591 float maxDamage
= proto
->Damage
[0].DamageMax
;
6593 // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
6596 if (extraDPS
= ssv
->getDPSMod(proto
->ScalingStatValue
))
6598 float average
= extraDPS
* proto
->Delay
/ 1000.0f
;
6599 minDamage
= 0.7f
* average
;
6600 maxDamage
= 1.3f
* average
;
6605 damage
= apply
? minDamage
: BASE_MINDAMAGE
;
6606 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6607 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6612 damage
= apply
? maxDamage
: BASE_MAXDAMAGE
;
6613 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6616 // Apply feral bonus from ScalingStatValue if set
6619 if (int32 feral_bonus
= ssv
->getFeralBonus(proto
->ScalingStatValue
))
6620 ApplyFeralAPBonus(feral_bonus
, apply
);
6622 // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
6623 if(getClass() == CLASS_DRUID
)
6625 int32 feral_bonus
= proto
->getFeralBonus(extraDPS
);
6626 if (feral_bonus
> 0)
6627 ApplyFeralAPBonus(feral_bonus
, apply
);
6630 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6635 if(slot
== EQUIPMENT_SLOT_RANGED
)
6636 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6637 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6638 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6639 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6640 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6643 if(CanModifyStats() && (damage
|| proto
->Delay
))
6644 UpdateDamagePhysical(attType
);
6647 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6649 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6650 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6651 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6653 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6654 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6655 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6657 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6658 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6659 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6662 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6664 // generic not weapon specific case processes in aura code
6665 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6668 BaseModGroup mod
= BASEMOD_END
;
6671 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6672 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6673 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6677 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6679 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6683 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6685 // ignore spell mods for not wands
6686 Modifier
const* modifier
= aura
->GetModifier();
6687 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6690 // generic not weapon specific case processes in aura code
6691 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6694 UnitMods unitMod
= UNIT_MOD_END
;
6697 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6698 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6699 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6703 UnitModifierType unitModType
= TOTAL_VALUE
;
6704 switch(modifier
->m_auraname
)
6706 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6707 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6711 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6713 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6717 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6722 ItemPrototype
const *proto
= item
->GetProto();
6726 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6728 _Spell
const& spellData
= proto
->Spells
[i
];
6731 if(!spellData
.SpellId
)
6734 // wrong triggering type
6735 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6738 // check if it is valid spell
6739 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6743 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6747 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6751 // Cannot be used in this stance/form
6752 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
) != SPELL_CAST_OK
)
6755 if(form_change
) // check aura active state from other form
6758 for (int k
=0; k
< 3; ++k
)
6760 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6761 for (AuraMap::const_iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6763 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6773 if(found
) // and skip re-cast already active aura at form change
6777 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6779 CastSpell(this,spellInfo
,true,item
);
6783 if(form_change
) // check aura compatibility
6785 // Cannot be used in this stance/form
6786 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==SPELL_CAST_OK
)
6787 return; // and remove only not compatible at form change
6791 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6793 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6797 void Player::UpdateEquipSpellsAtFormChange()
6799 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
6801 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6803 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6804 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6808 // item set bonuses not dependent from item broken state
6809 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6811 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6815 for(uint32 y
=0;y
<8; ++y
)
6817 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6821 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6822 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6827 void Player::CastItemCombatSpell(Unit
* Target
, WeaponAttackType attType
)
6829 Item
*item
= GetWeaponForAttack(attType
, true);
6830 if(!item
|| item
->IsBroken())
6833 ItemPrototype
const *proto
= item
->GetProto();
6837 if (!Target
|| Target
== this )
6840 for (int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6842 _Spell
const& spellData
= proto
->Spells
[i
];
6845 if(!spellData
.SpellId
)
6848 // wrong triggering type
6849 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6852 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6855 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6859 // not allow proc extra attack spell at extra attack
6860 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6863 float chance
= spellInfo
->procChance
;
6865 if(spellData
.SpellPPMRate
)
6867 uint32 WeaponSpeed
= GetAttackTime(attType
);
6868 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6870 else if(chance
> 100.0f
)
6872 chance
= GetWeaponProcChance();
6875 if (roll_chance_f(chance
))
6876 CastSpell(Target
, spellInfo
->Id
, true, item
);
6879 // item combat enchantments
6880 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6882 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6883 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6884 if(!pEnchant
) continue;
6885 for (int s
=0;s
<3;s
++)
6887 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6890 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6893 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6897 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6898 if (roll_chance_f(chance
))
6900 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6901 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6903 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6909 void Player::CastItemUseSpell(Item
*item
,SpellCastTargets
const& targets
,uint8 cast_count
, uint32 glyphIndex
)
6911 ItemPrototype
const* proto
= item
->GetProto();
6912 // special learning case
6913 if(proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN
|| proto
->Spells
[0].SpellId
==SPELL_ID_GENERIC_LEARN_PET
)
6915 uint32 learn_spell_id
= proto
->Spells
[0].SpellId
;
6916 uint32 learning_spell_id
= proto
->Spells
[1].SpellId
;
6918 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(learn_spell_id
);
6921 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto
->ItemId
, learn_spell_id
);
6922 SendEquipError(EQUIP_ERR_NONE
,item
,NULL
);
6926 Spell
*spell
= new Spell(this, spellInfo
, false);
6927 spell
->m_CastItem
= item
;
6928 spell
->m_cast_count
= cast_count
; //set count of casts
6929 spell
->m_currentBasePoints
[0] = learning_spell_id
;
6930 spell
->prepare(&targets
);
6934 // use triggered flag only for items with many spell casts and for not first cast
6937 // item spells casted at use
6938 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
6940 _Spell
const& spellData
= proto
->Spells
[i
];
6943 if(!spellData
.SpellId
)
6946 // wrong triggering type
6947 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_NO_DELAY_USE
)
6950 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6953 sLog
.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto
->ItemId
, spellData
.SpellId
);
6957 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
6958 spell
->m_CastItem
= item
;
6959 spell
->m_cast_count
= cast_count
; // set count of casts
6960 spell
->m_glyphIndex
= glyphIndex
; // glyph index
6961 spell
->prepare(&targets
);
6966 // Item enchantments spells casted at use
6967 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6969 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6970 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6971 if(!pEnchant
) continue;
6972 for (int s
=0;s
<3;s
++)
6974 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL
)
6977 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6980 sLog
.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6984 Spell
*spell
= new Spell(this, spellInfo
, (count
> 0));
6985 spell
->m_CastItem
= item
;
6986 spell
->m_cast_count
= cast_count
; // set count of casts
6987 spell
->m_glyphIndex
= glyphIndex
; // glyph index
6988 spell
->prepare(&targets
);
6995 void Player::_RemoveAllItemMods()
6997 sLog
.outDebug("_RemoveAllItemMods start.");
6999 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7003 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7007 // item set bonuses not dependent from item broken state
7009 RemoveItemsSetItem(this,proto
);
7011 if(m_items
[i
]->IsBroken())
7014 ApplyItemEquipSpell(m_items
[i
],false);
7015 ApplyEnchantment(m_items
[i
], false);
7019 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7023 if(m_items
[i
]->IsBroken())
7025 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7029 uint32 attacktype
= Player::GetAttackBySlot(i
);
7030 if(attacktype
< MAX_ATTACK
)
7031 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7033 _ApplyItemBonuses(proto
,i
, false);
7035 if( i
== EQUIPMENT_SLOT_RANGED
)
7036 _ApplyAmmoBonuses();
7040 sLog
.outDebug("_RemoveAllItemMods complete.");
7043 void Player::_ApplyAllItemMods()
7045 sLog
.outDebug("_ApplyAllItemMods start.");
7047 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7051 if(m_items
[i
]->IsBroken())
7054 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7058 uint32 attacktype
= Player::GetAttackBySlot(i
);
7059 if(attacktype
< MAX_ATTACK
)
7060 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7062 _ApplyItemBonuses(proto
,i
, true);
7064 if( i
== EQUIPMENT_SLOT_RANGED
)
7065 _ApplyAmmoBonuses();
7069 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; ++i
)
7073 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7077 // item set bonuses not dependent from item broken state
7079 AddItemsSetItem(this,m_items
[i
]);
7081 if(m_items
[i
]->IsBroken())
7084 ApplyItemEquipSpell(m_items
[i
],true);
7085 ApplyEnchantment(m_items
[i
], true);
7089 sLog
.outDebug("_ApplyAllItemMods complete.");
7092 void Player::_ApplyAmmoBonuses()
7095 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7099 float currentAmmoDPS
;
7101 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7102 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7103 currentAmmoDPS
= 0.0f
;
7105 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7107 if(currentAmmoDPS
== GetAmmoDPS())
7110 m_ammoDPS
= currentAmmoDPS
;
7112 if(CanModifyStats())
7113 UpdateDamagePhysical(RANGED_ATTACK
);
7116 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7121 // check ranged weapon
7122 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7123 if(!weapon
|| weapon
->IsBroken() )
7126 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7127 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7130 // check ammo ws. weapon compatibility
7131 switch(weapon_proto
->SubClass
)
7133 case ITEM_SUBCLASS_WEAPON_BOW
:
7134 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7135 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7138 case ITEM_SUBCLASS_WEAPON_GUN
:
7139 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7149 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7150 Called by remove insignia spell effect */
7151 void Player::RemovedInsignia(Player
* looterPlr
)
7153 if (!GetBattleGroundId())
7156 // If not released spirit, do it !
7157 if(m_deathTimer
> 0)
7164 Corpse
*corpse
= GetCorpse();
7168 // We have to convert player corpse to bones, not to be able to resurrect there
7169 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7170 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
7174 // Now we must make bones lootable, and send player loot
7175 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7177 // We store the level of our player in the gold field
7178 // We retrieve this information at Player::SendLoot()
7179 bones
->loot
.gold
= getLevel();
7180 bones
->lootRecipient
= looterPlr
;
7181 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7184 void Player::SendLootRelease( uint64 guid
)
7186 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7187 data
<< uint64(guid
) << uint8(1);
7188 SendDirectMessage( &data
);
7191 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7193 if (uint64 lguid
= GetLootGUID())
7194 m_session
->DoLootRelease(lguid
);
7197 PermissionTypes permission
= ALL_PERMISSION
;
7199 sLog
.outDebug("Player::SendLoot");
7200 if (IS_GAMEOBJECT_GUID(guid
))
7202 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7203 GameObject
*go
= GetMap()->GetGameObject(guid
);
7205 // not check distance for GO in case owned GO (fishing bobber case, for example)
7206 // And permit out of range GO with no owner in case fishing hole
7207 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7209 SendLootRelease(guid
);
7215 if (go
->getLootState() == GO_READY
)
7217 uint32 lootid
= go
->GetLootId();
7221 sLog
.outDebug(" if(lootid)");
7223 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this, false);
7226 if (loot_type
== LOOT_FISHING
)
7227 go
->getFishLoot(loot
,this);
7229 go
->SetLootState(GO_ACTIVATED
);
7232 else if (IS_ITEM_GUID(guid
))
7234 Item
*item
= GetItemByGuid( guid
);
7238 SendLootRelease(guid
);
7244 if (!item
->m_lootGenerated
)
7246 item
->m_lootGenerated
= true;
7251 case LOOT_DISENCHANTING
:
7252 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this,true);
7254 case LOOT_PROSPECTING
:
7255 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this,true);
7258 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this,true);
7261 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this,true);
7262 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7267 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7269 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7271 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7273 SendLootRelease(guid
);
7277 loot
= &bones
->loot
;
7279 if (!bones
->lootForBody
)
7281 bones
->lootForBody
= true;
7282 uint32 pLevel
= bones
->loot
.gold
;
7283 bones
->loot
.clear();
7284 // It may need a better formula
7285 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7286 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7289 if (bones
->lootRecipient
!= this)
7290 permission
= NONE_PERMISSION
;
7294 Creature
*creature
= GetMap()->GetCreature(guid
);
7296 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7297 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7299 SendLootRelease(guid
);
7303 if (loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7305 SendLootRelease(guid
);
7309 loot
= &creature
->loot
;
7311 if (loot_type
== LOOT_PICKPOCKETING
)
7313 if (!creature
->lootForPickPocketed
)
7315 creature
->lootForPickPocketed
= true;
7318 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7319 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this, false);
7321 // Generate extra money for pick pocket loot
7322 const uint32 a
= urand(0, creature
->getLevel()/2);
7323 const uint32 b
= urand(0, getLevel()/2);
7324 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7329 // the player whose group may loot the corpse
7330 Player
*recipient
= creature
->GetLootRecipient();
7333 creature
->SetLootRecipient(this);
7337 if (creature
->lootForPickPocketed
)
7339 creature
->lootForPickPocketed
= false;
7343 if (!creature
->lootForBody
)
7345 creature
->lootForBody
= true;
7348 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7349 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
, false);
7351 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7353 if (Group
* group
= recipient
->GetGroup())
7355 group
->UpdateLooterGuid(creature
,true);
7357 switch (group
->GetLootMethod())
7360 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7361 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7363 case NEED_BEFORE_GREED
:
7364 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7367 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7375 // possible only if creature->lootForBody && loot->empty() at spell cast check
7376 if (loot_type
== LOOT_SKINNING
)
7379 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this, false);
7381 // set group rights only for loot_type != LOOT_SKINNING
7384 if(Group
* group
= GetGroup())
7386 if (group
== recipient
->GetGroup())
7388 if (group
->GetLootMethod() == FREE_FOR_ALL
)
7389 permission
= ALL_PERMISSION
;
7390 else if (group
->GetLooterGuid() == GetGUID())
7392 if (group
->GetLootMethod() == MASTER_LOOT
)
7393 permission
= MASTER_PERMISSION
;
7395 permission
= ALL_PERMISSION
;
7398 permission
= GROUP_PERMISSION
;
7401 permission
= NONE_PERMISSION
;
7403 else if (recipient
== this)
7404 permission
= ALL_PERMISSION
;
7406 permission
= NONE_PERMISSION
;
7413 // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
7416 case LOOT_INSIGNIA
: loot_type
= LOOT_SKINNING
; break;
7417 case LOOT_FISHINGHOLE
: loot_type
= LOOT_FISHING
; break;
7421 // need know merged fishing/corpse loot type for achievements
7422 loot
->loot_type
= loot_type
;
7424 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7426 data
<< uint64(guid
);
7427 data
<< uint8(loot_type
);
7428 data
<< LootView(*loot
, this, permission
);
7430 SendDirectMessage(&data
);
7432 // add 'this' player as one of the players that are looting 'loot'
7433 if (permission
!= NONE_PERMISSION
)
7434 loot
->AddLooter(GetGUID());
7436 if (loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
))
7437 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7440 void Player::SendNotifyLootMoneyRemoved()
7442 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7443 GetSession()->SendPacket( &data
);
7446 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7448 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7449 data
<< uint8(lootSlot
);
7450 GetSession()->SendPacket( &data
);
7453 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7455 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7458 GetSession()->SendPacket(&data
);
7461 void Player::SendInitWorldStates(uint32 zoneid
, uint32 areaid
)
7463 // data depends on zoneid/mapid...
7464 BattleGround
* bg
= GetBattleGround();
7465 uint16 NumberOfFields
= 0;
7466 uint32 mapid
= GetMapId();
7468 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7470 // may be exist better way to do this...
7493 NumberOfFields
= 41;
7496 NumberOfFields
= 15;
7499 NumberOfFields
= 83;
7502 NumberOfFields
= 16;
7506 NumberOfFields
= 40;
7509 NumberOfFields
= 27;
7512 NumberOfFields
= 39;
7515 NumberOfFields
= 38;
7518 NumberOfFields
= 37;
7523 NumberOfFields
= 11;
7526 NumberOfFields
= 11;
7529 NumberOfFields
= 12;
7533 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7534 data
<< uint32(mapid
); // mapid
7535 data
<< uint32(zoneid
); // zone id
7536 data
<< uint32(areaid
); // area id, new 2.1.0
7537 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7538 data
<< uint32(0x8d8) << uint32(0x0); // 1
7539 data
<< uint32(0x8d7) << uint32(0x0); // 2
7540 data
<< uint32(0x8d6) << uint32(0x0); // 3
7541 data
<< uint32(0x8d5) << uint32(0x0); // 4
7542 data
<< uint32(0x8d4) << uint32(0x0); // 5
7543 data
<< uint32(0x8d3) << uint32(0x0); // 6
7544 // 7 1 - Arena season in progress, 0 - end of season
7545 data
<< uint32(0xC77) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS
));
7546 // 8 Arena season id
7547 data
<< uint32(0xF3D) << uint32(sWorld
.getConfig(CONFIG_ARENA_SEASON_ID
));
7548 if(mapid
== 530) // Outland
7550 data
<< uint32(0x9bf) << uint32(0x0); // 7
7551 data
<< uint32(0x9bd) << uint32(0xF); // 8
7552 data
<< uint32(0x9bb) << uint32(0xF); // 9
7567 data
<< uint32(0x7ae) << uint32(0x1); // 7
7568 data
<< uint32(0x532) << uint32(0x1); // 8
7569 data
<< uint32(0x531) << uint32(0x0); // 9
7570 data
<< uint32(0x52e) << uint32(0x0); // 10
7571 data
<< uint32(0x571) << uint32(0x0); // 11
7572 data
<< uint32(0x570) << uint32(0x0); // 12
7573 data
<< uint32(0x567) << uint32(0x1); // 13
7574 data
<< uint32(0x566) << uint32(0x1); // 14
7575 data
<< uint32(0x550) << uint32(0x1); // 15
7576 data
<< uint32(0x544) << uint32(0x0); // 16
7577 data
<< uint32(0x536) << uint32(0x0); // 17
7578 data
<< uint32(0x535) << uint32(0x1); // 18
7579 data
<< uint32(0x518) << uint32(0x0); // 19
7580 data
<< uint32(0x517) << uint32(0x0); // 20
7581 data
<< uint32(0x574) << uint32(0x0); // 21
7582 data
<< uint32(0x573) << uint32(0x0); // 22
7583 data
<< uint32(0x572) << uint32(0x0); // 23
7584 data
<< uint32(0x56f) << uint32(0x0); // 24
7585 data
<< uint32(0x56e) << uint32(0x0); // 25
7586 data
<< uint32(0x56d) << uint32(0x0); // 26
7587 data
<< uint32(0x56c) << uint32(0x0); // 27
7588 data
<< uint32(0x56b) << uint32(0x0); // 28
7589 data
<< uint32(0x56a) << uint32(0x1); // 29
7590 data
<< uint32(0x569) << uint32(0x1); // 30
7591 data
<< uint32(0x568) << uint32(0x1); // 13
7592 data
<< uint32(0x565) << uint32(0x0); // 32
7593 data
<< uint32(0x564) << uint32(0x0); // 33
7594 data
<< uint32(0x563) << uint32(0x0); // 34
7595 data
<< uint32(0x562) << uint32(0x0); // 35
7596 data
<< uint32(0x561) << uint32(0x0); // 36
7597 data
<< uint32(0x560) << uint32(0x0); // 37
7598 data
<< uint32(0x55f) << uint32(0x0); // 38
7599 data
<< uint32(0x55e) << uint32(0x0); // 39
7600 data
<< uint32(0x55d) << uint32(0x0); // 40
7601 data
<< uint32(0x3c6) << uint32(0x4); // 41
7602 data
<< uint32(0x3c4) << uint32(0x6); // 42
7603 data
<< uint32(0x3c2) << uint32(0x4); // 43
7604 data
<< uint32(0x516) << uint32(0x1); // 44
7605 data
<< uint32(0x515) << uint32(0x0); // 45
7606 data
<< uint32(0x3b6) << uint32(0x6); // 46
7607 data
<< uint32(0x55c) << uint32(0x0); // 47
7608 data
<< uint32(0x55b) << uint32(0x0); // 48
7609 data
<< uint32(0x55a) << uint32(0x0); // 49
7610 data
<< uint32(0x559) << uint32(0x0); // 50
7611 data
<< uint32(0x558) << uint32(0x0); // 51
7612 data
<< uint32(0x557) << uint32(0x0); // 52
7613 data
<< uint32(0x556) << uint32(0x0); // 53
7614 data
<< uint32(0x555) << uint32(0x0); // 54
7615 data
<< uint32(0x554) << uint32(0x1); // 55
7616 data
<< uint32(0x553) << uint32(0x1); // 56
7617 data
<< uint32(0x552) << uint32(0x1); // 57
7618 data
<< uint32(0x551) << uint32(0x1); // 58
7619 data
<< uint32(0x54f) << uint32(0x0); // 59
7620 data
<< uint32(0x54e) << uint32(0x0); // 60
7621 data
<< uint32(0x54d) << uint32(0x1); // 61
7622 data
<< uint32(0x54c) << uint32(0x0); // 62
7623 data
<< uint32(0x54b) << uint32(0x0); // 63
7624 data
<< uint32(0x545) << uint32(0x0); // 64
7625 data
<< uint32(0x543) << uint32(0x1); // 65
7626 data
<< uint32(0x542) << uint32(0x0); // 66
7627 data
<< uint32(0x540) << uint32(0x0); // 67
7628 data
<< uint32(0x53f) << uint32(0x0); // 68
7629 data
<< uint32(0x53e) << uint32(0x0); // 69
7630 data
<< uint32(0x53d) << uint32(0x0); // 70
7631 data
<< uint32(0x53c) << uint32(0x0); // 71
7632 data
<< uint32(0x53b) << uint32(0x0); // 72
7633 data
<< uint32(0x53a) << uint32(0x1); // 73
7634 data
<< uint32(0x539) << uint32(0x0); // 74
7635 data
<< uint32(0x538) << uint32(0x0); // 75
7636 data
<< uint32(0x537) << uint32(0x0); // 76
7637 data
<< uint32(0x534) << uint32(0x0); // 77
7638 data
<< uint32(0x533) << uint32(0x0); // 78
7639 data
<< uint32(0x530) << uint32(0x0); // 79
7640 data
<< uint32(0x52f) << uint32(0x0); // 80
7641 data
<< uint32(0x52d) << uint32(0x1); // 81
7644 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7645 bg
->FillInitialWorldStates(data
);
7648 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7649 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7650 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7651 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7652 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7653 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7654 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7655 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7659 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7660 bg
->FillInitialWorldStates(data
);
7663 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7664 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7665 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7666 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7667 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7668 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7669 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7670 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7671 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7672 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7673 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7674 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7675 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7676 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7677 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7678 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7679 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7680 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7681 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7682 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7683 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7684 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7685 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7686 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7687 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7688 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7689 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7690 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7691 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7692 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7693 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7694 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7698 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7699 bg
->FillInitialWorldStates(data
);
7702 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7703 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7704 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7705 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7706 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7707 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7708 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7709 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7710 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7711 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7712 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7713 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7714 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7715 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7716 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7717 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7718 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7719 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7720 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7721 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7722 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7723 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7724 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7725 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7726 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7727 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7728 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7729 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7730 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7731 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7732 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7733 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7734 // and some more ... unknown
7737 case 3483: // Hellfire Peninsula
7738 data
<< uint32(0x9ba) << uint32(0x1); // 10
7739 data
<< uint32(0x9b9) << uint32(0x1); // 11
7740 data
<< uint32(0x9b5) << uint32(0x0); // 12
7741 data
<< uint32(0x9b4) << uint32(0x1); // 13
7742 data
<< uint32(0x9b3) << uint32(0x0); // 14
7743 data
<< uint32(0x9b2) << uint32(0x0); // 15
7744 data
<< uint32(0x9b1) << uint32(0x1); // 16
7745 data
<< uint32(0x9b0) << uint32(0x0); // 17
7746 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7747 data
<< uint32(0x9ac) << uint32(0x0); // 19
7748 data
<< uint32(0x9a8) << uint32(0x0); // 20
7749 data
<< uint32(0x9a7) << uint32(0x0); // 21
7750 data
<< uint32(0x9a6) << uint32(0x1); // 22
7752 case 3519: // Terokkar Forest
7753 data
<< uint32(0xa41) << uint32(0x0); // 10
7754 data
<< uint32(0xa40) << uint32(0x14); // 11
7755 data
<< uint32(0xa3f) << uint32(0x0); // 12
7756 data
<< uint32(0xa3e) << uint32(0x0); // 13
7757 data
<< uint32(0xa3d) << uint32(0x5); // 14
7758 data
<< uint32(0xa3c) << uint32(0x0); // 15
7759 data
<< uint32(0xa87) << uint32(0x0); // 16
7760 data
<< uint32(0xa86) << uint32(0x0); // 17
7761 data
<< uint32(0xa85) << uint32(0x0); // 18
7762 data
<< uint32(0xa84) << uint32(0x0); // 19
7763 data
<< uint32(0xa83) << uint32(0x0); // 20
7764 data
<< uint32(0xa82) << uint32(0x0); // 21
7765 data
<< uint32(0xa81) << uint32(0x0); // 22
7766 data
<< uint32(0xa80) << uint32(0x0); // 23
7767 data
<< uint32(0xa7e) << uint32(0x0); // 24
7768 data
<< uint32(0xa7d) << uint32(0x0); // 25
7769 data
<< uint32(0xa7c) << uint32(0x0); // 26
7770 data
<< uint32(0xa7b) << uint32(0x0); // 27
7771 data
<< uint32(0xa7a) << uint32(0x0); // 28
7772 data
<< uint32(0xa79) << uint32(0x0); // 29
7773 data
<< uint32(0x9d0) << uint32(0x5); // 30
7774 data
<< uint32(0x9ce) << uint32(0x0); // 31
7775 data
<< uint32(0x9cd) << uint32(0x0); // 32
7776 data
<< uint32(0x9cc) << uint32(0x0); // 33
7777 data
<< uint32(0xa88) << uint32(0x0); // 34
7778 data
<< uint32(0xad0) << uint32(0x0); // 35
7779 data
<< uint32(0xacf) << uint32(0x1); // 36
7781 case 3521: // Zangarmarsh
7782 data
<< uint32(0x9e1) << uint32(0x0); // 10
7783 data
<< uint32(0x9e0) << uint32(0x0); // 11
7784 data
<< uint32(0x9df) << uint32(0x0); // 12
7785 data
<< uint32(0xa5d) << uint32(0x1); // 13
7786 data
<< uint32(0xa5c) << uint32(0x0); // 14
7787 data
<< uint32(0xa5b) << uint32(0x1); // 15
7788 data
<< uint32(0xa5a) << uint32(0x0); // 16
7789 data
<< uint32(0xa59) << uint32(0x1); // 17
7790 data
<< uint32(0xa58) << uint32(0x0); // 18
7791 data
<< uint32(0xa57) << uint32(0x0); // 19
7792 data
<< uint32(0xa56) << uint32(0x0); // 20
7793 data
<< uint32(0xa55) << uint32(0x1); // 21
7794 data
<< uint32(0xa54) << uint32(0x0); // 22
7795 data
<< uint32(0x9e7) << uint32(0x0); // 23
7796 data
<< uint32(0x9e6) << uint32(0x0); // 24
7797 data
<< uint32(0x9e5) << uint32(0x0); // 25
7798 data
<< uint32(0xa00) << uint32(0x0); // 26
7799 data
<< uint32(0x9ff) << uint32(0x1); // 27
7800 data
<< uint32(0x9fe) << uint32(0x0); // 28
7801 data
<< uint32(0x9fd) << uint32(0x0); // 29
7802 data
<< uint32(0x9fc) << uint32(0x1); // 30
7803 data
<< uint32(0x9fb) << uint32(0x0); // 31
7804 data
<< uint32(0xa62) << uint32(0x0); // 32
7805 data
<< uint32(0xa61) << uint32(0x1); // 33
7806 data
<< uint32(0xa60) << uint32(0x1); // 34
7807 data
<< uint32(0xa5f) << uint32(0x0); // 35
7809 case 3698: // Nagrand Arena
7810 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7811 bg
->FillInitialWorldStates(data
);
7814 data
<< uint32(0xa0f) << uint32(0x0); // 7
7815 data
<< uint32(0xa10) << uint32(0x0); // 8
7816 data
<< uint32(0xa11) << uint32(0x0); // 9 show
7819 case 3702: // Blade's Edge Arena
7820 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
7821 bg
->FillInitialWorldStates(data
);
7824 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
7825 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
7826 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
7829 case 3968: // Ruins of Lordaeron
7830 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
7831 bg
->FillInitialWorldStates(data
);
7834 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
7835 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
7836 data
<< uint32(0xbba) << uint32(0x0); // 9 show
7839 case 3703: // Shattrath City
7842 data
<< uint32(0x914) << uint32(0x0); // 7
7843 data
<< uint32(0x913) << uint32(0x0); // 8
7844 data
<< uint32(0x912) << uint32(0x0); // 9
7845 data
<< uint32(0x915) << uint32(0x0); // 10
7848 GetSession()->SendPacket(&data
);
7851 uint32
Player::GetXPRestBonus(uint32 xp
)
7853 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7855 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7858 SetRestBonus( GetRestBonus() - rested_bonus
);
7860 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7861 return rested_bonus
;
7864 void Player::SetBindPoint(uint64 guid
)
7866 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7867 data
<< uint64(guid
);
7868 GetSession()->SendPacket( &data
);
7871 void Player::SendTalentWipeConfirm(uint64 guid
)
7873 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7874 data
<< uint64(guid
);
7875 data
<< uint32(resetTalentsCost());
7876 GetSession()->SendPacket( &data
);
7879 void Player::SendPetSkillWipeConfirm()
7881 Pet
* pet
= GetPet();
7884 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7885 data
<< pet
->GetGUID();
7886 data
<< uint32(pet
->resetTalentsCost());
7887 GetSession()->SendPacket( &data
);
7890 /*********************************************************/
7891 /*** STORAGE SYSTEM ***/
7892 /*********************************************************/
7894 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7899 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7901 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7905 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7906 else if(charges
<= 1)
7908 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7909 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7914 void Player::SetSheath( SheathState sheathed
)
7918 case SHEATH_STATE_UNARMED
: // no prepared weapon
7919 SetVirtualItemSlot(0,NULL
);
7920 SetVirtualItemSlot(1,NULL
);
7921 SetVirtualItemSlot(2,NULL
);
7923 case SHEATH_STATE_MELEE
: // prepared melee weapon
7925 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7926 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7927 SetVirtualItemSlot(2,NULL
);
7929 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7930 SetVirtualItemSlot(0,NULL
);
7931 SetVirtualItemSlot(1,NULL
);
7932 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7935 SetVirtualItemSlot(0,NULL
);
7936 SetVirtualItemSlot(1,NULL
);
7937 SetVirtualItemSlot(2,NULL
);
7940 Unit::SetSheath(sheathed
); // this must visualize Sheath changing for other players...
7943 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7945 uint8 pClass
= getClass();
7948 slots
[0] = NULL_SLOT
;
7949 slots
[1] = NULL_SLOT
;
7950 slots
[2] = NULL_SLOT
;
7951 slots
[3] = NULL_SLOT
;
7952 switch( proto
->InventoryType
)
7955 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7958 slots
[0] = EQUIPMENT_SLOT_NECK
;
7960 case INVTYPE_SHOULDERS
:
7961 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7964 slots
[0] = EQUIPMENT_SLOT_BODY
;
7967 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7970 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7973 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7976 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7979 slots
[0] = EQUIPMENT_SLOT_FEET
;
7981 case INVTYPE_WRISTS
:
7982 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
7985 slots
[0] = EQUIPMENT_SLOT_HANDS
;
7987 case INVTYPE_FINGER
:
7988 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
7989 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
7991 case INVTYPE_TRINKET
:
7992 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
7993 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
7996 slots
[0] = EQUIPMENT_SLOT_BACK
;
7998 case INVTYPE_WEAPON
:
8000 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8002 // suggest offhand slot only if know dual wielding
8003 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8005 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8008 case INVTYPE_SHIELD
:
8009 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8011 case INVTYPE_RANGED
:
8012 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8014 case INVTYPE_2HWEAPON
:
8015 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8016 if (CanDualWield() && CanTitanGrip())
8017 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8019 case INVTYPE_TABARD
:
8020 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8022 case INVTYPE_WEAPONMAINHAND
:
8023 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8025 case INVTYPE_WEAPONOFFHAND
:
8026 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8028 case INVTYPE_HOLDABLE
:
8029 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8031 case INVTYPE_THROWN
:
8032 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8034 case INVTYPE_RANGEDRIGHT
:
8035 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8038 slots
[0] = INVENTORY_SLOT_BAG_START
+ 0;
8039 slots
[1] = INVENTORY_SLOT_BAG_START
+ 1;
8040 slots
[2] = INVENTORY_SLOT_BAG_START
+ 2;
8041 slots
[3] = INVENTORY_SLOT_BAG_START
+ 3;
8045 switch(proto
->SubClass
)
8047 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8048 if (pClass
== CLASS_PALADIN
)
8049 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8051 case ITEM_SUBCLASS_ARMOR_IDOL
:
8052 if (pClass
== CLASS_DRUID
)
8053 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8055 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8056 if (pClass
== CLASS_SHAMAN
)
8057 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8059 case ITEM_SUBCLASS_ARMOR_MISC
:
8060 if (pClass
== CLASS_WARLOCK
)
8061 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8063 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8064 if (pClass
== CLASS_DEATH_KNIGHT
)
8065 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8074 if( slot
!= NULL_SLOT
)
8076 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8078 for (int i
= 0; i
< 4; ++i
)
8080 if ( slots
[i
] == slot
)
8087 // search free slot at first
8088 for (int i
= 0; i
< 4; ++i
)
8090 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8092 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8093 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8098 // if not found free and can swap return first appropriate from used
8099 for (int i
= 0; i
< 4; ++i
)
8101 if ( slots
[i
] != NULL_SLOT
&& swap
)
8110 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8113 uint32 tempcount
= 0;
8115 uint8 res
= EQUIP_ERR_OK
;
8117 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8119 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8120 if( pItem
&& pItem
->GetEntry() == item
)
8122 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8123 if(ires
==EQUIP_ERR_OK
)
8125 tempcount
+= pItem
->GetCount();
8126 if( tempcount
>= count
)
8127 return EQUIP_ERR_OK
;
8133 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8135 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8136 if( pItem
&& pItem
->GetEntry() == item
)
8138 tempcount
+= pItem
->GetCount();
8139 if( tempcount
>= count
)
8140 return EQUIP_ERR_OK
;
8143 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8145 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8146 if( pItem
&& pItem
->GetEntry() == item
)
8148 tempcount
+= pItem
->GetCount();
8149 if( tempcount
>= count
)
8150 return EQUIP_ERR_OK
;
8154 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8156 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8159 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8161 pItem
= GetItemByPos( i
, j
);
8162 if( pItem
&& pItem
->GetEntry() == item
)
8164 tempcount
+= pItem
->GetCount();
8165 if( tempcount
>= count
)
8166 return EQUIP_ERR_OK
;
8172 // not found req. item count and have unequippable items
8176 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8179 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8181 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8182 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8183 count
+= pItem
->GetCount();
8185 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8187 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8188 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8189 count
+= pItem
->GetCount();
8191 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8193 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8195 count
+= pBag
->GetItemCount(item
,skipItem
);
8198 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8200 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8202 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8203 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8204 count
+= pItem
->GetGemCountWithID(item
);
8210 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8212 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8213 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8214 count
+= pItem
->GetCount();
8216 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8218 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8220 count
+= pBag
->GetItemCount(item
,skipItem
);
8223 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8225 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8227 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8228 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8229 count
+= pItem
->GetGemCountWithID(item
);
8237 Item
* Player::GetItemByGuid( uint64 guid
) const
8239 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8241 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8242 if( pItem
&& pItem
->GetGUID() == guid
)
8245 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8247 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8248 if( pItem
&& pItem
->GetGUID() == guid
)
8252 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8254 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8257 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8259 Item
* pItem
= pBag
->GetItemByPos( j
);
8260 if( pItem
&& pItem
->GetGUID() == guid
)
8265 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8267 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8270 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8272 Item
* pItem
= pBag
->GetItemByPos( j
);
8273 if( pItem
&& pItem
->GetGUID() == guid
)
8282 Item
* Player::GetItemByPos( uint16 pos
) const
8284 uint8 bag
= pos
>> 8;
8285 uint8 slot
= pos
& 255;
8286 return GetItemByPos( bag
, slot
);
8289 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8291 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8292 return m_items
[slot
];
8293 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8294 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8296 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8298 return pBag
->GetItemByPos(slot
);
8303 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8308 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8309 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8310 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8311 default: return NULL
;
8314 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8315 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8321 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8327 Item
* Player::GetShield(bool useable
) const
8329 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8330 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8336 if( item
->IsBroken())
8342 uint32
Player::GetAttackBySlot( uint8 slot
)
8346 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8347 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8348 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8349 default: return MAX_ATTACK
;
8353 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8355 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8357 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8359 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8361 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
) )
8366 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8368 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8370 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8375 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8377 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8379 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8381 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8386 bool Player::IsBagPos( uint16 pos
)
8388 uint8 bag
= pos
>> 8;
8389 uint8 slot
= pos
& 255;
8390 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8392 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8397 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8403 if (bag
== INVENTORY_SLOT_BAG_0
)
8405 // any post selected
8406 if (slot
== NULL_SLOT
)
8410 if (slot
< EQUIPMENT_SLOT_END
)
8414 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8418 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8422 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8426 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8430 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8436 // bag content slots
8437 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8439 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8443 // any post selected
8444 if (slot
== NULL_SLOT
)
8447 return slot
< pBag
->GetBagSize();
8450 // bank bag content slots
8451 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8453 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8457 // any post selected
8458 if (slot
== NULL_SLOT
)
8461 return slot
< pBag
->GetBagSize();
8469 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8471 uint32 tempcount
= 0;
8472 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8474 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8475 if( pItem
&& pItem
->GetEntry() == item
)
8477 tempcount
+= pItem
->GetCount();
8478 if( tempcount
>= count
)
8482 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8484 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8485 if( pItem
&& pItem
->GetEntry() == item
)
8487 tempcount
+= pItem
->GetCount();
8488 if( tempcount
>= count
)
8492 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8494 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8496 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8498 Item
* pItem
= GetItemByPos( i
, j
);
8499 if( pItem
&& pItem
->GetEntry() == item
)
8501 tempcount
+= pItem
->GetCount();
8502 if( tempcount
>= count
)
8511 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; ++i
)
8513 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8514 if( pItem
&& pItem
->GetEntry() == item
)
8516 tempcount
+= pItem
->GetCount();
8517 if( tempcount
>= count
)
8521 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
8523 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8525 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8527 Item
* pItem
= GetItemByPos( i
, j
);
8528 if( pItem
&& pItem
->GetEntry() == item
)
8530 tempcount
+= pItem
->GetCount();
8531 if( tempcount
>= count
)
8542 bool Player::HasItemOrGemWithIdEquipped( uint32 item
, uint32 count
, uint8 except_slot
) const
8544 uint32 tempcount
= 0;
8545 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8547 if(i
==int(except_slot
))
8550 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8551 if( pItem
&& pItem
->GetEntry() == item
)
8553 tempcount
+= pItem
->GetCount();
8554 if( tempcount
>= count
)
8559 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8560 if (pProto
&& pProto
->GemProperties
)
8562 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8564 if(i
==int(except_slot
))
8567 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8568 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8570 tempcount
+= pItem
->GetGemCountWithID(item
);
8571 if( tempcount
>= count
)
8580 bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory
, uint32 count
, uint8 except_slot
) const
8582 uint32 tempcount
= 0;
8583 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
8585 if(i
==int(except_slot
))
8588 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8592 ItemPrototype
const *pProto
= pItem
->GetProto();
8596 if (pProto
->ItemLimitCategory
== limitCategory
)
8598 tempcount
+= pItem
->GetCount();
8599 if( tempcount
>= count
)
8603 if( pProto
->Socket
[0].Color
)
8605 tempcount
+= pItem
->GetGemCountWithLimitCategory(limitCategory
);
8606 if( tempcount
>= count
)
8614 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8616 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8620 *no_space_count
= count
;
8621 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8625 if(pProto
->MaxCount
<= 0)
8626 return EQUIP_ERR_OK
;
8628 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8630 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8633 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8634 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8637 return EQUIP_ERR_OK
;
8640 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8643 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8645 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8646 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8649 for(uint8 i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
8651 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8652 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8655 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8657 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8659 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8661 pItem
= GetItemByPos( i
, j
);
8662 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8670 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8672 Item
* pItem2
= GetItemByPos( bag
, slot
);
8674 // ignore move item (this slot will be empty at move)
8675 if(pItem2
==pSrcItem
)
8680 // empty specific slot - check item fit to slot
8681 if( !pItem2
|| swap
)
8683 if( bag
== INVENTORY_SLOT_BAG_0
)
8686 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8687 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8689 // currencytoken case
8690 if(slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
))
8691 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8694 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8695 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8699 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8701 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8703 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8705 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8707 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8708 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8711 // non empty stack with space
8712 need_space
= pProto
->GetMaxStackSize();
8714 // non empty slot, check item type
8718 if(pItem2
->GetEntry() != pProto
->ItemId
)
8719 return EQUIP_ERR_ITEM_CANT_STACK
;
8722 if(pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8723 return EQUIP_ERR_ITEM_CANT_STACK
;
8725 // free stack space or infinity
8726 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8729 if(need_space
> count
)
8732 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8733 if(!newPosition
.isContainedIn(dest
))
8735 dest
.push_back(newPosition
);
8736 count
-= need_space
;
8738 return EQUIP_ERR_OK
;
8741 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
8743 // skip specific bag already processed in first called _CanStoreItem_InBag
8745 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8747 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8749 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8751 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8753 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8755 // specialized bag mode or non-specilized
8756 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8757 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8759 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8760 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8762 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8764 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8768 Item
* pItem2
= GetItemByPos( bag
, j
);
8770 // ignore move item (this slot will be empty at move)
8771 if(pItem2
==pSrcItem
)
8774 // if merge skip empty, if !merge skip non-empty
8775 if((pItem2
!=NULL
)!=merge
)
8780 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8782 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8783 if(need_space
> count
)
8786 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8787 if(!newPosition
.isContainedIn(dest
))
8789 dest
.push_back(newPosition
);
8790 count
-= need_space
;
8793 return EQUIP_ERR_OK
;
8799 uint32 need_space
= pProto
->GetMaxStackSize();
8800 if(need_space
> count
)
8803 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8804 if(!newPosition
.isContainedIn(dest
))
8806 dest
.push_back(newPosition
);
8807 count
-= need_space
;
8810 return EQUIP_ERR_OK
;
8814 return EQUIP_ERR_OK
;
8817 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
8819 for(uint32 j
= slot_begin
; j
< slot_end
; ++j
)
8821 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8822 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8825 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8827 // ignore move item (this slot will be empty at move)
8828 if(pItem2
==pSrcItem
)
8831 // if merge skip empty, if !merge skip non-empty
8832 if((pItem2
!=NULL
)!=merge
)
8837 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8839 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8840 if(need_space
> count
)
8842 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8843 if(!newPosition
.isContainedIn(dest
))
8845 dest
.push_back(newPosition
);
8846 count
-= need_space
;
8849 return EQUIP_ERR_OK
;
8855 uint32 need_space
= pProto
->GetMaxStackSize();
8856 if(need_space
> count
)
8859 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8860 if(!newPosition
.isContainedIn(dest
))
8862 dest
.push_back(newPosition
);
8863 count
-= need_space
;
8866 return EQUIP_ERR_OK
;
8870 return EQUIP_ERR_OK
;
8873 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8875 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8877 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8881 *no_space_count
= count
;
8882 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8885 if(pItem
&& pItem
->IsBindedNotWith(this))
8888 *no_space_count
= count
;
8889 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8892 // check count of items (skip for auto move for same player from bank)
8893 uint32 no_similar_count
= 0; // can't store this amount similar items
8894 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8895 if(res
!=EQUIP_ERR_OK
)
8897 if(count
==no_similar_count
)
8900 *no_space_count
= no_similar_count
;
8903 count
-= no_similar_count
;
8907 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8909 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8910 if(res
!=EQUIP_ERR_OK
)
8913 *no_space_count
= count
+ no_similar_count
;
8919 if(no_similar_count
==0)
8920 return EQUIP_ERR_OK
;
8923 *no_space_count
= count
+ no_similar_count
;
8924 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8928 // not specific slot or have space for partly store only in specific slot
8931 if( bag
!= NULL_BAG
)
8933 // search stack in bag for merge to
8934 if( pProto
->Stackable
!= 1 )
8936 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8938 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8939 if(res
!=EQUIP_ERR_OK
)
8942 *no_space_count
= count
+ no_similar_count
;
8948 if(no_similar_count
==0)
8949 return EQUIP_ERR_OK
;
8952 *no_space_count
= count
+ no_similar_count
;
8953 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8956 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8957 if(res
!=EQUIP_ERR_OK
)
8960 *no_space_count
= count
+ no_similar_count
;
8966 if(no_similar_count
==0)
8967 return EQUIP_ERR_OK
;
8970 *no_space_count
= count
+ no_similar_count
;
8971 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8974 else // equipped bag
8976 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8977 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8978 if(res
!=EQUIP_ERR_OK
)
8979 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8981 if(res
!=EQUIP_ERR_OK
)
8984 *no_space_count
= count
+ no_similar_count
;
8990 if(no_similar_count
==0)
8991 return EQUIP_ERR_OK
;
8994 *no_space_count
= count
+ no_similar_count
;
8995 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9000 // search free slot in bag for place to
9001 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
9003 // search free slot - keyring case
9004 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9006 uint32 keyringSize
= GetMaxKeyringSize();
9007 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9008 if(res
!=EQUIP_ERR_OK
)
9011 *no_space_count
= count
+ no_similar_count
;
9017 if(no_similar_count
==0)
9018 return EQUIP_ERR_OK
;
9021 *no_space_count
= count
+ no_similar_count
;
9022 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9025 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9026 if(res
!=EQUIP_ERR_OK
)
9029 *no_space_count
= count
+ no_similar_count
;
9035 if(no_similar_count
==0)
9036 return EQUIP_ERR_OK
;
9039 *no_space_count
= count
+ no_similar_count
;
9040 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9043 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9045 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9046 if(res
!=EQUIP_ERR_OK
)
9049 *no_space_count
= count
+ no_similar_count
;
9055 if(no_similar_count
==0)
9056 return EQUIP_ERR_OK
;
9059 *no_space_count
= count
+ no_similar_count
;
9060 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9064 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9065 if(res
!=EQUIP_ERR_OK
)
9068 *no_space_count
= count
+ no_similar_count
;
9074 if(no_similar_count
==0)
9075 return EQUIP_ERR_OK
;
9078 *no_space_count
= count
+ no_similar_count
;
9079 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9082 else // equipped bag
9084 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9085 if(res
!=EQUIP_ERR_OK
)
9086 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9088 if(res
!=EQUIP_ERR_OK
)
9091 *no_space_count
= count
+ no_similar_count
;
9097 if(no_similar_count
==0)
9098 return EQUIP_ERR_OK
;
9101 *no_space_count
= count
+ no_similar_count
;
9102 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9107 // not specific bag or have space for partly store only in specific bag
9109 // search stack for merge to
9110 if( pProto
->Stackable
!= 1 )
9112 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9113 if(res
!=EQUIP_ERR_OK
)
9116 *no_space_count
= count
+ no_similar_count
;
9122 if(no_similar_count
==0)
9123 return EQUIP_ERR_OK
;
9126 *no_space_count
= count
+ no_similar_count
;
9127 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9130 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9131 if(res
!=EQUIP_ERR_OK
)
9134 *no_space_count
= count
+ no_similar_count
;
9140 if(no_similar_count
==0)
9141 return EQUIP_ERR_OK
;
9144 *no_space_count
= count
+ no_similar_count
;
9145 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9148 if( pProto
->BagFamily
)
9150 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9152 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9153 if(res
!=EQUIP_ERR_OK
)
9158 if(no_similar_count
==0)
9159 return EQUIP_ERR_OK
;
9162 *no_space_count
= count
+ no_similar_count
;
9163 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9168 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9170 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9171 if(res
!=EQUIP_ERR_OK
)
9176 if(no_similar_count
==0)
9177 return EQUIP_ERR_OK
;
9180 *no_space_count
= count
+ no_similar_count
;
9181 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9186 // search free slot - special bag case
9187 if( pProto
->BagFamily
)
9189 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9191 uint32 keyringSize
= GetMaxKeyringSize();
9192 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9193 if(res
!=EQUIP_ERR_OK
)
9196 *no_space_count
= count
+ no_similar_count
;
9202 if(no_similar_count
==0)
9203 return EQUIP_ERR_OK
;
9206 *no_space_count
= count
+ no_similar_count
;
9207 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9210 else if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9212 res
= _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START
,CURRENCYTOKEN_SLOT_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9213 if(res
!=EQUIP_ERR_OK
)
9216 *no_space_count
= count
+ no_similar_count
;
9222 if(no_similar_count
==0)
9223 return EQUIP_ERR_OK
;
9226 *no_space_count
= count
+ no_similar_count
;
9227 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9231 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9233 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9234 if(res
!=EQUIP_ERR_OK
)
9239 if(no_similar_count
==0)
9240 return EQUIP_ERR_OK
;
9243 *no_space_count
= count
+ no_similar_count
;
9244 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9250 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9251 if(res
!=EQUIP_ERR_OK
)
9254 *no_space_count
= count
+ no_similar_count
;
9260 if(no_similar_count
==0)
9261 return EQUIP_ERR_OK
;
9264 *no_space_count
= count
+ no_similar_count
;
9265 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9268 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9270 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9271 if(res
!=EQUIP_ERR_OK
)
9276 if(no_similar_count
==0)
9277 return EQUIP_ERR_OK
;
9280 *no_space_count
= count
+ no_similar_count
;
9281 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9286 *no_space_count
= count
+ no_similar_count
;
9288 return EQUIP_ERR_INVENTORY_FULL
;
9291 //////////////////////////////////////////////////////////////////////////
9292 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9297 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9298 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9299 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9300 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9302 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9303 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9304 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9305 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9307 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
9309 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9311 if (pItem2
&& !pItem2
->IsInTrade())
9313 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9317 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; ++i
)
9319 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9321 if (pItem2
&& !pItem2
->IsInTrade())
9323 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9327 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
9329 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9331 if (pItem2
&& !pItem2
->IsInTrade())
9333 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9337 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9339 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9341 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9343 pItem2
= GetItemByPos( i
, j
);
9344 if (pItem2
&& !pItem2
->IsInTrade())
9346 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9352 // check free space for all items
9353 for (int k
= 0; k
< count
; ++k
)
9355 Item
*pItem
= pItems
[k
];
9358 if (!pItem
) continue;
9360 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9361 ItemPrototype
const *pProto
= pItem
->GetProto();
9365 return EQUIP_ERR_ITEM_NOT_FOUND
;
9368 if(pItem
->IsBindedNotWith(this))
9369 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9372 ItemPrototype
const *pBagProto
;
9374 // item is 'one item only'
9375 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9376 if(res
!= EQUIP_ERR_OK
)
9379 // search stack for merge to
9380 if( pProto
->Stackable
!= 1 )
9382 bool b_found
= false;
9384 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; ++t
)
9386 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9387 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9389 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9394 if (b_found
) continue;
9396 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9398 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9399 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9401 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9406 if (b_found
) continue;
9408 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9410 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9411 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9413 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9418 if (b_found
) continue;
9420 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9422 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9425 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9427 pItem2
= GetItemByPos( t
, j
);
9428 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9430 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9437 if (b_found
) continue;
9441 if( pProto
->BagFamily
)
9443 bool b_found
= false;
9444 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9446 uint32 keyringSize
= GetMaxKeyringSize();
9447 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9449 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9451 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9458 if (b_found
) continue;
9460 if(pProto
->BagFamily
& BAG_FAMILY_MASK_CURRENCY_TOKENS
)
9462 for(uint32 t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; ++t
)
9464 if( inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] == 0 )
9466 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] = 1;
9473 if (b_found
) continue;
9475 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9477 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9480 pBagProto
= pBag
->GetProto();
9482 // not plain container check
9483 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9484 ItemCanGoIntoBag(pProto
,pBagProto
) )
9486 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9488 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9490 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9498 if (b_found
) continue;
9502 bool b_found
= false;
9503 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; ++t
)
9505 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9507 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9512 if (b_found
) continue;
9514 // search free slot in bags
9515 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; ++t
)
9517 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9520 pBagProto
= pBag
->GetProto();
9522 // special bag already checked
9523 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
))
9526 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
9528 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9530 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9538 // no free slot found?
9540 return EQUIP_ERR_INVENTORY_FULL
;
9543 return EQUIP_ERR_OK
;
9546 //////////////////////////////////////////////////////////////////////////
9547 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9550 Item
*pItem
= Item::CreateItem( item
, 1, this );
9553 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9558 return EQUIP_ERR_ITEM_NOT_FOUND
;
9561 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9566 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9567 ItemPrototype
const *pProto
= pItem
->GetProto();
9570 if(pItem
->IsBindedNotWith(this))
9571 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9573 // check count of items (skip for auto move for same player from bank)
9574 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9575 if(res
!= EQUIP_ERR_OK
)
9578 // check this only in game
9581 // May be here should be more stronger checks; STUNNED checked
9582 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9583 if (hasUnitState(UNIT_STAT_STUNNED
))
9584 return EQUIP_ERR_YOU_ARE_STUNNED
;
9586 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9588 // - in-progress arenas
9589 if( !pProto
->CanChangeEquipStateInCombat() )
9592 return EQUIP_ERR_NOT_IN_COMBAT
;
9594 if(BattleGround
* bg
= GetBattleGround())
9595 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9596 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9599 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9600 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9602 if(IsNonMeleeSpellCasted(false))
9603 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9606 ScalingStatDistributionEntry
const *ssd
= pProto
->ScalingStatDistribution
? sScalingStatDistributionStore
.LookupEntry(pProto
->ScalingStatDistribution
) : 0;
9607 if (ssd
&& ssd
->MaxLevel
< getLevel())
9608 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9610 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9611 if (eslot
== NULL_SLOT
)
9612 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9614 uint8 msg
= CanUseItem(pItem
, not_loading
);
9615 if (msg
!= EQUIP_ERR_OK
)
9617 if (!swap
&& GetItemByPos(INVENTORY_SLOT_BAG_0
, eslot
))
9618 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9620 // if swap ignore item (equipped also)
9621 if (uint8 res2
= CanEquipUniqueItem(pItem
, swap
? eslot
: NULL_SLOT
))
9624 // check unique-equipped special item classes
9625 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9627 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9629 if (Item
* pBag
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
))
9633 if (ItemPrototype
const* pBagProto
= pBag
->GetProto())
9635 if (pBagProto
->Class
==pProto
->Class
&& (!swap
|| pBag
->GetSlot() != eslot
))
9636 return (pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9637 ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
9638 : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9645 uint32 type
= pProto
->InventoryType
;
9647 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9649 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9651 if (!CanDualWield())
9652 return EQUIP_ERR_CANT_DUAL_WIELD
;
9654 else if (type
== INVTYPE_2HWEAPON
)
9656 if (!CanDualWield() || !CanTitanGrip())
9657 return EQUIP_ERR_CANT_DUAL_WIELD
;
9660 if (IsTwoHandUsed())
9661 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9664 // equip two-hand weapon case (with possible unequip 2 items)
9665 if (type
== INVTYPE_2HWEAPON
)
9667 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9669 if (!CanTitanGrip())
9670 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9672 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9673 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9675 if (!CanTitanGrip())
9677 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9678 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9679 ItemPosCountVec off_dest
;
9680 if (offItem
&& (!not_loading
||
9681 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9682 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
))
9683 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9686 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9687 return EQUIP_ERR_OK
;
9691 return !swap
? EQUIP_ERR_ITEM_NOT_FOUND
: EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9694 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9696 // Applied only to equipped items and bank bags
9697 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9698 return EQUIP_ERR_OK
;
9700 Item
* pItem
= GetItemByPos(pos
);
9702 // Applied only to existed equipped item
9704 return EQUIP_ERR_OK
;
9706 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9708 ItemPrototype
const *pProto
= pItem
->GetProto();
9710 return EQUIP_ERR_ITEM_NOT_FOUND
;
9712 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9714 // - in-progress arenas
9715 if( !pProto
->CanChangeEquipStateInCombat() )
9718 return EQUIP_ERR_NOT_IN_COMBAT
;
9720 if(BattleGround
* bg
= GetBattleGround())
9721 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9722 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9725 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9726 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9728 return EQUIP_ERR_OK
;
9731 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9734 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9736 uint32 count
= pItem
->GetCount();
9738 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9739 ItemPrototype
const *pProto
= pItem
->GetProto();
9741 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9743 if (pItem
->IsBindedNotWith(this))
9744 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9746 // check count of items (skip for auto move for same player from bank)
9747 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9748 if (res
!= EQUIP_ERR_OK
)
9752 if (bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9754 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9756 if (!pItem
->IsBag())
9757 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9759 if (slot
- BANK_SLOT_BAG_START
>= GetBankBagSlotCount())
9760 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9762 if (uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9766 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9767 if (res
!=EQUIP_ERR_OK
)
9771 return EQUIP_ERR_OK
;
9774 // not specific slot or have space for partly store only in specific slot
9777 if( bag
!= NULL_BAG
)
9779 if( pProto
->InventoryType
== INVTYPE_BAG
)
9781 Bag
*pBag
= (Bag
*)pItem
;
9782 if( pBag
&& !pBag
->IsEmpty() )
9783 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9786 // search stack in bag for merge to
9787 if( pProto
->Stackable
!= 1 )
9789 if( bag
== INVENTORY_SLOT_BAG_0
)
9791 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9792 if(res
!=EQUIP_ERR_OK
)
9796 return EQUIP_ERR_OK
;
9800 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9801 if(res
!=EQUIP_ERR_OK
)
9802 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9804 if(res
!=EQUIP_ERR_OK
)
9808 return EQUIP_ERR_OK
;
9812 // search free slot in bag
9813 if( bag
== INVENTORY_SLOT_BAG_0
)
9815 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9816 if(res
!=EQUIP_ERR_OK
)
9820 return EQUIP_ERR_OK
;
9824 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, false, pItem
, NULL_BAG
, slot
);
9825 if(res
!= EQUIP_ERR_OK
)
9826 res
= _CanStoreItem_InBag(bag
, dest
, pProto
, count
, false, true, pItem
, NULL_BAG
, slot
);
9828 if(res
!= EQUIP_ERR_OK
)
9832 return EQUIP_ERR_OK
;
9836 // not specific bag or have space for partly store only in specific bag
9838 // search stack for merge to
9839 if( pProto
->Stackable
!= 1 )
9842 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9843 if(res
!= EQUIP_ERR_OK
)
9847 return EQUIP_ERR_OK
;
9850 if( pProto
->BagFamily
)
9852 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9854 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9855 if(res
!=EQUIP_ERR_OK
)
9859 return EQUIP_ERR_OK
;
9863 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9865 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9866 if(res
!=EQUIP_ERR_OK
)
9870 return EQUIP_ERR_OK
;
9874 // search free place in special bag
9875 if( pProto
->BagFamily
)
9877 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9879 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9880 if(res
!=EQUIP_ERR_OK
)
9884 return EQUIP_ERR_OK
;
9888 // search free space
9889 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9890 if(res
!=EQUIP_ERR_OK
)
9894 return EQUIP_ERR_OK
;
9896 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; ++i
)
9898 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9899 if(res
!=EQUIP_ERR_OK
)
9903 return EQUIP_ERR_OK
;
9905 return EQUIP_ERR_BANK_FULL
;
9908 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
9912 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
9914 if (!isAlive() && not_loading
)
9915 return EQUIP_ERR_YOU_ARE_DEAD
;
9918 // return EQUIP_ERR_YOU_ARE_STUNNED;
9920 ItemPrototype
const *pProto
= pItem
->GetProto();
9923 if (pItem
->IsBindedNotWith(this))
9924 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9926 if ((pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0)
9927 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9929 if (pItem
->GetSkill() != 0)
9931 if (GetSkillValue( pItem
->GetSkill() ) == 0)
9932 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9935 if (pProto
->RequiredSkill
!= 0)
9937 if (GetSkillValue( pProto
->RequiredSkill
) == 0)
9938 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9940 if (GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9941 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
9944 if (pProto
->RequiredSpell
!= 0 && !HasSpell(pProto
->RequiredSpell
))
9945 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
9947 if (pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
9948 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
9950 if (getLevel() < pProto
->RequiredLevel
)
9951 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
9953 return EQUIP_ERR_OK
;
9956 return EQUIP_ERR_ITEM_NOT_FOUND
;
9959 bool Player::CanUseItem( ItemPrototype
const *pProto
)
9961 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
9965 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9967 if( pProto
->RequiredSkill
!= 0 )
9969 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
9971 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
9974 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
9976 if( getLevel() < pProto
->RequiredLevel
)
9983 uint8
Player::CanUseAmmo( uint32 item
) const
9985 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
9987 return EQUIP_ERR_YOU_ARE_DEAD
;
9989 // return EQUIP_ERR_YOU_ARE_STUNNED;
9990 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
9993 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
9994 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
9995 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
9996 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
9997 if( pProto
->RequiredSkill
!= 0 )
9999 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10000 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10001 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10002 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10004 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10005 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10006 /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
10007 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10009 if( getLevel() < pProto
->RequiredLevel
)
10010 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10012 // Requires No Ammo
10013 if(GetDummyAura(46699))
10014 return EQUIP_ERR_BAG_FULL6
;
10016 return EQUIP_ERR_OK
;
10018 return EQUIP_ERR_ITEM_NOT_FOUND
;
10021 void Player::SetAmmo( uint32 item
)
10027 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10033 uint8 msg
= CanUseAmmo( item
);
10034 if( msg
!= EQUIP_ERR_OK
)
10036 SendEquipError( msg
, NULL
, NULL
);
10041 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10043 _ApplyAmmoBonuses();
10046 void Player::RemoveAmmo()
10048 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10052 if(CanModifyStats())
10053 UpdateDamagePhysical(RANGED_ATTACK
);
10056 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10057 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10060 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10061 count
+= itr
->count
;
10063 Item
*pItem
= Item::CreateItem( item
, count
, this );
10066 ItemAddedQuestCheck( item
, count
);
10067 if(randomPropertyId
)
10068 pItem
->SetItemRandomProperties(randomPropertyId
);
10069 pItem
= StoreItem( dest
, pItem
, update
);
10074 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10079 Item
* lastItem
= pItem
;
10080 uint32 entry
= pItem
->GetEntry();
10081 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10083 uint16 pos
= itr
->pos
;
10084 uint32 count
= itr
->count
;
10088 if(itr
== dest
.end())
10090 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10094 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10096 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
10100 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10101 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10106 uint8 bag
= pos
>> 8;
10107 uint8 slot
= pos
& 255;
10109 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10111 Item
*pItem2
= GetItemByPos( bag
, slot
);
10116 pItem
= pItem
->CloneItem(count
, this);
10118 pItem
->SetCount(count
);
10123 if (pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10124 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10125 (pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10126 pItem
->SetBinding( true );
10128 if (bag
== INVENTORY_SLOT_BAG_0
)
10130 m_items
[slot
] = pItem
;
10131 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10132 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10133 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10135 pItem
->SetSlot( slot
);
10136 pItem
->SetContainer( NULL
);
10138 // need update known currency
10139 if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10140 UpdateKnownCurrencies(pItem
->GetEntry(), true);
10142 if (IsInWorld() && update
)
10144 pItem
->AddToWorld();
10145 pItem
->SendUpdateToPlayer( this );
10148 pItem
->SetState(ITEM_CHANGED
, this);
10150 else if (Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10152 pBag
->StoreItem( slot
, pItem
, update
);
10153 if( IsInWorld() && update
)
10155 pItem
->AddToWorld();
10156 pItem
->SendUpdateToPlayer( this );
10158 pItem
->SetState(ITEM_CHANGED
, this);
10159 pBag
->SetState(ITEM_CHANGED
, this);
10162 AddEnchantmentDurations(pItem
);
10163 AddItemDurations(pItem
);
10169 if (pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10170 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10171 (pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
)))
10172 pItem2
->SetBinding( true );
10174 pItem2
->SetCount( pItem2
->GetCount() + count
);
10175 if (IsInWorld() && update
)
10176 pItem2
->SendUpdateToPlayer( this );
10180 // delete item (it not in any slot currently)
10181 if (IsInWorld() && update
)
10183 pItem
->RemoveFromWorld();
10184 pItem
->DestroyForPlayer( this );
10187 RemoveEnchantmentDurations(pItem
);
10188 RemoveItemDurations(pItem
);
10190 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10191 pItem
->SetState(ITEM_REMOVED
, this);
10194 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10195 AddEnchantmentDurations(pItem2
);
10197 pItem2
->SetState(ITEM_CHANGED
, this);
10203 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10205 if (Item
*pItem
= Item::CreateItem( item
, 1, this ))
10207 ItemAddedQuestCheck( item
, 1 );
10208 return EquipItem( pos
, pItem
, update
);
10214 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10217 AddEnchantmentDurations(pItem
);
10218 AddItemDurations(pItem
);
10220 uint8 bag
= pos
>> 8;
10221 uint8 slot
= pos
& 255;
10223 Item
*pItem2
= GetItemByPos( bag
, slot
);
10227 VisualizeItem( slot
, pItem
);
10231 ItemPrototype
const *pProto
= pItem
->GetProto();
10233 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10234 if(pProto
&& pProto
->ItemSet
)
10235 AddItemsSetItem(this, pItem
);
10237 _ApplyItemMods(pItem
, slot
, true);
10239 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10241 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10243 if (getClass() == CLASS_ROGUE
)
10244 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10246 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10249 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10252 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10254 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10255 data
<< uint64(GetGUID());
10257 data
<< uint32(cooldownSpell
);
10259 GetSession()->SendPacket(&data
);
10264 if( IsInWorld() && update
)
10266 pItem
->AddToWorld();
10267 pItem
->SendUpdateToPlayer( this );
10270 ApplyEquipCooldown(pItem
);
10272 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10273 UpdateExpertise(BASE_ATTACK
);
10274 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10275 UpdateExpertise(OFF_ATTACK
);
10279 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10280 if( IsInWorld() && update
)
10281 pItem2
->SendUpdateToPlayer( this );
10283 // delete item (it not in any slot currently)
10284 //pItem->DeleteFromDB();
10285 if( IsInWorld() && update
)
10287 pItem
->RemoveFromWorld();
10288 pItem
->DestroyForPlayer( this );
10291 RemoveEnchantmentDurations(pItem
);
10292 RemoveItemDurations(pItem
);
10294 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10295 pItem
->SetState(ITEM_REMOVED
, this);
10296 pItem2
->SetState(ITEM_CHANGED
, this);
10298 ApplyEquipCooldown(pItem2
);
10303 // only for full equip instead adding to stack
10304 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10309 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10313 AddEnchantmentDurations(pItem
);
10314 AddItemDurations(pItem
);
10316 uint8 slot
= pos
& 255;
10317 VisualizeItem( slot
, pItem
);
10321 pItem
->AddToWorld();
10322 pItem
->SendUpdateToPlayer( this );
10325 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM
, pItem
->GetEntry());
10329 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10333 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), pItem
->GetEntry());
10334 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0, pItem
->GetEnchantmentId(PERM_ENCHANTMENT_SLOT
));
10335 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 1, pItem
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
));
10339 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID
+ (slot
* 2), 0);
10340 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (slot
* 2), 0);
10344 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10349 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10350 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10351 pItem
->SetBinding( true );
10353 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10355 m_items
[slot
] = pItem
;
10356 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), pItem
->GetGUID() );
10357 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10358 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10359 pItem
->SetSlot( slot
);
10360 pItem
->SetContainer( NULL
);
10362 if( slot
< EQUIPMENT_SLOT_END
)
10363 SetVisibleItemSlot(slot
, pItem
);
10365 pItem
->SetState(ITEM_CHANGED
, this);
10368 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10370 // note: removeitem does not actually change the item
10371 // it only takes the item out of storage temporarily
10372 // note2: if removeitem is to be used for delinking
10373 // the item must be removed from the player's updatequeue
10375 Item
*pItem
= GetItemByPos( bag
, slot
);
10378 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10380 RemoveEnchantmentDurations(pItem
);
10381 RemoveItemDurations(pItem
);
10383 if( bag
== INVENTORY_SLOT_BAG_0
)
10385 if ( slot
< INVENTORY_SLOT_BAG_END
)
10387 ItemPrototype
const *pProto
= pItem
->GetProto();
10388 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10390 if(pProto
&& pProto
->ItemSet
)
10391 RemoveItemsSetItem(this, pProto
);
10393 _ApplyItemMods(pItem
, slot
, false);
10395 // remove item dependent auras and casts (only weapon and armor slots)
10396 if(slot
< EQUIPMENT_SLOT_END
)
10398 RemoveItemDependentAurasAndCasts(pItem
);
10400 // remove held enchantments, update expertise
10401 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10403 if (pItem
->GetItemSuffixFactor())
10405 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10406 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10410 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10411 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10414 UpdateExpertise(BASE_ATTACK
);
10416 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10417 UpdateExpertise(OFF_ATTACK
);
10420 // need update known currency
10421 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10422 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10424 m_items
[slot
] = NULL
;
10425 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10427 if ( slot
< EQUIPMENT_SLOT_END
)
10428 SetVisibleItemSlot(slot
, NULL
);
10432 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10434 pBag
->RemoveItem(slot
, update
);
10436 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10437 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10438 pItem
->SetSlot( NULL_SLOT
);
10439 if( IsInWorld() && update
)
10440 pItem
->SendUpdateToPlayer( this );
10444 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10445 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10447 if(Item
* it
= GetItemByPos(bag
,slot
))
10449 ItemRemovedQuestCheck(it
->GetEntry(), it
->GetCount());
10450 RemoveItem(bag
, slot
, update
);
10451 it
->RemoveFromUpdateQueueOf(this);
10452 if(it
->IsInWorld())
10454 it
->RemoveFromWorld();
10455 it
->DestroyForPlayer( this );
10460 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10461 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10463 // update quest counters
10464 ItemAddedQuestCheck(pItem
->GetEntry(), pItem
->GetCount());
10467 Item
* pLastItem
= StoreItem(dest
, pItem
, update
);
10469 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10470 if(pLastItem
== pItem
)
10472 // update owner for last item (this can be original item with wrong owner
10473 if(pLastItem
->GetOwnerGUID() != GetGUID())
10474 pLastItem
->SetOwnerGUID(GetGUID());
10476 // if this original item then it need create record in inventory
10477 // in case trade we already have item in other player inventory
10478 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10482 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10484 Item
*pItem
= GetItemByPos( bag
, slot
);
10487 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10489 // start from destroy contained items (only equipped bag can have its)
10490 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10492 for (int i
= 0; i
< MAX_BAG_SIZE
; ++i
)
10493 DestroyItem(slot
, i
, update
);
10496 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10497 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10499 RemoveEnchantmentDurations(pItem
);
10500 RemoveItemDurations(pItem
);
10502 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10504 if( bag
== INVENTORY_SLOT_BAG_0
)
10506 SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0);
10508 // equipment and equipped bags can have applied bonuses
10509 if ( slot
< INVENTORY_SLOT_BAG_END
)
10511 ItemPrototype
const *pProto
= pItem
->GetProto();
10513 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10514 if(pProto
&& pProto
->ItemSet
)
10515 RemoveItemsSetItem(this, pProto
);
10517 _ApplyItemMods(pItem
, slot
, false);
10520 if ( slot
< EQUIPMENT_SLOT_END
)
10522 // remove item dependent auras and casts (only weapon and armor slots)
10523 RemoveItemDependentAurasAndCasts(pItem
);
10525 // update expertise
10526 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10527 UpdateExpertise(BASE_ATTACK
);
10528 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10529 UpdateExpertise(OFF_ATTACK
);
10531 // equipment visual show
10532 SetVisibleItemSlot(slot
, NULL
);
10534 // need update known currency
10535 else if (slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
)
10536 UpdateKnownCurrencies(pItem
->GetEntry(), false);
10538 m_items
[slot
] = NULL
;
10540 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10541 pBag
->RemoveItem(slot
, update
);
10543 if( IsInWorld() && update
)
10545 pItem
->RemoveFromWorld();
10546 pItem
->DestroyForPlayer(this);
10549 //pItem->SetOwnerGUID(0);
10550 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10551 pItem
->SetSlot( NULL_SLOT
);
10552 pItem
->SetState(ITEM_REMOVED
, this);
10556 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10558 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10559 uint32 remcount
= 0;
10562 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10564 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10566 if (pItem
->GetEntry() == item
)
10568 if (pItem
->GetCount() + remcount
<= count
)
10570 // all items in inventory can unequipped
10571 remcount
+= pItem
->GetCount();
10572 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10574 if (remcount
>= count
)
10579 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10580 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10581 if (IsInWorld() & update
)
10582 pItem
->SendUpdateToPlayer( this );
10583 pItem
->SetState(ITEM_CHANGED
, this);
10590 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10592 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10594 if (pItem
->GetEntry() == item
)
10596 if (pItem
->GetCount() + remcount
<= count
)
10598 // all keys can be unequipped
10599 remcount
+= pItem
->GetCount();
10600 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10602 if (remcount
>= count
)
10607 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10608 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10609 if (IsInWorld() & update
)
10610 pItem
->SendUpdateToPlayer( this );
10611 pItem
->SetState(ITEM_CHANGED
, this);
10618 // in inventory bags
10619 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10621 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10623 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10625 if(Item
* pItem
= pBag
->GetItemByPos(j
))
10627 if (pItem
->GetEntry() == item
)
10629 // all items in bags can be unequipped
10630 if (pItem
->GetCount() + remcount
<= count
)
10632 remcount
+= pItem
->GetCount();
10633 DestroyItem( i
, j
, update
);
10635 if (remcount
>= count
)
10640 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10641 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10642 if (IsInWorld() && update
)
10643 pItem
->SendUpdateToPlayer( this );
10644 pItem
->SetState(ITEM_CHANGED
, this);
10653 // in equipment and bag list
10654 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10656 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10658 if (pItem
&& pItem
->GetEntry() == item
)
10660 if (pItem
->GetCount() + remcount
<= count
)
10662 if (!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false) == EQUIP_ERR_OK
)
10664 remcount
+= pItem
->GetCount();
10665 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10667 if (remcount
>= count
)
10673 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10674 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10675 if (IsInWorld() & update
)
10676 pItem
->SendUpdateToPlayer( this );
10677 pItem
->SetState(ITEM_CHANGED
, this);
10685 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10687 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10690 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10691 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10692 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10693 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10695 for(int i
= KEYRING_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; ++i
)
10696 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10697 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10698 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10700 // in inventory bags
10701 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10702 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10703 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10704 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10705 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10706 DestroyItem(i
, j
, update
);
10708 // in equipment and bag list
10709 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10710 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10711 if (pItem
->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone
))
10712 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10715 void Player::DestroyConjuredItems( bool update
)
10717 // used when entering arena
10718 // destroys all conjured items
10719 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10722 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
10723 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10724 if (pItem
->IsConjuredConsumable())
10725 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10727 // in inventory bags
10728 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10729 if (Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10730 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
10731 if (Item
* pItem
= pBag
->GetItemByPos(j
))
10732 if (pItem
->IsConjuredConsumable())
10733 DestroyItem( i
, j
, update
);
10735 // in equipment and bag list
10736 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
10737 if (Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10738 if (pItem
->IsConjuredConsumable())
10739 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10742 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10747 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10749 if( pItem
->GetCount() <= count
)
10751 count
-= pItem
->GetCount();
10753 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10757 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10758 pItem
->SetCount( pItem
->GetCount() - count
);
10760 if( IsInWorld() & update
)
10761 pItem
->SendUpdateToPlayer( this );
10762 pItem
->SetState(ITEM_CHANGED
, this);
10766 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10768 uint8 srcbag
= src
>> 8;
10769 uint8 srcslot
= src
& 255;
10771 uint8 dstbag
= dst
>> 8;
10772 uint8 dstslot
= dst
& 255;
10774 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10777 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10781 // not let split all items (can be only at cheating)
10782 if(pSrcItem
->GetCount() == count
)
10784 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10788 // not let split more existed items (can be only at cheating)
10789 if(pSrcItem
->GetCount() < count
)
10791 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10795 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10797 //best error message found for attempting to split while looting
10798 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10802 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
10803 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
10806 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10810 if( IsInventoryPos( dst
) )
10812 // change item amount before check (for unique max count check)
10813 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10815 ItemPosCountVec dest
;
10816 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10817 if( msg
!= EQUIP_ERR_OK
)
10820 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10821 SendEquipError( msg
, pSrcItem
, NULL
);
10826 pSrcItem
->SendUpdateToPlayer( this );
10827 pSrcItem
->SetState(ITEM_CHANGED
, this);
10828 StoreItem( dest
, pNewItem
, true);
10830 else if( IsBankPos ( dst
) )
10832 // change item amount before check (for unique max count check)
10833 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10835 ItemPosCountVec dest
;
10836 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
10837 if( msg
!= EQUIP_ERR_OK
)
10840 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10841 SendEquipError( msg
, pSrcItem
, NULL
);
10846 pSrcItem
->SendUpdateToPlayer( this );
10847 pSrcItem
->SetState(ITEM_CHANGED
, this);
10848 BankItem( dest
, pNewItem
, true);
10850 else if( IsEquipmentPos ( dst
) )
10852 // change item amount before check (for unique max count check), provide space for splitted items
10853 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
10856 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
10857 if( msg
!= EQUIP_ERR_OK
)
10860 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
10861 SendEquipError( msg
, pSrcItem
, NULL
);
10866 pSrcItem
->SendUpdateToPlayer( this );
10867 pSrcItem
->SetState(ITEM_CHANGED
, this);
10868 EquipItem( dest
, pNewItem
, true);
10869 AutoUnequipOffhandIfNeed();
10873 void Player::SwapItem( uint16 src
, uint16 dst
)
10875 uint8 srcbag
= src
>> 8;
10876 uint8 srcslot
= src
& 255;
10878 uint8 dstbag
= dst
>> 8;
10879 uint8 dstslot
= dst
& 255;
10881 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10882 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
10887 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
10891 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
10897 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
10899 //best error message found for attempting to swap while looting
10900 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
10904 // check unequip potability for equipped items and bank bags
10905 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
10907 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10908 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
) || pDstItem
&& pDstItem
->IsBag() && ((Bag
*)pDstItem
)->IsEmpty());
10909 if(msg
!= EQUIP_ERR_OK
)
10911 SendEquipError( msg
, pSrcItem
, pDstItem
);
10916 // prevent put equipped/bank bag in self
10917 if( IsBagPos ( src
) && srcslot
== dstbag
)
10919 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
10927 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
10929 //best error message found for attempting to swap while looting
10930 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
10934 // check unequip potability for equipped items and bank bags
10935 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
10937 // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
10938 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) || pSrcItem
->IsBag() && ((Bag
*)pSrcItem
)->IsEmpty());
10939 if(msg
!= EQUIP_ERR_OK
)
10941 SendEquipError( msg
, pSrcItem
, pDstItem
);
10947 // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
10948 // or swap empty bag with another empty or not empty bag (with items exchange)
10953 if( IsInventoryPos( dst
) )
10955 ItemPosCountVec dest
;
10956 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
10957 if( msg
!= EQUIP_ERR_OK
)
10959 SendEquipError( msg
, pSrcItem
, NULL
);
10963 RemoveItem(srcbag
, srcslot
, true);
10964 StoreItem( dest
, pSrcItem
, true);
10966 else if( IsBankPos ( dst
) )
10968 ItemPosCountVec dest
;
10969 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
10970 if( msg
!= EQUIP_ERR_OK
)
10972 SendEquipError( msg
, pSrcItem
, NULL
);
10976 RemoveItem(srcbag
, srcslot
, true);
10977 BankItem( dest
, pSrcItem
, true);
10979 else if( IsEquipmentPos ( dst
) )
10982 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
10983 if( msg
!= EQUIP_ERR_OK
)
10985 SendEquipError( msg
, pSrcItem
, NULL
);
10989 RemoveItem(srcbag
, srcslot
, true);
10990 EquipItem(dest
, pSrcItem
, true);
10991 AutoUnequipOffhandIfNeed();
10997 // attempt merge to / fill target item
10998 if(!pSrcItem
->IsBag() && !pDstItem
->IsBag())
11001 ItemPosCountVec sDest
;
11003 if( IsInventoryPos( dst
) )
11004 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11005 else if( IsBankPos ( dst
) )
11006 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11007 else if( IsEquipmentPos ( dst
) )
11008 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11012 // can be merge/fill
11013 if(msg
== EQUIP_ERR_OK
)
11015 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
11017 RemoveItem(srcbag
, srcslot
, true);
11019 if( IsInventoryPos( dst
) )
11020 StoreItem( sDest
, pSrcItem
, true);
11021 else if( IsBankPos ( dst
) )
11022 BankItem( sDest
, pSrcItem
, true);
11023 else if( IsEquipmentPos ( dst
) )
11025 EquipItem( eDest
, pSrcItem
, true);
11026 AutoUnequipOffhandIfNeed();
11031 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
11032 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
11033 pSrcItem
->SetState(ITEM_CHANGED
, this);
11034 pDstItem
->SetState(ITEM_CHANGED
, this);
11037 pSrcItem
->SendUpdateToPlayer( this );
11038 pDstItem
->SendUpdateToPlayer( this );
11045 // impossible merge/fill, do real swap
11048 // check src->dest move possibility
11049 ItemPosCountVec sDest
;
11051 if( IsInventoryPos( dst
) )
11052 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11053 else if( IsBankPos( dst
) )
11054 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11055 else if( IsEquipmentPos( dst
) )
11057 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11058 if( msg
== EQUIP_ERR_OK
)
11059 msg
= CanUnequipItem( eDest
, true );
11062 if( msg
!= EQUIP_ERR_OK
)
11064 SendEquipError( msg
, pSrcItem
, pDstItem
);
11068 // check dest->src move possibility
11069 ItemPosCountVec sDest2
;
11071 if( IsInventoryPos( src
) )
11072 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11073 else if( IsBankPos( src
) )
11074 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11075 else if( IsEquipmentPos( src
) )
11077 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11078 if( msg
== EQUIP_ERR_OK
)
11079 msg
= CanUnequipItem( eDest2
, true);
11082 if( msg
!= EQUIP_ERR_OK
)
11084 SendEquipError( msg
, pDstItem
, pSrcItem
);
11088 // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
11089 if(pSrcItem
->IsBag() && pDstItem
->IsBag())
11091 Bag
* emptyBag
= NULL
;
11092 Bag
* fullBag
= NULL
;
11093 if(((Bag
*)pSrcItem
)->IsEmpty() && !IsBagPos(src
))
11095 emptyBag
= (Bag
*)pSrcItem
;
11096 fullBag
= (Bag
*)pDstItem
;
11098 else if(((Bag
*)pDstItem
)->IsEmpty() && !IsBagPos(dst
))
11100 emptyBag
= (Bag
*)pDstItem
;
11101 fullBag
= (Bag
*)pSrcItem
;
11104 // bag swap (with items exchange) case
11105 if(emptyBag
&& fullBag
)
11107 ItemPrototype
const* emotyProto
= emptyBag
->GetProto();
11111 for(int i
=0; i
< fullBag
->GetBagSize(); ++i
)
11113 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11117 ItemPrototype
const* bagItemProto
= bagItem
->GetProto();
11118 if (!bagItemProto
|| !ItemCanGoIntoBag(bagItemProto
, emotyProto
))
11120 // one from items not go to empty target bag
11121 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11129 if (count
> emptyBag
->GetBagSize())
11131 // too small targeted bag
11132 SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
, pSrcItem
, pDstItem
);
11137 count
= 0; // will pos in new bag
11138 for(int i
= 0; i
< fullBag
->GetBagSize(); ++i
)
11140 Item
*bagItem
= fullBag
->GetItemByPos(i
);
11144 fullBag
->RemoveItem(i
, true);
11145 emptyBag
->StoreItem(count
, bagItem
, true);
11146 bagItem
->SetState(ITEM_CHANGED
, this);
11153 // now do moves, remove...
11154 RemoveItem(dstbag
, dstslot
, false);
11155 RemoveItem(srcbag
, srcslot
, false);
11158 if( IsInventoryPos( dst
) )
11159 StoreItem(sDest
, pSrcItem
, true);
11160 else if( IsBankPos( dst
) )
11161 BankItem(sDest
, pSrcItem
, true);
11162 else if( IsEquipmentPos( dst
) )
11163 EquipItem(eDest
, pSrcItem
, true);
11166 if( IsInventoryPos( src
) )
11167 StoreItem(sDest2
, pDstItem
, true);
11168 else if( IsBankPos( src
) )
11169 BankItem(sDest2
, pDstItem
, true);
11170 else if( IsEquipmentPos( src
) )
11171 EquipItem(eDest2
, pDstItem
, true);
11173 AutoUnequipOffhandIfNeed();
11176 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11180 uint32 slot
= m_currentBuybackSlot
;
11181 // if current back slot non-empty search oldest or free
11184 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11185 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11187 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11196 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11198 if(oldest_time
> i_time
)
11200 oldest_time
= i_time
;
11206 slot
= oldest_slot
;
11209 RemoveItemFromBuyBackSlot( slot
, true );
11210 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11212 m_items
[slot
] = pItem
;
11213 time_t base
= time(NULL
);
11214 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11215 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11217 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), pItem
->GetGUID() );
11218 ItemPrototype
const *pProto
= pItem
->GetProto();
11220 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11222 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11223 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11225 // move to next (for non filled list is move most optimized choice)
11226 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
- 1)
11227 ++m_currentBuybackSlot
;
11231 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11233 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11234 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11235 return m_items
[slot
];
11239 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11241 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11242 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11244 Item
*pItem
= m_items
[slot
];
11247 pItem
->RemoveFromWorld();
11248 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11251 m_items
[slot
] = NULL
;
11253 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11254 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ (eslot
* 2), 0 );
11255 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11256 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11258 // if current backslot is filled set to now free slot
11259 if(m_items
[m_currentBuybackSlot
])
11260 m_currentBuybackSlot
= slot
;
11264 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11266 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg
);
11267 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11268 data
<< uint8(msg
);
11272 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11273 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11274 data
<< uint8(0); // not 0 there...
11276 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11281 if(ItemPrototype
const* proto
= pItem
->GetProto())
11282 level
= proto
->RequiredLevel
;
11284 data
<< uint32(level
); // new 2.4.0
11287 GetSession()->SendPacket(&data
);
11290 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11292 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11293 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11294 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11295 data
<< uint32(item
);
11297 data
<< uint32(param
);
11298 data
<< uint8(msg
);
11299 GetSession()->SendPacket(&data
);
11302 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11304 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11305 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11306 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11307 data
<< uint64(guid
);
11309 data
<< uint32(param
);
11310 data
<< uint8(msg
);
11311 GetSession()->SendPacket(&data
);
11314 void Player::ClearTrade()
11317 acceptTrade
= false;
11318 for(int i
= 0; i
< TRADE_SLOT_COUNT
; ++i
)
11319 tradeItems
[i
] = NULL_SLOT
;
11322 void Player::TradeCancel(bool sendback
)
11326 // send yellow "Trade canceled" message to both traders
11330 ws
->SendCancelTrade();
11331 ws
= pTrader
->GetSession();
11332 if(!ws
->PlayerLogout())
11333 ws
->SendCancelTrade();
11337 pTrader
->ClearTrade();
11338 // prevent loss of reference
11339 pTrader
->pTrader
= NULL
;
11344 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11346 if(m_itemDuration
.empty())
11349 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
, realtimeonly
);
11351 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); )
11354 ++itr
; // current element can be erased in UpdateDuration
11356 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11357 item
->UpdateDuration(this,time
);
11361 void Player::UpdateEnchantTime(uint32 time
)
11363 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11367 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11369 next
= m_enchantDuration
.erase(itr
);
11371 else if(itr
->leftduration
<= time
)
11373 ApplyEnchantment(itr
->item
, itr
->slot
, false, false);
11374 itr
->item
->ClearEnchantment(itr
->slot
);
11375 next
= m_enchantDuration
.erase(itr
);
11377 else if(itr
->leftduration
> time
)
11379 itr
->leftduration
-= time
;
11385 void Player::AddEnchantmentDurations(Item
*item
)
11387 for(int x
= 0; x
< MAX_ENCHANTMENT_SLOT
; ++x
)
11389 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11392 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11394 AddEnchantmentDuration(item
, EnchantmentSlot(x
), duration
);
11398 void Player::RemoveEnchantmentDurations(Item
*item
)
11400 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end();)
11402 if(itr
->item
== item
)
11404 // save duration in item
11405 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
), itr
->leftduration
);
11406 itr
= m_enchantDuration
.erase(itr
);
11413 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11415 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11416 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(), next
; itr
!= m_enchantDuration
.end(); itr
= next
)
11419 if(itr
->slot
== slot
)
11421 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11423 // remove from stats
11424 ApplyEnchantment(itr
->item
, slot
, false, false);
11426 itr
->item
->ClearEnchantment(slot
);
11428 // remove from update list
11429 next
= m_enchantDuration
.erase(itr
);
11435 // remove enchants from inventory items
11436 // NOTE: no need to remove these from stats, since these aren't equipped
11438 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
11440 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11441 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11442 pItem
->ClearEnchantment(slot
);
11445 // in inventory bags
11446 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
11448 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11451 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
11453 Item
* pItem
= pBag
->GetItemByPos(j
);
11454 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11455 pItem
->ClearEnchantment(slot
);
11461 // duration == 0 will remove item enchant
11462 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11467 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11470 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11472 if(itr
->item
== item
&& itr
->slot
== slot
)
11474 itr
->item
->SetEnchantmentDuration(itr
->slot
, itr
->leftduration
);
11475 m_enchantDuration
.erase(itr
);
11479 if(item
&& duration
> 0 )
11481 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(), slot
, uint32(duration
/1000));
11482 m_enchantDuration
.push_back(EnchantDuration(item
, slot
, duration
));
11486 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11488 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11489 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11492 void Player::ApplyEnchantment(Item
*item
, EnchantmentSlot slot
, bool apply
, bool apply_dur
, bool ignore_condition
)
11497 if(!item
->IsEquipped())
11500 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11503 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11507 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11511 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11514 if (!item
->IsBroken())
11516 for (int s
= 0; s
< 3; ++s
)
11518 uint32 enchant_display_type
= pEnchant
->type
[s
];
11519 uint32 enchant_amount
= pEnchant
->amount
[s
];
11520 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11522 switch(enchant_display_type
)
11524 case ITEM_ENCHANTMENT_TYPE_NONE
:
11526 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11527 // processed in Player::CastItemCombatSpell
11529 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11530 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11531 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11532 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11533 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11534 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11535 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11537 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11538 if(enchant_spell_id
)
11542 int32 basepoints
= 0;
11543 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11544 if (item
->GetItemRandomPropertyId())
11546 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11549 // Search enchant_amount
11550 for (int k
= 0; k
< 3; ++k
)
11552 if(item_rand
->enchant_id
[k
] == enchant_id
)
11554 basepoints
= int32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11560 // Cast custom spell vs all equal basepoints getted from enchant_amount
11562 CastCustomSpell(this, enchant_spell_id
, &basepoints
, &basepoints
, &basepoints
, true, item
);
11564 CastSpell(this, enchant_spell_id
, true, item
);
11567 RemoveAurasDueToItemSpell(item
, enchant_spell_id
);
11570 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11571 if (!enchant_amount
)
11573 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11576 for (int k
= 0; k
< 3; ++k
)
11578 if(item_rand
->enchant_id
[k
] == enchant_id
)
11580 enchant_amount
= uint32((item_rand
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11587 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11589 case ITEM_ENCHANTMENT_TYPE_STAT
:
11591 if (!enchant_amount
)
11593 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11594 if(item_rand_suffix
)
11596 for (int k
= 0; k
< 3; ++k
)
11598 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11600 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
] * item
->GetItemSuffixFactor()) / 10000 );
11607 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11608 switch (enchant_spell_id
)
11610 case ITEM_MOD_MANA
:
11611 sLog
.outDebug("+ %u MANA",enchant_amount
);
11612 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(enchant_amount
), apply
);
11614 case ITEM_MOD_HEALTH
:
11615 sLog
.outDebug("+ %u HEALTH",enchant_amount
);
11616 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(enchant_amount
), apply
);
11618 case ITEM_MOD_AGILITY
:
11619 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11620 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11621 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11623 case ITEM_MOD_STRENGTH
:
11624 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11625 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11626 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11628 case ITEM_MOD_INTELLECT
:
11629 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11630 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11631 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11633 case ITEM_MOD_SPIRIT
:
11634 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11635 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11636 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11638 case ITEM_MOD_STAMINA
:
11639 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11640 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11641 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11643 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11644 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11645 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11647 case ITEM_MOD_DODGE_RATING
:
11648 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11649 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11651 case ITEM_MOD_PARRY_RATING
:
11652 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11653 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11655 case ITEM_MOD_BLOCK_RATING
:
11656 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11657 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11659 case ITEM_MOD_HIT_MELEE_RATING
:
11660 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11661 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11663 case ITEM_MOD_HIT_RANGED_RATING
:
11664 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11665 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11667 case ITEM_MOD_HIT_SPELL_RATING
:
11668 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11669 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11671 case ITEM_MOD_CRIT_MELEE_RATING
:
11672 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11673 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11675 case ITEM_MOD_CRIT_RANGED_RATING
:
11676 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11677 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11679 case ITEM_MOD_CRIT_SPELL_RATING
:
11680 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11681 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11683 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11685 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11686 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11688 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11689 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11691 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11692 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11694 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11695 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11697 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11698 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11700 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11701 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11703 // case ITEM_MOD_HASTE_MELEE_RATING:
11704 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11706 // case ITEM_MOD_HASTE_RANGED_RATING:
11707 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11709 case ITEM_MOD_HASTE_SPELL_RATING
:
11710 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11712 case ITEM_MOD_HIT_RATING
:
11713 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11714 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11715 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11716 sLog
.outDebug("+ %u HIT", enchant_amount
);
11718 case ITEM_MOD_CRIT_RATING
:
11719 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11720 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11721 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11722 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11724 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11725 // case ITEM_MOD_HIT_TAKEN_RATING:
11726 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11727 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11728 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11730 // case ITEM_MOD_CRIT_TAKEN_RATING:
11731 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11732 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11733 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11735 case ITEM_MOD_RESILIENCE_RATING
:
11736 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11737 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11738 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11739 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11741 case ITEM_MOD_HASTE_RATING
:
11742 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11743 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11744 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11745 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11747 case ITEM_MOD_EXPERTISE_RATING
:
11748 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11749 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11751 case ITEM_MOD_ATTACK_POWER
:
11752 HandleStatModifier(UNIT_MOD_ATTACK_POWER
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11753 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11754 sLog
.outDebug("+ %u ATTACK_POWER", enchant_amount
);
11756 case ITEM_MOD_RANGED_ATTACK_POWER
:
11757 HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11758 sLog
.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount
);
11760 case ITEM_MOD_FERAL_ATTACK_POWER
:
11761 ((Player
*)this)->ApplyFeralAPBonus(enchant_amount
, apply
);
11762 sLog
.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount
);
11764 case ITEM_MOD_SPELL_HEALING_DONE
:
11765 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11766 sLog
.outDebug("+ %u SPELL_HEALING_DONE", enchant_amount
);
11768 case ITEM_MOD_SPELL_DAMAGE_DONE
:
11769 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11770 sLog
.outDebug("+ %u SPELL_DAMAGE_DONE", enchant_amount
);
11772 case ITEM_MOD_MANA_REGENERATION
:
11773 ((Player
*)this)->ApplyManaRegenBonus(enchant_amount
, apply
);
11774 sLog
.outDebug("+ %u MANA_REGENERATION", enchant_amount
);
11776 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11777 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11778 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11780 case ITEM_MOD_SPELL_POWER
:
11781 ((Player
*)this)->ApplySpellHealingBonus(enchant_amount
, apply
);
11782 ((Player
*)this)->ApplySpellDamageBonus(enchant_amount
, apply
);
11783 sLog
.outDebug("+ %u SPELL_POWER", enchant_amount
);
11790 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11792 if(getClass() == CLASS_SHAMAN
)
11794 float addValue
= 0.0f
;
11795 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11797 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11798 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11800 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11802 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/ 1000.0f
);
11803 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11808 case ITEM_ENCHANTMENT_TYPE_USE_SPELL
:
11809 // processed in Player::CastItemUseSpell
11811 case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET
:
11815 sLog
.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id
, enchant_display_type
);
11817 } /*switch(enchant_display_type)*/
11821 // visualize enchantment at player and equipped items
11822 if(slot
== PERM_ENCHANTMENT_SLOT
)
11823 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 0, apply
? item
->GetEnchantmentId(slot
) : 0);
11825 if(slot
== TEMP_ENCHANTMENT_SLOT
)
11826 SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT
+ (item
->GetSlot() * 2), 1, apply
? item
->GetEnchantmentId(slot
) : 0);
11834 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11836 AddEnchantmentDuration(item
, slot
, duration
);
11840 // duration == 0 will remove EnchantDuration
11841 AddEnchantmentDuration(item
, slot
, 0);
11846 void Player::SendEnchantmentDurations()
11848 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin(); itr
!= m_enchantDuration
.end(); ++itr
)
11850 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(), itr
->slot
, uint32(itr
->leftduration
) / 1000);
11854 void Player::SendItemDurations()
11856 for(ItemDurationList::const_iterator itr
= m_itemDuration
.begin(); itr
!= m_itemDuration
.end(); ++itr
)
11858 (*itr
)->SendTimeUpdate(this);
11862 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11864 if(!item
) // prevent crash
11867 // last check 2.0.10
11868 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11869 data
<< uint64(GetGUID()); // player GUID
11870 data
<< uint32(received
); // 0=looted, 1=from npc
11871 data
<< uint32(created
); // 0=received, 1=created
11872 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11873 data
<< uint8(item
->GetBagSlot()); // bagslot
11874 // item slot, but when added to stack: 0xFFFFFFFF
11875 data
<< uint32((item
->GetCount() == count
) ? item
->GetSlot() : -1);
11876 data
<< uint32(item
->GetEntry()); // item id
11877 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11878 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11879 data
<< uint32(count
); // count of items
11880 data
<< uint32(GetItemCount(item
->GetEntry())); // count of items in inventory
11882 if (broadcast
&& GetGroup())
11883 GetGroup()->BroadcastPacket(&data
, true);
11885 GetSession()->SendPacket(&data
);
11888 /*********************************************************/
11889 /*** QUEST SYSTEM ***/
11890 /*********************************************************/
11892 void Player::PrepareQuestMenu( uint64 guid
)
11895 QuestRelations
* pObjectQR
;
11896 QuestRelations
* pObjectQIR
;
11898 // pets also can have quests
11899 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid
);
11902 pObject
= (Object
*)pCreature
;
11903 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11904 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11908 GameObject
*pGameObject
= GetMap()->GetGameObject(guid
);
11911 pObject
= (Object
*)pGameObject
;
11912 pObjectQR
= &objmgr
.mGOQuestRelations
;
11913 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11919 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11922 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11924 uint32 quest_id
= i
->second
;
11925 QuestStatus status
= GetQuestStatus( quest_id
);
11926 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11927 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
11928 else if ( status
== QUEST_STATUS_INCOMPLETE
)
11929 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
11930 else if (status
== QUEST_STATUS_AVAILABLE
)
11931 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11934 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
11936 uint32 quest_id
= i
->second
;
11937 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11938 if(!pQuest
) continue;
11940 QuestStatus status
= GetQuestStatus( quest_id
);
11942 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
11943 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_UNK2
);
11944 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
11945 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
11949 void Player::SendPreparedQuest( uint64 guid
)
11951 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
11952 if( questMenu
.Empty() )
11955 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
11957 uint32 status
= qmi0
.m_qIcon
;
11959 // single element case
11960 if ( questMenu
.MenuItemCount() == 1 )
11962 // Auto open -- maybe also should verify there is no greeting
11963 uint32 quest_id
= qmi0
.m_qId
;
11964 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
11968 if( status
== DIALOG_STATUS_UNK2
&& !GetQuestRewardStatus( quest_id
) )
11969 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
, false), true );
11970 else if( status
== DIALOG_STATUS_UNK2
)
11971 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
, false), true );
11972 // Send completable on repeatable quest if player don't have quest
11973 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
11974 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
11976 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
11979 // multiply entries
11985 std::string title
= "";
11987 // need pet case for some quests
11988 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
11991 uint32 textid
= pCreature
->GetNpcTextId();
11992 GossipText
const* gossiptext
= objmgr
.GetGossipText(textid
);
11995 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
11996 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12001 qe
= gossiptext
->Options
[0].Emotes
[0];
12003 if(!gossiptext
->Options
[0].Text_0
.empty())
12005 title
= gossiptext
->Options
[0].Text_0
;
12007 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12010 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12013 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12014 title
= nl
->Text_0
[0][loc_idx
];
12020 title
= gossiptext
->Options
[0].Text_1
;
12022 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12025 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12028 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12029 title
= nl
->Text_1
[0][loc_idx
];
12035 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
12039 bool Player::IsActiveQuest( uint32 quest_id
) const
12041 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12043 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12046 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12049 QuestRelations
* pObjectQR
;
12050 QuestRelations
* pObjectQIR
;
12052 Creature
*pCreature
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid
);
12055 pObject
= (Object
*)pCreature
;
12056 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12057 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12061 GameObject
*pGameObject
= GetMap()->GetGameObject(guid
);
12064 pObject
= (Object
*)pGameObject
;
12065 pObjectQR
= &objmgr
.mGOQuestRelations
;
12066 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12072 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12073 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12075 if (itr
->second
== nextQuestID
)
12076 return objmgr
.GetQuestTemplate(nextQuestID
);
12082 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12084 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12085 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12086 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12087 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12089 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12095 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12097 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12098 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12099 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12100 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12101 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12102 && SatisfyQuestDay( pQuest
, msg
);
12105 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12107 if( !SatisfyQuestLog( msg
) )
12110 uint32 srcitem
= pQuest
->GetSrcItemId();
12113 uint32 count
= pQuest
->GetSrcItemCount();
12114 ItemPosCountVec dest
;
12115 uint8 msg2
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12117 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12118 if( msg2
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12120 else if( msg2
!= EQUIP_ERR_OK
)
12122 SendEquipError( msg2
, NULL
, NULL
);
12129 bool Player::CanCompleteQuest( uint32 quest_id
)
12133 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12134 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12135 return false; // not allow re-complete quest
12137 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12142 // auto complete quest
12143 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12146 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12149 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12151 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12153 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12158 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12160 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12162 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12165 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12170 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12173 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12176 if ( qInfo
->GetRewOrReqMoney() < 0 )
12178 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12182 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12183 if ( repFacId
&& GetReputationMgr().GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12192 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12194 // Solve problem that player don't have the quest and try complete it.
12195 // if repeatable she must be able to complete event if player don't have it.
12196 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12197 if( !CanTakeQuest(pQuest
, false) )
12200 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12201 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12202 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12205 if( !CanRewardQuest(pQuest
, false) )
12211 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12213 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12214 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12217 // daily quest can't be rewarded (25 daily quest already completed)
12218 if(!SatisfyQuestDay(pQuest
,true))
12221 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12222 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12225 // prevent receive reward with quest items in bank
12226 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12228 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12230 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12231 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12234 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12240 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12241 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12247 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12249 // prevent receive reward with quest items in bank or for not completed quest
12250 if(!CanRewardQuest(pQuest
,msg
))
12253 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12255 if( pQuest
->RewChoiceItemId
[reward
] )
12257 ItemPosCountVec dest
;
12258 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12259 if( res
!= EQUIP_ERR_OK
)
12261 SendEquipError( res
, NULL
, NULL
);
12267 if ( pQuest
->GetRewItemsCount() > 0 )
12269 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12271 if( pQuest
->RewItemId
[i
] )
12273 ItemPosCountVec dest
;
12274 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12275 if( res
!= EQUIP_ERR_OK
)
12277 SendEquipError( res
, NULL
, NULL
);
12287 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12289 uint16 log_slot
= FindQuestSlot( 0 );
12290 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12292 uint32 quest_id
= pQuest
->GetQuestId();
12294 // if not exist then created with set uState==NEW and rewarded=false
12295 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12297 // check for repeatable quests status reset
12298 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12299 questStatusData
.m_explored
= false;
12301 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12303 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12304 questStatusData
.m_itemcount
[i
] = 0;
12307 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12309 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12310 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12313 GiveQuestSourceItem( pQuest
);
12314 AdjustQuestReqItemCount( pQuest
, questStatusData
);
12316 if( pQuest
->GetRepObjectiveFaction() )
12317 if(FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->GetRepObjectiveFaction()))
12318 GetReputationMgr().SetVisible(factionEntry
);
12321 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12323 uint32 limittime
= pQuest
->GetLimitTime();
12325 // shared timed quest
12326 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12327 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ IN_MILISECONDS
;
12329 AddTimedQuest( quest_id
);
12330 questStatusData
.m_timer
= limittime
* IN_MILISECONDS
;
12331 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12334 questStatusData
.m_timer
= 0;
12336 SetQuestSlot(log_slot
, quest_id
, qtime
);
12338 if (questStatusData
.uState
!= QUEST_NEW
)
12339 questStatusData
.uState
= QUEST_CHANGED
;
12341 //starting initial quest script
12342 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12343 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12345 // Some spells applied at quest activation
12346 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,true);
12347 if(saBounds
.first
!= saBounds
.second
)
12350 GetZoneAndAreaId(zone
,area
);
12352 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12353 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12354 if( !HasAura(itr
->second
->spellId
,0) )
12355 CastSpell(this,itr
->second
->spellId
,true);
12358 UpdateForQuestWorldObjects();
12361 void Player::CompleteQuest( uint32 quest_id
)
12365 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12367 uint16 log_slot
= FindQuestSlot( quest_id
);
12368 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12369 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12371 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12373 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12374 RewardQuest(qInfo
,0,this,false);
12376 SendQuestComplete( quest_id
);
12381 void Player::IncompleteQuest( uint32 quest_id
)
12385 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12387 uint16 log_slot
= FindQuestSlot( quest_id
);
12388 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12389 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12393 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12395 uint32 quest_id
= pQuest
->GetQuestId();
12397 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
12399 if ( pQuest
->ReqItemId
[i
] )
12400 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12403 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12404 // SetTimedQuest( 0 );
12405 m_timedquests
.erase(pQuest
->GetQuestId());
12407 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12409 if( pQuest
->RewChoiceItemId
[reward
] )
12411 ItemPosCountVec dest
;
12412 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12414 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12415 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12420 if ( pQuest
->GetRewItemsCount() > 0 )
12422 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12424 if( pQuest
->RewItemId
[i
] )
12426 ItemPosCountVec dest
;
12427 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12429 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12430 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12436 RewardReputation( pQuest
);
12438 if( pQuest
->GetRewSpellCast() > 0 )
12439 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12440 else if( pQuest
->GetRewSpell() > 0)
12441 CastSpell( this, pQuest
->GetRewSpell(), true);
12443 uint16 log_slot
= FindQuestSlot( quest_id
);
12444 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12445 SetQuestSlot(log_slot
,0);
12447 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12449 // Not give XP in case already completed once repeatable quest
12450 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12452 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12453 GiveXP( XP
, NULL
);
12456 uint32 money
= uint32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
));
12457 ModifyMoney( money
);
12458 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, money
);
12461 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12462 if(pQuest
->GetRewOrReqMoney())
12464 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12466 if(pQuest
->GetRewOrReqMoney() > 0)
12467 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD
, pQuest
->GetRewOrReqMoney());
12471 if(pQuest
->GetRewHonorableKills())
12472 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12475 if(pQuest
->GetCharTitleId())
12477 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12478 SetTitle(titleEntry
);
12481 if(pQuest
->GetBonusTalents())
12483 m_questRewardTalentCount
+=pQuest
->GetBonusTalents();
12484 InitTalentForLevel();
12487 // Send reward mail
12488 if(pQuest
->GetRewMailTemplateId())
12490 MailMessageType mailType
;
12491 uint32 senderGuidOrEntry
;
12492 switch(questGiver
->GetTypeId())
12495 mailType
= MAIL_CREATURE
;
12496 senderGuidOrEntry
= questGiver
->GetEntry();
12498 case TYPEID_GAMEOBJECT
:
12499 mailType
= MAIL_GAMEOBJECT
;
12500 senderGuidOrEntry
= questGiver
->GetEntry();
12503 mailType
= MAIL_ITEM
;
12504 senderGuidOrEntry
= questGiver
->GetEntry();
12506 case TYPEID_PLAYER
:
12507 mailType
= MAIL_NORMAL
;
12508 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12511 mailType
= MAIL_NORMAL
;
12512 senderGuidOrEntry
= GetGUIDLow();
12516 Loot questMailLoot
;
12518 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this,true);
12521 MailItemsInfo mi
; // item list preparing
12523 uint32 max_slot
= questMailLoot
.GetMaxSlotInLootFor(this);
12524 for(uint32 i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< max_slot
; ++i
)
12526 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12528 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12530 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12531 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12536 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12539 if(pQuest
->IsDaily())
12541 SetDailyQuestStatus(quest_id
);
12542 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12545 if ( !pQuest
->IsRepeatable() )
12546 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12548 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12550 q_status
.m_rewarded
= true;
12553 SendQuestReward( pQuest
, XP
, questGiver
);
12555 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12556 if (pQuest
->GetZoneOrSort() > 0)
12557 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE
, pQuest
->GetZoneOrSort());
12558 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12559 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
, pQuest
->GetQuestId());
12564 // remove auras from spells with quest reward state limitations
12565 SpellAreaForQuestMapBounds saEndBounds
= spellmgr
.GetSpellAreaForQuestEndMapBounds(quest_id
);
12566 if(saEndBounds
.first
!= saEndBounds
.second
)
12568 GetZoneAndAreaId(zone
,area
);
12570 for(SpellAreaForAreaMap::const_iterator itr
= saEndBounds
.first
; itr
!= saEndBounds
.second
; ++itr
)
12571 if(!itr
->second
->IsFitToRequirements(this,zone
,area
))
12572 RemoveAurasDueToSpell(itr
->second
->spellId
);
12575 // Some spells applied at quest reward
12576 SpellAreaForQuestMapBounds saBounds
= spellmgr
.GetSpellAreaForQuestMapBounds(quest_id
,false);
12577 if(saBounds
.first
!= saBounds
.second
)
12580 GetZoneAndAreaId(zone
,area
);
12582 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
12583 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,zone
,area
))
12584 if( !HasAura(itr
->second
->spellId
,0) )
12585 CastSpell(this,itr
->second
->spellId
,true);
12589 void Player::FailQuest( uint32 quest_id
)
12593 IncompleteQuest( quest_id
);
12595 uint16 log_slot
= FindQuestSlot( quest_id
);
12596 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12598 SetQuestSlotTimer(log_slot
, 1 );
12599 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12601 SendQuestFailed( quest_id
);
12605 void Player::FailTimedQuest( uint32 quest_id
)
12609 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12611 q_status
.m_timer
= 0;
12612 if (q_status
.uState
!= QUEST_NEW
)
12613 q_status
.uState
= QUEST_CHANGED
;
12615 IncompleteQuest( quest_id
);
12617 uint16 log_slot
= FindQuestSlot( quest_id
);
12618 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12620 SetQuestSlotTimer(log_slot
, 1 );
12621 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12623 SendQuestTimerFailed( quest_id
);
12627 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12629 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12630 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12632 // skip zone zoneOrSort and 0 case skillOrClass
12633 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12636 int32 questSort
= -zoneOrSort
;
12637 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12639 // check class sort cases in zoneOrSort
12640 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12643 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12648 if( skillOrClass
< 0 )
12650 uint8 reqClass
= -int32(skillOrClass
);
12651 if(getClass() != reqClass
)
12654 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12659 else if( skillOrClass
> 0 )
12661 uint32 reqSkill
= skillOrClass
;
12662 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12665 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12673 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12675 if( getLevel() < qInfo
->GetMinLevel() )
12678 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12684 bool Player::SatisfyQuestLog( bool msg
)
12687 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12692 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12693 GetSession()->SendPacket( &data
);
12694 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12699 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12701 // No previous quest (might be first quest in a series)
12702 if( qInfo
->prevQuests
.empty())
12705 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12707 uint32 prevId
= abs(*iter
);
12709 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12710 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12712 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12714 // If any of the positive previous quests completed, return true
12715 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12717 // skip one-from-all exclusive group
12718 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12721 // each-from-all exclusive group ( < 0)
12722 // can be start if only all quests in prev quest exclusive group completed and rewarded
12723 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12724 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12726 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12728 for(; iter2
!= end
; ++iter2
)
12730 uint32 exclude_Id
= iter2
->second
;
12732 // skip checked quest id, only state of other quests in group is interesting
12733 if(exclude_Id
== prevId
)
12736 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12738 // alternative quest from group also must be completed and rewarded(reported)
12739 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12742 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12748 // If any of the negative previous quests active, return true
12749 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12750 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12752 // skip one-from-all exclusive group
12753 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12756 // each-from-all exclusive group ( < 0)
12757 // can be start if only all quests in prev quest exclusive group active
12758 ObjectMgr::ExclusiveQuestGroups::const_iterator iter2
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12759 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12761 assert(iter2
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12763 for(; iter2
!= end
; ++iter2
)
12765 uint32 exclude_Id
= iter2
->second
;
12767 // skip checked quest id, only state of other quests in group is interesting
12768 if(exclude_Id
== prevId
)
12771 QuestStatusMap::const_iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12773 // alternative quest from group also must be active
12774 if( i_exstatus
== mQuestStatus
.end() ||
12775 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12776 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12779 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12788 // Has only positive prev. quests in non-rewarded state
12789 // and negative prev. quests in non-active state
12791 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12796 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12798 uint32 reqraces
= qInfo
->GetRequiredRaces();
12799 if ( reqraces
== 0 )
12801 if( (reqraces
& getRaceMask()) == 0 )
12804 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12810 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12812 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12813 if(fIdMin
&& GetReputationMgr().GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12816 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12820 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12821 if(fIdMax
&& GetReputationMgr().GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12824 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12831 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12833 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12834 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12837 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12843 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12845 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12848 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12854 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12856 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12857 if(qInfo
->GetExclusiveGroup() <= 0)
12860 ObjectMgr::ExclusiveQuestGroups::const_iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12861 ObjectMgr::ExclusiveQuestGroups::const_iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12863 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12865 for(; iter
!= end
; ++iter
)
12867 uint32 exclude_Id
= iter
->second
;
12869 // skip checked quest id, only state of other quests in group is interesting
12870 if(exclude_Id
== qInfo
->GetQuestId())
12873 // not allow have daily quest if daily quest from exclusive group already recently completed
12874 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
12875 if( !SatisfyQuestDay(Nquest
, false) )
12878 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12882 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12884 // alternative quest already started or completed
12885 if( i_exstatus
!= mQuestStatus
.end()
12886 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12889 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12896 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12898 if(!qInfo
->GetNextQuestInChain())
12901 // next quest in chain already started or completed
12902 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12903 if( itr
!= mQuestStatus
.end()
12904 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12907 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12911 // check for all quests further up the chain
12912 // only necessary if there are quest chains with more than one quest that can be skipped
12913 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12917 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12919 // No previous quest in chain
12920 if( qInfo
->prevChainQuests
.empty())
12923 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12925 uint32 prevId
= *iter
;
12927 QuestStatusMap::const_iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12929 if( i_prevstatus
!= mQuestStatus
.end() )
12931 // If any of the previous quests in chain active, return false
12932 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12933 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12936 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12941 // check for all quests further down the chain
12942 // only necessary if there are quest chains with more than one quest that can be skipped
12943 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12947 // No previous quest in chain active
12951 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12953 if(!qInfo
->IsDaily())
12956 bool have_slot
= false;
12957 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12959 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12960 if(qInfo
->GetQuestId()==id
)
12970 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
12977 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
12979 uint32 srcitem
= pQuest
->GetSrcItemId();
12982 uint32 count
= pQuest
->GetSrcItemCount();
12986 ItemPosCountVec dest
;
12987 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12988 if( msg
== EQUIP_ERR_OK
)
12990 Item
* item
= StoreNewItem(dest
, srcitem
, true);
12991 SendNewItem(item
, count
, true, false);
12994 // player already have max amount required item, just report success
12995 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12998 SendEquipError( msg
, NULL
, NULL
);
13005 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13007 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13010 uint32 srcitem
= qInfo
->GetSrcItemId();
13013 uint32 count
= qInfo
->GetSrcItemCount();
13017 // exist one case when destroy source quest item not possible:
13018 // non un-equippable item (equipped non-empty bag, for example)
13019 uint8 res
= CanUnequipItems(srcitem
,count
);
13020 if(res
!= EQUIP_ERR_OK
)
13023 SendEquipError( res
, NULL
, NULL
);
13027 DestroyItemCount(srcitem
, count
, true, true);
13033 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13035 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13038 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13039 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13040 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13041 && !qInfo
->IsRepeatable() )
13042 return itr
->second
.m_rewarded
;
13049 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13053 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13054 if( itr
!= mQuestStatus
.end() )
13055 return itr
->second
.m_status
;
13057 return QUEST_STATUS_NONE
;
13060 bool Player::CanShareQuest(uint32 quest_id
) const
13062 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13063 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13065 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13066 if( itr
!= mQuestStatus
.end() )
13067 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13072 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
13074 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13077 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
13079 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
13080 m_timedquests
.erase(qInfo
->GetQuestId());
13083 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13085 q_status
.m_status
= status
;
13086 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13089 UpdateForQuestWorldObjects();
13092 // not used in MaNGOS, but used in scripting code
13093 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13095 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13099 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13100 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13101 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13106 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
, QuestStatusData
& questStatusData
)
13108 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13110 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; ++i
)
13112 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13113 if( reqitemcount
!= 0 )
13115 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13117 questStatusData
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13118 if (questStatusData
.uState
!= QUEST_NEW
) questStatusData
.uState
= QUEST_CHANGED
;
13124 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13126 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13127 if ( GetQuestSlotQuestId(i
) == quest_id
)
13130 return MAX_QUEST_LOG_SIZE
;
13133 void Player::AreaExploredOrEventHappens( uint32 questId
)
13137 uint16 log_slot
= FindQuestSlot( questId
);
13138 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13140 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13142 if(!q_status
.m_explored
)
13144 q_status
.m_explored
= true;
13145 if (q_status
.uState
!= QUEST_NEW
)
13146 q_status
.uState
= QUEST_CHANGED
;
13149 if( CanCompleteQuest( questId
) )
13150 CompleteQuest( questId
);
13154 //not used in mangosd, function for external script library
13155 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13157 if( Group
*pGroup
= GetGroup() )
13159 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13161 Player
*pGroupGuy
= itr
->getSource();
13163 // for any leave or dead (with not released body) group member at appropriate distance
13164 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13165 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13169 AreaExploredOrEventHappens(questId
);
13172 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13174 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13176 uint32 questid
= GetQuestSlotQuestId(i
);
13177 if ( questid
== 0 )
13180 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13182 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13185 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13186 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13189 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13191 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13192 if ( reqitem
== entry
)
13194 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13195 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13196 if ( curitemcount
< reqitemcount
)
13198 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13199 q_status
.m_itemcount
[j
] += additemcount
;
13200 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13202 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13204 if ( CanCompleteQuest( questid
) )
13205 CompleteQuest( questid
);
13210 UpdateForQuestWorldObjects();
13213 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13215 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13217 uint32 questid
= GetQuestSlotQuestId(i
);
13220 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13223 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13226 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13228 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13229 if ( reqitem
== entry
)
13231 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13233 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13234 uint32 curitemcount
;
13235 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13236 curitemcount
= q_status
.m_itemcount
[j
];
13238 curitemcount
= GetItemCount(entry
,true);
13239 if ( curitemcount
< reqitemcount
+ count
)
13241 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13242 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13243 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13245 IncompleteQuest( questid
);
13251 UpdateForQuestWorldObjects();
13254 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13256 uint32 addkillcount
= 1;
13257 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13258 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13260 uint32 questid
= GetQuestSlotQuestId(i
);
13264 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13267 // just if !ingroup || !noraidgroup || raidgroup
13268 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13269 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13271 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13273 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13275 // skip GO activate objective or none
13276 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13279 // skip Cast at creature objective
13280 if(qInfo
->ReqSpell
[j
] !=0 )
13283 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13285 if ( reqkill
== entry
)
13287 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13288 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13289 if ( curkillcount
< reqkillcount
)
13291 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13292 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13294 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13296 if ( CanCompleteQuest( questid
) )
13297 CompleteQuest( questid
);
13299 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13308 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13310 bool isCreature
= IS_CREATURE_GUID(guid
);
13312 uint32 addCastCount
= 1;
13313 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13315 uint32 questid
= GetQuestSlotQuestId(i
);
13319 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13323 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13325 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13327 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13329 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13331 // skip kill creature objective (0) or wrong spell casts
13332 if(qInfo
->ReqSpell
[j
] != spell_id
)
13335 uint32 reqTarget
= 0;
13339 // creature activate objectives
13340 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13341 // checked at quest_template loading
13342 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13346 // GO activate objective
13347 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13348 // checked at quest_template loading
13349 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13352 // other not this creature/GO related objectives
13353 if( reqTarget
!= entry
)
13356 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13357 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13358 if ( curCastCount
< reqCastCount
)
13360 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13361 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13363 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13366 if ( CanCompleteQuest( questid
) )
13367 CompleteQuest( questid
);
13369 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13377 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13379 uint32 addTalkCount
= 1;
13380 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13382 uint32 questid
= GetQuestSlotQuestId(i
);
13386 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13390 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13392 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13394 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13396 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13398 // skip spell casts and Gameobject objectives
13399 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13402 uint32 reqTarget
= 0;
13404 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13405 // checked at quest_template loading
13406 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13410 if ( reqTarget
== entry
)
13412 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13413 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13414 if ( curTalkCount
< reqTalkCount
)
13416 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13417 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13419 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13421 if ( CanCompleteQuest( questid
) )
13422 CompleteQuest( questid
);
13424 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13433 void Player::MoneyChanged( uint32 count
)
13435 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13437 uint32 questid
= GetQuestSlotQuestId(i
);
13441 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13442 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13444 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13446 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13448 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13450 if ( CanCompleteQuest( questid
) )
13451 CompleteQuest( questid
);
13454 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13456 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13457 IncompleteQuest( questid
);
13463 void Player::ReputationChanged(FactionEntry
const* factionEntry
)
13465 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13467 if(uint32 questid
= GetQuestSlotQuestId(i
))
13469 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
))
13471 if(qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
13473 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13474 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13476 if(GetReputationMgr().GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
13477 if ( CanCompleteQuest( questid
) )
13478 CompleteQuest( questid
);
13480 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13482 if(GetReputationMgr().GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
13483 IncompleteQuest( questid
);
13491 bool Player::HasQuestForItem( uint32 itemid
) const
13493 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
13495 uint32 questid
= GetQuestSlotQuestId(i
);
13496 if ( questid
== 0 )
13499 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
13500 if(qs_itr
== mQuestStatus
.end())
13503 QuestStatusData
const& q_status
= qs_itr
->second
;
13505 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13507 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
13511 // hide quest if player is in raid-group and quest is no raid quest
13512 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13515 // There should be no mixed ReqItem/ReqSource drop
13516 // This part for ReqItem drop
13517 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
13519 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13522 // This part - for ReqSource
13523 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; ++j
)
13525 // examined item is a source item
13526 if (qinfo
->ReqSourceId
[j
] == itemid
)
13528 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(itemid
);
13531 if (pProto
->MaxCount
&& GetItemCount(itemid
,true) < pProto
->MaxCount
)
13534 // allows custom amount drop when not 0
13535 if (qinfo
->ReqSourceCount
[j
])
13537 if (GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13539 } else if (GetItemCount(itemid
,true) < pProto
->Stackable
)
13548 void Player::SendQuestComplete( uint32 quest_id
)
13552 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13553 data
<< uint32(quest_id
);
13554 GetSession()->SendPacket( &data
);
13555 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13559 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13561 uint32 questid
= pQuest
->GetQuestId();
13562 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13563 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13564 data
<< uint32(questid
);
13566 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13568 data
<< uint32(XP
);
13569 data
<< uint32(pQuest
->GetRewOrReqMoney());
13574 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13577 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13578 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13579 GetSession()->SendPacket( &data
);
13581 if (pQuest
->GetQuestCompleteScript() != 0)
13582 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13585 void Player::SendQuestFailed( uint32 quest_id
)
13589 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13591 data
<< uint32(0); // failed reason (4 for inventory is full)
13592 GetSession()->SendPacket( &data
);
13593 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13597 void Player::SendQuestTimerFailed( uint32 quest_id
)
13601 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13603 GetSession()->SendPacket( &data
);
13604 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13608 void Player::SendCanTakeQuestResponse( uint32 msg
)
13610 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13611 data
<< uint32(msg
);
13612 GetSession()->SendPacket( &data
);
13613 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13616 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13620 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13621 data
<< uint64(pPlayer
->GetGUID());
13622 data
<< uint8(msg
); // valid values: 0-8
13623 GetSession()->SendPacket( &data
);
13624 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13628 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13630 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13631 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13632 //data << pQuest->ReqItemId[item_idx];
13634 GetSession()->SendPacket( &data
);
13637 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13639 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13641 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13643 // client expected gameobject template id in form (id|0x80000000)
13644 entry
= (-entry
) | 0x80000000;
13646 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13647 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13648 data
<< uint32(pQuest
->GetQuestId());
13649 data
<< uint32(entry
);
13650 data
<< uint32(old_count
+ add_count
);
13651 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13652 data
<< uint64(guid
);
13653 GetSession()->SendPacket(&data
);
13655 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13656 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13657 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13660 /*********************************************************/
13661 /*** LOAD SYSTEM ***/
13662 /*********************************************************/
13664 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13666 bool delete_result
= true;
13669 // 0 1 2 3 4 5 6 7 8 9 10
13670 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login, zone FROM characters WHERE guid = '%u'",guid
);
13675 delete_result
= false;
13677 Field
*fields
= result
->Fetch();
13679 if (!LoadValues( fields
[1].GetString()))
13681 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid
));
13687 // overwrite possible wrong/corrupted guid
13688 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13690 m_name
= fields
[2].GetCppString();
13692 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13693 SetMapId(fields
[6].GetUInt32());
13694 // the instance id is not needed at character enum
13696 m_Played_time
[0] = fields
[7].GetUInt32();
13697 m_Played_time
[1] = fields
[8].GetUInt32();
13699 m_atLoginFlags
= fields
[9].GetUInt32();
13701 // I don't see these used anywhere ..
13704 _LoadBoundInstances();*/
13709 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
13712 if (HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
13713 m_deathState
= DEAD
;
13718 void Player::_LoadDeclinedNames(QueryResult
* result
)
13724 delete m_declinedname
;
13726 m_declinedname
= new DeclinedName
;
13727 Field
*fields
= result
->Fetch();
13728 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13729 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13734 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
13736 // arenateamid, played_week, played_season, personal_rating
13737 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
13743 Field
*fields
= result
->Fetch();
13745 uint32 arenateamid
= fields
[0].GetUInt32();
13746 uint32 played_week
= fields
[1].GetUInt32();
13747 uint32 played_season
= fields
[2].GetUInt32();
13748 uint32 personal_rating
= fields
[3].GetUInt32();
13750 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
13753 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
13756 uint8 arenaSlot
= aTeam
->GetSlot();
13758 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
13759 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
13760 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
13761 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
13762 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
13763 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
13765 }while (result
->NextRow());
13769 void Player::_LoadEquipmentSets(QueryResult
*result
)
13771 // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
13778 Field
*fields
= result
->Fetch();
13780 EquipmentSet eqSet
;
13782 eqSet
.Guid
= fields
[0].GetUInt64();
13783 uint32 index
= fields
[1].GetUInt32();
13784 eqSet
.Name
= fields
[2].GetCppString();
13785 eqSet
.IconName
= fields
[3].GetCppString();
13786 eqSet
.state
= EQUIPMENT_SET_UNCHANGED
;
13788 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
13789 eqSet
.Items
[i
] = fields
[4+i
].GetUInt32();
13791 m_EquipmentSets
[index
] = eqSet
;
13795 if(count
>= MAX_EQUIPMENT_SET_INDEX
) // client limit
13797 } while (result
->NextRow());
13801 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13803 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13807 Field
*fields
= result
->Fetch();
13809 x
= fields
[0].GetFloat();
13810 y
= fields
[1].GetFloat();
13811 z
= fields
[2].GetFloat();
13812 o
= fields
[3].GetFloat();
13813 mapid
= fields
[4].GetUInt32();
13814 in_flight
= !fields
[5].GetCppString().empty();
13820 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13822 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13826 Field
*fields
= result
->Fetch();
13828 data
= StrSplit(fields
[0].GetCppString(), " ");
13835 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13837 if(index
>= data
.size())
13840 return (uint32
)atoi(data
[index
].c_str());
13843 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13846 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13847 memcpy(&result
, &temp
, sizeof(result
));
13852 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13855 if(!LoadValuesArrayFromDB(data
,guid
))
13858 return GetUInt32ValueFromArray(data
,index
);
13861 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13864 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13865 memcpy(&result
, &temp
, sizeof(result
));
13870 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13872 //// 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
13873 //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);
13874 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13878 sLog
.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13882 Field
*fields
= result
->Fetch();
13884 uint32 dbAccountId
= fields
[1].GetUInt32();
13886 // check if the character's account in the db and the logged in account match.
13887 // player should be able to load/delete character only with correct account!
13888 if( dbAccountId
!= GetSession()->GetAccountId() )
13890 sLog
.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13895 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13897 m_name
= fields
[3].GetCppString();
13899 // check name limitations
13900 if(!ObjectMgr::IsValidName(m_name
) || (GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
)))
13903 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13907 if(!LoadValues( fields
[2].GetString()))
13909 sLog
.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid
));
13914 // overwrite possible wrong/corrupted guid
13915 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13917 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13918 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13920 SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2), 0 );
13921 SetVisibleItemSlot(slot
, NULL
);
13925 delete m_items
[slot
];
13926 m_items
[slot
] = NULL
;
13930 // update money limits
13931 if(GetMoney() > MAX_MONEY_AMOUNT
)
13932 SetMoney(MAX_MONEY_AMOUNT
);
13934 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13937 m_race
= fields
[4].GetUInt8();
13938 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13939 //Other way is to saves m_team into characters table.
13940 setFactionForRace(m_race
);
13943 m_class
= fields
[5].GetUInt8();
13945 // load home bind and check in same time class/race pair, it used later for restore broken positions
13946 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
13952 InitPrimaryProfessions(); // to max set before any spell loaded
13954 // init saved position, and fix it later if problematic
13955 uint32 transGUID
= fields
[24].GetUInt32();
13956 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13957 SetMapId(fields
[9].GetUInt32());
13958 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13960 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13962 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
13964 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[33].GetUInt32();
13965 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
13966 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
13968 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
13970 // check arena teams integrity
13971 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13973 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13977 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13978 if(at
->HaveMember(GetGUID()))
13981 // arena team not exist or not member, cleanup fields
13982 for(int j
=0; j
< 6; ++j
)
13983 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13986 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13988 if(!IsPositionValid())
13990 sLog
.outError("Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13991 RelocateToHomebind();
13995 m_movementInfo
.t_x
= 0.0f
;
13996 m_movementInfo
.t_y
= 0.0f
;
13997 m_movementInfo
.t_z
= 0.0f
;
13998 m_movementInfo
.t_o
= 0.0f
;
14001 uint32 bgid
= fields
[34].GetUInt32();
14002 uint32 bgteam
= fields
[35].GetUInt32();
14004 if(bgid
) //saved in BattleGround
14006 SetBattleGroundEntryPoint(fields
[36].GetUInt32(),fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
14008 // check entry point and fix to homebind if need
14009 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(m_bgEntryPoint
.mapid
);
14010 if(!mapEntry
|| mapEntry
->Instanceable() || !MapManager::IsValidMapCoord(m_bgEntryPoint
))
14011 SetBattleGroundEntryPoint(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
,0.0f
);
14013 BattleGround
*currentBg
= sBattleGroundMgr
.GetBattleGround(bgid
, BATTLEGROUND_TYPE_NONE
);
14015 if(currentBg
&& currentBg
->IsPlayerInBattleGround(GetGUID()))
14017 BattleGroundQueueTypeId bgQueueTypeId
= sBattleGroundMgr
.BGQueueTypeId(currentBg
->GetTypeID(), currentBg
->GetArenaType());
14018 AddBattleGroundQueueId(bgQueueTypeId
);
14020 SetBattleGroundId(currentBg
->GetInstanceID(), currentBg
->GetTypeID());
14023 //join player to battleground group
14024 currentBg
->EventPlayerLoggedIn(this, GetGUID());
14025 currentBg
->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), bgteam
);
14027 SetInviteForBattleGroundQueueType(bgQueueTypeId
,currentBg
->GetInstanceID());
14031 const WorldLocation
& _loc
= GetBattleGroundEntryPoint();
14032 SetMapId(_loc
.mapid
);
14033 Relocate(_loc
.coord_x
, _loc
.coord_y
, _loc
.coord_z
, _loc
.orientation
);
14034 //RemoveArenaAuras(true);
14039 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14040 // if server restart after player save in BG or area
14041 // player can have current coordinates in to BG/Arean map, fix this
14042 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena())
14044 // return to BG master
14045 SetMapId(fields
[36].GetUInt32());
14046 Relocate(fields
[37].GetFloat(),fields
[38].GetFloat(),fields
[39].GetFloat(),fields
[40].GetFloat());
14048 // check entry point and fix to homebind if need
14049 mapEntry
= sMapStore
.LookupEntry(GetMapId());
14050 if(!mapEntry
|| mapEntry
->IsBattleGroundOrArena() || !IsPositionValid())
14051 RelocateToHomebind();
14055 if (transGUID
!= 0)
14057 m_movementInfo
.t_x
= fields
[20].GetFloat();
14058 m_movementInfo
.t_y
= fields
[21].GetFloat();
14059 m_movementInfo
.t_z
= fields
[22].GetFloat();
14060 m_movementInfo
.t_o
= fields
[23].GetFloat();
14062 if( !MaNGOS::IsValidMapCoord(
14063 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14064 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
14065 // transport size limited
14066 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
14068 sLog
.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
14069 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
14070 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
14072 RelocateToHomebind();
14074 m_movementInfo
.t_x
= 0.0f
;
14075 m_movementInfo
.t_y
= 0.0f
;
14076 m_movementInfo
.t_z
= 0.0f
;
14077 m_movementInfo
.t_o
= 0.0f
;
14083 if (transGUID
!= 0)
14085 for (MapManager::TransportSet::const_iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
14087 if( (*iter
)->GetGUIDLow() == transGUID
)
14089 MapEntry
const* transMapEntry
= sMapStore
.LookupEntry((*iter
)->GetMapId());
14090 // client without expansion support
14091 if(GetSession()->Expansion() < transMapEntry
->Expansion())
14093 sLog
.outDebug("Player %s using client without required expansion tried login at transport at non accessible map %u", GetName(), (*iter
)->GetMapId());
14097 m_transport
= *iter
;
14098 m_transport
->AddPassenger(this);
14099 SetMapId(m_transport
->GetMapId());
14106 sLog
.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
14109 RelocateToHomebind();
14111 m_movementInfo
.t_x
= 0.0f
;
14112 m_movementInfo
.t_y
= 0.0f
;
14113 m_movementInfo
.t_z
= 0.0f
;
14114 m_movementInfo
.t_o
= 0.0f
;
14119 else // not transport case
14121 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(GetMapId());
14122 // client without expansion support
14123 if(GetSession()->Expansion() < mapEntry
->Expansion())
14125 sLog
.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), GetMapId());
14126 RelocateToHomebind();
14130 // NOW player must have valid map
14131 // load the player's map here if it's not already loaded
14132 Map
*map
= GetMap();
14134 // since the player may not be bound to the map yet, make sure subsequent
14135 // getmap calls won't create new maps
14136 SetInstanceId(map
->GetInstanceId());
14138 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
14139 if(GetInstanceId() && !sInstanceSaveManager
.GetInstanceSave(GetInstanceId()))
14141 AreaTrigger
const* at
= objmgr
.GetMapEntranceTrigger(GetMapId());
14143 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
14145 sLog
.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
14148 SaveRecallPosition();
14150 time_t now
= time(NULL
);
14151 time_t logoutTime
= time_t(fields
[16].GetUInt64());
14153 // since last logout (in seconds)
14154 uint64 time_diff
= uint64(now
- logoutTime
);
14156 // set value, including drunk invisibility detection
14157 // calculate sobering. after 15 minutes logged out, the player will be sober again
14159 if(time_diff
> 15*MINUTE
)
14162 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14163 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14164 SetDrunkValue(newDrunkenValue
);
14166 m_rest_bonus
= fields
[15].GetFloat();
14167 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14168 float bubble0
= 0.031;
14169 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14170 float bubble1
= 0.125;
14172 if((int32
)fields
[16].GetUInt32() > 0)
14174 float bubble
= fields
[17].GetUInt32() > 0
14175 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14176 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14178 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14181 m_cinematic
= fields
[12].GetUInt32();
14182 m_Played_time
[0]= fields
[13].GetUInt32();
14183 m_Played_time
[1]= fields
[14].GetUInt32();
14185 m_resetTalentsCost
= fields
[18].GetUInt32();
14186 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
14188 // reserve some flags
14189 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14191 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14192 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14194 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
14196 uint32 extraflags
= fields
[25].GetUInt32();
14198 m_stableSlots
= fields
[26].GetUInt32();
14199 if(m_stableSlots
> MAX_PET_STABLES
)
14201 sLog
.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES
,uint32(m_stableSlots
));
14202 m_stableSlots
= MAX_PET_STABLES
;
14205 m_atLoginFlags
= fields
[27].GetUInt32();
14208 // Update Honor kills data
14209 m_lastHonorUpdateTime
= logoutTime
;
14210 UpdateHonorFields();
14212 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
14213 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14214 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14216 std::string taxi_nodes
= fields
[31].GetCppString();
14220 // clear channel spell data (if saved at channel spell casting)
14221 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14222 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14224 // clear charm/summon related fields
14231 // reset some aura modifiers before aura apply
14232 SetFarSightGUID(0);
14233 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14234 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14238 // make sure the unit is considered out of combat for proper loading
14241 // make sure the unit is considered not in duel for proper loading
14242 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14243 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14245 // remember loaded power/health values to restore after stats initialization and modifier applying
14246 uint32 savedHealth
= GetHealth();
14247 uint32 savedPower
[MAX_POWERS
];
14248 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14249 savedPower
[i
] = GetPower(Powers(i
));
14251 // reset stats before loading any modifiers
14252 InitStatsForLevel();
14253 InitTaxiNodesForLevel();
14254 InitGlyphsForLevel();
14257 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14259 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14262 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14265 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14266 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14267 m_deathState
= DEAD
;
14269 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14271 // after spell load, learn rewarded spell if need also
14272 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14273 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14275 // after spell and quest load
14276 InitTalentForLevel();
14277 learnDefaultSpells();
14279 // must be before inventory (some items required reputation check)
14280 m_reputationMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14282 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14284 // update items with duration and realtime
14285 UpdateItemDuration(time_diff
, true);
14287 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14289 // unread mails and next delivery time, actual mails not loaded
14290 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14292 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14294 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14295 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14296 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14298 if(!HasTitle(curTitle
))
14299 SetUInt32Value(PLAYER_CHOSEN_TITLE
, 0);
14302 // Not finish taxi flight path
14303 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
,GetTeam()))
14305 // problems with taxi path loading
14306 TaxiNodesEntry
const* nodeEntry
= NULL
;
14307 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14308 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14310 if(!nodeEntry
) // don't know taxi start node, to homebind
14312 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14313 RelocateToHomebind();
14314 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14316 else // have start node, to it
14318 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14319 SetMapId(nodeEntry
->map_id
);
14320 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14321 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14323 m_taxi
.ClearTaxiDestinations();
14325 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14327 // save source node as recall coord to prevent recall and fall from sky
14328 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14329 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14330 m_recallMap
= nodeEntry
->map_id
;
14331 m_recallX
= nodeEntry
->x
;
14332 m_recallY
= nodeEntry
->y
;
14333 m_recallZ
= nodeEntry
->z
;
14335 // flight will started later
14338 // has to be called after last Relocate() in Player::LoadFromDB
14339 SetFallInformation(0, GetPositionZ());
14341 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14343 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14344 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14346 RemoveAllAurasOnDeath();
14348 //apply all stat bonuses from items and auras
14349 SetCanModifyStats(true);
14352 // restore remembered power/health values (but not more max values)
14353 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14354 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14355 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14357 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14361 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14363 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14366 case 0: break; // disable
14367 case 1: SetGameMaster(true); break; // enable
14368 case 2: // save state
14369 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14370 SetGameMaster(true);
14374 switch(sWorld
.getConfig(CONFIG_GM_VISIBLE_STATE
))
14377 case 0: SetGMVisible(false); break; // invisible
14378 case 1: break; // visible
14379 case 2: // save state
14380 if(extraflags
& PLAYER_EXTRA_GM_INVISIBLE
)
14381 SetGMVisible(false);
14385 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14388 case 0: break; // disable
14389 case 1: SetAcceptTicket(true); break; // enable
14390 case 2: // save state
14391 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14392 SetAcceptTicket(true);
14396 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14399 case 0: break; // disable
14400 case 1: SetGMChat(true); break; // enable
14401 case 2: // save state
14402 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14407 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14410 case 0: break; // disable
14411 case 1: SetAcceptWhispers(true); break; // enable
14412 case 2: // save state
14413 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14414 SetAcceptWhispers(true);
14419 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14421 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14422 m_achievementMgr
.CheckAllAchievementCriteria();
14424 _LoadEquipmentSets(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS
));
14429 bool Player::isAllowedToLoot(Creature
* creature
)
14431 if(Player
* recipient
= creature
->GetLootRecipient())
14433 if (recipient
== this)
14435 if( Group
* otherGroup
= recipient
->GetGroup())
14437 Group
* thisGroup
= GetGroup();
14440 return thisGroup
== otherGroup
;
14445 // prevent other players from looting if the recipient got disconnected
14446 return !creature
->hasLootRecipient();
14449 void Player::_LoadActions(QueryResult
*result
)
14451 m_actionButtons
.clear();
14453 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14459 Field
*fields
= result
->Fetch();
14461 uint8 button
= fields
[0].GetUInt8();
14463 if(addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8()))
14464 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
14467 sLog
.outError( " ...at loading, and will deleted in DB also");
14469 // Will deleted in DB at next save (it can create data until save but marked as deleted)
14470 m_actionButtons
[button
].uState
= ACTIONBUTTON_DELETED
;
14473 while( result
->NextRow() );
14479 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14482 for (int i
= 0; i
< TOTAL_AURAS
; ++i
)
14483 m_modAuras
[i
].clear();
14485 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14491 Field
*fields
= result
->Fetch();
14492 uint64 caster_guid
= fields
[0].GetUInt64();
14493 uint32 spellid
= fields
[1].GetUInt32();
14494 uint32 effindex
= fields
[2].GetUInt32();
14495 uint32 stackcount
= fields
[3].GetUInt32();
14496 int32 damage
= (int32
)fields
[4].GetUInt32();
14497 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14498 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14499 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14501 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14504 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14510 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14514 // negative effects should continue counting down after logout
14515 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14517 if(remaintime
<= int32(timediff
))
14520 remaintime
-= timediff
;
14523 // prevent wrong values of remaincharges
14524 if(spellproto
->procCharges
)
14526 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14527 remaincharges
= spellproto
->procCharges
;
14533 for(uint32 i
=0; i
<stackcount
; ++i
)
14535 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14537 damage
= aura
->GetModifier()->m_amount
;
14539 // reset stolen single target auras
14540 if (caster_guid
!= GetGUID() && aura
->IsSingleTarget())
14541 aura
->SetIsSingleTarget(false);
14543 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14545 sLog
.outDetail("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14548 while( result
->NextRow() );
14553 if(m_class
== CLASS_WARRIOR
)
14554 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14557 void Player::_LoadGlyphAuras()
14559 for (uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
14561 if (uint32 glyph
= GetGlyph(i
))
14563 if (GlyphPropertiesEntry
const *gp
= sGlyphPropertiesStore
.LookupEntry(glyph
))
14565 if (GlyphSlotEntry
const *gs
= sGlyphSlotStore
.LookupEntry(GetGlyphSlot(i
)))
14567 if(gp
->TypeFlags
== gs
->TypeFlags
)
14569 CastSpell(this, gp
->SpellId
, true);
14573 sLog
.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name
.c_str(), gp
->TypeFlags
, gs
->TypeFlags
);
14576 sLog
.outError("Player %s has not existing glyph slot entry %u on index %u", m_name
.c_str(), GetGlyphSlot(i
), i
);
14579 sLog
.outError("Player %s has not existing glyph entry %u on index %u", m_name
.c_str(), glyph
, i
);
14581 // On any error remove glyph
14587 void Player::LoadCorpse()
14591 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14595 if(Corpse
*corpse
= GetCorpse())
14597 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14601 //Prevent Dead Player login without corpse
14602 ResurrectPlayer(0.5f
);
14607 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14609 //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());
14610 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14611 //NOTE: the "order by `bag`" is important because it makes sure
14612 //the bagMap is filled before items in the bags are loaded
14613 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14614 //expected to be equipped before offhand items (TODO: fixme)
14616 uint32 zone
= GetZoneId();
14620 std::list
<Item
*> problematicItems
;
14622 // prevent items from being added to the queue when stored
14623 m_itemUpdateQueueBlocked
= true;
14626 Field
*fields
= result
->Fetch();
14627 uint32 bag_guid
= fields
[1].GetUInt32();
14628 uint8 slot
= fields
[2].GetUInt8();
14629 uint32 item_guid
= fields
[3].GetUInt32();
14630 uint32 item_id
= fields
[4].GetUInt32();
14632 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14636 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14637 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14638 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14642 Item
*item
= NewItemOrBag(proto
);
14644 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14646 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14647 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14648 item
->FSetState(ITEM_REMOVED
);
14649 item
->SaveToDB(); // it also deletes item object !
14653 // not allow have in alive state item limited to another map/zone
14654 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14656 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14657 item
->FSetState(ITEM_REMOVED
);
14658 item
->SaveToDB(); // it also deletes item object !
14662 // "Conjured items disappear if you are logged out for more than 15 minutes"
14663 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14665 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14666 item
->FSetState(ITEM_REMOVED
);
14667 item
->SaveToDB(); // it also deletes item object !
14671 bool success
= true;
14675 // the item is not in a bag
14676 item
->SetContainer( NULL
);
14677 item
->SetSlot(slot
);
14679 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14681 ItemPosCountVec dest
;
14682 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14683 item
= StoreItem(dest
, item
, true);
14687 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14690 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14691 QuickEquipItem(dest
, item
);
14695 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14697 ItemPosCountVec dest
;
14698 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14699 item
= BankItem(dest
, item
, true);
14706 // store bags that may contain items in them
14707 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14708 bagMap
[item_guid
] = (Bag
*)item
;
14713 item
->SetSlot(NULL_SLOT
);
14714 // the item is in a bag, find the bag
14715 std::map
<uint64
, Bag
*>::const_iterator itr
= bagMap
.find(bag_guid
);
14716 if(itr
!= bagMap
.end())
14717 itr
->second
->StoreItem(slot
, item
, true );
14722 // item's state may have changed after stored
14724 item
->SetState(ITEM_UNCHANGED
, this);
14727 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
);
14728 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14729 problematicItems
.push_back(item
);
14731 } while (result
->NextRow());
14734 m_itemUpdateQueueBlocked
= false;
14736 // send by mail problematic items
14737 while(!problematicItems
.empty())
14740 MailItemsInfo mi
; // item list preparing
14742 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14744 Item
* item
= problematicItems
.front();
14745 problematicItems
.pop_front();
14747 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14750 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14752 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14756 _ApplyAllItemMods();
14759 // load mailed item which should receive current player
14760 void Player::_LoadMailedItems(Mail
*mail
)
14762 // data needs to be at first place for Item::LoadFromDB
14763 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
);
14769 Field
*fields
= result
->Fetch();
14770 uint32 item_guid_low
= fields
[1].GetUInt32();
14771 uint32 item_template
= fields
[2].GetUInt32();
14773 mail
->AddItem(item_guid_low
, item_template
);
14775 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14779 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
);
14780 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14781 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14785 Item
*item
= NewItemOrBag(proto
);
14787 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
14789 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14790 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14791 item
->FSetState(ITEM_REMOVED
);
14792 item
->SaveToDB(); // it also deletes item object !
14797 } while (result
->NextRow());
14802 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14804 //set a count of unread mails
14805 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14808 Field
*fieldMail
= resultUnread
->Fetch();
14809 unReadMails
= fieldMail
[0].GetUInt8();
14810 delete resultUnread
;
14813 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14814 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14815 if (resultDelivery
)
14817 Field
*fieldMail
= resultDelivery
->Fetch();
14818 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14819 delete resultDelivery
;
14823 void Player::_LoadMail()
14826 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14827 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());
14832 Field
*fields
= result
->Fetch();
14833 Mail
*m
= new Mail
;
14834 m
->messageID
= fields
[0].GetUInt32();
14835 m
->messageType
= fields
[1].GetUInt8();
14836 m
->sender
= fields
[2].GetUInt32();
14837 m
->receiver
= fields
[3].GetUInt32();
14838 m
->subject
= fields
[4].GetCppString();
14839 m
->itemTextId
= fields
[5].GetUInt32();
14840 bool has_items
= fields
[6].GetBool();
14841 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14842 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14843 m
->money
= fields
[9].GetUInt32();
14844 m
->COD
= fields
[10].GetUInt32();
14845 m
->checked
= fields
[11].GetUInt32();
14846 m
->stationery
= fields
[12].GetUInt8();
14847 m
->mailTemplateId
= fields
[13].GetInt16();
14849 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14851 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14852 m
->mailTemplateId
= 0;
14855 m
->state
= MAIL_STATE_UNCHANGED
;
14858 _LoadMailedItems(m
);
14860 m_mail
.push_back(m
);
14861 } while( result
->NextRow() );
14864 m_mailsLoaded
= true;
14867 void Player::LoadPet()
14869 //fixme: the pet should still be loaded if the player is not in world
14870 // just not added to the map
14873 Pet
*pet
= new Pet
;
14874 if(!pet
->LoadPetFromDB(this,0,0,true))
14879 void Player::_LoadQuestStatus(QueryResult
*result
)
14881 mQuestStatus
.clear();
14885 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14886 //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());
14892 Field
*fields
= result
->Fetch();
14894 uint32 quest_id
= fields
[0].GetUInt32();
14895 // used to be new, no delete?
14896 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14900 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14902 uint32 qstatus
= fields
[1].GetUInt32();
14903 if(qstatus
< MAX_QUEST_STATUS
)
14904 questStatusData
.m_status
= QuestStatus(qstatus
);
14907 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14908 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14911 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14912 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14914 time_t quest_time
= time_t(fields
[4].GetUInt64());
14916 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14918 AddTimedQuest( quest_id
);
14920 if (quest_time
<= sWorld
.GetGameTime())
14921 questStatusData
.m_timer
= 1;
14923 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * IN_MILISECONDS
;
14928 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14929 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14930 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14931 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14932 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14933 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14934 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14935 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14937 questStatusData
.uState
= QUEST_UNCHANGED
;
14939 // add to quest log
14940 if( slot
< MAX_QUEST_LOG_SIZE
&&
14941 ( questStatusData
.m_status
== QUEST_STATUS_INCOMPLETE
||
14942 questStatusData
.m_status
== QUEST_STATUS_COMPLETE
&&
14943 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
14945 SetQuestSlot(slot
, quest_id
, quest_time
);
14947 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14948 SetQuestSlotState(slot
, QUEST_STATE_COMPLETE
);
14950 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14951 if(questStatusData
.m_creatureOrGOcount
[idx
])
14952 SetQuestSlotCounter(slot
, idx
, questStatusData
.m_creatureOrGOcount
[idx
]);
14957 if(questStatusData
.m_rewarded
)
14959 // learn rewarded spell if unknown
14960 learnQuestRewardedSpells(pQuest
);
14962 // set rewarded title if any
14963 if(pQuest
->GetCharTitleId())
14965 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14966 SetTitle(titleEntry
);
14969 if(pQuest
->GetBonusTalents())
14970 m_questRewardTalentCount
+= pQuest
->GetBonusTalents();
14973 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14976 while( result
->NextRow() );
14981 // clear quest log tail
14982 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14983 SetQuestSlot(i
, 0);
14986 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14988 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14989 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14991 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14995 uint32 quest_daily_idx
= 0;
14999 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
15001 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
15005 Field
*fields
= result
->Fetch();
15007 uint32 quest_id
= fields
[0].GetUInt32();
15009 // save _any_ from daily quest times (it must be after last reset anyway)
15010 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
15012 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
15016 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
15019 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
15021 while( result
->NextRow() );
15026 m_DailyQuestChanged
= false;
15029 void Player::_LoadSpells(QueryResult
*result
)
15031 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
15037 Field
*fields
= result
->Fetch();
15039 addSpell(fields
[0].GetUInt16(), fields
[1].GetBool(), false, false, fields
[2].GetBool());
15041 while( result
->NextRow() );
15047 void Player::_LoadGroup(QueryResult
*result
)
15049 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
15052 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
15054 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
15057 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
15058 SetGroup(group
, subgroup
);
15059 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
15061 // the group leader may change the instance difficulty while the player is offline
15062 SetDifficulty(group
->GetDifficulty());
15068 void Player::_LoadBoundInstances(QueryResult
*result
)
15070 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15071 m_boundInstances
[i
].clear();
15073 Group
*group
= GetGroup();
15075 //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));
15080 Field
*fields
= result
->Fetch();
15081 bool perm
= fields
[1].GetBool();
15082 uint32 mapId
= fields
[2].GetUInt32();
15083 uint32 instanceId
= fields
[0].GetUInt32();
15084 uint8 difficulty
= fields
[3].GetUInt8();
15085 time_t resetTime
= (time_t)fields
[4].GetUInt64();
15086 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15087 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15088 // and in that case it is not used
15090 MapEntry
const* mapEntry
= sMapStore
.LookupEntry(mapId
);
15091 if(!mapEntry
|| !mapEntry
->IsDungeon())
15093 sLog
.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId
);
15094 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15100 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
);
15101 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15105 // since non permanent binds are always solo bind, they can always be reset
15106 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
15107 if(save
) BindToInstance(save
, perm
, true);
15108 } while(result
->NextRow());
15113 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15115 // some instances only have one difficulty
15116 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15117 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15119 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15120 if(itr
!= m_boundInstances
[difficulty
].end())
15121 return &itr
->second
;
15126 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15128 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15129 UnbindInstance(itr
, difficulty
, unload
);
15132 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15134 if(itr
!= m_boundInstances
[difficulty
].end())
15136 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15137 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15138 m_boundInstances
[difficulty
].erase(itr
++);
15142 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15146 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15149 // update the save when the group kills a boss
15150 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15151 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());
15154 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15156 if(bind
.save
!= save
)
15158 if(bind
.save
) bind
.save
->RemovePlayer(this);
15159 save
->AddPlayer(this);
15162 if(permanent
) save
->SetCanReset(false);
15165 bind
.perm
= permanent
;
15166 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());
15173 void Player::SendRaidInfo()
15175 uint32 counter
= 0;
15177 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15179 size_t p_counter
= data
.wpos();
15180 data
<< uint32(counter
); // placeholder
15182 time_t now
= time(NULL
);
15184 for(int i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15186 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15188 if(itr
->second
.perm
)
15190 InstanceSave
*save
= itr
->second
.save
;
15191 data
<< uint32(save
->GetMapId()); // map id
15192 data
<< uint32(save
->GetDifficulty()); // difficulty
15193 data
<< uint64(save
->GetInstanceId()); // instance id
15194 data
<< uint32(save
->GetResetTime() - now
); // reset time
15195 data
<< uint32(0); // is extended
15200 data
.put
<uint32
>(p_counter
, counter
);
15201 GetSession()->SendPacket(&data
);
15205 - called on every successful teleportation to a map
15207 void Player::SendSavedInstances()
15209 bool hasBeenSaved
= false;
15212 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15214 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15216 if(itr
->second
.perm
) // only permanent binds are sent
15218 hasBeenSaved
= true;
15224 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15225 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15226 data
<< uint32(hasBeenSaved
);
15227 GetSession()->SendPacket(&data
);
15232 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15234 for (BoundInstancesMap::const_iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15236 if(itr
->second
.perm
)
15238 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15239 data
<< uint32(itr
->second
.save
->GetMapId());
15240 GetSession()->SendPacket(&data
);
15246 /// convert the player's binds to the group
15247 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15249 bool has_binds
= false;
15250 bool has_solo
= false;
15252 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15253 assert(player_guid
);
15255 // copy all binds to the group, when changing leader it's assumed the character
15256 // will not have any solo binds
15260 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; ++i
)
15262 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15265 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15266 // permanent binds are not removed
15267 if(!itr
->second
.perm
)
15269 player
->UnbindInstance(itr
, i
, true); // increments itr
15278 // if the player's not online we don't know what binds it has
15279 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
));
15280 // the following should not get executed when changing leaders
15281 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15284 bool Player::_LoadHomeBind(QueryResult
*result
)
15286 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15289 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
15294 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15297 Field
*fields
= result
->Fetch();
15298 m_homebindMapId
= fields
[0].GetUInt32();
15299 m_homebindZoneId
= fields
[1].GetUInt16();
15300 m_homebindX
= fields
[2].GetFloat();
15301 m_homebindY
= fields
[3].GetFloat();
15302 m_homebindZ
= fields
[4].GetFloat();
15305 MapEntry
const* bindMapEntry
= sMapStore
.LookupEntry(m_homebindMapId
);
15307 // accept saved data only for valid position (and non instanceable), and accessable
15308 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15309 !bindMapEntry
->Instanceable() && GetSession()->Expansion() >= bindMapEntry
->Expansion())
15314 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15319 m_homebindMapId
= info
->mapId
;
15320 m_homebindZoneId
= info
->zoneId
;
15321 m_homebindX
= info
->positionX
;
15322 m_homebindY
= info
->positionY
;
15323 m_homebindZ
= info
->positionZ
;
15325 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
);
15328 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
15329 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15334 /*********************************************************/
15335 /*** SAVE SYSTEM ***/
15336 /*********************************************************/
15338 void Player::SaveToDB()
15340 // delay auto save at any saves (manual, in code, or autosave)
15341 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15343 // first save/honor gain after midnight will also update the player's honor fields
15344 UpdateHonorFields();
15346 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15347 //save, far from tavern/city
15348 //save, but in tavern/city
15349 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15352 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15353 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15354 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15355 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15356 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15357 uint32 tmp_displayid
= GetDisplayId();
15359 // Set player sit state to standing on save, also stealth and shifted form
15360 SetByteValue(UNIT_FIELD_BYTES_1
, 0, UNIT_STAND_STATE_STAND
);
15361 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15362 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15363 SetDisplayId(GetNativeDisplayId());
15365 bool inworld
= IsInWorld();
15367 CharacterDatabase
.BeginTransaction();
15369 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15371 std::string sql_name
= m_name
;
15372 CharacterDatabase
.escape_string(sql_name
);
15374 std::ostringstream ss
;
15375 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
15376 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15377 "taximask, online, cinematic, "
15378 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15379 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15380 "death_expire_time, taxi_path, arena_pending_points, bgid, bgteam, bgmap, bgx, bgy, bgz, bgo) VALUES ("
15381 << GetGUIDLow() << ", "
15382 << GetSession()->GetAccountId() << ", '"
15383 << sql_name
<< "', "
15385 << m_class
<< ", ";
15387 if(!IsBeingTeleported())
15389 ss
<< GetMapId() << ", "
15390 << (uint32
)GetDifficulty() << ", "
15391 << finiteAlways(GetPositionX()) << ", "
15392 << finiteAlways(GetPositionY()) << ", "
15393 << finiteAlways(GetPositionZ()) << ", "
15394 << finiteAlways(GetOrientation()) << ", '";
15398 ss
<< GetTeleportDest().mapid
<< ", "
15399 << (uint32
)GetDifficulty() << ", "
15400 << finiteAlways(GetTeleportDest().coord_x
) << ", "
15401 << finiteAlways(GetTeleportDest().coord_y
) << ", "
15402 << finiteAlways(GetTeleportDest().coord_z
) << ", "
15403 << finiteAlways(GetTeleportDest().orientation
) << ", '";
15407 for( i
= 0; i
< m_valuesCount
; ++i
)
15409 ss
<< GetUInt32Value(i
) << " ";
15414 ss
<< m_taxi
; // string with TaxiMaskSize numbers
15417 ss
<< (inworld
? 1 : 0);
15423 ss
<< m_Played_time
[0];
15425 ss
<< m_Played_time
[1];
15428 ss
<< finiteAlways(m_rest_bonus
);
15430 ss
<< (uint64
)time(NULL
);
15432 ss
<< is_save_resting
;
15434 ss
<< m_resetTalentsCost
;
15436 ss
<< (uint64
)m_resetTalentsTime
;
15439 ss
<< finiteAlways(m_movementInfo
.t_x
);
15441 ss
<< finiteAlways(m_movementInfo
.t_y
);
15443 ss
<< finiteAlways(m_movementInfo
.t_z
);
15445 ss
<< finiteAlways(m_movementInfo
.t_o
);
15448 ss
<< m_transport
->GetGUIDLow();
15453 ss
<< m_ExtraFlags
;
15456 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15459 ss
<< uint32(m_atLoginFlags
);
15465 ss
<< (uint64
)m_deathExpireTime
;
15468 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15470 ss
<< GetBattleGroundId();
15474 ss
<< m_bgEntryPoint
.mapid
<< ", "
15475 << finiteAlways(m_bgEntryPoint
.coord_x
) << ", "
15476 << finiteAlways(m_bgEntryPoint
.coord_y
) << ", "
15477 << finiteAlways(m_bgEntryPoint
.coord_z
) << ", "
15478 << finiteAlways(m_bgEntryPoint
.orientation
);
15481 CharacterDatabase
.Execute( ss
.str().c_str() );
15483 if(m_mailsUpdated
) //save mails only when needed
15487 _SaveQuestStatus();
15488 _SaveDailyQuestStatus();
15490 _SaveSpellCooldowns();
15493 m_achievementMgr
.SaveToDB();
15494 m_reputationMgr
.SaveToDB();
15495 _SaveEquipmentSets();
15496 GetSession()->SaveTutorialsData(); // changed only while character in game
15498 CharacterDatabase
.CommitTransaction();
15500 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15501 SetDisplayId(tmp_displayid
);
15502 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15503 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15504 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15505 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15507 // save pet (hunter pet level and experience and all type pets health/mana).
15508 if(Pet
* pet
= GetPet())
15509 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15512 // fast save function for item/money cheating preventing - save only inventory and money state
15513 void Player::SaveInventoryAndGoldToDB()
15516 //money is in data field
15517 SaveDataFieldToDB();
15520 void Player::_SaveActions()
15522 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15524 switch (itr
->second
.uState
)
15526 case ACTIONBUTTON_NEW
:
15527 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15528 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15529 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15532 case ACTIONBUTTON_CHANGED
:
15533 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15534 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15535 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15538 case ACTIONBUTTON_DELETED
:
15539 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15540 m_actionButtons
.erase(itr
++);
15549 void Player::_SaveAuras()
15551 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15553 AuraMap
const& auras
= GetAuras();
15558 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15559 uint32 stackCounter
= 1;
15561 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15563 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15565 AuraMap::const_iterator itr2
= itr
;
15566 // save previous spellEffectPair to db
15569 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15571 //skip all auras from spells that are passive or need a shapeshift
15572 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15574 //do not save single target auras (unless they were cast by the player)
15575 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && itr2
->second
->IsSingleTarget()))
15578 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15579 for (i
= 0; i
< 3; ++i
)
15580 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15581 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15586 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15587 "VALUES ('%u', '" UI64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15588 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()));
15593 if(itr
== auras
.end())
15597 if (lastEffectPair
== itr
->first
)
15601 lastEffectPair
= itr
->first
;
15607 void Player::_SaveInventory()
15609 // force items in buyback slots to new state
15610 // and remove those that aren't already
15611 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; ++i
)
15613 Item
*item
= m_items
[i
];
15614 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15615 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15616 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15617 m_items
[i
]->FSetState(ITEM_NEW
);
15620 // update enchantment durations
15621 for(EnchantDurationList::const_iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15623 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15627 if (m_itemUpdateQueue
.empty()) return;
15629 // do not save if the update queue is corrupt
15630 bool error
= false;
15631 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15633 Item
*item
= m_itemUpdateQueue
[i
];
15634 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15635 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15639 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());
15642 else if (test
!= item
)
15644 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());
15651 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15652 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15656 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); ++i
)
15658 Item
*item
= m_itemUpdateQueue
[i
];
15659 if(!item
) continue;
15661 Bag
*container
= item
->GetContainer();
15662 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15664 switch(item
->GetState())
15667 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());
15670 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());
15673 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15675 case ITEM_UNCHANGED
:
15679 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15681 m_itemUpdateQueue
.clear();
15684 void Player::_SaveMail()
15686 if (!m_mailsLoaded
)
15689 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15692 if (m
->state
== MAIL_STATE_CHANGED
)
15694 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD
"', deliver_time = '" UI64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15695 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15696 if(m
->removedItems
.size())
15698 for(std::vector
<uint32
>::const_iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15699 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15700 m
->removedItems
.clear();
15702 m
->state
= MAIL_STATE_UNCHANGED
;
15704 else if (m
->state
== MAIL_STATE_DELETED
)
15707 for(std::vector
<MailItemInfo
>::const_iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15708 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15710 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15711 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15712 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15716 //deallocate deleted mails...
15717 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15719 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15724 itr
= m_mail
.begin();
15730 m_mailsUpdated
= false;
15733 void Player::_SaveQuestStatus()
15735 // we don't need transactions here.
15736 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15738 switch (i
->second
.uState
)
15741 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15742 "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15743 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]);
15745 case QUEST_CHANGED
:
15746 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15747 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
);
15749 case QUEST_UNCHANGED
:
15752 i
->second
.uState
= QUEST_UNCHANGED
;
15756 void Player::_SaveDailyQuestStatus()
15758 if(!m_DailyQuestChanged
)
15761 m_DailyQuestChanged
= false;
15763 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15765 // we don't need transactions here.
15766 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15767 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15768 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15769 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD
"')",
15770 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15773 void Player::_SaveSpells()
15775 for (PlayerSpellMap::iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end();)
15777 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15778 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15780 // add only changed/new not dependent spells
15781 if (!itr
->second
->dependent
&& (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
))
15782 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);
15784 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15786 delete itr
->second
;
15787 m_spells
.erase(itr
++);
15791 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15798 void Player::outDebugValues() const
15800 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15803 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15804 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15805 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15806 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15807 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15808 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15809 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15810 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15811 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15812 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15813 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15814 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15817 /*********************************************************/
15818 /*** FLOOD FILTER SYSTEM ***/
15819 /*********************************************************/
15821 void Player::UpdateSpeakTime()
15823 // ignore chat spam protection for GMs in any mode
15824 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15827 time_t current
= time (NULL
);
15828 if(m_speakTime
> current
)
15830 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15835 if(m_speakCount
>= max_count
)
15837 // prevent overwrite mute time, if message send just before mutes set, for example.
15838 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15839 if(GetSession()->m_muteTime
< new_mute
)
15840 GetSession()->m_muteTime
= new_mute
;
15848 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15851 bool Player::CanSpeak() const
15853 return GetSession()->m_muteTime
<= time (NULL
);
15856 /*********************************************************/
15857 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15858 /*********************************************************/
15860 void Player::SendAttackSwingNotInRange()
15862 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15863 GetSession()->SendPacket( &data
);
15866 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15868 std::ostringstream ss
;
15869 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15870 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15871 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15872 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15873 sLog
.outDebug(ss
.str().c_str());
15874 CharacterDatabase
.Execute(ss
.str().c_str());
15877 void Player::SaveDataFieldToDB()
15879 std::ostringstream ss
;
15880 ss
<<"UPDATE characters SET data='";
15882 for(uint16 i
= 0; i
< m_valuesCount
; ++i
)
15884 ss
<< GetUInt32Value(i
) << " ";
15886 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15888 CharacterDatabase
.Execute(ss
.str().c_str());
15891 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15893 std::ostringstream ss2
;
15894 ss2
<<"UPDATE characters SET data='";
15896 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15898 ss2
<<tokens
[i
]<<" ";
15900 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15902 return CharacterDatabase
.Execute(ss2
.str().c_str());
15905 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15908 snprintf(buf
,11,"%u",value
);
15910 if(index
>= tokens
.size())
15913 tokens
[index
] = buf
;
15916 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15919 if(!LoadValuesArrayFromDB(tokens
,guid
))
15922 if(index
>= tokens
.size())
15926 snprintf(buf
,11,"%u",value
);
15927 tokens
[index
] = buf
;
15929 SaveValuesArrayInDB(tokens
,guid
);
15932 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15935 memcpy(&temp
, &value
, sizeof(value
));
15936 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15939 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
15942 if(!LoadValuesArrayFromDB(tokens
, guid
))
15945 uint32 unit_bytes0
= GetUInt32ValueFromArray(tokens
, UNIT_FIELD_BYTES_0
);
15946 uint8 race
= unit_bytes0
& 0xFF;
15947 uint8 class_
= (unit_bytes0
>> 8) & 0xFF;
15949 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
15953 unit_bytes0
&= ~(0xFF << 16);
15954 unit_bytes0
|= (gender
<< 16);
15955 SetUInt32ValueInArray(tokens
, UNIT_FIELD_BYTES_0
, unit_bytes0
);
15957 SetUInt32ValueInArray(tokens
, UNIT_FIELD_DISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15958 SetUInt32ValueInArray(tokens
, UNIT_FIELD_NATIVEDISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15960 SetUInt32ValueInArray(tokens
, PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
15962 uint32 player_bytes2
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_2
);
15963 player_bytes2
&= ~0xFF;
15964 player_bytes2
|= facialHair
;
15965 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_2
, player_bytes2
);
15967 uint32 player_bytes3
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_3
);
15968 player_bytes3
&= ~0xFF;
15969 player_bytes3
|= gender
;
15970 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_3
, player_bytes3
);
15972 SaveValuesArrayInDB(tokens
, guid
);
15975 void Player::SendAttackSwingDeadTarget()
15977 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
15978 GetSession()->SendPacket( &data
);
15981 void Player::SendAttackSwingCantAttack()
15983 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
15984 GetSession()->SendPacket( &data
);
15987 void Player::SendAttackSwingCancelAttack()
15989 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
15990 GetSession()->SendPacket( &data
);
15993 void Player::SendAttackSwingBadFacingAttack()
15995 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
15996 GetSession()->SendPacket( &data
);
15999 void Player::SendAutoRepeatCancel()
16001 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
16002 data
.append(GetPackGUID()); // may be it's target guid
16003 GetSession()->SendPacket( &data
);
16006 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
16008 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
16010 data
<< Experience
;
16011 GetSession()->SendPacket(&data
);
16014 void Player::SendDungeonDifficulty(bool IsInGroup
)
16016 uint8 val
= 0x00000001;
16017 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
16018 data
<< (uint32
)GetDifficulty();
16019 data
<< uint32(val
);
16020 data
<< uint32(IsInGroup
);
16021 GetSession()->SendPacket(&data
);
16024 void Player::SendResetFailedNotify(uint32 mapid
)
16026 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
16027 data
<< uint32(mapid
);
16028 GetSession()->SendPacket(&data
);
16031 /// Reset all solo instances and optionally send a message on success for each
16032 void Player::ResetInstances(uint8 method
)
16034 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16036 // we assume that when the difficulty changes, all instances that can be reset will be
16037 uint8 dif
= GetDifficulty();
16039 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
16041 InstanceSave
*p
= itr
->second
.save
;
16042 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
16043 if(!entry
|| !p
->CanReset())
16049 if(method
== INSTANCE_RESET_ALL
)
16051 // the "reset all instances" method can only reset normal maps
16052 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
16059 // if the map is loaded, reset it
16060 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
16061 if(map
&& map
->IsDungeon())
16062 ((InstanceMap
*)map
)->Reset(method
);
16064 // since this is a solo instance there should not be any players inside
16065 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16066 SendResetInstanceSuccess(p
->GetMapId());
16069 m_boundInstances
[dif
].erase(itr
++);
16071 // the following should remove the instance save from the manager and delete it as well
16072 p
->RemovePlayer(this);
16076 void Player::SendResetInstanceSuccess(uint32 MapId
)
16078 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16080 GetSession()->SendPacket(&data
);
16083 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16085 // TODO: find what other fail reasons there are besides players in the instance
16086 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16089 GetSession()->SendPacket(&data
);
16092 /*********************************************************/
16093 /*** Update timers ***/
16094 /*********************************************************/
16096 ///checks the 15 afk reports per 5 minutes limit
16097 void Player::UpdateAfkReport(time_t currTime
)
16099 if(m_bgAfkReportedTimer
<= currTime
)
16101 m_bgAfkReportedCount
= 0;
16102 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
16106 void Player::UpdateContestedPvP(uint32 diff
)
16108 if(!m_contestedPvPTimer
||isInCombat())
16110 if(m_contestedPvPTimer
<= diff
)
16112 ResetContestedPvP();
16115 m_contestedPvPTimer
-= diff
;
16118 void Player::UpdatePvPFlag(time_t currTime
)
16122 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16128 void Player::UpdateDuelFlag(time_t currTime
)
16130 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16133 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16134 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16136 duel
->startTimer
= 0;
16137 duel
->startTime
= currTime
;
16138 duel
->opponent
->duel
->startTimer
= 0;
16139 duel
->opponent
->duel
->startTime
= currTime
;
16142 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16147 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16149 //returning of reagents only for players, so best done here
16150 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16151 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16155 for(uint32 i
= 0; i
< 7; ++i
)
16157 if(spellInfo
->Reagent
[i
] > 0)
16159 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16160 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16161 if( msg
== EQUIP_ERR_OK
)
16163 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16165 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16170 m_temporaryUnsummonedPetNumber
= 0;
16173 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16176 // only if current pet in slot
16177 switch(pet
->getPetType())
16183 RemoveGuardian(pet
);
16186 if(GetPetGUID() == pet
->GetGUID())
16195 switch(pet
->GetEntry())
16197 //warlock pets except imp are removed(?) when logging out
16202 mode
= PET_SAVE_NOT_IN_SLOT
;
16207 pet
->SavePetToDB(mode
);
16209 pet
->CleanupsBeforeDelete();
16210 pet
->AddObjectToRemoveList();
16211 pet
->m_removed
= true;
16213 if(pet
->isControlled())
16215 WorldPacket
data(SMSG_PET_SPELLS
, 8);
16217 GetSession()->SendPacket(&data
);
16220 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16224 void Player::RemoveMiniPet()
16226 if(Pet
* pet
= GetMiniPet())
16228 pet
->Remove(PET_SAVE_AS_DELETED
);
16233 Pet
* Player::GetMiniPet()
16237 return ObjectAccessor::GetPet(m_miniPet
);
16240 void Player::Uncharm()
16242 Unit
* charm
= GetCharm();
16246 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16247 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16250 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16252 *data
<< (uint8
)msgtype
;
16253 *data
<< (uint32
)language
;
16254 *data
<< (uint64
)GetGUID();
16255 *data
<< (uint32
)language
; //language 2.1.0 ?
16256 *data
<< (uint64
)GetGUID();
16257 *data
<< (uint32
)(text
.length()+1);
16259 *data
<< (uint8
)chatTag();
16262 void Player::Say(const std::string
& text
, const uint32 language
)
16264 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16265 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16266 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16269 void Player::Yell(const std::string
& text
, const uint32 language
)
16271 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16272 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16273 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16276 void Player::TextEmote(const std::string
& text
)
16278 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16279 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16280 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16283 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16285 if (language
!= LANG_ADDON
) // if not addon data
16286 language
= LANG_UNIVERSAL
; // whispers should always be readable
16288 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16290 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16291 if(!rPlayer
->isDND() || isGameMaster())
16293 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16294 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16295 rPlayer
->GetSession()->SendPacket(&data
);
16297 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16298 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16299 GetSession()->SendPacket(&data
);
16303 // announce to player that player he is whispering to is dnd and cannot receive his message
16304 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16307 if(!isAcceptWhispers())
16309 SetAcceptWhispers(true);
16310 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16313 // announce to player that player he is whispering to is afk
16314 if(rPlayer
->isAFK())
16315 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16317 // if player whisper someone, auto turn of dnd to be able to receive an answer
16318 if(isDND() && !rPlayer
->isGameMaster())
16322 void Player::PetSpellInitialize()
16324 Pet
* pet
= GetPet();
16329 sLog
.outDebug("Pet Spells Groups");
16331 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16333 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
16334 data
<< uint64(pet
->GetGUID());
16335 data
<< uint16(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16337 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16340 charmInfo
->BuildActionBar(&data
);
16342 size_t spellsCountPos
= data
.wpos();
16346 data
<< uint8(addlist
); // placeholder
16348 if (pet
->IsPermanentPetFor(this))
16351 for (PetSpellMap::const_iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16353 if(itr
->second
.state
== PETSPELL_REMOVED
)
16356 data
<< uint16(itr
->first
);
16357 data
<< uint16(itr
->second
.active
); // pet spell active state isn't boolean
16362 data
.put
<uint8
>(spellsCountPos
, addlist
);
16364 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16365 data
<< uint8(cooldownsCount
);
16367 time_t curTime
= time(NULL
);
16369 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16371 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16373 data
<< uint32(itr
->first
); // spellid
16374 data
<< uint16(0); // spell category?
16375 data
<< uint32(cooldown
); // cooldown
16376 data
<< uint32(0); // category cooldown
16379 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16381 time_t cooldown
= (itr
->second
> curTime
) ? (itr
->second
- curTime
) * IN_MILISECONDS
: 0;
16383 data
<< uint32(itr
->first
); // spellid
16384 data
<< uint16(0); // spell category?
16385 data
<< uint32(0); // cooldown
16386 data
<< uint32(cooldown
); // category cooldown
16389 GetSession()->SendPacket(&data
);
16392 void Player::PossessSpellInitialize()
16394 Unit
* charm
= GetCharm();
16399 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16403 sLog
.outError("Player::PossessSpellInitialize(): charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
16407 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
16408 data
<< uint64(charm
->GetGUID());
16413 charmInfo
->BuildActionBar(&data
);
16415 data
<< uint8(0); // spells count
16416 data
<< uint8(0); // cooldowns count
16418 GetSession()->SendPacket(&data
);
16421 void Player::CharmSpellInitialize()
16423 Unit
* charm
= GetCharm();
16428 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16431 sLog
.outError("Player::CharmSpellInitialize(): the player's charm (GUID: %u TypeId: %u) has no charminfo!", charm
->GetGUIDLow(),charm
->GetTypeId());
16437 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16439 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16441 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16443 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16445 if(charmInfo
->GetCharmSpell(i
)->spellId
)
16451 WorldPacket
data(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+4*addlist
+1);
16452 data
<< uint64(charm
->GetGUID());
16456 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16457 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16459 data
<< uint8(0) << uint8(0) << uint16(0);
16461 charmInfo
->BuildActionBar(&data
);
16463 data
<< uint8(addlist
);
16467 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16469 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16470 if(cspell
->spellId
)
16472 data
<< uint16(cspell
->spellId
);
16473 data
<< uint16(cspell
->active
);
16478 data
<< uint8(0); // cooldowns count
16480 GetSession()->SendPacket(&data
);
16483 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16485 if (!mod
|| !spellInfo
)
16488 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16490 // prevent apply to any spell except spell that trigger expire
16493 if(mod
->lastAffected
!= spell
)
16496 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16500 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16503 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16505 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16507 for(int eff
=0;eff
<96;++eff
)
16511 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16512 else _mask2
= uint64(1) << (eff
-64);
16513 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16516 for (SpellModList::const_iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16518 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16519 val
+= (*itr
)->value
;
16521 val
+= apply
? mod
->value
: -(mod
->value
);
16522 WorldPacket
data(Opcode
, (1+1+4));
16523 data
<< uint8(eff
);
16524 data
<< uint8(mod
->op
);
16525 data
<< int32(val
);
16526 SendDirectMessage(&data
);
16531 m_spellMods
[mod
->op
].push_back(mod
);
16534 if (mod
->charges
== -1)
16535 --m_SpellModRemoveCount
;
16536 m_spellMods
[mod
->op
].remove(mod
);
16541 void Player::RemoveSpellMods(Spell
const* spell
)
16543 if(!spell
|| (m_SpellModRemoveCount
== 0))
16546 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16548 for (SpellModList::const_iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16550 SpellModifier
*mod
= *itr
;
16553 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16555 RemoveAurasDueToSpell(mod
->spellId
);
16556 if (m_spellMods
[i
].empty())
16559 itr
= m_spellMods
[i
].begin();
16565 // send Proficiency
16566 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16568 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16569 data
<< pr1
<< pr2
;
16570 GetSession()->SendPacket (&data
);
16573 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16575 QueryResult
*result
= NULL
;
16577 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16579 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16582 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.
16583 { // and SendPetitionQueryOpcode reads data from the DB
16584 Field
*fields
= result
->Fetch();
16585 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16586 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16588 // send update if charter owner in game
16589 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16591 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16593 } while ( result
->NextRow() );
16598 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16600 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16603 CharacterDatabase
.BeginTransaction();
16606 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16607 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16611 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16612 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16614 CharacterDatabase
.CommitTransaction();
16617 void Player::LeaveAllArenaTeams(uint64 guid
)
16619 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
));
16625 Field
*fields
= result
->Fetch();
16626 uint32 at_id
= fields
[0].GetUInt32();
16629 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
16631 at
->DelMember(guid
);
16633 } while (result
->NextRow());
16638 void Player::SetRestBonus (float rest_bonus_new
)
16640 // Prevent resting on max level
16641 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16642 rest_bonus_new
= 0;
16644 if(rest_bonus_new
< 0)
16645 rest_bonus_new
= 0;
16647 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16649 if(rest_bonus_new
> rest_bonus_max
)
16650 m_rest_bonus
= rest_bonus_max
;
16652 m_rest_bonus
= rest_bonus_new
;
16654 // update data for client
16655 if(m_rest_bonus
>10)
16656 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16657 else if(m_rest_bonus
<=1)
16658 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16661 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16664 void Player::HandleStealthedUnitsDetection()
16666 std::list
<Unit
*> stealthedUnits
;
16668 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16670 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16671 cell
.SetNoCreate();
16673 MaNGOS::AnyStealthedCheck u_check
;
16674 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(this,stealthedUnits
, u_check
);
16676 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16677 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16679 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16680 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
16681 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
16683 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16687 i
= stealthedUnits
.erase(i
);
16691 if ((*i
)->isVisibleForOrDetect(this,true))
16694 (*i
)->SendUpdateToPlayer(this);
16695 m_clientGUIDs
.insert((*i
)->GetGUID());
16697 #ifdef MANGOS_DEBUG
16698 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16699 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16702 // target aura duration for caster show only if target exist at caster client
16703 // send data at target visibility change (adding to client)
16704 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16705 SendAurasForTarget(*i
);
16707 i
= stealthedUnits
.erase(i
);
16715 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, Creature
* npc
/*= NULL*/, uint32 spellid
/*= 0*/)
16717 if(nodes
.size() < 2)
16720 // 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
16721 if(GetSession()->isLogingOut() || isInCombat())
16723 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16724 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16725 GetSession()->SendPacket(&data
);
16729 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16735 // not let cheating with start flight mounted
16738 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16739 data
<< uint32(ERR_TAXIPLAYERALREADYMOUNTED
);
16740 GetSession()->SendPacket(&data
);
16744 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16746 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16747 data
<< uint32(ERR_TAXIPLAYERSHAPESHIFTED
);
16748 GetSession()->SendPacket(&data
);
16752 // 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
16753 if(IsNonMeleeSpellCasted(false))
16755 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16756 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16757 GetSession()->SendPacket(&data
);
16761 // cast case or scripted call case
16764 RemoveSpellsCausingAura(SPELL_AURA_MOUNTED
);
16766 if( m_ShapeShiftFormSpellId
&& m_form
!= FORM_BATTLESTANCE
&& m_form
!= FORM_BERSERKERSTANCE
&& m_form
!= FORM_DEFENSIVESTANCE
&& m_form
!= FORM_SHADOW
)
16767 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
16769 if(m_currentSpells
[CURRENT_GENERIC_SPELL
] && m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Id
!= spellid
)
16770 InterruptSpell(CURRENT_GENERIC_SPELL
,false);
16772 InterruptSpell(CURRENT_AUTOREPEAT_SPELL
,false);
16774 if(m_currentSpells
[CURRENT_CHANNELED_SPELL
] && m_currentSpells
[CURRENT_CHANNELED_SPELL
]->m_spellInfo
->Id
!= spellid
)
16775 InterruptSpell(CURRENT_CHANNELED_SPELL
,true);
16778 uint32 sourcenode
= nodes
[0];
16780 // starting node too far away (cheat?)
16781 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16784 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16785 data
<< uint32(ERR_TAXINOSUCHPATH
);
16786 GetSession()->SendPacket(&data
);
16790 // check node starting pos data set case if provided
16791 if (node
->x
!= 0.0f
|| node
->y
!= 0.0f
|| node
->z
!= 0.0f
)
16793 if (node
->map_id
!= GetMapId() ||
16794 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16795 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16796 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16797 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
))
16799 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16800 data
<< uint32(ERR_TAXITOOFARAWAY
);
16801 GetSession()->SendPacket(&data
);
16805 // node must have pos if taxi master case (npc != NULL)
16808 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16809 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16810 GetSession()->SendPacket(&data
);
16814 // Prepare to flight start now
16816 // stop combat at start taxi flight if any
16819 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16822 // clean not finished taxi path if any
16823 m_taxi
.ClearTaxiDestinations();
16825 // 0 element current node
16826 m_taxi
.AddTaxiDestination(sourcenode
);
16828 // fill destinations path tail
16829 uint32 sourcepath
= 0;
16830 uint32 totalcost
= 0;
16832 uint32 prevnode
= sourcenode
;
16833 uint32 lastnode
= 0;
16835 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16839 lastnode
= nodes
[i
];
16840 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16844 m_taxi
.ClearTaxiDestinations();
16850 if(prevnode
== sourcenode
)
16853 m_taxi
.AddTaxiDestination(lastnode
);
16855 prevnode
= lastnode
;
16858 // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
16859 uint32 mount_display_id
= objmgr
.GetTaxiMountDisplayId(sourcenode
, GetTeam(), npc
== NULL
);
16861 // in spell case allow 0 model
16862 if (mount_display_id
== 0 && spellid
== 0 || sourcepath
== 0)
16864 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16865 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16866 GetSession()->SendPacket(&data
);
16867 m_taxi
.ClearTaxiDestinations();
16871 uint32 money
= GetMoney();
16874 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16876 if(money
< totalcost
)
16878 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16879 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16880 GetSession()->SendPacket(&data
);
16881 m_taxi
.ClearTaxiDestinations();
16885 //Checks and preparations done, DO FLIGHT
16886 ModifyMoney(-(int32
)totalcost
);
16887 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING
, totalcost
);
16888 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN
, 1);
16890 // prevent stealth flight
16891 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16893 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16894 data
<< uint32(ERR_TAXIOK
);
16895 GetSession()->SendPacket(&data
);
16897 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16899 GetSession()->SendDoFlight(mount_display_id
, sourcepath
);
16904 bool Player::ActivateTaxiPathTo( uint32 taxi_path_id
, uint32 spellid
/*= 0*/ )
16906 TaxiPathEntry
const* entry
= sTaxiPathStore
.LookupEntry(taxi_path_id
);
16910 std::vector
<uint32
> nodes
;
16913 nodes
[0] = entry
->from
;
16914 nodes
[1] = entry
->to
;
16916 return ActivateTaxiPathTo(nodes
,NULL
,spellid
);
16919 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16921 // last check 2.0.10
16922 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16924 data
<< uint8(0x0); // flags (0x1, 0x2)
16925 time_t curTime
= time(NULL
);
16926 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16928 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16930 uint32 unSpellId
= itr
->first
;
16931 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16938 // Not send cooldown for this spells
16939 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16942 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16944 data
<< uint32(unSpellId
);
16945 data
<< uint32(unTimeMs
); // in m.secs
16946 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/IN_MILISECONDS
);
16949 GetSession()->SendPacket(&data
);
16952 void Player::InitDataForForm(bool reapplyMods
)
16954 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16955 if(ssEntry
&& ssEntry
->attackSpeed
)
16957 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16958 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16959 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16962 SetRegularAttackTime();
16968 if(getPowerType()!=POWER_ENERGY
)
16969 setPowerType(POWER_ENERGY
);
16973 case FORM_DIREBEAR
:
16975 if(getPowerType()!=POWER_RAGE
)
16976 setPowerType(POWER_RAGE
);
16979 default: // 0, for example
16981 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
16982 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
16983 setPowerType(Powers(cEntry
->powerType
));
16988 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16990 UpdateEquipSpellsAtFormChange();
16992 UpdateAttackPowerAndDamage();
16993 UpdateAttackPowerAndDamage(true);
16996 // Return true is the bought item has a max count to force refresh of window by caller
16997 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
16999 // cheating attempt
17000 if(count
< 1) count
= 1;
17005 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
17008 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
17012 Creature
*pCreature
= GetNPCIfCanInteractWith(vendorguid
,UNIT_NPC_FLAG_VENDOR
);
17015 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
17016 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
17020 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
17021 if(!vItems
|| vItems
->Empty())
17023 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17027 size_t vendor_slot
= vItems
->FindItemSlot(item
);
17028 if(vendor_slot
>= vItems
->GetItemCount())
17030 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
17034 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
17036 // check current item amount if it limited
17037 if( crItem
->maxcount
!= 0 )
17039 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
17041 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
17046 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
17048 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
17052 if(crItem
->ExtendedCost
)
17054 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17057 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
17061 // honor points price
17062 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
17064 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17068 // arena points price
17069 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
17071 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17076 for (uint8 i
= 0; i
< 5; ++i
)
17078 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17080 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17085 // check for personal arena rating requirement
17086 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17088 // probably not the proper equip err
17089 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17094 uint32 price
= pProto
->BuyPrice
* count
;
17096 // reputation discount
17097 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17099 if( GetMoney() < price
)
17101 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17105 uint8 bag
= 0; // init for case invalid bagGUID
17107 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
17109 if( bagguid
== GetGUID() )
17111 bag
= INVENTORY_SLOT_BAG_0
;
17115 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;++i
)
17117 if( Bag
*pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
) )
17119 if( bagguid
== pBag
->GetGUID() )
17129 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
17131 ItemPosCountVec dest
;
17132 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17133 if( msg
!= EQUIP_ERR_OK
)
17135 SendEquipError( msg
, NULL
, NULL
);
17139 ModifyMoney( -(int32
)price
);
17140 if(crItem
->ExtendedCost
) // case for new honor system
17142 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17143 if(iece
->reqhonorpoints
)
17144 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17145 if(iece
->reqarenapoints
)
17146 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17147 for (uint8 i
= 0; i
< 5; ++i
)
17149 if(iece
->reqitem
[i
])
17150 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17154 if(Item
*it
= StoreNewItem( dest
, item
, true ))
17156 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17158 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17159 data
<< pCreature
->GetGUID();
17160 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17161 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17162 data
<< (uint32
)count
;
17163 GetSession()->SendPacket(&data
);
17165 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17168 else if( IsEquipmentPos( bag
, slot
) )
17170 if(pProto
->BuyCount
* count
!= 1)
17172 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17177 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17178 if( msg
!= EQUIP_ERR_OK
)
17180 SendEquipError( msg
, NULL
, NULL
);
17184 ModifyMoney( -(int32
)price
);
17185 if(crItem
->ExtendedCost
) // case for new honor system
17187 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17188 if(iece
->reqhonorpoints
)
17189 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17190 if(iece
->reqarenapoints
)
17191 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17192 for (uint8 i
= 0; i
< 5; ++i
)
17194 if(iece
->reqitem
[i
])
17195 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17199 if(Item
*it
= EquipNewItem( dest
, item
, true ))
17201 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17203 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17204 data
<< pCreature
->GetGUID();
17205 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17206 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17207 data
<< (uint32
)count
;
17208 GetSession()->SendPacket(&data
);
17210 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17212 AutoUnequipOffhandIfNeed();
17217 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17221 return crItem
->maxcount
!=0;
17224 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17226 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17227 // the personal rating of the arena team must match the required limit as well
17228 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17229 uint32 max_personal_rating
= 0;
17230 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17232 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17234 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17235 uint32 t_rating
= at
->GetRating();
17236 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17237 if(max_personal_rating
< p_rating
)
17238 max_personal_rating
= p_rating
;
17241 return max_personal_rating
;
17244 void Player::UpdateHomebindTime(uint32 time
)
17246 // GMs never get homebind timer online
17247 if (m_InstanceValid
|| isGameMaster())
17249 if(m_HomebindTimer
) // instance valid, but timer not reset
17252 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17255 GetSession()->SendPacket(&data
);
17257 // instance is valid, reset homebind timer
17258 m_HomebindTimer
= 0;
17260 else if (m_HomebindTimer
> 0)
17262 if (time
>= m_HomebindTimer
)
17264 // teleport to nearest graveyard
17265 RepopAtGraveyard();
17268 m_HomebindTimer
-= time
;
17272 // instance is invalid, start homebind timer
17273 m_HomebindTimer
= 60000;
17274 // send message to player
17275 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17276 data
<< m_HomebindTimer
;
17278 GetSession()->SendPacket(&data
);
17279 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17283 void Player::UpdatePvP(bool state
, bool ovrride
)
17285 if(!state
|| ovrride
)
17288 pvpInfo
.endTimer
= 0;
17292 if(pvpInfo
.endTimer
!= 0)
17293 pvpInfo
.endTimer
= time(NULL
);
17299 void Player::AddSpellAndCategoryCooldowns(SpellEntry
const* spellInfo
, uint32 itemId
, Spell
* spell
, bool infinityCooldown
)
17301 // init cooldown values
17306 // some special item spells without correct cooldown in SpellInfo
17307 // cooldown information stored in item prototype
17308 // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
17312 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(itemId
))
17314 for(int idx
= 0; idx
< 5; ++idx
)
17316 if(proto
->Spells
[idx
].SpellId
== spellInfo
->Id
)
17318 cat
= proto
->Spells
[idx
].SpellCategory
;
17319 rec
= proto
->Spells
[idx
].SpellCooldown
;
17320 catrec
= proto
->Spells
[idx
].SpellCategoryCooldown
;
17327 // if no cooldown found above then base at DBC data
17328 if(rec
< 0 && catrec
< 0)
17330 cat
= spellInfo
->Category
;
17331 rec
= spellInfo
->RecoveryTime
;
17332 catrec
= spellInfo
->CategoryRecoveryTime
;
17335 time_t curTime
= time(NULL
);
17340 // overwrite time for selected category
17341 if(infinityCooldown
)
17343 // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
17344 // but not allow ignore until reset or re-login
17345 catrecTime
= catrec
> 0 ? curTime
+MONTH
: 0;
17346 recTime
= rec
> 0 ? curTime
+MONTH
: catrecTime
;
17350 // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
17351 // prevent 0 cooldowns set by another way
17352 if (rec
<= 0 && catrec
<= 0 && (cat
== 76 || IsAutoRepeatRangedSpell(spellInfo
) && spellInfo
->Id
!= SPELL_ID_AUTOSHOT
))
17353 rec
= GetAttackTime(RANGED_ATTACK
);
17355 // Now we have cooldown data (if found any), time to apply mods
17357 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, rec
, spell
);
17360 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, catrec
, spell
);
17362 // replace negative cooldowns by 0
17363 if (rec
< 0) rec
= 0;
17364 if (catrec
< 0) catrec
= 0;
17366 // no cooldown after applying spell mods
17367 if( rec
== 0 && catrec
== 0)
17370 catrecTime
= catrec
? curTime
+catrec
/IN_MILISECONDS
: 0;
17371 recTime
= rec
? curTime
+rec
/IN_MILISECONDS
: catrecTime
;
17374 // self spell cooldown
17376 AddSpellCooldown(spellInfo
->Id
, itemId
, recTime
);
17379 if (cat
&& catrec
> 0)
17381 SpellCategoryStore::const_iterator i_scstore
= sSpellCategoryStore
.find(cat
);
17382 if(i_scstore
!= sSpellCategoryStore
.end())
17384 for(SpellCategorySet::const_iterator i_scset
= i_scstore
->second
.begin(); i_scset
!= i_scstore
->second
.end(); ++i_scset
)
17386 if(*i_scset
== spellInfo
->Id
) // skip main spell, already handled above
17389 AddSpellCooldown(*i_scset
, itemId
, catrecTime
);
17395 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17399 sc
.itemid
= itemid
;
17400 m_spellCooldowns
[spellid
] = sc
;
17403 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
, uint32 itemId
, Spell
* spell
)
17405 // start cooldowns at server side, if any
17406 AddSpellAndCategoryCooldowns(spellInfo
,itemId
,spell
);
17408 // Send activate cooldown timer (possible 0) at client side
17409 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17410 data
<< spellInfo
->Id
;
17412 SendDirectMessage(&data
);
17415 void Player::UpdatePotionCooldown(Spell
* spell
)
17417 // no potion used i combat or still in combat
17418 if(!m_lastPotionId
|| isInCombat())
17421 // Call not from spell cast, send cooldown event for item spells if no in combat
17424 // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
17425 if(ItemPrototype
const* proto
= ObjectMgr::GetItemPrototype(m_lastPotionId
))
17426 for(int idx
= 0; idx
< 5; ++idx
)
17427 if(proto
->Spells
[idx
].SpellId
&& proto
->Spells
[idx
].SpellTrigger
== ITEM_SPELLTRIGGER_ON_USE
)
17428 if(SpellEntry
const* spellInfo
= sSpellStore
.LookupEntry(proto
->Spells
[idx
].SpellId
))
17429 SendCooldownEvent(spellInfo
,m_lastPotionId
);
17431 // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
17433 SendCooldownEvent(spell
->m_spellInfo
,m_lastPotionId
,spell
);
17435 m_lastPotionId
= 0;
17438 //slot to be excluded while counting
17439 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17441 if(!enchantmentcondition
)
17444 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17449 uint8 curcount
[4] = {0, 0, 0, 0};
17451 //counting current equipped gem colors
17452 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17456 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17457 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17459 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17461 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17465 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17469 uint32 gemid
= enchantEntry
->GemID
;
17473 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17477 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17481 uint8 GemColor
= gemProperty
->color
;
17483 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17485 if(tmpcolormask
& GemColor
)
17492 bool activate
= true;
17494 for(int i
= 0; i
< 5; ++i
)
17496 if(!Condition
->Color
[i
])
17499 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17501 // if have <CompareColor> use them as count, else use <value> from Condition
17502 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17504 switch(Condition
->Comparator
[i
])
17506 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17507 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17509 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17510 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17512 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17513 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17518 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");
17523 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17525 //cycle all equipped items
17526 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17528 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17529 if(slot
== exceptslot
)
17532 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17534 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17537 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17539 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17543 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17547 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17550 //was enchant active with/without item?
17551 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17552 //should it now be?
17553 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17555 // ignore item gem conditions
17556 //if state changed, (dis)apply enchant
17557 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17564 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17565 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17567 //cycle all equipped items
17568 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17570 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17571 if(slot
== exceptslot
)
17574 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17576 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17579 //cycle all (gem)enchants
17580 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17582 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17583 if(!enchant_id
) //if no enchant go to next enchant(slot)
17586 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17590 //only metagems to be (de)activated, so only enchants with condition
17591 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17593 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17598 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17600 if(BattleGround
*bg
= GetBattleGround())
17602 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17604 // call after remove to be sure that player resurrected for correct cast
17605 if( bg
->isBattleGround() && !isGameMaster() && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
) )
17607 if( bg
->GetStatus() == STATUS_IN_PROGRESS
|| bg
->GetStatus() == STATUS_WAIT_JOIN
)
17608 CastSpell(this, 26013, true); // Deserter
17613 bool Player::CanJoinToBattleground() const
17615 // check Deserter debuff
17616 if(GetDummyAura(26013))
17622 bool Player::CanReportAfkDueToLimit()
17624 // a player can complain about 15 people per 5 minutes
17625 if(m_bgAfkReportedCount
>= 15)
17627 ++m_bgAfkReportedCount
;
17631 ///This player has been blamed to be inactive in a battleground
17632 void Player::ReportedAfkBy(Player
* reporter
)
17634 BattleGround
*bg
= GetBattleGround();
17635 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17638 // check if player has 'Idle' or 'Inactive' debuff
17639 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17641 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
17642 // 3 players have to complain to apply debuff
17643 if(m_bgAfkReporter
.size() >= 3)
17645 // cast 'Idle' spell
17646 CastSpell(this, 43680, true);
17647 m_bgAfkReporter
.clear();
17652 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17654 // gamemaster in GM mode see all, including ghosts
17655 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17658 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17659 if (InBattleGround())
17661 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17666 // Live player see live player or dead player with not realized corpse
17667 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17669 return isAlive() || m_deathTimer
> 0;
17672 // Ghost see other friendly ghosts, that's for sure
17673 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17676 // Dead player see live players near own corpse
17679 Corpse
*corpse
= pl
->GetCorpse();
17682 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17683 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17688 // and not see any other
17692 bool Player::IsVisibleGloballyFor( Player
* u
) const
17697 // Always can see self
17701 // Visible units, always are visible for all players
17702 if (GetVisibility() == VISIBILITY_ON
)
17705 // GMs are visible for higher gms (or players are visible for gms)
17706 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17707 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17709 // non faction visibility non-breakable for non-GMs
17710 if (GetVisibility() == VISIBILITY_OFF
)
17713 // non-gm stealth/invisibility not hide from global player lists
17717 void Player::UpdateVisibilityOf(WorldObject
* target
)
17719 if(HaveAtClient(target
))
17721 if(!target
->isVisibleForInState(this,true))
17723 target
->DestroyForPlayer(this);
17724 m_clientGUIDs
.erase(target
->GetGUID());
17726 #ifdef MANGOS_DEBUG
17727 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17728 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17734 if(target
->isVisibleForInState(this,false))
17736 target
->SendUpdateToPlayer(this);
17737 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17738 m_clientGUIDs
.insert(target
->GetGUID());
17740 #ifdef MANGOS_DEBUG
17741 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17742 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17745 // target aura duration for caster show only if target exist at caster client
17746 // send data at target visibility change (adding to client)
17747 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17748 SendAurasForTarget((Unit
*)target
);
17750 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17751 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17757 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17759 s64
.insert(target
->GetGUID());
17763 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17765 if(!target
->IsTransport())
17766 s64
.insert(target
->GetGUID());
17770 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17772 if(HaveAtClient(target
))
17774 if(!target
->isVisibleForInState(this,true))
17776 target
->BuildOutOfRangeUpdateBlock(&data
);
17777 m_clientGUIDs
.erase(target
->GetGUID());
17779 #ifdef MANGOS_DEBUG
17780 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17781 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
));
17787 if(target
->isVisibleForInState(this,false))
17789 visibleNow
.insert(target
);
17790 target
->BuildUpdate(data_updates
);
17791 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17792 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17794 #ifdef MANGOS_DEBUG
17795 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17796 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
));
17802 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17803 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17804 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17805 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17806 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17808 void Player::InitPrimaryProfessions()
17810 SetFreePrimaryProfessions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17813 void Player::SendComboPoints()
17815 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17818 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17819 data
.append(combotarget
->GetPackGUID());
17820 data
<< uint8(m_comboPoints
);
17821 GetSession()->SendPacket(&data
);
17825 void Player::AddComboPoints(Unit
* target
, int8 count
)
17830 // without combo points lost (duration checked in aura)
17831 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17833 if(target
->GetGUID() == m_comboTarget
)
17835 m_comboPoints
+= count
;
17840 if(Unit
* target2
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17841 target2
->RemoveComboPointHolder(GetGUIDLow());
17843 m_comboTarget
= target
->GetGUID();
17844 m_comboPoints
= count
;
17846 target
->AddComboPointHolder(GetGUIDLow());
17849 if (m_comboPoints
> 5) m_comboPoints
= 5;
17850 if (m_comboPoints
< 0) m_comboPoints
= 0;
17855 void Player::ClearComboPoints()
17860 // without combopoints lost (duration checked in aura)
17861 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17867 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17868 target
->RemoveComboPointHolder(GetGUIDLow());
17873 void Player::SetGroup(Group
*group
, int8 subgroup
)
17879 // never use SetGroup without a subgroup unless you specify NULL for group
17880 assert(subgroup
>= 0);
17881 m_group
.link(group
, this);
17882 m_group
.setSubGroup((uint8
)subgroup
);
17886 void Player::SendInitialPacketsBeforeAddToMap()
17888 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
17889 data
<< uint32(0); // unknown, may be rest state time or experience
17890 GetSession()->SendPacket(&data
);
17892 GetSocial()->SendSocialList();
17895 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17896 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17897 data
<< (uint32
) m_homebindMapId
;
17898 data
<< (uint32
) m_homebindZoneId
;
17899 GetSession()->SendPacket(&data
);
17901 // SMSG_SET_PROFICIENCY
17902 // SMSG_UPDATE_AURA_DURATION
17904 SendTalentsInfoData(false);
17905 SendInitialSpells();
17907 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17908 data
<< uint32(0); // count, for(count) uint32;
17909 GetSession()->SendPacket(&data
);
17911 SendInitialActionButtons();
17912 m_reputationMgr
.SendInitialReputations();
17913 m_achievementMgr
.SendAllAchievementData();
17916 uint32 newzone
, newarea
;
17917 GetZoneAndAreaId(newzone
,newarea
);
17918 UpdateZone(newzone
,newarea
); // also call SendInitWorldStates();
17920 SendEquipmentSetList();
17922 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 4 + 4 + 4);
17923 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17924 data
<< (float)0.01666667f
; // game speed
17925 data
<< uint32(0); // added in 3.1.2
17926 GetSession()->SendPacket( &data
);
17928 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17929 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17930 m_movementInfo
.flags
|= MOVEMENTFLAG_FLYING2
;
17935 void Player::SendInitialPacketsAfterAddToMap()
17937 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
17938 data
<< uint32(0x00000000); // on blizz it increments periodically
17939 GetSession()->SendPacket(&data
);
17941 CastSpell(this, 836, true); // LOGINEFFECT
17943 // set some aura effects that send packet to player client after add player to map
17944 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17945 // same auras state lost at far teleport, send it one more time in this case also
17946 static const AuraType auratypes
[] =
17948 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17949 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17950 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17952 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17954 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17955 if(!auraList
.empty())
17956 auraList
.front()->ApplyModifier(true,true);
17959 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17960 SetMovement(MOVE_ROOT
);
17962 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17963 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17965 WorldPacket
data2(SMSG_FORCE_MOVE_ROOT
, 10);
17966 data2
.append(GetPackGUID());
17967 data2
<< (uint32
)2;
17968 SendMessageToSet(&data2
,true);
17971 SendAurasForTarget(this);
17972 SendEnchantmentDurations(); // must be after add to map
17973 SendItemDurations(); // must be after add to map
17976 void Player::SendUpdateToOutOfRangeGroupMembers()
17978 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
17980 if(Group
* group
= GetGroup())
17981 group
->UpdatePlayerOutOfRange(this);
17983 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
17984 m_auraUpdateMask
= 0;
17985 if(Pet
*pet
= GetPet())
17986 pet
->ResetAuraUpdateMask();
17989 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
17991 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
17992 data
<< uint32(mapid
);
17993 data
<< uint8(reason
); // transfer abort reason
17996 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
17997 case TRANSFER_ABORT_DIFFICULTY
:
17998 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
17999 data
<< uint8(arg
);
18002 GetSession()->SendPacket(&data
);
18005 void Player::SendInstanceResetWarning( uint32 mapid
, uint32 difficulty
, uint32 time
)
18007 // type of warning, based on the time remaining until reset
18010 type
= RAID_INSTANCE_WELCOME
;
18011 else if(time
> 900 && time
<= 3600)
18012 type
= RAID_INSTANCE_WARNING_HOURS
;
18013 else if(time
> 300 && time
<= 900)
18014 type
= RAID_INSTANCE_WARNING_MIN
;
18016 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
18018 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4+4);
18019 data
<< uint32(type
);
18020 data
<< uint32(mapid
);
18021 data
<< uint32(difficulty
); // difficulty
18022 data
<< uint32(time
);
18023 if(type
== RAID_INSTANCE_WELCOME
)
18025 data
<< uint8(0); // is your (1)
18026 data
<< uint8(0); // is extended (1), ignored if prev field is 0
18028 GetSession()->SendPacket(&data
);
18031 void Player::ApplyEquipCooldown( Item
* pItem
)
18033 for(int i
= 0; i
< MAX_ITEM_PROTO_SPELLS
; ++i
)
18035 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
18038 if( !spellData
.SpellId
)
18041 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
18042 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
18045 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
18047 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
18048 data
<< pItem
->GetGUID();
18049 data
<< uint32(spellData
.SpellId
);
18050 GetSession()->SendPacket(&data
);
18054 void Player::resetSpells()
18056 // not need after this call
18057 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
18058 RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS
,true);
18060 // make full copy of map (spells removed and marked as deleted at another spell remove
18061 // and we can't use original map for safe iterative with visit each spell at loop end
18062 PlayerSpellMap smap
= GetSpellMap();
18064 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
18065 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
18067 learnDefaultSpells();
18068 learnQuestRewardedSpells();
18071 void Player::learnDefaultSpells()
18073 // learn default race/class spells
18074 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
18075 for (PlayerCreateInfoSpells::const_iterator itr
= info
->spell
.begin(); itr
!=info
->spell
.end(); ++itr
)
18077 uint32 tspell
= *itr
;
18078 sLog
.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell
);
18079 if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
18080 addSpell(tspell
,true,true,true,false);
18081 else // but send in normal spell in game learn case
18082 learnSpell(tspell
,true);
18086 void Player::learnQuestRewardedSpells(Quest
const* quest
)
18088 uint32 spell_id
= quest
->GetRewSpellCast();
18090 // skip quests without rewarded spell
18094 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
18098 // check learned spells state
18099 bool found
= false;
18100 for(int i
=0; i
< 3; ++i
)
18102 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
18109 // skip quests with not teaching spell or already known spell
18113 // prevent learn non first rank unknown profession and second specialization for same profession)
18114 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
18115 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
18117 // not have first rank learned (unlearned prof?)
18118 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
18119 if( !HasSpell(first_spell
) )
18122 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
18127 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
18129 // search other specialization for same prof
18130 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
18132 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
18135 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
18139 // compare only specializations
18140 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18143 // compare same chain spells
18144 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18147 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18148 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18154 CastSpell( this, spell_id
, true);
18157 void Player::learnQuestRewardedSpells()
18159 // learn spells received from quest completing
18160 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18162 // skip no rewarded quests
18163 if(!itr
->second
.m_rewarded
)
18166 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
18170 learnQuestRewardedSpells(quest
);
18174 void Player::learnSkillRewardedSpells(uint32 skill_id
, uint32 skill_value
)
18176 uint32 raceMask
= getRaceMask();
18177 uint32 classMask
= getClassMask();
18178 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18180 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18181 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18183 // Check race if set
18184 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18186 // Check class if set
18187 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18190 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18192 // need unlearn spell
18193 if (skill_value
< pAbility
->req_skill_value
)
18194 removeSpell(pAbility
->spellId
);
18196 else if (!IsInWorld())
18197 addSpell(pAbility
->spellId
,true,true,true,false);
18199 learnSpell(pAbility
->spellId
,true);
18204 void Player::SendAurasForTarget(Unit
*target
)
18206 if(target
->GetVisibleAuras()->empty()) // speedup things
18209 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18210 data
.append(target
->GetPackGUID());
18212 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18213 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18215 for(uint32 j
= 0; j
< 3; ++j
)
18217 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18219 data
<< uint8(aura
->GetAuraSlot());
18220 data
<< uint32(aura
->GetId());
18224 uint8 auraFlags
= aura
->GetAuraFlags();
18226 data
<< uint8(auraFlags
);
18228 data
<< uint8(aura
->GetAuraLevel());
18230 data
<< uint8(aura
->GetAuraCharges());
18232 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18234 data
<< uint8(0); // packed GUID of someone (caster?)
18237 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18239 data
<< uint32(aura
->GetAuraMaxDuration());
18240 data
<< uint32(aura
->GetAuraDuration());
18248 GetSession()->SendPacket(&data
);
18251 void Player::SetDailyQuestStatus( uint32 quest_id
)
18253 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18255 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18257 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18258 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18259 m_DailyQuestChanged
= true;
18265 void Player::ResetDailyQuestStatus()
18267 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18268 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18270 // DB data deleted in caller
18271 m_DailyQuestChanged
= false;
18272 m_lastDailyQuestTime
= 0;
18275 BattleGround
* Player::GetBattleGround() const
18277 if(GetBattleGroundId()==0)
18280 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId(), m_bgTypeID
);
18283 bool Player::InArena() const
18285 BattleGround
*bg
= GetBattleGround();
18286 if(!bg
|| !bg
->isArena())
18292 bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId
) const
18294 // get a template bg instead of running one
18295 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18299 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18305 BGQueueIdBasedOnLevel
Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId
) const
18307 //returned to hardcoded version of this function, because there is no way to code it dynamic
18308 uint32 level
= getLevel();
18309 if( bgTypeId
== BATTLEGROUND_AV
)
18312 uint32 queue_id
= (level
/ 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80
18313 if( queue_id
>= MAX_BATTLEGROUND_QUEUES
)
18315 sLog
.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id
);
18316 return QUEUE_ID_MAX_LEVEL_80
;
18318 return BGQueueIdBasedOnLevel(queue_id
);
18321 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18323 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18324 if(!vendor_faction
|| !vendor_faction
->faction
)
18327 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18328 if(rank
<= REP_NEUTRAL
)
18331 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18334 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18336 uint32 racemask
= getRaceMask();
18337 uint32 classmask
= getClassMask();
18339 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
18340 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
18344 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
18346 // skip wrong race skills
18347 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18350 // skip wrong class skills
18351 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18360 bool Player::HasQuestForGO(int32 GOId
) const
18362 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; ++i
)
18364 uint32 questid
= GetQuestSlotQuestId(i
);
18365 if ( questid
== 0 )
18368 QuestStatusMap::const_iterator qs_itr
= mQuestStatus
.find(questid
);
18369 if(qs_itr
== mQuestStatus
.end())
18372 QuestStatusData
const& qs
= qs_itr
->second
;
18374 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18376 Quest
const* qinfo
= objmgr
.GetQuestTemplate(questid
);
18380 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18383 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; ++j
)
18385 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18388 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18396 void Player::UpdateForQuestWorldObjects()
18398 if(m_clientGUIDs
.empty())
18402 WorldPacket packet
;
18403 for(ClientGUIDs::const_iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18405 if(IS_GAMEOBJECT_GUID(*itr
))
18407 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18409 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18411 else if(IS_CREATURE_GUID(*itr
) || IS_VEHICLE_GUID(*itr
))
18413 Creature
*obj
= ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr
);
18417 // check if this unit requires quest specific flags
18418 if(!obj
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
18421 SpellClickInfoMapBounds clickPair
= objmgr
.GetSpellClickInfoMapBounds(obj
->GetEntry());
18422 for(SpellClickInfoMap::const_iterator itr
= clickPair
.first
; itr
!= clickPair
.second
; ++itr
)
18424 if(itr
->second
.questStart
|| itr
->second
.questEnd
)
18426 obj
->BuildCreateUpdateBlockForPlayer(&udata
,this);
18432 udata
.BuildPacket(&packet
);
18433 GetSession()->SendPacket(&packet
);
18436 void Player::SummonIfPossible(bool agree
)
18440 m_summon_expire
= 0;
18444 // expire and auto declined
18445 if(m_summon_expire
< time(NULL
))
18448 // stop taxi flight at summon
18451 GetMotionMaster()->MovementExpired();
18452 m_taxi
.ClearTaxiDestinations();
18455 // drop flag at summon
18456 // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
18457 if(BattleGround
*bg
= GetBattleGround())
18458 bg
->EventPlayerDroppedFlag(this);
18460 m_summon_expire
= 0;
18462 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS
, 1);
18464 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18467 void Player::RemoveItemDurations( Item
*item
)
18469 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18473 m_itemDuration
.erase(itr
);
18479 void Player::AddItemDurations( Item
*item
)
18481 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18483 m_itemDuration
.push_back(item
);
18484 item
->SendTimeUpdate(this);
18488 void Player::AutoUnequipOffhandIfNeed()
18490 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18494 // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
18495 if (CanTitanGrip() || (offItem
->GetProto()->InventoryType
!= INVTYPE_2HWEAPON
&& !IsTwoHandUsed()))
18498 ItemPosCountVec off_dest
;
18499 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18500 if( off_msg
== EQUIP_ERR_OK
)
18502 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18503 StoreItem( off_dest
, offItem
, true );
18508 mi
.AddItem(offItem
->GetGUIDLow(), offItem
->GetEntry(), offItem
);
18509 MoveItemFromInventory(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18510 CharacterDatabase
.BeginTransaction();
18511 offItem
->DeleteFromInventoryDB(); // deletes item from character's inventory
18512 offItem
->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
18513 CharacterDatabase
.CommitTransaction();
18515 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
18516 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
18520 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18522 if(spellInfo
->EquippedItemClass
< 0)
18525 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18526 // for optimize check 2 used cases only
18527 switch(spellInfo
->EquippedItemClass
)
18529 case ITEM_CLASS_WEAPON
:
18531 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18532 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18533 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18537 case ITEM_CLASS_ARMOR
:
18539 // tabard not have dependent spells
18540 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18541 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18542 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18545 // shields can be equipped to offhand slot
18546 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18547 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18550 // ranged slot can have some armor subclasses
18551 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18552 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18558 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18565 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18567 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18568 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18569 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18572 // Check no reagent use mask
18573 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18574 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18575 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18576 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18582 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18584 AuraMap
& auras
= GetAuras();
18585 for(AuraMap::const_iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18587 Aura
* aura
= itr
->second
;
18589 // skip passive (passive item dependent spells work in another way) and not self applied auras
18590 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18591 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18597 // skip if not item dependent or have alternative item
18598 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18604 // no alt item, remove aura, restart check
18605 RemoveAurasDueToSpell(aura
->GetId());
18606 itr
= auras
.begin();
18609 // currently casted spells can be dependent from item
18610 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; ++i
)
18612 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18613 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18618 uint32
Player::GetResurrectionSpellId()
18620 // search priceless resurrection possibilities
18622 uint32 spell_id
= 0;
18623 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18624 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18626 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18627 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18629 switch((*itr
)->GetId())
18631 case 20707: spell_id
= 3026; break; // rank 1
18632 case 20762: spell_id
= 20758; break; // rank 2
18633 case 20763: spell_id
= 20759; break; // rank 3
18634 case 20764: spell_id
= 20760; break; // rank 4
18635 case 20765: spell_id
= 20761; break; // rank 5
18636 case 27239: spell_id
= 27240; break; // rank 6
18637 case 47883: spell_id
= 47882; break; // rank 7
18639 sLog
.outError("Unhandled spell %u: S.Resurrection",(*itr
)->GetId());
18645 // Twisting Nether // prio: 2 (max)
18646 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18653 // Reincarnation (passive spell) // prio: 1
18654 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18660 // Used in triggers for check "Only to targets that grant experience or honor" req
18661 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
18663 uint32 v_level
= pVictim
->getLevel();
18664 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
18666 // Victim level less gray level
18667 if(v_level
<=k_grey
)
18670 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
18672 if (((Creature
*)pVictim
)->isTotem() ||
18673 ((Creature
*)pVictim
)->isPet() ||
18674 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
18680 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18682 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18684 // prepare data for near group iteration (PvP and !PvP cases)
18686 bool honored_kill
= false;
18688 if(Group
*pGroup
= GetGroup())
18691 uint32 sum_level
= 0;
18692 Player
* member_with_max_level
= NULL
;
18693 Player
* not_gray_member_with_max_level
= NULL
;
18695 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18697 if(member_with_max_level
)
18699 /// not get Xp in PvP or no not gray players in group
18700 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18702 /// skip in check PvP case (for speed, not used)
18703 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18704 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18705 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18707 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18709 Player
* pGroupGuy
= itr
->getSource();
18713 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18714 continue; // member (alive or dead) or his corpse at req. distance
18716 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18717 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18718 honored_kill
= true;
18720 // xp and reputation only in !PvP case
18723 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18725 // if is in dungeon then all receive full reputation at kill
18726 // rewarded any alive/dead/near_corpse group member
18727 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18729 // XP updated only for alive group member
18730 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18731 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18733 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18735 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18736 if(Pet
* pet
= pGroupGuy
->GetPet())
18737 pet
->GivePetXP(itr_xp
/2);
18740 // quest objectives updated only for alive group member or dead but with not released body
18741 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18743 // normal creature (not pet/etc) can be only in !PvP case
18744 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18745 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
18751 else // if (!pGroup)
18753 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
18755 // honor can be in PvP and !PvP (racial leader) cases
18756 if(RewardHonor(pVictim
,1))
18757 honored_kill
= true;
18759 // xp and reputation only in !PvP case
18762 RewardReputation(pVictim
,1);
18763 GiveXP(xp
, pVictim
);
18765 if(Pet
* pet
= GetPet())
18766 pet
->GivePetXP(xp
);
18768 // normal creature (not pet/etc) can be only in !PvP case
18769 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18770 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
18773 return xp
|| honored_kill
;
18776 void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id
, WorldObject
* pRewardSource
)
18778 uint64 creature_guid
= pRewardSource
->GetTypeId()==TYPEID_UNIT
? pRewardSource
->GetGUID() : uint64(0);
18780 // prepare data for near group iteration
18781 if(Group
*pGroup
= GetGroup())
18783 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18785 Player
* pGroupGuy
= itr
->getSource();
18789 if(!pGroupGuy
->IsAtGroupRewardDistance(pRewardSource
))
18790 continue; // member (alive or dead) or his corpse at req. distance
18792 // quest objectives updated only for alive group member or dead but with not released body
18793 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18794 pGroupGuy
->KilledMonster(creature_id
, creature_guid
);
18797 else // if (!pGroup)
18798 KilledMonster(creature_id
, creature_guid
);
18801 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
18803 if (pRewardSource
->IsWithinDistInMap(this,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
)))
18809 Corpse
* corpse
= GetCorpse();
18813 return pRewardSource
->IsWithinDistInMap(corpse
,sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
));
18816 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
18818 Item
* item
= GetWeaponForAttack(attType
,true);
18820 // unarmed only with base attack
18821 if(attType
!= BASE_ATTACK
&& !item
)
18824 // weapon skill or (unarmed for base attack)
18825 uint32 skill
= item
? item
->GetSkill() : uint32(SKILL_UNARMED
);
18826 return GetBaseSkillValue(skill
);
18829 void Player::ResurectUsingRequestData()
18831 /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
18832 if(IS_PLAYER_GUID(m_resurrectGUID
))
18833 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
18835 ResurrectPlayer(0.0f
,false);
18837 if(GetMaxHealth() > m_resurrectHealth
)
18838 SetHealth( m_resurrectHealth
);
18840 SetHealth( GetMaxHealth() );
18842 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
18843 SetPower(POWER_MANA
, m_resurrectMana
);
18845 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
18847 SetPower(POWER_RAGE
, 0 );
18849 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
18851 SpawnCorpseBones();
18854 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
18856 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
18857 data
.append(target
->GetPackGUID());
18858 data
<< uint8(allowMove
);
18859 GetSession()->SendPacket(&data
);
18862 void Player::UpdateZoneDependentAuras( uint32 newZone
)
18864 // remove new continent flight forms
18865 if( !IsAllowUseFlyMountsHere() )
18867 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
18868 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
18871 // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
18872 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newZone
);
18873 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
18874 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,newZone
,0))
18875 if( !HasAura(itr
->second
->spellId
,0) )
18876 CastSpell(this,itr
->second
->spellId
,true);
18879 void Player::UpdateAreaDependentAuras( uint32 newArea
)
18881 // remove auras from spells with area limitations
18882 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
18884 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18885 if(spellmgr
.GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
,this) != SPELL_CAST_OK
)
18891 // some auras applied at subzone enter
18892 SpellAreaForAreaMapBounds saBounds
= spellmgr
.GetSpellAreaForAreaMapBounds(newArea
);
18893 for(SpellAreaForAreaMap::const_iterator itr
= saBounds
.first
; itr
!= saBounds
.second
; ++itr
)
18894 if(itr
->second
->autocast
&& itr
->second
->IsFitToRequirements(this,m_zoneUpdateId
,newArea
))
18895 if( !HasAura(itr
->second
->spellId
,0) )
18896 CastSpell(this,itr
->second
->spellId
,true);
18899 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18901 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18902 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18904 return copseReclaimDelay
[0];
18907 time_t now
= time(NULL
);
18908 // 0..2 full period
18909 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18910 return copseReclaimDelay
[count
];
18913 void Player::UpdateCorpseReclaimDelay()
18915 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18917 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18918 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18921 time_t now
= time(NULL
);
18922 if(now
< m_deathExpireTime
)
18924 // full and partly periods 1..3
18925 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18926 if(count
< MAX_DEATH_COUNT
)
18927 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18929 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18932 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18935 void Player::SendCorpseReclaimDelay(bool load
)
18937 Corpse
* corpse
= GetCorpse();
18944 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18947 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18950 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18951 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18953 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18954 if(count
>=MAX_DEATH_COUNT
)
18955 count
= MAX_DEATH_COUNT
-1;
18960 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18962 time_t now
= time(NULL
);
18963 if(now
>= expected_time
)
18966 delay
= expected_time
-now
;
18969 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
18971 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18972 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
18973 data
<< uint32(delay
*IN_MILISECONDS
);
18974 GetSession()->SendPacket( &data
);
18977 Player
* Player::GetNextRandomRaidMember(float radius
)
18979 Group
*pGroup
= GetGroup();
18983 std::vector
<Player
*> nearMembers
;
18984 nearMembers
.reserve(pGroup
->GetMembersCount());
18986 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18988 Player
* Target
= itr
->getSource();
18990 // IsHostileTo check duel and controlled by enemy
18991 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
18992 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
18993 nearMembers
.push_back(Target
);
18996 if (nearMembers
.empty())
18999 uint32 randTarget
= urand(0,nearMembers
.size()-1);
19000 return nearMembers
[randTarget
];
19003 PartyResult
Player::CanUninviteFromGroup() const
19005 const Group
* grp
= GetGroup();
19007 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
19009 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
19010 return PARTY_RESULT_YOU_NOT_LEADER
;
19012 if(InBattleGround())
19013 return PARTY_RESULT_INVITE_RESTRICTED
;
19015 return PARTY_RESULT_OK
;
19018 void Player::SetBattleGroundRaid(Group
* group
, int8 subgroup
)
19020 //we must move references from m_group to m_originalGroup
19021 SetOriginalGroup(GetGroup(), GetSubGroup());
19024 m_group
.link(group
, this);
19025 m_group
.setSubGroup((uint8
)subgroup
);
19028 void Player::RemoveFromBattleGroundRaid()
19030 //remove existing reference
19032 if( Group
* group
= GetOriginalGroup() )
19034 m_group
.link(group
, this);
19035 m_group
.setSubGroup(GetOriginalSubGroup());
19037 SetOriginalGroup(NULL
);
19040 void Player::SetOriginalGroup(Group
*group
, int8 subgroup
)
19042 if( group
== NULL
)
19043 m_originalGroup
.unlink();
19046 // never use SetOriginalGroup without a subgroup unless you specify NULL for group
19047 assert(subgroup
>= 0);
19048 m_originalGroup
.link(group
, this);
19049 m_originalGroup
.setSubGroup((uint8
)subgroup
);
19053 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
19055 LiquidData liquid_status
;
19056 ZLiquidStatus res
= m
->getLiquidStatus(x
, y
, z
, MAP_ALL_LIQUIDS
, &liquid_status
);
19059 m_MirrorTimerFlags
&= ~(UNDERWATER_INWATER
|UNDERWATER_INLAVA
|UNDERWATER_INSLIME
|UNDERWARER_INDARKWATER
);
19060 // Small hack for enable breath in WMO
19062 m_MirrorTimerFlags
|=UNDERWATER_INWATER
;
19066 // All liquids type - check under water position
19067 if (liquid_status
.type
&(MAP_LIQUID_TYPE_WATER
|MAP_LIQUID_TYPE_OCEAN
|MAP_LIQUID_TYPE_MAGMA
|MAP_LIQUID_TYPE_SLIME
))
19069 if ( res
& LIQUID_MAP_UNDER_WATER
)
19070 m_MirrorTimerFlags
|= UNDERWATER_INWATER
;
19072 m_MirrorTimerFlags
&= ~UNDERWATER_INWATER
;
19075 // Allow travel in dark water on taxi or transport
19076 if ((liquid_status
.type
& MAP_LIQUID_TYPE_DARK_WATER
) && !isInFlight() && !GetTransport())
19077 m_MirrorTimerFlags
|= UNDERWARER_INDARKWATER
;
19079 m_MirrorTimerFlags
&= ~UNDERWARER_INDARKWATER
;
19081 // in lava check, anywhere in lava level
19082 if (liquid_status
.type
&MAP_LIQUID_TYPE_MAGMA
)
19084 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19085 m_MirrorTimerFlags
|= UNDERWATER_INLAVA
;
19087 m_MirrorTimerFlags
&= ~UNDERWATER_INLAVA
;
19089 // in slime check, anywhere in slime level
19090 if (liquid_status
.type
&MAP_LIQUID_TYPE_SLIME
)
19092 if (res
& (LIQUID_MAP_UNDER_WATER
|LIQUID_MAP_IN_WATER
|LIQUID_MAP_WATER_WALK
))
19093 m_MirrorTimerFlags
|= UNDERWATER_INSLIME
;
19095 m_MirrorTimerFlags
&= ~UNDERWATER_INSLIME
;
19099 void Player::SetCanParry( bool value
)
19101 if(m_canParry
==value
)
19104 m_canParry
= value
;
19105 UpdateParryPercentage();
19108 void Player::SetCanBlock( bool value
)
19110 if(m_canBlock
==value
)
19113 m_canBlock
= value
;
19114 UpdateBlockPercentage();
19117 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
19119 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
19120 if(itr
->pos
== pos
)
19126 bool Player::CanUseBattleGroundObject()
19128 // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
19129 // maybe gameobject code should handle that ForceReaction usage
19130 // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
19131 return ( //InBattleGround() && // in battleground - not need, check in other cases
19132 //!IsMounted() && - not correct, player is dismounted when he clicks on flag
19133 //player cannot use object when he is invulnerable (immune)
19134 !isTotalImmune() && // not totally immune
19135 //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
19136 !HasStealthAura() && // not stealthed
19137 !HasInvisibilityAura() && // not invisible
19138 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
19139 isAlive() // live player
19143 bool Player::CanCaptureTowerPoint()
19145 return ( !HasStealthAura() && // not stealthed
19146 !HasInvisibilityAura() && // not invisible
19147 isAlive() // live player
19151 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
19153 uint32 level
= getLevel();
19155 if(level
> GT_MAX_LEVEL
)
19156 level
= GT_MAX_LEVEL
; // max level in this dbc
19158 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
19159 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
19160 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
19162 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
19165 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
19167 if(!bsc
) // shouldn't happen
19172 if(hairstyle
!= newhairstyle
)
19173 cost
+= bsc
->cost
; // full price
19175 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
19176 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
19178 if(facialhair
!= newfacialhair
)
19179 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
19181 return uint32(cost
);
19184 void Player::InitGlyphsForLevel()
19186 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
19187 if(GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
))
19189 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
19191 uint32 level
= getLevel();
19194 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
19196 value
|= (0x01 | 0x02);
19206 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
19209 void Player::EnterVehicle(Vehicle
*vehicle
)
19211 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
19215 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
19219 vehicle
->SetCharmerGUID(GetGUID());
19220 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19221 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19222 vehicle
->setFaction(getFaction());
19224 SetCharm(vehicle
); // charm
19225 SetFarSightGUID(vehicle
->GetGUID()); // set view
19227 SetClientControl(vehicle
, 1); // redirect controls to vehicle
19229 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
19230 GetSession()->SendPacket(&data
);
19232 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
19233 data
.append(GetPackGUID());
19234 data
<< uint32(0); // counter?
19235 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
19236 data
<< uint16(0); // special flags
19237 data
<< uint32(getMSTime()); // time
19238 data
<< vehicle
->GetPositionX(); // x
19239 data
<< vehicle
->GetPositionY(); // y
19240 data
<< vehicle
->GetPositionZ(); // z
19241 data
<< vehicle
->GetOrientation(); // o
19242 // transport part, TODO: load/calculate seat offsets
19243 data
<< uint64(vehicle
->GetGUID()); // transport guid
19244 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
19245 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
19246 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
19247 data
<< float(0); // transport orientation
19248 data
<< uint32(getMSTime()); // transport time
19249 data
<< uint8(0); // seat
19250 // end of transport part
19251 data
<< uint32(0); // fall time
19252 GetSession()->SendPacket(&data
);
19254 data
.Initialize(SMSG_PET_SPELLS
, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX
+1+1);
19255 data
<< uint64(vehicle
->GetGUID());
19258 data
<< uint32(0x00000101);
19260 for(uint32 i
= 0; i
< 10; ++i
)
19261 data
<< uint16(0) << uint8(0) << uint8(i
+8);
19265 GetSession()->SendPacket(&data
);
19268 void Player::ExitVehicle(Vehicle
*vehicle
)
19270 vehicle
->SetCharmerGUID(0);
19271 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19272 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNK_24
);
19273 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
19276 SetFarSightGUID(0);
19278 SetClientControl(vehicle
, 0);
19280 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
19281 data
.append(GetPackGUID());
19282 data
<< uint32(0); // counter?
19283 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
19284 data
<< uint16(0x40); // special flags
19285 data
<< uint32(getMSTime()); // time
19286 data
<< vehicle
->GetPositionX(); // x
19287 data
<< vehicle
->GetPositionY(); // y
19288 data
<< vehicle
->GetPositionZ(); // z
19289 data
<< vehicle
->GetOrientation(); // o
19290 data
<< uint32(0); // fall time
19291 GetSession()->SendPacket(&data
);
19293 data
.Initialize(SMSG_PET_SPELLS
, 8);
19295 GetSession()->SendPacket(&data
);
19297 // maybe called at dummy aura remove?
19298 // CastSpell(this, 45472, true); // Parachute
19301 bool Player::isTotalImmune()
19303 AuraList
const& immune
= GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY
);
19305 uint32 immuneMask
= 0;
19306 for(AuraList::const_iterator itr
= immune
.begin(); itr
!= immune
.end(); ++itr
)
19308 immuneMask
|= (*itr
)->GetModifier()->m_miscvalue
;
19309 if( immuneMask
& SPELL_SCHOOL_MASK_ALL
) // total immunity
19315 bool Player::HasTitle(uint32 bitIndex
)
19317 if (bitIndex
> 192)
19320 uint32 fieldIndexOffset
= bitIndex
/ 32;
19321 uint32 flag
= 1 << (bitIndex
% 32);
19322 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19325 void Player::SetTitle(CharTitlesEntry
const* title
)
19327 uint32 fieldIndexOffset
= title
->bit_index
/ 32;
19328 uint32 flag
= 1 << (title
->bit_index
% 32);
19329 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+ fieldIndexOffset
, flag
);
19332 void Player::ConvertRune(uint8 index
, uint8 newType
)
19334 SetCurrentRune(index
, newType
);
19336 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19337 data
<< uint8(index
);
19338 data
<< uint8(newType
);
19339 GetSession()->SendPacket(&data
);
19342 void Player::ResyncRunes(uint8 count
)
19344 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19345 for(uint32 i
= 0; i
< count
; ++i
)
19347 data
<< uint8(GetCurrentRune(i
)); // rune type
19348 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19350 GetSession()->SendPacket(&data
);
19353 void Player::AddRunePower(uint8 index
)
19355 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19356 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19357 GetSession()->SendPacket(&data
);
19360 void Player::InitRunes()
19362 if(getClass() != CLASS_DEATH_KNIGHT
)
19365 m_runes
= new Runes
;
19367 m_runes
->runeState
= 0;
19369 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19371 SetBaseRune(i
, i
/ 2); // init base types
19372 SetCurrentRune(i
, i
/ 2); // init current types
19373 SetRuneCooldown(i
, 0); // reset cooldowns
19374 m_runes
->SetRuneState(i
);
19377 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19378 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);
19381 void Player::AutoStoreLoot(uint8 bag
, uint8 slot
, uint32 loot_id
, LootStore
const& store
, bool broadcast
)
19384 loot
.FillLoot (loot_id
,store
,this,true);
19386 uint32 max_slot
= loot
.GetMaxSlotInLootFor(this);
19387 for(uint32 i
= 0; i
< max_slot
; ++i
)
19389 LootItem
* lootItem
= loot
.LootItemInSlot(i
,this);
19391 ItemPosCountVec dest
;
19392 uint8 msg
= CanStoreNewItem (bag
,slot
,dest
,lootItem
->itemid
,lootItem
->count
);
19393 if(msg
!= EQUIP_ERR_OK
&& slot
!= NULL_SLOT
)
19394 msg
= CanStoreNewItem( bag
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19395 if( msg
!= EQUIP_ERR_OK
&& bag
!= NULL_BAG
)
19396 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
,dest
,lootItem
->itemid
,lootItem
->count
);
19397 if(msg
!= EQUIP_ERR_OK
)
19399 SendEquipError( msg
, NULL
, NULL
);
19403 Item
* pItem
= StoreNewItem (dest
,lootItem
->itemid
,true,lootItem
->randomPropertyId
);
19404 SendNewItem(pItem
, lootItem
->count
, false, false, broadcast
);
19408 uint32
Player::CalculateTalentsPoints() const
19410 uint32 base_talent
= getLevel() < 10 ? 0 : uint32((getLevel()-9)*sWorld
.getRate(RATE_TALENT
));
19412 if(getClass() != CLASS_DEATH_KNIGHT
)
19413 return base_talent
;
19415 uint32 talentPointsForLevel
=
19416 (getLevel() < 56 ? 0 : uint32((getLevel()-55)*sWorld
.getRate(RATE_TALENT
)))
19417 + m_questRewardTalentCount
;
19419 if(talentPointsForLevel
> base_talent
)
19420 talentPointsForLevel
= base_talent
;
19422 return talentPointsForLevel
;
19425 bool Player::IsAllowUseFlyMountsHere() const
19427 if (isGameMaster())
19430 uint32 v_map
= GetVirtualMapForMapAndZone(GetMapId(), GetZoneId());
19431 return v_map
== 530 || v_map
== 571 && HasSpell(54197);
19434 void Player::learnSpellHighRank(uint32 spellid
)
19436 learnSpell(spellid
,false);
19438 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
19439 for(SpellChainMapNext::const_iterator itr
= nextMap
.lower_bound(spellid
); itr
!= nextMap
.upper_bound(spellid
); ++itr
)
19440 learnSpellHighRank(itr
->second
);
19443 void Player::_LoadSkills()
19445 // Note: skill data itself loaded from `data` field. This is only cleanup part of load
19447 // reset skill modifiers and set correct unlearn flags
19448 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; ++i
)
19450 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
19452 // set correct unlearn bit
19453 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
19456 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
19457 if(!pSkill
) continue;
19459 // enable unlearn button for primary professions only
19460 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
19461 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
19463 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
19465 // set fixed skill ranges
19466 switch(GetSkillRangeType(pSkill
,false))
19468 case SKILL_RANGE_LANGUAGE
: // 300..300
19469 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(300,300));
19471 case SKILL_RANGE_MONO
: // 1..1, grey monolite bar
19472 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(1,1));
19478 uint32 vskill
= SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
19479 learnSkillRewardedSpells(id
, vskill
);
19482 // special settings
19483 if(getClass()==CLASS_DEATH_KNIGHT
)
19485 uint32 base_level
= std::min(getLevel(),sWorld
.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL
));
19488 uint32 base_skill
= (base_level
-1)*5; // 270 at starting level 55
19490 base_skill
= 1; // skill mast be known and then > 0 in any case
19492 if(GetPureSkillValue (SKILL_FIRST_AID
) < base_skill
)
19493 SetSkill(SKILL_FIRST_AID
,base_skill
, base_skill
);
19494 if(GetPureSkillValue (SKILL_AXES
) < base_skill
)
19495 SetSkill(SKILL_AXES
, base_skill
,base_skill
);
19496 if(GetPureSkillValue (SKILL_DEFENSE
) < base_skill
)
19497 SetSkill(SKILL_DEFENSE
, base_skill
,base_skill
);
19498 if(GetPureSkillValue (SKILL_POLEARMS
) < base_skill
)
19499 SetSkill(SKILL_POLEARMS
, base_skill
,base_skill
);
19500 if(GetPureSkillValue (SKILL_SWORDS
) < base_skill
)
19501 SetSkill(SKILL_SWORDS
, base_skill
,base_skill
);
19502 if(GetPureSkillValue (SKILL_2H_AXES
) < base_skill
)
19503 SetSkill(SKILL_2H_AXES
, base_skill
,base_skill
);
19504 if(GetPureSkillValue (SKILL_2H_SWORDS
) < base_skill
)
19505 SetSkill(SKILL_2H_SWORDS
, base_skill
,base_skill
);
19506 if(GetPureSkillValue (SKILL_UNARMED
) < base_skill
)
19507 SetSkill(SKILL_UNARMED
, base_skill
,base_skill
);
19511 uint32
Player::GetPhaseMaskForSpawn() const
19513 uint32 phase
= PHASEMASK_NORMAL
;
19514 if(!isGameMaster())
19515 phase
= GetPhaseMask();
19518 AuraList
const& phases
= GetAurasByType(SPELL_AURA_PHASE
);
19519 if(!phases
.empty())
19520 phase
= phases
.front()->GetMiscValue();
19523 // some aura phases include 1 normal map in addition to phase itself
19524 if(uint32 n_phase
= phase
& ~PHASEMASK_NORMAL
)
19527 return PHASEMASK_NORMAL
;
19530 uint8
Player::CanEquipUniqueItem(Item
* pItem
, uint8 eslot
, uint32 limit_count
) const
19532 ItemPrototype
const* pProto
= pItem
->GetProto();
19534 // proto based limitations
19535 if(uint8 res
= CanEquipUniqueItem(pProto
,eslot
,limit_count
))
19538 // check unique-equipped on gems
19539 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
19541 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
19544 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
19548 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
19552 // include for check equip another gems with same limit category for not equipped item (and then not counted)
19553 uint32 gem_limit_count
= !pItem
->IsEquipped() && pGem
->ItemLimitCategory
19554 ? pItem
->GetGemCountWithLimitCategory(pGem
->ItemLimitCategory
) : 1;
19556 if(uint8 res
= CanEquipUniqueItem(pGem
, eslot
,gem_limit_count
))
19560 return EQUIP_ERR_OK
;
19563 uint8
Player::CanEquipUniqueItem( ItemPrototype
const* itemProto
, uint8 except_slot
, uint32 limit_count
) const
19565 // check unique-equipped on item
19566 if (itemProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
19568 // there is an equip limit on this item
19569 if(HasItemOrGemWithIdEquipped(itemProto
->ItemId
,1,except_slot
))
19570 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19573 // check unique-equipped limit
19574 if (itemProto
->ItemLimitCategory
)
19576 ItemLimitCategoryEntry
const* limitEntry
= sItemLimitCategoryStore
.LookupEntry(itemProto
->ItemLimitCategory
);
19578 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19580 if(limit_count
> limitEntry
->maxCount
)
19581 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
; // attempt add too many limit category items (gems)
19583 // there is an equip limit on this item
19584 if(HasItemOrGemWithLimitCategoryEquipped(itemProto
->ItemLimitCategory
,limitEntry
->maxCount
-limit_count
+1,except_slot
))
19585 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
19588 return EQUIP_ERR_OK
;
19591 void Player::HandleFall(MovementInfo
const& movementInfo
)
19593 // calculate total z distance of the fall
19594 float z_diff
= m_lastFallZ
- movementInfo
.z
;
19595 sLog
.outDebug("zDiff = %f", z_diff
);
19597 //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
19598 // 14.57 can be calculated by resolving damageperc formula below to 0
19599 if (z_diff
>= 14.57f
&& !isDead() && !isGameMaster() &&
19600 !HasAuraType(SPELL_AURA_HOVER
) && !HasAuraType(SPELL_AURA_FEATHER_FALL
) &&
19601 !HasAuraType(SPELL_AURA_FLY
) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL
) )
19603 //Safe fall, fall height reduction
19604 int32 safe_fall
= GetTotalAuraModifier(SPELL_AURA_SAFE_FALL
);
19606 float damageperc
= 0.018f
*(z_diff
-safe_fall
)-0.2426f
;
19610 uint32 damage
= (uint32
)(damageperc
* GetMaxHealth()*sWorld
.getRate(RATE_DAMAGE_FALL
));
19612 float height
= movementInfo
.z
;
19613 UpdateGroundPositionZ(movementInfo
.x
,movementInfo
.y
,height
);
19617 //Prevent fall damage from being more than the player maximum health
19618 if (damage
> GetMaxHealth())
19619 damage
= GetMaxHealth();
19622 if (GetDummyAura(43621))
19623 damage
= GetMaxHealth()/2;
19625 EnvironmentalDamage(DAMAGE_FALL
, damage
);
19627 // recheck alive, might have died of EnvironmentalDamage
19629 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING
, uint32(z_diff
*100));
19632 //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
19633 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
);
19638 void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type
, uint32 miscvalue1
/*=0*/, uint32 miscvalue2
/*=0*/, Unit
*unit
/*=NULL*/, uint32 time
/*=0*/ )
19640 GetAchievementMgr().UpdateAchievementCriteria(type
, miscvalue1
,miscvalue2
,unit
,time
);
19643 void Player::LearnTalent(uint32 talentId
, uint32 talentRank
)
19645 uint32 CurTalentPoints
= GetFreeTalentPoints();
19647 if(CurTalentPoints
== 0)
19650 if (talentRank
>= MAX_TALENT_RANK
)
19653 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentId
);
19658 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
19663 // prevent learn talent for different class (cheating)
19664 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
19667 // find current max talent rank
19668 int32 curtalent_maxrank
= 0;
19669 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19671 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
19673 curtalent_maxrank
= k
+ 1;
19678 // we already have same or higher talent rank learned
19679 if(curtalent_maxrank
>= (talentRank
+ 1))
19682 // check if we have enough talent points
19683 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19686 // Check if it requires another talent
19687 if (talentInfo
->DependsOn
> 0)
19689 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19691 bool hasEnoughRank
= false;
19692 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19694 if (depTalentInfo
->RankID
[i
] != 0)
19695 if (HasSpell(depTalentInfo
->RankID
[i
]))
19696 hasEnoughRank
= true;
19698 if (!hasEnoughRank
)
19703 // Find out how many points we have in this field
19704 uint32 spentPoints
= 0;
19706 uint32 tTab
= talentInfo
->TalentTab
;
19707 if (talentInfo
->Row
> 0)
19709 unsigned int numRows
= sTalentStore
.GetNumRows();
19710 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19712 // Someday, someone needs to revamp
19713 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19714 if (tmpTalent
) // the way talents are tracked
19716 if (tmpTalent
->TalentTab
== tTab
)
19718 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
19720 if (tmpTalent
->RankID
[j
] != 0)
19722 if (HasSpell(tmpTalent
->RankID
[j
]))
19724 spentPoints
+= j
+ 1;
19733 // not have required min points spent in talent tree
19734 if(spentPoints
< (talentInfo
->Row
* MAX_TALENT_RANK
))
19737 // spell not set in talent.dbc
19738 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19741 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19746 if(HasSpell(spellid
))
19749 // learn! (other talent ranks will unlearned at learning)
19750 learnSpell(spellid
, false);
19751 sLog
.outDetail("TalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19753 // update free talent points
19754 SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19757 void Player::LearnPetTalent(uint64 petGuid
, uint32 talentId
, uint32 talentRank
)
19759 Pet
*pet
= GetPet();
19764 if(petGuid
!= pet
->GetGUID())
19767 uint32 CurTalentPoints
= pet
->GetFreeTalentPoints();
19769 if(CurTalentPoints
== 0)
19772 if (talentRank
>= MAX_PET_TALENT_RANK
)
19775 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(talentId
);
19780 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry(talentInfo
->TalentTab
);
19785 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
19790 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
19795 if(pet_family
->petTalentType
< 0) // not hunter pet
19798 // prevent learn talent for different family (cheating)
19799 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
19802 // find current max talent rank
19803 int32 curtalent_maxrank
= 0;
19804 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19806 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
19808 curtalent_maxrank
= k
+ 1;
19813 // we already have same or higher talent rank learned
19814 if(curtalent_maxrank
>= (talentRank
+ 1))
19817 // check if we have enough talent points
19818 if(CurTalentPoints
< (talentRank
- curtalent_maxrank
+ 1))
19821 // Check if it requires another talent
19822 if (talentInfo
->DependsOn
> 0)
19824 if(TalentEntry
const *depTalentInfo
= sTalentStore
.LookupEntry(talentInfo
->DependsOn
))
19826 bool hasEnoughRank
= false;
19827 for (int i
= talentInfo
->DependsOnRank
; i
< MAX_TALENT_RANK
; ++i
)
19829 if (depTalentInfo
->RankID
[i
] != 0)
19830 if (pet
->HasSpell(depTalentInfo
->RankID
[i
]))
19831 hasEnoughRank
= true;
19833 if (!hasEnoughRank
)
19838 // Find out how many points we have in this field
19839 uint32 spentPoints
= 0;
19841 uint32 tTab
= talentInfo
->TalentTab
;
19842 if (talentInfo
->Row
> 0)
19844 unsigned int numRows
= sTalentStore
.GetNumRows();
19845 for (unsigned int i
= 0; i
< numRows
; ++i
) // Loop through all talents.
19847 // Someday, someone needs to revamp
19848 const TalentEntry
*tmpTalent
= sTalentStore
.LookupEntry(i
);
19849 if (tmpTalent
) // the way talents are tracked
19851 if (tmpTalent
->TalentTab
== tTab
)
19853 for (int j
= 0; j
< MAX_TALENT_RANK
; ++j
)
19855 if (tmpTalent
->RankID
[j
] != 0)
19857 if (pet
->HasSpell(tmpTalent
->RankID
[j
]))
19859 spentPoints
+= j
+ 1;
19868 // not have required min points spent in talent tree
19869 if(spentPoints
< (talentInfo
->Row
* MAX_PET_TALENT_RANK
))
19872 // spell not set in talent.dbc
19873 uint32 spellid
= talentInfo
->RankID
[talentRank
];
19876 sLog
.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId
, talentRank
);
19881 if(pet
->HasSpell(spellid
))
19884 // learn! (other talent ranks will unlearned at learning)
19885 pet
->learnSpell(spellid
);
19886 sLog
.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId
, talentRank
, spellid
);
19888 // update free talent points
19889 pet
->SetFreeTalentPoints(CurTalentPoints
- (talentRank
- curtalent_maxrank
+ 1));
19892 void Player::UpdateKnownCurrencies(uint32 itemId
, bool apply
)
19894 if(CurrencyTypesEntry
const* ctEntry
= sCurrencyTypesStore
.LookupEntry(itemId
))
19897 SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
19899 RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES
,(UI64LIT(1) << (ctEntry
->BitIndex
-1)));
19903 void Player::UpdateFallInformationIfNeed( MovementInfo
const& minfo
,uint16 opcode
)
19905 if (m_lastFallTime
>= minfo
.fallTime
|| m_lastFallZ
<=minfo
.z
|| opcode
== MSG_MOVE_FALL_LAND
)
19906 SetFallInformation(minfo
.fallTime
, minfo
.z
);
19909 void Player::UnsummonPetTemporaryIfAny()
19911 Pet
* pet
= GetPet();
19915 if(!m_temporaryUnsummonedPetNumber
&& pet
->isControlled() && !pet
->isTemporarySummoned() )
19917 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
19918 m_oldpetspell
= pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
);
19921 RemovePet(pet
, PET_SAVE_AS_CURRENT
);
19924 void Player::ResummonPetTemporaryUnSummonedIfAny()
19926 if(!m_temporaryUnsummonedPetNumber
)
19929 // not resummon in not appropriate state
19930 if(IsPetNeedBeTemporaryUnsummoned())
19936 Pet
* NewPet
= new Pet
;
19937 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
19940 m_temporaryUnsummonedPetNumber
= 0;
19943 bool Player::canSeeSpellClickOn(Creature
const *c
) const
19945 if(!c
->HasFlag(UNIT_NPC_FLAGS
,UNIT_NPC_FLAG_SPELLCLICK
))
19948 SpellClickInfoMapBounds clickPair
= objmgr
.GetSpellClickInfoMapBounds(c
->GetEntry());
19949 for(SpellClickInfoMap::const_iterator itr
= clickPair
.first
; itr
!= clickPair
.second
; ++itr
)
19950 if(itr
->second
.IsFitToRequirements(this))
19956 void Player::BuildPlayerTalentsInfoData(WorldPacket
*data
)
19958 *data
<< uint32(GetFreeTalentPoints()); // unspentTalentPoints
19959 *data
<< uint8(m_specsCount
); // talent group count (0, 1 or 2)
19960 *data
<< uint8(m_activeSpec
); // talent group index (0 or 1)
19964 // loop through all specs (only 1 for now)
19965 for(uint32 specIdx
= 0; specIdx
< m_specsCount
; ++specIdx
)
19967 uint8 talentIdCount
= 0;
19968 size_t pos
= data
->wpos();
19969 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
19971 // find class talent tabs (all players have 3 talent tabs)
19972 uint32
const* talentTabIds
= GetTalentTabPages(getClass());
19974 for(uint32 i
= 0; i
< 3; ++i
)
19976 uint32 talentTabId
= talentTabIds
[i
];
19978 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
19980 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
19984 // skip another tab talents
19985 if(talentInfo
->TalentTab
!= talentTabId
)
19988 // find max talent rank
19989 int32 curtalent_maxrank
= -1;
19990 for(int32 k
= MAX_TALENT_RANK
-1; k
> -1; --k
)
19992 if(talentInfo
->RankID
[k
] && HasSpell(talentInfo
->RankID
[k
]))
19994 curtalent_maxrank
= k
;
19999 // not learned talent
20000 if(curtalent_maxrank
< 0)
20003 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
20004 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
20010 data
->put
<uint8
>(pos
, talentIdCount
); // put real count
20012 *data
<< uint8(MAX_GLYPH_SLOT_INDEX
); // glyphs count
20014 for(uint8 i
= 0; i
< MAX_GLYPH_SLOT_INDEX
; ++i
)
20015 *data
<< uint16(GetGlyph(i
)); // GlyphProperties.dbc
20020 void Player::BuildPetTalentsInfoData(WorldPacket
*data
)
20022 uint32 unspentTalentPoints
= 0;
20023 size_t pointsPos
= data
->wpos();
20024 *data
<< uint32(unspentTalentPoints
); // [PH], unspentTalentPoints
20026 uint8 talentIdCount
= 0;
20027 size_t countPos
= data
->wpos();
20028 *data
<< uint8(talentIdCount
); // [PH], talentIdCount
20030 Pet
*pet
= GetPet();
20034 unspentTalentPoints
= pet
->GetFreeTalentPoints();
20036 data
->put
<uint32
>(pointsPos
, unspentTalentPoints
); // put real points
20038 CreatureInfo
const *ci
= pet
->GetCreatureInfo();
20042 CreatureFamilyEntry
const *pet_family
= sCreatureFamilyStore
.LookupEntry(ci
->family
);
20043 if(!pet_family
|| pet_family
->petTalentType
< 0)
20046 for(uint32 talentTabId
= 1; talentTabId
< sTalentTabStore
.GetNumRows(); ++talentTabId
)
20048 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentTabId
);
20052 if(!((1 << pet_family
->petTalentType
) & talentTabInfo
->petTalentMask
))
20055 for(uint32 talentId
= 0; talentId
< sTalentStore
.GetNumRows(); ++talentId
)
20057 TalentEntry
const* talentInfo
= sTalentStore
.LookupEntry(talentId
);
20061 // skip another tab talents
20062 if(talentInfo
->TalentTab
!= talentTabId
)
20065 // find max talent rank
20066 int32 curtalent_maxrank
= -1;
20067 for(int32 k
= 4; k
> -1; --k
)
20069 if(talentInfo
->RankID
[k
] && pet
->HasSpell(talentInfo
->RankID
[k
]))
20071 curtalent_maxrank
= k
;
20076 // not learned talent
20077 if(curtalent_maxrank
< 0)
20080 *data
<< uint32(talentInfo
->TalentID
); // Talent.dbc
20081 *data
<< uint8(curtalent_maxrank
); // talentMaxRank (0-4)
20086 data
->put
<uint8
>(countPos
, talentIdCount
); // put real count
20092 void Player::SendTalentsInfoData(bool pet
)
20094 WorldPacket
data(SMSG_TALENTS_INFO
, 50);
20095 data
<< uint8(pet
? 1 : 0);
20097 BuildPetTalentsInfoData(&data
);
20099 BuildPlayerTalentsInfoData(&data
);
20100 GetSession()->SendPacket(&data
);
20103 void Player::BuildEnchantmentsInfoData(WorldPacket
*data
)
20105 uint32 slotUsedMask
= 0;
20106 size_t slotUsedMaskPos
= data
->wpos();
20107 *data
<< uint32(slotUsedMask
); // slotUsedMask < 0x80000
20109 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
20111 Item
*item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, i
);
20116 slotUsedMask
|= (1 << i
);
20118 *data
<< uint32(item
->GetEntry()); // item entry
20120 uint16 enchantmentMask
= 0;
20121 size_t enchantmentMaskPos
= data
->wpos();
20122 *data
<< uint16(enchantmentMask
); // enchantmentMask < 0x1000
20124 for(uint32 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
20126 uint32 enchId
= item
->GetEnchantmentId(EnchantmentSlot(j
));
20131 enchantmentMask
|= (1 << j
);
20133 *data
<< uint16(enchId
); // enchantmentId?
20136 data
->put
<uint16
>(enchantmentMaskPos
, enchantmentMask
);
20138 *data
<< uint16(0); // ?
20139 *data
<< uint8(0); // PGUID!
20140 *data
<< uint32(0); // seed?
20143 data
->put
<uint32
>(slotUsedMaskPos
, slotUsedMask
);
20146 void Player::SendEquipmentSetList()
20149 WorldPacket
data(SMSG_EQUIPMENT_SET_LIST
, 4);
20150 size_t count_pos
= data
.wpos();
20151 data
<< uint32(count
); // count placeholder
20152 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20154 if(itr
->second
.state
==EQUIPMENT_SET_DELETED
)
20156 data
.appendPackGUID(itr
->second
.Guid
);
20157 data
<< uint32(itr
->first
);
20158 data
<< itr
->second
.Name
;
20159 data
<< itr
->second
.IconName
;
20160 for(uint32 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
20161 data
.appendPackGUID(MAKE_NEW_GUID(itr
->second
.Items
[i
], 0, HIGHGUID_ITEM
));
20163 ++count
; // client have limit but it checked at loading and set
20165 data
.put
<uint32
>(count_pos
, count
);
20166 GetSession()->SendPacket(&data
);
20169 void Player::SetEquipmentSet(uint32 index
, EquipmentSet eqset
)
20171 if(eqset
.Guid
!= 0)
20173 bool found
= false;
20175 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20177 if((itr
->second
.Guid
== eqset
.Guid
) && (itr
->first
== index
))
20184 if(!found
) // something wrong...
20186 sLog
.outError("Player %s tried to save equipment set "UI64FMTD
" (index %u), but that equipment set not found!", GetName(), eqset
.Guid
, index
);
20191 EquipmentSet
& eqslot
= m_EquipmentSets
[index
];
20193 EquipmentSetUpdateState old_state
= eqslot
.state
;
20197 if(eqset
.Guid
== 0)
20199 eqslot
.Guid
= objmgr
.GenerateEquipmentSetGuid();
20201 WorldPacket
data(SMSG_EQUIPMENT_SET_SAVED
, 4 + 1);
20202 data
<< uint32(index
);
20203 data
.appendPackGUID(eqslot
.Guid
);
20204 GetSession()->SendPacket(&data
);
20207 eqslot
.state
= old_state
== EQUIPMENT_SET_NEW
? EQUIPMENT_SET_NEW
: EQUIPMENT_SET_CHANGED
;
20210 void Player::_SaveEquipmentSets()
20212 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end();)
20214 uint32 index
= itr
->first
;
20215 EquipmentSet
& eqset
= itr
->second
;
20216 switch(eqset
.state
)
20218 case EQUIPMENT_SET_UNCHANGED
:
20220 break; // nothing do
20221 case EQUIPMENT_SET_CHANGED
:
20222 CharacterDatabase
.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD
"' AND setindex='%u'",
20223 eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
20224 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18], GetGUIDLow(), eqset
.Guid
, index
);
20225 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
20228 case EQUIPMENT_SET_NEW
:
20229 CharacterDatabase
.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD
"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
20230 GetGUIDLow(), eqset
.Guid
, index
, eqset
.Name
.c_str(), eqset
.IconName
.c_str(), eqset
.Items
[0], eqset
.Items
[1], eqset
.Items
[2], eqset
.Items
[3], eqset
.Items
[4], eqset
.Items
[5], eqset
.Items
[6], eqset
.Items
[7],
20231 eqset
.Items
[8], eqset
.Items
[9], eqset
.Items
[10], eqset
.Items
[11], eqset
.Items
[12], eqset
.Items
[13], eqset
.Items
[14], eqset
.Items
[15], eqset
.Items
[16], eqset
.Items
[17], eqset
.Items
[18]);
20232 eqset
.state
= EQUIPMENT_SET_UNCHANGED
;
20235 case EQUIPMENT_SET_DELETED
:
20236 CharacterDatabase
.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD
, eqset
.Guid
);
20237 m_EquipmentSets
.erase(itr
++);
20243 void Player::DeleteEquipmentSet(uint64 setGuid
)
20245 for(EquipmentSets::iterator itr
= m_EquipmentSets
.begin(); itr
!= m_EquipmentSets
.end(); ++itr
)
20247 if(itr
->second
.Guid
== setGuid
)
20249 if(itr
->second
.state
== EQUIPMENT_SET_NEW
)
20250 m_EquipmentSets
.erase(itr
);
20252 itr
->second
.state
= EQUIPMENT_SET_DELETED
;
20258 void Player::ActivateSpec(uint32 specNum
)
20260 if(GetActiveSpec() == specNum
)
20263 resetTalents(true);
20266 void Player::RemoveAtLoginFlag( AtLoginFlags f
, bool in_db_also
/*= false*/ )
20268 m_atLoginFlags
&= ~f
;
20271 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f
), GetGUIDLow());
20274 void Player::SendClearCooldown( uint32 spell_id
, Unit
* target
)
20276 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, 4+8);
20277 data
<< uint32(spell_id
);
20278 data
<< uint64(target
->GetGUID());
20279 SendDirectMessage(&data
);