2 * Copyright (C) 2005-2008 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
21 #include "Database/DatabaseEnv.h"
24 #include "ObjectMgr.h"
27 #include "WorldPacket.h"
28 #include "WorldSession.h"
29 #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"
50 #include "SpellAuras.h"
52 #include "Transports.h"
54 #include "BattleGround.h"
55 #include "BattleGroundMgr.h"
56 #include "ArenaTeam.h"
58 #include "Database/DatabaseImpl.h"
60 #include "SocialMgr.h"
61 #include "AchievementMgr.h"
65 #define ZONE_UPDATE_INTERVAL 1000
67 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
68 #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
69 #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
71 #define SKILL_VALUE(x) PAIR32_LOPART(x)
72 #define SKILL_MAX(x) PAIR32_HIPART(x)
73 #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
75 #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
76 #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
77 #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
81 CHARACTER_FLAG_NONE
= 0x00000000,
82 CHARACTER_FLAG_UNK1
= 0x00000001,
83 CHARACTER_FLAG_UNK2
= 0x00000002,
84 CHARACTER_LOCKED_FOR_TRANSFER
= 0x00000004,
85 CHARACTER_FLAG_UNK4
= 0x00000008,
86 CHARACTER_FLAG_UNK5
= 0x00000010,
87 CHARACTER_FLAG_UNK6
= 0x00000020,
88 CHARACTER_FLAG_UNK7
= 0x00000040,
89 CHARACTER_FLAG_UNK8
= 0x00000080,
90 CHARACTER_FLAG_UNK9
= 0x00000100,
91 CHARACTER_FLAG_UNK10
= 0x00000200,
92 CHARACTER_FLAG_HIDE_HELM
= 0x00000400,
93 CHARACTER_FLAG_HIDE_CLOAK
= 0x00000800,
94 CHARACTER_FLAG_UNK13
= 0x00001000,
95 CHARACTER_FLAG_GHOST
= 0x00002000,
96 CHARACTER_FLAG_RENAME
= 0x00004000,
97 CHARACTER_FLAG_UNK16
= 0x00008000,
98 CHARACTER_FLAG_UNK17
= 0x00010000,
99 CHARACTER_FLAG_UNK18
= 0x00020000,
100 CHARACTER_FLAG_UNK19
= 0x00040000,
101 CHARACTER_FLAG_UNK20
= 0x00080000,
102 CHARACTER_FLAG_UNK21
= 0x00100000,
103 CHARACTER_FLAG_UNK22
= 0x00200000,
104 CHARACTER_FLAG_UNK23
= 0x00400000,
105 CHARACTER_FLAG_UNK24
= 0x00800000,
106 CHARACTER_FLAG_LOCKED_BY_BILLING
= 0x01000000,
107 CHARACTER_FLAG_DECLINED
= 0x02000000,
108 CHARACTER_FLAG_UNK27
= 0x04000000,
109 CHARACTER_FLAG_UNK28
= 0x08000000,
110 CHARACTER_FLAG_UNK29
= 0x10000000,
111 CHARACTER_FLAG_UNK30
= 0x20000000,
112 CHARACTER_FLAG_UNK31
= 0x40000000,
113 CHARACTER_FLAG_UNK32
= 0x80000000
116 // corpse reclaim times
117 #define DEATH_EXPIRE_STEP (5*MINUTE)
118 #define MAX_DEATH_COUNT 3
120 static uint32 copseReclaimDelay
[MAX_DEATH_COUNT
] = { 30, 60, 120 };
122 //== PlayerTaxi ================================================
124 PlayerTaxi::PlayerTaxi()
127 memset(m_taximask
, 0, sizeof(m_taximask
));
130 void PlayerTaxi::InitTaxiNodesForLevel(uint32 race
, uint32 chrClass
, uint32 level
)
132 // capital and taxi hub masks
135 case RACE_HUMAN
: SetTaximaskNode(2); break; // Human
136 case RACE_ORC
: SetTaximaskNode(23); break; // Orc
137 case RACE_DWARF
: SetTaximaskNode(6); break; // Dwarf
138 case RACE_NIGHTELF
: SetTaximaskNode(26);
139 SetTaximaskNode(27); break; // Night Elf
140 case RACE_UNDEAD_PLAYER
: SetTaximaskNode(11); break;// Undead
141 case RACE_TAUREN
: SetTaximaskNode(22); break; // Tauren
142 case RACE_GNOME
: SetTaximaskNode(6); break; // Gnome
143 case RACE_TROLL
: SetTaximaskNode(23); break; // Troll
144 case RACE_BLOODELF
: SetTaximaskNode(82); break; // Blood Elf
145 case RACE_DRAENEI
: SetTaximaskNode(94); break; // Draenei
150 case CLASS_DEATH_KNIGHT
: // TODO: figure out initial known nodes
154 // new continent starting masks (It will be accessible only at new map)
155 switch(Player::TeamForRace(race
))
157 case ALLIANCE
: SetTaximaskNode(100); break;
158 case HORDE
: SetTaximaskNode(99); break;
160 // level dependent taxi hubs
162 SetTaximaskNode(213); //Shattered Sun Staging Area
165 void PlayerTaxi::LoadTaxiMask(const char* data
)
167 Tokens tokens
= StrSplit(data
, " ");
170 Tokens::iterator iter
;
171 for (iter
= tokens
.begin(), index
= 0;
172 (index
< TaxiMaskSize
) && (iter
!= tokens
.end()); ++iter
, ++index
)
174 // load and set bits only for existed taxi nodes
175 m_taximask
[index
] = sTaxiNodesMask
[index
] & uint32(atol((*iter
).c_str()));
179 void PlayerTaxi::AppendTaximaskTo( ByteBuffer
& data
, bool all
)
183 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
184 data
<< uint32(sTaxiNodesMask
[i
]); // all existed nodes
188 for (uint8 i
=0; i
<TaxiMaskSize
; i
++)
189 data
<< uint32(m_taximask
[i
]); // known nodes
193 bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string
& values
)
195 ClearTaxiDestinations();
197 Tokens tokens
= StrSplit(values
," ");
199 for(Tokens::iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
)
201 uint32 node
= uint32(atol(iter
->c_str()));
202 AddTaxiDestination(node
);
205 if(m_TaxiDestinations
.empty())
209 if(m_TaxiDestinations
.size() < 2)
212 for(size_t i
= 1; i
< m_TaxiDestinations
.size(); ++i
)
216 objmgr
.GetTaxiPath(m_TaxiDestinations
[i
-1],m_TaxiDestinations
[i
],path
,cost
);
224 std::string
PlayerTaxi::SaveTaxiDestinationsToString()
226 if(m_TaxiDestinations
.empty())
229 std::ostringstream ss
;
231 for(size_t i
=0; i
< m_TaxiDestinations
.size(); ++i
)
232 ss
<< m_TaxiDestinations
[i
] << " ";
237 uint32
PlayerTaxi::GetCurrentTaxiPath() const
239 if(m_TaxiDestinations
.size() < 2)
245 objmgr
.GetTaxiPath(m_TaxiDestinations
[0],m_TaxiDestinations
[1],path
,cost
);
250 //== Player ====================================================
252 const int32
Player::ReputationRank_Length
[MAX_REPUTATION_RANK
] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
254 UpdateMask
Player::updateVisualBits
;
256 Player::Player (WorldSession
*session
): Unit(), m_achievementMgr(this)
263 m_objectType
|= TYPEMASK_PLAYER
;
264 m_objectTypeId
= TYPEID_PLAYER
;
266 m_valuesCount
= PLAYER_END
;
273 if(GetSession()->GetSecurity() >= SEC_GAMEMASTER
)
274 SetAcceptTicket(true);
276 // players always accept
277 if(GetSession()->GetSecurity() == SEC_PLAYER
)
278 SetAcceptWhispers(true);
286 m_usedTalentCount
= 0;
289 m_weaponChangeTimer
= 0;
292 m_zoneUpdateTimer
= 0;
296 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
298 // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
299 // this must help in case next save after mass player load after server startup
300 m_nextSave
= urand(m_nextSave
/2,m_nextSave
*3/2);
302 clearResurrectRequestData();
304 m_SpellModRemoveCount
= 0;
306 memset(m_items
, 0, sizeof(Item
*)*PLAYER_SLOTS_COUNT
);
310 // group is initialized in the reference constructor
311 SetGroupInvite(NULL
);
312 m_groupUpdateMask
= 0;
313 m_auraUpdateMask
= 0;
317 m_GuildIdInvited
= 0;
318 m_ArenaTeamIdInvited
= 0;
320 m_atLoginFlags
= AT_LOGIN_NONE
;
329 PlayerTalkClass
= new PlayerMenu( GetSession() );
330 m_currentBuybackSlot
= BUYBACK_SLOT_START
;
332 for ( int aX
= 0 ; aX
< 8 ; aX
++ )
333 m_Tutorials
[ aX
] = 0x00;
334 m_TutorialsChanged
= false;
336 m_DailyQuestChanged
= false;
337 m_lastDailyQuestTime
= 0;
340 m_weaponChangeTimer
= 0;
348 m_deathExpireTime
= 0;
352 m_DetectInvTimer
= 1000;
354 m_bgBattleGroundID
= 0;
355 for (int j
=0; j
< PLAYER_MAX_BATTLEGROUND_QUEUES
; j
++)
357 m_bgBattleGroundQueueID
[j
].bgQueueType
= 0;
358 m_bgBattleGroundQueueID
[j
].invitedToInstance
= 0;
362 m_logintime
= time(NULL
);
363 m_Last_tick
= m_logintime
;
364 m_WeaponProficiency
= 0;
365 m_ArmorProficiency
= 0;
368 m_canDualWield
= false;
369 m_canTitanGrip
= false;
372 m_temporaryUnsummonedPetNumber
= 0;
373 //cache for UNIT_CREATED_BY_SPELL to allow
374 //returning reagents for temporarily removed pets
375 //when dying/logging out
378 ////////////////////Rest System/////////////////////
385 rest_type
=REST_TYPE_NO
;
386 ////////////////////Rest System/////////////////////
388 m_mailsLoaded
= false;
389 m_mailsUpdated
= false;
391 m_nextMailDelivereTime
= 0;
393 m_resetTalentsCost
= 0;
394 m_resetTalentsTime
= 0;
395 m_itemUpdateQueueBlocked
= false;
397 for (int i
= 0; i
< MAX_MOVE_TYPE
; ++i
)
398 m_forced_speed_changes
[i
] = 0;
402 /////////////////// Instance System /////////////////////
405 m_InstanceValid
= true;
406 m_dungeonDifficulty
= DIFFICULTY_NORMAL
;
408 for (int i
= 0; i
< BASEMOD_END
; i
++)
410 m_auraBaseMod
[i
][FLAT_MOD
] = 0.0f
;
411 m_auraBaseMod
[i
][PCT_MOD
] = 1.0f
;
414 for (int i
= 0; i
< MAX_COMBAT_RATING
; i
++)
415 m_baseRatingValue
[i
] = 0;
418 m_lastHonorUpdateTime
= time(NULL
);
427 //Default movement to run mode
428 m_unit_movement_flags
= 0;
433 m_bgAfkReportedTimer
= 0;
434 m_contestedPvPTimer
= 0;
436 m_declinedname
= NULL
;
442 CleanupsBeforeDelete();
444 // it must be unloaded already in PlayerLogout and accessed only for loggined player
447 // Note: buy back item already deleted from DB when player was saved
448 for(int i
= 0; i
< PLAYER_SLOTS_COUNT
; ++i
)
455 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
458 //all mailed items should be deleted, also all mail should be deallocated
459 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
462 for (ItemMap::iterator iter
= mMitems
.begin(); iter
!= mMitems
.end(); ++iter
)
463 delete iter
->second
; //if item is duplicated... then server may crash ... but that item should be deallocated
465 delete PlayerTalkClass
;
469 m_transport
->RemovePassenger(this);
472 for(size_t x
= 0; x
< ItemSetEff
.size(); x
++)
474 delete ItemSetEff
[x
];
476 // clean up player-instance binds, may unload some instance saves
477 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
478 for(BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
479 itr
->second
.save
->RemovePlayer(this);
481 delete m_declinedname
;
485 void Player::CleanupsBeforeDelete()
487 if(m_uint32Values
) // only for fully created Object
490 DuelComplete(DUEL_INTERUPTED
);
492 Unit::CleanupsBeforeDelete();
495 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
)
497 //FIXME: outfitId not used in player creating
499 Object::_Create(guidlow
, 0, HIGHGUID_PLAYER
);
503 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
506 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
510 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
516 SetMapId(info
->mapId
);
517 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
);
519 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(class_
);
522 sLog
.outError("Class %u not found in DBC (Wrong DBC files?)",class_
);
526 uint8 powertype
= cEntry
->powerType
;
534 unitfield = 0x00000000;
537 unitfield = 0x00110000;
539 case POWER_RUNIC_POWER:
540 unitfield = 0x0000EE00; //TODO: find correct unitfield here
543 sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_);
547 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, DEFAULT_WORLD_OBJECT_SIZE
);
548 SetFloatValue(UNIT_FIELD_COMBATREACH
, 1.5f
);
553 SetDisplayId(info
->displayId_f
);
554 SetNativeDisplayId(info
->displayId_f
);
557 SetDisplayId(info
->displayId_m
);
558 SetNativeDisplayId(info
->displayId_m
);
561 sLog
.outError("Invalid gender %u for player",gender
);
566 setFactionForRace(m_race
);
568 uint32 RaceClassGender
= ( race
) | ( class_
<< 8 ) | ( gender
<< 16 );
570 SetUInt32Value(UNIT_FIELD_BYTES_0
, ( RaceClassGender
| ( powertype
<< 24 ) ) );
571 //SetUInt32Value(UNIT_FIELD_BYTES_1, unitfield);
572 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_PVP
);
573 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
);
574 SetFlag(UNIT_FIELD_FLAGS_2
, UNIT_FLAG2_REGENERATE_POWER
);
575 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
); // fix cast time showed in spell tooltip on client
576 SetFloatValue(UNIT_FIELD_HOVERHEIGHT
, 1.0f
); // default for players in 3.0.3
578 // -1 is default value
579 SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX
, uint32(-1));
581 SetUInt32Value(PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
582 SetUInt32Value(PLAYER_BYTES_2
, (facialHair
| (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
583 SetByteValue(PLAYER_BYTES_3
, 0, gender
);
585 SetUInt32Value( PLAYER_GUILDID
, 0 );
586 SetUInt32Value( PLAYER_GUILDRANK
, 0 );
587 SetUInt32Value( PLAYER_GUILD_TIMESTAMP
, 0 );
589 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES
, 0 ); // 0=disabled
590 SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1
, 0 ); // 0=disabled
591 SetUInt32Value( PLAYER_CHOSEN_TITLE
, 0 );
592 SetUInt32Value( PLAYER_FIELD_KILLS
, 0 );
593 SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 0 );
594 SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION
, 0 );
595 SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0 );
597 for(uint32 i
= 0; i
< sGlyphSlotStore
.GetNumRows(); ++i
)
599 GlyphSlotEntry
const * gs
= sGlyphSlotStore
.LookupEntry(i
);
601 SetGlyphSlot(gs
->Order
- 1, gs
->Id
);
604 // set starting level
605 uint32 start_level
= getClass() != CLASS_DEATH_KNIGHT
606 ? sWorld
.getConfig(CONFIG_START_PLAYER_LEVEL
)
607 : sWorld
.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL
);
609 if (GetSession()->GetSecurity() >= SEC_MODERATOR
)
611 uint32 gm_level
= sWorld
.getConfig(CONFIG_START_GM_LEVEL
);
612 if(gm_level
> start_level
)
613 start_level
= gm_level
;
616 SetUInt32Value(UNIT_FIELD_LEVEL
, start_level
);
620 SetUInt32Value (PLAYER_FIELD_COINAGE
, sWorld
.getConfig(CONFIG_START_PLAYER_MONEY
));
621 SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_START_HONOR_POINTS
));
622 SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_START_ARENA_POINTS
));
625 m_Last_tick
= time(NULL
);
626 m_Played_time
[0] = 0;
627 m_Played_time
[1] = 0;
629 // base stats and related field values
631 InitTaxiNodesForLevel();
632 InitGlyphsForLevel();
633 InitTalentForLevel();
634 InitPrimaryProffesions(); // to max set before any spell added
636 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
637 UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
638 SetHealth(GetMaxHealth());
639 if (getPowerType()==POWER_MANA
)
641 UpdateMaxPower(POWER_MANA
); // Update max Mana (for add bonus from intellect)
642 SetPower(POWER_MANA
,GetMaxPower(POWER_MANA
));
645 if(getPowerType() == POWER_RUNIC_POWER
)
647 SetPower(POWER_RUNE
, 8);
648 SetMaxPower(POWER_RUNE
, 8);
649 SetPower(POWER_RUNIC_POWER
, 0);
650 SetMaxPower(POWER_RUNIC_POWER
, 1000);
654 learnDefaultSpells(true);
656 // original action bar
657 std::list
<uint16
>::const_iterator action_itr
[4];
658 for(int i
=0; i
<4; i
++)
659 action_itr
[i
] = info
->action
[i
].begin();
661 for (; action_itr
[0]!=info
->action
[0].end() && action_itr
[1]!=info
->action
[1].end();)
664 for(int i
=0; i
<4 ;i
++)
665 taction
[i
] = (*action_itr
[i
]);
667 addActionButton((uint8
)taction
[0], taction
[1], (uint8
)taction
[2], (uint8
)taction
[3]);
669 for(int i
=0; i
<4 ;i
++)
674 CharStartOutfitEntry
const* oEntry
= NULL
;
675 for (uint32 i
= 1; i
< sCharStartOutfitStore
.GetNumRows(); ++i
)
677 if(CharStartOutfitEntry
const* entry
= sCharStartOutfitStore
.LookupEntry(i
))
679 if(entry
->RaceClassGender
== RaceClassGender
)
689 for(int j
= 0; j
< MAX_OUTFIT_ITEMS
; ++j
)
691 if(oEntry
->ItemId
[j
] <= 0)
694 uint32 item_id
= oEntry
->ItemId
[j
];
697 // Hack for not existed item id in dbc 3.0.3
701 ItemPrototype
const* iProto
= objmgr
.GetItemPrototype(item_id
);
704 sLog
.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id
,getRace(),getClass());
708 // max stack by default (mostly 1), 1 for infinity stackable
709 uint32 count
= iProto
->Stackable
> 0 ? uint32(iProto
->Stackable
) : 1;
711 if(iProto
->Class
==ITEM_CLASS_CONSUMABLE
&& iProto
->SubClass
==ITEM_SUBCLASS_FOOD
)
713 switch(iProto
->Spells
[0].SpellCategory
)
716 if(iProto
->Stackable
> 4)
720 if(iProto
->Stackable
> 2)
726 StoreNewItemInBestSlots(item_id
, count
);
730 for (PlayerCreateInfoItems::const_iterator item_id_itr
= info
->item
.begin(); item_id_itr
!=info
->item
.end(); ++item_id_itr
++)
731 StoreNewItemInBestSlots(item_id_itr
->item_id
, item_id_itr
->item_amount
);
733 // bags and main-hand weapon must equipped at this moment
734 // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
735 // or ammo not equipped in special bag
736 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
738 if(Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
741 // equip offhand weapon/shield if it attempt equipped before main-hand weapon
742 uint8 msg
= CanEquipItem( NULL_SLOT
, eDest
, pItem
, false );
743 if( msg
== EQUIP_ERR_OK
)
745 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
746 EquipItem( eDest
, pItem
, true);
748 // move other items to more appropriate slots (ammo not equipped in special bag)
751 ItemPosCountVec sDest
;
752 msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, sDest
, pItem
, false );
753 if( msg
== EQUIP_ERR_OK
)
755 RemoveItem(INVENTORY_SLOT_BAG_0
, i
,true);
756 pItem
= StoreItem( sDest
, pItem
, true);
759 // if this is ammo then use it
760 uint8 msg
= CanUseAmmo( pItem
->GetProto()->ItemId
);
761 if( msg
== EQUIP_ERR_OK
)
762 SetAmmo( pItem
->GetProto()->ItemId
);
766 // all item positions resolved
771 bool Player::StoreNewItemInBestSlots(uint32 titem_id
, uint32 titem_amount
)
773 sLog
.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id
, titem_amount
);
775 // attempt equip by one
776 while(titem_amount
> 0)
779 uint8 msg
= CanEquipNewItem( NULL_SLOT
, eDest
, titem_id
, false );
780 if( msg
!= EQUIP_ERR_OK
)
783 EquipNewItem( eDest
, titem_id
, true);
784 AutoUnequipOffhandIfNeed();
788 if(titem_amount
== 0)
789 return true; // equipped
792 ItemPosCountVec sDest
;
793 // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
794 uint8 msg
= CanStoreNewItem( INVENTORY_SLOT_BAG_0
, NULL_SLOT
, sDest
, titem_id
, titem_amount
);
795 if( msg
== EQUIP_ERR_OK
)
797 StoreNewItem( sDest
, titem_id
, true, Item::GenerateItemRandomPropertyId(titem_id
) );
798 return true; // stored
801 // item can't be added
802 sLog
.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id
,getRace(),getClass(),msg
);
806 void Player::StartMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
)
808 uint32 BreathRegen
= (uint32
)-1;
810 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
811 data
<< (uint32
)Type
;
816 data
<< (uint32
)0; // spell id
817 GetSession()->SendPacket(&data
);
820 void Player::ModifyMirrorTimer(MirrorTimerType Type
, uint32 MaxValue
, uint32 CurrentValue
, uint32 Regen
)
822 if(Type
==BREATH_TIMER
)
823 m_breathTimer
= ((MaxValue
+ 1000) - CurrentValue
) / Regen
;
825 WorldPacket
data(SMSG_START_MIRROR_TIMER
, (21));
826 data
<< (uint32
)Type
;
827 data
<< CurrentValue
;
831 data
<< (uint32
)0; // spell id
832 GetSession()->SendPacket( &data
);
835 void Player::StopMirrorTimer(MirrorTimerType Type
)
837 if(Type
==BREATH_TIMER
)
840 WorldPacket
data(SMSG_STOP_MIRROR_TIMER
, 4);
841 data
<< (uint32
)Type
;
842 GetSession()->SendPacket( &data
);
845 void Player::EnvironmentalDamage(uint64 guid
, EnviromentalDamage type
, uint32 damage
)
847 WorldPacket
data(SMSG_ENVIRONMENTALDAMAGELOG
, (21));
848 data
<< (uint64
)guid
;
849 data
<< (uint8
)(type
!=DAMAGE_FALL_TO_VOID
? type
: DAMAGE_FALL
);
850 data
<< (uint32
)damage
;
853 SendMessageToSet(&data
, true);
855 DealDamage(this, damage
, NULL
, SELF_DAMAGE
, SPELL_SCHOOL_MASK_NORMAL
, NULL
, false);
857 if(type
==DAMAGE_FALL
&& !isAlive()) // DealDamage not apply item durability loss at self damage
859 DEBUG_LOG("We are fall to death, loosing 10 percents durability");
860 DurabilityLossAll(0.10f
,false);
861 // durability lost message
862 WorldPacket
data(SMSG_DURABILITY_DAMAGE_DEATH
, 0);
863 GetSession()->SendPacket(&data
);
867 void Player::HandleDrowning()
872 //if player is GM, have waterbreath, is dead or if breathing is disabled then return
873 if(waterbreath
|| isGameMaster() || !isAlive() || GetSession()->GetSecurity() >= sWorld
.getConfig(CONFIG_DISABLE_BREATHING
))
875 StopMirrorTimer(BREATH_TIMER
);
880 uint32 UnderWaterTime
= 1*MINUTE
*1000; // default length 1 min
882 AuraList
const& mModWaterBreathing
= GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING
);
883 for(AuraList::const_iterator i
= mModWaterBreathing
.begin(); i
!= mModWaterBreathing
.end(); ++i
)
884 UnderWaterTime
= uint32(UnderWaterTime
* (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
);
886 if ((m_isunderwater
& 0x01) && !(m_isunderwater
& 0x80) && isAlive())
888 //single trigger timer
889 if (!(m_isunderwater
& 0x02))
891 m_isunderwater
|= 0x02;
892 m_breathTimer
= UnderWaterTime
+ 1000;
894 //single trigger "Breathbar"
895 if ( m_breathTimer
<= UnderWaterTime
&& !(m_isunderwater
& 0x04))
897 m_isunderwater
|= 0x04;
898 StartMirrorTimer(BREATH_TIMER
, UnderWaterTime
);
900 //continuous trigger drowning "Damage"
901 if ((m_breathTimer
== 0) && (m_isunderwater
& 0x01))
903 //TODO: Check this formula
904 uint64 guid
= GetGUID();
905 uint32 damage
= GetMaxHealth() / 5 + urand(0, getLevel()-1);
907 EnvironmentalDamage(guid
, DAMAGE_DROWNING
,damage
);
908 m_breathTimer
= 2000;
911 //single trigger retract bar
912 else if (!(m_isunderwater
& 0x01) && !(m_isunderwater
& 0x08) && (m_isunderwater
& 0x02) && (m_breathTimer
> 0) && isAlive())
914 m_isunderwater
= 0x08;
916 uint32 BreathRegen
= 10;
917 ModifyMirrorTimer(BREATH_TIMER
, UnderWaterTime
, m_breathTimer
,BreathRegen
);
918 m_isunderwater
= 0x10;
921 else if ((m_breathTimer
< 50) && !(m_isunderwater
& 0x01) && (m_isunderwater
== 0x10))
923 StopMirrorTimer(BREATH_TIMER
);
928 void Player::HandleLava()
930 if ((m_isunderwater
& 0x80) && isAlive())
932 // Single trigger Set BreathTimer
933 if (!(m_isunderwater
& 0x80))
935 m_isunderwater
|= 0x04;
936 m_breathTimer
= 1000;
939 // Reset BreathTimer and still in the lava
942 uint64 guid
= GetGUID();
943 uint32 damage
= urand(600, 700); // TODO: Get more detailed information about lava damage
945 // if not gamemaster then deal damage
946 if ( !isGameMaster() )
947 EnvironmentalDamage(guid
, DAMAGE_LAVA
, damage
);
949 m_breathTimer
= 1000;
952 else if (m_deathState
== DEAD
) // Disable breath timer and reset underwater flags
959 ///The player sobers by 256 every 10 seconds
960 void Player::HandleSobering()
964 uint32 drunk
= (m_drunk
<= 256) ? 0 : (m_drunk
- 256);
965 SetDrunkValue(drunk
);
968 DrunkenState
Player::GetDrunkenstateByValue(uint16 value
)
971 return DRUNKEN_SMASHED
;
973 return DRUNKEN_DRUNK
;
975 return DRUNKEN_TIPSY
;
976 return DRUNKEN_SOBER
;
979 void Player::SetDrunkValue(uint16 newDrunkenValue
, uint32 itemId
)
981 uint32 oldDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
983 m_drunk
= newDrunkenValue
;
984 SetUInt32Value(PLAYER_BYTES_3
,(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFF0001) | (m_drunk
& 0xFFFE));
986 uint32 newDrunkenState
= Player::GetDrunkenstateByValue(m_drunk
);
988 // special drunk invisibility detection
989 if(newDrunkenState
>= DRUNKEN_DRUNK
)
990 m_detectInvisibilityMask
|= (1<<6);
992 m_detectInvisibilityMask
&= ~(1<<6);
994 if(newDrunkenState
== oldDrunkenState
)
997 WorldPacket
data(SMSG_CROSSED_INEBRIATION_THRESHOLD
, (8+4+4));
998 data
<< uint64(GetGUID());
999 data
<< uint32(newDrunkenState
);
1000 data
<< uint32(itemId
);
1002 SendMessageToSet(&data
, true);
1005 void Player::Update( uint32 p_time
)
1011 if(m_nextMailDelivereTime
&& m_nextMailDelivereTime
<= time(NULL
))
1016 // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
1017 m_nextMailDelivereTime
= 0;
1020 Unit::Update( p_time
);
1022 // update player only attacks
1023 if(uint32 ranged_att
= getAttackTimer(RANGED_ATTACK
))
1025 setAttackTimer(RANGED_ATTACK
, (p_time
>= ranged_att
? 0 : ranged_att
- p_time
) );
1028 if(uint32 off_att
= getAttackTimer(OFF_ATTACK
))
1030 setAttackTimer(OFF_ATTACK
, (p_time
>= off_att
? 0 : off_att
- p_time
) );
1033 time_t now
= time (NULL
);
1037 UpdateContestedPvP(p_time
);
1039 UpdateDuelFlag(now
);
1041 CheckDuelDistance(now
);
1043 UpdateAfkReport(now
);
1045 CheckExploreSystem();
1047 // Update items that have just a limited lifetime
1048 if (now
>m_Last_tick
)
1049 UpdateItemDuration(uint32(now
- m_Last_tick
));
1051 if (!m_timedquests
.empty())
1053 std::set
<uint32
>::iterator iter
= m_timedquests
.begin();
1054 while (iter
!= m_timedquests
.end())
1056 QuestStatusData
& q_status
= mQuestStatus
[*iter
];
1057 if( q_status
.m_timer
<= p_time
)
1059 uint32 quest_id
= *iter
;
1060 ++iter
; // current iter will be removed in FailTimedQuest
1061 FailTimedQuest( quest_id
);
1065 q_status
.m_timer
-= p_time
;
1066 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
1072 if (hasUnitState(UNIT_STAT_MELEE_ATTACKING
))
1074 Unit
*pVictim
= getVictim();
1075 if( !IsNonMeleeSpellCasted(false) && pVictim
)
1077 // default combat reach 10
1078 // TODO add weapon,skill check
1080 float pldistance
= ATTACK_DISTANCE
;
1082 if (isAttackReady(BASE_ATTACK
))
1084 if(!IsWithinDistInMap(pVictim
, pldistance
))
1086 setAttackTimer(BASE_ATTACK
,100);
1087 if(m_swingErrorMsg
!= 1) // send single time (client auto repeat)
1089 SendAttackSwingNotInRange();
1090 m_swingErrorMsg
= 1;
1093 //120 degrees of radiant range
1094 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1096 setAttackTimer(BASE_ATTACK
,100);
1097 if(m_swingErrorMsg
!= 2) // send single time (client auto repeat)
1099 SendAttackSwingBadFacingAttack();
1100 m_swingErrorMsg
= 2;
1105 m_swingErrorMsg
= 0; // reset swing error state
1107 // prevent base and off attack in same time, delay attack at 0.2 sec
1108 if(haveOffhandWeapon())
1110 uint32 off_att
= getAttackTimer(OFF_ATTACK
);
1111 if(off_att
< ATTACK_DISPLAY_DELAY
)
1112 setAttackTimer(OFF_ATTACK
,ATTACK_DISPLAY_DELAY
);
1114 AttackerStateUpdate(pVictim
, BASE_ATTACK
);
1115 resetAttackTimer(BASE_ATTACK
);
1119 if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK
))
1121 if(!IsWithinDistInMap(pVictim
, pldistance
))
1123 setAttackTimer(OFF_ATTACK
,100);
1125 else if( !HasInArc( 2*M_PI
/3, pVictim
))
1127 setAttackTimer(OFF_ATTACK
,100);
1131 // prevent base and off attack in same time, delay attack at 0.2 sec
1132 uint32 base_att
= getAttackTimer(BASE_ATTACK
);
1133 if(base_att
< ATTACK_DISPLAY_DELAY
)
1134 setAttackTimer(BASE_ATTACK
,ATTACK_DISPLAY_DELAY
);
1136 AttackerStateUpdate(pVictim
, OFF_ATTACK
);
1137 resetAttackTimer(OFF_ATTACK
);
1141 Unit
*owner
= pVictim
->GetOwner();
1142 Unit
*u
= owner
? owner
: pVictim
;
1143 if(u
->IsPvP() && (!duel
|| duel
->opponent
!= u
))
1146 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT
);
1151 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
))
1153 if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update
1155 int time_inn
= time(NULL
)-GetTimeInnEnter();
1156 if (time_inn
>= 10) //freeze update
1158 float bubble
= 0.125*sWorld
.getRate(RATE_REST_INGAME
);
1159 //speed collect rest bonus (section/in hour)
1160 SetRestBonus( GetRestBonus()+ time_inn
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
1161 UpdateInnerTime(time(NULL
));
1166 if(m_regenTimer
> 0)
1168 if(p_time
>= m_regenTimer
)
1171 m_regenTimer
-= p_time
;
1174 if (m_weaponChangeTimer
> 0)
1176 if(p_time
>= m_weaponChangeTimer
)
1177 m_weaponChangeTimer
= 0;
1179 m_weaponChangeTimer
-= p_time
;
1182 if (m_zoneUpdateTimer
> 0)
1184 if(p_time
>= m_zoneUpdateTimer
)
1186 uint32 newzone
= GetZoneId();
1187 if( m_zoneUpdateId
!= newzone
)
1188 UpdateZone(newzone
); // also update area
1191 // use area updates as well
1192 // needed for free far all arenas for example
1193 uint32 newarea
= GetAreaId();
1194 if( m_areaUpdateId
!= newarea
)
1195 UpdateArea(newarea
);
1197 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
1201 m_zoneUpdateTimer
-= p_time
;
1209 if (m_deathState
== JUST_DIED
)
1216 if(p_time
>= m_nextSave
)
1218 // m_nextSave reseted in SaveToDB call
1220 sLog
.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
1224 m_nextSave
-= p_time
;
1229 if(m_breathTimer
> 0)
1231 if(p_time
>= m_breathTimer
)
1234 m_breathTimer
-= p_time
;
1238 //Handle Water/drowning
1244 //Handle detect stealth players
1245 if (m_DetectInvTimer
> 0)
1247 if (p_time
>= m_DetectInvTimer
)
1249 m_DetectInvTimer
= 3000;
1250 HandleStealthedUnitsDetection();
1253 m_DetectInvTimer
-= p_time
;
1257 if (now
> m_Last_tick
)
1259 uint32 elapsed
= uint32(now
- m_Last_tick
);
1260 m_Played_time
[0] += elapsed
; // Total played time
1261 m_Played_time
[1] += elapsed
; // Level played time
1267 m_drunkTimer
+= p_time
;
1269 if (m_drunkTimer
> 10000)
1273 // not auto-free ghost from body in instances
1274 if(m_deathTimer
> 0 && !GetBaseMap()->Instanceable())
1276 if(p_time
>= m_deathTimer
)
1283 m_deathTimer
-= p_time
;
1286 UpdateEnchantTime(p_time
);
1287 UpdateHomebindTime(p_time
);
1290 SendUpdateToOutOfRangeGroupMembers();
1292 Pet
* pet
= GetPet();
1293 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
) && (GetCharmGUID() && (pet
->GetGUID() != GetCharmGUID())))
1295 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
, true);
1300 void Player::setDeathState(DeathState s
)
1302 uint32 ressSpellId
= 0;
1304 bool cur
= isAlive();
1306 if(s
== JUST_DIED
&& cur
)
1308 // drunken state is cleared on death
1310 // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
1313 clearResurrectRequestData();
1315 // remove form before other mods to prevent incorrect stats calculation
1316 RemoveAurasDueToSpell(m_ShapeShiftFormSpellId
);
1318 //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
1319 RemovePet(NULL
, PET_SAVE_NOT_IN_SLOT
, true);
1321 // remove uncontrolled pets
1325 // save value before aura remove in Unit::setDeathState
1326 ressSpellId
= GetUInt32Value(PLAYER_SELF_RES_SPELL
);
1330 ressSpellId
= GetResurrectionSpellId();
1331 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP
, 1);
1333 Unit::setDeathState(s
);
1335 // restore resurrection spell id for player after aura remove
1336 if(s
== JUST_DIED
&& cur
&& ressSpellId
)
1337 SetUInt32Value(PLAYER_SELF_RES_SPELL
, ressSpellId
);
1339 if(isAlive() && !cur
)
1341 //clear aura case after resurrection by another way (spells will be applied before next death)
1342 SetUInt32Value(PLAYER_SELF_RES_SPELL
, 0);
1344 // restore default warrior stance
1345 if(getClass()== CLASS_WARRIOR
)
1346 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
1350 void Player::BuildEnumData( QueryResult
* result
, WorldPacket
* p_data
)
1352 Field
*fields
= result
->Fetch();
1354 *p_data
<< uint64(GetGUID());
1357 *p_data
<< uint8(getRace());
1358 uint8 pClass
= getClass();
1359 *p_data
<< uint8(pClass
);
1360 *p_data
<< uint8(getGender());
1362 uint32 bytes
= GetUInt32Value(PLAYER_BYTES
);
1363 *p_data
<< uint8(bytes
);
1364 *p_data
<< uint8(bytes
>> 8);
1365 *p_data
<< uint8(bytes
>> 16);
1366 *p_data
<< uint8(bytes
>> 24);
1368 bytes
= GetUInt32Value(PLAYER_BYTES_2
);
1369 *p_data
<< uint8(bytes
);
1371 *p_data
<< uint8(getLevel()); // player level
1372 // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
1373 uint32 zoneId
= MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY(),GetPositionZ());
1374 sLog
.outDebug("Player::BuildEnumData: m:%u, x:%f, y:%f, z:%f zone:%u", GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), zoneId
);
1375 *p_data
<< uint32(zoneId
);
1376 *p_data
<< uint32(GetMapId());
1378 *p_data
<< GetPositionX();
1379 *p_data
<< GetPositionY();
1380 *p_data
<< GetPositionZ();
1383 *p_data
<< (result
? fields
[13].GetUInt32() : 0);
1385 uint32 char_flags
= 0;
1386 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
1387 char_flags
|= CHARACTER_FLAG_HIDE_HELM
;
1388 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
1389 char_flags
|= CHARACTER_FLAG_HIDE_CLOAK
;
1390 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
))
1391 char_flags
|= CHARACTER_FLAG_GHOST
;
1392 if(HasAtLoginFlag(AT_LOGIN_RENAME
))
1393 char_flags
|= CHARACTER_FLAG_RENAME
;
1394 if(sWorld
.getConfig(CONFIG_DECLINED_NAMES_USED
) && (fields
[14].GetCppString() != ""))
1395 char_flags
|= CHARACTER_FLAG_DECLINED
;
1397 *p_data
<< uint32(char_flags
); // character flags
1398 // character customize (flags?)
1399 *p_data
<< uint32(HasAtLoginFlag(AT_LOGIN_CUSTOMIZE
) ? 1 : 0);
1400 *p_data
<< uint8(1); // unknown
1404 uint32 petDisplayId
= 0;
1405 uint32 petLevel
= 0;
1406 uint32 petFamily
= 0;
1408 // show pet at selection character in character list only for non-ghost character
1409 if(result
&& isAlive() && (pClass
== CLASS_WARLOCK
|| pClass
== CLASS_HUNTER
))
1411 uint32 entry
= fields
[10].GetUInt32();
1412 CreatureInfo
const* cInfo
= sCreatureStorage
.LookupEntry
<CreatureInfo
>(entry
);
1415 petDisplayId
= fields
[11].GetUInt32();
1416 petLevel
= fields
[12].GetUInt32();
1417 petFamily
= cInfo
->family
;
1421 *p_data
<< uint32(petDisplayId
);
1422 *p_data
<< uint32(petLevel
);
1423 *p_data
<< uint32(petFamily
);
1426 for (uint8 slot
= 0; slot
< EQUIPMENT_SLOT_END
; slot
++)
1428 uint32 visualbase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
1429 uint32 item_id
= GetUInt32Value(visualbase
);
1430 const ItemPrototype
* proto
= objmgr
.GetItemPrototype(item_id
);
1431 SpellItemEnchantmentEntry
const *enchant
= NULL
;
1433 for(uint8 enchantSlot
= PERM_ENCHANTMENT_SLOT
; enchantSlot
<=TEMP_ENCHANTMENT_SLOT
; enchantSlot
++)
1435 uint32 enchantId
= GetUInt32Value(visualbase
+1+enchantSlot
);
1436 if(enchant
= sSpellItemEnchantmentStore
.LookupEntry(enchantId
))
1442 *p_data
<< uint32(proto
->DisplayInfoID
);
1443 *p_data
<< uint8(proto
->InventoryType
);
1444 *p_data
<< uint32(enchant
? enchant
->aura_id
: 0);
1448 *p_data
<< uint32(0);
1449 *p_data
<< uint8(0);
1450 *p_data
<< uint32(0); // enchant?
1453 *p_data
<< uint32(0); // first bag display id
1454 *p_data
<< uint8(0); // first bag inventory type
1455 *p_data
<< uint32(0); // enchant?
1458 bool Player::ToggleAFK()
1460 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1462 bool state
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
);
1464 // afk player not allowed in battleground
1465 if(state
&& InBattleGround())
1466 LeaveBattleground();
1471 bool Player::ToggleDND()
1473 ToggleFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1475 return HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_DND
);
1478 uint8
Player::chatTag() const
1495 bool Player::TeleportTo(uint32 mapid
, float x
, float y
, float z
, float orientation
, uint32 options
)
1497 if(!MapManager::IsValidMapCoord(mapid
, x
, y
, z
, orientation
))
1499 sLog
.outError("TeleportTo: invalid map %d or absent instance template.", mapid
);
1503 // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
1504 Pet
* pet
= GetPet();
1506 MapEntry
const* mEntry
= sMapStore
.LookupEntry(mapid
);
1508 // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
1509 // don't let gm level > 1 either
1510 if(!InBattleGround() && mEntry
->IsBattleGroundOrArena())
1513 // client without expansion support
1514 if(GetSession()->Expansion() < mEntry
->Expansion())
1516 sLog
.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid
);
1519 RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
1521 SendTransferAborted(mapid
, TRANSFER_ABORT_INSUF_EXPAN_LVL
, mEntry
->Expansion());
1523 return false; // normal client can't teleport to this map...
1527 sLog
.outDebug("Player %s will teleported to map %u", GetName(), mapid
);
1530 // if we were on a transport, leave
1531 if (!(options
& TELE_TO_NOT_LEAVE_TRANSPORT
) && m_transport
)
1533 m_transport
->RemovePassenger(this);
1535 m_movementInfo
.t_x
= 0.0f
;
1536 m_movementInfo
.t_y
= 0.0f
;
1537 m_movementInfo
.t_z
= 0.0f
;
1538 m_movementInfo
.t_o
= 0.0f
;
1539 m_movementInfo
.t_time
= 0;
1542 SetSemaphoreTeleport(true);
1544 // The player was ported to another map and looses the duel immediately.
1545 // We have to perform this check before the teleport, otherwise the
1546 // ObjectAccessor won't find the flag.
1547 if (duel
&& GetMapId()!=mapid
)
1549 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
1551 DuelComplete(DUEL_FLED
);
1554 // reset movement flags at teleport, because player will continue move with these flags after teleport
1555 SetUnitMovementFlags(0);
1557 if ((GetMapId() == mapid
) && (!m_transport
))
1559 // prepare zone change detect
1560 uint32 old_zone
= GetZoneId();
1563 if(!GetSession()->PlayerLogout())
1566 BuildTeleportAckMsg(&data
, x
, y
, z
, orientation
);
1567 GetSession()->SendPacket(&data
);
1568 SetPosition( x
, y
, z
, orientation
, true);
1571 // this will be used instead of the current location in SaveToDB
1572 m_teleport_dest
= WorldLocation(mapid
, x
, y
, z
, orientation
);
1573 SetFallInformation(0, z
);
1575 //BuildHeartBeatMsg(&data);
1576 //SendMessageToSet(&data, true);
1577 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1579 //same map, only remove pet if out of range
1580 if(pet
&& !IsWithinDistInMap(pet
, OWNER_MAX_DISTANCE
))
1582 if(pet
->isControlled() && !pet
->isTemporarySummoned() )
1583 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1585 m_temporaryUnsummonedPetNumber
= 0;
1587 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1591 if(!(options
& TELE_TO_NOT_LEAVE_COMBAT
))
1594 if (!(options
& TELE_TO_NOT_UNSUMMON_PET
))
1597 if(pet
&& m_temporaryUnsummonedPetNumber
)
1599 Pet
* NewPet
= new Pet
;
1600 if(!NewPet
->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber
, true))
1603 m_temporaryUnsummonedPetNumber
= 0;
1607 if(!GetSession()->PlayerLogout())
1609 // don't reset teleport semaphore while logging out, otherwise m_teleport_dest won't be used in Player::SaveToDB
1610 SetSemaphoreTeleport(false);
1612 UpdateZone(GetZoneId());
1616 if(old_zone
!= GetZoneId())
1619 if(pvpInfo
.inHostileArea
)
1620 CastSpell(this, 2479, true);
1625 // far teleport to another map
1626 Map
* oldmap
= IsInWorld() ? GetMap() : NULL
;
1627 // check if we can enter before stopping combat / removing pet / totems / interrupting spells
1629 // Check enter rights before map getting to avoid creating instance copy for player
1630 // this check not dependent from map instance copy and same for all instance copies of selected map
1631 if (!MapManager::Instance().CanPlayerEnter(mapid
, this))
1633 SetSemaphoreTeleport(false);
1637 // If the map is not created, assume it is possible to enter it.
1638 // It will be created in the WorldPortAck.
1639 Map
*map
= MapManager::Instance().FindMap(mapid
);
1640 if (!map
|| map
->CanEnter(this))
1646 ResetContestedPvP();
1648 // remove player from battleground on far teleport (when changing maps)
1649 if(BattleGround
const* bg
= GetBattleGround())
1651 // Note: at battleground join battleground id set before teleport
1652 // and we already will found "current" battleground
1653 // just need check that this is targeted map or leave
1654 if(bg
->GetMapId() != mapid
)
1655 LeaveBattleground(false); // don't teleport to entry point
1658 // remove pet on map change
1661 //leaving map -> delete pet right away (doing this later will cause problems)
1662 if(pet
->isControlled() && !pet
->isTemporarySummoned())
1663 m_temporaryUnsummonedPetNumber
= pet
->GetCharmInfo()->GetPetNumber();
1665 m_temporaryUnsummonedPetNumber
= 0;
1667 RemovePet(pet
, PET_SAVE_NOT_IN_SLOT
);
1670 // remove all dyn objects
1671 RemoveAllDynObjects();
1673 // stop spellcasting
1674 // not attempt interrupt teleportation spell at caster teleport
1675 if(!(options
& TELE_TO_SPELL
))
1676 if(IsNonMeleeSpellCasted(true))
1677 InterruptNonMeleeSpells(true);
1679 if(!GetSession()->PlayerLogout())
1681 // send transfer packets
1682 WorldPacket
data(SMSG_TRANSFER_PENDING
, (4+4+4));
1683 data
<< uint32(mapid
);
1686 data
<< m_transport
->GetEntry() << GetMapId();
1688 GetSession()->SendPacket(&data
);
1690 data
.Initialize(SMSG_NEW_WORLD
, (20));
1693 data
<< (uint32
)mapid
<< m_movementInfo
.t_x
<< m_movementInfo
.t_y
<< m_movementInfo
.t_z
<< m_movementInfo
.t_o
;
1697 data
<< (uint32
)mapid
<< (float)x
<< (float)y
<< (float)z
<< (float)orientation
;
1699 GetSession()->SendPacket( &data
);
1700 SendSavedInstances();
1702 // remove from old map now
1703 if(oldmap
) oldmap
->Remove(this, false);
1706 // new final coordinates
1710 float final_o
= orientation
;
1714 final_x
+= m_movementInfo
.t_x
;
1715 final_y
+= m_movementInfo
.t_y
;
1716 final_z
+= m_movementInfo
.t_z
;
1717 final_o
+= m_movementInfo
.t_o
;
1720 m_teleport_dest
= WorldLocation(mapid
, final_x
, final_y
, final_z
, final_o
);
1721 SetFallInformation(0, final_z
);
1722 // if the player is saved before worldportack (at logout for example)
1723 // this will be used instead of the current location in SaveToDB
1725 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP
);
1727 // move packet sent by client always after far teleport
1728 // SetPosition(final_x, final_y, final_z, final_o, true);
1731 // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
1739 void Player::AddToWorld()
1741 ///- Do not add/remove the player from the object storage
1742 ///- It will crash when updating the ObjectAccessor
1743 ///- The player should only be added when logging in
1746 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1749 m_items
[i
]->AddToWorld();
1753 void Player::RemoveFromWorld()
1758 ///- Release charmed creatures, unsummon totems and remove pets/guardians
1760 UnsummonAllTotems();
1765 for(int i
= PLAYER_SLOT_START
; i
< PLAYER_SLOT_END
; i
++)
1768 m_items
[i
]->RemoveFromWorld();
1771 ///- Do not add/remove the player from the object storage
1772 ///- It will crash when updating the ObjectAccessor
1773 ///- The player should only be removed when logging out
1774 Unit::RemoveFromWorld();
1777 void Player::RewardRage( uint32 damage
, uint32 weaponSpeedHitFactor
, bool attacker
)
1781 float rageconversion
= ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
1785 addRage
= ((damage
/rageconversion
*7.5 + weaponSpeedHitFactor
)/2);
1787 // talent who gave more rage on attack
1788 addRage
*= 1.0f
+ GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT
) / 100.0f
;
1792 addRage
= damage
/rageconversion
*2.5;
1794 // Berserker Rage effect
1795 if(HasAura(18499,0))
1799 addRage
*= sWorld
.getRate(RATE_POWER_RAGE_INCOME
);
1801 ModifyPower(POWER_RAGE
, uint32(addRage
*10));
1804 void Player::RegenerateAll()
1806 if (m_regenTimer
!= 0)
1808 uint32 regenDelay
= 2000;
1810 // Not in combat or they have regeneration
1811 if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) ||
1812 HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
) || IsPolymorphed() )
1815 if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN
))
1817 Regenerate(POWER_RAGE
);
1818 if(getClass() == CLASS_DEATH_KNIGHT
)
1819 Regenerate(POWER_RUNIC_POWER
);
1823 Regenerate( POWER_ENERGY
);
1825 Regenerate( POWER_MANA
);
1827 if(getClass() == CLASS_DEATH_KNIGHT
)
1828 Regenerate( POWER_RUNE
);
1830 m_regenTimer
= regenDelay
;
1833 void Player::Regenerate(Powers power
)
1835 uint32 curValue
= GetPower(power
);
1836 uint32 maxValue
= GetMaxPower(power
);
1838 float addvalue
= 0.0f
;
1844 bool recentCast
= IsUnderLastManaUseEffect();
1845 float ManaIncreaseRate
= sWorld
.getRate(RATE_POWER_MANA
);
1848 // Mangos Updates Mana in intervals of 2s, which is correct
1849 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1853 addvalue
= GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER
) * ManaIncreaseRate
* 2.00f
;
1856 case POWER_RAGE
: // Regenerate rage
1858 float RageDecreaseRate
= sWorld
.getRate(RATE_POWER_RAGE_LOSS
);
1859 addvalue
= 30 * RageDecreaseRate
; // 3 rage by tick
1861 case POWER_ENERGY
: // Regenerate energy (rogue)
1864 case POWER_RUNIC_POWER
:
1866 float RunicPowerDecreaseRate
= sWorld
.getRate(RATE_POWER_RUNICPOWER_LOSS
);
1867 addvalue
= 30 * RunicPowerDecreaseRate
; // 3 RunicPower by tick
1871 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
1872 if(uint8 cd
= GetRuneCooldown(i
)) // if we have cooldown, reduce it...
1873 SetRuneCooldown(i
, cd
- 1); // ... by 2 sec (because update is every 2 sec)
1876 case POWER_HAPPINESS
:
1880 // Mana regen calculated in Player::UpdateManaRegen()
1881 // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
1882 if(power
!= POWER_MANA
)
1884 AuraList
const& ModPowerRegenPCTAuras
= GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT
);
1885 for(AuraList::const_iterator i
= ModPowerRegenPCTAuras
.begin(); i
!= ModPowerRegenPCTAuras
.end(); ++i
)
1886 if ((*i
)->GetModifier()->m_miscvalue
== power
)
1887 addvalue
*= ((*i
)->GetModifier()->m_amount
+ 100) / 100.0f
;
1890 if (power
!= POWER_RAGE
&& power
!= POWER_RUNIC_POWER
)
1892 curValue
+= uint32(addvalue
);
1893 if (curValue
> maxValue
)
1894 curValue
= maxValue
;
1898 if(curValue
<= uint32(addvalue
))
1901 curValue
-= uint32(addvalue
);
1903 SetPower(power
, curValue
);
1906 void Player::RegenerateHealth()
1908 uint32 curValue
= GetHealth();
1909 uint32 maxValue
= GetMaxHealth();
1911 if (curValue
>= maxValue
) return;
1913 float HealthIncreaseRate
= sWorld
.getRate(RATE_HEALTH
);
1915 float addvalue
= 0.0f
;
1918 if ( IsPolymorphed() )
1919 addvalue
= GetMaxHealth()/3;
1920 // normal regen case (maybe partly in combat case)
1921 else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) )
1923 addvalue
= OCTRegenHPPerSpirit()* HealthIncreaseRate
;
1926 AuraList
const& mModHealthRegenPct
= GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT
);
1927 for(AuraList::const_iterator i
= mModHealthRegenPct
.begin(); i
!= mModHealthRegenPct
.end(); ++i
)
1928 addvalue
*= (100.0f
+ (*i
)->GetModifier()->m_amount
) / 100.0f
;
1930 else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT
))
1931 addvalue
*= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT
) / 100.0f
;
1937 // always regeneration bonus (including combat)
1938 addvalue
+= GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT
);
1943 ModifyHealth(int32(addvalue
));
1946 bool Player::CanInteractWithNPCs(bool alive
) const
1948 if(alive
&& !isAlive())
1956 bool Player::IsUnderWater() const
1958 return IsInWater() &&
1959 GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->GetWaterLevel(GetPositionX(),GetPositionY())-2);
1962 void Player::SetInWater(bool apply
)
1964 if(m_isInWater
==apply
)
1967 //define player in water by opcodes
1968 //move player's guid into HateOfflineList of those mobs
1969 //which can't swim and move guid back into ThreatList when
1971 //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
1972 m_isInWater
= apply
;
1974 // remove auras that need water/land
1975 RemoveAurasWithInterruptFlags(apply
? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER
: AURA_INTERRUPT_FLAG_NOT_UNDERWATER
);
1977 getHostilRefManager().updateThreatTables();
1980 void Player::SetGameMaster(bool on
)
1984 m_ExtraFlags
|= PLAYER_EXTRA_GM_ON
;
1986 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
1988 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
1989 ResetContestedPvP();
1991 getHostilRefManager().setOnlineOfflineState(false);
1996 m_ExtraFlags
&= ~ PLAYER_EXTRA_GM_ON
;
1997 setFactionForRace(getRace());
1998 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
);
2000 // restore FFA PvP Server state
2001 if(sWorld
.IsFFAPvPRealm())
2002 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
2004 // restore FFA PvP area state, remove not allowed for GM mounts
2005 UpdateArea(m_areaUpdateId
);
2007 getHostilRefManager().setOnlineOfflineState(true);
2010 ObjectAccessor::UpdateVisibilityForPlayer(this);
2013 void Player::SetGMVisible(bool on
)
2017 m_ExtraFlags
&= ~PLAYER_EXTRA_GM_INVISIBLE
; //remove flag
2019 // Reapply stealth/invisibility if active or show if not any
2020 if(HasAuraType(SPELL_AURA_MOD_STEALTH
))
2021 SetVisibility(VISIBILITY_GROUP_STEALTH
);
2022 else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY
))
2023 SetVisibility(VISIBILITY_GROUP_INVISIBILITY
);
2025 SetVisibility(VISIBILITY_ON
);
2029 m_ExtraFlags
|= PLAYER_EXTRA_GM_INVISIBLE
; //add flag
2031 SetAcceptWhispers(false);
2032 SetGameMaster(true);
2034 SetVisibility(VISIBILITY_OFF
);
2038 bool Player::IsGroupVisibleFor(Player
* p
) const
2040 switch(sWorld
.getConfig(CONFIG_GROUP_VISIBILITY
))
2042 default: return IsInSameGroupWith(p
);
2043 case 1: return IsInSameRaidWith(p
);
2044 case 2: return GetTeam()==p
->GetTeam();
2048 bool Player::IsInSameGroupWith(Player
const* p
) const
2050 return p
==this || GetGroup() != NULL
&&
2051 GetGroup() == p
->GetGroup() &&
2052 GetGroup()->SameSubGroup((Player
*)this, (Player
*)p
);
2055 ///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
2056 /// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
2057 void Player::UninviteFromGroup()
2059 Group
* group
= GetGroupInvite();
2063 group
->RemoveInvite(this);
2065 if(group
->GetMembersCount() <= 1) // group has just 1 member => disband
2067 if(group
->IsCreated())
2069 group
->Disband(true);
2070 objmgr
.RemoveGroup(group
);
2073 group
->RemoveAllInvites();
2079 void Player::RemoveFromGroup(Group
* group
, uint64 guid
)
2083 if (group
->RemoveMember(guid
, 0) <= 1)
2085 // group->Disband(); already disbanded in RemoveMember
2086 objmgr
.RemoveGroup(group
);
2088 // removemember sets the player's group pointer to NULL
2093 void Player::SendLogXPGain(uint32 GivenXP
, Unit
* victim
, uint32 RestXP
)
2095 WorldPacket
data(SMSG_LOG_XPGAIN
, 21);
2096 data
<< uint64(victim
? victim
->GetGUID() : 0); // guid
2097 data
<< uint32(GivenXP
+RestXP
); // given experience
2098 data
<< uint8(victim
? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
2101 data
<< uint32(GivenXP
); // experience without rested bonus
2102 data
<< float(1); // 1 - none 0 - 100% group bonus output
2104 data
<< uint8(0); // new 2.4.0
2105 GetSession()->SendPacket(&data
);
2108 void Player::GiveXP(uint32 xp
, Unit
* victim
)
2116 uint32 level
= getLevel();
2118 // XP to money conversion processed in Player::RewardQuest
2119 if(level
>= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
2122 // handle SPELL_AURA_MOD_XP_PCT auras
2123 Unit::AuraList
const& ModXPPctAuras
= GetAurasByType(SPELL_AURA_MOD_XP_PCT
);
2124 for(Unit::AuraList::const_iterator i
= ModXPPctAuras
.begin();i
!= ModXPPctAuras
.end(); ++i
)
2125 xp
= uint32(xp
*(1.0f
+ (*i
)->GetModifier()->m_amount
/ 100.0f
));
2127 // XP resting bonus for kill
2128 uint32 rested_bonus_xp
= victim
? GetXPRestBonus(xp
) : 0;
2130 SendLogXPGain(xp
,victim
,rested_bonus_xp
);
2132 uint32 curXP
= GetUInt32Value(PLAYER_XP
);
2133 uint32 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2134 uint32 newXP
= curXP
+ xp
+ rested_bonus_xp
;
2136 while( newXP
>= nextLvlXP
&& level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2140 if ( level
< sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
2141 GiveLevel(level
+ 1);
2144 nextLvlXP
= GetUInt32Value(PLAYER_NEXT_LEVEL_XP
);
2147 SetUInt32Value(PLAYER_XP
, newXP
);
2150 // Update player to next level
2151 // Current player experience not update (must be update by caller)
2152 void Player::GiveLevel(uint32 level
)
2154 if ( level
== getLevel() )
2157 PlayerLevelInfo info
;
2158 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),level
,&info
);
2160 PlayerClassLevelInfo classInfo
;
2161 objmgr
.GetPlayerClassLevelInfo(getClass(),level
,&classInfo
);
2163 // send levelup info to client
2164 WorldPacket
data(SMSG_LEVELUP_INFO
, (4+4+MAX_POWERS
*4+MAX_STATS
*4));
2165 data
<< uint32(level
);
2166 data
<< uint32(int32(classInfo
.basehealth
) - int32(GetCreateHealth()));
2167 // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
2168 data
<< uint32(int32(classInfo
.basemana
) - int32(GetCreateMana()));
2176 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
) // Stats loop (0-4)
2177 data
<< uint32(int32(info
.stats
[i
]) - GetCreateStat(Stats(i
)));
2179 GetSession()->SendPacket(&data
);
2181 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(level
));
2183 //update level, max level of skills
2184 if(getLevel()!= level
)
2185 m_Played_time
[1] = 0; // Level Played Time reset
2187 UpdateSkillsForLevel ();
2189 // save base values (bonuses already included in stored stats
2190 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2191 SetCreateStat(Stats(i
), info
.stats
[i
]);
2193 SetCreateHealth(classInfo
.basehealth
);
2194 SetCreateMana(classInfo
.basemana
);
2196 InitTalentForLevel();
2197 InitTaxiNodesForLevel();
2198 InitGlyphsForLevel();
2202 // set current level health and mana/energy to maximum after applying all mods.
2203 SetHealth(GetMaxHealth());
2204 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2205 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2206 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2207 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2208 SetPower(POWER_FOCUS
, 0);
2209 SetPower(POWER_HAPPINESS
, 0);
2211 // give level to summoned pet
2212 Pet
* pet
= GetPet();
2213 if(pet
&& pet
->getPetType()==SUMMON_PET
)
2214 pet
->GivePetLevel(level
);
2215 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL
);
2218 void Player::InitTalentForLevel()
2220 uint32 level
= getLevel();
2221 // talents base at level diff ( talents = level - 9 but some can be used already)
2224 // Remove all talent points
2225 if(m_usedTalentCount
> 0) // Free any used talents
2228 SetFreeTalentPoints(0);
2233 uint32 talentPointsForLevel
= uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
2234 // if used more that have then reset
2235 if(m_usedTalentCount
> talentPointsForLevel
)
2237 if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR
)
2240 SetFreeTalentPoints(0);
2242 // else update amount of free points
2244 SetFreeTalentPoints(talentPointsForLevel
-m_usedTalentCount
);
2248 void Player::InitStatsForLevel(bool reapplyMods
)
2250 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2251 _RemoveAllStatBonuses();
2253 PlayerClassLevelInfo classInfo
;
2254 objmgr
.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo
);
2256 PlayerLevelInfo info
;
2257 objmgr
.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info
);
2259 SetUInt32Value(PLAYER_FIELD_MAX_LEVEL
, sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) );
2260 SetUInt32Value(PLAYER_NEXT_LEVEL_XP
, MaNGOS::XP::xp_to_level(getLevel()));
2262 UpdateSkillsForLevel ();
2264 // set default cast time multiplier
2265 SetFloatValue(UNIT_MOD_CAST_SPEED
, 1.0f
);
2267 // reset size before reapply auras
2268 SetFloatValue(OBJECT_FIELD_SCALE_X
,1.0f
);
2270 // save base values (bonuses already included in stored stats
2271 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2272 SetCreateStat(Stats(i
), info
.stats
[i
]);
2274 for(int i
= STAT_STRENGTH
; i
< MAX_STATS
; ++i
)
2275 SetStat(Stats(i
), info
.stats
[i
]);
2277 SetCreateHealth(classInfo
.basehealth
);
2280 SetCreateMana(classInfo
.basemana
);
2282 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2286 //reset rating fields values
2287 for(uint16 index
= PLAYER_FIELD_COMBAT_RATING_1
; index
< PLAYER_FIELD_COMBAT_RATING_1
+ MAX_COMBAT_RATING
; ++index
)
2288 SetUInt32Value(index
, 0);
2290 SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS
,0);
2291 for (int i
= 0; i
< 7; i
++)
2293 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG
+i
, 0);
2294 SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS
+i
, 0);
2295 SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT
+i
, 1.00f
);
2298 //reset attack power, damage and attack speed fields
2299 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
, 2000.0f
);
2300 SetFloatValue(UNIT_FIELD_BASEATTACKTIME
+ 1, 2000.0f
); // offhand attack time
2301 SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME
, 2000.0f
);
2303 SetFloatValue(UNIT_FIELD_MINDAMAGE
, 0.0f
);
2304 SetFloatValue(UNIT_FIELD_MAXDAMAGE
, 0.0f
);
2305 SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
, 0.0f
);
2306 SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
, 0.0f
);
2307 SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
, 0.0f
);
2308 SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
, 0.0f
);
2310 SetUInt32Value(UNIT_FIELD_ATTACK_POWER
, 0 );
2311 SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS
, 0 );
2312 SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER
,0.0f
);
2313 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER
, 0 );
2314 SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS
,0 );
2315 SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER
,0.0f
);
2317 // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2318 SetFloatValue(PLAYER_CRIT_PERCENTAGE
,0.0f
);
2319 SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE
,0.0f
);
2320 SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE
,0.0f
);
2322 // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
2323 for (uint8 i
= 0; i
< 7; ++i
)
2324 SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1
+i
, 0.0f
);
2326 SetFloatValue(PLAYER_PARRY_PERCENTAGE
, 0.0f
);
2327 SetFloatValue(PLAYER_BLOCK_PERCENTAGE
, 0.0f
);
2328 SetUInt32Value(PLAYER_SHIELD_BLOCK
, 0);
2331 SetFloatValue(PLAYER_DODGE_PERCENTAGE
, 0.0f
);
2333 // set armor (resistance 0) to original value (create_agility*2)
2334 SetArmor(int32(m_createStats
[STAT_AGILITY
]*2));
2335 SetResistanceBuffMods(SpellSchools(0), true, 0.0f
);
2336 SetResistanceBuffMods(SpellSchools(0), false, 0.0f
);
2337 // set other resistance to original value (0)
2338 for (int i
= 1; i
< MAX_SPELL_SCHOOL
; i
++)
2340 SetResistance(SpellSchools(i
), 0);
2341 SetResistanceBuffMods(SpellSchools(i
), true, 0.0f
);
2342 SetResistanceBuffMods(SpellSchools(i
), false, 0.0f
);
2345 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE
,0);
2346 SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE
,0);
2347 for(int i
= 0; i
< MAX_SPELL_SCHOOL
; ++i
)
2349 SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER
+i
,0.0f
);
2350 SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER
+i
,0.0f
);
2352 // Reset no reagent cost field
2353 for(int i
= 0; i
< 3; i
++)
2354 SetUInt32Value(PLAYER_NO_REAGENT_COST_1
+ i
, 0);
2355 // Init data for form but skip reapply item mods for form
2356 InitDataForForm(reapplyMods
);
2359 for (int i
= POWER_MANA
; i
< MAX_POWERS
; i
++)
2360 SetMaxPower(Powers(i
), uint32(GetCreatePowers(Powers(i
))));
2362 SetMaxHealth(classInfo
.basehealth
); // stamina bonus will applied later
2364 // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
2365 SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID
, 0);
2367 // cleanup unit flags (will be re-applied if need at aura load).
2368 RemoveFlag( UNIT_FIELD_FLAGS
,
2369 UNIT_FLAG_NON_ATTACKABLE
| UNIT_FLAG_DISABLE_MOVE
| UNIT_FLAG_NOT_ATTACKABLE_1
|
2370 UNIT_FLAG_PET_IN_COMBAT
| UNIT_FLAG_SILENCED
| UNIT_FLAG_PACIFIED
|
2371 UNIT_FLAG_STUNNED
| UNIT_FLAG_IN_COMBAT
| UNIT_FLAG_DISARMED
|
2372 UNIT_FLAG_CONFUSED
| UNIT_FLAG_FLEEING
| UNIT_FLAG_NOT_SELECTABLE
|
2373 UNIT_FLAG_SKINNABLE
| UNIT_FLAG_MOUNT
| UNIT_FLAG_TAXI_FLIGHT
);
2374 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PVP_ATTACKABLE
); // must be set
2376 // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
2377 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_AFK
| PLAYER_FLAGS_DND
| PLAYER_FLAGS_GM
| PLAYER_FLAGS_GHOST
);
2379 SetByteValue(UNIT_FIELD_BYTES_1
, 2, 0x00); // one form stealth modified bytes
2380 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
| UNIT_BYTE2_FLAG_SANCTUARY
);
2382 // restore if need some important flags
2383 SetUInt32Value(PLAYER_FIELD_BYTES2
, 0 ); // flags empty by default
2385 if(reapplyMods
) //reapply stats values only on .reset stats (level) command
2386 _ApplyAllStatBonuses();
2388 // set current level health and mana/energy to maximum after applying all mods.
2389 SetHealth(GetMaxHealth());
2390 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
));
2391 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
));
2392 if(GetPower(POWER_RAGE
) > GetMaxPower(POWER_RAGE
))
2393 SetPower(POWER_RAGE
, GetMaxPower(POWER_RAGE
));
2394 SetPower(POWER_FOCUS
, 0);
2395 SetPower(POWER_HAPPINESS
, 0);
2396 SetPower(POWER_RUNIC_POWER
, 0);
2399 void Player::SendInitialSpells()
2401 uint16 spellCount
= 0;
2403 WorldPacket
data(SMSG_INITIAL_SPELLS
, (1+2+4*m_spells
.size()+2+m_spellCooldowns
.size()*(2+2+2+4+4)));
2406 size_t countPos
= data
.wpos();
2407 data
<< uint16(spellCount
); // spell count placeholder
2409 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2411 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2414 if(!itr
->second
->active
|| itr
->second
->disabled
)
2417 data
<< uint16(itr
->first
);
2418 data
<< uint16(0); // it's not slot id
2423 data
.put
<uint16
>(countPos
,spellCount
); // write real count value
2425 uint16 spellCooldowns
= m_spellCooldowns
.size();
2426 data
<< uint16(spellCooldowns
);
2427 for(SpellCooldowns::const_iterator itr
=m_spellCooldowns
.begin(); itr
!=m_spellCooldowns
.end(); ++itr
)
2429 SpellEntry
const *sEntry
= sSpellStore
.LookupEntry(itr
->first
);
2433 data
<< uint16(itr
->first
);
2435 time_t cooldown
= 0;
2436 time_t curTime
= time(NULL
);
2437 if(itr
->second
.end
> curTime
)
2438 cooldown
= (itr
->second
.end
-curTime
)*1000;
2440 data
<< uint16(itr
->second
.itemid
); // cast item id
2441 data
<< uint16(sEntry
->Category
); // spell category
2442 if(sEntry
->Category
) // may be wrong, but anyway better than nothing...
2444 data
<< uint32(0); // cooldown
2445 data
<< uint32(cooldown
); // category cooldown
2449 data
<< uint32(cooldown
); // cooldown
2450 data
<< uint32(0); // category cooldown
2454 GetSession()->SendPacket(&data
);
2456 sLog
.outDetail( "CHARACTER: Sent Initial Spells" );
2459 void Player::RemoveMail(uint32 id
)
2461 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end();++itr
)
2463 if ((*itr
)->messageID
== id
)
2465 //do not delete item, because Player::removeMail() is called when returning mail to sender.
2472 void Player::SendMailResult(uint32 mailId
, uint32 mailAction
, uint32 mailError
, uint32 equipError
, uint32 item_guid
, uint32 item_count
)
2474 WorldPacket
data(SMSG_SEND_MAIL_RESULT
, (4+4+4+(mailError
== MAIL_ERR_BAG_FULL
?4:(mailAction
== MAIL_ITEM_TAKEN
?4+4:0))));
2475 data
<< (uint32
) mailId
;
2476 data
<< (uint32
) mailAction
;
2477 data
<< (uint32
) mailError
;
2478 if ( mailError
== MAIL_ERR_BAG_FULL
)
2479 data
<< (uint32
) equipError
;
2480 else if( mailAction
== MAIL_ITEM_TAKEN
)
2482 data
<< (uint32
) item_guid
; // item guid low?
2483 data
<< (uint32
) item_count
; // item count?
2485 GetSession()->SendPacket(&data
);
2488 void Player::SendNewMail()
2490 // deliver undelivered mail
2491 WorldPacket
data(SMSG_RECEIVED_MAIL
, 4);
2493 GetSession()->SendPacket(&data
);
2496 void Player::UpdateNextMailTimeAndUnreads()
2498 // calculate next delivery time (min. from non-delivered mails
2499 // and recalculate unReadMail
2500 time_t cTime
= time(NULL
);
2501 m_nextMailDelivereTime
= 0;
2503 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
2505 if((*itr
)->deliver_time
> cTime
)
2507 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> (*itr
)->deliver_time
)
2508 m_nextMailDelivereTime
= (*itr
)->deliver_time
;
2510 else if(((*itr
)->checked
& MAIL_CHECK_MASK_READ
) == 0)
2515 void Player::AddNewMailDeliverTime(time_t deliver_time
)
2517 if(deliver_time
<= time(NULL
)) // ready now
2522 else // not ready and no have ready mails
2524 if(!m_nextMailDelivereTime
|| m_nextMailDelivereTime
> deliver_time
)
2525 m_nextMailDelivereTime
= deliver_time
;
2529 bool Player::addSpell(uint32 spell_id
, bool active
, bool learning
, bool loading
, uint16 slot_id
, bool disabled
)
2531 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
2534 // do character spell book cleanup (all characters)
2535 if(loading
&& !learning
) // spell load case
2537 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id
);
2538 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2541 sLog
.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id
);
2546 if(!SpellMgr::IsSpellValid(spellInfo
,this,false))
2548 // do character spell book cleanup (all characters)
2549 if(loading
&& !learning
) // spell load case
2551 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id
);
2552 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id
);
2555 sLog
.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id
);
2560 PlayerSpellState state
= learning
? PLAYERSPELL_NEW
: PLAYERSPELL_UNCHANGED
;
2562 bool disabled_case
= false;
2563 bool superceded_old
= false;
2565 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2566 if (itr
!= m_spells
.end())
2568 // update active state for known spell
2569 if(itr
->second
->active
!= active
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
)
2571 itr
->second
->active
= active
;
2573 // loading && !learning == explicitly load from DB and then exist in it already and set correctly
2574 if(loading
&& !learning
)
2575 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2576 else if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2577 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2581 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2582 data
<< uint16(spell_id
);
2583 GetSession()->SendPacket(&data
);
2585 return active
; // learn (show in spell book if active now)
2588 if(itr
->second
->disabled
!= disabled
&& itr
->second
->state
!= PLAYERSPELL_REMOVED
)
2590 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2591 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2592 itr
->second
->disabled
= disabled
;
2597 disabled_case
= true;
2599 else switch(itr
->second
->state
)
2601 case PLAYERSPELL_UNCHANGED
: // known saved spell
2603 case PLAYERSPELL_REMOVED
: // re-learning removed not saved spell
2606 m_spells
.erase(itr
);
2607 state
= PLAYERSPELL_CHANGED
;
2608 break; // need re-add
2610 default: // known not saved yet spell (new or modified)
2612 // can be in case spell loading but learned at some previous spell loading
2613 if(loading
&& !learning
)
2614 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
2621 if(!disabled_case
) // skip new spell adding if spell already known (disabled spells case)
2623 // talent: unlearn all other talent ranks (high and low)
2624 if(TalentSpellPos
const* talentPos
= GetTalentSpellPos(spell_id
))
2626 if(TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry( talentPos
->talent_id
))
2628 for(int i
=0; i
<5; ++i
)
2630 // skip learning spell and no rank spell case
2631 uint32 rankSpellId
= talentInfo
->RankID
[i
];
2632 if(!rankSpellId
|| rankSpellId
==spell_id
)
2635 // skip unknown ranks
2636 if(!HasSpell(rankSpellId
))
2639 removeSpell(rankSpellId
);
2643 // non talent spell: learn low ranks (recursive call)
2644 else if(uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
))
2646 if(loading
) // at spells loading, no output, but allow save
2647 addSpell(prev_spell
,active
,true,loading
,SPELL_WITHOUT_SLOT_ID
,disabled
);
2648 else // at normal learning
2649 learnSpell(prev_spell
);
2652 PlayerSpell
*newspell
= new PlayerSpell
;
2653 newspell
->active
= active
;
2654 newspell
->state
= state
;
2655 newspell
->disabled
= disabled
;
2657 // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
2658 if(newspell
->active
&& !newspell
->disabled
&& !SpellMgr::canStackSpellRanks(spellInfo
) && spellmgr
.GetSpellRank(spellInfo
->Id
) != 0)
2660 for( PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2662 if(itr
->second
->state
== PLAYERSPELL_REMOVED
) continue;
2663 SpellEntry
const *i_spellInfo
= sSpellStore
.LookupEntry(itr
->first
);
2664 if(!i_spellInfo
) continue;
2666 if( spellmgr
.IsRankSpellDueToSpell(spellInfo
,itr
->first
) )
2668 if(itr
->second
->active
)
2670 if(spellmgr
.IsHighRankOfSpell(spell_id
,itr
->first
))
2672 if(!loading
) // not send spell (re-/over-)learn packets at loading
2674 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2675 data
<< uint16(itr
->first
);
2676 data
<< uint16(spell_id
);
2677 GetSession()->SendPacket( &data
);
2680 // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
2681 itr
->second
->active
= false;
2682 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2683 superceded_old
= true; // new spell replace old in action bars and spell book.
2685 else if(spellmgr
.IsHighRankOfSpell(itr
->first
,spell_id
))
2687 if(!loading
) // not send spell (re-/over-)learn packets at loading
2689 WorldPacket
data(SMSG_SUPERCEDED_SPELL
, (4));
2690 data
<< uint16(spell_id
);
2691 data
<< uint16(itr
->first
);
2692 GetSession()->SendPacket( &data
);
2695 // mark new spell as disable (not learned yet for client and will not learned)
2696 newspell
->active
= false;
2697 if(newspell
->state
!= PLAYERSPELL_NEW
)
2698 newspell
->state
= PLAYERSPELL_CHANGED
;
2705 uint16 tmpslot
=slot_id
;
2707 if (tmpslot
== SPELL_WITHOUT_SLOT_ID
)
2710 PlayerSpellMap::iterator itr
;
2711 for (itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
2713 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
2715 if (itr
->second
->slotId
> maxid
)
2716 maxid
= itr
->second
->slotId
;
2718 tmpslot
= maxid
+ 1;
2721 newspell
->slotId
= tmpslot
;
2722 m_spells
[spell_id
] = newspell
;
2724 // return false if spell disabled
2725 if (newspell
->disabled
)
2729 uint32 talentCost
= GetTalentSpellCost(spell_id
);
2731 // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
2732 // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
2733 if( talentCost
> 0 && IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_LEARN_SPELL
) )
2735 // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
2736 CastSpell(this, spell_id
, true);
2738 // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
2739 else if (IsPassiveSpell(spell_id
))
2741 // if spell doesn't require a stance or the player is in the required stance
2742 if( ( !spellInfo
->Stances
&&
2743 spell_id
!= 5420 && spell_id
!= 5419 && spell_id
!= 7376 &&
2744 spell_id
!= 7381 && spell_id
!= 21156 && spell_id
!= 21009 &&
2745 spell_id
!= 21178 && spell_id
!= 33948 && spell_id
!= 40121 ) ||
2746 m_form
!= 0 && (spellInfo
->Stances
& (1<<(m_form
-1))) ||
2747 (spell_id
== 5420 && m_form
== FORM_TREE
) ||
2748 (spell_id
== 5419 && m_form
== FORM_TRAVEL
) ||
2749 (spell_id
== 7376 && m_form
== FORM_DEFENSIVESTANCE
) ||
2750 (spell_id
== 7381 && m_form
== FORM_BERSERKERSTANCE
) ||
2751 (spell_id
== 21156 && m_form
== FORM_BATTLESTANCE
)||
2752 (spell_id
== 21178 && (m_form
== FORM_BEAR
|| m_form
== FORM_DIREBEAR
) ) ||
2753 (spell_id
== 33948 && m_form
== FORM_FLIGHT
) ||
2754 (spell_id
== 40121 && m_form
== FORM_FLIGHT_EPIC
) )
2755 //Check CasterAuraStates
2756 if (!spellInfo
->CasterAuraState
|| HasAuraState(AuraState(spellInfo
->CasterAuraState
)))
2757 CastSpell(this, spell_id
, true);
2759 else if( IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_SKILL_STEP
) )
2761 CastSpell(this, spell_id
, true);
2765 // update used talent points count
2766 m_usedTalentCount
+= talentCost
;
2768 // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
2769 if(uint32 freeProfs
= GetFreePrimaryProffesionPoints())
2771 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2772 SetFreePrimaryProffesions(freeProfs
-1);
2775 // add dependent skills
2776 uint16 maxskill
= GetMaxSkillValueForLevel();
2778 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2782 uint32 skill_value
= GetPureSkillValue(spellLearnSkill
->skill
);
2783 uint32 skill_max_value
= GetPureMaxSkillValue(spellLearnSkill
->skill
);
2785 if(skill_value
< spellLearnSkill
->value
)
2786 skill_value
= spellLearnSkill
->value
;
2788 uint32 new_skill_max_value
= spellLearnSkill
->maxvalue
== 0 ? maxskill
: spellLearnSkill
->maxvalue
;
2790 if(skill_max_value
< new_skill_max_value
)
2791 skill_max_value
= new_skill_max_value
;
2793 SetSkill(spellLearnSkill
->skill
,skill_value
,skill_max_value
);
2797 // not ranked skills
2798 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2799 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2801 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2803 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2807 if(HasSkill(pSkill
->id
))
2810 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2811 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2812 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2814 switch(GetSkillRangeType(pSkill
,_spell_idx
->second
->racemask
!=0))
2816 case SKILL_RANGE_LANGUAGE
:
2817 SetSkill(pSkill
->id
, 300, 300 );
2819 case SKILL_RANGE_LEVEL
:
2820 SetSkill(pSkill
->id
, 1, GetMaxSkillValueForLevel() );
2822 case SKILL_RANGE_MONO
:
2823 SetSkill(pSkill
->id
, 1, 1 );
2832 // learn dependent spells
2833 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
2834 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
2836 for(SpellLearnSpellMap::const_iterator itr
= spell_begin
; itr
!= spell_end
; ++itr
)
2838 if(!itr
->second
.autoLearned
)
2840 if(loading
) // at spells loading, no output, but allow save
2841 addSpell(itr
->second
.spell
,true,true,loading
);
2842 else // at normal learning
2843 learnSpell(itr
->second
.spell
);
2849 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL
);
2850 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS
);
2853 // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
2854 return active
&& !disabled
&& !superceded_old
;
2857 void Player::learnSpell(uint32 spell_id
)
2859 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2861 bool disabled
= (itr
!= m_spells
.end()) ? itr
->second
->disabled
: false;
2862 bool active
= disabled
? itr
->second
->active
: true;
2864 bool learning
= addSpell(spell_id
,active
);
2866 // learn all disabled higher ranks (recursive)
2867 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2868 for(SpellChainMapNext::const_iterator i
= nextMap
.lower_bound(spell_id
); i
!= nextMap
.upper_bound(spell_id
); ++i
)
2870 PlayerSpellMap::iterator iter
= m_spells
.find(i
->second
);
2871 if (disabled
&& iter
!= m_spells
.end() && iter
->second
->disabled
)
2872 learnSpell(i
->second
);
2875 // prevent duplicated entires in spell book
2879 WorldPacket
data(SMSG_LEARNED_SPELL
, 4);
2880 data
<< uint32(spell_id
);
2881 GetSession()->SendPacket(&data
);
2884 void Player::removeSpell(uint32 spell_id
, bool disabled
)
2886 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
2887 if (itr
== m_spells
.end())
2890 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| disabled
&& itr
->second
->disabled
)
2893 // unlearn non talent higher ranks (recursive)
2894 SpellChainMapNext
const& nextMap
= spellmgr
.GetSpellChainNext();
2895 for(SpellChainMapNext::const_iterator itr2
= nextMap
.lower_bound(spell_id
); itr2
!= nextMap
.upper_bound(spell_id
); ++itr2
)
2896 if(HasSpell(itr2
->second
) && !GetTalentSpellPos(itr2
->second
))
2897 removeSpell(itr2
->second
,disabled
);
2900 WorldPacket
data(SMSG_REMOVED_SPELL
, 4);
2901 data
<< uint16(spell_id
);
2902 GetSession()->SendPacket(&data
);
2906 itr
->second
->disabled
= disabled
;
2907 if(itr
->second
->state
!= PLAYERSPELL_NEW
)
2908 itr
->second
->state
= PLAYERSPELL_CHANGED
;
2912 if(itr
->second
->state
== PLAYERSPELL_NEW
)
2915 m_spells
.erase(itr
);
2918 itr
->second
->state
= PLAYERSPELL_REMOVED
;
2921 RemoveAurasDueToSpell(spell_id
);
2924 if(PetAura
const* petSpell
= spellmgr
.GetPetAura(spell_id
))
2925 RemovePetAura(petSpell
);
2927 // free talent points
2928 uint32 talentCosts
= GetTalentSpellCost(spell_id
);
2931 if(talentCosts
< m_usedTalentCount
)
2932 m_usedTalentCount
-= talentCosts
;
2934 m_usedTalentCount
= 0;
2937 // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
2938 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell_id
))
2940 uint32 freeProfs
= GetFreePrimaryProffesionPoints()+1;
2941 if(freeProfs
<= sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
))
2942 SetFreePrimaryProffesions(freeProfs
);
2945 // remove dependent skill
2946 SpellLearnSkillNode
const* spellLearnSkill
= spellmgr
.GetSpellLearnSkill(spell_id
);
2949 uint32 prev_spell
= spellmgr
.GetPrevSpellInChain(spell_id
);
2950 if(!prev_spell
) // first rank, remove skill
2951 SetSkill(spellLearnSkill
->skill
,0,0);
2954 // search prev. skill setting by spell ranks chain
2955 SpellLearnSkillNode
const* prevSkill
= spellmgr
.GetSpellLearnSkill(prev_spell
);
2956 while(!prevSkill
&& prev_spell
)
2958 prev_spell
= spellmgr
.GetPrevSpellInChain(prev_spell
);
2959 prevSkill
= spellmgr
.GetSpellLearnSkill(spellmgr
.GetFirstSpellInChain(prev_spell
));
2962 if(!prevSkill
) // not found prev skill setting, remove skill
2963 SetSkill(spellLearnSkill
->skill
,0,0);
2964 else // set to prev. skill setting values
2966 uint32 skill_value
= GetPureSkillValue(prevSkill
->skill
);
2967 uint32 skill_max_value
= GetPureMaxSkillValue(prevSkill
->skill
);
2969 if(skill_value
> prevSkill
->value
)
2970 skill_value
= prevSkill
->value
;
2972 uint32 new_skill_max_value
= prevSkill
->maxvalue
== 0 ? GetMaxSkillValueForLevel() : prevSkill
->maxvalue
;
2974 if(skill_max_value
> new_skill_max_value
)
2975 skill_max_value
= new_skill_max_value
;
2977 SetSkill(prevSkill
->skill
,skill_value
,skill_max_value
);
2984 // not ranked skills
2985 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
2986 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
2988 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
2990 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(_spell_idx
->second
->skillId
);
2994 if(_spell_idx
->second
->learnOnGetSkill
== ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
||
2995 // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
2996 pSkill
->id
==SKILL_LOCKPICKING
&& _spell_idx
->second
->max_value
==0 )
2998 // not reset skills for professions and racial abilities
2999 if( (pSkill
->categoryId
==SKILL_CATEGORY_SECONDARY
|| pSkill
->categoryId
==SKILL_CATEGORY_PROFESSION
) &&
3000 (IsProfessionSkill(pSkill
->id
) || _spell_idx
->second
->racemask
!=0) )
3003 SetSkill(pSkill
->id
, 0, 0 );
3008 // remove dependent spells
3009 SpellLearnSpellMap::const_iterator spell_begin
= spellmgr
.GetBeginSpellLearnSpell(spell_id
);
3010 SpellLearnSpellMap::const_iterator spell_end
= spellmgr
.GetEndSpellLearnSpell(spell_id
);
3012 for(SpellLearnSpellMap::const_iterator itr2
= spell_begin
; itr2
!= spell_end
; ++itr2
)
3013 removeSpell(itr2
->second
.spell
, disabled
);
3015 // TODO: recast if need lesser ranks spell for passive with IsPassiveSpellStackableWithRanks
3018 void Player::RemoveArenaSpellCooldowns()
3020 // remove cooldowns on spells that has < 15 min CD
3021 SpellCooldowns::iterator itr
, next
;
3022 // iterate spell cooldowns
3023 for(itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); itr
= next
)
3027 SpellEntry
const * entry
= sSpellStore
.LookupEntry(itr
->first
);
3028 // check if spellentry is present and if the cooldown is less than 15 mins
3030 entry
->RecoveryTime
<= 15 * MINUTE
* 1000 &&
3031 entry
->CategoryRecoveryTime
<= 15 * MINUTE
* 1000 )
3034 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3035 data
<< uint32(itr
->first
);
3037 GetSession()->SendPacket(&data
);
3039 m_spellCooldowns
.erase(itr
);
3044 void Player::RemoveAllSpellCooldown()
3046 if(!m_spellCooldowns
.empty())
3048 for(SpellCooldowns::const_iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end(); ++itr
)
3050 WorldPacket
data(SMSG_CLEAR_COOLDOWN
, (4+8));
3051 data
<< uint32(itr
->first
);
3052 data
<< uint64(GetGUID());
3053 GetSession()->SendPacket(&data
);
3055 m_spellCooldowns
.clear();
3059 void Player::_LoadSpellCooldowns(QueryResult
*result
)
3061 m_spellCooldowns
.clear();
3063 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
3067 time_t curTime
= time(NULL
);
3071 Field
*fields
= result
->Fetch();
3073 uint32 spell_id
= fields
[0].GetUInt32();
3074 uint32 item_id
= fields
[1].GetUInt32();
3075 time_t db_time
= (time_t)fields
[2].GetUInt64();
3077 if(!sSpellStore
.LookupEntry(spell_id
))
3079 sLog
.outError("Player %u have unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id
);
3083 // skip outdated cooldown
3084 if(db_time
<= curTime
)
3087 AddSpellCooldown(spell_id
, item_id
, db_time
);
3089 sLog
.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id
, item_id
, uint32(db_time
-curTime
));
3091 while( result
->NextRow() );
3097 void Player::_SaveSpellCooldowns()
3099 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
3101 time_t curTime
= time(NULL
);
3103 // remove outdated and save active
3104 for(SpellCooldowns::iterator itr
= m_spellCooldowns
.begin();itr
!= m_spellCooldowns
.end();)
3106 if(itr
->second
.end
<= curTime
)
3107 m_spellCooldowns
.erase(itr
++);
3110 CharacterDatabase
.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD
"')", GetGUIDLow(), itr
->first
, itr
->second
.itemid
, uint64(itr
->second
.end
));
3116 uint32
Player::resetTalentsCost() const
3118 // The first time reset costs 1 gold
3119 if(m_resetTalentsCost
< 1*GOLD
)
3122 else if(m_resetTalentsCost
< 5*GOLD
)
3124 // After that it increases in increments of 5 gold
3125 else if(m_resetTalentsCost
< 10*GOLD
)
3129 uint32 months
= (sWorld
.GetGameTime() - m_resetTalentsTime
)/MONTH
;
3132 // This cost will be reduced by a rate of 5 gold per month
3133 int32 new_cost
= int32(m_resetTalentsCost
) - 5*GOLD
*months
;
3134 // to a minimum of 10 gold.
3135 return (new_cost
< 10*GOLD
? 10*GOLD
: new_cost
);
3139 // After that it increases in increments of 5 gold
3140 int32 new_cost
= m_resetTalentsCost
+ 5*GOLD
;
3141 // until it hits a cap of 50 gold.
3142 if(new_cost
> 50*GOLD
)
3149 bool Player::resetTalents(bool no_cost
)
3151 // not need after this call
3152 if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS
))
3154 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_TALENTS
;
3155 CharacterDatabase
.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS
), GetGUIDLow());
3158 uint32 level
= getLevel();
3159 uint32 talentPointsForLevel
= level
< 10 ? 0 : uint32((level
-9)*sWorld
.getRate(RATE_TALENT
));
3161 if (m_usedTalentCount
== 0)
3163 SetFreeTalentPoints(talentPointsForLevel
);
3171 cost
= resetTalentsCost();
3173 if (GetMoney() < cost
)
3175 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, 0, 0, 0);
3180 for (unsigned int i
= 0; i
< sTalentStore
.GetNumRows(); i
++)
3182 TalentEntry
const *talentInfo
= sTalentStore
.LookupEntry(i
);
3184 if (!talentInfo
) continue;
3186 TalentTabEntry
const *talentTabInfo
= sTalentTabStore
.LookupEntry( talentInfo
->TalentTab
);
3191 // unlearn only talents for character class
3192 // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
3193 // to prevent unexpected lost normal learned spell skip another class talents
3194 if( (getClassMask() & talentTabInfo
->ClassMask
) == 0 )
3197 for (int j
= 0; j
< 5; j
++)
3199 for(PlayerSpellMap::iterator itr
= GetSpellMap().begin(); itr
!= GetSpellMap().end();)
3201 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->disabled
)
3207 // remove learned spells (all ranks)
3208 uint32 itrFirstId
= spellmgr
.GetFirstSpellInChain(itr
->first
);
3210 // unlearn if first rank is talent or learned by talent
3211 if (itrFirstId
== talentInfo
->RankID
[j
] || spellmgr
.IsSpellLearnToSpell(talentInfo
->RankID
[j
],itrFirstId
))
3213 removeSpell(itr
->first
,!IsPassiveSpell(itr
->first
));
3214 itr
= GetSpellMap().begin();
3223 SetFreeTalentPoints(talentPointsForLevel
);
3227 ModifyMoney(-(int32
)cost
);
3229 m_resetTalentsCost
= cost
;
3230 m_resetTalentsTime
= time(NULL
);
3233 //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
3234 RemovePet(NULL
,PET_SAVE_NOT_IN_SLOT
, true);
3239 bool Player::_removeSpell(uint16 spell_id
)
3241 PlayerSpellMap::iterator itr
= m_spells
.find(spell_id
);
3242 if (itr
!= m_spells
.end())
3245 m_spells
.erase(itr
);
3251 Mail
* Player::GetMail(uint32 id
)
3253 for(PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
3255 if ((*itr
)->messageID
== id
)
3263 void Player::_SetCreateBits(UpdateMask
*updateMask
, Player
*target
) const
3267 Object::_SetCreateBits(updateMask
, target
);
3271 for(uint16 index
= 0; index
< m_valuesCount
; index
++)
3273 if(GetUInt32Value(index
) != 0 && updateVisualBits
.GetBit(index
))
3274 updateMask
->SetBit(index
);
3279 void Player::_SetUpdateBits(UpdateMask
*updateMask
, Player
*target
) const
3283 Object::_SetUpdateBits(updateMask
, target
);
3287 Object::_SetUpdateBits(updateMask
, target
);
3288 *updateMask
&= updateVisualBits
;
3292 void Player::InitVisibleBits()
3294 updateVisualBits
.SetCount(PLAYER_END
);
3296 updateVisualBits
.SetBit(OBJECT_FIELD_GUID
);
3297 updateVisualBits
.SetBit(OBJECT_FIELD_TYPE
);
3298 updateVisualBits
.SetBit(OBJECT_FIELD_ENTRY
);
3299 updateVisualBits
.SetBit(OBJECT_FIELD_SCALE_X
);
3300 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 0);
3301 updateVisualBits
.SetBit(UNIT_FIELD_CHARM
+ 1);
3302 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 0);
3303 updateVisualBits
.SetBit(UNIT_FIELD_SUMMON
+ 1);
3304 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 0);
3305 updateVisualBits
.SetBit(UNIT_FIELD_CHARMEDBY
+ 1);
3306 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 0);
3307 updateVisualBits
.SetBit(UNIT_FIELD_TARGET
+ 1);
3308 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 0);
3309 updateVisualBits
.SetBit(UNIT_FIELD_CHANNEL_OBJECT
+ 1);
3310 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_0
);
3311 updateVisualBits
.SetBit(UNIT_FIELD_HEALTH
);
3312 updateVisualBits
.SetBit(UNIT_FIELD_POWER1
);
3313 updateVisualBits
.SetBit(UNIT_FIELD_POWER2
);
3314 updateVisualBits
.SetBit(UNIT_FIELD_POWER3
);
3315 updateVisualBits
.SetBit(UNIT_FIELD_POWER4
);
3316 updateVisualBits
.SetBit(UNIT_FIELD_POWER5
);
3317 updateVisualBits
.SetBit(UNIT_FIELD_POWER6
);
3318 updateVisualBits
.SetBit(UNIT_FIELD_POWER7
);
3319 updateVisualBits
.SetBit(UNIT_FIELD_MAXHEALTH
);
3320 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER1
);
3321 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER2
);
3322 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER3
);
3323 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER4
);
3324 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER5
);
3325 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER6
);
3326 updateVisualBits
.SetBit(UNIT_FIELD_MAXPOWER7
);
3327 updateVisualBits
.SetBit(UNIT_FIELD_LEVEL
);
3328 updateVisualBits
.SetBit(UNIT_FIELD_FACTIONTEMPLATE
);
3329 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 0);
3330 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 1);
3331 updateVisualBits
.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID
+ 2);
3332 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS
);
3333 updateVisualBits
.SetBit(UNIT_FIELD_FLAGS_2
);
3334 updateVisualBits
.SetBit(UNIT_FIELD_AURASTATE
);
3335 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 0);
3336 updateVisualBits
.SetBit(UNIT_FIELD_BASEATTACKTIME
+ 1);
3337 updateVisualBits
.SetBit(UNIT_FIELD_BOUNDINGRADIUS
);
3338 updateVisualBits
.SetBit(UNIT_FIELD_COMBATREACH
);
3339 updateVisualBits
.SetBit(UNIT_FIELD_DISPLAYID
);
3340 updateVisualBits
.SetBit(UNIT_FIELD_NATIVEDISPLAYID
);
3341 updateVisualBits
.SetBit(UNIT_FIELD_MOUNTDISPLAYID
);
3342 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_1
);
3343 updateVisualBits
.SetBit(UNIT_FIELD_PETNUMBER
);
3344 updateVisualBits
.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP
);
3345 updateVisualBits
.SetBit(UNIT_DYNAMIC_FLAGS
);
3346 updateVisualBits
.SetBit(UNIT_CHANNEL_SPELL
);
3347 updateVisualBits
.SetBit(UNIT_MOD_CAST_SPEED
);
3348 updateVisualBits
.SetBit(UNIT_FIELD_BASE_MANA
);
3349 updateVisualBits
.SetBit(UNIT_FIELD_BYTES_2
);
3350 updateVisualBits
.SetBit(UNIT_FIELD_HOVERHEIGHT
);
3352 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 0);
3353 updateVisualBits
.SetBit(PLAYER_DUEL_ARBITER
+ 1);
3354 updateVisualBits
.SetBit(PLAYER_FLAGS
);
3355 updateVisualBits
.SetBit(PLAYER_GUILDID
);
3356 updateVisualBits
.SetBit(PLAYER_GUILDRANK
);
3357 updateVisualBits
.SetBit(PLAYER_BYTES
);
3358 updateVisualBits
.SetBit(PLAYER_BYTES_2
);
3359 updateVisualBits
.SetBit(PLAYER_BYTES_3
);
3360 updateVisualBits
.SetBit(PLAYER_DUEL_TEAM
);
3361 updateVisualBits
.SetBit(PLAYER_GUILD_TIMESTAMP
);
3363 // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
3364 for(uint16 i
= PLAYER_QUEST_LOG_1_1
; i
< PLAYER_QUEST_LOG_25_2
; i
+= 4)
3365 updateVisualBits
.SetBit(i
);
3367 // Players visible items are not inventory stuff
3368 for(uint16 i
= 0; i
< EQUIPMENT_SLOT_END
; ++i
)
3370 uint32 offset
= i
* MAX_VISIBLE_ITEM_OFFSET
;
3373 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 0 + offset
);
3374 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR
+ 1 + offset
);
3377 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 0 + offset
);
3379 // item enchantments
3380 for(uint8 j
= 0; j
< MAX_ENCHANTMENT_SLOT
; ++j
)
3381 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_0
+ 1 + j
+ offset
);
3383 // random properties
3384 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ offset
);
3385 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_SEED
+ offset
);
3386 updateVisualBits
.SetBit(PLAYER_VISIBLE_ITEM_1_PAD
+ offset
);
3389 updateVisualBits
.SetBit(PLAYER_CHOSEN_TITLE
);
3392 void Player::BuildCreateUpdateBlockForPlayer( UpdateData
*data
, Player
*target
) const
3394 for(int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3396 if(m_items
[i
] == NULL
)
3399 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3404 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3406 if(m_items
[i
] == NULL
)
3409 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3411 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3413 if(m_items
[i
] == NULL
)
3416 m_items
[i
]->BuildCreateUpdateBlockForPlayer( data
, target
);
3420 Unit::BuildCreateUpdateBlockForPlayer( data
, target
);
3423 void Player::DestroyForPlayer( Player
*target
) const
3425 Unit::DestroyForPlayer( target
);
3427 for(int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
3429 if(m_items
[i
] == NULL
)
3432 m_items
[i
]->DestroyForPlayer( target
);
3437 for(int i
= INVENTORY_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
3439 if(m_items
[i
] == NULL
)
3442 m_items
[i
]->DestroyForPlayer( target
);
3444 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
3446 if(m_items
[i
] == NULL
)
3449 m_items
[i
]->DestroyForPlayer( target
);
3454 bool Player::HasSpell(uint32 spell
) const
3456 PlayerSpellMap::const_iterator itr
= m_spells
.find((uint16
)spell
);
3457 return (itr
!= m_spells
.end() && itr
->second
->state
!= PLAYERSPELL_REMOVED
&& !itr
->second
->disabled
);
3460 TrainerSpellState
Player::GetTrainerSpellState(TrainerSpell
const* trainer_spell
) const
3463 return TRAINER_SPELL_RED
;
3465 if (!trainer_spell
->spell
)
3466 return TRAINER_SPELL_RED
;
3469 if(HasSpell(trainer_spell
->spell
))
3470 return TRAINER_SPELL_GRAY
;
3472 // check race/class requirement
3473 if(!IsSpellFitByClassAndRace(trainer_spell
->spell
))
3474 return TRAINER_SPELL_RED
;
3476 // check level requirement
3477 if(getLevel() < trainer_spell
->reqlevel
)
3478 return TRAINER_SPELL_RED
;
3480 if(SpellChainNode
const* spell_chain
= spellmgr
.GetSpellChainNode(trainer_spell
->spell
))
3482 // check prev.rank requirement
3483 if(spell_chain
->prev
&& !HasSpell(spell_chain
->prev
))
3484 return TRAINER_SPELL_RED
;
3486 // check additional spell requirement
3487 if(spell_chain
->req
&& !HasSpell(spell_chain
->req
))
3488 return TRAINER_SPELL_RED
;
3491 // check skill requirement
3492 if(trainer_spell
->reqskill
&& GetBaseSkillValue(trainer_spell
->reqskill
) < trainer_spell
->reqskillvalue
)
3493 return TRAINER_SPELL_RED
;
3495 // exist, already checked at loading
3496 SpellEntry
const* spell
= sSpellStore
.LookupEntry(trainer_spell
->spell
);
3498 // secondary prof. or not prof. spell
3499 uint32 skill
= spell
->EffectMiscValue
[1];
3501 if(spell
->Effect
[1] != SPELL_EFFECT_SKILL
|| !IsPrimaryProfessionSkill(skill
))
3502 return TRAINER_SPELL_GREEN
;
3504 // check primary prof. limit
3505 if(spellmgr
.IsPrimaryProfessionFirstRankSpell(spell
->Id
) && GetFreePrimaryProffesionPoints() == 0)
3506 return TRAINER_SPELL_RED
;
3508 return TRAINER_SPELL_GREEN
;
3511 void Player::DeleteFromDB(uint64 playerguid
, uint32 accountId
, bool updateRealmChars
)
3513 uint32 guid
= GUID_LOPART(playerguid
);
3515 // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
3516 // bones will be deleted by corpse/bones deleting thread shortly
3517 ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid
);
3519 // remove from guild
3520 uint32 guildId
= GetGuildIdFromDB(playerguid
);
3523 Guild
* guild
= objmgr
.GetGuildById(guildId
);
3525 guild
->DelMember(guid
);
3528 // remove from arena teams
3529 LeaveAllArenaTeams(playerguid
);
3531 // the player was uninvited already on logout so just remove from group
3532 QueryResult
*resultGroup
= CharacterDatabase
.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid
);
3535 uint64 leaderGuid
= MAKE_NEW_GUID((*resultGroup
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
3537 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
3540 RemoveFromGroup(group
, playerguid
);
3544 // remove signs from petitions (also remove petitions if owner);
3545 RemovePetitionsAndSigns(playerguid
, 10);
3547 // return back all mails with COD and Item 0 1 2 3 4 5 6
3548 QueryResult
*resultMail
= CharacterDatabase
.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid
);
3553 Field
*fields
= resultMail
->Fetch();
3555 uint32 mail_id
= fields
[0].GetUInt32();
3556 uint16 mailTemplateId
= fields
[1].GetUInt16();
3557 uint32 sender
= fields
[2].GetUInt32();
3558 std::string subject
= fields
[3].GetCppString();
3559 uint32 itemTextId
= fields
[4].GetUInt32();
3560 uint32 money
= fields
[5].GetUInt32();
3561 bool has_items
= fields
[6].GetBool();
3563 //we can return mail now
3564 //so firstly delete the old one
3565 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id
);
3570 // data needs to be at first place for Item::LoadFromDB
3571 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
);
3576 Field
*fields2
= resultItems
->Fetch();
3578 uint32 item_guidlow
= fields2
[1].GetUInt32();
3579 uint32 item_template
= fields2
[2].GetUInt32();
3581 ItemPrototype
const* itemProto
= objmgr
.GetItemPrototype(item_template
);
3584 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow
);
3588 Item
*pItem
= NewItemOrBag(itemProto
);
3589 if(!pItem
->LoadFromDB(item_guidlow
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
),resultItems
))
3591 pItem
->FSetState(ITEM_REMOVED
);
3592 pItem
->SaveToDB(); // it also deletes item object !
3596 mi
.AddItem(item_guidlow
, item_template
, pItem
);
3598 while (resultItems
->NextRow());
3604 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id
);
3606 uint32 pl_account
= objmgr
.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
3608 WorldSession::SendReturnToSender(MAIL_NORMAL
, pl_account
, guid
, sender
, subject
, itemTextId
, &mi
, money
, mailTemplateId
);
3610 while (resultMail
->NextRow());
3615 // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
3616 // Get guids of character's pets, will deleted in transaction
3617 QueryResult
*resultPets
= CharacterDatabase
.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid
);
3619 // NOW we can finally clear other DB data related to character
3620 CharacterDatabase
.BeginTransaction();
3625 Field
*fields3
= resultPets
->Fetch();
3626 uint32 petguidlow
= fields3
[0].GetUInt32();
3627 Pet::DeleteFromDB(petguidlow
);
3628 } while (resultPets
->NextRow());
3632 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",guid
);
3633 CharacterDatabase
.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid
);
3634 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid
);
3635 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid
);
3636 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid
);
3637 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid
);
3638 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid
);
3639 CharacterDatabase
.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid
);
3640 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid
);
3641 CharacterDatabase
.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid
);
3642 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid
);
3643 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid
);
3644 CharacterDatabase
.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid
);
3645 CharacterDatabase
.PExecute("DELETE FROM character_ticket WHERE guid = '%u'",guid
);
3646 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid
);
3647 CharacterDatabase
.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid
,guid
);
3648 CharacterDatabase
.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid
);
3649 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid
);
3650 CharacterDatabase
.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid
);
3651 CharacterDatabase
.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid
);
3652 CharacterDatabase
.PExecute("DELETE FROM character_achievement WHERE guid = '%u'",guid
);
3653 CharacterDatabase
.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid
);
3654 CharacterDatabase
.CommitTransaction();
3656 //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
3657 if(updateRealmChars
) sWorld
.UpdateRealmCharCount(accountId
);
3660 void Player::SetMovement(PlayerMovementType pType
)
3665 case MOVE_ROOT
: data
.Initialize(SMSG_FORCE_MOVE_ROOT
, GetPackGUID().size()+4); break;
3666 case MOVE_UNROOT
: data
.Initialize(SMSG_FORCE_MOVE_UNROOT
, GetPackGUID().size()+4); break;
3667 case MOVE_WATER_WALK
: data
.Initialize(SMSG_MOVE_WATER_WALK
, GetPackGUID().size()+4); break;
3668 case MOVE_LAND_WALK
: data
.Initialize(SMSG_MOVE_LAND_WALK
, GetPackGUID().size()+4); break;
3670 sLog
.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType
);
3673 data
.append(GetPackGUID());
3675 GetSession()->SendPacket( &data
);
3679 - a resurrectable corpse must not be loaded for the player (only bones)
3680 - the player must be in world
3682 void Player::BuildPlayerRepop()
3684 WorldPacket
data(SMSG_PRE_RESURRECT
, GetPackGUID().size());
3685 data
.append(GetPackGUID());
3686 GetSession()->SendPacket(&data
);
3688 if(getRace() == RACE_NIGHTELF
)
3689 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)
3690 CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
3692 // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
3693 // there must be SMSG.STOP_MIRROR_TIMER
3694 // there we must send 888 opcode
3696 // the player cannot have a corpse already, only bones which are not returned by GetCorpse
3699 sLog
.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
3703 // create a corpse and place it at the player's location
3705 Corpse
*corpse
= GetCorpse();
3708 sLog
.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
3711 GetMap()->Add(corpse
);
3713 // convert player body to ghost
3716 SetMovement(MOVE_WATER_WALK
);
3717 if(!GetSession()->isLogingOut())
3718 SetMovement(MOVE_UNROOT
);
3720 // BG - remove insignia related
3721 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_SKINNABLE
);
3723 SendCorpseReclaimDelay();
3725 // to prevent cheating
3726 corpse
->ResetGhostTime();
3728 StopMirrorTimers(); //disable timers(bars)
3730 SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS
, (float)1.0); //see radius of death player?
3732 SetByteValue(UNIT_FIELD_BYTES_1
, 3, PLAYER_STATE_FLAG_ALWAYS_STAND
);
3735 void Player::SendDelayResponse(const uint32 ml_seconds
)
3737 //FIXME: is this delay time arg really need? 50msec by default in code
3738 WorldPacket
data( SMSG_QUERY_TIME_RESPONSE
, 4+4 );
3739 data
<< (uint32
)time(NULL
);
3741 GetSession()->SendPacket( &data
);
3744 void Player::ResurrectPlayer(float restore_percent
, bool applySickness
)
3746 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // remove spirit healer position
3751 GetSession()->SendPacket(&data
);
3753 // speed change, land walk
3755 // remove death flag + set aura
3756 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0x00);
3757 if(getRace() == RACE_NIGHTELF
)
3758 RemoveAurasDueToSpell(20584); // speed bonuses
3759 RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
3761 setDeathState(ALIVE
);
3763 SetMovement(MOVE_LAND_WALK
);
3764 SetMovement(MOVE_UNROOT
);
3768 // set health/powers (0- will be set in caller)
3769 if(restore_percent
>0.0f
)
3771 SetHealth(uint32(GetMaxHealth()*restore_percent
));
3772 SetPower(POWER_MANA
, uint32(GetMaxPower(POWER_MANA
)*restore_percent
));
3773 SetPower(POWER_RAGE
, 0);
3774 SetPower(POWER_ENERGY
, uint32(GetMaxPower(POWER_ENERGY
)*restore_percent
));
3777 // update visibility
3778 ObjectAccessor::UpdateVisibilityForPlayer(this);
3780 // some items limited to specific map
3781 DestroyZoneLimitedItem( true, GetZoneId());
3786 //Characters from level 1-10 are not affected by resurrection sickness.
3787 //Characters from level 11-19 will suffer from one minute of sickness
3788 //for each level they are above 10.
3789 //Characters level 20 and up suffer from ten minutes of sickness.
3790 int32 startLevel
= sWorld
.getConfig(CONFIG_DEATH_SICKNESS_LEVEL
);
3792 if(int32(getLevel()) >= startLevel
)
3794 // set resurrection sickness
3795 CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,true);
3797 // not full duration
3798 if(int32(getLevel()) < startLevel
+9)
3800 int32 delta
= (int32(getLevel()) - startLevel
+ 1)*MINUTE
;
3802 for(int i
=0; i
< 3; ++i
)
3804 if(Aura
* Aur
= GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS
,i
))
3806 Aur
->SetAuraDuration(delta
*1000);
3807 Aur
->SendAuraUpdate(false);
3814 void Player::KillPlayer()
3816 SetMovement(MOVE_ROOT
);
3818 StopMirrorTimers(); //disable timers(bars)
3820 setDeathState(CORPSE
);
3821 //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
3823 SetFlag(UNIT_DYNAMIC_FLAGS
, 0x00);
3824 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, !sMapStore
.LookupEntry(GetMapId())->Instanceable());
3826 // 6 minutes until repop at graveyard
3827 m_deathTimer
= 6*MINUTE
*1000;
3829 UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
3831 // don't create corpse at this moment, player might be falling
3833 // update visibility
3834 ObjectAccessor::UpdateObjectVisibility(this);
3837 void Player::CreateCorpse()
3839 // prevent existence 2 corpse for player
3842 uint32 _uf
, _pb
, _pb2
, _cfb1
, _cfb2
;
3844 Corpse
*corpse
= new Corpse( (m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
) ? CORPSE_RESURRECTABLE_PVP
: CORPSE_RESURRECTABLE_PVE
);
3847 if(!corpse
->Create(objmgr
.GenerateLowGuid(HIGHGUID_CORPSE
), this, GetMapId(), GetPositionX(),
3848 GetPositionY(), GetPositionZ(), GetOrientation()))
3854 _uf
= GetUInt32Value(UNIT_FIELD_BYTES_0
);
3855 _pb
= GetUInt32Value(PLAYER_BYTES
);
3856 _pb2
= GetUInt32Value(PLAYER_BYTES_2
);
3858 uint8 race
= (uint8
)(_uf
);
3859 uint8 skin
= (uint8
)(_pb
);
3860 uint8 face
= (uint8
)(_pb
>> 8);
3861 uint8 hairstyle
= (uint8
)(_pb
>> 16);
3862 uint8 haircolor
= (uint8
)(_pb
>> 24);
3863 uint8 facialhair
= (uint8
)(_pb2
);
3865 _cfb1
= ((0x00) | (race
<< 8) | (getGender() << 16) | (skin
<< 24));
3866 _cfb2
= ((face
) | (hairstyle
<< 8) | (haircolor
<< 16) | (facialhair
<< 24));
3868 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_1
, _cfb1
);
3869 corpse
->SetUInt32Value( CORPSE_FIELD_BYTES_2
, _cfb2
);
3871 uint32 flags
= CORPSE_FLAG_UNK2
;
3872 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_HELM
))
3873 flags
|= CORPSE_FLAG_HIDE_HELM
;
3874 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_HIDE_CLOAK
))
3875 flags
|= CORPSE_FLAG_HIDE_CLOAK
;
3876 if(InBattleGround())
3877 flags
|= CORPSE_FLAG_LOOTABLE
; // to be able to remove insignia
3878 corpse
->SetUInt32Value( CORPSE_FIELD_FLAGS
, flags
);
3880 corpse
->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID
, GetNativeDisplayId() );
3882 corpse
->SetUInt32Value( CORPSE_FIELD_GUILD
, GetGuildId() );
3885 uint16 iIventoryType
;
3887 for (int i
= 0; i
< EQUIPMENT_SLOT_END
; i
++)
3891 iDisplayID
= m_items
[i
]->GetProto()->DisplayInfoID
;
3892 iIventoryType
= (uint16
)m_items
[i
]->GetProto()->InventoryType
;
3894 _cfi
= (uint16(iDisplayID
)) | (iIventoryType
)<< 24;
3895 corpse
->SetUInt32Value(CORPSE_FIELD_ITEM
+ i
,_cfi
);
3899 // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
3900 const MapEntry
*entry
= sMapStore
.LookupEntry(corpse
->GetMapId());
3902 if(entry
->map_type
!= MAP_BATTLEGROUND
)
3905 // register for player, but not show
3906 ObjectAccessor::Instance().AddCorpse(corpse
);
3909 void Player::SpawnCorpseBones()
3911 if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
3912 SaveToDB(); // prevent loading as ghost without corpse
3915 Corpse
* Player::GetCorpse() const
3917 return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
3920 void Player::DurabilityLossAll(double percent
, bool inventory
)
3922 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3923 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3924 DurabilityLoss(pItem
,percent
);
3928 // bags not have durability
3929 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3931 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3932 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3933 DurabilityLoss(pItem
,percent
);
3935 // keys not have durability
3936 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3938 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3939 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3940 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3941 if(Item
* pItem
= GetItemByPos( i
, j
))
3942 DurabilityLoss(pItem
,percent
);
3946 void Player::DurabilityLoss(Item
* item
, double percent
)
3951 uint32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3956 uint32 pDurabilityLoss
= uint32(pMaxDurability
*percent
);
3958 if(pDurabilityLoss
< 1 )
3959 pDurabilityLoss
= 1;
3961 DurabilityPointsLoss(item
,pDurabilityLoss
);
3964 void Player::DurabilityPointsLossAll(int32 points
, bool inventory
)
3966 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
3967 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3968 DurabilityPointsLoss(pItem
,points
);
3972 // bags not have durability
3973 // for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
3975 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
3976 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3977 DurabilityPointsLoss(pItem
,points
);
3979 // keys not have durability
3980 //for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
3982 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
3983 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
3984 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
3985 if(Item
* pItem
= GetItemByPos( i
, j
))
3986 DurabilityPointsLoss(pItem
,points
);
3990 void Player::DurabilityPointsLoss(Item
* item
, int32 points
)
3992 int32 pMaxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
3993 int32 pOldDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
3994 int32 pNewDurability
= pOldDurability
- points
;
3996 if (pNewDurability
< 0)
3998 else if (pNewDurability
> pMaxDurability
)
3999 pNewDurability
= pMaxDurability
;
4001 if (pOldDurability
!= pNewDurability
)
4003 // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
4004 if ( pNewDurability
== 0 && pOldDurability
> 0 && item
->IsEquipped())
4005 _ApplyItemMods(item
,item
->GetSlot(), false);
4007 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, pNewDurability
);
4009 // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
4010 if ( pNewDurability
> 0 && pOldDurability
== 0 && item
->IsEquipped())
4011 _ApplyItemMods(item
,item
->GetSlot(), true);
4013 item
->SetState(ITEM_CHANGED
, this);
4017 void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot
)
4019 if(Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
))
4020 DurabilityPointsLoss(pItem
,1);
4023 uint32
Player::DurabilityRepairAll(bool cost
, float discountMod
, bool guildBank
)
4025 uint32 TotalCost
= 0;
4026 // equipped, backpack, bags itself
4027 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
4028 TotalCost
+= DurabilityRepair(( (INVENTORY_SLOT_BAG_0
<< 8) | i
),cost
,discountMod
, guildBank
);
4030 // bank, buyback and keys not repaired
4032 // items in inventory bags
4033 for(int j
= INVENTORY_SLOT_BAG_START
; j
< INVENTORY_SLOT_BAG_END
; j
++)
4034 for(int i
= 0; i
< MAX_BAG_SIZE
; i
++)
4035 TotalCost
+= DurabilityRepair(( (j
<< 8) | i
),cost
,discountMod
, guildBank
);
4039 uint32
Player::DurabilityRepair(uint16 pos
, bool cost
, float discountMod
, bool guildBank
)
4041 Item
* item
= GetItemByPos(pos
);
4043 uint32 TotalCost
= 0;
4047 uint32 maxDurability
= item
->GetUInt32Value(ITEM_FIELD_MAXDURABILITY
);
4051 uint32 curDurability
= item
->GetUInt32Value(ITEM_FIELD_DURABILITY
);
4055 uint32 LostDurability
= maxDurability
- curDurability
;
4056 if(LostDurability
>0)
4058 ItemPrototype
const *ditemProto
= item
->GetProto();
4060 DurabilityCostsEntry
const *dcost
= sDurabilityCostsStore
.LookupEntry(ditemProto
->ItemLevel
);
4063 sLog
.outError("ERROR: RepairDurability: Wrong item lvl %u", ditemProto
->ItemLevel
);
4067 uint32 dQualitymodEntryId
= (ditemProto
->Quality
+1)*2;
4068 DurabilityQualityEntry
const *dQualitymodEntry
= sDurabilityQualityStore
.LookupEntry(dQualitymodEntryId
);
4069 if(!dQualitymodEntry
)
4071 sLog
.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId
);
4075 uint32 dmultiplier
= dcost
->multiplier
[ItemSubClassToDurabilityMultiplierId(ditemProto
->Class
,ditemProto
->SubClass
)];
4076 uint32 costs
= uint32(LostDurability
*dmultiplier
*double(dQualitymodEntry
->quality_mod
));
4078 costs
= uint32(costs
* discountMod
);
4080 if (costs
==0) //fix for ITEM_QUALITY_ARTIFACT
4085 if (GetGuildId()==0)
4087 DEBUG_LOG("You are not member of a guild");
4091 Guild
*pGuild
= objmgr
.GetGuildById(GetGuildId());
4095 if (!pGuild
->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR
))
4097 DEBUG_LOG("You do not have rights to withdraw for repairs");
4101 if (pGuild
->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs
)
4103 DEBUG_LOG("You do not have enough money withdraw amount remaining");
4107 if (pGuild
->GetGuildBankMoney() < costs
)
4109 DEBUG_LOG("There is not enough money in bank");
4113 pGuild
->MemberMoneyWithdraw(costs
, GetGUIDLow());
4116 else if (GetMoney() < costs
)
4118 DEBUG_LOG("You do not have enough money");
4122 ModifyMoney( -int32(costs
) );
4126 item
->SetUInt32Value(ITEM_FIELD_DURABILITY
, maxDurability
);
4127 item
->SetState(ITEM_CHANGED
, this);
4129 // reapply mods for total broken and repaired item if equipped
4130 if(IsEquipmentPos(pos
) && !curDurability
)
4131 _ApplyItemMods(item
,pos
& 255, true);
4135 void Player::RepopAtGraveyard()
4137 // note: this can be called also when the player is alive
4138 // for example from WorldSession::HandleMovementOpcodes
4140 AreaTableEntry
const *zone
= GetAreaEntryByAreaID(GetAreaId());
4142 // Such zones are considered unreachable as a ghost and the player must be automatically revived
4143 if(!isAlive() && zone
&& zone
->flags
& AREA_FLAG_NEED_FLY
|| GetTransport())
4145 ResurrectPlayer(0.5f
);
4149 WorldSafeLocsEntry
const *ClosestGrave
= NULL
;
4151 // Special handle for battleground maps
4152 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
4154 if(bg
&& (bg
->GetTypeID() == BATTLEGROUND_AB
|| bg
->GetTypeID() == BATTLEGROUND_EY
))
4155 ClosestGrave
= bg
->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
4157 ClosestGrave
= objmgr
.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
4159 // stop countdown until repop
4162 // if no grave found, stay at the current location
4163 // and don't show spirit healer location
4166 TeleportTo(ClosestGrave
->map_id
, ClosestGrave
->x
, ClosestGrave
->y
, ClosestGrave
->z
, GetOrientation());
4167 if(isDead()) // not send if alive, because it used in TeleportTo()
4169 WorldPacket
data(SMSG_DEATH_RELEASE_LOC
, 4*4); // show spirit healer position on minimap
4170 data
<< ClosestGrave
->map_id
;
4171 data
<< ClosestGrave
->x
;
4172 data
<< ClosestGrave
->y
;
4173 data
<< ClosestGrave
->z
;
4174 GetSession()->SendPacket(&data
);
4179 void Player::JoinedChannel(Channel
*c
)
4181 m_channels
.push_back(c
);
4184 void Player::LeftChannel(Channel
*c
)
4186 m_channels
.remove(c
);
4189 void Player::CleanupChannels()
4191 while(!m_channels
.empty())
4193 Channel
* ch
= *m_channels
.begin();
4194 m_channels
.erase(m_channels
.begin()); // remove from player's channel list
4195 ch
->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
4196 if (ChannelMgr
* cMgr
= channelMgr(GetTeam()))
4197 cMgr
->LeftChannel(ch
->GetName()); // deleted channel if empty
4200 sLog
.outDebug("Player: channels cleaned up!");
4203 void Player::UpdateLocalChannels(uint32 newZone
)
4205 if(m_channels
.empty())
4208 AreaTableEntry
const* current_zone
= GetAreaEntryByAreaID(newZone
);
4212 ChannelMgr
* cMgr
= channelMgr(GetTeam());
4216 std::string current_zone_name
= current_zone
->area_name
[GetSession()->GetSessionDbcLocale()];
4218 for(JoinedChannelsList::iterator i
= m_channels
.begin(), next
; i
!= m_channels
.end(); i
= next
)
4222 // skip non built-in channels
4223 if(!(*i
)->IsConstant())
4226 ChatChannelsEntry
const* ch
= GetChannelEntryFor((*i
)->GetChannelId());
4230 if((ch
->flags
& 4) == 4) // global channel without zone name in pattern
4234 char new_channel_name_buf
[100];
4235 snprintf(new_channel_name_buf
,100,ch
->pattern
[m_session
->GetSessionDbcLocale()],current_zone_name
.c_str());
4236 Channel
* new_channel
= cMgr
->GetJoinChannel(new_channel_name_buf
,ch
->ChannelID
);
4238 if((*i
)!=new_channel
)
4240 new_channel
->Join(GetGUID(),""); // will output Changed Channel: N. Name
4242 // leave old channel
4243 (*i
)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
4244 std::string name
= (*i
)->GetName(); // store name, (*i)erase in LeftChannel
4245 LeftChannel(*i
); // remove from player's channel list
4246 cMgr
->LeftChannel(name
); // delete if empty
4249 sLog
.outDebug("Player: channels cleaned up!");
4252 void Player::LeaveLFGChannel()
4254 for(JoinedChannelsList::iterator i
= m_channels
.begin(); i
!= m_channels
.end(); ++i
)
4258 (*i
)->Leave(GetGUID());
4264 void Player::UpdateDefense()
4266 uint32 defense_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_DEFENSE
);
4268 if(UpdateSkill(SKILL_DEFENSE
,defense_skill_gain
))
4270 // update dependent from defense skill part
4271 UpdateDefenseBonusesMod();
4275 void Player::HandleBaseModValue(BaseModGroup modGroup
, BaseModType modType
, float amount
, bool apply
)
4277 if(modGroup
>= BASEMOD_END
|| modType
>= MOD_END
)
4279 sLog
.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
4288 m_auraBaseMod
[modGroup
][modType
] += apply
? amount
: -amount
;
4291 if(amount
<= -100.0f
)
4294 val
= (100.0f
+ amount
) / 100.0f
;
4295 m_auraBaseMod
[modGroup
][modType
] *= apply
? val
: (1.0f
/val
);
4299 if(!CanModifyStats())
4304 case CRIT_PERCENTAGE
: UpdateCritPercentage(BASE_ATTACK
); break;
4305 case RANGED_CRIT_PERCENTAGE
: UpdateCritPercentage(RANGED_ATTACK
); break;
4306 case OFFHAND_CRIT_PERCENTAGE
: UpdateCritPercentage(OFF_ATTACK
); break;
4307 case SHIELD_BLOCK_VALUE
: UpdateShieldBlockValue(); break;
4312 float Player::GetBaseModValue(BaseModGroup modGroup
, BaseModType modType
) const
4314 if(modGroup
>= BASEMOD_END
|| modType
> MOD_END
)
4316 sLog
.outError("ERROR: trial to access non existed BaseModGroup or wrong BaseModType!");
4320 if(modType
== PCT_MOD
&& m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4323 return m_auraBaseMod
[modGroup
][modType
];
4326 float Player::GetTotalBaseModValue(BaseModGroup modGroup
) const
4328 if(modGroup
>= BASEMOD_END
)
4330 sLog
.outError("ERROR: wrong BaseModGroup in GetTotalBaseModValue()!");
4334 if(m_auraBaseMod
[modGroup
][PCT_MOD
] <= 0.0f
)
4337 return m_auraBaseMod
[modGroup
][FLAT_MOD
] * m_auraBaseMod
[modGroup
][PCT_MOD
];
4340 uint32
Player::GetShieldBlockValue() const
4342 BaseModGroup modGroup
= SHIELD_BLOCK_VALUE
;
4344 float value
= GetTotalBaseModValue(modGroup
) + GetStat(STAT_STRENGTH
) * 0.5f
- 10;
4346 value
= (value
< 0) ? 0 : value
;
4348 return uint32(value
);
4351 float Player::GetMeleeCritFromAgility()
4353 uint32 level
= getLevel();
4354 uint32 pclass
= getClass();
4356 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4358 GtChanceToMeleeCritBaseEntry
const *critBase
= sGtChanceToMeleeCritBaseStore
.LookupEntry(pclass
-1);
4359 GtChanceToMeleeCritEntry
const *critRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4360 if (critBase
==NULL
|| critRatio
==NULL
)
4363 float crit
=critBase
->base
+ GetStat(STAT_AGILITY
)*critRatio
->ratio
;
4367 float Player::GetDodgeFromAgility()
4369 // Table for base dodge values
4370 float dodge_base
[MAX_CLASSES
] = {
4372 0.00652f
, // Paladin
4379 0.02011f
, // Warlock
4383 // Crit/agility to dodge/agility coefficient multipliers
4384 float crit_to_dodge
[MAX_CLASSES
] = {
4398 uint32 level
= getLevel();
4399 uint32 pclass
= getClass();
4401 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4403 // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
4404 GtChanceToMeleeCritEntry
const *dodgeRatio
= sGtChanceToMeleeCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4405 if (dodgeRatio
==NULL
|| pclass
> MAX_CLASSES
)
4408 float dodge
=dodge_base
[pclass
-1] + GetStat(STAT_AGILITY
) * dodgeRatio
->ratio
* crit_to_dodge
[pclass
-1];
4409 return dodge
*100.0f
;
4412 float Player::GetSpellCritFromIntellect()
4414 uint32 level
= getLevel();
4415 uint32 pclass
= getClass();
4417 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4419 GtChanceToSpellCritBaseEntry
const *critBase
= sGtChanceToSpellCritBaseStore
.LookupEntry(pclass
-1);
4420 GtChanceToSpellCritEntry
const *critRatio
= sGtChanceToSpellCritStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4421 if (critBase
==NULL
|| critRatio
==NULL
)
4424 float crit
=critBase
->base
+ GetStat(STAT_INTELLECT
)*critRatio
->ratio
;
4428 float Player::GetRatingCoefficient(CombatRating cr
) const
4430 uint32 level
= getLevel();
4432 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4434 GtCombatRatingsEntry
const *Rating
= sGtCombatRatingsStore
.LookupEntry(cr
*GT_MAX_LEVEL
+level
-1);
4436 return 1.0f
; // By default use minimum coefficient (not must be called)
4438 return Rating
->ratio
;
4441 float Player::GetRatingBonusValue(CombatRating cr
) const
4443 return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
)) / GetRatingCoefficient(cr
);
4446 uint32
Player::GetMeleeCritDamageReduction(uint32 damage
) const
4448 float melee
= GetRatingBonusValue(CR_CRIT_TAKEN_MELEE
)*2.0f
;
4449 if (melee
>25.0f
) melee
= 25.0f
;
4450 return uint32 (melee
* damage
/100.0f
);
4453 uint32
Player::GetRangedCritDamageReduction(uint32 damage
) const
4455 float ranged
= GetRatingBonusValue(CR_CRIT_TAKEN_RANGED
)*2.0f
;
4456 if (ranged
>25.0f
) ranged
=25.0f
;
4457 return uint32 (ranged
* damage
/100.0f
);
4460 uint32
Player::GetSpellCritDamageReduction(uint32 damage
) const
4462 float spell
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
)*2.0f
;
4463 // In wow script resilience limited to 25%
4466 return uint32 (spell
* damage
/ 100.0f
);
4469 uint32
Player::GetDotDamageReduction(uint32 damage
) const
4471 float spellDot
= GetRatingBonusValue(CR_CRIT_TAKEN_SPELL
);
4472 // Dot resilience not limited (limit it by 100%)
4473 if (spellDot
> 100.0f
)
4475 return uint32 (spellDot
* damage
/ 100.0f
);
4478 float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType
) const
4483 return GetUInt32Value(PLAYER_EXPERTISE
) / 4.0f
;
4485 return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE
) / 4.0f
;
4492 float Player::OCTRegenHPPerSpirit()
4494 uint32 level
= getLevel();
4495 uint32 pclass
= getClass();
4497 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4499 GtOCTRegenHPEntry
const *baseRatio
= sGtOCTRegenHPStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4500 GtRegenHPPerSptEntry
const *moreRatio
= sGtRegenHPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4501 if (baseRatio
==NULL
|| moreRatio
==NULL
)
4504 // Formula from PaperDollFrame script
4505 float spirit
= GetStat(STAT_SPIRIT
);
4506 float baseSpirit
= spirit
;
4507 if (baseSpirit
>50) baseSpirit
= 50;
4508 float moreSpirit
= spirit
- baseSpirit
;
4509 float regen
= baseSpirit
* baseRatio
->ratio
+ moreSpirit
* moreRatio
->ratio
;
4513 float Player::OCTRegenMPPerSpirit()
4515 uint32 level
= getLevel();
4516 uint32 pclass
= getClass();
4518 if (level
>GT_MAX_LEVEL
) level
= GT_MAX_LEVEL
;
4520 // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
4521 GtRegenMPPerSptEntry
const *moreRatio
= sGtRegenMPPerSptStore
.LookupEntry((pclass
-1)*GT_MAX_LEVEL
+ level
-1);
4522 if (moreRatio
==NULL
)
4525 // Formula get from PaperDollFrame script
4526 float spirit
= GetStat(STAT_SPIRIT
);
4527 float regen
= spirit
* moreRatio
->ratio
;
4531 void Player::ApplyRatingMod(CombatRating cr
, int32 value
, bool apply
)
4533 m_baseRatingValue
[cr
]+=(apply
? value
: -value
);
4535 int32 amount
= uint32(m_baseRatingValue
[cr
]);
4536 // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
4537 // stat used stored in miscValueB for this aura
4538 AuraList
const& modRatingFromStat
= GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT
);
4539 for(AuraList::const_iterator i
= modRatingFromStat
.begin();i
!= modRatingFromStat
.end(); ++i
)
4540 if ((*i
)->GetMiscValue() & (1<<cr
))
4541 amount
+= GetStat(Stats((*i
)->GetMiscBValue())) * (*i
)->GetModifier()->m_amount
/ 100.0f
;
4544 SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1
+ cr
, uint32(amount
));
4546 float RatingCoeffecient
= GetRatingCoefficient(cr
);
4547 float RatingChange
= 0.0f
;
4549 bool affectStats
= CanModifyStats();
4553 case CR_WEAPON_SKILL
: // Implemented in Unit::RollMeleeOutcomeAgainst
4554 case CR_DEFENSE_SKILL
:
4555 UpdateDefenseBonusesMod();
4558 UpdateDodgePercentage();
4561 UpdateParryPercentage();
4564 UpdateBlockPercentage();
4567 UpdateMeleeHitChances();
4570 UpdateRangedHitChances();
4573 UpdateSpellHitChances();
4578 UpdateCritPercentage(BASE_ATTACK
);
4579 UpdateCritPercentage(OFF_ATTACK
);
4582 case CR_CRIT_RANGED
:
4584 UpdateCritPercentage(RANGED_ATTACK
);
4588 UpdateAllSpellCritChances();
4590 case CR_HIT_TAKEN_MELEE
: // Implemented in Unit::MeleeMissChanceCalc
4591 case CR_HIT_TAKEN_RANGED
:
4593 case CR_HIT_TAKEN_SPELL
: // Implemented in Unit::MagicSpellHitResult
4595 case CR_CRIT_TAKEN_MELEE
: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
4596 case CR_CRIT_TAKEN_RANGED
:
4598 case CR_CRIT_TAKEN_SPELL
: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
4600 case CR_HASTE_MELEE
:
4601 RatingChange
= value
/ RatingCoeffecient
;
4602 ApplyAttackTimePercentMod(BASE_ATTACK
,RatingChange
,apply
);
4603 ApplyAttackTimePercentMod(OFF_ATTACK
,RatingChange
,apply
);
4605 case CR_HASTE_RANGED
:
4606 RatingChange
= value
/ RatingCoeffecient
;
4607 ApplyAttackTimePercentMod(RANGED_ATTACK
, RatingChange
, apply
);
4609 case CR_HASTE_SPELL
:
4610 RatingChange
= value
/ RatingCoeffecient
;
4611 ApplyCastTimePercentMod(RatingChange
,apply
);
4613 case CR_WEAPON_SKILL_MAINHAND
: // Implemented in Unit::RollMeleeOutcomeAgainst
4614 case CR_WEAPON_SKILL_OFFHAND
:
4615 case CR_WEAPON_SKILL_RANGED
:
4620 UpdateExpertise(BASE_ATTACK
);
4621 UpdateExpertise(OFF_ATTACK
);
4627 void Player::SetRegularAttackTime()
4629 for(int i
= 0; i
< MAX_ATTACK
; ++i
)
4631 Item
*tmpitem
= GetWeaponForAttack(WeaponAttackType(i
));
4632 if(tmpitem
&& !tmpitem
->IsBroken())
4634 ItemPrototype
const *proto
= tmpitem
->GetProto();
4636 SetAttackTime(WeaponAttackType(i
), proto
->Delay
);
4638 SetAttackTime(WeaponAttackType(i
), BASE_ATTACK_TIME
);
4643 //skill+step, checking for max value
4644 bool Player::UpdateSkill(uint32 skill_id
, uint32 step
)
4650 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4651 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill_id
)
4654 if(i
>=PLAYER_MAX_SKILLS
)
4657 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4658 uint32 value
= SKILL_VALUE(data
);
4659 uint32 max
= SKILL_MAX(data
);
4661 if ((!max
) || (!value
) || (value
>= max
))
4664 if (value
*512 < max
*urand(0,512))
4666 uint32 new_value
= value
+step
;
4670 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,max
));
4671 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4678 inline int SkillGainChance(uint32 SkillValue
, uint32 GrayLevel
, uint32 GreenLevel
, uint32 YellowLevel
)
4680 if ( SkillValue
>= GrayLevel
)
4681 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREY
)*10;
4682 if ( SkillValue
>= GreenLevel
)
4683 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_GREEN
)*10;
4684 if ( SkillValue
>= YellowLevel
)
4685 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_YELLOW
)*10;
4686 return sWorld
.getConfig(CONFIG_SKILL_CHANCE_ORANGE
)*10;
4689 bool Player::UpdateCraftSkill(uint32 spellid
)
4691 sLog
.outDebug("UpdateCraftSkill spellid %d", spellid
);
4693 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spellid
);
4694 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spellid
);
4696 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
4698 if(_spell_idx
->second
->skillId
)
4700 uint32 SkillValue
= GetPureSkillValue(_spell_idx
->second
->skillId
);
4702 // Alchemy Discoveries here
4703 SpellEntry
const* spellEntry
= sSpellStore
.LookupEntry(spellid
);
4704 if(spellEntry
&& spellEntry
->Mechanic
==MECHANIC_DISCOVERY
)
4706 if(uint32 discoveredSpell
= GetSkillDiscoverySpell(_spell_idx
->second
->skillId
, spellid
, this))
4707 learnSpell(discoveredSpell
);
4710 uint32 craft_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_CRAFTING
);
4712 return UpdateSkillPro(_spell_idx
->second
->skillId
, SkillGainChance(SkillValue
,
4713 _spell_idx
->second
->max_value
,
4714 (_spell_idx
->second
->max_value
+ _spell_idx
->second
->min_value
)/2,
4715 _spell_idx
->second
->min_value
),
4722 bool Player::UpdateGatherSkill(uint32 SkillId
, uint32 SkillValue
, uint32 RedLevel
, uint32 Multiplicator
)
4724 sLog
.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId
, SkillValue
, RedLevel
);
4726 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4728 // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
4731 case SKILL_HERBALISM
:
4732 case SKILL_LOCKPICKING
:
4733 case SKILL_JEWELCRAFTING
:
4734 case SKILL_INSCRIPTION
:
4735 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4736 case SKILL_SKINNING
:
4737 if( sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)==0)
4738 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4740 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS
)), gathering_skill_gain
);
4742 if (sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)==0)
4743 return UpdateSkillPro(SkillId
, SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
,gathering_skill_gain
);
4745 return UpdateSkillPro(SkillId
, (SkillGainChance(SkillValue
, RedLevel
+100, RedLevel
+50, RedLevel
+25)*Multiplicator
) >> (SkillValue
/sWorld
.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS
)),gathering_skill_gain
);
4750 bool Player::UpdateFishingSkill()
4752 sLog
.outDebug("UpdateFishingSkill");
4754 uint32 SkillValue
= GetPureSkillValue(SKILL_FISHING
);
4756 int32 chance
= SkillValue
< 75 ? 100 : 2500/(SkillValue
-50);
4758 uint32 gathering_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_GATHERING
);
4760 return UpdateSkillPro(SKILL_FISHING
,chance
*10,gathering_skill_gain
);
4763 bool Player::UpdateSkillPro(uint16 SkillId
, int32 Chance
, uint32 step
)
4765 sLog
.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId
, Chance
/10.0);
4769 if(Chance
<= 0) // speedup in 0 chance case
4771 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4776 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4777 if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i
))) == SkillId
) break;
4778 if ( i
>= PLAYER_MAX_SKILLS
)
4781 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4782 uint16 SkillValue
= SKILL_VALUE(data
);
4783 uint16 MaxValue
= SKILL_MAX(data
);
4785 if ( !MaxValue
|| !SkillValue
|| SkillValue
>= MaxValue
)
4788 int32 Roll
= irand(1,1000);
4790 if ( Roll
<= Chance
)
4792 uint32 new_value
= SkillValue
+step
;
4793 if(new_value
> MaxValue
)
4794 new_value
= MaxValue
;
4796 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(new_value
,MaxValue
));
4797 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4798 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance
/10.0);
4802 sLog
.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance
/10.0);
4806 void Player::UpdateWeaponSkill (WeaponAttackType attType
)
4808 // no skill gain in pvp
4809 Unit
*pVictim
= getVictim();
4810 if(pVictim
&& pVictim
->GetTypeId() == TYPEID_PLAYER
)
4814 return; // always maximized SKILL_FERAL_COMBAT in fact
4816 if(m_form
== FORM_TREE
)
4817 return; // use weapon but not skill up
4819 uint32 weapon_skill_gain
= sWorld
.getConfig(CONFIG_SKILL_GAIN_WEAPON
);
4825 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4828 UpdateSkill(SKILL_UNARMED
,weapon_skill_gain
);
4829 else if(tmpitem
->GetProto()->SubClass
!= ITEM_SUBCLASS_WEAPON_FISHING_POLE
)
4830 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4836 Item
*tmpitem
= GetWeaponForAttack(attType
,true);
4838 UpdateSkill(tmpitem
->GetSkill(),weapon_skill_gain
);
4842 UpdateAllCritPercentages();
4845 void Player::UpdateCombatSkills(Unit
*pVictim
, WeaponAttackType attType
, MeleeHitOutcome outcome
, bool defence
)
4847 /* Not need, this checked on call this func from trigger system
4850 case MELEE_HIT_CRIT:
4851 case MELEE_HIT_DODGE:
4852 case MELEE_HIT_PARRY:
4853 case MELEE_HIT_BLOCK:
4854 case MELEE_HIT_BLOCK_CRIT:
4861 uint32 plevel
= getLevel(); // if defense than pVictim == attacker
4862 uint32 greylevel
= MaNGOS::XP::GetGrayLevel(plevel
);
4863 uint32 moblevel
= pVictim
->getLevelForTarget(this);
4864 if(moblevel
< greylevel
)
4867 if (moblevel
> plevel
+ 5)
4868 moblevel
= plevel
+ 5;
4870 uint32 lvldif
= moblevel
- greylevel
;
4874 uint32 skilldif
= 5 * plevel
- (defence
? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType
));
4878 float chance
= float(3 * lvldif
* skilldif
) / plevel
;
4881 if(getClass() == CLASS_WARRIOR
|| getClass() == CLASS_ROGUE
)
4882 chance
*= 0.1f
* GetStat(STAT_INTELLECT
);
4885 chance
= chance
< 1.0f
? 1.0f
: chance
; //minimum chance to increase skill is 1%
4887 if(roll_chance_f(chance
))
4892 UpdateWeaponSkill(attType
);
4898 void Player::ModifySkillBonus(uint32 skillid
,int32 val
, bool talent
)
4900 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4901 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skillid
)
4903 uint32 bonus_val
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
4904 int16 temp_bonus
= SKILL_TEMP_BONUS(bonus_val
);
4905 int16 perm_bonus
= SKILL_PERM_BONUS(bonus_val
);
4907 if(talent
) // permanent bonus stored in high part
4908 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
,perm_bonus
+val
));
4909 else // temporary/item bonus stored in low part
4910 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),MAKE_SKILL_BONUS(temp_bonus
+val
,perm_bonus
));
4915 void Player::UpdateSkillsForLevel()
4917 uint16 maxconfskill
= sWorld
.GetConfigMaxSkillValue();
4918 uint32 maxSkill
= GetMaxSkillValueForLevel();
4920 bool alwaysMaxSkill
= sWorld
.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL
);
4922 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4923 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4925 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4927 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(pskill
);
4931 if(GetSkillRangeType(pSkill
,false) != SKILL_RANGE_LEVEL
)
4934 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4935 uint32 max
= SKILL_MAX(data
);
4936 uint32 val
= SKILL_VALUE(data
);
4938 /// update only level dependent max skill values
4941 /// miximize skill always
4943 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(maxSkill
,maxSkill
));
4944 /// update max skill value if current max skill not maximized
4945 else if(max
!= maxconfskill
)
4946 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(val
,maxSkill
));
4951 void Player::UpdateSkillsToMaxSkillsForLevel()
4953 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
4954 if (GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
4956 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
4957 if( IsProfessionSkill(pskill
) || pskill
== SKILL_RIDING
)
4959 uint32 data
= GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
));
4961 uint32 max
= SKILL_MAX(data
);
4964 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(max
,max
));
4966 if(pskill
== SKILL_DEFENSE
)
4967 UpdateDefenseBonusesMod();
4971 // This functions sets a skill line value (and adds if doesn't exist yet)
4972 // To "remove" a skill line, set it's values to zero
4973 void Player::SetSkill(uint32 id
, uint16 currVal
, uint16 maxVal
)
4979 for (; i
< PLAYER_MAX_SKILLS
; i
++)
4980 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == id
) break;
4982 if(i
<PLAYER_MAX_SKILLS
) //has skill
4986 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
4987 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
4991 // clear skill fields
4992 SetUInt32Value(PLAYER_SKILL_INDEX(i
),0);
4993 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),0);
4994 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
4996 // remove spells that depend on this skill when removing the skill
4997 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
5000 if(itr
->second
->state
== PLAYERSPELL_REMOVED
)
5003 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(itr
->first
);
5004 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(itr
->first
);
5006 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
5008 if (_spell_idx
->second
->skillId
== id
)
5010 // this may remove more than one spell (dependents)
5011 removeSpell(itr
->first
);
5012 next
= m_spells
.begin();
5019 else if(currVal
) //add
5021 for (i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5022 if (!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
5024 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
5027 sLog
.outError("Skill not found in SkillLineStore: skill #%u", id
);
5030 // enable unlearn button for primary professions only
5031 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
5032 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
5034 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
5035 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
),MAKE_SKILL_VALUE(currVal
,maxVal
));
5036 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL
);
5038 // apply skill bonuses
5039 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
5041 // temporary bonuses
5042 AuraList
const& mModSkill
= GetAurasByType(SPELL_AURA_MOD_SKILL
);
5043 for(AuraList::const_iterator i
= mModSkill
.begin(); i
!= mModSkill
.end(); ++i
)
5044 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
5045 (*i
)->ApplyModifier(true);
5047 // permanent bonuses
5048 AuraList
const& mModSkillTalent
= GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT
);
5049 for(AuraList::const_iterator i
= mModSkillTalent
.begin(); i
!= mModSkillTalent
.end(); ++i
)
5050 if ((*i
)->GetModifier()->m_miscvalue
== int32(id
))
5051 (*i
)->ApplyModifier(true);
5053 // Learn all spells for skill
5054 learnSkillRewardedSpells(id
);
5060 bool Player::HasSkill(uint32 skill
) const
5062 if(!skill
)return false;
5063 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5065 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5073 uint16
Player::GetSkillValue(uint32 skill
) const
5078 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5080 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5082 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5084 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5085 result
+= SKILL_TEMP_BONUS(bonus
);
5086 result
+= SKILL_PERM_BONUS(bonus
);
5087 return result
< 0 ? 0 : result
;
5093 uint16
Player::GetMaxSkillValue(uint32 skill
) const
5096 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5098 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5100 uint32 bonus
= GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
));
5102 int32 result
= int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5103 result
+= SKILL_TEMP_BONUS(bonus
);
5104 result
+= SKILL_PERM_BONUS(bonus
);
5105 return result
< 0 ? 0 : result
;
5111 uint16
Player::GetPureMaxSkillValue(uint32 skill
) const
5114 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5116 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5118 return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5124 uint16
Player::GetBaseSkillValue(uint32 skill
) const
5127 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5129 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5131 int32 result
= int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
))));
5132 result
+= SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5133 return result
< 0 ? 0 : result
;
5139 uint16
Player::GetPureSkillValue(uint32 skill
) const
5142 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
5144 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5146 return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i
)));
5152 int16
Player::GetSkillTempBonusValue(uint32 skill
) const
5157 for (int i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
5159 if ((GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF) == skill
)
5161 return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
)));
5168 void Player::SendInitialActionButtons()
5170 sLog
.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
5172 WorldPacket
data(SMSG_ACTION_BUTTONS
, (MAX_ACTION_BUTTONS
*4));
5173 for(int button
= 0; button
< MAX_ACTION_BUTTONS
; ++button
)
5175 ActionButtonList::const_iterator itr
= m_actionButtons
.find(button
);
5176 if(itr
!= m_actionButtons
.end() && itr
->second
.uState
!= ACTIONBUTTON_DELETED
)
5178 data
<< uint16(itr
->second
.action
);
5179 data
<< uint8(itr
->second
.misc
);
5180 data
<< uint8(itr
->second
.type
);
5188 GetSession()->SendPacket( &data
);
5189 sLog
.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
5192 void Player::addActionButton(const uint8 button
, const uint16 action
, const uint8 type
, const uint8 misc
)
5194 if(button
>= MAX_ACTION_BUTTONS
)
5196 sLog
.outError( "Action %u not added into button %u for player %s: button must be < 132", action
, button
, GetName() );
5200 // check cheating with adding non-known spells to action bar
5201 if(type
==ACTION_BUTTON_SPELL
)
5203 if(!sSpellStore
.LookupEntry(action
))
5205 sLog
.outError( "Action %u not added into button %u for player %s: spell not exist", action
, button
, GetName() );
5209 if(!HasSpell(action
))
5211 sLog
.outError( "Action %u not added into button %u for player %s: player don't known this spell", action
, button
, GetName() );
5216 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5218 if (buttonItr
==m_actionButtons
.end())
5219 { // just add new button
5220 m_actionButtons
[button
] = ActionButton(action
,type
,misc
);
5223 { // change state of current button
5224 ActionButtonUpdateState uState
= buttonItr
->second
.uState
;
5225 buttonItr
->second
= ActionButton(action
,type
,misc
);
5226 if (uState
!= ACTIONBUTTON_NEW
) buttonItr
->second
.uState
= ACTIONBUTTON_CHANGED
;
5229 sLog
.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action
, button
);
5232 void Player::removeActionButton(uint8 button
)
5234 ActionButtonList::iterator buttonItr
= m_actionButtons
.find(button
);
5235 if (buttonItr
==m_actionButtons
.end())
5238 if(buttonItr
->second
.uState
==ACTIONBUTTON_NEW
)
5239 m_actionButtons
.erase(buttonItr
); // new and not saved
5241 buttonItr
->second
.uState
= ACTIONBUTTON_DELETED
; // saved, will deleted at next save
5243 sLog
.outDetail( "Action Button '%u' Removed from Player '%u'", button
, GetGUIDLow() );
5246 void Player::SetDontMove(bool dontMove
)
5248 m_dontMove
= dontMove
;
5251 bool Player::SetPosition(float x
, float y
, float z
, float orientation
, bool teleport
)
5253 // prevent crash when a bad coord is sent by the client
5254 if(!MaNGOS::IsValidMapCoord(x
,y
,z
,orientation
))
5256 sLog
.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x
,y
,z
,orientation
,teleport
,GetGUIDLow());
5262 const float old_x
= GetPositionX();
5263 const float old_y
= GetPositionY();
5264 const float old_z
= GetPositionZ();
5265 const float old_r
= GetOrientation();
5267 if( teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
|| old_r
!= orientation
)
5269 if (teleport
|| old_x
!= x
|| old_y
!= y
|| old_z
!= z
)
5270 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE
| AURA_INTERRUPT_FLAG_TURNING
);
5272 RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING
);
5274 // move and update visible state if need
5275 m
->PlayerRelocation(this, x
, y
, z
, orientation
);
5277 // reread after Map::Relocation
5284 if(GetGroup() && (old_x
!= x
|| old_y
!= y
))
5285 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION
);
5288 // code block for underwater state update
5289 UpdateUnderwaterState(m
, x
, y
, z
);
5291 CheckExploreSystem();
5296 void Player::SaveRecallPosition()
5298 m_recallMap
= GetMapId();
5299 m_recallX
= GetPositionX();
5300 m_recallY
= GetPositionY();
5301 m_recallZ
= GetPositionZ();
5302 m_recallO
= GetOrientation();
5305 void Player::SendMessageToSet(WorldPacket
*data
, bool self
)
5307 GetMap()->MessageBroadcast(this, data
, self
);
5310 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
)
5312 GetMap()->MessageDistBroadcast(this, data
, dist
, self
);
5315 void Player::SendMessageToSetInRange(WorldPacket
*data
, float dist
, bool self
, bool own_team_only
)
5317 GetMap()->MessageDistBroadcast(this, data
, dist
, self
,own_team_only
);
5320 void Player::SendDirectMessage(WorldPacket
*data
)
5322 GetSession()->SendPacket(data
);
5325 void Player::CheckExploreSystem()
5333 uint16 areaFlag
=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
5334 if(areaFlag
==0xffff)
5336 int offset
= areaFlag
/ 32;
5340 sLog
.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 64 ).",areaFlag
,GetPositionX(),GetPositionY(),offset
,offset
);
5344 uint32 val
= (uint32
)(1 << (areaFlag
% 32));
5345 uint32 currFields
= GetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
);
5347 if( !(currFields
& val
) )
5349 SetUInt32Value(PLAYER_EXPLORED_ZONES_1
+ offset
, (uint32
)(currFields
| val
));
5351 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA
);
5353 AreaTableEntry
const *p
= GetAreaEntryByAreaFlagAndMap(areaFlag
,GetMapId());
5356 sLog
.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
5358 else if(p
->area_level
> 0)
5360 uint32 area
= p
->ID
;
5361 if (getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
5363 SendExplorationExperience(area
,0);
5367 int32 diff
= int32(getLevel()) - p
->area_level
;
5371 XP
= uint32(objmgr
.GetBaseXP(getLevel()+5)*sWorld
.getRate(RATE_XP_EXPLORE
));
5375 int32 exploration_percent
= (100-((diff
-5)*5));
5376 if (exploration_percent
> 100)
5377 exploration_percent
= 100;
5378 else if (exploration_percent
< 0)
5379 exploration_percent
= 0;
5381 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*exploration_percent
/100*sWorld
.getRate(RATE_XP_EXPLORE
));
5385 XP
= uint32(objmgr
.GetBaseXP(p
->area_level
)*sWorld
.getRate(RATE_XP_EXPLORE
));
5389 SendExplorationExperience(area
,XP
);
5391 sLog
.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area
);
5396 uint32
Player::TeamForRace(uint8 race
)
5398 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5401 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5405 switch(rEntry
->TeamID
)
5407 case 7: return ALLIANCE
;
5408 case 1: return HORDE
;
5411 sLog
.outError("Race %u have wrong team id in DBC: wrong DBC files?",uint32(race
),rEntry
->TeamID
);
5415 uint32
Player::getFactionForRace(uint8 race
)
5417 ChrRacesEntry
const* rEntry
= sChrRacesStore
.LookupEntry(race
);
5420 sLog
.outError("Race %u not found in DBC: wrong DBC files?",uint32(race
));
5424 return rEntry
->FactionID
;
5427 void Player::setFactionForRace(uint8 race
)
5429 m_team
= TeamForRace(race
);
5430 setFaction( getFactionForRace(race
) );
5433 void Player::UpdateReputation() const
5435 sLog
.outDetail( "WORLD: Player::UpdateReputation" );
5437 for(FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5439 SendFactionState(&(itr
->second
));
5443 void Player::SendFactionState(FactionState
const* faction
) const
5445 if(faction
->Flags
& FACTION_FLAG_VISIBLE
) //If faction is visible then update it
5447 WorldPacket
data(SMSG_SET_FACTION_STANDING
, (16)); // last check 2.4.0
5448 data
<< (float) 0; // unk 2.4.0
5449 data
<< (uint8
) 0; // wotlk 8634
5450 data
<< (uint32
) 1; // count
5452 data
<< (uint32
) faction
->ReputationListID
;
5453 data
<< (uint32
) faction
->Standing
;
5455 GetSession()->SendPacket(&data
);
5459 void Player::SendInitialReputations()
5461 WorldPacket
data(SMSG_INITIALIZE_FACTIONS
, (4+128*5));
5462 data
<< uint32 (0x00000080);
5466 for (FactionStateList::const_iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
5468 // fill in absent fields
5469 for (; a
!= itr
->first
; a
++)
5471 data
<< uint8 (0x00);
5472 data
<< uint32 (0x00000000);
5475 // fill in encountered data
5476 data
<< uint8 (itr
->second
.Flags
);
5477 data
<< uint32 (itr
->second
.Standing
);
5482 // fill in absent fields
5483 for (; a
!= 128; a
++)
5485 data
<< uint8 (0x00);
5486 data
<< uint32 (0x00000000);
5489 GetSession()->SendPacket(&data
);
5492 FactionState
const* Player::GetFactionState( FactionEntry
const* factionEntry
) const
5494 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5495 if (itr
!= m_factions
.end())
5496 return &itr
->second
;
5501 void Player::SetFactionAtWar(FactionState
* faction
, bool atWar
)
5503 // not allow declare war to own faction
5504 if(atWar
&& (faction
->Flags
& FACTION_FLAG_PEACE_FORCED
) )
5508 if(((faction
->Flags
& FACTION_FLAG_AT_WAR
) != 0) == atWar
)
5512 faction
->Flags
|= FACTION_FLAG_AT_WAR
;
5514 faction
->Flags
&= ~FACTION_FLAG_AT_WAR
;
5516 faction
->Changed
= true;
5519 void Player::SetFactionInactive(FactionState
* faction
, bool inactive
)
5521 // always invisible or hidden faction can't be inactive
5522 if(inactive
&& ((faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
)) || !(faction
->Flags
& FACTION_FLAG_VISIBLE
) ) )
5526 if(((faction
->Flags
& FACTION_FLAG_INACTIVE
) != 0) == inactive
)
5530 faction
->Flags
|= FACTION_FLAG_INACTIVE
;
5532 faction
->Flags
&= ~FACTION_FLAG_INACTIVE
;
5534 faction
->Changed
= true;
5537 void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId
)
5539 FactionTemplateEntry
const*factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5541 if(!factionTemplateEntry
)
5544 SetFactionVisibleForFactionId(factionTemplateEntry
->faction
);
5547 void Player::SetFactionVisibleForFactionId(uint32 FactionId
)
5549 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(FactionId
);
5553 if(factionEntry
->reputationListID
< 0)
5556 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5557 if (itr
== m_factions
.end())
5560 SetFactionVisible(&itr
->second
);
5563 void Player::SetFactionVisible(FactionState
* faction
)
5565 // always invisible or hidden faction can't be make visible
5566 if(faction
->Flags
& (FACTION_FLAG_INVISIBLE_FORCED
|FACTION_FLAG_HIDDEN
))
5570 if(faction
->Flags
& FACTION_FLAG_VISIBLE
)
5573 faction
->Flags
|= FACTION_FLAG_VISIBLE
;
5574 faction
->Changed
= true;
5576 if(!m_session
->PlayerLoading())
5578 // make faction visible in reputation list at client
5579 WorldPacket
data(SMSG_SET_FACTION_VISIBLE
, 4);
5580 data
<< faction
->ReputationListID
;
5581 GetSession()->SendPacket(&data
);
5585 void Player::SetInitialFactions()
5587 for(unsigned int i
= 1; i
< sFactionStore
.GetNumRows(); i
++)
5589 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(i
);
5591 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
5593 FactionState newFaction
;
5594 newFaction
.ID
= factionEntry
->ID
;
5595 newFaction
.ReputationListID
= factionEntry
->reputationListID
;
5596 newFaction
.Standing
= 0;
5597 newFaction
.Flags
= GetDefaultReputationFlags(factionEntry
);
5598 newFaction
.Changed
= true;
5600 m_factions
[newFaction
.ReputationListID
] = newFaction
;
5605 uint32
Player::GetDefaultReputationFlags(const FactionEntry
*factionEntry
) const
5610 uint32 raceMask
= getRaceMask();
5611 uint32 classMask
= getClassMask();
5612 for (int i
=0; i
< 4; i
++)
5614 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5615 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5616 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5617 return factionEntry
->ReputationFlags
[i
];
5622 int32
Player::GetBaseReputation(const FactionEntry
*factionEntry
) const
5627 uint32 raceMask
= getRaceMask();
5628 uint32 classMask
= getClassMask();
5629 for (int i
=0; i
< 4; i
++)
5631 if( (factionEntry
->BaseRepRaceMask
[i
] & raceMask
) &&
5632 (factionEntry
->BaseRepClassMask
[i
]==0 ||
5633 (factionEntry
->BaseRepClassMask
[i
] & classMask
) ) )
5634 return factionEntry
->BaseRepValue
[i
];
5637 // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
5641 int32
Player::GetReputation(uint32 faction_id
) const
5643 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(faction_id
);
5647 sLog
.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id
);
5651 return GetReputation(factionEntry
);
5654 int32
Player::GetReputation(const FactionEntry
*factionEntry
) const
5656 // Faction without recorded reputation. Just ignore.
5660 FactionStateList::const_iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5661 if (itr
!= m_factions
.end())
5662 return GetBaseReputation(factionEntry
) + itr
->second
.Standing
;
5667 ReputationRank
Player::GetReputationRank(uint32 faction
) const
5669 FactionEntry
const*factionEntry
= sFactionStore
.LookupEntry(faction
);
5671 return MIN_REPUTATION_RANK
;
5673 return GetReputationRank(factionEntry
);
5676 ReputationRank
Player::ReputationToRank(int32 standing
) const
5678 int32 Limit
= Reputation_Cap
+ 1;
5679 for (int i
= MAX_REPUTATION_RANK
-1; i
>= MIN_REPUTATION_RANK
; --i
)
5681 Limit
-= ReputationRank_Length
[i
];
5682 if (standing
>= Limit
)
5683 return ReputationRank(i
);
5685 return MIN_REPUTATION_RANK
;
5688 ReputationRank
Player::GetReputationRank(const FactionEntry
*factionEntry
) const
5690 int32 Reputation
= GetReputation(factionEntry
);
5691 return ReputationToRank(Reputation
);
5694 ReputationRank
Player::GetBaseReputationRank(const FactionEntry
*factionEntry
) const
5696 int32 Reputation
= GetBaseReputation(factionEntry
);
5697 return ReputationToRank(Reputation
);
5700 bool Player::ModifyFactionReputation(uint32 FactionTemplateId
, int32 DeltaReputation
)
5702 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5704 if(!factionTemplateEntry
)
5706 sLog
.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5710 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5712 // Faction without recorded reputation. Just ignore.
5716 return ModifyFactionReputation(factionEntry
, DeltaReputation
);
5719 bool Player::ModifyFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5721 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5725 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5727 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5728 if(factionEntryCalc
)
5729 res
= ModifyOneFactionReputation(factionEntryCalc
, standing
);
5734 return ModifyOneFactionReputation(factionEntry
, standing
);
5737 bool Player::ModifyOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5739 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5740 if (itr
!= m_factions
.end())
5742 int32 BaseRep
= GetBaseReputation(factionEntry
);
5743 int32 new_rep
= BaseRep
+ itr
->second
.Standing
+ standing
;
5745 if (new_rep
> Reputation_Cap
)
5746 new_rep
= Reputation_Cap
;
5748 if (new_rep
< Reputation_Bottom
)
5749 new_rep
= Reputation_Bottom
;
5751 if(ReputationToRank(new_rep
) <= REP_HOSTILE
)
5752 SetFactionAtWar(&itr
->second
,true);
5754 itr
->second
.Standing
= new_rep
- BaseRep
;
5755 itr
->second
.Changed
= true;
5757 SetFactionVisible(&itr
->second
);
5759 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
5761 if(uint32 questid
= GetQuestSlotQuestId(i
))
5763 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
5764 if( qInfo
&& qInfo
->GetRepObjectiveFaction() == factionEntry
->ID
)
5766 QuestStatusData
& q_status
= mQuestStatus
[questid
];
5767 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
5769 if(GetReputation(factionEntry
) >= qInfo
->GetRepObjectiveValue())
5770 if ( CanCompleteQuest( questid
) )
5771 CompleteQuest( questid
);
5773 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
5775 if(GetReputation(factionEntry
) < qInfo
->GetRepObjectiveValue())
5776 IncompleteQuest( questid
);
5781 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION
);
5782 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION
);
5783 SendFactionState(&(itr
->second
));
5790 bool Player::SetFactionReputation(uint32 FactionTemplateId
, int32 standing
)
5792 FactionTemplateEntry
const* factionTemplateEntry
= sFactionTemplateStore
.LookupEntry(FactionTemplateId
);
5794 if(!factionTemplateEntry
)
5796 sLog
.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId
);
5800 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(factionTemplateEntry
->faction
);
5802 // Faction without recorded reputation. Just ignore.
5806 return SetFactionReputation(factionEntry
, standing
);
5809 bool Player::SetFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5811 SimpleFactionsList
const* flist
= GetFactionTeamList(factionEntry
->ID
);
5815 for (SimpleFactionsList::const_iterator itr
= flist
->begin();itr
!= flist
->end();++itr
)
5817 FactionEntry
const *factionEntryCalc
= sFactionStore
.LookupEntry(*itr
);
5818 if(factionEntryCalc
)
5819 res
= SetOneFactionReputation(factionEntryCalc
, standing
);
5824 return SetOneFactionReputation(factionEntry
, standing
);
5827 bool Player::SetOneFactionReputation(FactionEntry
const* factionEntry
, int32 standing
)
5829 FactionStateList::iterator itr
= m_factions
.find(factionEntry
->reputationListID
);
5830 if (itr
!= m_factions
.end())
5832 if (standing
> Reputation_Cap
)
5833 standing
= Reputation_Cap
;
5835 if (standing
< Reputation_Bottom
)
5836 standing
= Reputation_Bottom
;
5838 int32 BaseRep
= GetBaseReputation(factionEntry
);
5839 itr
->second
.Standing
= standing
- BaseRep
;
5840 itr
->second
.Changed
= true;
5842 SetFactionVisible(&itr
->second
);
5844 if(ReputationToRank(standing
) <= REP_HOSTILE
)
5845 SetFactionAtWar(&itr
->second
,true);
5847 SendFactionState(&(itr
->second
));
5848 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION
);
5849 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION
);
5855 //Calculate total reputation percent player gain with quest/creature level
5856 int32
Player::CalculateReputationGain(uint32 creatureOrQuestLevel
, int32 rep
, bool for_quest
)
5858 // for grey creature kill received 20%, in other case 100.
5859 int32 percent
= (!for_quest
&& (creatureOrQuestLevel
<= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
5861 int32 repMod
= GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN
);
5863 percent
+= rep
> 0 ? repMod
: -repMod
;
5868 return int32(sWorld
.getRate(RATE_REPUTATION_GAIN
)*rep
*percent
/100);
5871 //Calculates how many reputation points player gains in victim's enemy factions
5872 void Player::RewardReputation(Unit
*pVictim
, float rate
)
5874 if(!pVictim
|| pVictim
->GetTypeId() == TYPEID_PLAYER
)
5877 ReputationOnKillEntry
const* Rep
= objmgr
.GetReputationOnKilEntry(((Creature
*)pVictim
)->GetCreatureInfo()->Entry
);
5882 if(Rep
->repfaction1
&& (!Rep
->team_dependent
|| GetTeam()==ALLIANCE
))
5884 int32 donerep1
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue1
,false);
5885 donerep1
= int32(donerep1
*rate
);
5886 FactionEntry
const *factionEntry1
= sFactionStore
.LookupEntry(Rep
->repfaction1
);
5887 uint32 current_reputation_rank1
= GetReputationRank(factionEntry1
);
5888 if(factionEntry1
&& current_reputation_rank1
<= Rep
->reputation_max_cap1
)
5889 ModifyFactionReputation(factionEntry1
, donerep1
);
5891 // Wiki: Team factions value divided by 2
5892 if(Rep
->is_teamaward1
)
5894 FactionEntry
const *team1_factionEntry
= sFactionStore
.LookupEntry(factionEntry1
->team
);
5895 if(team1_factionEntry
)
5896 ModifyFactionReputation(team1_factionEntry
, donerep1
/ 2);
5900 if(Rep
->repfaction2
&& (!Rep
->team_dependent
|| GetTeam()==HORDE
))
5902 int32 donerep2
= CalculateReputationGain(pVictim
->getLevel(),Rep
->repvalue2
,false);
5903 donerep2
= int32(donerep2
*rate
);
5904 FactionEntry
const *factionEntry2
= sFactionStore
.LookupEntry(Rep
->repfaction2
);
5905 uint32 current_reputation_rank2
= GetReputationRank(factionEntry2
);
5906 if(factionEntry2
&& current_reputation_rank2
<= Rep
->reputation_max_cap2
)
5907 ModifyFactionReputation(factionEntry2
, donerep2
);
5909 // Wiki: Team factions value divided by 2
5910 if(Rep
->is_teamaward2
)
5912 FactionEntry
const *team2_factionEntry
= sFactionStore
.LookupEntry(factionEntry2
->team
);
5913 if(team2_factionEntry
)
5914 ModifyFactionReputation(team2_factionEntry
, donerep2
/ 2);
5919 //Calculate how many reputation points player gain with the quest
5920 void Player::RewardReputation(Quest
const *pQuest
)
5922 // quest reputation reward/loss
5923 for(int i
= 0; i
< QUEST_REPUTATIONS_COUNT
; ++i
)
5925 if(pQuest
->RewRepFaction
[i
] && pQuest
->RewRepValue
[i
] )
5927 int32 rep
= CalculateReputationGain(pQuest
->GetQuestLevel(),pQuest
->RewRepValue
[i
],true);
5928 FactionEntry
const* factionEntry
= sFactionStore
.LookupEntry(pQuest
->RewRepFaction
[i
]);
5930 ModifyFactionReputation(factionEntry
, rep
);
5934 // TODO: implement reputation spillover
5937 void Player::UpdateArenaFields(void)
5939 /* arena calcs go here */
5942 void Player::UpdateHonorFields()
5944 /// called when rewarding honor and at each save
5945 uint64 now
= time(NULL
);
5946 uint64 today
= uint64(time(NULL
) / DAY
) * DAY
;
5948 if(m_lastHonorUpdateTime
< today
)
5950 uint64 yesterday
= today
- DAY
;
5952 uint16 kills_today
= PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS
));
5954 // update yesterday's contribution
5955 if(m_lastHonorUpdateTime
>= yesterday
)
5957 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
));
5959 // this is the first update today, reset today's contribution
5960 SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, 0);
5961 SetUInt32Value(PLAYER_FIELD_KILLS
, MAKE_PAIR32(0,kills_today
));
5965 // no honor/kills yesterday or today, reset
5966 SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION
, 0);
5967 SetUInt32Value(PLAYER_FIELD_KILLS
, 0);
5971 m_lastHonorUpdateTime
= now
;
5974 ///Calculate the amount of honor gained based on the victim
5975 ///and the size of the group for which the honor is divided
5976 ///An exact honor value can also be given (overriding the calcs)
5977 bool Player::RewardHonor(Unit
*uVictim
, uint32 groupsize
, float honor
)
5979 // do not reward honor in arenas, but enable onkill spellproc
5982 if(!uVictim
|| uVictim
== this || uVictim
->GetTypeId() != TYPEID_PLAYER
)
5985 if( GetBGTeam() == ((Player
*)uVictim
)->GetBGTeam() )
5991 // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
5992 if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE
))
5995 uint64 victim_guid
= 0;
5996 uint32 victim_rank
= 0;
5998 // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
5999 UpdateHonorFields();
6003 if(!uVictim
|| uVictim
== this || uVictim
->HasAuraType(SPELL_AURA_NO_PVP_CREDIT
))
6006 victim_guid
= uVictim
->GetGUID();
6008 if( uVictim
->GetTypeId() == TYPEID_PLAYER
)
6010 Player
*pVictim
= (Player
*)uVictim
;
6012 if( GetTeam() == pVictim
->GetTeam() && !sWorld
.IsFFAPvPRealm() )
6015 float f
= 1; //need for total kills (?? need more info)
6017 uint32 k_level
= getLevel();
6018 uint32 v_level
= pVictim
->getLevel();
6021 // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
6023 // [1..14] Alliance honor titles and player name
6024 // [15..28] Horde honor titles and player name
6025 // [29..38] Other title and player name
6027 uint32 victim_title
= pVictim
->GetUInt32Value(PLAYER_CHOSEN_TITLE
);
6028 // Get Killer titles, CharTitlesEntry::bit_index
6030 // title[1..14] -> rank[5..18]
6031 // title[15..28] -> rank[5..18]
6032 // title[other] -> 0
6033 if (victim_title
== 0)
6034 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6035 else if (victim_title
< 15)
6036 victim_rank
= victim_title
+ 4;
6037 else if (victim_title
< 29)
6038 victim_rank
= victim_title
- 14 + 4;
6040 victim_guid
= 0; // Don't show HK: <rank> message, only log.
6043 k_grey
= MaNGOS::XP::GetGrayLevel(k_level
);
6048 float diff_level
= (k_level
== k_grey
) ? 1 : ((float(v_level
) - float(k_grey
)) / (float(k_level
) - float(k_grey
)));
6050 int32 v_rank
=1; //need more info
6052 honor
= ((f
* diff_level
* (190 + v_rank
*10))/6);
6053 honor
*= ((float)k_level
) / 70.0f
; //factor of dependence on levels of the killer
6055 // count the number of playerkills in one day
6056 ApplyModUInt32Value(PLAYER_FIELD_KILLS
, 1, true);
6057 // and those in a lifetime
6058 ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS
, 1, true);
6062 Creature
*cVictim
= (Creature
*)uVictim
;
6064 if (!cVictim
->isRacialLeader())
6067 honor
= 100; // ??? need more info
6068 victim_rank
= 19; // HK: Leader
6072 if (uVictim
!= NULL
)
6074 honor
*= sWorld
.getRate(RATE_HONOR
);
6079 honor
*= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
6082 // honor - for show honor points in log
6083 // victim_guid - for show victim name in log
6084 // victim_rank [1..4] HK: <dishonored rank>
6085 // victim_rank [5..19] HK: <alliance\horde rank>
6086 // victim_rank [0,20+] HK: <>
6087 WorldPacket
data(SMSG_PVP_CREDIT
,4+8+4);
6088 data
<< (uint32
) honor
;
6089 data
<< (uint64
) victim_guid
;
6090 data
<< (uint32
) victim_rank
;
6092 GetSession()->SendPacket(&data
);
6095 ModifyHonorPoints(int32(honor
));
6097 ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION
, uint32(honor
), true);
6101 void Player::ModifyHonorPoints( int32 value
)
6105 if (GetHonorPoints() > sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
))
6106 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) + value
);
6108 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() > uint32(-value
) ? GetHonorPoints() + value
: 0);
6111 SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY
, GetHonorPoints() < sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
) - value
? GetHonorPoints() + value
: sWorld
.getConfig(CONFIG_MAX_HONOR_POINTS
));
6114 void Player::ModifyArenaPoints( int32 value
)
6118 if (GetArenaPoints() > sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
6119 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) + value
);
6121 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() > uint32(-value
) ? GetArenaPoints() + value
: 0);
6124 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, GetArenaPoints() < sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
) - value
? GetArenaPoints() + value
: sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
));
6127 uint32
Player::GetGuildIdFromDB(uint64 guid
)
6129 QueryResult
* result
= CharacterDatabase
.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
));
6133 uint32 id
= result
->Fetch()[0].GetUInt32();
6138 uint32
Player::GetRankFromDB(uint64 guid
)
6140 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid
) );
6143 uint32 v
= result
->Fetch()[0].GetUInt32();
6151 uint32
Player::GetArenaTeamIdFromDB(uint64 guid
, uint8 type
)
6153 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
);
6157 uint32 id
= (*result
)[0].GetUInt32();
6162 uint32
Player::GetZoneIdFromDB(uint64 guid
)
6164 uint32 guidLow
= GUID_LOPART(guid
);
6165 QueryResult
*result
= CharacterDatabase
.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow
);
6168 Field
* fields
= result
->Fetch();
6169 uint32 zone
= fields
[0].GetUInt32();
6174 // stored zone is zero, use generic and slow zone detection
6175 result
= CharacterDatabase
.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow
);
6178 fields
= result
->Fetch();
6179 uint32 map
= fields
[0].GetUInt32();
6180 float posx
= fields
[1].GetFloat();
6181 float posy
= fields
[2].GetFloat();
6182 float posz
= fields
[3].GetFloat();
6185 zone
= MapManager::Instance().GetZoneId(map
,posx
,posy
,posz
);
6187 CharacterDatabase
.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone
, guidLow
);
6193 void Player::UpdateArea(uint32 newArea
)
6195 // FFA_PVP flags are area and not zone id dependent
6196 // so apply them accordingly
6197 m_areaUpdateId
= newArea
;
6199 AreaTableEntry
const* area
= GetAreaEntryByAreaID(newArea
);
6201 if(area
&& (area
->flags
& AREA_FLAG_ARENA
))
6204 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6208 // remove ffa flag only if not ffapvp realm
6209 // removal in sanctuaries and capitals is handled in zone update
6210 if(HasByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
) && !sWorld
.IsFFAPvPRealm())
6211 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6214 UpdateAreaDependentAuras(newArea
);
6217 void Player::UpdateZone(uint32 newZone
)
6219 m_zoneUpdateId
= newZone
;
6220 m_zoneUpdateTimer
= ZONE_UPDATE_INTERVAL
;
6222 // zone changed, so area changed as well, update it
6223 UpdateArea(GetAreaId());
6225 AreaTableEntry
const* zone
= GetAreaEntryByAreaID(newZone
);
6229 if (sWorld
.getConfig(CONFIG_WEATHER
))
6231 Weather
*wth
= sWorld
.FindWeather(zone
->ID
);
6234 wth
->SendWeatherUpdateToPlayer(this);
6238 if(!sWorld
.AddWeather(zone
->ID
))
6240 // send fine weather packet to remove old zone's weather
6241 Weather::SendFineWeatherUpdateToPlayer(this);
6246 pvpInfo
.inHostileArea
=
6247 GetTeam() == ALLIANCE
&& zone
->team
== AREATEAM_HORDE
||
6248 GetTeam() == HORDE
&& zone
->team
== AREATEAM_ALLY
||
6249 sWorld
.IsPvPRealm() && zone
->team
== AREATEAM_NONE
||
6250 InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
6252 if(pvpInfo
.inHostileArea
) // in hostile area
6254 if(!IsPvP() || pvpInfo
.endTimer
!= 0)
6255 UpdatePvP(true, true);
6257 else // in friendly area
6259 if(IsPvP() && !HasFlag(PLAYER_FLAGS
,PLAYER_FLAGS_IN_PVP
) && pvpInfo
.endTimer
== 0)
6260 pvpInfo
.endTimer
= time(0); // start toggle-off
6263 if(zone
->flags
& AREA_FLAG_SANCTUARY
) // in sanctuary
6265 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6266 if(sWorld
.IsFFAPvPRealm())
6267 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6271 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_SANCTUARY
);
6274 if(zone
->flags
& AREA_FLAG_CAPITAL
) // in capital city
6276 SetFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6277 SetRestType(REST_TYPE_IN_CITY
);
6278 InnEnter(time(0),GetMapId(),0,0,0);
6280 if(sWorld
.IsFFAPvPRealm())
6281 RemoveByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6283 else // anywhere else
6285 if(HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
)) // but resting (walk from city or maybe in tavern or leave tavern recently)
6287 if(GetRestType()==REST_TYPE_IN_TAVERN
) // has been in tavern. Is still in?
6289 if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
6291 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6292 SetRestType(REST_TYPE_NO
);
6294 if(sWorld
.IsFFAPvPRealm())
6295 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6298 else // not in tavern (leave city then)
6300 RemoveFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
);
6301 SetRestType(REST_TYPE_NO
);
6303 // Set player to FFA PVP when not in rested environment.
6304 if(sWorld
.IsFFAPvPRealm())
6305 SetByteFlag(UNIT_FIELD_BYTES_2
, 1, UNIT_BYTE2_FLAG_FFA_PVP
);
6310 // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
6311 // if player resurrected at teleport this will be applied in resurrect code
6313 DestroyZoneLimitedItem( true, newZone
);
6315 // recent client version not send leave/join channel packets for built-in local channels
6316 UpdateLocalChannels( newZone
);
6320 SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE
);
6322 UpdateZoneDependentAuras(newZone
);
6325 //If players are too far way of duel flag... then player loose the duel
6326 void Player::CheckDuelDistance(time_t currTime
)
6331 uint64 duelFlagGUID
= GetUInt64Value(PLAYER_DUEL_ARBITER
);
6332 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, duelFlagGUID
);
6336 if(duel
->outOfBound
== 0)
6338 if(!IsWithinDistInMap(obj
, 50))
6340 duel
->outOfBound
= currTime
;
6342 WorldPacket
data(SMSG_DUEL_OUTOFBOUNDS
, 0);
6343 GetSession()->SendPacket(&data
);
6348 if(IsWithinDistInMap(obj
, 40))
6350 duel
->outOfBound
= 0;
6352 WorldPacket
data(SMSG_DUEL_INBOUNDS
, 0);
6353 GetSession()->SendPacket(&data
);
6355 else if(currTime
>= (duel
->outOfBound
+10))
6357 DuelComplete(DUEL_FLED
);
6362 void Player::DuelComplete(DuelCompleteType type
)
6364 // duel not requested
6368 WorldPacket
data(SMSG_DUEL_COMPLETE
, (1));
6369 data
<< (uint8
)((type
!= DUEL_INTERUPTED
) ? 1 : 0);
6370 GetSession()->SendPacket(&data
);
6371 duel
->opponent
->GetSession()->SendPacket(&data
);
6373 if(type
!= DUEL_INTERUPTED
)
6375 data
.Initialize(SMSG_DUEL_WINNER
, (1+20)); // we guess size
6376 data
<< (uint8
)((type
==DUEL_WON
) ? 0 : 1); // 0 = just won; 1 = fled
6377 data
<< duel
->opponent
->GetName();
6379 SendMessageToSet(&data
,true);
6382 // cool-down duel spell
6383 /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6390 GetSession()->SendPacket(&data);
6391 data.Initialize(SMSG_SPELL_COOLDOWN, 17);
6392 data<<duel->opponent->GetGUID();
6396 duel->opponent->GetSession()->SendPacket(&data);*/
6398 //Remove Duel Flag object
6399 GameObject
* obj
= ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER
));
6401 duel
->initiator
->RemoveGameObject(obj
,true);
6404 std::vector
<uint32
> auras2remove
;
6405 AuraMap
const& vAuras
= duel
->opponent
->GetAuras();
6406 for (AuraMap::const_iterator i
= vAuras
.begin(); i
!= vAuras
.end(); ++i
)
6408 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6409 auras2remove
.push_back(i
->second
->GetId());
6412 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6413 duel
->opponent
->RemoveAurasDueToSpell(auras2remove
[i
]);
6415 auras2remove
.clear();
6416 AuraMap
const& auras
= GetAuras();
6417 for (AuraMap::const_iterator i
= auras
.begin(); i
!= auras
.end(); ++i
)
6419 if (!i
->second
->IsPositive() && i
->second
->GetCasterGUID() == duel
->opponent
->GetGUID() && i
->second
->GetAuraApplyTime() >= duel
->startTime
)
6420 auras2remove
.push_back(i
->second
->GetId());
6422 for(size_t i
=0; i
<auras2remove
.size(); i
++)
6423 RemoveAurasDueToSpell(auras2remove
[i
]);
6425 // cleanup combo points
6426 if(GetComboTarget()==duel
->opponent
->GetGUID())
6428 else if(GetComboTarget()==duel
->opponent
->GetPetGUID())
6431 if(duel
->opponent
->GetComboTarget()==GetGUID())
6432 duel
->opponent
->ClearComboPoints();
6433 else if(duel
->opponent
->GetComboTarget()==GetPetGUID())
6434 duel
->opponent
->ClearComboPoints();
6437 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6438 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6439 duel
->opponent
->SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
6440 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
6442 delete duel
->opponent
->duel
;
6443 duel
->opponent
->duel
= NULL
;
6448 //---------------------------------------------------------//
6450 void Player::_ApplyItemMods(Item
*item
, uint8 slot
,bool apply
)
6452 if(slot
>= INVENTORY_SLOT_BAG_END
|| !item
)
6455 // not apply/remove mods for broken item
6456 if(item
->IsBroken())
6459 ItemPrototype
const *proto
= item
->GetProto();
6464 sLog
.outDetail("applying mods for item %u ",item
->GetGUIDLow());
6466 uint32 attacktype
= Player::GetAttackBySlot(slot
);
6467 if(attacktype
< MAX_ATTACK
)
6468 _ApplyWeaponDependentAuraMods(item
,WeaponAttackType(attacktype
),apply
);
6470 _ApplyItemBonuses(proto
,slot
,apply
);
6472 if( slot
==EQUIPMENT_SLOT_RANGED
)
6473 _ApplyAmmoBonuses();
6475 ApplyItemEquipSpell(item
,apply
);
6476 ApplyEnchantment(item
, apply
);
6478 if(proto
->Socket
[0].Color
) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
6479 CorrectMetaGemEnchants(slot
, apply
);
6481 sLog
.outDebug("_ApplyItemMods complete.");
6484 void Player::_ApplyItemBonuses(ItemPrototype
const *proto
, uint8 slot
, bool apply
)
6486 if(slot
>= INVENTORY_SLOT_BAG_END
|| !proto
)
6489 for (int i
= 0; i
< 10; i
++)
6491 uint32 statType
= 0;
6494 if(proto
->ScalingStatDistribution
)
6496 if(ScalingStatDistributionEntry
const *ssd
= sScalingStatDistributionStore
.LookupEntry(proto
->ScalingStatDistribution
))
6498 statType
= ssd
->StatMod
[i
];
6500 if(uint32 modifier
= ssd
->Modifier
[i
])
6502 uint32 level
= ((getLevel() > ssd
->MaxLevel
) ? ssd
->MaxLevel
: getLevel());
6503 if(ScalingStatValuesEntry
const *ssv
= sScalingStatValuesStore
.LookupEntry(level
))
6505 int multiplier
= ssv
->Multiplier
[proto
->GetScalingStatValuesColumn()];
6506 val
= (multiplier
* modifier
) / 10000;
6513 statType
= proto
->ItemStat
[i
].ItemStatType
;
6514 val
= float(proto
->ItemStat
[i
].ItemStatValue
);
6523 HandleStatModifier(UNIT_MOD_MANA
, BASE_VALUE
, float(val
), apply
);
6525 case ITEM_MOD_HEALTH
: // modify HP
6526 HandleStatModifier(UNIT_MOD_HEALTH
, BASE_VALUE
, float(val
), apply
);
6528 case ITEM_MOD_AGILITY
: // modify agility
6529 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, BASE_VALUE
, float(val
), apply
);
6530 ApplyStatBuffMod(STAT_AGILITY
, float(val
), apply
);
6532 case ITEM_MOD_STRENGTH
: //modify strength
6533 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, BASE_VALUE
, float(val
), apply
);
6534 ApplyStatBuffMod(STAT_STRENGTH
, float(val
), apply
);
6536 case ITEM_MOD_INTELLECT
: //modify intellect
6537 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, BASE_VALUE
, float(val
), apply
);
6538 ApplyStatBuffMod(STAT_INTELLECT
, float(val
), apply
);
6540 case ITEM_MOD_SPIRIT
: //modify spirit
6541 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, BASE_VALUE
, float(val
), apply
);
6542 ApplyStatBuffMod(STAT_SPIRIT
, float(val
), apply
);
6544 case ITEM_MOD_STAMINA
: //modify stamina
6545 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, BASE_VALUE
, float(val
), apply
);
6546 ApplyStatBuffMod(STAT_STAMINA
, float(val
), apply
);
6548 case ITEM_MOD_DEFENSE_SKILL_RATING
:
6549 ApplyRatingMod(CR_DEFENSE_SKILL
, int32(val
), apply
);
6551 case ITEM_MOD_DODGE_RATING
:
6552 ApplyRatingMod(CR_DODGE
, int32(val
), apply
);
6554 case ITEM_MOD_PARRY_RATING
:
6555 ApplyRatingMod(CR_PARRY
, int32(val
), apply
);
6557 case ITEM_MOD_BLOCK_RATING
:
6558 ApplyRatingMod(CR_BLOCK
, int32(val
), apply
);
6560 case ITEM_MOD_HIT_MELEE_RATING
:
6561 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6563 case ITEM_MOD_HIT_RANGED_RATING
:
6564 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6566 case ITEM_MOD_HIT_SPELL_RATING
:
6567 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6569 case ITEM_MOD_CRIT_MELEE_RATING
:
6570 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6572 case ITEM_MOD_CRIT_RANGED_RATING
:
6573 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6575 case ITEM_MOD_CRIT_SPELL_RATING
:
6576 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6578 case ITEM_MOD_HIT_TAKEN_MELEE_RATING
:
6579 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6581 case ITEM_MOD_HIT_TAKEN_RANGED_RATING
:
6582 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6584 case ITEM_MOD_HIT_TAKEN_SPELL_RATING
:
6585 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6587 case ITEM_MOD_CRIT_TAKEN_MELEE_RATING
:
6588 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6590 case ITEM_MOD_CRIT_TAKEN_RANGED_RATING
:
6591 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6593 case ITEM_MOD_CRIT_TAKEN_SPELL_RATING
:
6594 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6596 case ITEM_MOD_HASTE_MELEE_RATING
:
6597 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6599 case ITEM_MOD_HASTE_RANGED_RATING
:
6600 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6602 case ITEM_MOD_HASTE_SPELL_RATING
:
6603 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6605 case ITEM_MOD_HIT_RATING
:
6606 ApplyRatingMod(CR_HIT_MELEE
, int32(val
), apply
);
6607 ApplyRatingMod(CR_HIT_RANGED
, int32(val
), apply
);
6608 ApplyRatingMod(CR_HIT_SPELL
, int32(val
), apply
);
6610 case ITEM_MOD_CRIT_RATING
:
6611 ApplyRatingMod(CR_CRIT_MELEE
, int32(val
), apply
);
6612 ApplyRatingMod(CR_CRIT_RANGED
, int32(val
), apply
);
6613 ApplyRatingMod(CR_CRIT_SPELL
, int32(val
), apply
);
6615 case ITEM_MOD_HIT_TAKEN_RATING
:
6616 ApplyRatingMod(CR_HIT_TAKEN_MELEE
, int32(val
), apply
);
6617 ApplyRatingMod(CR_HIT_TAKEN_RANGED
, int32(val
), apply
);
6618 ApplyRatingMod(CR_HIT_TAKEN_SPELL
, int32(val
), apply
);
6620 case ITEM_MOD_CRIT_TAKEN_RATING
:
6621 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6622 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6623 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6625 case ITEM_MOD_RESILIENCE_RATING
:
6626 ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, int32(val
), apply
);
6627 ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, int32(val
), apply
);
6628 ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, int32(val
), apply
);
6630 case ITEM_MOD_HASTE_RATING
:
6631 ApplyRatingMod(CR_HASTE_MELEE
, int32(val
), apply
);
6632 ApplyRatingMod(CR_HASTE_RANGED
, int32(val
), apply
);
6633 ApplyRatingMod(CR_HASTE_SPELL
, int32(val
), apply
);
6635 case ITEM_MOD_EXPERTISE_RATING
:
6636 ApplyRatingMod(CR_EXPERTISE
, int32(val
), apply
);
6638 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
6639 ApplyRatingMod(CR_ARMOR_PENETRATION
, int32(val
), apply
);
6645 HandleStatModifier(UNIT_MOD_ARMOR
, BASE_VALUE
, float(proto
->Armor
), apply
);
6648 HandleBaseModValue(SHIELD_BLOCK_VALUE
, FLAT_MOD
, float(proto
->Block
), apply
);
6651 HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY
, BASE_VALUE
, float(proto
->HolyRes
), apply
);
6654 HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE
, BASE_VALUE
, float(proto
->FireRes
), apply
);
6656 if (proto
->NatureRes
)
6657 HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE
, BASE_VALUE
, float(proto
->NatureRes
), apply
);
6659 if (proto
->FrostRes
)
6660 HandleStatModifier(UNIT_MOD_RESISTANCE_FROST
, BASE_VALUE
, float(proto
->FrostRes
), apply
);
6662 if (proto
->ShadowRes
)
6663 HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW
, BASE_VALUE
, float(proto
->ShadowRes
), apply
);
6665 if (proto
->ArcaneRes
)
6666 HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE
, BASE_VALUE
, float(proto
->ArcaneRes
), apply
);
6668 WeaponAttackType attType
= BASE_ATTACK
;
6669 float damage
= 0.0f
;
6671 if( slot
== EQUIPMENT_SLOT_RANGED
&& (
6672 proto
->InventoryType
== INVTYPE_RANGED
|| proto
->InventoryType
== INVTYPE_THROWN
||
6673 proto
->InventoryType
== INVTYPE_RANGEDRIGHT
))
6675 attType
= RANGED_ATTACK
;
6677 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6679 attType
= OFF_ATTACK
;
6682 if (proto
->Damage
[0].DamageMin
> 0 )
6684 damage
= apply
? proto
->Damage
[0].DamageMin
: BASE_MINDAMAGE
;
6685 SetBaseWeaponDamage(attType
, MINDAMAGE
, damage
);
6686 //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
6689 if (proto
->Damage
[0].DamageMax
> 0 )
6691 damage
= apply
? proto
->Damage
[0].DamageMax
: BASE_MAXDAMAGE
;
6692 SetBaseWeaponDamage(attType
, MAXDAMAGE
, damage
);
6695 if(!IsUseEquipedWeapon(slot
==EQUIPMENT_SLOT_MAINHAND
))
6700 if(slot
== EQUIPMENT_SLOT_RANGED
)
6701 SetAttackTime(RANGED_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6702 else if(slot
==EQUIPMENT_SLOT_MAINHAND
)
6703 SetAttackTime(BASE_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6704 else if(slot
==EQUIPMENT_SLOT_OFFHAND
)
6705 SetAttackTime(OFF_ATTACK
, apply
? proto
->Delay
: BASE_ATTACK_TIME
);
6708 if(CanModifyStats() && (damage
|| proto
->Delay
))
6709 UpdateDamagePhysical(attType
);
6712 void Player::_ApplyWeaponDependentAuraMods(Item
*item
,WeaponAttackType attackType
,bool apply
)
6714 AuraList
const& auraCritList
= GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT
);
6715 for(AuraList::const_iterator itr
= auraCritList
.begin(); itr
!=auraCritList
.end();++itr
)
6716 _ApplyWeaponDependentAuraCritMod(item
,attackType
,*itr
,apply
);
6718 AuraList
const& auraDamageFlatList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE
);
6719 for(AuraList::const_iterator itr
= auraDamageFlatList
.begin(); itr
!=auraDamageFlatList
.end();++itr
)
6720 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6722 AuraList
const& auraDamagePCTList
= GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
);
6723 for(AuraList::const_iterator itr
= auraDamagePCTList
.begin(); itr
!=auraDamagePCTList
.end();++itr
)
6724 _ApplyWeaponDependentAuraDamageMod(item
,attackType
,*itr
,apply
);
6727 void Player::_ApplyWeaponDependentAuraCritMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6729 // generic not weapon specific case processes in aura code
6730 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6733 BaseModGroup mod
= BASEMOD_END
;
6736 case BASE_ATTACK
: mod
= CRIT_PERCENTAGE
; break;
6737 case OFF_ATTACK
: mod
= OFFHAND_CRIT_PERCENTAGE
;break;
6738 case RANGED_ATTACK
: mod
= RANGED_CRIT_PERCENTAGE
; break;
6742 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6744 HandleBaseModValue(mod
, FLAT_MOD
, float (aura
->GetModifier()->m_amount
), apply
);
6748 void Player::_ApplyWeaponDependentAuraDamageMod(Item
*item
, WeaponAttackType attackType
, Aura
* aura
, bool apply
)
6750 // ignore spell mods for not wands
6751 Modifier
const* modifier
= aura
->GetModifier();
6752 if((modifier
->m_miscvalue
& SPELL_SCHOOL_MASK_NORMAL
)==0 && (getClassMask() & CLASSMASK_WAND_USERS
)==0)
6755 // generic not weapon specific case processes in aura code
6756 if(aura
->GetSpellProto()->EquippedItemClass
== -1)
6759 UnitMods unitMod
= UNIT_MOD_END
;
6762 case BASE_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_MAINHAND
; break;
6763 case OFF_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_OFFHAND
; break;
6764 case RANGED_ATTACK
: unitMod
= UNIT_MOD_DAMAGE_RANGED
; break;
6768 UnitModifierType unitModType
= TOTAL_VALUE
;
6769 switch(modifier
->m_auraname
)
6771 case SPELL_AURA_MOD_DAMAGE_DONE
: unitModType
= TOTAL_VALUE
; break;
6772 case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE
: unitModType
= TOTAL_PCT
; break;
6776 if (item
->IsFitToSpellRequirements(aura
->GetSpellProto()))
6778 HandleStatModifier(unitMod
, unitModType
, float(modifier
->m_amount
),apply
);
6782 void Player::ApplyItemEquipSpell(Item
*item
, bool apply
, bool form_change
)
6787 ItemPrototype
const *proto
= item
->GetProto();
6791 for (int i
= 0; i
< 5; i
++)
6793 _Spell
const& spellData
= proto
->Spells
[i
];
6796 if(!spellData
.SpellId
)
6799 // wrong triggering type
6800 if(apply
&& spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_EQUIP
)
6803 // check if it is valid spell
6804 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6808 ApplyEquipSpell(spellproto
,item
,apply
,form_change
);
6812 void Player::ApplyEquipSpell(SpellEntry
const* spellInfo
, Item
* item
, bool apply
, bool form_change
)
6816 // Cannot be used in this stance/form
6817 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)!=0)
6820 if(form_change
) // check aura active state from other form
6823 for (int k
=0; k
< 3; ++k
)
6825 spellEffectPair spair
= spellEffectPair(spellInfo
->Id
, k
);
6826 for (AuraMap::iterator iter
= m_Auras
.lower_bound(spair
); iter
!= m_Auras
.upper_bound(spair
); ++iter
)
6828 if(!item
|| iter
->second
->GetCastItemGUID() == item
->GetGUID())
6838 if(found
) // and skip re-cast already active aura at form change
6842 DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item
? "item" : "itemset"), spellInfo
->Id
);
6844 CastSpell(this,spellInfo
,true,item
);
6848 if(form_change
) // check aura compatibility
6850 // Cannot be used in this stance/form
6851 if(GetErrorAtShapeshiftedCast(spellInfo
, m_form
)==0)
6852 return; // and remove only not compatible at form change
6856 RemoveAurasDueToItemSpell(item
,spellInfo
->Id
); // un-apply all spells , not only at-equipped
6858 RemoveAurasDueToSpell(spellInfo
->Id
); // un-apply spell (item set case)
6862 void Player::UpdateEquipSpellsAtFormChange()
6864 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6866 if(m_items
[i
] && !m_items
[i
]->IsBroken())
6868 ApplyItemEquipSpell(m_items
[i
],false,true); // remove spells that not fit to form
6869 ApplyItemEquipSpell(m_items
[i
],true,true); // add spells that fit form but not active
6873 // item set bonuses not dependent from item broken state
6874 for(size_t setindex
= 0; setindex
< ItemSetEff
.size(); ++setindex
)
6876 ItemSetEffect
* eff
= ItemSetEff
[setindex
];
6880 for(uint32 y
=0;y
<8; ++y
)
6882 SpellEntry
const* spellInfo
= eff
->spells
[y
];
6886 ApplyEquipSpell(spellInfo
,NULL
,false,true); // remove spells that not fit to form
6887 ApplyEquipSpell(spellInfo
,NULL
,true,true); // add spells that fit form but not active
6892 void Player::CastItemCombatSpell(Item
*item
,Unit
* Target
, WeaponAttackType attType
)
6894 if(!item
|| item
->IsBroken())
6897 ItemPrototype
const *proto
= item
->GetProto();
6901 if (!Target
|| Target
== this )
6904 for (int i
= 0; i
< 5; i
++)
6906 _Spell
const& spellData
= proto
->Spells
[i
];
6909 if(!spellData
.SpellId
)
6912 // wrong triggering type
6913 if(spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_CHANCE_ON_HIT
)
6916 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellData
.SpellId
);
6919 sLog
.outError("WORLD: unknown Item spellid %i", spellData
.SpellId
);
6923 // not allow proc extra attack spell at extra attack
6924 if( m_extraAttacks
&& IsSpellHaveEffect(spellInfo
,SPELL_EFFECT_ADD_EXTRA_ATTACKS
) )
6927 float chance
= spellInfo
->procChance
;
6929 if(spellData
.SpellPPMRate
)
6931 uint32 WeaponSpeed
= GetAttackTime(attType
);
6932 chance
= GetPPMProcChance(WeaponSpeed
, spellData
.SpellPPMRate
);
6934 else if(chance
> 100.0f
)
6936 chance
= GetWeaponProcChance();
6939 if (roll_chance_f(chance
))
6940 CastSpell(Target
, spellInfo
->Id
, true, item
);
6943 // item combat enchantments
6944 for(int e_slot
= 0; e_slot
< MAX_ENCHANTMENT_SLOT
; ++e_slot
)
6946 uint32 enchant_id
= item
->GetEnchantmentId(EnchantmentSlot(e_slot
));
6947 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
6948 if(!pEnchant
) continue;
6949 for (int s
=0;s
<3;s
++)
6951 if(pEnchant
->type
[s
]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
)
6954 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(pEnchant
->spellid
[s
]);
6957 sLog
.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant
->ID
, pEnchant
->spellid
[s
]);
6961 float chance
= pEnchant
->amount
[s
] != 0 ? float(pEnchant
->amount
[s
]) : GetWeaponProcChance();
6962 if (roll_chance_f(chance
))
6964 if(IsPositiveSpell(pEnchant
->spellid
[s
]))
6965 CastSpell(this, pEnchant
->spellid
[s
], true, item
);
6967 CastSpell(Target
, pEnchant
->spellid
[s
], true, item
);
6973 void Player::_RemoveAllItemMods()
6975 sLog
.outDebug("_RemoveAllItemMods start.");
6977 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
6981 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
6985 // item set bonuses not dependent from item broken state
6987 RemoveItemsSetItem(this,proto
);
6989 if(m_items
[i
]->IsBroken())
6992 ApplyItemEquipSpell(m_items
[i
],false);
6993 ApplyEnchantment(m_items
[i
], false);
6997 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7001 if(m_items
[i
]->IsBroken())
7003 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7007 uint32 attacktype
= Player::GetAttackBySlot(i
);
7008 if(attacktype
< MAX_ATTACK
)
7009 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),false);
7011 _ApplyItemBonuses(proto
,i
, false);
7013 if( i
== EQUIPMENT_SLOT_RANGED
)
7014 _ApplyAmmoBonuses();
7018 sLog
.outDebug("_RemoveAllItemMods complete.");
7021 void Player::_ApplyAllItemMods()
7023 sLog
.outDebug("_ApplyAllItemMods start.");
7025 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7029 if(m_items
[i
]->IsBroken())
7032 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7036 uint32 attacktype
= Player::GetAttackBySlot(i
);
7037 if(attacktype
< MAX_ATTACK
)
7038 _ApplyWeaponDependentAuraMods(m_items
[i
],WeaponAttackType(attacktype
),true);
7040 _ApplyItemBonuses(proto
,i
, true);
7042 if( i
== EQUIPMENT_SLOT_RANGED
)
7043 _ApplyAmmoBonuses();
7047 for (int i
= 0; i
< INVENTORY_SLOT_BAG_END
; i
++)
7051 ItemPrototype
const *proto
= m_items
[i
]->GetProto();
7055 // item set bonuses not dependent from item broken state
7057 AddItemsSetItem(this,m_items
[i
]);
7059 if(m_items
[i
]->IsBroken())
7062 ApplyItemEquipSpell(m_items
[i
],true);
7063 ApplyEnchantment(m_items
[i
], true);
7067 sLog
.outDebug("_ApplyAllItemMods complete.");
7070 void Player::_ApplyAmmoBonuses()
7073 uint32 ammo_id
= GetUInt32Value(PLAYER_AMMO_ID
);
7077 float currentAmmoDPS
;
7079 ItemPrototype
const *ammo_proto
= objmgr
.GetItemPrototype( ammo_id
);
7080 if( !ammo_proto
|| ammo_proto
->Class
!=ITEM_CLASS_PROJECTILE
|| !CheckAmmoCompatibility(ammo_proto
))
7081 currentAmmoDPS
= 0.0f
;
7083 currentAmmoDPS
= ammo_proto
->Damage
[0].DamageMin
;
7085 if(currentAmmoDPS
== GetAmmoDPS())
7088 m_ammoDPS
= currentAmmoDPS
;
7090 if(CanModifyStats())
7091 UpdateDamagePhysical(RANGED_ATTACK
);
7094 bool Player::CheckAmmoCompatibility(const ItemPrototype
*ammo_proto
) const
7099 // check ranged weapon
7100 Item
*weapon
= GetWeaponForAttack( RANGED_ATTACK
);
7101 if(!weapon
|| weapon
->IsBroken() )
7104 ItemPrototype
const* weapon_proto
= weapon
->GetProto();
7105 if(!weapon_proto
|| weapon_proto
->Class
!=ITEM_CLASS_WEAPON
)
7108 // check ammo ws. weapon compatibility
7109 switch(weapon_proto
->SubClass
)
7111 case ITEM_SUBCLASS_WEAPON_BOW
:
7112 case ITEM_SUBCLASS_WEAPON_CROSSBOW
:
7113 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_ARROW
)
7116 case ITEM_SUBCLASS_WEAPON_GUN
:
7117 if(ammo_proto
->SubClass
!=ITEM_SUBCLASS_BULLET
)
7127 /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
7128 Called by remove insignia spell effect */
7129 void Player::RemovedInsignia(Player
* looterPlr
)
7131 if (!GetBattleGroundId())
7134 // If not released spirit, do it !
7135 if(m_deathTimer
> 0)
7142 Corpse
*corpse
= GetCorpse();
7146 // We have to convert player corpse to bones, not to be able to resurrect there
7147 // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
7148 Corpse
*bones
= ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
7152 // Now we must make bones lootable, and send player loot
7153 bones
->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS
, CORPSE_DYNFLAG_LOOTABLE
);
7155 // We store the level of our player in the gold field
7156 // We retrieve this information at Player::SendLoot()
7157 bones
->loot
.gold
= getLevel();
7158 bones
->lootRecipient
= looterPlr
;
7159 looterPlr
->SendLoot(bones
->GetGUID(), LOOT_INSIGNIA
);
7168 void Player::SendLootRelease( uint64 guid
)
7170 WorldPacket
data( SMSG_LOOT_RELEASE_RESPONSE
, (8+1) );
7171 data
<< uint64(guid
) << uint8(1);
7172 SendDirectMessage( &data
);
7175 void Player::SendLoot(uint64 guid
, LootType loot_type
)
7178 PermissionTypes permission
= ALL_PERMISSION
;
7180 sLog
.outDebug("Player::SendLoot");
7181 if (IS_GAMEOBJECT_GUID(guid
))
7183 sLog
.outDebug(" IS_GAMEOBJECT_GUID(guid)");
7185 ObjectAccessor::GetGameObject(*this, guid
);
7187 // not check distance for GO in case owned GO (fishing bobber case, for example)
7188 // And permit out of range GO with no owner in case fishing hole
7189 if (!go
|| (loot_type
!= LOOT_FISHINGHOLE
&& (loot_type
!= LOOT_FISHING
|| go
->GetOwnerGUID() != GetGUID()) && !go
->IsWithinDistInMap(this,INTERACTION_DISTANCE
)))
7191 SendLootRelease(guid
);
7197 if(go
->getLootState() == GO_READY
)
7199 uint32 lootid
= go
->GetLootId();
7203 sLog
.outDebug(" if(lootid)");
7205 loot
->FillLoot(lootid
, LootTemplates_Gameobject
, this);
7208 if(loot_type
== LOOT_FISHING
)
7209 go
->getFishLoot(loot
);
7211 go
->SetLootState(GO_ACTIVATED
);
7214 else if (IS_ITEM_GUID(guid
))
7216 Item
*item
= GetItemByGuid( guid
);
7220 SendLootRelease(guid
);
7224 if(loot_type
== LOOT_DISENCHANTING
)
7228 if(!item
->m_lootGenerated
)
7230 item
->m_lootGenerated
= true;
7232 loot
->FillLoot(item
->GetProto()->DisenchantID
, LootTemplates_Disenchant
, this);
7235 else if(loot_type
== LOOT_PROSPECTING
)
7239 if(!item
->m_lootGenerated
)
7241 item
->m_lootGenerated
= true;
7243 loot
->FillLoot(item
->GetEntry(), LootTemplates_Prospecting
, this);
7246 else if(loot_type
== LOOT_MILLING
)
7250 if(!item
->m_lootGenerated
)
7252 item
->m_lootGenerated
= true;
7254 loot
->FillLoot(item
->GetEntry(), LootTemplates_Milling
, this);
7261 if(!item
->m_lootGenerated
)
7263 item
->m_lootGenerated
= true;
7265 loot
->FillLoot(item
->GetEntry(), LootTemplates_Item
, this);
7267 loot
->generateMoneyLoot(item
->GetProto()->MinMoneyLoot
,item
->GetProto()->MaxMoneyLoot
);
7271 else if (IS_CORPSE_GUID(guid
)) // remove insignia
7273 Corpse
*bones
= ObjectAccessor::GetCorpse(*this, guid
);
7275 if (!bones
|| !((loot_type
== LOOT_CORPSE
) || (loot_type
== LOOT_INSIGNIA
)) || (bones
->GetType() != CORPSE_BONES
) )
7277 SendLootRelease(guid
);
7281 loot
= &bones
->loot
;
7283 if (!bones
->lootForBody
)
7285 bones
->lootForBody
= true;
7286 uint32 pLevel
= bones
->loot
.gold
;
7287 bones
->loot
.clear();
7288 // It may need a better formula
7289 // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
7290 bones
->loot
.gold
= (uint32
)( urand(50, 150) * 0.016f
* pow( ((float)pLevel
)/5.76f
, 2.5f
) * sWorld
.getRate(RATE_DROP_MONEY
) );
7293 if (bones
->lootRecipient
!= this)
7294 permission
= NONE_PERMISSION
;
7298 Creature
*creature
= ObjectAccessor::GetCreature(*this, guid
);
7300 // must be in range and creature must be alive for pickpocket and must be dead for another loot
7301 if (!creature
|| creature
->isAlive()!=(loot_type
== LOOT_PICKPOCKETING
) || !creature
->IsWithinDistInMap(this,INTERACTION_DISTANCE
))
7303 SendLootRelease(guid
);
7307 if(loot_type
== LOOT_PICKPOCKETING
&& IsFriendlyTo(creature
))
7309 SendLootRelease(guid
);
7313 loot
= &creature
->loot
;
7315 if(loot_type
== LOOT_PICKPOCKETING
)
7317 if ( !creature
->lootForPickPocketed
)
7319 creature
->lootForPickPocketed
= true;
7322 if (uint32 lootid
= creature
->GetCreatureInfo()->pickpocketLootId
)
7323 loot
->FillLoot(lootid
, LootTemplates_Pickpocketing
, this);
7325 // Generate extra money for pick pocket loot
7326 const uint32 a
= urand(0, creature
->getLevel()/2);
7327 const uint32 b
= urand(0, getLevel()/2);
7328 loot
->gold
= uint32(10 * (a
+ b
) * sWorld
.getRate(RATE_DROP_MONEY
));
7333 // the player whose group may loot the corpse
7334 Player
*recipient
= creature
->GetLootRecipient();
7337 creature
->SetLootRecipient(this);
7341 if (creature
->lootForPickPocketed
)
7343 creature
->lootForPickPocketed
= false;
7347 if(!creature
->lootForBody
)
7349 creature
->lootForBody
= true;
7352 if (uint32 lootid
= creature
->GetCreatureInfo()->lootid
)
7353 loot
->FillLoot(lootid
, LootTemplates_Creature
, recipient
);
7355 loot
->generateMoneyLoot(creature
->GetCreatureInfo()->mingold
,creature
->GetCreatureInfo()->maxgold
);
7357 if(Group
* group
= recipient
->GetGroup())
7359 group
->UpdateLooterGuid(creature
,true);
7361 switch (group
->GetLootMethod())
7364 // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
7365 group
->GroupLoot(recipient
->GetGUID(), loot
, creature
);
7367 case NEED_BEFORE_GREED
:
7368 group
->NeedBeforeGreed(recipient
->GetGUID(), loot
, creature
);
7371 group
->MasterLoot(recipient
->GetGUID(), loot
, creature
);
7379 // possible only if creature->lootForBody && loot->empty() at spell cast check
7380 if (loot_type
== LOOT_SKINNING
)
7383 loot
->FillLoot(creature
->GetCreatureInfo()->SkinLootId
, LootTemplates_Skinning
, this);
7385 // set group rights only for loot_type != LOOT_SKINNING
7388 if(Group
* group
= GetGroup())
7390 if( group
== recipient
->GetGroup() )
7392 if(group
->GetLootMethod() == FREE_FOR_ALL
)
7393 permission
= ALL_PERMISSION
;
7394 else if(group
->GetLooterGuid() == GetGUID())
7396 if(group
->GetLootMethod() == MASTER_LOOT
)
7397 permission
= MASTER_PERMISSION
;
7399 permission
= ALL_PERMISSION
;
7402 permission
= GROUP_PERMISSION
;
7405 permission
= NONE_PERMISSION
;
7407 else if(recipient
== this)
7408 permission
= ALL_PERMISSION
;
7410 permission
= NONE_PERMISSION
;
7417 QuestItemList
*q_list
= 0;
7418 if (permission
!= NONE_PERMISSION
)
7420 QuestItemMap
const& lootPlayerQuestItems
= loot
->GetPlayerQuestItems();
7421 QuestItemMap::const_iterator itr
= lootPlayerQuestItems
.find(GetGUIDLow());
7422 if (itr
== lootPlayerQuestItems
.end())
7423 q_list
= loot
->FillQuestLoot(this);
7425 q_list
= itr
->second
;
7428 QuestItemList
*ffa_list
= 0;
7429 if (permission
!= NONE_PERMISSION
)
7431 QuestItemMap
const& lootPlayerFFAItems
= loot
->GetPlayerFFAItems();
7432 QuestItemMap::const_iterator itr
= lootPlayerFFAItems
.find(GetGUIDLow());
7433 if (itr
== lootPlayerFFAItems
.end())
7434 ffa_list
= loot
->FillFFALoot(this);
7436 ffa_list
= itr
->second
;
7439 QuestItemList
*conditional_list
= 0;
7440 if (permission
!= NONE_PERMISSION
)
7442 QuestItemMap
const& lootPlayerNonQuestNonFFAConditionalItems
= loot
->GetPlayerNonQuestNonFFAConditionalItems();
7443 QuestItemMap::const_iterator itr
= lootPlayerNonQuestNonFFAConditionalItems
.find(GetGUIDLow());
7444 if (itr
== lootPlayerNonQuestNonFFAConditionalItems
.end())
7445 conditional_list
= loot
->FillNonQuestNonFFAConditionalLoot(this);
7447 conditional_list
= itr
->second
;
7450 // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING, LOOT_INSIGNIA and LOOT_MILLING unsupported by client, sending LOOT_SKINNING instead
7451 if(loot_type
== LOOT_PICKPOCKETING
|| loot_type
== LOOT_DISENCHANTING
|| loot_type
== LOOT_PROSPECTING
|| loot_type
== LOOT_INSIGNIA
|| loot_type
== LOOT_MILLING
)
7452 loot_type
= LOOT_SKINNING
;
7454 if(loot_type
== LOOT_FISHINGHOLE
)
7455 loot_type
= LOOT_FISHING
;
7457 WorldPacket
data(SMSG_LOOT_RESPONSE
, (9+50)); // we guess size
7459 data
<< uint64(guid
);
7460 data
<< uint8(loot_type
);
7461 data
<< LootView(*loot
, q_list
, ffa_list
, conditional_list
, this, permission
);
7463 SendDirectMessage(&data
);
7465 // add 'this' player as one of the players that are looting 'loot'
7466 if (permission
!= NONE_PERMISSION
)
7467 loot
->AddLooter(GetGUID());
7469 if ( loot_type
== LOOT_CORPSE
&& !IS_ITEM_GUID(guid
) )
7470 SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_LOOTING
);
7473 void Player::SendNotifyLootMoneyRemoved()
7475 WorldPacket
data(SMSG_LOOT_CLEAR_MONEY
, 0);
7476 GetSession()->SendPacket( &data
);
7479 void Player::SendNotifyLootItemRemoved(uint8 lootSlot
)
7481 WorldPacket
data(SMSG_LOOT_REMOVED
, 1);
7482 data
<< uint8(lootSlot
);
7483 GetSession()->SendPacket( &data
);
7486 void Player::SendUpdateWorldState(uint32 Field
, uint32 Value
)
7488 WorldPacket
data(SMSG_UPDATE_WORLD_STATE
, 8);
7491 GetSession()->SendPacket(&data
);
7494 void Player::SendInitWorldStates()
7496 // data depends on zoneid/mapid...
7497 BattleGround
* bg
= GetBattleGround();
7498 uint16 NumberOfFields
= 0;
7499 uint32 mapid
= GetMapId();
7500 uint32 zoneid
= GetZoneId();
7501 uint32 areaid
= GetAreaId();
7502 sLog
.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid
, zoneid
);
7503 // may be exist better way to do this...
7526 NumberOfFields
= 81;
7529 NumberOfFields
= 14;
7533 NumberOfFields
= 38;
7536 NumberOfFields
= 22;
7539 NumberOfFields
= 36;
7542 NumberOfFields
= 35;
7553 NumberOfFields
= 10;
7557 WorldPacket
data(SMSG_INIT_WORLD_STATES
, (4+4+4+2+(NumberOfFields
*8)));
7558 data
<< uint32(mapid
); // mapid
7559 data
<< uint32(zoneid
); // zone id
7560 data
<< uint32(areaid
); // area id, new 2.1.0
7561 data
<< uint16(NumberOfFields
); // count of uint64 blocks
7562 data
<< uint32(0x8d8) << uint32(0x0); // 1
7563 data
<< uint32(0x8d7) << uint32(0x0); // 2
7564 data
<< uint32(0x8d6) << uint32(0x0); // 3
7565 data
<< uint32(0x8d5) << uint32(0x0); // 4
7566 data
<< uint32(0x8d4) << uint32(0x0); // 5
7567 data
<< uint32(0x8d3) << uint32(0x0); // 6
7568 if(mapid
== 530) // Outland
7570 data
<< uint32(0x9bf) << uint32(0x0); // 7
7571 data
<< uint32(0x9bd) << uint32(0xF); // 8
7572 data
<< uint32(0x9bb) << uint32(0xF); // 9
7587 data
<< uint32(0x7ae) << uint32(0x1); // 7
7588 data
<< uint32(0x532) << uint32(0x1); // 8
7589 data
<< uint32(0x531) << uint32(0x0); // 9
7590 data
<< uint32(0x52e) << uint32(0x0); // 10
7591 data
<< uint32(0x571) << uint32(0x0); // 11
7592 data
<< uint32(0x570) << uint32(0x0); // 12
7593 data
<< uint32(0x567) << uint32(0x1); // 13
7594 data
<< uint32(0x566) << uint32(0x1); // 14
7595 data
<< uint32(0x550) << uint32(0x1); // 15
7596 data
<< uint32(0x544) << uint32(0x0); // 16
7597 data
<< uint32(0x536) << uint32(0x0); // 17
7598 data
<< uint32(0x535) << uint32(0x1); // 18
7599 data
<< uint32(0x518) << uint32(0x0); // 19
7600 data
<< uint32(0x517) << uint32(0x0); // 20
7601 data
<< uint32(0x574) << uint32(0x0); // 21
7602 data
<< uint32(0x573) << uint32(0x0); // 22
7603 data
<< uint32(0x572) << uint32(0x0); // 23
7604 data
<< uint32(0x56f) << uint32(0x0); // 24
7605 data
<< uint32(0x56e) << uint32(0x0); // 25
7606 data
<< uint32(0x56d) << uint32(0x0); // 26
7607 data
<< uint32(0x56c) << uint32(0x0); // 27
7608 data
<< uint32(0x56b) << uint32(0x0); // 28
7609 data
<< uint32(0x56a) << uint32(0x1); // 29
7610 data
<< uint32(0x569) << uint32(0x1); // 30
7611 data
<< uint32(0x568) << uint32(0x1); // 13
7612 data
<< uint32(0x565) << uint32(0x0); // 32
7613 data
<< uint32(0x564) << uint32(0x0); // 33
7614 data
<< uint32(0x563) << uint32(0x0); // 34
7615 data
<< uint32(0x562) << uint32(0x0); // 35
7616 data
<< uint32(0x561) << uint32(0x0); // 36
7617 data
<< uint32(0x560) << uint32(0x0); // 37
7618 data
<< uint32(0x55f) << uint32(0x0); // 38
7619 data
<< uint32(0x55e) << uint32(0x0); // 39
7620 data
<< uint32(0x55d) << uint32(0x0); // 40
7621 data
<< uint32(0x3c6) << uint32(0x4); // 41
7622 data
<< uint32(0x3c4) << uint32(0x6); // 42
7623 data
<< uint32(0x3c2) << uint32(0x4); // 43
7624 data
<< uint32(0x516) << uint32(0x1); // 44
7625 data
<< uint32(0x515) << uint32(0x0); // 45
7626 data
<< uint32(0x3b6) << uint32(0x6); // 46
7627 data
<< uint32(0x55c) << uint32(0x0); // 47
7628 data
<< uint32(0x55b) << uint32(0x0); // 48
7629 data
<< uint32(0x55a) << uint32(0x0); // 49
7630 data
<< uint32(0x559) << uint32(0x0); // 50
7631 data
<< uint32(0x558) << uint32(0x0); // 51
7632 data
<< uint32(0x557) << uint32(0x0); // 52
7633 data
<< uint32(0x556) << uint32(0x0); // 53
7634 data
<< uint32(0x555) << uint32(0x0); // 54
7635 data
<< uint32(0x554) << uint32(0x1); // 55
7636 data
<< uint32(0x553) << uint32(0x1); // 56
7637 data
<< uint32(0x552) << uint32(0x1); // 57
7638 data
<< uint32(0x551) << uint32(0x1); // 58
7639 data
<< uint32(0x54f) << uint32(0x0); // 59
7640 data
<< uint32(0x54e) << uint32(0x0); // 60
7641 data
<< uint32(0x54d) << uint32(0x1); // 61
7642 data
<< uint32(0x54c) << uint32(0x0); // 62
7643 data
<< uint32(0x54b) << uint32(0x0); // 63
7644 data
<< uint32(0x545) << uint32(0x0); // 64
7645 data
<< uint32(0x543) << uint32(0x1); // 65
7646 data
<< uint32(0x542) << uint32(0x0); // 66
7647 data
<< uint32(0x540) << uint32(0x0); // 67
7648 data
<< uint32(0x53f) << uint32(0x0); // 68
7649 data
<< uint32(0x53e) << uint32(0x0); // 69
7650 data
<< uint32(0x53d) << uint32(0x0); // 70
7651 data
<< uint32(0x53c) << uint32(0x0); // 71
7652 data
<< uint32(0x53b) << uint32(0x0); // 72
7653 data
<< uint32(0x53a) << uint32(0x1); // 73
7654 data
<< uint32(0x539) << uint32(0x0); // 74
7655 data
<< uint32(0x538) << uint32(0x0); // 75
7656 data
<< uint32(0x537) << uint32(0x0); // 76
7657 data
<< uint32(0x534) << uint32(0x0); // 77
7658 data
<< uint32(0x533) << uint32(0x0); // 78
7659 data
<< uint32(0x530) << uint32(0x0); // 79
7660 data
<< uint32(0x52f) << uint32(0x0); // 80
7661 data
<< uint32(0x52d) << uint32(0x1); // 81
7664 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_WS
)
7665 bg
->FillInitialWorldStates(data
);
7668 data
<< uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
7669 data
<< uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
7670 data
<< uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
7671 data
<< uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
7672 data
<< uint32(0x60b) << uint32(0x2); // 11 1547 unk
7673 data
<< uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
7674 data
<< uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7675 data
<< uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
7679 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_AB
)
7680 bg
->FillInitialWorldStates(data
);
7683 data
<< uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
7684 data
<< uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
7685 data
<< uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
7686 data
<< uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
7687 data
<< uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
7688 data
<< uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
7689 data
<< uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
7690 data
<< uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
7691 data
<< uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
7692 data
<< uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
7693 data
<< uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
7694 data
<< uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
7695 data
<< uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
7696 data
<< uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
7697 data
<< uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
7698 data
<< uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
7699 data
<< uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
7700 data
<< uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
7701 data
<< uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
7702 data
<< uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
7703 data
<< uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
7704 data
<< uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
7705 data
<< uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
7706 data
<< uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
7707 data
<< uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
7708 data
<< uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
7709 data
<< uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
7710 data
<< uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
7711 data
<< uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
7712 data
<< uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
7713 data
<< uint32(0x745) << uint32(0x2); // 37 1861 unk
7714 data
<< uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
7718 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_EY
)
7719 bg
->FillInitialWorldStates(data
);
7722 data
<< uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
7723 data
<< uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
7724 data
<< uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
7725 data
<< uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
7726 data
<< uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
7727 data
<< uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
7728 data
<< uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
7729 data
<< uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
7730 data
<< uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
7731 data
<< uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
7732 data
<< uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
7733 data
<< uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
7734 data
<< uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
7735 data
<< uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
7736 data
<< uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
7737 data
<< uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
7738 data
<< uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
7739 data
<< uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
7740 data
<< uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
7741 data
<< uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
7742 data
<< uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
7743 data
<< uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
7744 data
<< uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
7745 data
<< uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
7746 data
<< uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
7747 data
<< uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
7748 data
<< uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
7749 data
<< uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
7750 data
<< uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
7751 data
<< uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
7752 data
<< uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
7753 data
<< uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
7754 // and some more ... unknown
7757 case 3483: // Hellfire Peninsula
7758 data
<< uint32(0x9ba) << uint32(0x1); // 10
7759 data
<< uint32(0x9b9) << uint32(0x1); // 11
7760 data
<< uint32(0x9b5) << uint32(0x0); // 12
7761 data
<< uint32(0x9b4) << uint32(0x1); // 13
7762 data
<< uint32(0x9b3) << uint32(0x0); // 14
7763 data
<< uint32(0x9b2) << uint32(0x0); // 15
7764 data
<< uint32(0x9b1) << uint32(0x1); // 16
7765 data
<< uint32(0x9b0) << uint32(0x0); // 17
7766 data
<< uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
7767 data
<< uint32(0x9ac) << uint32(0x0); // 19
7768 data
<< uint32(0x9a8) << uint32(0x0); // 20
7769 data
<< uint32(0x9a7) << uint32(0x0); // 21
7770 data
<< uint32(0x9a6) << uint32(0x1); // 22
7772 case 3519: // Terokkar Forest
7773 data
<< uint32(0xa41) << uint32(0x0); // 10
7774 data
<< uint32(0xa40) << uint32(0x14); // 11
7775 data
<< uint32(0xa3f) << uint32(0x0); // 12
7776 data
<< uint32(0xa3e) << uint32(0x0); // 13
7777 data
<< uint32(0xa3d) << uint32(0x5); // 14
7778 data
<< uint32(0xa3c) << uint32(0x0); // 15
7779 data
<< uint32(0xa87) << uint32(0x0); // 16
7780 data
<< uint32(0xa86) << uint32(0x0); // 17
7781 data
<< uint32(0xa85) << uint32(0x0); // 18
7782 data
<< uint32(0xa84) << uint32(0x0); // 19
7783 data
<< uint32(0xa83) << uint32(0x0); // 20
7784 data
<< uint32(0xa82) << uint32(0x0); // 21
7785 data
<< uint32(0xa81) << uint32(0x0); // 22
7786 data
<< uint32(0xa80) << uint32(0x0); // 23
7787 data
<< uint32(0xa7e) << uint32(0x0); // 24
7788 data
<< uint32(0xa7d) << uint32(0x0); // 25
7789 data
<< uint32(0xa7c) << uint32(0x0); // 26
7790 data
<< uint32(0xa7b) << uint32(0x0); // 27
7791 data
<< uint32(0xa7a) << uint32(0x0); // 28
7792 data
<< uint32(0xa79) << uint32(0x0); // 29
7793 data
<< uint32(0x9d0) << uint32(0x5); // 30
7794 data
<< uint32(0x9ce) << uint32(0x0); // 31
7795 data
<< uint32(0x9cd) << uint32(0x0); // 32
7796 data
<< uint32(0x9cc) << uint32(0x0); // 33
7797 data
<< uint32(0xa88) << uint32(0x0); // 34
7798 data
<< uint32(0xad0) << uint32(0x0); // 35
7799 data
<< uint32(0xacf) << uint32(0x1); // 36
7801 case 3521: // Zangarmarsh
7802 data
<< uint32(0x9e1) << uint32(0x0); // 10
7803 data
<< uint32(0x9e0) << uint32(0x0); // 11
7804 data
<< uint32(0x9df) << uint32(0x0); // 12
7805 data
<< uint32(0xa5d) << uint32(0x1); // 13
7806 data
<< uint32(0xa5c) << uint32(0x0); // 14
7807 data
<< uint32(0xa5b) << uint32(0x1); // 15
7808 data
<< uint32(0xa5a) << uint32(0x0); // 16
7809 data
<< uint32(0xa59) << uint32(0x1); // 17
7810 data
<< uint32(0xa58) << uint32(0x0); // 18
7811 data
<< uint32(0xa57) << uint32(0x0); // 19
7812 data
<< uint32(0xa56) << uint32(0x0); // 20
7813 data
<< uint32(0xa55) << uint32(0x1); // 21
7814 data
<< uint32(0xa54) << uint32(0x0); // 22
7815 data
<< uint32(0x9e7) << uint32(0x0); // 23
7816 data
<< uint32(0x9e6) << uint32(0x0); // 24
7817 data
<< uint32(0x9e5) << uint32(0x0); // 25
7818 data
<< uint32(0xa00) << uint32(0x0); // 26
7819 data
<< uint32(0x9ff) << uint32(0x1); // 27
7820 data
<< uint32(0x9fe) << uint32(0x0); // 28
7821 data
<< uint32(0x9fd) << uint32(0x0); // 29
7822 data
<< uint32(0x9fc) << uint32(0x1); // 30
7823 data
<< uint32(0x9fb) << uint32(0x0); // 31
7824 data
<< uint32(0xa62) << uint32(0x0); // 32
7825 data
<< uint32(0xa61) << uint32(0x1); // 33
7826 data
<< uint32(0xa60) << uint32(0x1); // 34
7827 data
<< uint32(0xa5f) << uint32(0x0); // 35
7829 case 3698: // Nagrand Arena
7830 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_NA
)
7831 bg
->FillInitialWorldStates(data
);
7834 data
<< uint32(0xa0f) << uint32(0x0); // 7
7835 data
<< uint32(0xa10) << uint32(0x0); // 8
7836 data
<< uint32(0xa11) << uint32(0x0); // 9 show
7839 case 3702: // Blade's Edge Arena
7840 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_BE
)
7841 bg
->FillInitialWorldStates(data
);
7844 data
<< uint32(0x9f0) << uint32(0x0); // 7 gold
7845 data
<< uint32(0x9f1) << uint32(0x0); // 8 green
7846 data
<< uint32(0x9f3) << uint32(0x0); // 9 show
7849 case 3968: // Ruins of Lordaeron
7850 if (bg
&& bg
->GetTypeID() == BATTLEGROUND_RL
)
7851 bg
->FillInitialWorldStates(data
);
7854 data
<< uint32(0xbb8) << uint32(0x0); // 7 gold
7855 data
<< uint32(0xbb9) << uint32(0x0); // 8 green
7856 data
<< uint32(0xbba) << uint32(0x0); // 9 show
7859 case 3703: // Shattrath City
7862 data
<< uint32(0x914) << uint32(0x0); // 7
7863 data
<< uint32(0x913) << uint32(0x0); // 8
7864 data
<< uint32(0x912) << uint32(0x0); // 9
7865 data
<< uint32(0x915) << uint32(0x0); // 10
7868 GetSession()->SendPacket(&data
);
7871 uint32
Player::GetXPRestBonus(uint32 xp
)
7873 uint32 rested_bonus
= (uint32
)GetRestBonus(); // xp for each rested bonus
7875 if(rested_bonus
> xp
) // max rested_bonus == xp or (r+x) = 200% xp
7878 SetRestBonus( GetRestBonus() - rested_bonus
);
7880 sLog
.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp
+rested_bonus
,rested_bonus
,GetRestBonus());
7881 return rested_bonus
;
7884 void Player::SetBindPoint(uint64 guid
)
7886 WorldPacket
data(SMSG_BINDER_CONFIRM
, 8);
7887 data
<< uint64(guid
);
7888 GetSession()->SendPacket( &data
);
7891 void Player::SendTalentWipeConfirm(uint64 guid
)
7893 WorldPacket
data(MSG_TALENT_WIPE_CONFIRM
, (8+4));
7894 data
<< uint64(guid
);
7895 data
<< uint32(resetTalentsCost());
7896 GetSession()->SendPacket( &data
);
7899 void Player::SendPetSkillWipeConfirm()
7901 Pet
* pet
= GetPet();
7904 WorldPacket
data(SMSG_PET_UNLEARN_CONFIRM
, (8+4));
7905 data
<< pet
->GetGUID();
7906 data
<< uint32(pet
->resetTalentsCost());
7907 GetSession()->SendPacket( &data
);
7910 /*********************************************************/
7911 /*** STORAGE SYSTEM ***/
7912 /*********************************************************/
7914 void Player::SetVirtualItemSlot( uint8 i
, Item
* item
)
7919 if(!item
->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT
))
7921 uint32 charges
= item
->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
);
7925 item
->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT
,charges
-1);
7926 else if(charges
<= 1)
7928 ApplyEnchantment(item
,TEMP_ENCHANTMENT_SLOT
,false);
7929 item
->ClearEnchantment(TEMP_ENCHANTMENT_SLOT
);
7934 void Player::SetSheath( uint32 sheathed
)
7938 case SHEATH_STATE_UNARMED
: // no prepared weapon
7939 SetVirtualItemSlot(0,NULL
);
7940 SetVirtualItemSlot(1,NULL
);
7941 SetVirtualItemSlot(2,NULL
);
7943 case SHEATH_STATE_MELEE
: // prepared melee weapon
7945 SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK
,true));
7946 SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK
,true));
7947 SetVirtualItemSlot(2,NULL
);
7949 case SHEATH_STATE_RANGED
: // prepared ranged weapon
7950 SetVirtualItemSlot(0,NULL
);
7951 SetVirtualItemSlot(1,NULL
);
7952 SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK
,true));
7955 SetVirtualItemSlot(0,NULL
);
7956 SetVirtualItemSlot(1,NULL
);
7957 SetVirtualItemSlot(2,NULL
);
7960 SetByteValue(UNIT_FIELD_BYTES_2
, 0, sheathed
); // this must visualize Sheath changing for other players...
7963 uint8
Player::FindEquipSlot( ItemPrototype
const* proto
, uint32 slot
, bool swap
) const
7965 uint8 pClass
= getClass();
7968 slots
[0] = NULL_SLOT
;
7969 slots
[1] = NULL_SLOT
;
7970 slots
[2] = NULL_SLOT
;
7971 slots
[3] = NULL_SLOT
;
7972 switch( proto
->InventoryType
)
7975 slots
[0] = EQUIPMENT_SLOT_HEAD
;
7978 slots
[0] = EQUIPMENT_SLOT_NECK
;
7980 case INVTYPE_SHOULDERS
:
7981 slots
[0] = EQUIPMENT_SLOT_SHOULDERS
;
7984 slots
[0] = EQUIPMENT_SLOT_BODY
;
7987 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7990 slots
[0] = EQUIPMENT_SLOT_CHEST
;
7993 slots
[0] = EQUIPMENT_SLOT_WAIST
;
7996 slots
[0] = EQUIPMENT_SLOT_LEGS
;
7999 slots
[0] = EQUIPMENT_SLOT_FEET
;
8001 case INVTYPE_WRISTS
:
8002 slots
[0] = EQUIPMENT_SLOT_WRISTS
;
8005 slots
[0] = EQUIPMENT_SLOT_HANDS
;
8007 case INVTYPE_FINGER
:
8008 slots
[0] = EQUIPMENT_SLOT_FINGER1
;
8009 slots
[1] = EQUIPMENT_SLOT_FINGER2
;
8011 case INVTYPE_TRINKET
:
8012 slots
[0] = EQUIPMENT_SLOT_TRINKET1
;
8013 slots
[1] = EQUIPMENT_SLOT_TRINKET2
;
8016 slots
[0] = EQUIPMENT_SLOT_BACK
;
8018 case INVTYPE_WEAPON
:
8020 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8022 // suggest offhand slot only if know dual wielding
8023 // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
8025 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8028 case INVTYPE_SHIELD
:
8029 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8031 case INVTYPE_RANGED
:
8032 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8034 case INVTYPE_2HWEAPON
:
8035 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8036 if (CanDualWield() && CanTitanGrip())
8037 slots
[1] = EQUIPMENT_SLOT_OFFHAND
;
8039 case INVTYPE_TABARD
:
8040 slots
[0] = EQUIPMENT_SLOT_TABARD
;
8042 case INVTYPE_WEAPONMAINHAND
:
8043 slots
[0] = EQUIPMENT_SLOT_MAINHAND
;
8045 case INVTYPE_WEAPONOFFHAND
:
8046 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8048 case INVTYPE_HOLDABLE
:
8049 slots
[0] = EQUIPMENT_SLOT_OFFHAND
;
8051 case INVTYPE_THROWN
:
8052 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8054 case INVTYPE_RANGEDRIGHT
:
8055 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8058 slots
[0] = INVENTORY_SLOT_BAG_1
;
8059 slots
[1] = INVENTORY_SLOT_BAG_2
;
8060 slots
[2] = INVENTORY_SLOT_BAG_3
;
8061 slots
[3] = INVENTORY_SLOT_BAG_4
;
8065 switch(proto
->SubClass
)
8067 case ITEM_SUBCLASS_ARMOR_LIBRAM
:
8068 if (pClass
== CLASS_PALADIN
)
8069 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8071 case ITEM_SUBCLASS_ARMOR_IDOL
:
8072 if (pClass
== CLASS_DRUID
)
8073 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8075 case ITEM_SUBCLASS_ARMOR_TOTEM
:
8076 if (pClass
== CLASS_SHAMAN
)
8077 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8079 case ITEM_SUBCLASS_ARMOR_MISC
:
8080 if (pClass
== CLASS_WARLOCK
)
8081 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8083 case ITEM_SUBCLASS_ARMOR_SIGIL
:
8084 if (pClass
== CLASS_DEATH_KNIGHT
)
8085 slots
[0] = EQUIPMENT_SLOT_RANGED
;
8094 if( slot
!= NULL_SLOT
)
8096 if( swap
|| !GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
) )
8098 for (int i
= 0; i
< 4; i
++)
8100 if ( slots
[i
] == slot
)
8107 // search free slot at first
8108 for (int i
= 0; i
< 4; i
++)
8110 if ( slots
[i
] != NULL_SLOT
&& !GetItemByPos( INVENTORY_SLOT_BAG_0
, slots
[i
] ) )
8112 // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
8113 if(slots
[i
]!=EQUIPMENT_SLOT_OFFHAND
|| !IsTwoHandUsed())
8118 // if not found free and can swap return first appropriate from used
8119 for (int i
= 0; i
< 4; i
++)
8121 if ( slots
[i
] != NULL_SLOT
&& swap
)
8130 uint8
Player::CanUnequipItems( uint32 item
, uint32 count
) const
8133 uint32 tempcount
= 0;
8135 uint8 res
= EQUIP_ERR_OK
;
8137 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8139 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8140 if( pItem
&& pItem
->GetEntry() == item
)
8142 uint8 ires
= CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
, false);
8143 if(ires
==EQUIP_ERR_OK
)
8145 tempcount
+= pItem
->GetCount();
8146 if( tempcount
>= count
)
8147 return EQUIP_ERR_OK
;
8153 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8155 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8156 if( pItem
&& pItem
->GetEntry() == item
)
8158 tempcount
+= pItem
->GetCount();
8159 if( tempcount
>= count
)
8160 return EQUIP_ERR_OK
;
8163 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8165 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8166 if( pItem
&& pItem
->GetEntry() == item
)
8168 tempcount
+= pItem
->GetCount();
8169 if( tempcount
>= count
)
8170 return EQUIP_ERR_OK
;
8174 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8176 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8179 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8181 pItem
= GetItemByPos( i
, j
);
8182 if( pItem
&& pItem
->GetEntry() == item
)
8184 tempcount
+= pItem
->GetCount();
8185 if( tempcount
>= count
)
8186 return EQUIP_ERR_OK
;
8192 // not found req. item count and have unequippable items
8196 uint32
Player::GetItemCount( uint32 item
, bool inBankAlso
, Item
* skipItem
) const
8199 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8201 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8202 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8203 count
+= pItem
->GetCount();
8205 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8207 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8208 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8209 count
+= pItem
->GetCount();
8211 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8213 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8215 count
+= pBag
->GetItemCount(item
,skipItem
);
8218 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8220 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8222 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8223 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8224 count
+= pItem
->GetGemCountWithID(item
);
8230 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8232 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8233 if( pItem
&& pItem
!= skipItem
&& pItem
->GetEntry() == item
)
8234 count
+= pItem
->GetCount();
8236 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8238 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8240 count
+= pBag
->GetItemCount(item
,skipItem
);
8243 if(skipItem
&& skipItem
->GetProto()->GemProperties
)
8245 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8247 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8248 if( pItem
&& pItem
!= skipItem
&& pItem
->GetProto()->Socket
[0].Color
)
8249 count
+= pItem
->GetGemCountWithID(item
);
8257 Item
* Player::GetItemByGuid( uint64 guid
) const
8259 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8261 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8262 if( pItem
&& pItem
->GetGUID() == guid
)
8265 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8267 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8268 if( pItem
&& pItem
->GetGUID() == guid
)
8272 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8274 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8277 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8279 Item
* pItem
= pBag
->GetItemByPos( j
);
8280 if( pItem
&& pItem
->GetGUID() == guid
)
8285 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8287 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8290 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8292 Item
* pItem
= pBag
->GetItemByPos( j
);
8293 if( pItem
&& pItem
->GetGUID() == guid
)
8302 Item
* Player::GetItemByPos( uint16 pos
) const
8304 uint8 bag
= pos
>> 8;
8305 uint8 slot
= pos
& 255;
8306 return GetItemByPos( bag
, slot
);
8309 Item
* Player::GetItemByPos( uint8 bag
, uint8 slot
) const
8311 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< BANK_SLOT_BAG_END
|| slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8312 return m_items
[slot
];
8313 else if(bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
8314 || bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8316 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8318 return pBag
->GetItemByPos(slot
);
8323 Item
* Player::GetWeaponForAttack(WeaponAttackType attackType
, bool useable
) const
8328 case BASE_ATTACK
: slot
= EQUIPMENT_SLOT_MAINHAND
; break;
8329 case OFF_ATTACK
: slot
= EQUIPMENT_SLOT_OFFHAND
; break;
8330 case RANGED_ATTACK
: slot
= EQUIPMENT_SLOT_RANGED
; break;
8331 default: return NULL
;
8334 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, slot
);
8335 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_WEAPON
)
8341 if( item
->IsBroken() || !IsUseEquipedWeapon(attackType
==BASE_ATTACK
) )
8347 Item
* Player::GetShield(bool useable
) const
8349 Item
* item
= GetItemByPos(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
8350 if (!item
|| item
->GetProto()->Class
!= ITEM_CLASS_ARMOR
)
8356 if( item
->IsBroken())
8362 uint32
Player::GetAttackBySlot( uint8 slot
)
8366 case EQUIPMENT_SLOT_MAINHAND
: return BASE_ATTACK
;
8367 case EQUIPMENT_SLOT_OFFHAND
: return OFF_ATTACK
;
8368 case EQUIPMENT_SLOT_RANGED
: return RANGED_ATTACK
;
8369 default: return MAX_ATTACK
;
8373 bool Player::HasBankBagSlot( uint8 slot
) const
8375 uint32 maxslot
= GetByteValue(PLAYER_BYTES_2
, 2) + BANK_SLOT_BAG_START
;
8376 if( slot
< maxslot
)
8381 bool Player::IsInventoryPos( uint8 bag
, uint8 slot
)
8383 if( bag
== INVENTORY_SLOT_BAG_0
&& slot
== NULL_SLOT
)
8385 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
) )
8387 if( bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8389 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= KEYRING_SLOT_START
&& slot
< QUESTBAG_SLOT_END
) )
8394 bool Player::IsEquipmentPos( uint8 bag
, uint8 slot
)
8396 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
< EQUIPMENT_SLOT_END
) )
8398 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8403 bool Player::IsBankPos( uint8 bag
, uint8 slot
)
8405 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
) )
8407 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8409 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8414 bool Player::IsBagPos( uint16 pos
)
8416 uint8 bag
= pos
>> 8;
8417 uint8 slot
= pos
& 255;
8418 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
) )
8420 if( bag
== INVENTORY_SLOT_BAG_0
&& ( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
) )
8425 bool Player::IsValidPos( uint8 bag
, uint8 slot
)
8431 if (bag
== INVENTORY_SLOT_BAG_0
)
8433 // any post selected
8434 if (slot
== NULL_SLOT
)
8438 if (slot
< EQUIPMENT_SLOT_END
)
8442 if (slot
>= INVENTORY_SLOT_BAG_START
&& slot
< INVENTORY_SLOT_BAG_END
)
8446 if (slot
>= INVENTORY_SLOT_ITEM_START
&& slot
< INVENTORY_SLOT_ITEM_END
)
8450 if (slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_END
)
8454 if (slot
>= BANK_SLOT_ITEM_START
&& slot
< BANK_SLOT_ITEM_END
)
8458 if (slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
8464 // bag content slots
8465 if (bag
>= INVENTORY_SLOT_BAG_START
&& bag
< INVENTORY_SLOT_BAG_END
)
8467 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8471 // any post selected
8472 if (slot
== NULL_SLOT
)
8475 return slot
< pBag
->GetBagSize();
8478 // bank bag content slots
8479 if( bag
>= BANK_SLOT_BAG_START
&& bag
< BANK_SLOT_BAG_END
)
8481 Bag
* pBag
= (Bag
*)GetItemByPos (INVENTORY_SLOT_BAG_0
, bag
);
8485 // any post selected
8486 if (slot
== NULL_SLOT
)
8489 return slot
< pBag
->GetBagSize();
8497 bool Player::HasItemCount( uint32 item
, uint32 count
, bool inBankAlso
) const
8499 uint32 tempcount
= 0;
8500 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
8502 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8503 if( pItem
&& pItem
->GetEntry() == item
)
8505 tempcount
+= pItem
->GetCount();
8506 if( tempcount
>= count
)
8510 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
8512 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8513 if( pItem
&& pItem
->GetEntry() == item
)
8515 tempcount
+= pItem
->GetCount();
8516 if( tempcount
>= count
)
8520 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
8522 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8524 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8526 Item
* pItem
= GetItemByPos( i
, j
);
8527 if( pItem
&& pItem
->GetEntry() == item
)
8529 tempcount
+= pItem
->GetCount();
8530 if( tempcount
>= count
)
8539 for(int i
= BANK_SLOT_ITEM_START
; i
< BANK_SLOT_ITEM_END
; i
++)
8541 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8542 if( pItem
&& pItem
->GetEntry() == item
)
8544 tempcount
+= pItem
->GetCount();
8545 if( tempcount
>= count
)
8549 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
8551 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8553 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8555 Item
* pItem
= GetItemByPos( i
, j
);
8556 if( pItem
&& pItem
->GetEntry() == item
)
8558 tempcount
+= pItem
->GetCount();
8559 if( tempcount
>= count
)
8570 Item
* Player::GetItemOrItemWithGemEquipped( uint32 item
) const
8573 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8575 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8576 if( pItem
&& pItem
->GetEntry() == item
)
8580 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(item
);
8581 if (pProto
&& pProto
->GemProperties
)
8583 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; i
++)
8585 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8586 if( pItem
&& pItem
->GetProto()->Socket
[0].Color
)
8588 if (pItem
->GetGemCountWithID(item
) > 0 )
8597 uint8
Player::_CanTakeMoreSimilarItems(uint32 entry
, uint32 count
, Item
* pItem
, uint32
* no_space_count
) const
8599 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8603 *no_space_count
= count
;
8604 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8608 if(pProto
->MaxCount
<= 0)
8609 return EQUIP_ERR_OK
;
8611 uint32 curcount
= GetItemCount(pProto
->ItemId
,true,pItem
);
8613 if (curcount
+ count
> uint32(pProto
->MaxCount
))
8616 *no_space_count
= count
+curcount
- pProto
->MaxCount
;
8617 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8620 return EQUIP_ERR_OK
;
8623 bool Player::HasItemTotemCategory( uint32 TotemCategory
) const
8626 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_ITEM_END
; ++i
)
8628 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8629 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8632 for(uint8 i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; ++i
)
8634 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
8635 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8638 for(uint8 i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
8640 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
8642 for(uint32 j
= 0; j
< pBag
->GetBagSize(); ++j
)
8644 pItem
= GetItemByPos( i
, j
);
8645 if( pItem
&& IsTotemCategoryCompatiableWith(pItem
->GetProto()->TotemCategory
,TotemCategory
))
8653 uint8
Player::_CanStoreItem_InSpecificSlot( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, ItemPrototype
const *pProto
, uint32
& count
, bool swap
, Item
* pSrcItem
) const
8655 Item
* pItem2
= GetItemByPos( bag
, slot
);
8657 // ignore move item (this slot will be empty at move)
8658 if(pItem2
==pSrcItem
)
8663 // empty specific slot - check item fit to slot
8664 if( !pItem2
|| swap
)
8666 if( bag
== INVENTORY_SLOT_BAG_0
)
8669 if(slot
>= KEYRING_SLOT_START
&& slot
< KEYRING_SLOT_START
+GetMaxKeyringSize() && !(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
))
8670 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8672 // vanitypet case (disabled until proper implement)
8673 if(slot
>= VANITYPET_SLOT_START
&& slot
< VANITYPET_SLOT_END
&& !(false /*pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS*/))
8674 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8676 // currencytoken case (disabled until proper implement)
8677 if(slot
>= CURRENCYTOKEN_SLOT_START
&& slot
< CURRENCYTOKEN_SLOT_END
&& !(false /*pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS*/))
8678 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8680 // guestbag case (disabled until proper implement)
8681 if(slot
>= QUESTBAG_SLOT_START
&& slot
< QUESTBAG_SLOT_END
&& !(false /*pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS*/))
8682 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8685 if(slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
|| slot
>= PLAYER_SLOT_END
)
8686 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8690 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8692 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8694 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8696 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8698 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8699 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8702 // non empty stack with space
8703 need_space
= pProto
->GetMaxStackSize();
8705 // non empty slot, check item type
8709 if(pItem2
->GetEntry() != pProto
->ItemId
)
8710 return EQUIP_ERR_ITEM_CANT_STACK
;
8713 if(pItem2
->GetCount() >= pProto
->GetMaxStackSize())
8714 return EQUIP_ERR_ITEM_CANT_STACK
;
8716 // free stack space or infinity
8717 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8720 if(need_space
> count
)
8723 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | slot
, need_space
);
8724 if(!newPosition
.isContainedIn(dest
))
8726 dest
.push_back(newPosition
);
8727 count
-= need_space
;
8729 return EQUIP_ERR_OK
;
8732 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
8734 // skip specific bag already processed in first called _CanStoreItem_InBag
8736 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8738 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
8740 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8742 ItemPrototype
const* pBagProto
= pBag
->GetProto();
8744 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8746 // specialized bag mode or non-specilized
8747 if( non_specialized
!= (pBagProto
->Class
== ITEM_CLASS_CONTAINER
&& pBagProto
->SubClass
== ITEM_SUBCLASS_CONTAINER
) )
8748 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8750 if( !ItemCanGoIntoBag(pProto
,pBagProto
) )
8751 return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG
;
8753 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
8755 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8759 Item
* pItem2
= GetItemByPos( bag
, j
);
8761 // ignore move item (this slot will be empty at move)
8762 if(pItem2
==pSrcItem
)
8765 // if merge skip empty, if !merge skip non-empty
8766 if((pItem2
!=NULL
)!=merge
)
8771 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8773 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8774 if(need_space
> count
)
8777 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8778 if(!newPosition
.isContainedIn(dest
))
8780 dest
.push_back(newPosition
);
8781 count
-= need_space
;
8784 return EQUIP_ERR_OK
;
8790 uint32 need_space
= pProto
->GetMaxStackSize();
8791 if(need_space
> count
)
8794 ItemPosCount newPosition
= ItemPosCount((bag
<< 8) | j
, need_space
);
8795 if(!newPosition
.isContainedIn(dest
))
8797 dest
.push_back(newPosition
);
8798 count
-= need_space
;
8801 return EQUIP_ERR_OK
;
8805 return EQUIP_ERR_OK
;
8808 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
8810 for(uint32 j
= slot_begin
; j
< slot_end
; j
++)
8812 // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
8813 if(INVENTORY_SLOT_BAG_0
==skip_bag
&& j
==skip_slot
)
8816 Item
* pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, j
);
8818 // ignore move item (this slot will be empty at move)
8819 if(pItem2
==pSrcItem
)
8822 // if merge skip empty, if !merge skip non-empty
8823 if((pItem2
!=NULL
)!=merge
)
8828 if(pItem2
->GetEntry() == pProto
->ItemId
&& pItem2
->GetCount() < pProto
->GetMaxStackSize())
8830 uint32 need_space
= pProto
->GetMaxStackSize() - pItem2
->GetCount();
8831 if(need_space
> count
)
8833 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8834 if(!newPosition
.isContainedIn(dest
))
8836 dest
.push_back(newPosition
);
8837 count
-= need_space
;
8840 return EQUIP_ERR_OK
;
8846 uint32 need_space
= pProto
->GetMaxStackSize();
8847 if(need_space
> count
)
8850 ItemPosCount newPosition
= ItemPosCount((INVENTORY_SLOT_BAG_0
<< 8) | j
, need_space
);
8851 if(!newPosition
.isContainedIn(dest
))
8853 dest
.push_back(newPosition
);
8854 count
-= need_space
;
8857 return EQUIP_ERR_OK
;
8861 return EQUIP_ERR_OK
;
8864 uint8
Player::_CanStoreItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, uint32 entry
, uint32 count
, Item
*pItem
, bool swap
, uint32
* no_space_count
) const
8866 sLog
.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, entry
, count
);
8868 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype(entry
);
8872 *no_space_count
= count
;
8873 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
:EQUIP_ERR_ITEM_NOT_FOUND
;
8876 if(pItem
&& pItem
->IsBindedNotWith(GetGUID()))
8879 *no_space_count
= count
;
8880 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
8883 // check count of items (skip for auto move for same player from bank)
8884 uint32 no_similar_count
= 0; // can't store this amount similar items
8885 uint8 res
= _CanTakeMoreSimilarItems(entry
,count
,pItem
,&no_similar_count
);
8886 if(res
!=EQUIP_ERR_OK
)
8888 if(count
==no_similar_count
)
8891 *no_space_count
= no_similar_count
;
8894 count
-= no_similar_count
;
8898 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
8900 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
8901 if(res
!=EQUIP_ERR_OK
)
8904 *no_space_count
= count
+ no_similar_count
;
8910 if(no_similar_count
==0)
8911 return EQUIP_ERR_OK
;
8914 *no_space_count
= count
+ no_similar_count
;
8915 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8919 // not specific slot or have space for partly store only in specific slot
8922 if( bag
!= NULL_BAG
)
8924 // search stack in bag for merge to
8925 if( pProto
->Stackable
!= 1 )
8927 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8929 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8930 if(res
!=EQUIP_ERR_OK
)
8933 *no_space_count
= count
+ no_similar_count
;
8939 if(no_similar_count
==0)
8940 return EQUIP_ERR_OK
;
8943 *no_space_count
= count
+ no_similar_count
;
8944 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8947 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
8948 if(res
!=EQUIP_ERR_OK
)
8951 *no_space_count
= count
+ no_similar_count
;
8957 if(no_similar_count
==0)
8958 return EQUIP_ERR_OK
;
8961 *no_space_count
= count
+ no_similar_count
;
8962 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8965 else // equipped bag
8967 // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
8968 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
8969 if(res
!=EQUIP_ERR_OK
)
8970 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
8972 if(res
!=EQUIP_ERR_OK
)
8975 *no_space_count
= count
+ no_similar_count
;
8981 if(no_similar_count
==0)
8982 return EQUIP_ERR_OK
;
8985 *no_space_count
= count
+ no_similar_count
;
8986 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
8991 // search free slot in bag for place to
8992 if( bag
== INVENTORY_SLOT_BAG_0
) // inventory
8994 // search free slot - keyring case
8995 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
8997 uint32 keyringSize
= GetMaxKeyringSize();
8998 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
8999 if(res
!=EQUIP_ERR_OK
)
9002 *no_space_count
= count
+ no_similar_count
;
9008 if(no_similar_count
==0)
9009 return EQUIP_ERR_OK
;
9012 *no_space_count
= count
+ no_similar_count
;
9013 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9016 /* until proper implementation
9017 else if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9019 res = _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START,VANITYPET_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9020 if(res!=EQUIP_ERR_OK)
9023 *no_space_count = count + no_similar_count;
9029 if(no_similar_count==0)
9030 return EQUIP_ERR_OK;
9033 *no_space_count = count + no_similar_count;
9034 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9038 /* until proper implementation
9039 else if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9041 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9042 if(res!=EQUIP_ERR_OK)
9045 *no_space_count = count + no_similar_count;
9051 if(no_similar_count==0)
9052 return EQUIP_ERR_OK;
9055 *no_space_count = count + no_similar_count;
9056 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9060 /* until proper implementation
9061 else if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9063 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9064 if(res!=EQUIP_ERR_OK)
9067 *no_space_count = count + no_similar_count;
9073 if(no_similar_count==0)
9074 return EQUIP_ERR_OK;
9077 *no_space_count = count + no_similar_count;
9078 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9083 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9084 if(res
!=EQUIP_ERR_OK
)
9087 *no_space_count
= count
+ no_similar_count
;
9093 if(no_similar_count
==0)
9094 return EQUIP_ERR_OK
;
9097 *no_space_count
= count
+ no_similar_count
;
9098 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9101 else // equipped bag
9103 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9104 if(res
!=EQUIP_ERR_OK
)
9105 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
9107 if(res
!=EQUIP_ERR_OK
)
9110 *no_space_count
= count
+ no_similar_count
;
9116 if(no_similar_count
==0)
9117 return EQUIP_ERR_OK
;
9120 *no_space_count
= count
+ no_similar_count
;
9121 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9126 // not specific bag or have space for partly store only in specific bag
9128 // search stack for merge to
9129 if( pProto
->Stackable
!= 1 )
9131 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,QUESTBAG_SLOT_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9132 if(res
!=EQUIP_ERR_OK
)
9135 *no_space_count
= count
+ no_similar_count
;
9141 if(no_similar_count
==0)
9142 return EQUIP_ERR_OK
;
9145 *no_space_count
= count
+ no_similar_count
;
9146 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9149 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9150 if(res
!=EQUIP_ERR_OK
)
9153 *no_space_count
= count
+ no_similar_count
;
9159 if(no_similar_count
==0)
9160 return EQUIP_ERR_OK
;
9163 *no_space_count
= count
+ no_similar_count
;
9164 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9167 if( pProto
->BagFamily
)
9169 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9171 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
9172 if(res
!=EQUIP_ERR_OK
)
9177 if(no_similar_count
==0)
9178 return EQUIP_ERR_OK
;
9181 *no_space_count
= count
+ no_similar_count
;
9182 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9187 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9189 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
9190 if(res
!=EQUIP_ERR_OK
)
9195 if(no_similar_count
==0)
9196 return EQUIP_ERR_OK
;
9199 *no_space_count
= count
+ no_similar_count
;
9200 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9205 // search free slot - special bag case
9206 if( pProto
->BagFamily
)
9208 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9210 uint32 keyringSize
= GetMaxKeyringSize();
9211 res
= _CanStoreItem_InInventorySlots(KEYRING_SLOT_START
,KEYRING_SLOT_START
+keyringSize
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9212 if(res
!=EQUIP_ERR_OK
)
9215 *no_space_count
= count
+ no_similar_count
;
9221 if(no_similar_count
==0)
9222 return EQUIP_ERR_OK
;
9225 *no_space_count
= count
+ no_similar_count
;
9226 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9229 /* until proper implementation
9230 else if(false pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9232 res = _CanStoreItem_InInventorySlots(VANITYPET_SLOT_START,VANITYPET_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9233 if(res!=EQUIP_ERR_OK)
9236 *no_space_count = count + no_similar_count;
9242 if(no_similar_count==0)
9243 return EQUIP_ERR_OK;
9246 *no_space_count = count + no_similar_count;
9247 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9251 /* until proper implementation
9252 else if(false pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9254 res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9255 if(res!=EQUIP_ERR_OK)
9258 *no_space_count = count + no_similar_count;
9264 if(no_similar_count==0)
9265 return EQUIP_ERR_OK;
9268 *no_space_count = count + no_similar_count;
9269 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9273 /* until proper implementation
9274 else if(false pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9276 res = _CanStoreItem_InInventorySlots(QUESTBAG_SLOT_START,QUESTBAG_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
9277 if(res!=EQUIP_ERR_OK)
9280 *no_space_count = count + no_similar_count;
9286 if(no_similar_count==0)
9287 return EQUIP_ERR_OK;
9290 *no_space_count = count + no_similar_count;
9291 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
9296 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9298 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
9299 if(res
!=EQUIP_ERR_OK
)
9304 if(no_similar_count
==0)
9305 return EQUIP_ERR_OK
;
9308 *no_space_count
= count
+ no_similar_count
;
9309 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9315 res
= _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START
,INVENTORY_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9316 if(res
!=EQUIP_ERR_OK
)
9319 *no_space_count
= count
+ no_similar_count
;
9325 if(no_similar_count
==0)
9326 return EQUIP_ERR_OK
;
9329 *no_space_count
= count
+ no_similar_count
;
9330 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9333 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9335 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
9336 if(res
!=EQUIP_ERR_OK
)
9341 if(no_similar_count
==0)
9342 return EQUIP_ERR_OK
;
9345 *no_space_count
= count
+ no_similar_count
;
9346 return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
;
9351 *no_space_count
= count
+ no_similar_count
;
9353 return EQUIP_ERR_INVENTORY_FULL
;
9356 //////////////////////////////////////////////////////////////////////////
9357 uint8
Player::CanStoreItems( Item
**pItems
,int count
) const
9362 int inv_slot_items
[INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
];
9363 int inv_bags
[INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
][MAX_BAG_SIZE
];
9364 int inv_keys
[KEYRING_SLOT_END
-KEYRING_SLOT_START
];
9365 int inv_pets
[VANITYPET_SLOT_END
-VANITYPET_SLOT_START
];
9366 int inv_tokens
[CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
];
9367 int inv_quests
[QUESTBAG_SLOT_END
-QUESTBAG_SLOT_START
];
9369 memset(inv_slot_items
,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END
-INVENTORY_SLOT_ITEM_START
));
9370 memset(inv_bags
,0,sizeof(int)*(INVENTORY_SLOT_BAG_END
-INVENTORY_SLOT_BAG_START
)*MAX_BAG_SIZE
);
9371 memset(inv_keys
,0,sizeof(int)*(KEYRING_SLOT_END
-KEYRING_SLOT_START
));
9372 memset(inv_pets
,0,sizeof(int)*(VANITYPET_SLOT_END
-VANITYPET_SLOT_START
));
9373 memset(inv_tokens
,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END
-CURRENCYTOKEN_SLOT_START
));
9374 memset(inv_quests
,0,sizeof(int)*(QUESTBAG_SLOT_END
-QUESTBAG_SLOT_START
));
9376 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
9378 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9380 if (pItem2
&& !pItem2
->IsInTrade())
9382 inv_slot_items
[i
-INVENTORY_SLOT_ITEM_START
] = pItem2
->GetCount();
9386 for(int i
= KEYRING_SLOT_START
; i
< KEYRING_SLOT_END
; i
++)
9388 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9390 if (pItem2
&& !pItem2
->IsInTrade())
9392 inv_keys
[i
-KEYRING_SLOT_START
] = pItem2
->GetCount();
9396 for(int i
= VANITYPET_SLOT_START
; i
< VANITYPET_SLOT_END
; i
++)
9398 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9400 if (pItem2
&& !pItem2
->IsInTrade())
9402 inv_pets
[i
-VANITYPET_SLOT_START
] = pItem2
->GetCount();
9406 for(int i
= CURRENCYTOKEN_SLOT_START
; i
< CURRENCYTOKEN_SLOT_END
; i
++)
9408 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9410 if (pItem2
&& !pItem2
->IsInTrade())
9412 inv_tokens
[i
-CURRENCYTOKEN_SLOT_START
] = pItem2
->GetCount();
9416 for(int i
= QUESTBAG_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
9418 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
9420 if (pItem2
&& !pItem2
->IsInTrade())
9422 inv_quests
[i
-QUESTBAG_SLOT_START
] = pItem2
->GetCount();
9426 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
9428 if(Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
9430 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9432 pItem2
= GetItemByPos( i
, j
);
9433 if (pItem2
&& !pItem2
->IsInTrade())
9435 inv_bags
[i
-INVENTORY_SLOT_BAG_START
][j
] = pItem2
->GetCount();
9441 // check free space for all items
9442 for (int k
=0;k
<count
;k
++)
9444 Item
*pItem
= pItems
[k
];
9447 if (!pItem
) continue;
9449 sLog
.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k
+1, pItem
->GetEntry(), pItem
->GetCount());
9450 ItemPrototype
const *pProto
= pItem
->GetProto();
9454 return EQUIP_ERR_ITEM_NOT_FOUND
;
9457 if(pItem
->IsBindedNotWith(GetGUID()))
9458 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9461 ItemPrototype
const *pBagProto
;
9463 // item is 'one item only'
9464 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9465 if(res
!= EQUIP_ERR_OK
)
9468 // search stack for merge to
9469 if( pProto
->Stackable
!= 1 )
9471 bool b_found
= false;
9473 for(int t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_END
; t
++)
9475 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9476 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_keys
[t
-KEYRING_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9478 inv_keys
[t
-KEYRING_SLOT_START
] += pItem
->GetCount();
9483 if (b_found
) continue;
9485 for(int t
= VANITYPET_SLOT_START
; t
< VANITYPET_SLOT_END
; t
++)
9487 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9488 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_pets
[t
-VANITYPET_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9490 inv_pets
[t
-VANITYPET_SLOT_START
] += pItem
->GetCount();
9495 if (b_found
) continue;
9497 for(int t
= CURRENCYTOKEN_SLOT_START
; t
< CURRENCYTOKEN_SLOT_END
; t
++)
9499 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9500 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9502 inv_tokens
[t
-CURRENCYTOKEN_SLOT_START
] += pItem
->GetCount();
9507 if (b_found
) continue;
9509 for(int t
= QUESTBAG_SLOT_START
; t
< QUESTBAG_SLOT_END
; t
++)
9511 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9512 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_quests
[t
-QUESTBAG_SLOT_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9514 inv_quests
[t
-QUESTBAG_SLOT_START
] += pItem
->GetCount();
9519 if (b_found
) continue;
9521 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9523 pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9524 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9526 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] += pItem
->GetCount();
9531 if (b_found
) continue;
9533 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9535 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9538 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9540 pItem2
= GetItemByPos( t
, j
);
9541 if( pItem2
&& pItem2
->GetEntry() == pItem
->GetEntry() && inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] + pItem
->GetCount() <= pProto
->GetMaxStackSize())
9543 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] += pItem
->GetCount();
9550 if (b_found
) continue;
9554 if( pProto
->BagFamily
)
9556 bool b_found
= false;
9557 if(pProto
->BagFamily
& BAG_FAMILY_MASK_KEYS
)
9559 uint32 keyringSize
= GetMaxKeyringSize();
9560 for(uint32 t
= KEYRING_SLOT_START
; t
< KEYRING_SLOT_START
+keyringSize
; ++t
)
9562 if( inv_keys
[t
-KEYRING_SLOT_START
] == 0 )
9564 inv_keys
[t
-KEYRING_SLOT_START
] = 1;
9571 if (b_found
) continue;
9573 /* until proper implementation
9574 if(pProto->BagFamily & BAG_FAMILY_MASK_VANITY_PETS)
9576 for(uint32 t = VANITYPET_SLOT_START; t < VANITYPET_SLOT_END; ++t)
9578 if( inv_pets[t-VANITYPET_SLOT_START] == 0 )
9580 inv_pets[t-VANITYPET_SLOT_START] = 1;
9587 if (b_found) continue;
9589 /* until proper implementation
9590 if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
9592 for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
9594 if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
9596 inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
9603 if (b_found) continue;
9605 /* until proper implementation
9606 if(pProto->BagFamily & BAG_FAMILY_MASK_QUEST_ITEMS)
9608 for(uint32 t = QUESTBAG_SLOT_START; t < QUESTBAG_SLOT_END; ++t)
9610 if( inv_quests[t-QUESTBAG_SLOT_START] == 0 )
9612 inv_quests[t-QUESTBAG_SLOT_START] = 1;
9619 if (b_found) continue;
9622 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9624 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9627 pBagProto
= pBag
->GetProto();
9629 // not plain container check
9630 if( pBagProto
&& (pBagProto
->Class
!= ITEM_CLASS_CONTAINER
|| pBagProto
->SubClass
!= ITEM_SUBCLASS_CONTAINER
) &&
9631 ItemCanGoIntoBag(pProto
,pBagProto
) )
9633 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9635 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9637 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9645 if (b_found
) continue;
9649 bool b_found
= false;
9650 for(int t
= INVENTORY_SLOT_ITEM_START
; t
< INVENTORY_SLOT_ITEM_END
; t
++)
9652 if( inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] == 0 )
9654 inv_slot_items
[t
-INVENTORY_SLOT_ITEM_START
] = 1;
9659 if (b_found
) continue;
9661 // search free slot in bags
9662 for(int t
= INVENTORY_SLOT_BAG_START
; !b_found
&& t
< INVENTORY_SLOT_BAG_END
; t
++)
9664 pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, t
);
9667 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
9669 if( inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] == 0 )
9671 inv_bags
[t
-INVENTORY_SLOT_BAG_START
][j
] = 1;
9679 // no free slot found?
9681 return EQUIP_ERR_INVENTORY_FULL
;
9684 return EQUIP_ERR_OK
;
9687 //////////////////////////////////////////////////////////////////////////
9688 uint8
Player::CanEquipNewItem( uint8 slot
, uint16
&dest
, uint32 item
, bool swap
) const
9691 Item
*pItem
= Item::CreateItem( item
, 1, this );
9694 uint8 result
= CanEquipItem(slot
, dest
, pItem
, swap
);
9699 return EQUIP_ERR_ITEM_NOT_FOUND
;
9702 uint8
Player::CanEquipItem( uint8 slot
, uint16
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9707 sLog
.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot
, pItem
->GetEntry(), pItem
->GetCount());
9708 ItemPrototype
const *pProto
= pItem
->GetProto();
9711 // May be here should be more stronger checks; STUNNED checked
9712 // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
9713 if (not_loading
&& hasUnitState(UNIT_STAT_STUNNED
))
9714 return EQUIP_ERR_YOU_ARE_STUNNED
;
9716 if(pItem
->IsBindedNotWith(GetGUID()))
9717 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9719 // check count of items (skip for auto move for same player from bank)
9720 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9721 if(res
!= EQUIP_ERR_OK
)
9724 // do not allow equipping gear except weapons, offhands, projectiles, relics in
9726 // - in-progress arenas
9727 if( !pProto
->CanChangeEquipStateInCombat() )
9730 return EQUIP_ERR_NOT_IN_COMBAT
;
9732 if(BattleGround
* bg
= GetBattleGround())
9733 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9734 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9737 if(isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
!= 0)
9738 return EQUIP_ERR_CANT_DO_RIGHT_NOW
; // maybe exist better err
9740 if(IsNonMeleeSpellCasted(false))
9741 return EQUIP_ERR_CANT_DO_RIGHT_NOW
;
9743 uint8 eslot
= FindEquipSlot( pProto
, slot
, swap
);
9744 if( eslot
== NULL_SLOT
)
9745 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9747 uint8 msg
= CanUseItem( pItem
, not_loading
);
9748 if( msg
!= EQUIP_ERR_OK
)
9750 if( !swap
&& GetItemByPos( INVENTORY_SLOT_BAG_0
, eslot
) )
9751 return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE
;
9753 // check unique-equipped on item
9754 if (pProto
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
)
9756 // there is an equip limit on this item
9757 Item
* tItem
= GetItemOrItemWithGemEquipped(pProto
->ItemId
);
9758 if (tItem
&& (!swap
|| tItem
->GetSlot() != eslot
) )
9759 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9762 // check unique-equipped on gems
9763 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
9765 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
9768 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
9772 ItemPrototype
const* pGem
= objmgr
.GetItemPrototype(enchantEntry
->GemID
);
9773 if(pGem
&& (pGem
->Flags
& ITEM_FLAGS_UNIQUE_EQUIPPED
))
9775 Item
* tItem
= GetItemOrItemWithGemEquipped(enchantEntry
->GemID
);
9776 if(tItem
&& (!swap
|| tItem
->GetSlot() != eslot
))
9777 return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE
;
9781 // check unique-equipped special item classes
9782 if (pProto
->Class
== ITEM_CLASS_QUIVER
)
9784 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; ++i
)
9786 if( Item
* pBag
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
) )
9788 if( ItemPrototype
const* pBagProto
= pBag
->GetProto() )
9790 if( pBagProto
->Class
==pProto
->Class
&& pBagProto
->SubClass
==pProto
->SubClass
&&
9791 (!swap
|| pBag
->GetSlot() != eslot
) )
9793 if(pBagProto
->SubClass
== ITEM_SUBCLASS_AMMO_POUCH
)
9794 return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
;
9796 return EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER
;
9803 uint32 type
= pProto
->InventoryType
;
9805 if(eslot
== EQUIPMENT_SLOT_OFFHAND
)
9807 if (type
== INVTYPE_WEAPON
|| type
== INVTYPE_WEAPONOFFHAND
)
9810 return EQUIP_ERR_CANT_DUAL_WIELD
;
9812 else if (type
== INVTYPE_2HWEAPON
)
9814 if(!CanDualWield() || !CanTitanGrip())
9815 return EQUIP_ERR_CANT_DUAL_WIELD
;
9819 return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED
;
9822 // equip two-hand weapon case (with possible unequip 2 items)
9823 if( type
== INVTYPE_2HWEAPON
)
9825 if (eslot
== EQUIPMENT_SLOT_OFFHAND
)
9827 if (!CanTitanGrip())
9828 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9830 else if (eslot
!= EQUIPMENT_SLOT_MAINHAND
)
9831 return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
;
9833 if (!CanTitanGrip())
9835 // offhand item must can be stored in inventory for offhand item and it also must be unequipped
9836 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
9837 ItemPosCountVec off_dest
;
9838 if( offItem
&& (!not_loading
||
9839 CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0
) << 8 | EQUIPMENT_SLOT_OFFHAND
,false) != EQUIP_ERR_OK
||
9840 CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false ) != EQUIP_ERR_OK
) )
9841 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_INVENTORY_FULL
;
9844 dest
= ((INVENTORY_SLOT_BAG_0
<< 8) | eslot
);
9845 return EQUIP_ERR_OK
;
9849 return EQUIP_ERR_ITEM_NOT_FOUND
;
9851 return EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
;
9854 uint8
Player::CanUnequipItem( uint16 pos
, bool swap
) const
9856 // Applied only to equipped items and bank bags
9857 if(!IsEquipmentPos(pos
) && !IsBagPos(pos
))
9858 return EQUIP_ERR_OK
;
9860 Item
* pItem
= GetItemByPos(pos
);
9862 // Applied only to existed equipped item
9864 return EQUIP_ERR_OK
;
9866 sLog
.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos
, pItem
->GetEntry(), pItem
->GetCount());
9868 ItemPrototype
const *pProto
= pItem
->GetProto();
9870 return EQUIP_ERR_ITEM_NOT_FOUND
;
9872 // do not allow unequipping gear except weapons, offhands, projectiles, relics in
9874 // - in-progress arenas
9875 if( !pProto
->CanChangeEquipStateInCombat() )
9878 return EQUIP_ERR_NOT_IN_COMBAT
;
9880 if(BattleGround
* bg
= GetBattleGround())
9881 if( bg
->isArena() && bg
->GetStatus() == STATUS_IN_PROGRESS
)
9882 return EQUIP_ERR_NOT_DURING_ARENA_MATCH
;
9885 if(!swap
&& pItem
->IsBag() && !((Bag
*)pItem
)->IsEmpty())
9886 return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS
;
9888 return EQUIP_ERR_OK
;
9891 uint8
Player::CanBankItem( uint8 bag
, uint8 slot
, ItemPosCountVec
&dest
, Item
*pItem
, bool swap
, bool not_loading
) const
9894 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9896 uint32 count
= pItem
->GetCount();
9898 sLog
.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), pItem
->GetCount());
9899 ItemPrototype
const *pProto
= pItem
->GetProto();
9901 return swap
? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED
: EQUIP_ERR_ITEM_NOT_FOUND
;
9903 if( pItem
->IsBindedNotWith(GetGUID()) )
9904 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
9906 // check count of items (skip for auto move for same player from bank)
9907 uint8 res
= CanTakeMoreSimilarItems(pItem
);
9908 if(res
!= EQUIP_ERR_OK
)
9912 if( bag
!= NULL_BAG
&& slot
!= NULL_SLOT
)
9914 if( pProto
->InventoryType
== INVTYPE_BAG
)
9916 Bag
*pBag
= (Bag
*)pItem
;
9919 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9921 if( !HasBankBagSlot( slot
) )
9922 return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT
;
9923 if( uint8 cantuse
= CanUseItem( pItem
, not_loading
) != EQUIP_ERR_OK
)
9928 if( !pBag
->IsEmpty() )
9929 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9935 if( slot
>= BANK_SLOT_BAG_START
&& slot
< BANK_SLOT_BAG_END
)
9936 return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
;
9939 res
= _CanStoreItem_InSpecificSlot(bag
,slot
,dest
,pProto
,count
,swap
,pItem
);
9940 if(res
!=EQUIP_ERR_OK
)
9944 return EQUIP_ERR_OK
;
9947 // not specific slot or have space for partly store only in specific slot
9950 if( bag
!= NULL_BAG
)
9952 if( pProto
->InventoryType
== INVTYPE_BAG
)
9954 Bag
*pBag
= (Bag
*)pItem
;
9955 if( pBag
&& !pBag
->IsEmpty() )
9956 return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
;
9959 // search stack in bag for merge to
9960 if( pProto
->Stackable
!= 1 )
9962 if( bag
== INVENTORY_SLOT_BAG_0
)
9964 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
9965 if(res
!=EQUIP_ERR_OK
)
9969 return EQUIP_ERR_OK
;
9973 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,false,pItem
,NULL_BAG
,slot
);
9974 if(res
!=EQUIP_ERR_OK
)
9975 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,true,true,pItem
,NULL_BAG
,slot
);
9977 if(res
!=EQUIP_ERR_OK
)
9981 return EQUIP_ERR_OK
;
9985 // search free slot in bag
9986 if( bag
== INVENTORY_SLOT_BAG_0
)
9988 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
9989 if(res
!=EQUIP_ERR_OK
)
9993 return EQUIP_ERR_OK
;
9997 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,false,pItem
,NULL_BAG
,slot
);
9998 if(res
!=EQUIP_ERR_OK
)
9999 res
= _CanStoreItem_InBag(bag
,dest
,pProto
,count
,false,true,pItem
,NULL_BAG
,slot
);
10001 if(res
!=EQUIP_ERR_OK
)
10005 return EQUIP_ERR_OK
;
10009 // not specific bag or have space for partly store only in specific bag
10011 // search stack for merge to
10012 if( pProto
->Stackable
!= 1 )
10015 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,true,pItem
,bag
,slot
);
10016 if(res
!=EQUIP_ERR_OK
)
10020 return EQUIP_ERR_OK
;
10023 if( pProto
->BagFamily
)
10025 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10027 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,false,pItem
,bag
,slot
);
10028 if(res
!=EQUIP_ERR_OK
)
10032 return EQUIP_ERR_OK
;
10036 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10038 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,true,true,pItem
,bag
,slot
);
10039 if(res
!=EQUIP_ERR_OK
)
10043 return EQUIP_ERR_OK
;
10047 // search free place in special bag
10048 if( pProto
->BagFamily
)
10050 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10052 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,false,pItem
,bag
,slot
);
10053 if(res
!=EQUIP_ERR_OK
)
10057 return EQUIP_ERR_OK
;
10061 // search free space
10062 res
= _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START
,BANK_SLOT_ITEM_END
,dest
,pProto
,count
,false,pItem
,bag
,slot
);
10063 if(res
!=EQUIP_ERR_OK
)
10067 return EQUIP_ERR_OK
;
10069 for(int i
= BANK_SLOT_BAG_START
; i
< BANK_SLOT_BAG_END
; i
++)
10071 res
= _CanStoreItem_InBag(i
,dest
,pProto
,count
,false,true,pItem
,bag
,slot
);
10072 if(res
!=EQUIP_ERR_OK
)
10076 return EQUIP_ERR_OK
;
10078 return EQUIP_ERR_BANK_FULL
;
10081 uint8
Player::CanUseItem( Item
*pItem
, bool not_loading
) const
10085 sLog
.outDebug( "STORAGE: CanUseItem item = %u", pItem
->GetEntry());
10086 if( !isAlive() && not_loading
)
10087 return EQUIP_ERR_YOU_ARE_DEAD
;
10088 //if( isStunned() )
10089 // return EQUIP_ERR_YOU_ARE_STUNNED;
10090 ItemPrototype
const *pProto
= pItem
->GetProto();
10093 if( pItem
->IsBindedNotWith(GetGUID()) )
10094 return EQUIP_ERR_DONT_OWN_THAT_ITEM
;
10095 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10096 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10097 if( pItem
->GetSkill() != 0 )
10099 if( GetSkillValue( pItem
->GetSkill() ) == 0 )
10100 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10102 if( pProto
->RequiredSkill
!= 0 )
10104 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10105 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10106 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10107 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10109 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10110 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10111 if( pProto
->RequiredReputationFaction
&& uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
10112 return EQUIP_ERR_CANT_EQUIP_REPUTATION
;
10113 if( getLevel() < pProto
->RequiredLevel
)
10114 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10115 return EQUIP_ERR_OK
;
10118 return EQUIP_ERR_ITEM_NOT_FOUND
;
10121 bool Player::CanUseItem( ItemPrototype
const *pProto
)
10123 // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
10127 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10129 if( pProto
->RequiredSkill
!= 0 )
10131 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10133 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10136 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10138 if( getLevel() < pProto
->RequiredLevel
)
10145 uint8
Player::CanUseAmmo( uint32 item
) const
10147 sLog
.outDebug( "STORAGE: CanUseAmmo item = %u", item
);
10149 return EQUIP_ERR_YOU_ARE_DEAD
;
10150 //if( isStunned() )
10151 // return EQUIP_ERR_YOU_ARE_STUNNED;
10152 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
10155 if( pProto
->InventoryType
!= INVTYPE_AMMO
)
10156 return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE
;
10157 if( (pProto
->AllowableClass
& getClassMask()) == 0 || (pProto
->AllowableRace
& getRaceMask()) == 0 )
10158 return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM
;
10159 if( pProto
->RequiredSkill
!= 0 )
10161 if( GetSkillValue( pProto
->RequiredSkill
) == 0 )
10162 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10163 else if( GetSkillValue( pProto
->RequiredSkill
) < pProto
->RequiredSkillRank
)
10164 return EQUIP_ERR_ERR_CANT_EQUIP_SKILL
;
10166 if( pProto
->RequiredSpell
!= 0 && !HasSpell( pProto
->RequiredSpell
) )
10167 return EQUIP_ERR_NO_REQUIRED_PROFICIENCY
;
10168 /*if( GetReputation() < pProto->RequiredReputation )
10169 return EQUIP_ERR_CANT_EQUIP_REPUTATION;
10171 if( getLevel() < pProto
->RequiredLevel
)
10172 return EQUIP_ERR_CANT_EQUIP_LEVEL_I
;
10174 // Requires No Ammo
10175 if(GetDummyAura(46699))
10176 return EQUIP_ERR_BAG_FULL6
;
10178 return EQUIP_ERR_OK
;
10180 return EQUIP_ERR_ITEM_NOT_FOUND
;
10183 void Player::SetAmmo( uint32 item
)
10189 if( GetUInt32Value(PLAYER_AMMO_ID
) == item
)
10195 uint8 msg
= CanUseAmmo( item
);
10196 if( msg
!= EQUIP_ERR_OK
)
10198 SendEquipError( msg
, NULL
, NULL
);
10203 SetUInt32Value(PLAYER_AMMO_ID
, item
);
10205 _ApplyAmmoBonuses();
10208 void Player::RemoveAmmo()
10210 SetUInt32Value(PLAYER_AMMO_ID
, 0);
10214 if(CanModifyStats())
10215 UpdateDamagePhysical(RANGED_ATTACK
);
10218 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10219 Item
* Player::StoreNewItem( ItemPosCountVec
const& dest
, uint32 item
, bool update
,int32 randomPropertyId
)
10222 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); ++itr
)
10223 count
+= itr
->count
;
10225 Item
*pItem
= Item::CreateItem( item
, count
, this );
10228 ItemAddedQuestCheck( item
, count
);
10229 if(randomPropertyId
)
10230 pItem
->SetItemRandomProperties(randomPropertyId
);
10231 pItem
= StoreItem( dest
, pItem
, update
);
10236 Item
* Player::StoreItem( ItemPosCountVec
const& dest
, Item
* pItem
, bool update
)
10241 Item
* lastItem
= pItem
;
10243 for(ItemPosCountVec::const_iterator itr
= dest
.begin(); itr
!= dest
.end(); )
10245 uint16 pos
= itr
->pos
;
10246 uint32 count
= itr
->count
;
10250 if(itr
== dest
.end())
10252 lastItem
= _StoreItem(pos
,pItem
,count
,false,update
);
10256 lastItem
= _StoreItem(pos
,pItem
,count
,true,update
);
10262 // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
10263 Item
* Player::_StoreItem( uint16 pos
, Item
*pItem
, uint32 count
, bool clone
, bool update
)
10268 uint8 bag
= pos
>> 8;
10269 uint8 slot
= pos
& 255;
10271 sLog
.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u", bag
, slot
, pItem
->GetEntry(), count
);
10273 Item
*pItem2
= GetItemByPos( bag
, slot
);
10278 pItem
= pItem
->CloneItem(count
,this);
10280 pItem
->SetCount(count
);
10285 if( pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10286 pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10287 pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10288 pItem
->SetBinding( true );
10290 if( bag
== INVENTORY_SLOT_BAG_0
)
10292 m_items
[slot
] = pItem
;
10293 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10294 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10295 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10297 pItem
->SetSlot( slot
);
10298 pItem
->SetContainer( NULL
);
10300 if( IsInWorld() && update
)
10302 pItem
->AddToWorld();
10303 pItem
->SendUpdateToPlayer( this );
10306 pItem
->SetState(ITEM_CHANGED
, this);
10310 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10313 pBag
->StoreItem( slot
, pItem
, update
);
10314 if( IsInWorld() && update
)
10316 pItem
->AddToWorld();
10317 pItem
->SendUpdateToPlayer( this );
10319 pItem
->SetState(ITEM_CHANGED
, this);
10320 pBag
->SetState(ITEM_CHANGED
, this);
10324 AddEnchantmentDurations(pItem
);
10325 AddItemDurations(pItem
);
10331 if( pItem2
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
||
10332 pItem2
->GetProto()->Bonding
== BIND_QUEST_ITEM
||
10333 pItem2
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
&& IsBagPos(pos
) )
10334 pItem2
->SetBinding( true );
10336 pItem2
->SetCount( pItem2
->GetCount() + count
);
10337 if( IsInWorld() && update
)
10338 pItem2
->SendUpdateToPlayer( this );
10342 // delete item (it not in any slot currently)
10343 if( IsInWorld() && update
)
10345 pItem
->RemoveFromWorld();
10346 pItem
->DestroyForPlayer( this );
10349 RemoveEnchantmentDurations(pItem
);
10350 RemoveItemDurations(pItem
);
10352 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10353 pItem
->SetState(ITEM_REMOVED
, this);
10355 // AddItemDurations(pItem2); - pItem2 already have duration listed for player
10356 AddEnchantmentDurations(pItem2
);
10358 pItem2
->SetState(ITEM_CHANGED
, this);
10364 Item
* Player::EquipNewItem( uint16 pos
, uint32 item
, bool update
)
10366 Item
*pItem
= Item::CreateItem( item
, 1, this );
10369 ItemAddedQuestCheck( item
, 1 );
10370 Item
* retItem
= EquipItem( pos
, pItem
, update
);
10377 Item
* Player::EquipItem( uint16 pos
, Item
*pItem
, bool update
)
10381 AddEnchantmentDurations(pItem
);
10382 AddItemDurations(pItem
);
10384 uint8 bag
= pos
>> 8;
10385 uint8 slot
= pos
& 255;
10387 Item
*pItem2
= GetItemByPos( bag
, slot
);
10391 VisualizeItem( slot
, pItem
);
10395 ItemPrototype
const *pProto
= pItem
->GetProto();
10397 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10398 if(pProto
&& pProto
->ItemSet
)
10399 AddItemsSetItem(this,pItem
);
10401 _ApplyItemMods(pItem
, slot
, true);
10403 if(pProto
&& isInCombat()&& pProto
->Class
== ITEM_CLASS_WEAPON
&& m_weaponChangeTimer
== 0)
10405 uint32 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s
;
10407 if (getClass() == CLASS_ROGUE
)
10408 cooldownSpell
= SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s
;
10410 SpellEntry
const* spellProto
= sSpellStore
.LookupEntry(cooldownSpell
);
10413 sLog
.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell
);
10416 m_weaponChangeTimer
= spellProto
->StartRecoveryTime
;
10418 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+4);
10419 data
<< uint64(GetGUID());
10421 data
<< uint32(cooldownSpell
);
10423 GetSession()->SendPacket(&data
);
10428 if( IsInWorld() && update
)
10430 pItem
->AddToWorld();
10431 pItem
->SendUpdateToPlayer( this );
10434 ApplyEquipCooldown(pItem
);
10436 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10437 UpdateExpertise(BASE_ATTACK
);
10438 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10439 UpdateExpertise(OFF_ATTACK
);
10443 pItem2
->SetCount( pItem2
->GetCount() + pItem
->GetCount() );
10444 if( IsInWorld() && update
)
10445 pItem2
->SendUpdateToPlayer( this );
10447 // delete item (it not in any slot currently)
10448 //pItem->DeleteFromDB();
10449 if( IsInWorld() && update
)
10451 pItem
->RemoveFromWorld();
10452 pItem
->DestroyForPlayer( this );
10455 RemoveEnchantmentDurations(pItem
);
10456 RemoveItemDurations(pItem
);
10458 pItem
->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
10459 pItem
->SetState(ITEM_REMOVED
, this);
10460 pItem2
->SetState(ITEM_CHANGED
, this);
10462 ApplyEquipCooldown(pItem2
);
10471 void Player::QuickEquipItem( uint16 pos
, Item
*pItem
)
10475 AddEnchantmentDurations(pItem
);
10476 AddItemDurations(pItem
);
10478 uint8 slot
= pos
& 255;
10479 VisualizeItem( slot
, pItem
);
10483 pItem
->AddToWorld();
10484 pItem
->SendUpdateToPlayer( this );
10489 void Player::SetVisibleItemSlot(uint8 slot
, Item
*pItem
)
10491 // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
10492 // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
10493 // entry // Size: 1
10494 // inspected enchantments // Size: 6
10496 // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
10497 // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
10502 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetUInt64Value(ITEM_FIELD_CREATOR
));
10504 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10505 SetUInt32Value(VisibleBase
+ 0, pItem
->GetEntry());
10507 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10508 SetUInt32Value(VisibleBase
+ 1 + i
, pItem
->GetEnchantmentId(EnchantmentSlot(i
)));
10510 // Use SetInt16Value to prevent set high part to FFFF for negative value
10511 SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0, pItem
->GetItemRandomPropertyId());
10512 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), pItem
->GetItemSuffixFactor());
10516 SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10518 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (slot
* MAX_VISIBLE_ITEM_OFFSET
);
10519 SetUInt32Value(VisibleBase
+ 0, 0);
10521 for(int i
= 0; i
< MAX_INSPECTED_ENCHANTMENT_SLOT
; ++i
)
10522 SetUInt32Value(VisibleBase
+ 1 + i
, 0);
10524 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 0 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10525 SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES
+ 1 + (slot
* MAX_VISIBLE_ITEM_OFFSET
), 0);
10529 void Player::VisualizeItem( uint8 slot
, Item
*pItem
)
10534 // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
10535 if( pItem
->GetProto()->Bonding
== BIND_WHEN_EQUIPED
|| pItem
->GetProto()->Bonding
== BIND_WHEN_PICKED_UP
|| pItem
->GetProto()->Bonding
== BIND_QUEST_ITEM
)
10536 pItem
->SetBinding( true );
10538 sLog
.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot
, pItem
->GetEntry());
10540 m_items
[slot
] = pItem
;
10541 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), pItem
->GetGUID() );
10542 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, GetGUID() );
10543 pItem
->SetUInt64Value( ITEM_FIELD_OWNER
, GetGUID() );
10544 pItem
->SetSlot( slot
);
10545 pItem
->SetContainer( NULL
);
10547 if( slot
< EQUIPMENT_SLOT_END
)
10548 SetVisibleItemSlot(slot
,pItem
);
10550 pItem
->SetState(ITEM_CHANGED
, this);
10553 void Player::RemoveItem( uint8 bag
, uint8 slot
, bool update
)
10555 // note: removeitem does not actually change the item
10556 // it only takes the item out of storage temporarily
10557 // note2: if removeitem is to be used for delinking
10558 // the item must be removed from the player's updatequeue
10560 Item
*pItem
= GetItemByPos( bag
, slot
);
10563 sLog
.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10565 RemoveEnchantmentDurations(pItem
);
10566 RemoveItemDurations(pItem
);
10568 if( bag
== INVENTORY_SLOT_BAG_0
)
10570 if ( slot
< INVENTORY_SLOT_BAG_END
)
10572 ItemPrototype
const *pProto
= pItem
->GetProto();
10573 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10575 if(pProto
&& pProto
->ItemSet
)
10576 RemoveItemsSetItem(this,pProto
);
10578 _ApplyItemMods(pItem
, slot
, false);
10580 // remove item dependent auras and casts (only weapon and armor slots)
10581 if(slot
< EQUIPMENT_SLOT_END
)
10582 RemoveItemDependentAurasAndCasts(pItem
);
10584 // remove held enchantments
10585 if ( slot
== EQUIPMENT_SLOT_MAINHAND
)
10587 if (pItem
->GetItemSuffixFactor())
10589 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3
);
10590 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4
);
10594 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0
);
10595 pItem
->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1
);
10600 m_items
[slot
] = NULL
;
10601 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10603 if ( slot
< EQUIPMENT_SLOT_END
)
10604 SetVisibleItemSlot(slot
,NULL
);
10608 Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
);
10610 pBag
->RemoveItem(slot
, update
);
10612 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10613 // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code
10614 pItem
->SetSlot( NULL_SLOT
);
10615 if( IsInWorld() && update
)
10616 pItem
->SendUpdateToPlayer( this );
10618 if( slot
== EQUIPMENT_SLOT_MAINHAND
)
10619 UpdateExpertise(BASE_ATTACK
);
10620 else if( slot
== EQUIPMENT_SLOT_OFFHAND
)
10621 UpdateExpertise(OFF_ATTACK
);
10625 // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
10626 void Player::MoveItemFromInventory(uint8 bag
, uint8 slot
, bool update
)
10628 if(Item
* it
= GetItemByPos(bag
,slot
))
10630 ItemRemovedQuestCheck(it
->GetEntry(),it
->GetCount());
10631 RemoveItem( bag
,slot
,update
);
10632 it
->RemoveFromUpdateQueueOf(this);
10633 if(it
->IsInWorld())
10635 it
->RemoveFromWorld();
10636 it
->DestroyForPlayer( this );
10641 // Common operation need to add item from inventory without delete in trade, guild bank, mail....
10642 void Player::MoveItemToInventory(ItemPosCountVec
const& dest
, Item
* pItem
, bool update
, bool in_characterInventoryDB
)
10644 // update quest counters
10645 ItemAddedQuestCheck(pItem
->GetEntry(),pItem
->GetCount());
10648 Item
* pLastItem
= StoreItem( dest
, pItem
, update
);
10650 // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
10651 if(pLastItem
==pItem
)
10653 // update owner for last item (this can be original item with wrong owner
10654 if(pLastItem
->GetOwnerGUID() != GetGUID())
10655 pLastItem
->SetOwnerGUID(GetGUID());
10657 // if this original item then it need create record in inventory
10658 // in case trade we already have item in other player inventory
10659 pLastItem
->SetState(in_characterInventoryDB
? ITEM_CHANGED
: ITEM_NEW
, this);
10663 void Player::DestroyItem( uint8 bag
, uint8 slot
, bool update
)
10665 Item
*pItem
= GetItemByPos( bag
, slot
);
10668 sLog
.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag
, slot
, pItem
->GetEntry());
10670 // start from destroy contained items (only equipped bag can have its)
10671 if (pItem
->IsBag() && pItem
->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
10673 for (int i
= 0; i
< MAX_BAG_SIZE
; i
++)
10674 DestroyItem(slot
,i
,update
);
10677 if(pItem
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_WRAPPED
))
10678 CharacterDatabase
.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem
->GetGUIDLow());
10680 RemoveEnchantmentDurations(pItem
);
10681 RemoveItemDurations(pItem
);
10683 ItemRemovedQuestCheck( pItem
->GetEntry(), pItem
->GetCount() );
10685 if( bag
== INVENTORY_SLOT_BAG_0
)
10687 SetUInt64Value((uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
*2)), 0);
10689 // equipment and equipped bags can have applied bonuses
10690 if ( slot
< INVENTORY_SLOT_BAG_END
)
10692 ItemPrototype
const *pProto
= pItem
->GetProto();
10694 // item set bonuses applied only at equip and removed at unequip, and still active for broken items
10695 if(pProto
&& pProto
->ItemSet
)
10696 RemoveItemsSetItem(this,pProto
);
10698 _ApplyItemMods(pItem
, slot
, false);
10701 if ( slot
< EQUIPMENT_SLOT_END
)
10703 // remove item dependent auras and casts (only weapon and armor slots)
10704 RemoveItemDependentAurasAndCasts(pItem
);
10706 // equipment visual show
10707 SetVisibleItemSlot(slot
,NULL
);
10710 m_items
[slot
] = NULL
;
10712 else if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, bag
))
10713 pBag
->RemoveItem(slot
, update
);
10715 if( IsInWorld() && update
)
10717 pItem
->RemoveFromWorld();
10718 pItem
->DestroyForPlayer(this);
10721 //pItem->SetOwnerGUID(0);
10722 pItem
->SetUInt64Value( ITEM_FIELD_CONTAINED
, 0 );
10723 pItem
->SetSlot( NULL_SLOT
);
10724 pItem
->SetState(ITEM_REMOVED
, this);
10728 void Player::DestroyItemCount( uint32 item
, uint32 count
, bool update
, bool unequip_check
)
10730 sLog
.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item
, count
);
10732 ItemPrototype
const *pProto
;
10733 uint32 remcount
= 0;
10736 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10738 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10739 if( pItem
&& pItem
->GetEntry() == item
)
10741 if( pItem
->GetCount() + remcount
<= count
)
10743 // all items in inventory can unequipped
10744 remcount
+= pItem
->GetCount();
10745 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10747 if(remcount
>=count
)
10752 pProto
= pItem
->GetProto();
10753 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10754 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10755 if( IsInWorld() & update
)
10756 pItem
->SendUpdateToPlayer( this );
10757 pItem
->SetState(ITEM_CHANGED
, this);
10762 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
10764 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10765 if( pItem
&& pItem
->GetEntry() == item
)
10767 if( pItem
->GetCount() + remcount
<= count
)
10769 // all keys can be unequipped
10770 remcount
+= pItem
->GetCount();
10771 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10773 if(remcount
>=count
)
10778 pProto
= pItem
->GetProto();
10779 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10780 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10781 if( IsInWorld() & update
)
10782 pItem
->SendUpdateToPlayer( this );
10783 pItem
->SetState(ITEM_CHANGED
, this);
10789 // in inventory bags
10790 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10792 if(Bag
*pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
10794 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10796 pItem
= pBag
->GetItemByPos(j
);
10797 if( pItem
&& pItem
->GetEntry() == item
)
10799 // all items in bags can be unequipped
10800 if( pItem
->GetCount() + remcount
<= count
)
10802 remcount
+= pItem
->GetCount();
10803 DestroyItem( i
, j
, update
);
10805 if(remcount
>=count
)
10810 pProto
= pItem
->GetProto();
10811 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10812 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10813 if( IsInWorld() && update
)
10814 pItem
->SendUpdateToPlayer( this );
10815 pItem
->SetState(ITEM_CHANGED
, this);
10823 // in equipment and bag list
10824 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10826 pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10827 if( pItem
&& pItem
->GetEntry() == item
)
10829 if( pItem
->GetCount() + remcount
<= count
)
10831 if(!unequip_check
|| CanUnequipItem(INVENTORY_SLOT_BAG_0
<< 8 | i
,false) == EQUIP_ERR_OK
)
10833 remcount
+= pItem
->GetCount();
10834 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10836 if(remcount
>=count
)
10842 pProto
= pItem
->GetProto();
10843 ItemRemovedQuestCheck( pItem
->GetEntry(), count
- remcount
);
10844 pItem
->SetCount( pItem
->GetCount() - count
+ remcount
);
10845 if( IsInWorld() & update
)
10846 pItem
->SendUpdateToPlayer( this );
10847 pItem
->SetState(ITEM_CHANGED
, this);
10854 void Player::DestroyZoneLimitedItem( bool update
, uint32 new_zone
)
10856 sLog
.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone
);
10859 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10861 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10862 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10863 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10865 for(int i
= KEYRING_SLOT_START
; i
< QUESTBAG_SLOT_END
; i
++)
10867 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10868 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10869 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10872 // in inventory bags
10873 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10875 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10878 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10880 Item
* pItem
= pBag
->GetItemByPos(j
);
10881 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10882 DestroyItem( i
, j
, update
);
10887 // in equipment and bag list
10888 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10890 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10891 if( pItem
&& pItem
->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone
) )
10892 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10896 void Player::DestroyConjuredItems( bool update
)
10898 // used when entering arena
10899 // destroys all conjured items
10900 sLog
.outDebug( "STORAGE: DestroyConjuredItems" );
10903 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
10905 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10906 if( pItem
&& pItem
->GetProto() &&
10907 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10908 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10909 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10912 // in inventory bags
10913 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10915 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10918 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
10920 Item
* pItem
= pBag
->GetItemByPos(j
);
10921 if( pItem
&& pItem
->GetProto() &&
10922 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10923 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10924 DestroyItem( i
, j
, update
);
10929 // in equipment and bag list
10930 for(int i
= EQUIPMENT_SLOT_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
10932 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
10933 if( pItem
&& pItem
->GetProto() &&
10934 (pItem
->GetProto()->Class
== ITEM_CLASS_CONSUMABLE
) &&
10935 (pItem
->GetProto()->Flags
& ITEM_FLAGS_CONJURED
) )
10936 DestroyItem( INVENTORY_SLOT_BAG_0
, i
, update
);
10940 void Player::DestroyItemCount( Item
* pItem
, uint32
&count
, bool update
)
10945 sLog
.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem
->GetGUIDLow(),pItem
->GetEntry(), count
);
10947 if( pItem
->GetCount() <= count
)
10949 count
-= pItem
->GetCount();
10951 DestroyItem( pItem
->GetBagSlot(),pItem
->GetSlot(), update
);
10955 ItemRemovedQuestCheck( pItem
->GetEntry(), count
);
10956 pItem
->SetCount( pItem
->GetCount() - count
);
10958 if( IsInWorld() & update
)
10959 pItem
->SendUpdateToPlayer( this );
10960 pItem
->SetState(ITEM_CHANGED
, this);
10964 void Player::SplitItem( uint16 src
, uint16 dst
, uint32 count
)
10966 uint8 srcbag
= src
>> 8;
10967 uint8 srcslot
= src
& 255;
10969 uint8 dstbag
= dst
>> 8;
10970 uint8 dstslot
= dst
& 255;
10972 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
10975 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
10979 // not let split all items (can be only at cheating)
10980 if(pSrcItem
->GetCount() == count
)
10982 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
10986 // not let split more existed items (can be only at cheating)
10987 if(pSrcItem
->GetCount() < count
)
10989 SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT
, pSrcItem
, NULL
);
10993 if(pSrcItem
->m_lootGenerated
) // prevent split looting item (item
10995 //best error message found for attempting to split while looting
10996 SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS
, pSrcItem
, NULL
);
11000 sLog
.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag
, dstslot
, pSrcItem
->GetEntry(), count
);
11001 Item
*pNewItem
= pSrcItem
->CloneItem( count
, this );
11004 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, pSrcItem
, NULL
);
11008 if( IsInventoryPos( dst
) )
11010 // change item amount before check (for unique max count check)
11011 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11013 ItemPosCountVec dest
;
11014 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11015 if( msg
!= EQUIP_ERR_OK
)
11018 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11019 SendEquipError( msg
, pSrcItem
, NULL
);
11024 pSrcItem
->SendUpdateToPlayer( this );
11025 pSrcItem
->SetState(ITEM_CHANGED
, this);
11026 StoreItem( dest
, pNewItem
, true);
11028 else if( IsBankPos ( dst
) )
11030 // change item amount before check (for unique max count check)
11031 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11033 ItemPosCountVec dest
;
11034 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pNewItem
, false );
11035 if( msg
!= EQUIP_ERR_OK
)
11038 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11039 SendEquipError( msg
, pSrcItem
, NULL
);
11044 pSrcItem
->SendUpdateToPlayer( this );
11045 pSrcItem
->SetState(ITEM_CHANGED
, this);
11046 BankItem( dest
, pNewItem
, true);
11048 else if( IsEquipmentPos ( dst
) )
11050 // change item amount before check (for unique max count check), provide space for splitted items
11051 pSrcItem
->SetCount( pSrcItem
->GetCount() - count
);
11054 uint8 msg
= CanEquipItem( dstslot
, dest
, pNewItem
, false );
11055 if( msg
!= EQUIP_ERR_OK
)
11058 pSrcItem
->SetCount( pSrcItem
->GetCount() + count
);
11059 SendEquipError( msg
, pSrcItem
, NULL
);
11064 pSrcItem
->SendUpdateToPlayer( this );
11065 pSrcItem
->SetState(ITEM_CHANGED
, this);
11066 EquipItem( dest
, pNewItem
, true);
11067 AutoUnequipOffhandIfNeed();
11071 void Player::SwapItem( uint16 src
, uint16 dst
)
11073 uint8 srcbag
= src
>> 8;
11074 uint8 srcslot
= src
& 255;
11076 uint8 dstbag
= dst
>> 8;
11077 uint8 dstslot
= dst
& 255;
11079 Item
*pSrcItem
= GetItemByPos( srcbag
, srcslot
);
11080 Item
*pDstItem
= GetItemByPos( dstbag
, dstslot
);
11085 sLog
.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag
, dstslot
, pSrcItem
->GetEntry());
11089 SendEquipError( EQUIP_ERR_YOU_ARE_DEAD
, pSrcItem
, pDstItem
);
11093 if(pSrcItem
->m_lootGenerated
) // prevent swap looting item
11095 //best error message found for attempting to swap while looting
11096 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pSrcItem
, NULL
);
11100 // check unequip potability for equipped items and bank bags
11101 if(IsEquipmentPos ( src
) || IsBagPos ( src
))
11103 // bags can be swapped with empty bag slots
11104 uint8 msg
= CanUnequipItem( src
, !IsBagPos ( src
) || IsBagPos ( dst
));
11105 if(msg
!= EQUIP_ERR_OK
)
11107 SendEquipError( msg
, pSrcItem
, pDstItem
);
11112 // prevent put equipped/bank bag in self
11113 if( IsBagPos ( src
) && srcslot
== dstbag
)
11115 SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG
, pSrcItem
, pDstItem
);
11121 if( IsInventoryPos( dst
) )
11123 ItemPosCountVec dest
;
11124 uint8 msg
= CanStoreItem( dstbag
, dstslot
, dest
, pSrcItem
, false );
11125 if( msg
!= EQUIP_ERR_OK
)
11127 SendEquipError( msg
, pSrcItem
, NULL
);
11131 RemoveItem(srcbag
, srcslot
, true);
11132 StoreItem( dest
, pSrcItem
, true);
11134 else if( IsBankPos ( dst
) )
11136 ItemPosCountVec dest
;
11137 uint8 msg
= CanBankItem( dstbag
, dstslot
, dest
, pSrcItem
, false);
11138 if( msg
!= EQUIP_ERR_OK
)
11140 SendEquipError( msg
, pSrcItem
, NULL
);
11144 RemoveItem(srcbag
, srcslot
, true);
11145 BankItem( dest
, pSrcItem
, true);
11147 else if( IsEquipmentPos ( dst
) )
11150 uint8 msg
= CanEquipItem( dstslot
, dest
, pSrcItem
, false );
11151 if( msg
!= EQUIP_ERR_OK
)
11153 SendEquipError( msg
, pSrcItem
, NULL
);
11157 RemoveItem(srcbag
, srcslot
, true);
11158 EquipItem( dest
, pSrcItem
, true);
11159 AutoUnequipOffhandIfNeed();
11162 else // if (!pDstItem)
11164 if(pDstItem
->m_lootGenerated
) // prevent swap looting item
11166 //best error message found for attempting to swap while looting
11167 SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW
, pDstItem
, NULL
);
11171 // check unequip potability for equipped items and bank bags
11172 if(IsEquipmentPos ( dst
) || IsBagPos ( dst
))
11174 // bags can be swapped with empty bag slots
11175 uint8 msg
= CanUnequipItem( dst
, !IsBagPos ( dst
) || IsBagPos ( src
) );
11176 if(msg
!= EQUIP_ERR_OK
)
11178 SendEquipError( msg
, pSrcItem
, pDstItem
);
11183 // attempt merge to / fill target item
11186 ItemPosCountVec sDest
;
11188 if( IsInventoryPos( dst
) )
11189 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11190 else if( IsBankPos ( dst
) )
11191 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, false );
11192 else if( IsEquipmentPos ( dst
) )
11193 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, false );
11197 // can be merge/fill
11198 if(msg
== EQUIP_ERR_OK
)
11200 if( pSrcItem
->GetCount() + pDstItem
->GetCount() <= pSrcItem
->GetProto()->GetMaxStackSize())
11202 RemoveItem(srcbag
, srcslot
, true);
11204 if( IsInventoryPos( dst
) )
11205 StoreItem( sDest
, pSrcItem
, true);
11206 else if( IsBankPos ( dst
) )
11207 BankItem( sDest
, pSrcItem
, true);
11208 else if( IsEquipmentPos ( dst
) )
11210 EquipItem( eDest
, pSrcItem
, true);
11211 AutoUnequipOffhandIfNeed();
11216 pSrcItem
->SetCount( pSrcItem
->GetCount() + pDstItem
->GetCount() - pSrcItem
->GetProto()->GetMaxStackSize());
11217 pDstItem
->SetCount( pSrcItem
->GetProto()->GetMaxStackSize());
11218 pSrcItem
->SetState(ITEM_CHANGED
, this);
11219 pDstItem
->SetState(ITEM_CHANGED
, this);
11222 pSrcItem
->SendUpdateToPlayer( this );
11223 pDstItem
->SendUpdateToPlayer( this );
11230 // impossible merge/fill, do real swap
11233 // check src->dest move possibility
11234 ItemPosCountVec sDest
;
11236 if( IsInventoryPos( dst
) )
11237 msg
= CanStoreItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11238 else if( IsBankPos( dst
) )
11239 msg
= CanBankItem( dstbag
, dstslot
, sDest
, pSrcItem
, true );
11240 else if( IsEquipmentPos( dst
) )
11242 msg
= CanEquipItem( dstslot
, eDest
, pSrcItem
, true );
11243 if( msg
== EQUIP_ERR_OK
)
11244 msg
= CanUnequipItem( eDest
, true );
11247 if( msg
!= EQUIP_ERR_OK
)
11249 SendEquipError( msg
, pSrcItem
, pDstItem
);
11253 // check dest->src move possibility
11254 ItemPosCountVec sDest2
;
11256 if( IsInventoryPos( src
) )
11257 msg
= CanStoreItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11258 else if( IsBankPos( src
) )
11259 msg
= CanBankItem( srcbag
, srcslot
, sDest2
, pDstItem
, true );
11260 else if( IsEquipmentPos( src
) )
11262 msg
= CanEquipItem( srcslot
, eDest2
, pDstItem
, true);
11263 if( msg
== EQUIP_ERR_OK
)
11264 msg
= CanUnequipItem( eDest2
, true);
11267 if( msg
!= EQUIP_ERR_OK
)
11269 SendEquipError( msg
, pDstItem
, pSrcItem
);
11273 // now do moves, remove...
11274 RemoveItem(dstbag
, dstslot
, false);
11275 RemoveItem(srcbag
, srcslot
, false);
11278 if( IsInventoryPos( dst
) )
11279 StoreItem(sDest
, pSrcItem
, true);
11280 else if( IsBankPos( dst
) )
11281 BankItem(sDest
, pSrcItem
, true);
11282 else if( IsEquipmentPos( dst
) )
11283 EquipItem(eDest
, pSrcItem
, true);
11286 if( IsInventoryPos( src
) )
11287 StoreItem(sDest2
, pDstItem
, true);
11288 else if( IsBankPos( src
) )
11289 BankItem(sDest2
, pDstItem
, true);
11290 else if( IsEquipmentPos( src
) )
11291 EquipItem(eDest2
, pDstItem
, true);
11293 AutoUnequipOffhandIfNeed();
11297 void Player::AddItemToBuyBackSlot( Item
*pItem
)
11301 uint32 slot
= m_currentBuybackSlot
;
11302 // if current back slot non-empty search oldest or free
11305 uint32 oldest_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
);
11306 uint32 oldest_slot
= BUYBACK_SLOT_START
;
11308 for(uint32 i
= BUYBACK_SLOT_START
+1; i
< BUYBACK_SLOT_END
; ++i
)
11317 uint32 i_time
= GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ i
- BUYBACK_SLOT_START
);
11319 if(oldest_time
> i_time
)
11321 oldest_time
= i_time
;
11327 slot
= oldest_slot
;
11330 RemoveItemFromBuyBackSlot( slot
, true );
11331 sLog
.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem
->GetEntry(), slot
);
11333 m_items
[slot
] = pItem
;
11334 time_t base
= time(NULL
);
11335 uint32 etime
= uint32(base
- m_logintime
+ (30 * 3600));
11336 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11338 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, pItem
->GetGUID() );
11339 ItemPrototype
const *pProto
= pItem
->GetProto();
11341 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, pProto
->SellPrice
* pItem
->GetCount() );
11343 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11344 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, (uint32
)etime
);
11346 // move to next (for non filled list is move most optimized choice)
11347 if(m_currentBuybackSlot
< BUYBACK_SLOT_END
-1)
11348 ++m_currentBuybackSlot
;
11352 Item
* Player::GetItemFromBuyBackSlot( uint32 slot
)
11354 sLog
.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot
);
11355 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11356 return m_items
[slot
];
11360 void Player::RemoveItemFromBuyBackSlot( uint32 slot
, bool del
)
11362 sLog
.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot
);
11363 if( slot
>= BUYBACK_SLOT_START
&& slot
< BUYBACK_SLOT_END
)
11365 Item
*pItem
= m_items
[slot
];
11368 pItem
->RemoveFromWorld();
11369 if(del
) pItem
->SetState(ITEM_REMOVED
, this);
11372 m_items
[slot
] = NULL
;
11374 uint32 eslot
= slot
- BUYBACK_SLOT_START
;
11375 SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1
+ eslot
* 2, 0 );
11376 SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1
+ eslot
, 0 );
11377 SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1
+ eslot
, 0 );
11379 // if current backslot is filled set to now free slot
11380 if(m_items
[m_currentBuybackSlot
])
11381 m_currentBuybackSlot
= slot
;
11385 void Player::SendEquipError( uint8 msg
, Item
* pItem
, Item
*pItem2
)
11387 sLog
.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)",msg
);
11388 WorldPacket
data( SMSG_INVENTORY_CHANGE_FAILURE
, (msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
? 22 : 18) );
11389 data
<< uint8(msg
);
11393 data
<< uint64(pItem
? pItem
->GetGUID() : 0);
11394 data
<< uint64(pItem2
? pItem2
->GetGUID() : 0);
11395 data
<< uint8(0); // not 0 there...
11397 if(msg
== EQUIP_ERR_CANT_EQUIP_LEVEL_I
)
11402 if(ItemPrototype
const* proto
= pItem
->GetProto())
11403 level
= proto
->RequiredLevel
;
11405 data
<< uint32(level
); // new 2.4.0
11408 GetSession()->SendPacket(&data
);
11411 void Player::SendBuyError( uint8 msg
, Creature
* pCreature
, uint32 item
, uint32 param
)
11413 sLog
.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
11414 WorldPacket
data( SMSG_BUY_FAILED
, (8+4+4+1) );
11415 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11416 data
<< uint32(item
);
11418 data
<< uint32(param
);
11419 data
<< uint8(msg
);
11420 GetSession()->SendPacket(&data
);
11423 void Player::SendSellError( uint8 msg
, Creature
* pCreature
, uint64 guid
, uint32 param
)
11425 sLog
.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
11426 WorldPacket
data( SMSG_SELL_ITEM
,(8+8+(param
?4:0)+1)); // last check 2.0.10
11427 data
<< uint64(pCreature
? pCreature
->GetGUID() : 0);
11428 data
<< uint64(guid
);
11430 data
<< uint32(param
);
11431 data
<< uint8(msg
);
11432 GetSession()->SendPacket(&data
);
11435 void Player::ClearTrade()
11438 acceptTrade
= false;
11439 for(int i
= 0; i
< TRADE_SLOT_COUNT
; i
++)
11440 tradeItems
[i
] = NULL_SLOT
;
11443 void Player::TradeCancel(bool sendback
)
11447 // send yellow "Trade canceled" message to both traders
11451 ws
->SendCancelTrade();
11452 ws
= pTrader
->GetSession();
11453 if(!ws
->PlayerLogout())
11454 ws
->SendCancelTrade();
11458 pTrader
->ClearTrade();
11459 // prevent loss of reference
11460 pTrader
->pTrader
= NULL
;
11465 void Player::UpdateItemDuration(uint32 time
, bool realtimeonly
)
11467 if(m_itemDuration
.empty())
11470 sLog
.outDebug("Player::UpdateItemDuration(%u,%u)", time
,realtimeonly
);
11472 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); )
11475 ++itr
; // current element can be erased in UpdateDuration
11477 if (realtimeonly
&& item
->GetProto()->Duration
< 0 || !realtimeonly
)
11478 item
->UpdateDuration(this,time
);
11482 void Player::UpdateEnchantTime(uint32 time
)
11484 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11488 if(!itr
->item
->GetEnchantmentId(itr
->slot
))
11490 next
= m_enchantDuration
.erase(itr
);
11492 else if(itr
->leftduration
<= time
)
11494 ApplyEnchantment(itr
->item
,itr
->slot
,false,false);
11495 itr
->item
->ClearEnchantment(itr
->slot
);
11496 next
= m_enchantDuration
.erase(itr
);
11498 else if(itr
->leftduration
> time
)
11500 itr
->leftduration
-= time
;
11506 void Player::AddEnchantmentDurations(Item
*item
)
11508 for(int x
=0;x
<MAX_ENCHANTMENT_SLOT
;++x
)
11510 if(!item
->GetEnchantmentId(EnchantmentSlot(x
)))
11513 uint32 duration
= item
->GetEnchantmentDuration(EnchantmentSlot(x
));
11515 AddEnchantmentDuration(item
,EnchantmentSlot(x
),duration
);
11519 void Player::RemoveEnchantmentDurations(Item
*item
)
11521 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();)
11523 if(itr
->item
== item
)
11525 // save duration in item
11526 item
->SetEnchantmentDuration(EnchantmentSlot(itr
->slot
),itr
->leftduration
);
11527 itr
= m_enchantDuration
.erase(itr
);
11534 void Player::RemoveAllEnchantments(EnchantmentSlot slot
)
11536 // remove enchantments from equipped items first to clean up the m_enchantDuration list
11537 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin(),next
;itr
!= m_enchantDuration
.end();itr
=next
)
11540 if(itr
->slot
==slot
)
11542 if(itr
->item
&& itr
->item
->GetEnchantmentId(slot
))
11544 // remove from stats
11545 ApplyEnchantment(itr
->item
,slot
,false,false);
11547 itr
->item
->ClearEnchantment(slot
);
11549 // remove from update list
11550 next
= m_enchantDuration
.erase(itr
);
11556 // remove enchants from inventory items
11557 // NOTE: no need to remove these from stats, since these aren't equipped
11559 for(int i
= INVENTORY_SLOT_ITEM_START
; i
< INVENTORY_SLOT_ITEM_END
; i
++)
11561 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11562 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11563 pItem
->ClearEnchantment(slot
);
11566 // in inventory bags
11567 for(int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
; i
++)
11569 Bag
* pBag
= (Bag
*)GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
11572 for(uint32 j
= 0; j
< pBag
->GetBagSize(); j
++)
11574 Item
* pItem
= pBag
->GetItemByPos(j
);
11575 if( pItem
&& pItem
->GetEnchantmentId(slot
) )
11576 pItem
->ClearEnchantment(slot
);
11582 // duration == 0 will remove item enchant
11583 void Player::AddEnchantmentDuration(Item
*item
,EnchantmentSlot slot
,uint32 duration
)
11588 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11591 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11593 if(itr
->item
== item
&& itr
->slot
== slot
)
11595 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
11596 m_enchantDuration
.erase(itr
);
11600 if(item
&& duration
> 0 )
11602 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item
->GetGUID(),slot
,uint32(duration
/1000));
11603 m_enchantDuration
.push_back(EnchantDuration(item
,slot
,duration
));
11607 void Player::ApplyEnchantment(Item
*item
,bool apply
)
11609 for(uint32 slot
= 0; slot
< MAX_ENCHANTMENT_SLOT
; ++slot
)
11610 ApplyEnchantment(item
, EnchantmentSlot(slot
), apply
);
11613 void Player::ApplyEnchantment(Item
*item
,EnchantmentSlot slot
,bool apply
, bool apply_dur
, bool ignore_condition
)
11618 if(!item
->IsEquipped())
11621 if(slot
>= MAX_ENCHANTMENT_SLOT
)
11624 uint32 enchant_id
= item
->GetEnchantmentId(slot
);
11628 SpellItemEnchantmentEntry
const *pEnchant
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
11632 if(!ignore_condition
&& pEnchant
->EnchantmentCondition
&& !((Player
*)this)->EnchantmentFitsRequirements(pEnchant
->EnchantmentCondition
, -1))
11635 for (int s
=0; s
<3; s
++)
11637 uint32 enchant_display_type
= pEnchant
->type
[s
];
11638 uint32 enchant_amount
= pEnchant
->amount
[s
];
11639 uint32 enchant_spell_id
= pEnchant
->spellid
[s
];
11641 switch(enchant_display_type
)
11643 case ITEM_ENCHANTMENT_TYPE_NONE
:
11645 case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL
:
11646 // processed in Player::CastItemCombatSpell
11648 case ITEM_ENCHANTMENT_TYPE_DAMAGE
:
11649 if (item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11650 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11651 else if (item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11652 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11653 else if (item
->GetSlot() == EQUIPMENT_SLOT_RANGED
)
11654 HandleStatModifier(UNIT_MOD_DAMAGE_RANGED
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11656 case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL
:
11657 if(enchant_spell_id
)
11661 int32 basepoints
= 0;
11662 // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
11663 if (item
->GetItemRandomPropertyId())
11665 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11668 // Search enchant_amount
11669 for (int k
=0; k
<3; k
++)
11671 if(item_rand
->enchant_id
[k
] == enchant_id
)
11673 basepoints
= int32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11679 // Cast custom spell vs all equal basepoints getted from enchant_amount
11681 CastCustomSpell(this,enchant_spell_id
,&basepoints
,&basepoints
,&basepoints
,true,item
);
11683 CastSpell(this,enchant_spell_id
,true,item
);
11686 RemoveAurasDueToItemSpell(item
,enchant_spell_id
);
11689 case ITEM_ENCHANTMENT_TYPE_RESISTANCE
:
11690 if (!enchant_amount
)
11692 ItemRandomSuffixEntry
const *item_rand
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11695 for (int k
=0; k
<3; k
++)
11697 if(item_rand
->enchant_id
[k
] == enchant_id
)
11699 enchant_amount
= uint32((item_rand
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11706 HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START
+ enchant_spell_id
), TOTAL_VALUE
, float(enchant_amount
), apply
);
11708 case ITEM_ENCHANTMENT_TYPE_STAT
:
11710 if (!enchant_amount
)
11712 ItemRandomSuffixEntry
const *item_rand_suffix
= sItemRandomSuffixStore
.LookupEntry(abs(item
->GetItemRandomPropertyId()));
11713 if(item_rand_suffix
)
11715 for (int k
=0; k
<3; k
++)
11717 if(item_rand_suffix
->enchant_id
[k
] == enchant_id
)
11719 enchant_amount
= uint32((item_rand_suffix
->prefix
[k
]*item
->GetItemSuffixFactor()) / 10000 );
11726 sLog
.outDebug("Adding %u to stat nb %u",enchant_amount
,enchant_spell_id
);
11727 switch (enchant_spell_id
)
11729 case ITEM_MOD_AGILITY
:
11730 sLog
.outDebug("+ %u AGILITY",enchant_amount
);
11731 HandleStatModifier(UNIT_MOD_STAT_AGILITY
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11732 ApplyStatBuffMod(STAT_AGILITY
, enchant_amount
, apply
);
11734 case ITEM_MOD_STRENGTH
:
11735 sLog
.outDebug("+ %u STRENGTH",enchant_amount
);
11736 HandleStatModifier(UNIT_MOD_STAT_STRENGTH
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11737 ApplyStatBuffMod(STAT_STRENGTH
, enchant_amount
, apply
);
11739 case ITEM_MOD_INTELLECT
:
11740 sLog
.outDebug("+ %u INTELLECT",enchant_amount
);
11741 HandleStatModifier(UNIT_MOD_STAT_INTELLECT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11742 ApplyStatBuffMod(STAT_INTELLECT
, enchant_amount
, apply
);
11744 case ITEM_MOD_SPIRIT
:
11745 sLog
.outDebug("+ %u SPIRIT",enchant_amount
);
11746 HandleStatModifier(UNIT_MOD_STAT_SPIRIT
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11747 ApplyStatBuffMod(STAT_SPIRIT
, enchant_amount
, apply
);
11749 case ITEM_MOD_STAMINA
:
11750 sLog
.outDebug("+ %u STAMINA",enchant_amount
);
11751 HandleStatModifier(UNIT_MOD_STAT_STAMINA
, TOTAL_VALUE
, float(enchant_amount
), apply
);
11752 ApplyStatBuffMod(STAT_STAMINA
, enchant_amount
, apply
);
11754 case ITEM_MOD_DEFENSE_SKILL_RATING
:
11755 ((Player
*)this)->ApplyRatingMod(CR_DEFENSE_SKILL
, enchant_amount
, apply
);
11756 sLog
.outDebug("+ %u DEFENCE", enchant_amount
);
11758 case ITEM_MOD_DODGE_RATING
:
11759 ((Player
*)this)->ApplyRatingMod(CR_DODGE
, enchant_amount
, apply
);
11760 sLog
.outDebug("+ %u DODGE", enchant_amount
);
11762 case ITEM_MOD_PARRY_RATING
:
11763 ((Player
*)this)->ApplyRatingMod(CR_PARRY
, enchant_amount
, apply
);
11764 sLog
.outDebug("+ %u PARRY", enchant_amount
);
11766 case ITEM_MOD_BLOCK_RATING
:
11767 ((Player
*)this)->ApplyRatingMod(CR_BLOCK
, enchant_amount
, apply
);
11768 sLog
.outDebug("+ %u SHIELD_BLOCK", enchant_amount
);
11770 case ITEM_MOD_HIT_MELEE_RATING
:
11771 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11772 sLog
.outDebug("+ %u MELEE_HIT", enchant_amount
);
11774 case ITEM_MOD_HIT_RANGED_RATING
:
11775 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11776 sLog
.outDebug("+ %u RANGED_HIT", enchant_amount
);
11778 case ITEM_MOD_HIT_SPELL_RATING
:
11779 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11780 sLog
.outDebug("+ %u SPELL_HIT", enchant_amount
);
11782 case ITEM_MOD_CRIT_MELEE_RATING
:
11783 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11784 sLog
.outDebug("+ %u MELEE_CRIT", enchant_amount
);
11786 case ITEM_MOD_CRIT_RANGED_RATING
:
11787 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11788 sLog
.outDebug("+ %u RANGED_CRIT", enchant_amount
);
11790 case ITEM_MOD_CRIT_SPELL_RATING
:
11791 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11792 sLog
.outDebug("+ %u SPELL_CRIT", enchant_amount
);
11794 // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
11796 // case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
11797 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11799 // case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
11800 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11802 // case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
11803 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11805 // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
11806 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11808 // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
11809 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11811 // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
11812 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11814 // case ITEM_MOD_HASTE_MELEE_RATING:
11815 // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
11817 // case ITEM_MOD_HASTE_RANGED_RATING:
11818 // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
11820 case ITEM_MOD_HASTE_SPELL_RATING
:
11821 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11823 case ITEM_MOD_HIT_RATING
:
11824 ((Player
*)this)->ApplyRatingMod(CR_HIT_MELEE
, enchant_amount
, apply
);
11825 ((Player
*)this)->ApplyRatingMod(CR_HIT_RANGED
, enchant_amount
, apply
);
11826 ((Player
*)this)->ApplyRatingMod(CR_HIT_SPELL
, enchant_amount
, apply
);
11827 sLog
.outDebug("+ %u HIT", enchant_amount
);
11829 case ITEM_MOD_CRIT_RATING
:
11830 ((Player
*)this)->ApplyRatingMod(CR_CRIT_MELEE
, enchant_amount
, apply
);
11831 ((Player
*)this)->ApplyRatingMod(CR_CRIT_RANGED
, enchant_amount
, apply
);
11832 ((Player
*)this)->ApplyRatingMod(CR_CRIT_SPELL
, enchant_amount
, apply
);
11833 sLog
.outDebug("+ %u CRITICAL", enchant_amount
);
11835 // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
11836 // case ITEM_MOD_HIT_TAKEN_RATING:
11837 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
11838 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
11839 // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
11841 // case ITEM_MOD_CRIT_TAKEN_RATING:
11842 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
11843 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
11844 // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
11846 case ITEM_MOD_RESILIENCE_RATING
:
11847 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE
, enchant_amount
, apply
);
11848 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED
, enchant_amount
, apply
);
11849 ((Player
*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL
, enchant_amount
, apply
);
11850 sLog
.outDebug("+ %u RESILIENCE", enchant_amount
);
11852 case ITEM_MOD_HASTE_RATING
:
11853 ((Player
*)this)->ApplyRatingMod(CR_HASTE_MELEE
, enchant_amount
, apply
);
11854 ((Player
*)this)->ApplyRatingMod(CR_HASTE_RANGED
, enchant_amount
, apply
);
11855 ((Player
*)this)->ApplyRatingMod(CR_HASTE_SPELL
, enchant_amount
, apply
);
11856 sLog
.outDebug("+ %u HASTE", enchant_amount
);
11858 case ITEM_MOD_EXPERTISE_RATING
:
11859 ((Player
*)this)->ApplyRatingMod(CR_EXPERTISE
, enchant_amount
, apply
);
11860 sLog
.outDebug("+ %u EXPERTISE", enchant_amount
);
11862 case ITEM_MOD_ARMOR_PENETRATION_RATING
:
11863 ((Player
*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION
, enchant_amount
, apply
);
11864 sLog
.outDebug("+ %u ARMOR PENETRATION", enchant_amount
);
11871 case ITEM_ENCHANTMENT_TYPE_TOTEM
: // Shaman Rockbiter Weapon
11873 if(getClass() == CLASS_SHAMAN
)
11875 float addValue
= 0.0f
;
11876 if(item
->GetSlot() == EQUIPMENT_SLOT_MAINHAND
)
11878 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11879 HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND
, TOTAL_VALUE
, addValue
, apply
);
11881 else if(item
->GetSlot() == EQUIPMENT_SLOT_OFFHAND
)
11883 addValue
= float(enchant_amount
* item
->GetProto()->Delay
/1000.0f
);
11884 HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND
, TOTAL_VALUE
, addValue
, apply
);
11890 sLog
.outError("Unknown item enchantment display type: %d",enchant_display_type
);
11892 } /*switch(enchant_display_type)*/
11895 // visualize enchantment at player and equipped items
11896 if(slot
< MAX_INSPECTED_ENCHANTMENT_SLOT
)
11898 int VisibleBase
= PLAYER_VISIBLE_ITEM_1_0
+ (item
->GetSlot() * MAX_VISIBLE_ITEM_OFFSET
);
11899 SetUInt32Value(VisibleBase
+ 1 + slot
, apply
? item
->GetEnchantmentId(slot
) : 0);
11907 uint32 duration
= item
->GetEnchantmentDuration(slot
);
11909 AddEnchantmentDuration(item
,slot
,duration
);
11913 // duration == 0 will remove EnchantDuration
11914 AddEnchantmentDuration(item
,slot
,0);
11919 void Player::SendEnchantmentDurations()
11921 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
11923 GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr
->item
->GetGUID(),itr
->slot
,uint32(itr
->leftduration
)/1000);
11927 void Player::SendItemDurations()
11929 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end();++itr
)
11931 (*itr
)->SendTimeUpdate(this);
11935 void Player::SendNewItem(Item
*item
, uint32 count
, bool received
, bool created
, bool broadcast
)
11937 if(!item
) // prevent crash
11940 // last check 2.0.10
11941 WorldPacket
data( SMSG_ITEM_PUSH_RESULT
, (8+4+4+4+1+4+4+4+4+4) );
11942 data
<< GetGUID(); // player GUID
11943 data
<< uint32(received
); // 0=looted, 1=from npc
11944 data
<< uint32(created
); // 0=received, 1=created
11945 data
<< uint32(1); // always 0x01 (probably meant to be count of listed items)
11946 data
<< (uint8
)item
->GetBagSlot(); // bagslot
11947 // item slot, but when added to stack: 0xFFFFFFFF
11948 data
<< (uint32
) ((item
->GetCount()==count
) ? item
->GetSlot() : -1);
11949 data
<< uint32(item
->GetEntry()); // item id
11950 data
<< uint32(item
->GetItemSuffixFactor()); // SuffixFactor
11951 data
<< uint32(item
->GetItemRandomPropertyId()); // random item property id
11952 data
<< uint32(count
); // count of items
11953 data
<< GetItemCount(item
->GetEntry()); // count of items in inventory
11955 if (broadcast
&& GetGroup())
11956 GetGroup()->BroadcastPacket(&data
);
11958 GetSession()->SendPacket(&data
);
11961 /*********************************************************/
11962 /*** QUEST SYSTEM ***/
11963 /*********************************************************/
11965 void Player::PrepareQuestMenu( uint64 guid
)
11968 QuestRelations
* pObjectQR
;
11969 QuestRelations
* pObjectQIR
;
11970 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
11973 pObject
= (Object
*)pCreature
;
11974 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
11975 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
11979 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
11982 pObject
= (Object
*)pGameObject
;
11983 pObjectQR
= &objmgr
.mGOQuestRelations
;
11984 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
11990 QuestMenu
&qm
= PlayerTalkClass
->GetQuestMenu();
11993 for(QuestRelations::const_iterator i
= pObjectQIR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQIR
->upper_bound(pObject
->GetEntry()); ++i
)
11995 uint32 quest_id
= i
->second
;
11996 QuestStatus status
= GetQuestStatus( quest_id
);
11997 if ( status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus( quest_id
) )
11998 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
11999 else if ( status
== QUEST_STATUS_INCOMPLETE
)
12000 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_INCOMPLETE
);
12001 else if (status
== QUEST_STATUS_AVAILABLE
)
12002 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_CHAT
);
12005 for(QuestRelations::const_iterator i
= pObjectQR
->lower_bound(pObject
->GetEntry()); i
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++i
)
12007 uint32 quest_id
= i
->second
;
12008 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12009 if(!pQuest
) continue;
12011 QuestStatus status
= GetQuestStatus( quest_id
);
12013 if (pQuest
->IsAutoComplete() && CanTakeQuest(pQuest
, false))
12014 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_REWARD_REP
);
12015 else if ( status
== QUEST_STATUS_NONE
&& CanTakeQuest( pQuest
, false ) )
12016 qm
.AddMenuItem(quest_id
, DIALOG_STATUS_AVAILABLE
);
12020 void Player::SendPreparedQuest( uint64 guid
)
12022 QuestMenu
& questMenu
= PlayerTalkClass
->GetQuestMenu();
12023 if( questMenu
.Empty() )
12026 QuestMenuItem
const& qmi0
= questMenu
.GetItem( 0 );
12028 uint32 status
= qmi0
.m_qIcon
;
12030 // single element case
12031 if ( questMenu
.MenuItemCount() == 1 )
12033 // Auto open -- maybe also should verify there is no greeting
12034 uint32 quest_id
= qmi0
.m_qId
;
12035 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
12038 if( status
== DIALOG_STATUS_REWARD_REP
&& !GetQuestRewardStatus( quest_id
) )
12039 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanRewardQuest(pQuest
,false), true );
12040 else if( status
== DIALOG_STATUS_INCOMPLETE
)
12041 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, false, true );
12042 // Send completable on repeatable quest if player don't have quest
12043 else if( pQuest
->IsRepeatable() && !pQuest
->IsDaily() )
12044 PlayerTalkClass
->SendQuestGiverRequestItems( pQuest
, guid
, CanCompleteRepeatableQuest(pQuest
), true );
12046 PlayerTalkClass
->SendQuestGiverQuestDetails( pQuest
, guid
, true );
12049 // multiply entries
12055 std::string title
= "";
12056 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
12059 uint32 textid
= pCreature
->GetNpcTextId();
12060 GossipText
* gossiptext
= objmgr
.GetGossipText(textid
);
12063 qe
._Delay
= 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
12064 qe
._Emote
= 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
12069 qe
= gossiptext
->Options
[0].Emotes
[0];
12071 if(!gossiptext
->Options
[0].Text_0
.empty())
12073 title
= gossiptext
->Options
[0].Text_0
;
12075 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12078 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12081 if (nl
->Text_0
[0].size() > loc_idx
&& !nl
->Text_0
[0][loc_idx
].empty())
12082 title
= nl
->Text_0
[0][loc_idx
];
12088 title
= gossiptext
->Options
[0].Text_1
;
12090 int loc_idx
= GetSession()->GetSessionDbLocaleIndex();
12093 NpcTextLocale
const *nl
= objmgr
.GetNpcTextLocale(textid
);
12096 if (nl
->Text_1
[0].size() > loc_idx
&& !nl
->Text_1
[0][loc_idx
].empty())
12097 title
= nl
->Text_1
[0][loc_idx
];
12103 PlayerTalkClass
->SendQuestGiverQuestList( qe
, title
, guid
);
12107 bool Player::IsActiveQuest( uint32 quest_id
) const
12109 QuestStatusMap::const_iterator itr
= mQuestStatus
.find(quest_id
);
12111 return itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
;
12114 Quest
const * Player::GetNextQuest( uint64 guid
, Quest
const *pQuest
)
12117 QuestRelations
* pObjectQR
;
12118 QuestRelations
* pObjectQIR
;
12120 Creature
*pCreature
= ObjectAccessor::GetCreature(*this, guid
);
12123 pObject
= (Object
*)pCreature
;
12124 pObjectQR
= &objmgr
.mCreatureQuestRelations
;
12125 pObjectQIR
= &objmgr
.mCreatureQuestInvolvedRelations
;
12129 GameObject
*pGameObject
= ObjectAccessor::GetGameObject(*this, guid
);
12132 pObject
= (Object
*)pGameObject
;
12133 pObjectQR
= &objmgr
.mGOQuestRelations
;
12134 pObjectQIR
= &objmgr
.mGOQuestInvolvedRelations
;
12140 uint32 nextQuestID
= pQuest
->GetNextQuestInChain();
12141 for(QuestRelations::const_iterator itr
= pObjectQR
->lower_bound(pObject
->GetEntry()); itr
!= pObjectQR
->upper_bound(pObject
->GetEntry()); ++itr
)
12143 if (itr
->second
== nextQuestID
)
12144 return objmgr
.GetQuestTemplate(nextQuestID
);
12150 bool Player::CanSeeStartQuest( Quest
const *pQuest
)
12152 if( SatisfyQuestRace( pQuest
, false ) && SatisfyQuestSkillOrClass( pQuest
, false ) &&
12153 SatisfyQuestExclusiveGroup( pQuest
, false ) && SatisfyQuestReputation( pQuest
, false ) &&
12154 SatisfyQuestPreviousQuest( pQuest
, false ) && SatisfyQuestNextChain( pQuest
, false ) &&
12155 SatisfyQuestPrevChain( pQuest
, false ) && SatisfyQuestDay( pQuest
, false ) )
12157 return getLevel() + sWorld
.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF
) >= pQuest
->GetMinLevel();
12163 bool Player::CanTakeQuest( Quest
const *pQuest
, bool msg
)
12165 return SatisfyQuestStatus( pQuest
, msg
) && SatisfyQuestExclusiveGroup( pQuest
, msg
)
12166 && SatisfyQuestRace( pQuest
, msg
) && SatisfyQuestLevel( pQuest
, msg
)
12167 && SatisfyQuestSkillOrClass( pQuest
, msg
) && SatisfyQuestReputation( pQuest
, msg
)
12168 && SatisfyQuestPreviousQuest( pQuest
, msg
) && SatisfyQuestTimed( pQuest
, msg
)
12169 && SatisfyQuestNextChain( pQuest
, msg
) && SatisfyQuestPrevChain( pQuest
, msg
)
12170 && SatisfyQuestDay( pQuest
, msg
);
12173 bool Player::CanAddQuest( Quest
const *pQuest
, bool msg
)
12175 if( !SatisfyQuestLog( msg
) )
12178 uint32 srcitem
= pQuest
->GetSrcItemId();
12181 uint32 count
= pQuest
->GetSrcItemCount();
12182 ItemPosCountVec dest
;
12183 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
12185 // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
12186 if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
12188 else if( msg
!= EQUIP_ERR_OK
)
12190 SendEquipError( msg
, NULL
, NULL
);
12197 bool Player::CanCompleteQuest( uint32 quest_id
)
12201 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12202 if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
12203 return false; // not allow re-complete quest
12205 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
12210 // auto complete quest
12211 if (qInfo
->IsAutoComplete() && CanTakeQuest(qInfo
, false))
12214 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
12217 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12219 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12221 if( qInfo
->ReqItemCount
[i
]!= 0 && q_status
.m_itemcount
[i
] < qInfo
->ReqItemCount
[i
] )
12226 if ( qInfo
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12228 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12230 if( qInfo
->ReqCreatureOrGOId
[i
] == 0 )
12233 if( qInfo
->ReqCreatureOrGOCount
[i
] != 0 && q_status
.m_creatureOrGOcount
[i
] < qInfo
->ReqCreatureOrGOCount
[i
] )
12238 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_EXPLORATION_OR_EVENT
) && !q_status
.m_explored
)
12241 if ( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && q_status
.m_timer
== 0 )
12244 if ( qInfo
->GetRewOrReqMoney() < 0 )
12246 if ( GetMoney() < uint32(-qInfo
->GetRewOrReqMoney()) )
12250 uint32 repFacId
= qInfo
->GetRepObjectiveFaction();
12251 if ( repFacId
&& GetReputation(repFacId
) < qInfo
->GetRepObjectiveValue() )
12260 bool Player::CanCompleteRepeatableQuest( Quest
const *pQuest
)
12262 // Solve problem that player don't have the quest and try complete it.
12263 // if repeatable she must be able to complete event if player don't have it.
12264 // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
12265 if( !CanTakeQuest(pQuest
, false) )
12268 if (pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12269 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12270 if( pQuest
->ReqItemId
[i
] && pQuest
->ReqItemCount
[i
] && !HasItemCount(pQuest
->ReqItemId
[i
],pQuest
->ReqItemCount
[i
]) )
12273 if( !CanRewardQuest(pQuest
, false) )
12279 bool Player::CanRewardQuest( Quest
const *pQuest
, bool msg
)
12281 // not auto complete quest and not completed quest (only cheating case, then ignore without message)
12282 if(!pQuest
->IsAutoComplete() && GetQuestStatus(pQuest
->GetQuestId()) != QUEST_STATUS_COMPLETE
)
12285 // daily quest can't be rewarded (25 daily quest already completed)
12286 if(!SatisfyQuestDay(pQuest
,true))
12289 // rewarded and not repeatable quest (only cheating case, then ignore without message)
12290 if(GetQuestRewardStatus(pQuest
->GetQuestId()))
12293 // prevent receive reward with quest items in bank
12294 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12296 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12298 if( pQuest
->ReqItemCount
[i
]!= 0 &&
12299 GetItemCount(pQuest
->ReqItemId
[i
]) < pQuest
->ReqItemCount
[i
] )
12302 SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND
, NULL
, NULL
);
12308 // prevent receive reward with low money and GetRewOrReqMoney() < 0
12309 if(pQuest
->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest
->GetRewOrReqMoney()) )
12315 bool Player::CanRewardQuest( Quest
const *pQuest
, uint32 reward
, bool msg
)
12317 // prevent receive reward with quest items in bank or for not completed quest
12318 if(!CanRewardQuest(pQuest
,msg
))
12321 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12323 if( pQuest
->RewChoiceItemId
[reward
] )
12325 ItemPosCountVec dest
;
12326 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] );
12327 if( res
!= EQUIP_ERR_OK
)
12329 SendEquipError( res
, NULL
, NULL
);
12335 if ( pQuest
->GetRewItemsCount() > 0 )
12337 for (uint32 i
= 0; i
< pQuest
->GetRewItemsCount(); ++i
)
12339 if( pQuest
->RewItemId
[i
] )
12341 ItemPosCountVec dest
;
12342 uint8 res
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] );
12343 if( res
!= EQUIP_ERR_OK
)
12345 SendEquipError( res
, NULL
, NULL
);
12355 void Player::AddQuest( Quest
const *pQuest
, Object
*questGiver
)
12357 uint16 log_slot
= FindQuestSlot( 0 );
12358 assert(log_slot
< MAX_QUEST_LOG_SIZE
);
12360 uint32 quest_id
= pQuest
->GetQuestId();
12362 // if not exist then created with set uState==NEW and rewarded=false
12363 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
12364 if (questStatusData
.uState
!= QUEST_NEW
)
12365 questStatusData
.uState
= QUEST_CHANGED
;
12367 // check for repeatable quests status reset
12368 questStatusData
.m_status
= QUEST_STATUS_INCOMPLETE
;
12369 questStatusData
.m_explored
= false;
12371 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
12373 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12374 questStatusData
.m_itemcount
[i
] = 0;
12377 if ( pQuest
->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
12379 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
12380 questStatusData
.m_creatureOrGOcount
[i
] = 0;
12383 GiveQuestSourceItem( pQuest
);
12384 AdjustQuestReqItemCount( pQuest
);
12386 if( pQuest
->GetRepObjectiveFaction() )
12387 SetFactionVisibleForFactionId(pQuest
->GetRepObjectiveFaction());
12390 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
12392 uint32 limittime
= pQuest
->GetLimitTime();
12394 // shared timed quest
12395 if(questGiver
&& questGiver
->GetTypeId()==TYPEID_PLAYER
)
12396 limittime
= ((Player
*)questGiver
)->getQuestStatusMap()[quest_id
].m_timer
/ 1000;
12398 AddTimedQuest( quest_id
);
12399 questStatusData
.m_timer
= limittime
* 1000;
12400 qtime
= static_cast<uint32
>(time(NULL
)) + limittime
;
12403 questStatusData
.m_timer
= 0;
12405 SetQuestSlot(log_slot
, quest_id
, qtime
);
12407 //starting initial quest script
12408 if(questGiver
&& pQuest
->GetQuestStartScript()!=0)
12409 sWorld
.ScriptsStart(sQuestStartScripts
, pQuest
->GetQuestStartScript(), questGiver
, this);
12411 UpdateForQuestsGO();
12414 void Player::CompleteQuest( uint32 quest_id
)
12418 SetQuestStatus( quest_id
, QUEST_STATUS_COMPLETE
);
12420 uint16 log_slot
= FindQuestSlot( quest_id
);
12421 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12422 SetQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12424 if(Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
))
12426 if( qInfo
->HasFlag(QUEST_FLAGS_AUTO_REWARDED
) )
12427 RewardQuest(qInfo
,0,this,false);
12429 SendQuestComplete( quest_id
);
12434 void Player::IncompleteQuest( uint32 quest_id
)
12438 SetQuestStatus( quest_id
, QUEST_STATUS_INCOMPLETE
);
12440 uint16 log_slot
= FindQuestSlot( quest_id
);
12441 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12442 RemoveQuestSlotState(log_slot
,QUEST_STATE_COMPLETE
);
12446 void Player::RewardQuest( Quest
const *pQuest
, uint32 reward
, Object
* questGiver
, bool announce
)
12448 uint32 quest_id
= pQuest
->GetQuestId();
12450 for (int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++ )
12452 if ( pQuest
->ReqItemId
[i
] )
12453 DestroyItemCount( pQuest
->ReqItemId
[i
], pQuest
->ReqItemCount
[i
], true);
12456 //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
12457 // SetTimedQuest( 0 );
12458 m_timedquests
.erase(pQuest
->GetQuestId());
12460 if ( pQuest
->GetRewChoiceItemsCount() > 0 )
12462 if( pQuest
->RewChoiceItemId
[reward
] )
12464 ItemPosCountVec dest
;
12465 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewChoiceItemId
[reward
], pQuest
->RewChoiceItemCount
[reward
] ) == EQUIP_ERR_OK
)
12467 Item
* item
= StoreNewItem( dest
, pQuest
->RewChoiceItemId
[reward
], true);
12468 SendNewItem(item
, pQuest
->RewChoiceItemCount
[reward
], true, false);
12473 if ( pQuest
->GetRewItemsCount() > 0 )
12475 for (uint32 i
=0; i
< pQuest
->GetRewItemsCount(); ++i
)
12477 if( pQuest
->RewItemId
[i
] )
12479 ItemPosCountVec dest
;
12480 if( CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, pQuest
->RewItemId
[i
], pQuest
->RewItemCount
[i
] ) == EQUIP_ERR_OK
)
12482 Item
* item
= StoreNewItem( dest
, pQuest
->RewItemId
[i
], true);
12483 SendNewItem(item
, pQuest
->RewItemCount
[i
], true, false);
12489 RewardReputation( pQuest
);
12491 if( pQuest
->GetRewSpellCast() > 0 )
12492 CastSpell( this, pQuest
->GetRewSpellCast(), true);
12493 else if( pQuest
->GetRewSpell() > 0)
12494 CastSpell( this, pQuest
->GetRewSpell(), true);
12496 uint16 log_slot
= FindQuestSlot( quest_id
);
12497 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12498 SetQuestSlot(log_slot
,0);
12500 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12502 // Not give XP in case already completed once repeatable quest
12503 uint32 XP
= q_status
.m_rewarded
? 0 : uint32(pQuest
->XPValue( this )*sWorld
.getRate(RATE_XP_QUEST
));
12505 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
12506 GiveXP( XP
, NULL
);
12508 ModifyMoney( int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)) );
12510 // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
12511 ModifyMoney( pQuest
->GetRewOrReqMoney() );
12514 if(pQuest
->GetRewHonorableKills())
12515 RewardHonor(NULL
, 0, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
12518 if(pQuest
->GetCharTitleId())
12520 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
12521 SetTitle(titleEntry
);
12524 // Send reward mail
12525 if(pQuest
->GetRewMailTemplateId())
12527 MailMessageType mailType
;
12528 uint32 senderGuidOrEntry
;
12529 switch(questGiver
->GetTypeId())
12532 mailType
= MAIL_CREATURE
;
12533 senderGuidOrEntry
= questGiver
->GetEntry();
12535 case TYPEID_GAMEOBJECT
:
12536 mailType
= MAIL_GAMEOBJECT
;
12537 senderGuidOrEntry
= questGiver
->GetEntry();
12540 mailType
= MAIL_ITEM
;
12541 senderGuidOrEntry
= questGiver
->GetEntry();
12543 case TYPEID_PLAYER
:
12544 mailType
= MAIL_NORMAL
;
12545 senderGuidOrEntry
= questGiver
->GetGUIDLow();
12548 mailType
= MAIL_NORMAL
;
12549 senderGuidOrEntry
= GetGUIDLow();
12553 Loot questMailLoot
;
12555 questMailLoot
.FillLoot(pQuest
->GetQuestId(), LootTemplates_QuestMail
, this);
12558 MailItemsInfo mi
; // item list preparing
12560 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.items
.size(); ++i
)
12562 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
,this))
12564 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12566 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12567 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12572 for(size_t i
= 0; mi
.size() < MAX_MAIL_ITEMS
&& i
< questMailLoot
.quest_items
.size(); ++i
)
12574 if(LootItem
* lootitem
= questMailLoot
.LootItemInSlot(i
+questMailLoot
.items
.size(),this))
12576 if(Item
* item
= Item::CreateItem(lootitem
->itemid
,lootitem
->count
,this))
12578 item
->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
12579 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
12584 WorldSession::SendMailTo(this, mailType
, MAIL_STATIONERY_NORMAL
, senderGuidOrEntry
, GetGUIDLow(), "", 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
,pQuest
->GetRewMailDelaySecs(),pQuest
->GetRewMailTemplateId());
12587 if(pQuest
->IsDaily())
12589 SetDailyQuestStatus(quest_id
);
12590 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST
, 1);
12593 if ( !pQuest
->IsRepeatable() )
12594 SetQuestStatus(quest_id
, QUEST_STATUS_COMPLETE
);
12596 SetQuestStatus(quest_id
, QUEST_STATUS_NONE
);
12598 q_status
.m_rewarded
= true;
12601 SendQuestReward( pQuest
, XP
, questGiver
);
12603 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12604 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT
);
12605 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST
);
12608 void Player::FailQuest( uint32 quest_id
)
12612 IncompleteQuest( quest_id
);
12614 uint16 log_slot
= FindQuestSlot( quest_id
);
12615 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12617 SetQuestSlotTimer(log_slot
, 1 );
12618 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12620 SendQuestFailed( quest_id
);
12624 void Player::FailTimedQuest( uint32 quest_id
)
12628 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
12630 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
12631 q_status
.m_timer
= 0;
12633 IncompleteQuest( quest_id
);
12635 uint16 log_slot
= FindQuestSlot( quest_id
);
12636 if( log_slot
< MAX_QUEST_LOG_SIZE
)
12638 SetQuestSlotTimer(log_slot
, 1 );
12639 SetQuestSlotState(log_slot
,QUEST_STATE_FAIL
);
12641 SendQuestTimerFailed( quest_id
);
12645 bool Player::SatisfyQuestSkillOrClass( Quest
const* qInfo
, bool msg
)
12647 int32 zoneOrSort
= qInfo
->GetZoneOrSort();
12648 int32 skillOrClass
= qInfo
->GetSkillOrClass();
12650 // skip zone zoneOrSort and 0 case skillOrClass
12651 if( zoneOrSort
>= 0 && skillOrClass
== 0 )
12654 int32 questSort
= -zoneOrSort
;
12655 uint8 reqSortClass
= ClassByQuestSort(questSort
);
12657 // check class sort cases in zoneOrSort
12658 if( reqSortClass
!= 0 && getClass() != reqSortClass
)
12661 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12666 if( skillOrClass
< 0 )
12668 uint8 reqClass
= -int32(skillOrClass
);
12669 if(getClass() != reqClass
)
12672 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12677 else if( skillOrClass
> 0 )
12679 uint32 reqSkill
= skillOrClass
;
12680 if( GetSkillValue( reqSkill
) < qInfo
->GetRequiredSkillValue() )
12683 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12691 bool Player::SatisfyQuestLevel( Quest
const* qInfo
, bool msg
)
12693 if( getLevel() < qInfo
->GetMinLevel() )
12696 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12702 bool Player::SatisfyQuestLog( bool msg
)
12705 if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE
)
12710 WorldPacket
data( SMSG_QUESTLOG_FULL
, 0 );
12711 GetSession()->SendPacket( &data
);
12712 sLog
.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" );
12717 bool Player::SatisfyQuestPreviousQuest( Quest
const* qInfo
, bool msg
)
12719 // No previous quest (might be first quest in a series)
12720 if( qInfo
->prevQuests
.empty())
12723 for(Quest::PrevQuests::const_iterator iter
= qInfo
->prevQuests
.begin(); iter
!= qInfo
->prevQuests
.end(); ++iter
)
12725 uint32 prevId
= abs(*iter
);
12727 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12728 Quest
const* qPrevInfo
= objmgr
.GetQuestTemplate(prevId
);
12730 if( qPrevInfo
&& i_prevstatus
!= mQuestStatus
.end() )
12732 // If any of the positive previous quests completed, return true
12733 if( *iter
> 0 && i_prevstatus
->second
.m_rewarded
)
12735 // skip one-from-all exclusive group
12736 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12739 // each-from-all exclusive group ( < 0)
12740 // can be start if only all quests in prev quest exclusive group completed and rewarded
12741 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12742 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12744 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12746 for(; iter
!= end
; ++iter
)
12748 uint32 exclude_Id
= iter
->second
;
12750 // skip checked quest id, only state of other quests in group is interesting
12751 if(exclude_Id
== prevId
)
12754 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12756 // alternative quest from group also must be completed and rewarded(reported)
12757 if( i_exstatus
== mQuestStatus
.end() || !i_exstatus
->second
.m_rewarded
)
12760 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12766 // If any of the negative previous quests active, return true
12767 if( *iter
< 0 && (i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12768 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
))))
12770 // skip one-from-all exclusive group
12771 if(qPrevInfo
->GetExclusiveGroup() >= 0)
12774 // each-from-all exclusive group ( < 0)
12775 // can be start if only all quests in prev quest exclusive group active
12776 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qPrevInfo
->GetExclusiveGroup());
12777 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qPrevInfo
->GetExclusiveGroup());
12779 assert(iter
!=end
); // always must be found if qPrevInfo->ExclusiveGroup != 0
12781 for(; iter
!= end
; ++iter
)
12783 uint32 exclude_Id
= iter
->second
;
12785 // skip checked quest id, only state of other quests in group is interesting
12786 if(exclude_Id
== prevId
)
12789 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12791 // alternative quest from group also must be active
12792 if( i_exstatus
== mQuestStatus
.end() ||
12793 i_exstatus
->second
.m_status
!= QUEST_STATUS_INCOMPLETE
&&
12794 (i_prevstatus
->second
.m_status
!= QUEST_STATUS_COMPLETE
|| GetQuestRewardStatus(prevId
)) )
12797 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12806 // Has only positive prev. quests in non-rewarded state
12807 // and negative prev. quests in non-active state
12809 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12814 bool Player::SatisfyQuestRace( Quest
const* qInfo
, bool msg
)
12816 uint32 reqraces
= qInfo
->GetRequiredRaces();
12817 if ( reqraces
== 0 )
12819 if( (reqraces
& getRaceMask()) == 0 )
12822 SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE
);
12828 bool Player::SatisfyQuestReputation( Quest
const* qInfo
, bool msg
)
12830 uint32 fIdMin
= qInfo
->GetRequiredMinRepFaction(); //Min required rep
12831 if(fIdMin
&& GetReputation(fIdMin
) < qInfo
->GetRequiredMinRepValue())
12834 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12838 uint32 fIdMax
= qInfo
->GetRequiredMaxRepFaction(); //Max required rep
12839 if(fIdMax
&& GetReputation(fIdMax
) >= qInfo
->GetRequiredMaxRepValue())
12842 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12849 bool Player::SatisfyQuestStatus( Quest
const* qInfo
, bool msg
)
12851 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetQuestId() );
12852 if ( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
)
12855 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON
);
12861 bool Player::SatisfyQuestTimed( Quest
const* qInfo
, bool msg
)
12863 if ( (find(m_timedquests
.begin(), m_timedquests
.end(), qInfo
->GetQuestId()) != m_timedquests
.end()) && qInfo
->HasFlag(QUEST_MANGOS_FLAGS_TIMED
) )
12866 SendCanTakeQuestResponse( INVALIDREASON_QUEST_ONLY_ONE_TIMED
);
12872 bool Player::SatisfyQuestExclusiveGroup( Quest
const* qInfo
, bool msg
)
12874 // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
12875 if(qInfo
->GetExclusiveGroup() <= 0)
12878 ObjectMgr::ExclusiveQuestGroups::iterator iter
= objmgr
.mExclusiveQuestGroups
.lower_bound(qInfo
->GetExclusiveGroup());
12879 ObjectMgr::ExclusiveQuestGroups::iterator end
= objmgr
.mExclusiveQuestGroups
.upper_bound(qInfo
->GetExclusiveGroup());
12881 assert(iter
!=end
); // always must be found if qInfo->ExclusiveGroup != 0
12883 for(; iter
!= end
; ++iter
)
12885 uint32 exclude_Id
= iter
->second
;
12887 // skip checked quest id, only state of other quests in group is interesting
12888 if(exclude_Id
== qInfo
->GetQuestId())
12891 // not allow have daily quest if daily quest from exclusive group already recently completed
12892 Quest
const* Nquest
= objmgr
.GetQuestTemplate(exclude_Id
);
12893 if( !SatisfyQuestDay(Nquest
, false) )
12896 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12900 QuestStatusMap::iterator i_exstatus
= mQuestStatus
.find( exclude_Id
);
12902 // alternative quest already started or completed
12903 if( i_exstatus
!= mQuestStatus
.end()
12904 && (i_exstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
|| i_exstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12907 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12914 bool Player::SatisfyQuestNextChain( Quest
const* qInfo
, bool msg
)
12916 if(!qInfo
->GetNextQuestInChain())
12919 // next quest in chain already started or completed
12920 QuestStatusMap::iterator itr
= mQuestStatus
.find( qInfo
->GetNextQuestInChain() );
12921 if( itr
!= mQuestStatus
.end()
12922 && (itr
->second
.m_status
== QUEST_STATUS_COMPLETE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
) )
12925 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12929 // check for all quests further up the chain
12930 // only necessary if there are quest chains with more than one quest that can be skipped
12931 //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
12935 bool Player::SatisfyQuestPrevChain( Quest
const* qInfo
, bool msg
)
12937 // No previous quest in chain
12938 if( qInfo
->prevChainQuests
.empty())
12941 for(Quest::PrevChainQuests::const_iterator iter
= qInfo
->prevChainQuests
.begin(); iter
!= qInfo
->prevChainQuests
.end(); ++iter
)
12943 uint32 prevId
= *iter
;
12945 QuestStatusMap::iterator i_prevstatus
= mQuestStatus
.find( prevId
);
12947 if( i_prevstatus
!= mQuestStatus
.end() )
12949 // If any of the previous quests in chain active, return false
12950 if( i_prevstatus
->second
.m_status
== QUEST_STATUS_INCOMPLETE
12951 || (i_prevstatus
->second
.m_status
== QUEST_STATUS_COMPLETE
&& !GetQuestRewardStatus(prevId
)))
12954 SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ
);
12959 // check for all quests further down the chain
12960 // only necessary if there are quest chains with more than one quest that can be skipped
12961 //if( !SatisfyQuestPrevChain( prevId, msg ) )
12965 // No previous quest in chain active
12969 bool Player::SatisfyQuestDay( Quest
const* qInfo
, bool msg
)
12971 if(!qInfo
->IsDaily())
12974 bool have_slot
= false;
12975 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
12977 uint32 id
= GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
);
12978 if(qInfo
->GetQuestId()==id
)
12988 SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING
);
12995 bool Player::GiveQuestSourceItem( Quest
const *pQuest
)
12997 uint32 srcitem
= pQuest
->GetSrcItemId();
13000 uint32 count
= pQuest
->GetSrcItemCount();
13004 ItemPosCountVec dest
;
13005 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, srcitem
, count
);
13006 if( msg
== EQUIP_ERR_OK
)
13008 Item
* item
= StoreNewItem(dest
, srcitem
, true);
13009 SendNewItem(item
, count
, true, false);
13012 // player already have max amount required item, just report success
13013 else if( msg
== EQUIP_ERR_CANT_CARRY_MORE_OF_THIS
)
13016 SendEquipError( msg
, NULL
, NULL
);
13023 bool Player::TakeQuestSourceItem( uint32 quest_id
, bool msg
)
13025 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13028 uint32 srcitem
= qInfo
->GetSrcItemId();
13031 uint32 count
= qInfo
->GetSrcItemCount();
13035 // exist one case when destroy source quest item not possible:
13036 // non un-equippable item (equipped non-empty bag, for example)
13037 uint8 res
= CanUnequipItems(srcitem
,count
);
13038 if(res
!= EQUIP_ERR_OK
)
13041 SendEquipError( res
, NULL
, NULL
);
13045 DestroyItemCount(srcitem
, count
, true, true);
13051 bool Player::GetQuestRewardStatus( uint32 quest_id
) const
13053 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13056 // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
13057 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13058 if( itr
!= mQuestStatus
.end() && itr
->second
.m_status
!= QUEST_STATUS_NONE
13059 && !qInfo
->IsRepeatable() )
13060 return itr
->second
.m_rewarded
;
13067 QuestStatus
Player::GetQuestStatus( uint32 quest_id
) const
13071 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13072 if( itr
!= mQuestStatus
.end() )
13073 return itr
->second
.m_status
;
13075 return QUEST_STATUS_NONE
;
13078 bool Player::CanShareQuest(uint32 quest_id
) const
13080 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13081 if( qInfo
&& qInfo
->HasFlag(QUEST_FLAGS_SHARABLE
) )
13083 QuestStatusMap::const_iterator itr
= mQuestStatus
.find( quest_id
);
13084 if( itr
!= mQuestStatus
.end() )
13085 return itr
->second
.m_status
== QUEST_STATUS_NONE
|| itr
->second
.m_status
== QUEST_STATUS_INCOMPLETE
;
13090 void Player::SetQuestStatus( uint32 quest_id
, QuestStatus status
)
13092 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13095 if( status
== QUEST_STATUS_NONE
|| status
== QUEST_STATUS_INCOMPLETE
|| status
== QUEST_STATUS_COMPLETE
)
13097 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) )
13098 m_timedquests
.erase(qInfo
->GetQuestId());
13101 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13103 q_status
.m_status
= status
;
13104 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13107 UpdateForQuestsGO();
13110 // not used in MaNGOS, but used in scripting code
13111 uint32
Player::GetReqKillOrCastCurrentCount(uint32 quest_id
, int32 entry
)
13113 Quest
const* qInfo
= objmgr
.GetQuestTemplate(quest_id
);
13117 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13118 if ( qInfo
->ReqCreatureOrGOId
[j
] == entry
)
13119 return mQuestStatus
[quest_id
].m_creatureOrGOcount
[j
];
13124 void Player::AdjustQuestReqItemCount( Quest
const* pQuest
)
13126 if ( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13128 for(int i
= 0; i
< QUEST_OBJECTIVES_COUNT
; i
++)
13130 uint32 reqitemcount
= pQuest
->ReqItemCount
[i
];
13131 if( reqitemcount
!= 0 )
13133 uint32 quest_id
= pQuest
->GetQuestId();
13134 uint32 curitemcount
= GetItemCount(pQuest
->ReqItemId
[i
],true);
13136 QuestStatusData
& q_status
= mQuestStatus
[quest_id
];
13137 q_status
.m_itemcount
[i
] = std::min(curitemcount
, reqitemcount
);
13138 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13144 uint16
Player::FindQuestSlot( uint32 quest_id
) const
13146 for ( uint16 i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13147 if ( GetQuestSlotQuestId(i
) == quest_id
)
13150 return MAX_QUEST_LOG_SIZE
;
13153 void Player::AreaExploredOrEventHappens( uint32 questId
)
13157 uint16 log_slot
= FindQuestSlot( questId
);
13158 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13160 QuestStatusData
& q_status
= mQuestStatus
[questId
];
13162 if(!q_status
.m_explored
)
13164 q_status
.m_explored
= true;
13165 if (q_status
.uState
!= QUEST_NEW
)
13166 q_status
.uState
= QUEST_CHANGED
;
13169 if( CanCompleteQuest( questId
) )
13170 CompleteQuest( questId
);
13174 //not used in mangosd, function for external script library
13175 void Player::GroupEventHappens( uint32 questId
, WorldObject
const* pEventObject
)
13177 if( Group
*pGroup
= GetGroup() )
13179 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
13181 Player
*pGroupGuy
= itr
->getSource();
13183 // for any leave or dead (with not released body) group member at appropriate distance
13184 if( pGroupGuy
&& pGroupGuy
->IsAtGroupRewardDistance(pEventObject
) && !pGroupGuy
->GetCorpse() )
13185 pGroupGuy
->AreaExploredOrEventHappens(questId
);
13189 AreaExploredOrEventHappens(questId
);
13192 void Player::ItemAddedQuestCheck( uint32 entry
, uint32 count
)
13194 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13196 uint32 questid
= GetQuestSlotQuestId(i
);
13197 if ( questid
== 0 )
13200 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13202 if ( q_status
.m_status
!= QUEST_STATUS_INCOMPLETE
)
13205 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13206 if( !qInfo
|| !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13209 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13211 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13212 if ( reqitem
== entry
)
13214 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13215 uint32 curitemcount
= q_status
.m_itemcount
[j
];
13216 if ( curitemcount
< reqitemcount
)
13218 uint32 additemcount
= ( curitemcount
+ count
<= reqitemcount
? count
: reqitemcount
- curitemcount
);
13219 q_status
.m_itemcount
[j
] += additemcount
;
13220 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13222 SendQuestUpdateAddItem( qInfo
, j
, additemcount
);
13224 if ( CanCompleteQuest( questid
) )
13225 CompleteQuest( questid
);
13230 UpdateForQuestsGO();
13231 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM
, entry
);
13234 void Player::ItemRemovedQuestCheck( uint32 entry
, uint32 count
)
13236 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13238 uint32 questid
= GetQuestSlotQuestId(i
);
13241 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13244 if( !qInfo
->HasFlag( QUEST_MANGOS_FLAGS_DELIVER
) )
13247 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13249 uint32 reqitem
= qInfo
->ReqItemId
[j
];
13250 if ( reqitem
== entry
)
13252 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13254 uint32 reqitemcount
= qInfo
->ReqItemCount
[j
];
13255 uint32 curitemcount
;
13256 if( q_status
.m_status
!= QUEST_STATUS_COMPLETE
)
13257 curitemcount
= q_status
.m_itemcount
[j
];
13259 curitemcount
= GetItemCount(entry
,true);
13260 if ( curitemcount
< reqitemcount
+ count
)
13262 uint32 remitemcount
= ( curitemcount
<= reqitemcount
? count
: count
+ reqitemcount
- curitemcount
);
13263 q_status
.m_itemcount
[j
] = curitemcount
- remitemcount
;
13264 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13266 IncompleteQuest( questid
);
13272 UpdateForQuestsGO();
13275 void Player::KilledMonster( uint32 entry
, uint64 guid
)
13277 uint32 addkillcount
= 1;
13278 GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE
, entry
, addkillcount
);
13279 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13281 uint32 questid
= GetQuestSlotQuestId(i
);
13285 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13288 // just if !ingroup || !noraidgroup || raidgroup
13289 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13290 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
&& (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo
->GetType() == QUEST_TYPE_RAID
))
13292 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13294 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13296 // skip GO activate objective or none
13297 if(qInfo
->ReqCreatureOrGOId
[j
] <=0)
13300 // skip Cast at creature objective
13301 if(qInfo
->ReqSpell
[j
] !=0 )
13304 uint32 reqkill
= qInfo
->ReqCreatureOrGOId
[j
];
13306 if ( reqkill
== entry
)
13308 uint32 reqkillcount
= qInfo
->ReqCreatureOrGOCount
[j
];
13309 uint32 curkillcount
= q_status
.m_creatureOrGOcount
[j
];
13310 if ( curkillcount
< reqkillcount
)
13312 q_status
.m_creatureOrGOcount
[j
] = curkillcount
+ addkillcount
;
13313 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13315 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curkillcount
, addkillcount
);
13317 if ( CanCompleteQuest( questid
) )
13318 CompleteQuest( questid
);
13320 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13329 void Player::CastedCreatureOrGO( uint32 entry
, uint64 guid
, uint32 spell_id
)
13331 bool isCreature
= IS_CREATURE_GUID(guid
);
13333 uint32 addCastCount
= 1;
13334 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13336 uint32 questid
= GetQuestSlotQuestId(i
);
13340 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13344 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13346 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13348 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
) )
13350 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13352 // skip kill creature objective (0) or wrong spell casts
13353 if(qInfo
->ReqSpell
[j
] != spell_id
)
13356 uint32 reqTarget
= 0;
13360 // creature activate objectives
13361 if(qInfo
->ReqCreatureOrGOId
[j
] > 0)
13362 // checked at quest_template loading
13363 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13367 // GO activate objective
13368 if(qInfo
->ReqCreatureOrGOId
[j
] < 0)
13369 // checked at quest_template loading
13370 reqTarget
= - qInfo
->ReqCreatureOrGOId
[j
];
13373 // other not this creature/GO related objectives
13374 if( reqTarget
!= entry
)
13377 uint32 reqCastCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13378 uint32 curCastCount
= q_status
.m_creatureOrGOcount
[j
];
13379 if ( curCastCount
< reqCastCount
)
13381 q_status
.m_creatureOrGOcount
[j
] = curCastCount
+ addCastCount
;
13382 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13384 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curCastCount
, addCastCount
);
13387 if ( CanCompleteQuest( questid
) )
13388 CompleteQuest( questid
);
13390 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13398 void Player::TalkedToCreature( uint32 entry
, uint64 guid
)
13400 uint32 addTalkCount
= 1;
13401 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13403 uint32 questid
= GetQuestSlotQuestId(i
);
13407 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13411 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13413 if ( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13415 if( qInfo
->HasFlag( QUEST_MANGOS_FLAGS_KILL_OR_CAST
| QUEST_MANGOS_FLAGS_SPEAKTO
) )
13417 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13419 // skip spell casts and Gameobject objectives
13420 if(qInfo
->ReqSpell
[j
] > 0 || qInfo
->ReqCreatureOrGOId
[j
] < 0)
13423 uint32 reqTarget
= 0;
13425 if(qInfo
->ReqCreatureOrGOId
[j
] > 0) // creature activate objectives
13426 // checked at quest_template loading
13427 reqTarget
= qInfo
->ReqCreatureOrGOId
[j
];
13431 if ( reqTarget
== entry
)
13433 uint32 reqTalkCount
= qInfo
->ReqCreatureOrGOCount
[j
];
13434 uint32 curTalkCount
= q_status
.m_creatureOrGOcount
[j
];
13435 if ( curTalkCount
< reqTalkCount
)
13437 q_status
.m_creatureOrGOcount
[j
] = curTalkCount
+ addTalkCount
;
13438 if (q_status
.uState
!= QUEST_NEW
) q_status
.uState
= QUEST_CHANGED
;
13440 SendQuestUpdateAddCreatureOrGo( qInfo
, guid
, j
, curTalkCount
, addTalkCount
);
13442 if ( CanCompleteQuest( questid
) )
13443 CompleteQuest( questid
);
13445 // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
13454 void Player::MoneyChanged( uint32 count
)
13456 for( int i
= 0; i
< MAX_QUEST_LOG_SIZE
; i
++ )
13458 uint32 questid
= GetQuestSlotQuestId(i
);
13462 Quest
const* qInfo
= objmgr
.GetQuestTemplate(questid
);
13463 if( qInfo
&& qInfo
->GetRewOrReqMoney() < 0 )
13465 QuestStatusData
& q_status
= mQuestStatus
[questid
];
13467 if( q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13469 if(int32(count
) >= -qInfo
->GetRewOrReqMoney())
13471 if ( CanCompleteQuest( questid
) )
13472 CompleteQuest( questid
);
13475 else if( q_status
.m_status
== QUEST_STATUS_COMPLETE
)
13477 if(int32(count
) < -qInfo
->GetRewOrReqMoney())
13478 IncompleteQuest( questid
);
13484 bool Player::HasQuestForItem( uint32 itemid
) const
13486 for( QuestStatusMap::const_iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
13488 QuestStatusData
const& q_status
= i
->second
;
13490 if (q_status
.m_status
== QUEST_STATUS_INCOMPLETE
)
13492 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
13496 // hide quest if player is in raid-group and quest is no raid quest
13497 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
13500 // There should be no mixed ReqItem/ReqSource drop
13501 // This part for ReqItem drop
13502 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
13504 if(itemid
== qinfo
->ReqItemId
[j
] && q_status
.m_itemcount
[j
] < qinfo
->ReqItemCount
[j
] )
13507 // This part - for ReqSource
13508 for (int j
= 0; j
< QUEST_SOURCE_ITEM_IDS_COUNT
; j
++)
13510 // examined item is a source item
13511 if (qinfo
->ReqSourceId
[j
] == itemid
&& qinfo
->ReqSourceRef
[j
] > 0 && qinfo
->ReqSourceRef
[j
] <= QUEST_OBJECTIVES_COUNT
)
13513 uint32 idx
= qinfo
->ReqSourceRef
[j
]-1;
13515 // total count of created ReqItems and SourceItems is less than ReqItemCount
13516 if(qinfo
->ReqItemId
[idx
] != 0 &&
13517 q_status
.m_itemcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqItemCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13520 // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
13521 if (qinfo
->ReqCreatureOrGOId
[idx
] != 0)
13523 if(q_status
.m_creatureOrGOcount
[idx
] * qinfo
->ReqSourceCount
[j
] + GetItemCount(itemid
,true) < qinfo
->ReqCreatureOrGOCount
[idx
] * qinfo
->ReqSourceCount
[j
])
13526 // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
13527 else if(qinfo
->ReqSpell
[idx
] != 0)
13529 // not casted and need more reagents/item for use.
13530 if(!q_status
.m_explored
&& GetItemCount(itemid
,true) < qinfo
->ReqSourceCount
[j
])
13540 void Player::SendQuestComplete( uint32 quest_id
)
13544 WorldPacket
data( SMSG_QUESTUPDATE_COMPLETE
, 4 );
13545 data
<< uint32(quest_id
);
13546 GetSession()->SendPacket( &data
);
13547 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id
);
13551 void Player::SendQuestReward( Quest
const *pQuest
, uint32 XP
, Object
* questGiver
)
13553 uint32 questid
= pQuest
->GetQuestId();
13554 sLog
.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid
);
13555 WorldPacket
data( SMSG_QUESTGIVER_QUEST_COMPLETE
, (4+4+4+4+4) );
13556 data
<< uint32(questid
);
13558 if ( getLevel() < sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
) )
13560 data
<< uint32(XP
);
13561 data
<< uint32(pQuest
->GetRewOrReqMoney());
13566 data
<< uint32(pQuest
->GetRewOrReqMoney() + int32(pQuest
->GetRewMoneyMaxLevel() * sWorld
.getRate(RATE_DROP_MONEY
)));
13569 data
<< uint32(10*MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest
->GetRewHonorableKills()));
13570 data
<< uint32(pQuest
->GetBonusTalents()); // bonus talents
13571 GetSession()->SendPacket( &data
);
13573 if (pQuest
->GetQuestCompleteScript() != 0)
13574 sWorld
.ScriptsStart(sQuestEndScripts
, pQuest
->GetQuestCompleteScript(), questGiver
, this);
13577 void Player::SendQuestFailed( uint32 quest_id
)
13581 WorldPacket
data( SMSG_QUESTGIVER_QUEST_FAILED
, 4+4 );
13583 data
<< uint32(0); // failed reason (4 for inventory is full)
13584 GetSession()->SendPacket( &data
);
13585 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
13589 void Player::SendQuestTimerFailed( uint32 quest_id
)
13593 WorldPacket
data( SMSG_QUESTUPDATE_FAILEDTIMER
, 4 );
13595 GetSession()->SendPacket( &data
);
13596 sLog
.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
13600 void Player::SendCanTakeQuestResponse( uint32 msg
)
13602 WorldPacket
data( SMSG_QUESTGIVER_QUEST_INVALID
, 4 );
13603 data
<< uint32(msg
);
13604 GetSession()->SendPacket( &data
);
13605 sLog
.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
13608 void Player::SendPushToPartyResponse( Player
*pPlayer
, uint32 msg
)
13612 WorldPacket
data( MSG_QUEST_PUSH_RESULT
, (8+1) );
13613 data
<< uint64(pPlayer
->GetGUID());
13614 data
<< uint8(msg
); // valid values: 0-8
13615 GetSession()->SendPacket( &data
);
13616 sLog
.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
13620 void Player::SendQuestUpdateAddItem( Quest
const* pQuest
, uint32 item_idx
, uint32 count
)
13622 WorldPacket
data( SMSG_QUESTUPDATE_ADD_ITEM
, 0 );
13623 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
13624 //data << pQuest->ReqItemId[item_idx];
13626 GetSession()->SendPacket( &data
);
13629 void Player::SendQuestUpdateAddCreatureOrGo( Quest
const* pQuest
, uint64 guid
, uint32 creatureOrGO_idx
, uint32 old_count
, uint32 add_count
)
13631 assert(old_count
+ add_count
< 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
13633 int32 entry
= pQuest
->ReqCreatureOrGOId
[ creatureOrGO_idx
];
13635 // client expected gameobject template id in form (id|0x80000000)
13636 entry
= (-entry
) | 0x80000000;
13638 WorldPacket
data( SMSG_QUESTUPDATE_ADD_KILL
, (4*4+8) );
13639 sLog
.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
13640 data
<< uint32(pQuest
->GetQuestId());
13641 data
<< uint32(entry
);
13642 data
<< uint32(old_count
+ add_count
);
13643 data
<< uint32(pQuest
->ReqCreatureOrGOCount
[ creatureOrGO_idx
]);
13644 data
<< uint64(guid
);
13645 GetSession()->SendPacket(&data
);
13647 uint16 log_slot
= FindQuestSlot( pQuest
->GetQuestId() );
13648 if( log_slot
< MAX_QUEST_LOG_SIZE
)
13649 SetQuestSlotCounter(log_slot
,creatureOrGO_idx
,GetQuestSlotCounter(log_slot
,creatureOrGO_idx
)+add_count
);
13652 /*********************************************************/
13653 /*** LOAD SYSTEM ***/
13654 /*********************************************************/
13656 bool Player::MinimalLoadFromDB( QueryResult
*result
, uint32 guid
)
13658 bool delete_result
= true;
13661 // 0 1 2 3 4 5 6 7 8 9
13662 result
= CharacterDatabase
.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid
);
13663 if(!result
) return false;
13665 else delete_result
= false;
13667 Field
*fields
= result
->Fetch();
13669 if(!LoadValues( fields
[1].GetString()))
13671 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid
));
13672 if(delete_result
) delete result
;
13676 // overwrite possible wrong/corrupted guid
13677 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13679 m_name
= fields
[2].GetCppString();
13681 Relocate(fields
[3].GetFloat(),fields
[4].GetFloat(),fields
[5].GetFloat());
13682 SetMapId(fields
[6].GetUInt32());
13683 // the instance id is not needed at character enum
13685 m_Played_time
[0] = fields
[7].GetUInt32();
13686 m_Played_time
[1] = fields
[8].GetUInt32();
13688 m_atLoginFlags
= fields
[9].GetUInt32();
13690 // I don't see these used anywhere ..
13693 _LoadBoundInstances();*/
13695 if (delete_result
) delete result
;
13697 for (int i
= 0; i
< PLAYER_SLOTS_COUNT
; i
++)
13700 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
13701 m_deathState
= DEAD
;
13706 void Player::_LoadDeclinedNames(QueryResult
* result
)
13712 delete m_declinedname
;
13714 m_declinedname
= new DeclinedName
;
13715 Field
*fields
= result
->Fetch();
13716 for(int i
= 0; i
< MAX_DECLINED_NAME_CASES
; ++i
)
13717 m_declinedname
->name
[i
] = fields
[i
].GetCppString();
13722 void Player::_LoadArenaTeamInfo(QueryResult
*result
)
13724 // arenateamid, played_week, played_season, personal_rating
13725 memset((void*)&m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
], 0, sizeof(uint32
)*18);
13731 Field
*fields
= result
->Fetch();
13733 uint32 arenateamid
= fields
[0].GetUInt32();
13734 uint32 played_week
= fields
[1].GetUInt32();
13735 uint32 played_season
= fields
[2].GetUInt32();
13736 uint32 personal_rating
= fields
[3].GetUInt32();
13738 ArenaTeam
* aTeam
= objmgr
.GetArenaTeamById(arenateamid
);
13741 sLog
.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid
, played_week
, played_season
, personal_rating
);
13744 uint8 arenaSlot
= aTeam
->GetSlot();
13746 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6] = arenateamid
; // TeamID
13747 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 1] = ((aTeam
->GetCaptain() == GetGUID()) ? (uint32
)0 : (uint32
)1); // Captain 0, member 1
13748 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 2] = played_week
; // Played Week
13749 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 3] = played_season
; // Played Season
13750 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 4] = 0; // Unk
13751 m_uint32Values
[PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arenaSlot
* 6 + 5] = personal_rating
; // Personal Rating
13753 }while (result
->NextRow());
13757 bool Player::LoadPositionFromDB(uint32
& mapid
, float& x
,float& y
,float& z
,float& o
, bool& in_flight
, uint64 guid
)
13759 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid
));
13763 Field
*fields
= result
->Fetch();
13765 x
= fields
[0].GetFloat();
13766 y
= fields
[1].GetFloat();
13767 z
= fields
[2].GetFloat();
13768 o
= fields
[3].GetFloat();
13769 mapid
= fields
[4].GetUInt32();
13770 in_flight
= !fields
[5].GetCppString().empty();
13776 bool Player::LoadValuesArrayFromDB(Tokens
& data
, uint64 guid
)
13778 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid
));
13782 Field
*fields
= result
->Fetch();
13784 data
= StrSplit(fields
[0].GetCppString(), " ");
13791 uint32
Player::GetUInt32ValueFromArray(Tokens
const& data
, uint16 index
)
13793 if(index
>= data
.size())
13796 return (uint32
)atoi(data
[index
].c_str());
13799 float Player::GetFloatValueFromArray(Tokens
const& data
, uint16 index
)
13802 uint32 temp
= Player::GetUInt32ValueFromArray(data
,index
);
13803 memcpy(&result
, &temp
, sizeof(result
));
13808 uint32
Player::GetUInt32ValueFromDB(uint16 index
, uint64 guid
)
13811 if(!LoadValuesArrayFromDB(data
,guid
))
13814 return GetUInt32ValueFromArray(data
,index
);
13817 float Player::GetFloatValueFromDB(uint16 index
, uint64 guid
)
13820 uint32 temp
= Player::GetUInt32ValueFromDB(index
, guid
);
13821 memcpy(&result
, &temp
, sizeof(result
));
13826 bool Player::LoadFromDB( uint32 guid
, SqlQueryHolder
*holder
)
13828 //// 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
13829 //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 FROM characters WHERE guid = '%u'", guid);
13830 QueryResult
*result
= holder
->GetResult(PLAYER_LOGIN_QUERY_LOADFROM
);
13834 sLog
.outError("ERROR: Player (GUID: %u) not found in table `characters`, can't load. ",guid
);
13838 Field
*fields
= result
->Fetch();
13840 uint32 dbAccountId
= fields
[1].GetUInt32();
13842 // check if the character's account in the db and the logged in account match.
13843 // player should be able to load/delete character only with correct account!
13844 if( dbAccountId
!= GetSession()->GetAccountId() )
13846 sLog
.outError("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid
,GetSession()->GetAccountId(),dbAccountId
);
13851 Object::_Create( guid
, 0, HIGHGUID_PLAYER
);
13853 m_name
= fields
[3].GetCppString();
13855 // check name limitations
13856 if(!ObjectMgr::IsValidName(m_name
) || GetSession()->GetSecurity() == SEC_PLAYER
&& objmgr
.IsReservedName(m_name
))
13859 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME
),guid
);
13863 if(!LoadValues( fields
[2].GetString()))
13865 sLog
.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid
));
13870 // overwrite possible wrong/corrupted guid
13871 SetUInt64Value(OBJECT_FIELD_GUID
, MAKE_NEW_GUID(guid
, 0, HIGHGUID_PLAYER
));
13873 // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
13874 for(uint8 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
13876 SetUInt64Value( (uint16
)(PLAYER_FIELD_INV_SLOT_HEAD
+ (slot
* 2) ), 0 );
13877 SetVisibleItemSlot(slot
,NULL
);
13881 delete m_items
[slot
];
13882 m_items
[slot
] = NULL
;
13886 // update money limits
13887 if(GetMoney() > MAX_MONEY_AMOUNT
)
13888 SetMoney(MAX_MONEY_AMOUNT
);
13890 sLog
.outDebug("Load Basic value of player %s is: ", m_name
.c_str());
13893 m_race
= fields
[4].GetUInt8();
13894 //Need to call it to initialize m_team (m_team can be calculated from m_race)
13895 //Other way is to saves m_team into characters table.
13896 setFactionForRace(m_race
);
13899 m_class
= fields
[5].GetUInt8();
13901 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(m_race
, m_class
);
13904 sLog
.outError("Player have incorrect race/class pair. Can't be loaded.");
13909 InitPrimaryProffesions(); // to max set before any spell loaded
13911 uint32 transGUID
= fields
[24].GetUInt32();
13912 Relocate(fields
[6].GetFloat(),fields
[7].GetFloat(),fields
[8].GetFloat(),fields
[10].GetFloat());
13913 SetMapId(fields
[9].GetUInt32());
13914 SetDifficulty(fields
[32].GetUInt32()); // may be changed in _LoadGroup
13916 _LoadGroup(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP
));
13918 _LoadArenaTeamInfo(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO
));
13920 uint32 arena_currency
= GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
) + fields
[33].GetUInt32();
13921 if (arena_currency
> sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
))
13922 arena_currency
= sWorld
.getConfig(CONFIG_MAX_ARENA_POINTS
);
13924 SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY
, arena_currency
);
13926 // check arena teams integrity
13927 for(uint32 arena_slot
= 0; arena_slot
< MAX_ARENA_SLOT
; ++arena_slot
)
13929 uint32 arena_team_id
= GetArenaTeamId(arena_slot
);
13933 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(arena_team_id
))
13934 if(at
->HaveMember(GetGUID()))
13937 // arena team not exist or not member, cleanup fields
13938 for(int j
=0; j
< 6; ++j
)
13939 SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ arena_slot
* 6 + j
, 0);
13942 _LoadBoundInstances(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES
));
13944 if(!IsPositionValid())
13946 sLog
.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid
,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
13948 SetMapId(info
->mapId
);
13949 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13953 m_movementInfo
.t_x
= 0.0f
;
13954 m_movementInfo
.t_y
= 0.0f
;
13955 m_movementInfo
.t_z
= 0.0f
;
13956 m_movementInfo
.t_o
= 0.0f
;
13959 // load the player's map here if it's not already loaded
13960 Map
*map
= GetMap();
13961 // since the player may not be bound to the map yet, make sure subsequent
13962 // getmap calls won't create new maps
13963 SetInstanceId(map
->GetInstanceId());
13965 // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
13966 if(GetInstanceId() && !sInstanceSaveManager
.GetInstanceSave(GetInstanceId()))
13968 AreaTrigger
const* at
= objmgr
.GetMapEntranceTrigger(GetMapId());
13970 Relocate(at
->target_X
, at
->target_Y
, at
->target_Z
, at
->target_Orientation
);
13972 sLog
.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no aretrigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), GetMapId());
13975 SaveRecallPosition();
13977 if (transGUID
!= 0)
13979 m_movementInfo
.t_x
= fields
[20].GetFloat();
13980 m_movementInfo
.t_y
= fields
[21].GetFloat();
13981 m_movementInfo
.t_z
= fields
[22].GetFloat();
13982 m_movementInfo
.t_o
= fields
[23].GetFloat();
13984 if( !MaNGOS::IsValidMapCoord(
13985 GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13986 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
) ||
13987 // transport size limited
13988 m_movementInfo
.t_x
> 50 || m_movementInfo
.t_y
> 50 || m_movementInfo
.t_z
> 50 )
13990 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
13991 guid
,GetPositionX()+m_movementInfo
.t_x
,GetPositionY()+m_movementInfo
.t_y
,
13992 GetPositionZ()+m_movementInfo
.t_z
,GetOrientation()+m_movementInfo
.t_o
);
13994 SetMapId(info
->mapId
);
13995 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
13997 m_movementInfo
.t_x
= 0.0f
;
13998 m_movementInfo
.t_y
= 0.0f
;
13999 m_movementInfo
.t_z
= 0.0f
;
14000 m_movementInfo
.t_o
= 0.0f
;
14006 if (transGUID
!= 0)
14008 for (MapManager::TransportSet::iterator iter
= MapManager::Instance().m_Transports
.begin(); iter
!= MapManager::Instance().m_Transports
.end(); ++iter
)
14010 if( (*iter
)->GetGUIDLow() == transGUID
)
14012 m_transport
= *iter
;
14013 m_transport
->AddPassenger(this);
14014 SetMapId(m_transport
->GetMapId());
14021 sLog
.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
14024 SetMapId(info
->mapId
);
14025 Relocate(info
->positionX
,info
->positionY
,info
->positionZ
,0.0f
);
14027 m_movementInfo
.t_x
= 0.0f
;
14028 m_movementInfo
.t_y
= 0.0f
;
14029 m_movementInfo
.t_z
= 0.0f
;
14030 m_movementInfo
.t_o
= 0.0f
;
14036 time_t now
= time(NULL
);
14037 time_t logoutTime
= time_t(fields
[16].GetUInt64());
14039 // since last logout (in seconds)
14040 uint64 time_diff
= uint64(now
- logoutTime
);
14042 // set value, including drunk invisibility detection
14043 // calculate sobering. after 15 minutes logged out, the player will be sober again
14045 if(time_diff
> 15*MINUTE
)
14048 soberFactor
= 1-time_diff
/(15.0f
*MINUTE
);
14049 uint16 newDrunkenValue
= uint16(soberFactor
*(GetUInt32Value(PLAYER_BYTES_3
) & 0xFFFE));
14050 SetDrunkValue(newDrunkenValue
);
14052 m_rest_bonus
= fields
[15].GetFloat();
14053 //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
14054 float bubble0
= 0.031;
14055 //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
14056 float bubble1
= 0.125;
14058 if((int32
)fields
[16].GetUInt32() > 0)
14060 float bubble
= fields
[17].GetUInt32() > 0
14061 ? bubble1
*sWorld
.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY
)
14062 : bubble0
*sWorld
.getRate(RATE_REST_OFFLINE_IN_WILDERNESS
);
14064 SetRestBonus(GetRestBonus()+ time_diff
*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)/72000)*bubble
);
14067 m_cinematic
= fields
[12].GetUInt32();
14068 m_Played_time
[0]= fields
[13].GetUInt32();
14069 m_Played_time
[1]= fields
[14].GetUInt32();
14071 m_resetTalentsCost
= fields
[18].GetUInt32();
14072 m_resetTalentsTime
= time_t(fields
[19].GetUInt64());
14074 // reserve some flags
14075 uint32 old_safe_flags
= GetUInt32Value(PLAYER_FLAGS
) & ( PLAYER_FLAGS_HIDE_CLOAK
| PLAYER_FLAGS_HIDE_HELM
);
14077 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GM
) )
14078 SetUInt32Value(PLAYER_FLAGS
, 0 | old_safe_flags
);
14080 m_taxi
.LoadTaxiMask( fields
[11].GetString() ); // must be before InitTaxiNodesForLevel
14082 uint32 extraflags
= fields
[25].GetUInt32();
14084 m_stableSlots
= fields
[26].GetUInt32();
14085 if(m_stableSlots
> 4)
14087 sLog
.outError("Player can have not more 4 stable slots, but have in DB %u",uint32(m_stableSlots
));
14091 m_atLoginFlags
= fields
[27].GetUInt32();
14094 // Update Honor kills data
14095 m_lastHonorUpdateTime
= logoutTime
;
14096 UpdateHonorFields();
14098 m_deathExpireTime
= (time_t)fields
[30].GetUInt64();
14099 if(m_deathExpireTime
> now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
)
14100 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
-1;
14102 std::string taxi_nodes
= fields
[31].GetCppString();
14106 // clear channel spell data (if saved at channel spell casting)
14107 SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT
, 0);
14108 SetUInt32Value(UNIT_CHANNEL_SPELL
,0);
14110 // clear charm/summon related fields
14113 SetCharmerGUID(NULL
);
14114 SetOwnerGUID(NULL
);
14115 SetCreatorGUID(NULL
);
14117 // reset some aura modifiers before aura apply
14119 SetUInt32Value(PLAYER_TRACK_CREATURES
, 0 );
14120 SetUInt32Value(PLAYER_TRACK_RESOURCES
, 0 );
14122 // reset skill modifiers and set correct unlearn flags
14123 for (uint32 i
= 0; i
< PLAYER_MAX_SKILLS
; i
++)
14125 SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i
),0);
14127 // set correct unlearn bit
14128 uint32 id
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
14131 SkillLineEntry
const *pSkill
= sSkillLineStore
.LookupEntry(id
);
14132 if(!pSkill
) continue;
14134 // enable unlearn button for primary professions only
14135 if (pSkill
->categoryId
== SKILL_CATEGORY_PROFESSION
)
14136 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,1));
14138 SetUInt32Value(PLAYER_SKILL_INDEX(i
), MAKE_PAIR32(id
,0));
14141 // make sure the unit is considered out of combat for proper loading
14144 // make sure the unit is considered not in duel for proper loading
14145 SetUInt64Value(PLAYER_DUEL_ARBITER
, 0);
14146 SetUInt32Value(PLAYER_DUEL_TEAM
, 0);
14148 // remember loaded power/health values to restore after stats initialization and modifier applying
14149 uint32 savedHealth
= GetHealth();
14150 uint32 savedPower
[MAX_POWERS
];
14151 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14152 savedPower
[i
] = GetPower(Powers(i
));
14154 // reset stats before loading any modifiers
14155 InitStatsForLevel();
14156 InitTaxiNodesForLevel();
14157 InitGlyphsForLevel();
14160 // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
14162 //mails are loaded only when needed ;-) - when player in game click on mailbox.
14165 _LoadAuras(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS
), time_diff
);
14167 // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
14168 if( HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_GHOST
) )
14169 m_deathState
= DEAD
;
14171 _LoadSpells(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS
));
14173 // after spell load
14174 InitTalentForLevel();
14175 learnSkillRewardedSpells();
14177 // after spell load, learn rewarded spell if need also
14178 _LoadQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS
));
14179 _LoadDailyQuestStatus(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS
));
14181 _LoadTutorials(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS
));
14183 // must be before inventory (some items required reputation check)
14184 _LoadReputation(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION
));
14186 _LoadInventory(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY
), time_diff
);
14188 // update items with duration and realtime
14189 UpdateItemDuration(time_diff
, true);
14191 _LoadActions(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS
));
14193 // unread mails and next delivery time, actual mails not loaded
14194 _LoadMailInit(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE
));
14196 m_social
= sSocialMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST
), GetGUIDLow());
14198 if(!_LoadHomeBind(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND
)))
14201 // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
14202 // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
14203 if(uint32 curTitle
= GetUInt32Value(PLAYER_CHOSEN_TITLE
))
14205 if(!HasTitle(curTitle
))
14206 SetUInt32Value(PLAYER_CHOSEN_TITLE
,0);
14209 // Not finish taxi flight path
14210 if(!m_taxi
.LoadTaxiDestinationsFromString(taxi_nodes
))
14212 // problems with taxi path loading
14213 TaxiNodesEntry
const* nodeEntry
= NULL
;
14214 if(uint32 node_id
= m_taxi
.GetTaxiSource())
14215 nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14217 if(!nodeEntry
) // don't know taxi start node, to homebind
14219 sLog
.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
14220 SetMapId(m_homebindMapId
);
14221 Relocate( m_homebindX
, m_homebindY
, m_homebindZ
,0.0f
);
14222 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14224 else // have start node, to it
14226 sLog
.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
14227 SetMapId(nodeEntry
->map_id
);
14228 Relocate(nodeEntry
->x
, nodeEntry
->y
, nodeEntry
->z
,0.0f
);
14229 SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
14231 m_taxi
.ClearTaxiDestinations();
14233 else if(uint32 node_id
= m_taxi
.GetTaxiSource())
14235 // save source node as recall coord to prevent recall and fall from sky
14236 TaxiNodesEntry
const* nodeEntry
= sTaxiNodesStore
.LookupEntry(node_id
);
14237 assert(nodeEntry
); // checked in m_taxi.LoadTaxiDestinationsFromString
14238 m_recallMap
= nodeEntry
->map_id
;
14239 m_recallX
= nodeEntry
->x
;
14240 m_recallY
= nodeEntry
->y
;
14241 m_recallZ
= nodeEntry
->z
;
14243 // flight will started later
14246 // has to be called after last Relocate() in Player::LoadFromDB
14247 SetFallInformation(0, GetPositionZ());
14249 _LoadSpellCooldowns(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS
));
14251 // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
14252 // Do now before stats re-calculation cleanup for ghost state unexpected auras
14254 RemoveAllAurasOnDeath();
14256 //apply all stat bonuses from items and auras
14257 SetCanModifyStats(true);
14260 // restore remembered power/health values (but not more max values)
14261 SetHealth(savedHealth
> GetMaxHealth() ? GetMaxHealth() : savedHealth
);
14262 for(uint32 i
= 0; i
< MAX_POWERS
; ++i
)
14263 SetPower(Powers(i
),savedPower
[i
] > GetMaxPower(Powers(i
)) ? GetMaxPower(Powers(i
)) : savedPower
[i
]);
14265 sLog
.outDebug("The value of player %s after load item and aura is: ", m_name
.c_str());
14269 if(GetSession()->GetSecurity() > SEC_PLAYER
)
14271 switch(sWorld
.getConfig(CONFIG_GM_LOGIN_STATE
))
14274 case 0: break; // disable
14275 case 1: SetGameMaster(true); break; // enable
14276 case 2: // save state
14277 if(extraflags
& PLAYER_EXTRA_GM_ON
)
14278 SetGameMaster(true);
14282 switch(sWorld
.getConfig(CONFIG_GM_ACCEPT_TICKETS
))
14285 case 0: break; // disable
14286 case 1: SetAcceptTicket(true); break; // enable
14287 case 2: // save state
14288 if(extraflags
& PLAYER_EXTRA_GM_ACCEPT_TICKETS
)
14289 SetAcceptTicket(true);
14293 switch(sWorld
.getConfig(CONFIG_GM_CHAT
))
14296 case 0: break; // disable
14297 case 1: SetGMChat(true); break; // enable
14298 case 2: // save state
14299 if(extraflags
& PLAYER_EXTRA_GM_CHAT
)
14304 switch(sWorld
.getConfig(CONFIG_GM_WISPERING_TO
))
14307 case 0: break; // disable
14308 case 1: SetAcceptWhispers(true); break; // enable
14309 case 2: // save state
14310 if(extraflags
& PLAYER_EXTRA_ACCEPT_WHISPERS
)
14311 SetAcceptWhispers(true);
14316 _LoadDeclinedNames(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES
));
14318 m_achievementMgr
.LoadFromDB(holder
->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS
), holder
->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS
));
14319 m_achievementMgr
.CheckAllAchievementCriteria();
14323 bool Player::isAllowedToLoot(Creature
* creature
)
14325 if(Player
* recipient
= creature
->GetLootRecipient())
14327 if (recipient
== this)
14329 if( Group
* otherGroup
= recipient
->GetGroup())
14331 Group
* thisGroup
= GetGroup();
14334 return thisGroup
== otherGroup
;
14339 // prevent other players from looting if the recipient got disconnected
14340 return !creature
->hasLootRecipient();
14343 void Player::_LoadActions(QueryResult
*result
)
14345 m_actionButtons
.clear();
14347 //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
14353 Field
*fields
= result
->Fetch();
14355 uint8 button
= fields
[0].GetUInt8();
14357 addActionButton(button
, fields
[1].GetUInt16(), fields
[2].GetUInt8(), fields
[3].GetUInt8());
14359 m_actionButtons
[button
].uState
= ACTIONBUTTON_UNCHANGED
;
14361 while( result
->NextRow() );
14367 void Player::_LoadAuras(QueryResult
*result
, uint32 timediff
)
14370 for (int i
= 0; i
< TOTAL_AURAS
; i
++)
14371 m_modAuras
[i
].clear();
14373 //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
14379 Field
*fields
= result
->Fetch();
14380 uint64 caster_guid
= fields
[0].GetUInt64();
14381 uint32 spellid
= fields
[1].GetUInt32();
14382 uint32 effindex
= fields
[2].GetUInt32();
14383 uint32 stackcount
= fields
[3].GetUInt32();
14384 int32 damage
= (int32
)fields
[4].GetUInt32();
14385 int32 maxduration
= (int32
)fields
[5].GetUInt32();
14386 int32 remaintime
= (int32
)fields
[6].GetUInt32();
14387 int32 remaincharges
= (int32
)fields
[7].GetUInt32();
14389 SpellEntry
const* spellproto
= sSpellStore
.LookupEntry(spellid
);
14392 sLog
.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14398 sLog
.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid
,effindex
);
14402 // negative effects should continue counting down after logout
14403 if (remaintime
!= -1 && !IsPositiveEffect(spellid
, effindex
))
14405 if(remaintime
<= int32(timediff
))
14408 remaintime
-= timediff
;
14411 // prevent wrong values of remaincharges
14412 if(spellproto
->procCharges
)
14414 if(remaincharges
<= 0 || remaincharges
> spellproto
->procCharges
)
14415 remaincharges
= spellproto
->procCharges
;
14418 remaincharges
= -1;
14420 //do not load single target auras (unless they were cast by the player)
14421 if (caster_guid
!= GetGUID() && IsSingleTargetSpell(spellproto
))
14424 for(uint32 i
=0; i
<stackcount
; i
++)
14426 Aura
* aura
= CreateAura(spellproto
, effindex
, NULL
, this, NULL
);
14428 damage
= aura
->GetModifier()->m_amount
;
14429 aura
->SetLoadedState(caster_guid
,damage
,maxduration
,remaintime
,remaincharges
);
14431 sLog
.outString("Added aura spellid %u, effect %u", spellproto
->Id
, effindex
);
14434 while( result
->NextRow() );
14439 if(m_class
== CLASS_WARRIOR
)
14440 CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE
,true);
14443 void Player::LoadCorpse()
14447 ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
14451 if(Corpse
*corpse
= GetCorpse())
14453 ApplyModFlag(PLAYER_FIELD_BYTES
, PLAYER_FIELD_BYTE_RELEASE_TIMER
, corpse
&& !sMapStore
.LookupEntry(corpse
->GetMapId())->Instanceable() );
14457 //Prevent Dead Player login without corpse
14458 ResurrectPlayer(0.5f
);
14463 void Player::_LoadInventory(QueryResult
*result
, uint32 timediff
)
14465 //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());
14466 std::map
<uint64
, Bag
*> bagMap
; // fast guid lookup for bags
14467 //NOTE: the "order by `bag`" is important because it makes sure
14468 //the bagMap is filled before items in the bags are loaded
14469 //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
14470 //expected to be equipped before offhand items (TODO: fixme)
14472 uint32 zone
= GetZoneId();
14476 std::list
<Item
*> problematicItems
;
14478 // prevent items from being added to the queue when stored
14479 m_itemUpdateQueueBlocked
= true;
14482 Field
*fields
= result
->Fetch();
14483 uint32 bag_guid
= fields
[1].GetUInt32();
14484 uint8 slot
= fields
[2].GetUInt8();
14485 uint32 item_guid
= fields
[3].GetUInt32();
14486 uint32 item_id
= fields
[4].GetUInt32();
14488 ItemPrototype
const * proto
= objmgr
.GetItemPrototype(item_id
);
14492 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14493 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid
);
14494 sLog
.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14498 Item
*item
= NewItemOrBag(proto
);
14500 if(!item
->LoadFromDB(item_guid
, GetGUID(), result
))
14502 sLog
.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id
);
14503 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14504 item
->FSetState(ITEM_REMOVED
);
14505 item
->SaveToDB(); // it also deletes item object !
14509 // not allow have in alive state item limited to another map/zone
14510 if(isAlive() && item
->IsLimitedToAnotherMapOrZone(GetMapId(),zone
) )
14512 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14513 item
->FSetState(ITEM_REMOVED
);
14514 item
->SaveToDB(); // it also deletes item object !
14518 // "Conjured items disappear if you are logged out for more than 15 minutes"
14519 if ((timediff
> 15*60) && (item
->HasFlag(ITEM_FIELD_FLAGS
, ITEM_FLAGS_CONJURED
)))
14521 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14522 item
->FSetState(ITEM_REMOVED
);
14523 item
->SaveToDB(); // it also deletes item object !
14527 bool success
= true;
14531 // the item is not in a bag
14532 item
->SetContainer( NULL
);
14533 item
->SetSlot(slot
);
14535 if( IsInventoryPos( INVENTORY_SLOT_BAG_0
, slot
) )
14537 ItemPosCountVec dest
;
14538 if( CanStoreItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false ) == EQUIP_ERR_OK
)
14539 item
= StoreItem(dest
, item
, true);
14543 else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0
, slot
) )
14546 if( CanEquipItem( slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14547 QuickEquipItem(dest
, item
);
14551 else if( IsBankPos( INVENTORY_SLOT_BAG_0
, slot
) )
14553 ItemPosCountVec dest
;
14554 if( CanBankItem( INVENTORY_SLOT_BAG_0
, slot
, dest
, item
, false, false ) == EQUIP_ERR_OK
)
14555 item
= BankItem(dest
, item
, true);
14562 // store bags that may contain items in them
14563 if(item
->IsBag() && IsBagPos(item
->GetPos()))
14564 bagMap
[item_guid
] = (Bag
*)item
;
14569 item
->SetSlot(NULL_SLOT
);
14570 // the item is in a bag, find the bag
14571 std::map
<uint64
, Bag
*>::iterator itr
= bagMap
.find(bag_guid
);
14572 if(itr
!= bagMap
.end())
14573 itr
->second
->StoreItem(slot
, item
, true );
14578 // item's state may have changed after stored
14580 item
->SetState(ITEM_UNCHANGED
, this);
14583 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
);
14584 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid
);
14585 problematicItems
.push_back(item
);
14587 } while (result
->NextRow());
14590 m_itemUpdateQueueBlocked
= false;
14592 // send by mail problematic items
14593 while(!problematicItems
.empty())
14596 MailItemsInfo mi
; // item list preparing
14598 for(int i
= 0; !problematicItems
.empty() && i
< MAX_MAIL_ITEMS
; ++i
)
14600 Item
* item
= problematicItems
.front();
14601 problematicItems
.pop_front();
14603 mi
.AddItem(item
->GetGUIDLow(), item
->GetEntry(), item
);
14606 std::string subject
= GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM
);
14608 WorldSession::SendMailTo(this, MAIL_NORMAL
, MAIL_STATIONERY_GM
, GetGUIDLow(), GetGUIDLow(), subject
, 0, &mi
, 0, 0, MAIL_CHECK_MASK_NONE
);
14612 _ApplyAllItemMods();
14615 // load mailed item which should receive current player
14616 void Player::_LoadMailedItems(Mail
*mail
)
14618 // data needs to be at first place for Item::LoadFromDB
14619 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
);
14625 Field
*fields
= result
->Fetch();
14626 uint32 item_guid_low
= fields
[1].GetUInt32();
14627 uint32 item_template
= fields
[2].GetUInt32();
14629 mail
->AddItem(item_guid_low
, item_template
);
14631 ItemPrototype
const *proto
= objmgr
.GetItemPrototype(item_template
);
14635 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
);
14636 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14637 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low
);
14641 Item
*item
= NewItemOrBag(proto
);
14643 if(!item
->LoadFromDB(item_guid_low
, 0, result
))
14645 sLog
.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail
->messageID
, item_guid_low
);
14646 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low
);
14647 item
->FSetState(ITEM_REMOVED
);
14648 item
->SaveToDB(); // it also deletes item object !
14653 } while (result
->NextRow());
14658 void Player::_LoadMailInit(QueryResult
*resultUnread
, QueryResult
*resultDelivery
)
14660 //set a count of unread mails
14661 //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
14664 Field
*fieldMail
= resultUnread
->Fetch();
14665 unReadMails
= fieldMail
[0].GetUInt8();
14666 delete resultUnread
;
14669 // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
14670 //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
14671 if (resultDelivery
)
14673 Field
*fieldMail
= resultDelivery
->Fetch();
14674 m_nextMailDelivereTime
= (time_t)fieldMail
[0].GetUInt64();
14675 delete resultDelivery
;
14679 void Player::_LoadMail()
14682 //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
14683 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());
14688 Field
*fields
= result
->Fetch();
14689 Mail
*m
= new Mail
;
14690 m
->messageID
= fields
[0].GetUInt32();
14691 m
->messageType
= fields
[1].GetUInt8();
14692 m
->sender
= fields
[2].GetUInt32();
14693 m
->receiver
= fields
[3].GetUInt32();
14694 m
->subject
= fields
[4].GetCppString();
14695 m
->itemTextId
= fields
[5].GetUInt32();
14696 bool has_items
= fields
[6].GetBool();
14697 m
->expire_time
= (time_t)fields
[7].GetUInt64();
14698 m
->deliver_time
= (time_t)fields
[8].GetUInt64();
14699 m
->money
= fields
[9].GetUInt32();
14700 m
->COD
= fields
[10].GetUInt32();
14701 m
->checked
= fields
[11].GetUInt32();
14702 m
->stationery
= fields
[12].GetUInt8();
14703 m
->mailTemplateId
= fields
[13].GetInt16();
14705 if(m
->mailTemplateId
&& !sMailTemplateStore
.LookupEntry(m
->mailTemplateId
))
14707 sLog
.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m
->messageID
, m
->mailTemplateId
);
14708 m
->mailTemplateId
= 0;
14711 m
->state
= MAIL_STATE_UNCHANGED
;
14714 _LoadMailedItems(m
);
14716 m_mail
.push_back(m
);
14717 } while( result
->NextRow() );
14720 m_mailsLoaded
= true;
14723 void Player::LoadPet()
14725 //fixme: the pet should still be loaded if the player is not in world
14726 // just not added to the map
14729 Pet
*pet
= new Pet
;
14730 if(!pet
->LoadPetFromDB(this,0,0,true))
14735 void Player::_LoadQuestStatus(QueryResult
*result
)
14737 mQuestStatus
.clear();
14741 //// 0 1 2 3 4 5 6 7 8 9 10 11 12
14742 //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());
14748 Field
*fields
= result
->Fetch();
14750 uint32 quest_id
= fields
[0].GetUInt32();
14751 // used to be new, no delete?
14752 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14756 QuestStatusData
& questStatusData
= mQuestStatus
[quest_id
];
14758 uint32 qstatus
= fields
[1].GetUInt32();
14759 if(qstatus
< MAX_QUEST_STATUS
)
14760 questStatusData
.m_status
= QuestStatus(qstatus
);
14763 questStatusData
.m_status
= QUEST_STATUS_NONE
;
14764 sLog
.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id
,qstatus
);
14767 questStatusData
.m_rewarded
= ( fields
[2].GetUInt8() > 0 );
14768 questStatusData
.m_explored
= ( fields
[3].GetUInt8() > 0 );
14770 time_t quest_time
= time_t(fields
[4].GetUInt64());
14772 if( pQuest
->HasFlag( QUEST_MANGOS_FLAGS_TIMED
) && !GetQuestRewardStatus(quest_id
) && questStatusData
.m_status
!= QUEST_STATUS_NONE
)
14774 AddTimedQuest( quest_id
);
14776 if (quest_time
<= sWorld
.GetGameTime())
14777 questStatusData
.m_timer
= 1;
14779 questStatusData
.m_timer
= (quest_time
- sWorld
.GetGameTime()) * 1000;
14784 questStatusData
.m_creatureOrGOcount
[0] = fields
[5].GetUInt32();
14785 questStatusData
.m_creatureOrGOcount
[1] = fields
[6].GetUInt32();
14786 questStatusData
.m_creatureOrGOcount
[2] = fields
[7].GetUInt32();
14787 questStatusData
.m_creatureOrGOcount
[3] = fields
[8].GetUInt32();
14788 questStatusData
.m_itemcount
[0] = fields
[9].GetUInt32();
14789 questStatusData
.m_itemcount
[1] = fields
[10].GetUInt32();
14790 questStatusData
.m_itemcount
[2] = fields
[11].GetUInt32();
14791 questStatusData
.m_itemcount
[3] = fields
[12].GetUInt32();
14793 questStatusData
.uState
= QUEST_UNCHANGED
;
14795 // add to quest log
14796 if( slot
< MAX_QUEST_LOG_SIZE
&&
14797 ( questStatusData
.m_status
==QUEST_STATUS_INCOMPLETE
||
14798 questStatusData
.m_status
==QUEST_STATUS_COMPLETE
&&
14799 (!questStatusData
.m_rewarded
|| pQuest
->IsDaily()) ) )
14801 SetQuestSlot(slot
,quest_id
,quest_time
);
14803 if(questStatusData
.m_status
== QUEST_STATUS_COMPLETE
)
14804 SetQuestSlotState(slot
,QUEST_STATE_COMPLETE
);
14806 for(uint8 idx
= 0; idx
< QUEST_OBJECTIVES_COUNT
; ++idx
)
14807 if(questStatusData
.m_creatureOrGOcount
[idx
])
14808 SetQuestSlotCounter(slot
,idx
,questStatusData
.m_creatureOrGOcount
[idx
]);
14813 if(questStatusData
.m_rewarded
)
14815 // learn rewarded spell if unknown
14816 learnQuestRewardedSpells(pQuest
);
14818 // set rewarded title if any
14819 if(pQuest
->GetCharTitleId())
14821 if(CharTitlesEntry
const* titleEntry
= sCharTitlesStore
.LookupEntry(pQuest
->GetCharTitleId()))
14822 SetTitle(titleEntry
);
14826 sLog
.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData
.m_status
, quest_id
, GetGUIDLow());
14829 while( result
->NextRow() );
14834 // clear quest log tail
14835 for ( uint16 i
= slot
; i
< MAX_QUEST_LOG_SIZE
; ++i
)
14839 void Player::_LoadDailyQuestStatus(QueryResult
*result
)
14841 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
14842 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
14844 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
14848 uint32 quest_daily_idx
= 0;
14852 if(quest_daily_idx
>= PLAYER_MAX_DAILY_QUESTS
) // max amount with exist data in query
14854 sLog
.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
14858 Field
*fields
= result
->Fetch();
14860 uint32 quest_id
= fields
[0].GetUInt32();
14862 // save _any_ from daily quest times (it must be after last reset anyway)
14863 m_lastDailyQuestTime
= (time_t)fields
[1].GetUInt64();
14865 Quest
const* pQuest
= objmgr
.GetQuestTemplate(quest_id
);
14869 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
14872 sLog
.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id
, GetGUIDLow());
14874 while( result
->NextRow() );
14879 m_DailyQuestChanged
= false;
14882 void Player::_LoadReputation(QueryResult
*result
)
14884 m_factions
.clear();
14886 // Set initial reputations (so everything is nifty before DB data load)
14887 SetInitialFactions();
14889 //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
14895 Field
*fields
= result
->Fetch();
14897 FactionEntry
const *factionEntry
= sFactionStore
.LookupEntry(fields
[0].GetUInt32());
14898 if( factionEntry
&& (factionEntry
->reputationListID
>= 0))
14900 FactionState
* faction
= &m_factions
[factionEntry
->reputationListID
];
14902 // update standing to current
14903 faction
->Standing
= int32(fields
[1].GetUInt32());
14905 uint32 dbFactionFlags
= fields
[2].GetUInt32();
14907 if( dbFactionFlags
& FACTION_FLAG_VISIBLE
)
14908 SetFactionVisible(faction
); // have internal checks for forced invisibility
14910 if( dbFactionFlags
& FACTION_FLAG_INACTIVE
)
14911 SetFactionInactive(faction
,true); // have internal checks for visibility requirement
14913 if( dbFactionFlags
& FACTION_FLAG_AT_WAR
) // DB at war
14914 SetFactionAtWar(faction
,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
14915 else // DB not at war
14917 // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
14918 if( faction
->Flags
& FACTION_FLAG_VISIBLE
)
14919 SetFactionAtWar(faction
,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
14922 // set atWar for hostile
14923 if(GetReputationRank(factionEntry
) <= REP_HOSTILE
)
14924 SetFactionAtWar(faction
,true);
14926 // reset changed flag if values similar to saved in DB
14927 if(faction
->Flags
==dbFactionFlags
)
14928 faction
->Changed
= false;
14931 while( result
->NextRow() );
14937 void Player::_LoadSpells(QueryResult
*result
)
14939 for (PlayerSpellMap::iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
14940 delete itr
->second
;
14943 //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
14949 Field
*fields
= result
->Fetch();
14951 addSpell(fields
[0].GetUInt16(), fields
[2].GetBool(), false, true, fields
[1].GetUInt16(), fields
[3].GetBool());
14953 while( result
->NextRow() );
14959 void Player::_LoadTutorials(QueryResult
*result
)
14961 //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
14967 Field
*fields
= result
->Fetch();
14969 for (int iI
=0; iI
<8; iI
++)
14970 m_Tutorials
[iI
] = fields
[iI
].GetUInt32();
14972 while( result
->NextRow() );
14977 m_TutorialsChanged
= false;
14980 void Player::_LoadGroup(QueryResult
*result
)
14982 //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
14985 uint64 leaderGuid
= MAKE_NEW_GUID((*result
)[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
14987 Group
* group
= objmgr
.GetGroupByLeader(leaderGuid
);
14990 uint8 subgroup
= group
->GetMemberGroup(GetGUID());
14991 SetGroup(group
, subgroup
);
14992 if(getLevel() >= LEVELREQUIREMENT_HEROIC
)
14994 // the group leader may change the instance difficulty while the player is offline
14995 SetDifficulty(group
->GetDifficulty());
15001 void Player::_LoadBoundInstances(QueryResult
*result
)
15003 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15004 m_boundInstances
[i
].clear();
15006 Group
*group
= GetGroup();
15008 //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));
15013 Field
*fields
= result
->Fetch();
15014 bool perm
= fields
[1].GetBool();
15015 uint32 mapId
= fields
[2].GetUInt32();
15016 uint32 instanceId
= fields
[0].GetUInt32();
15017 uint8 difficulty
= fields
[3].GetUInt8();
15018 time_t resetTime
= (time_t)fields
[4].GetUInt64();
15019 // the resettime for normal instances is only saved when the InstanceSave is unloaded
15020 // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
15021 // and in that case it is not used
15025 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
);
15026 CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId
);
15030 // since non permanent binds are always solo bind, they can always be reset
15031 InstanceSave
*save
= sInstanceSaveManager
.AddInstanceSave(mapId
, instanceId
, difficulty
, resetTime
, !perm
, true);
15032 if(save
) BindToInstance(save
, perm
, true);
15033 } while(result
->NextRow());
15038 InstancePlayerBind
* Player::GetBoundInstance(uint32 mapid
, uint8 difficulty
)
15040 // some instances only have one difficulty
15041 const MapEntry
* entry
= sMapStore
.LookupEntry(mapid
);
15042 if(!entry
|| !entry
->SupportsHeroicMode()) difficulty
= DIFFICULTY_NORMAL
;
15044 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15045 if(itr
!= m_boundInstances
[difficulty
].end())
15046 return &itr
->second
;
15051 void Player::UnbindInstance(uint32 mapid
, uint8 difficulty
, bool unload
)
15053 BoundInstancesMap::iterator itr
= m_boundInstances
[difficulty
].find(mapid
);
15054 UnbindInstance(itr
, difficulty
, unload
);
15057 void Player::UnbindInstance(BoundInstancesMap::iterator
&itr
, uint8 difficulty
, bool unload
)
15059 if(itr
!= m_boundInstances
[difficulty
].end())
15061 if(!unload
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr
->second
.save
->GetInstanceId());
15062 itr
->second
.save
->RemovePlayer(this); // save can become invalid
15063 m_boundInstances
[difficulty
].erase(itr
++);
15067 InstancePlayerBind
* Player::BindToInstance(InstanceSave
*save
, bool permanent
, bool load
)
15071 InstancePlayerBind
& bind
= m_boundInstances
[save
->GetDifficulty()][save
->GetMapId()];
15074 // update the save when the group kills a boss
15075 if(permanent
!= bind
.perm
|| save
!= bind
.save
)
15076 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());
15079 if(!load
) CharacterDatabase
.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save
->GetInstanceId(), permanent
);
15081 if(bind
.save
!= save
)
15083 if(bind
.save
) bind
.save
->RemovePlayer(this);
15084 save
->AddPlayer(this);
15087 if(permanent
) save
->SetCanReset(false);
15090 bind
.perm
= permanent
;
15091 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());
15098 void Player::SendRaidInfo()
15100 WorldPacket
data(SMSG_RAID_INSTANCE_INFO
, 4);
15102 uint32 counter
= 0, i
;
15103 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15104 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15105 if(itr
->second
.perm
) counter
++;
15108 for(i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15110 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15112 if(itr
->second
.perm
)
15114 InstanceSave
*save
= itr
->second
.save
;
15115 data
<< (save
->GetMapId());
15116 data
<< (uint32
)(save
->GetResetTime() - time(NULL
));
15117 data
<< save
->GetInstanceId();
15118 data
<< uint32(counter
);
15123 GetSession()->SendPacket(&data
);
15127 - called on every successful teleportation to a map
15129 void Player::SendSavedInstances()
15131 bool hasBeenSaved
= false;
15134 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15136 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15138 if(itr
->second
.perm
) // only permanent binds are sent
15140 hasBeenSaved
= true;
15146 //Send opcode 811. true or false means, whether you have current raid/heroic instances
15147 data
.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP
);
15148 data
<< uint32(hasBeenSaved
);
15149 GetSession()->SendPacket(&data
);
15154 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15156 for (BoundInstancesMap::iterator itr
= m_boundInstances
[i
].begin(); itr
!= m_boundInstances
[i
].end(); ++itr
)
15158 if(itr
->second
.perm
)
15160 data
.Initialize(SMSG_UPDATE_LAST_INSTANCE
);
15161 data
<< uint32(itr
->second
.save
->GetMapId());
15162 GetSession()->SendPacket(&data
);
15168 /// convert the player's binds to the group
15169 void Player::ConvertInstancesToGroup(Player
*player
, Group
*group
, uint64 player_guid
)
15171 bool has_binds
= false;
15172 bool has_solo
= false;
15174 if(player
) { player_guid
= player
->GetGUID(); if(!group
) group
= player
->GetGroup(); }
15175 assert(player_guid
);
15177 // copy all binds to the group, when changing leader it's assumed the character
15178 // will not have any solo binds
15182 for(uint8 i
= 0; i
< TOTAL_DIFFICULTIES
; i
++)
15184 for (BoundInstancesMap::iterator itr
= player
->m_boundInstances
[i
].begin(); itr
!= player
->m_boundInstances
[i
].end();)
15187 if(group
) group
->BindToInstance(itr
->second
.save
, itr
->second
.perm
, true);
15188 // permanent binds are not removed
15189 if(!itr
->second
.perm
)
15191 player
->UnbindInstance(itr
, i
, true); // increments itr
15200 // if the player's not online we don't know what binds it has
15201 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
));
15202 // the following should not get executed when changing leaders
15203 if(!player
|| has_solo
) CharacterDatabase
.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid
));
15206 bool Player::_LoadHomeBind(QueryResult
*result
)
15209 //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
15212 Field
*fields
= result
->Fetch();
15213 m_homebindMapId
= fields
[0].GetUInt32();
15214 m_homebindZoneId
= fields
[1].GetUInt16();
15215 m_homebindX
= fields
[2].GetFloat();
15216 m_homebindY
= fields
[3].GetFloat();
15217 m_homebindZ
= fields
[4].GetFloat();
15220 // accept saved data only for valid position (and non instanceable)
15221 if( MapManager::IsValidMapCoord(m_homebindMapId
,m_homebindX
,m_homebindY
,m_homebindZ
) &&
15222 !sMapStore
.LookupEntry(m_homebindMapId
)->Instanceable() )
15227 CharacterDatabase
.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
15232 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(), getClass());
15233 if(!info
) return false;
15235 m_homebindMapId
= info
->mapId
;
15236 m_homebindZoneId
= info
->zoneId
;
15237 m_homebindX
= info
->positionX
;
15238 m_homebindY
= info
->positionY
;
15239 m_homebindZ
= info
->positionZ
;
15241 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
);
15244 DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f\n",
15245 m_homebindMapId
, m_homebindZoneId
, m_homebindX
, m_homebindY
, m_homebindZ
);
15250 /*********************************************************/
15251 /*** SAVE SYSTEM ***/
15252 /*********************************************************/
15254 void Player::SaveToDB()
15256 // delay auto save at any saves (manual, in code, or autosave)
15257 m_nextSave
= sWorld
.getConfig(CONFIG_INTERVAL_SAVE
);
15259 // first save/honor gain after midnight will also update the player's honor fields
15260 UpdateHonorFields();
15262 // players aren't saved on battleground maps
15263 uint32 mapid
= IsBeingTeleported() ? GetTeleportDest().mapid
: GetMapId();
15264 const MapEntry
* me
= sMapStore
.LookupEntry(mapid
);
15265 if(!me
|| me
->IsBattleGroundOrArena())
15268 int is_save_resting
= HasFlag(PLAYER_FLAGS
, PLAYER_FLAGS_RESTING
) ? 1 : 0;
15269 //save, far from tavern/city
15270 //save, but in tavern/city
15271 sLog
.outDebug("The value of player %s at save: ", m_name
.c_str());
15274 // save state (after auras removing), if aura remove some flags then it must set it back by self)
15275 uint32 tmp_bytes
= GetUInt32Value(UNIT_FIELD_BYTES_1
);
15276 uint32 tmp_bytes2
= GetUInt32Value(UNIT_FIELD_BYTES_2
);
15277 uint32 tmp_flags
= GetUInt32Value(UNIT_FIELD_FLAGS
);
15278 uint32 tmp_pflags
= GetUInt32Value(PLAYER_FLAGS
);
15279 uint32 tmp_displayid
= GetDisplayId();
15281 // Set player sit state to standing on save, also stealth and shifted form
15282 SetByteValue(UNIT_FIELD_BYTES_1
, 0, 0); // stand state
15283 SetByteValue(UNIT_FIELD_BYTES_2
, 3, 0); // shapeshift
15284 SetByteValue(UNIT_FIELD_BYTES_1
, 3, 0); // stand flags?
15285 RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_STUNNED
);
15286 SetDisplayId(GetNativeDisplayId());
15288 bool inworld
= IsInWorld();
15290 CharacterDatabase
.BeginTransaction();
15292 CharacterDatabase
.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
15294 std::string sql_name
= m_name
;
15295 CharacterDatabase
.escape_string(sql_name
);
15297 std::ostringstream ss
;
15298 ss
<< "INSERT INTO characters (guid,account,name,race,class,"
15299 "map, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
15300 "taximask, online, cinematic, "
15301 "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
15302 "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
15303 "death_expire_time, taxi_path, arena_pending_points) VALUES ("
15304 << GetGUIDLow() << ", "
15305 << GetSession()->GetAccountId() << ", '"
15306 << sql_name
<< "', "
15308 << m_class
<< ", ";
15310 bool save_to_dest
= false;
15311 if(IsBeingTeleported())
15313 // don't save to battlegrounds or arenas
15314 const MapEntry
*entry
= sMapStore
.LookupEntry(GetTeleportDest().mapid
);
15315 if(entry
&& entry
->map_type
!= MAP_BATTLEGROUND
&& entry
->map_type
!= MAP_ARENA
)
15316 save_to_dest
= true;
15321 ss
<< GetMapId() << ", "
15322 << (uint32
)GetDifficulty() << ", "
15323 << finiteAlways(GetPositionX()) << ", "
15324 << finiteAlways(GetPositionY()) << ", "
15325 << finiteAlways(GetPositionZ()) << ", "
15326 << finiteAlways(GetOrientation()) << ", '";
15330 ss
<< GetTeleportDest().mapid
<< ", "
15331 << (uint32
)GetDifficulty() << ", "
15332 << finiteAlways(GetTeleportDest().x
) << ", "
15333 << finiteAlways(GetTeleportDest().y
) << ", "
15334 << finiteAlways(GetTeleportDest().z
) << ", "
15335 << finiteAlways(GetTeleportDest().o
) << ", '";
15339 for( i
= 0; i
< m_valuesCount
; i
++ )
15341 ss
<< GetUInt32Value(i
) << " ";
15346 for( i
= 0; i
< 8; i
++ )
15347 ss
<< m_taxi
.GetTaximask(i
) << " ";
15350 ss
<< (inworld
? 1 : 0);
15356 ss
<< m_Played_time
[0];
15358 ss
<< m_Played_time
[1];
15361 ss
<< finiteAlways(m_rest_bonus
);
15363 ss
<< (uint64
)time(NULL
);
15365 ss
<< is_save_resting
;
15367 ss
<< m_resetTalentsCost
;
15369 ss
<< (uint64
)m_resetTalentsTime
;
15372 ss
<< finiteAlways(m_movementInfo
.t_x
);
15374 ss
<< finiteAlways(m_movementInfo
.t_y
);
15376 ss
<< finiteAlways(m_movementInfo
.t_z
);
15378 ss
<< finiteAlways(m_movementInfo
.t_o
);
15381 ss
<< m_transport
->GetGUIDLow();
15386 ss
<< m_ExtraFlags
;
15389 ss
<< uint32(m_stableSlots
); // to prevent save uint8 as char
15392 ss
<< uint32(m_atLoginFlags
);
15398 ss
<< (uint64
)m_deathExpireTime
;
15401 ss
<< m_taxi
.SaveTaxiDestinationsToString();
15404 CharacterDatabase
.Execute( ss
.str().c_str() );
15406 if(m_mailsUpdated
) //save mails only when needed
15410 _SaveQuestStatus();
15411 _SaveDailyQuestStatus();
15414 _SaveSpellCooldowns();
15419 CharacterDatabase
.CommitTransaction();
15421 // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
15422 SetDisplayId(tmp_displayid
);
15423 SetUInt32Value(UNIT_FIELD_BYTES_1
, tmp_bytes
);
15424 SetUInt32Value(UNIT_FIELD_BYTES_2
, tmp_bytes2
);
15425 SetUInt32Value(UNIT_FIELD_FLAGS
, tmp_flags
);
15426 SetUInt32Value(PLAYER_FLAGS
, tmp_pflags
);
15428 // save pet (hunter pet level and experience and all type pets health/mana).
15429 if(Pet
* pet
= GetPet())
15430 pet
->SavePetToDB(PET_SAVE_AS_CURRENT
);
15431 m_achievementMgr
.SaveToDB();
15434 // fast save function for item/money cheating preventing - save only inventory and money state
15435 void Player::SaveInventoryAndGoldToDB()
15438 //money is in data field
15439 SaveDataFieldToDB();
15442 void Player::_SaveActions()
15444 for(ActionButtonList::iterator itr
= m_actionButtons
.begin(); itr
!= m_actionButtons
.end(); )
15446 switch (itr
->second
.uState
)
15448 case ACTIONBUTTON_NEW
:
15449 CharacterDatabase
.PExecute("INSERT INTO character_action (guid,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
15450 GetGUIDLow(), (uint32
)itr
->first
, (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
);
15451 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15454 case ACTIONBUTTON_CHANGED
:
15455 CharacterDatabase
.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
15456 (uint32
)itr
->second
.action
, (uint32
)itr
->second
.type
, (uint32
)itr
->second
.misc
, GetGUIDLow(), (uint32
)itr
->first
);
15457 itr
->second
.uState
= ACTIONBUTTON_UNCHANGED
;
15460 case ACTIONBUTTON_DELETED
:
15461 CharacterDatabase
.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32
)itr
->first
);
15462 m_actionButtons
.erase(itr
++);
15471 void Player::_SaveAuras()
15473 CharacterDatabase
.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
15475 AuraMap
const& auras
= GetAuras();
15480 spellEffectPair lastEffectPair
= auras
.begin()->first
;
15481 uint32 stackCounter
= 1;
15483 for(AuraMap::const_iterator itr
= auras
.begin(); ; ++itr
)
15485 if(itr
== auras
.end() || lastEffectPair
!= itr
->first
)
15487 AuraMap::const_iterator itr2
= itr
;
15488 // save previous spellEffectPair to db
15490 SpellEntry
const *spellInfo
= itr2
->second
->GetSpellProto();
15492 //skip all auras from spells that are passive or need a shapeshift
15493 if (!(itr2
->second
->IsPassive() || itr2
->second
->IsRemovedOnShapeLost()))
15495 //do not save single target auras (unless they were cast by the player)
15496 if (!(itr2
->second
->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo
)))
15499 // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
15500 for (i
= 0; i
< 3; i
++)
15501 if (spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_SHAPESHIFT
||
15502 spellInfo
->EffectApplyAuraName
[i
] == SPELL_AURA_MOD_STEALTH
)
15507 CharacterDatabase
.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
15508 "VALUES ('%u', '" I64FMTD
"' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
15509 GetGUIDLow(), itr2
->second
->GetCasterGUID(), (uint32
)itr2
->second
->GetId(), (uint32
)itr2
->second
->GetEffIndex(), stackCounter
, itr2
->second
->GetModifier()->m_amount
,int(itr2
->second
->GetAuraMaxDuration()),int(itr2
->second
->GetAuraDuration()),int(itr2
->second
->m_procCharges
));
15514 if(itr
== auras
.end())
15518 if (lastEffectPair
== itr
->first
)
15522 lastEffectPair
= itr
->first
;
15528 void Player::_SaveInventory()
15530 // force items in buyback slots to new state
15531 // and remove those that aren't already
15532 for (uint8 i
= BUYBACK_SLOT_START
; i
< BUYBACK_SLOT_END
; i
++)
15534 Item
*item
= m_items
[i
];
15535 if (!item
|| item
->GetState() == ITEM_NEW
) continue;
15536 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15537 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item
->GetGUIDLow());
15538 m_items
[i
]->FSetState(ITEM_NEW
);
15541 // update enchantment durations
15542 for(EnchantDurationList::iterator itr
= m_enchantDuration
.begin();itr
!= m_enchantDuration
.end();++itr
)
15544 itr
->item
->SetEnchantmentDuration(itr
->slot
,itr
->leftduration
);
15548 if (m_itemUpdateQueue
.empty()) return;
15550 // do not save if the update queue is corrupt
15551 bool error
= false;
15552 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15554 Item
*item
= m_itemUpdateQueue
[i
];
15555 if(!item
|| item
->GetState() == ITEM_REMOVED
) continue;
15556 Item
*test
= GetItemByPos( item
->GetBagSlot(), item
->GetSlot());
15560 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());
15563 else if (test
!= item
)
15565 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());
15572 sLog
.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
15573 ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED
);
15577 for(size_t i
= 0; i
< m_itemUpdateQueue
.size(); i
++)
15579 Item
*item
= m_itemUpdateQueue
[i
];
15580 if(!item
) continue;
15582 Bag
*container
= item
->GetContainer();
15583 uint32 bag_guid
= container
? container
->GetGUIDLow() : 0;
15585 switch(item
->GetState())
15588 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());
15591 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());
15594 CharacterDatabase
.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item
->GetGUIDLow());
15596 case ITEM_UNCHANGED
:
15600 item
->SaveToDB(); // item have unchanged inventory record and can be save standalone
15602 m_itemUpdateQueue
.clear();
15605 void Player::_SaveMail()
15607 if (!m_mailsLoaded
)
15610 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); ++itr
)
15613 if (m
->state
== MAIL_STATE_CHANGED
)
15615 CharacterDatabase
.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" I64FMTD
"', deliver_time = '" I64FMTD
"',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
15616 m
->itemTextId
, m
->HasItems() ? 1 : 0, (uint64
)m
->expire_time
, (uint64
)m
->deliver_time
, m
->money
, m
->COD
, m
->checked
, m
->messageID
);
15617 if(m
->removedItems
.size())
15619 for(std::vector
<uint32
>::iterator itr2
= m
->removedItems
.begin(); itr2
!= m
->removedItems
.end(); ++itr2
)
15620 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2
);
15621 m
->removedItems
.clear();
15623 m
->state
= MAIL_STATE_UNCHANGED
;
15625 else if (m
->state
== MAIL_STATE_DELETED
)
15628 for(std::vector
<MailItemInfo
>::iterator itr2
= m
->items
.begin(); itr2
!= m
->items
.end(); ++itr2
)
15629 CharacterDatabase
.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2
->item_guid
);
15631 CharacterDatabase
.PExecute("DELETE FROM item_text WHERE id = '%u'", m
->itemTextId
);
15632 CharacterDatabase
.PExecute("DELETE FROM mail WHERE id = '%u'", m
->messageID
);
15633 CharacterDatabase
.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m
->messageID
);
15637 //deallocate deleted mails...
15638 for (PlayerMails::iterator itr
= m_mail
.begin(); itr
!= m_mail
.end(); )
15640 if ((*itr
)->state
== MAIL_STATE_DELETED
)
15645 itr
= m_mail
.begin();
15651 m_mailsUpdated
= false;
15654 void Player::_SaveQuestStatus()
15656 // we don't need transactions here.
15657 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
15659 switch (i
->second
.uState
)
15662 CharacterDatabase
.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
15663 "VALUES ('%u', '%u', '%u', '%u', '%u', '" I64FMTD
"', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
15664 GetGUIDLow(), i
->first
, i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ 1000 + sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3]);
15666 case QUEST_CHANGED
:
15667 CharacterDatabase
.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" I64FMTD
"',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
15668 i
->second
.m_status
, i
->second
.m_rewarded
, i
->second
.m_explored
, uint64(i
->second
.m_timer
/ 1000 + sWorld
.GetGameTime()), i
->second
.m_creatureOrGOcount
[0], i
->second
.m_creatureOrGOcount
[1], i
->second
.m_creatureOrGOcount
[2], i
->second
.m_creatureOrGOcount
[3], i
->second
.m_itemcount
[0], i
->second
.m_itemcount
[1], i
->second
.m_itemcount
[2], i
->second
.m_itemcount
[3], GetGUIDLow(), i
->first
);
15670 case QUEST_UNCHANGED
:
15673 i
->second
.uState
= QUEST_UNCHANGED
;
15677 void Player::_SaveDailyQuestStatus()
15679 if(!m_DailyQuestChanged
)
15682 m_DailyQuestChanged
= false;
15684 // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
15686 // we don't need transactions here.
15687 CharacterDatabase
.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
15688 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
15689 if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
15690 CharacterDatabase
.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" I64FMTD
"')",
15691 GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
),uint64(m_lastDailyQuestTime
));
15694 void Player::_SaveReputation()
15696 for(FactionStateList::iterator itr
= m_factions
.begin(); itr
!= m_factions
.end(); ++itr
)
15698 if (itr
->second
.Changed
)
15700 CharacterDatabase
.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr
->second
.ID
);
15701 CharacterDatabase
.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr
->second
.ID
, itr
->second
.Standing
, itr
->second
.Flags
);
15702 itr
->second
.Changed
= false;
15707 void Player::_SaveSpells()
15709 for (PlayerSpellMap::const_iterator itr
= m_spells
.begin(), next
= m_spells
.begin(); itr
!= m_spells
.end(); itr
= next
)
15712 if (itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15713 CharacterDatabase
.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr
->first
);
15714 if (itr
->second
->state
== PLAYERSPELL_NEW
|| itr
->second
->state
== PLAYERSPELL_CHANGED
)
15715 CharacterDatabase
.PExecute("INSERT INTO character_spell (guid,spell,slot,active,disabled) VALUES ('%u', '%u', '%u','%u','%u')", GetGUIDLow(), itr
->first
, itr
->second
->slotId
,itr
->second
->active
? 1 : 0,itr
->second
->disabled
? 1 : 0);
15717 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
15718 _removeSpell(itr
->first
);
15720 itr
->second
->state
= PLAYERSPELL_UNCHANGED
;
15724 void Player::_SaveTutorials()
15726 if(!m_TutorialsChanged
)
15730 // it's better than rebuilding indexes multiple times
15731 QueryResult
*result
= CharacterDatabase
.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID
);
15734 Rows
= result
->Fetch()[0].GetUInt32();
15740 CharacterDatabase
.PExecute("UPDATE character_tutorial SET tut0='%u', tut1='%u', tut2='%u', tut3='%u', tut4='%u', tut5='%u', tut6='%u', tut7='%u' WHERE account = '%u' AND realmid = '%u'",
15741 m_Tutorials
[0], m_Tutorials
[1], m_Tutorials
[2], m_Tutorials
[3], m_Tutorials
[4], m_Tutorials
[5], m_Tutorials
[6], m_Tutorials
[7], GetSession()->GetAccountId(), realmID
);
15745 CharacterDatabase
.PExecute("INSERT INTO character_tutorial (account,realmid,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetSession()->GetAccountId(), realmID
, m_Tutorials
[0], m_Tutorials
[1], m_Tutorials
[2], m_Tutorials
[3], m_Tutorials
[4], m_Tutorials
[5], m_Tutorials
[6], m_Tutorials
[7]);
15748 m_TutorialsChanged
= false;
15751 void Player::outDebugValues() const
15753 if(!sLog
.IsOutDebug()) // optimize disabled debug output
15756 sLog
.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA
));
15757 sLog
.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY
), GetStat(STAT_STRENGTH
));
15758 sLog
.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT
), GetStat(STAT_SPIRIT
));
15759 sLog
.outDebug("STAMINA is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA
), GetStat(STAT_SPIRIT
));
15760 sLog
.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE
));
15761 sLog
.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY
), GetResistance(SPELL_SCHOOL_FIRE
));
15762 sLog
.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE
), GetResistance(SPELL_SCHOOL_FROST
));
15763 sLog
.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW
), GetResistance(SPELL_SCHOOL_ARCANE
));
15764 sLog
.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE
), GetFloatValue(UNIT_FIELD_MAXDAMAGE
));
15765 sLog
.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE
));
15766 sLog
.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE
), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE
));
15767 sLog
.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK
), GetAttackTime(RANGED_ATTACK
));
15770 /*********************************************************/
15771 /*** FLOOD FILTER SYSTEM ***/
15772 /*********************************************************/
15774 void Player::UpdateSpeakTime()
15776 // ignore chat spam protection for GMs in any mode
15777 if(GetSession()->GetSecurity() > SEC_PLAYER
)
15780 time_t current
= time (NULL
);
15781 if(m_speakTime
> current
)
15783 uint32 max_count
= sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT
);
15788 if(m_speakCount
>= max_count
)
15790 // prevent overwrite mute time, if message send just before mutes set, for example.
15791 time_t new_mute
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MUTE_TIME
);
15792 if(GetSession()->m_muteTime
< new_mute
)
15793 GetSession()->m_muteTime
= new_mute
;
15801 m_speakTime
= current
+ sWorld
.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY
);
15804 bool Player::CanSpeak() const
15806 return GetSession()->m_muteTime
<= time (NULL
);
15809 /*********************************************************/
15810 /*** LOW LEVEL FUNCTIONS:Notifiers ***/
15811 /*********************************************************/
15813 void Player::SendAttackSwingNotInRange()
15815 WorldPacket
data(SMSG_ATTACKSWING_NOTINRANGE
, 0);
15816 GetSession()->SendPacket( &data
);
15819 void Player::SavePositionInDB(uint32 mapid
, float x
,float y
,float z
,float o
,uint32 zone
,uint64 guid
)
15821 std::ostringstream ss
;
15822 ss
<< "UPDATE characters SET position_x='"<<x
<<"',position_y='"<<y
15823 << "',position_z='"<<z
<<"',orientation='"<<o
<<"',map='"<<mapid
15824 << "',zone='"<<zone
<<"',trans_x='0',trans_y='0',trans_z='0',"
15825 << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15826 sLog
.outDebug(ss
.str().c_str());
15827 CharacterDatabase
.Execute(ss
.str().c_str());
15830 void Player::SaveDataFieldToDB()
15832 std::ostringstream ss
;
15833 ss
<<"UPDATE characters SET data='";
15835 for(uint16 i
= 0; i
< m_valuesCount
; i
++ )
15837 ss
<< GetUInt32Value(i
) << " ";
15839 ss
<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
15841 CharacterDatabase
.Execute(ss
.str().c_str());
15844 bool Player::SaveValuesArrayInDB(Tokens
const& tokens
, uint64 guid
)
15846 std::ostringstream ss2
;
15847 ss2
<<"UPDATE characters SET data='";
15849 for (Tokens::const_iterator iter
= tokens
.begin(); iter
!= tokens
.end(); ++iter
, ++i
)
15851 ss2
<<tokens
[i
]<<" ";
15853 ss2
<<"' WHERE guid='"<< GUID_LOPART(guid
) <<"'";
15855 return CharacterDatabase
.Execute(ss2
.str().c_str());
15858 void Player::SetUInt32ValueInArray(Tokens
& tokens
,uint16 index
, uint32 value
)
15861 snprintf(buf
,11,"%u",value
);
15863 if(index
>= tokens
.size())
15866 tokens
[index
] = buf
;
15869 void Player::SetUInt32ValueInDB(uint16 index
, uint32 value
, uint64 guid
)
15872 if(!LoadValuesArrayFromDB(tokens
,guid
))
15875 if(index
>= tokens
.size())
15879 snprintf(buf
,11,"%u",value
);
15880 tokens
[index
] = buf
;
15882 SaveValuesArrayInDB(tokens
,guid
);
15885 void Player::SetFloatValueInDB(uint16 index
, float value
, uint64 guid
)
15888 memcpy(&temp
, &value
, sizeof(value
));
15889 Player::SetUInt32ValueInDB(index
, temp
, guid
);
15892 void Player::Customize(uint64 guid
, uint8 gender
, uint8 skin
, uint8 face
, uint8 hairStyle
, uint8 hairColor
, uint8 facialHair
)
15895 if(!LoadValuesArrayFromDB(tokens
, guid
))
15898 uint32 unit_bytes0
= GetUInt32ValueFromArray(tokens
, UNIT_FIELD_BYTES_0
);
15899 uint8 race
= unit_bytes0
& 0xFF;
15900 uint8 class_
= (unit_bytes0
>> 8) & 0xFF;
15902 PlayerInfo
const* info
= objmgr
.GetPlayerInfo(race
, class_
);
15906 unit_bytes0
&= ~(0xFF << 16);
15907 unit_bytes0
|= (gender
<< 16);
15908 SetUInt32ValueInArray(tokens
, UNIT_FIELD_BYTES_0
, unit_bytes0
);
15910 SetUInt32ValueInArray(tokens
, UNIT_FIELD_DISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15911 SetUInt32ValueInArray(tokens
, UNIT_FIELD_NATIVEDISPLAYID
, gender
? info
->displayId_f
: info
->displayId_m
);
15913 SetUInt32ValueInArray(tokens
, PLAYER_BYTES
, (skin
| (face
<< 8) | (hairStyle
<< 16) | (hairColor
<< 24)));
15915 uint32 player_bytes2
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_2
);
15916 player_bytes2
&= ~0xFF;
15917 player_bytes2
|= facialHair
;
15918 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_2
, player_bytes2
);
15920 uint32 player_bytes3
= GetUInt32ValueFromArray(tokens
, PLAYER_BYTES_3
);
15921 player_bytes3
&= ~0xFF;
15922 player_bytes3
|= gender
;
15923 SetUInt32ValueInArray(tokens
, PLAYER_BYTES_3
, player_bytes3
);
15925 SaveValuesArrayInDB(tokens
, guid
);
15928 void Player::SendAttackSwingNotStanding()
15930 WorldPacket
data(SMSG_ATTACKSWING_NOTSTANDING
, 0);
15931 GetSession()->SendPacket( &data
);
15934 void Player::SendAttackSwingDeadTarget()
15936 WorldPacket
data(SMSG_ATTACKSWING_DEADTARGET
, 0);
15937 GetSession()->SendPacket( &data
);
15940 void Player::SendAttackSwingCantAttack()
15942 WorldPacket
data(SMSG_ATTACKSWING_CANT_ATTACK
, 0);
15943 GetSession()->SendPacket( &data
);
15946 void Player::SendAttackSwingCancelAttack()
15948 WorldPacket
data(SMSG_CANCEL_COMBAT
, 0);
15949 GetSession()->SendPacket( &data
);
15952 void Player::SendAttackSwingBadFacingAttack()
15954 WorldPacket
data(SMSG_ATTACKSWING_BADFACING
, 0);
15955 GetSession()->SendPacket( &data
);
15958 void Player::SendAutoRepeatCancel()
15960 WorldPacket
data(SMSG_CANCEL_AUTO_REPEAT
, GetPackGUID().size());
15961 data
.append(GetPackGUID()); // may be it's target guid
15962 GetSession()->SendPacket( &data
);
15965 void Player::PlaySound(uint32 Sound
, bool OnlySelf
)
15967 WorldPacket
data(SMSG_PLAY_SOUND
, 4);
15970 GetSession()->SendPacket( &data
);
15972 SendMessageToSet( &data
, true );
15975 void Player::SendExplorationExperience(uint32 Area
, uint32 Experience
)
15977 WorldPacket
data( SMSG_EXPLORATION_EXPERIENCE
, 8 );
15979 data
<< Experience
;
15980 GetSession()->SendPacket(&data
);
15983 void Player::SendDungeonDifficulty(bool IsInGroup
)
15985 uint8 val
= 0x00000001;
15986 WorldPacket
data(MSG_SET_DUNGEON_DIFFICULTY
, 12);
15987 data
<< (uint32
)GetDifficulty();
15988 data
<< uint32(val
);
15989 data
<< uint32(IsInGroup
);
15990 GetSession()->SendPacket(&data
);
15993 void Player::SendResetFailedNotify(uint32 mapid
)
15995 WorldPacket
data(SMSG_RESET_FAILED_NOTIFY
, 4);
15996 data
<< uint32(mapid
);
15997 GetSession()->SendPacket(&data
);
16000 /// Reset all solo instances and optionally send a message on success for each
16001 void Player::ResetInstances(uint8 method
)
16003 // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
16005 // we assume that when the difficulty changes, all instances that can be reset will be
16006 uint8 dif
= GetDifficulty();
16008 for (BoundInstancesMap::iterator itr
= m_boundInstances
[dif
].begin(); itr
!= m_boundInstances
[dif
].end();)
16010 InstanceSave
*p
= itr
->second
.save
;
16011 const MapEntry
*entry
= sMapStore
.LookupEntry(itr
->first
);
16012 if(!entry
|| !p
->CanReset())
16018 if(method
== INSTANCE_RESET_ALL
)
16020 // the "reset all instances" method can only reset normal maps
16021 if(dif
== DIFFICULTY_HEROIC
|| entry
->map_type
== MAP_RAID
)
16028 // if the map is loaded, reset it
16029 Map
*map
= MapManager::Instance().FindMap(p
->GetMapId(), p
->GetInstanceId());
16030 if(map
&& map
->IsDungeon())
16031 ((InstanceMap
*)map
)->Reset(method
);
16033 // since this is a solo instance there should not be any players inside
16034 if(method
== INSTANCE_RESET_ALL
|| method
== INSTANCE_RESET_CHANGE_DIFFICULTY
)
16035 SendResetInstanceSuccess(p
->GetMapId());
16038 m_boundInstances
[dif
].erase(itr
++);
16040 // the following should remove the instance save from the manager and delete it as well
16041 p
->RemovePlayer(this);
16045 void Player::SendResetInstanceSuccess(uint32 MapId
)
16047 WorldPacket
data(SMSG_INSTANCE_RESET
, 4);
16049 GetSession()->SendPacket(&data
);
16052 void Player::SendResetInstanceFailed(uint32 reason
, uint32 MapId
)
16054 // TODO: find what other fail reasons there are besides players in the instance
16055 WorldPacket
data(SMSG_INSTANCE_RESET_FAILED
, 4);
16058 GetSession()->SendPacket(&data
);
16061 /*********************************************************/
16062 /*** Update timers ***/
16063 /*********************************************************/
16065 ///checks the 15 afk reports per 5 minutes limit
16066 void Player::UpdateAfkReport(time_t currTime
)
16068 if(m_bgAfkReportedTimer
<= currTime
)
16070 m_bgAfkReportedCount
= 0;
16071 m_bgAfkReportedTimer
= currTime
+5*MINUTE
;
16075 void Player::UpdateContestedPvP(uint32 diff
)
16077 if(!m_contestedPvPTimer
||isInCombat())
16079 if(m_contestedPvPTimer
<= diff
)
16081 ResetContestedPvP();
16084 m_contestedPvPTimer
-= diff
;
16087 void Player::UpdatePvPFlag(time_t currTime
)
16091 if(pvpInfo
.endTimer
== 0 || currTime
< (pvpInfo
.endTimer
+ 300))
16097 void Player::UpdateDuelFlag(time_t currTime
)
16099 if(!duel
|| duel
->startTimer
== 0 ||currTime
< duel
->startTimer
+ 3)
16102 SetUInt32Value(PLAYER_DUEL_TEAM
, 1);
16103 duel
->opponent
->SetUInt32Value(PLAYER_DUEL_TEAM
, 2);
16105 duel
->startTimer
= 0;
16106 duel
->startTime
= currTime
;
16107 duel
->opponent
->duel
->startTimer
= 0;
16108 duel
->opponent
->duel
->startTime
= currTime
;
16111 void Player::RemovePet(Pet
* pet
, PetSaveMode mode
, bool returnreagent
)
16116 if(returnreagent
&& (pet
|| m_temporaryUnsummonedPetNumber
))
16118 //returning of reagents only for players, so best done here
16119 uint32 spellId
= pet
? pet
->GetUInt32Value(UNIT_CREATED_BY_SPELL
) : m_oldpetspell
;
16120 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spellId
);
16124 for(uint32 i
= 0; i
< 7; ++i
)
16126 if(spellInfo
->Reagent
[i
] > 0)
16128 ItemPosCountVec dest
; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
16129 uint8 msg
= CanStoreNewItem( NULL_BAG
, NULL_SLOT
, dest
, spellInfo
->Reagent
[i
], spellInfo
->ReagentCount
[i
] );
16130 if( msg
== EQUIP_ERR_OK
)
16132 Item
* item
= StoreNewItem( dest
, spellInfo
->Reagent
[i
], true);
16134 SendNewItem(item
,spellInfo
->ReagentCount
[i
],true,false);
16139 m_temporaryUnsummonedPetNumber
= 0;
16142 if(!pet
|| pet
->GetOwnerGUID()!=GetGUID())
16145 // only if current pet in slot
16146 switch(pet
->getPetType())
16152 m_guardianPets
.erase(pet
->GetGUID());
16155 if(GetPetGUID() == pet
->GetGUID())
16164 switch(pet
->GetEntry())
16166 //warlock pets except imp are removed(?) when logging out
16171 mode
= PET_SAVE_NOT_IN_SLOT
;
16176 pet
->SavePetToDB(mode
);
16178 pet
->CleanupsBeforeDelete();
16179 pet
->AddObjectToRemoveList();
16180 pet
->m_removed
= true;
16182 if(pet
->isControlled())
16184 WorldPacket
data(SMSG_PET_SPELLS
, 8);
16187 GetSession()->SendPacket(&data
);
16190 SetGroupUpdateFlag(GROUP_UPDATE_PET
);
16194 void Player::RemoveMiniPet()
16196 if(Pet
* pet
= GetMiniPet())
16198 pet
->Remove(PET_SAVE_AS_DELETED
);
16203 Pet
* Player::GetMiniPet()
16207 return ObjectAccessor::GetPet(m_miniPet
);
16210 void Player::RemoveGuardians()
16212 while(!m_guardianPets
.empty())
16214 uint64 guid
= *m_guardianPets
.begin();
16215 if(Pet
* pet
= ObjectAccessor::GetPet(guid
))
16216 pet
->Remove(PET_SAVE_AS_DELETED
);
16218 m_guardianPets
.erase(guid
);
16222 bool Player::HasGuardianWithEntry(uint32 entry
)
16224 // pet guid middle part is entry (and creature also)
16225 // and in guardian list must be guardians with same entry _always_
16226 for(GuardianPetList::const_iterator itr
= m_guardianPets
.begin(); itr
!= m_guardianPets
.end(); ++itr
)
16227 if(GUID_ENPART(*itr
)==entry
)
16233 void Player::Uncharm()
16235 Unit
* charm
= GetCharm();
16239 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM
);
16240 charm
->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS
);
16243 void Player::BuildPlayerChat(WorldPacket
*data
, uint8 msgtype
, const std::string
& text
, uint32 language
) const
16245 *data
<< (uint8
)msgtype
;
16246 *data
<< (uint32
)language
;
16247 *data
<< (uint64
)GetGUID();
16248 *data
<< (uint32
)language
; //language 2.1.0 ?
16249 *data
<< (uint64
)GetGUID();
16250 *data
<< (uint32
)(text
.length()+1);
16252 *data
<< (uint8
)chatTag();
16255 void Player::Say(const std::string
& text
, const uint32 language
)
16257 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16258 BuildPlayerChat(&data
, CHAT_MSG_SAY
, text
, language
);
16259 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_SAY
),true);
16262 void Player::Yell(const std::string
& text
, const uint32 language
)
16264 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16265 BuildPlayerChat(&data
, CHAT_MSG_YELL
, text
, language
);
16266 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_YELL
),true);
16269 void Player::TextEmote(const std::string
& text
)
16271 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16272 BuildPlayerChat(&data
, CHAT_MSG_EMOTE
, text
, LANG_UNIVERSAL
);
16273 SendMessageToSetInRange(&data
,sWorld
.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE
),true, !sWorld
.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT
) );
16276 void Player::Whisper(const std::string
& text
, uint32 language
,uint64 receiver
)
16278 if (language
!= LANG_ADDON
) // if not addon data
16279 language
= LANG_UNIVERSAL
; // whispers should always be readable
16281 Player
*rPlayer
= objmgr
.GetPlayer(receiver
);
16283 // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
16284 if(!rPlayer
->isDND() || isGameMaster())
16286 WorldPacket
data(SMSG_MESSAGECHAT
, 200);
16287 BuildPlayerChat(&data
, CHAT_MSG_WHISPER
, text
, language
);
16288 rPlayer
->GetSession()->SendPacket(&data
);
16290 data
.Initialize(SMSG_MESSAGECHAT
, 200);
16291 rPlayer
->BuildPlayerChat(&data
, CHAT_MSG_REPLY
, text
, language
);
16292 GetSession()->SendPacket(&data
);
16296 // announce to player that player he is whispering to is dnd and cannot receive his message
16297 ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND
, rPlayer
->GetName(), rPlayer
->dndMsg
.c_str());
16300 if(!isAcceptWhispers())
16302 SetAcceptWhispers(true);
16303 ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON
);
16306 // announce to player that player he is whispering to is afk
16307 if(rPlayer
->isAFK())
16308 ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK
, rPlayer
->GetName(), rPlayer
->afkMsg
.c_str());
16310 // if player whisper someone, auto turn of dnd to be able to receive an answer
16311 if(isDND() && !rPlayer
->isGameMaster())
16315 void Player::PetSpellInitialize()
16317 Pet
* pet
= GetPet();
16322 sLog
.outDebug("Pet Spells Groups");
16324 CharmInfo
*charmInfo
= pet
->GetCharmInfo();
16326 WorldPacket
data(SMSG_PET_SPELLS
, 8+4+4+4+10*4);
16327 data
<< uint64(pet
->GetGUID());
16328 data
<< uint32(pet
->GetCreatureInfo()->family
); // creature family (required for pet talents)
16330 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState()) << uint16(0);
16333 for(uint32 i
= 0; i
< 10; i
++)
16335 data
<< uint32(charmInfo
->GetActionBarEntry(i
)->Raw
);
16338 size_t spellsCountPos
= data
.wpos();
16342 data
<< uint8(addlist
); // placeholder
16344 if(pet
->isControlled() && ((pet
->getPetType() == HUNTER_PET
) || ((pet
->GetCreatureInfo()->type
== CREATURE_TYPE_DEMON
) && (getClass() == CLASS_WARLOCK
))))
16347 for (PetSpellMap::iterator itr
= pet
->m_spells
.begin(); itr
!= pet
->m_spells
.end(); ++itr
)
16349 if(itr
->second
->state
== PETSPELL_REMOVED
)
16352 data
<< uint16(itr
->first
);
16353 data
<< uint16(itr
->second
->active
); // pet spell active state isn't boolean
16358 data
.put
<uint8
>(spellsCountPos
, addlist
);
16360 uint8 cooldownsCount
= pet
->m_CreatureSpellCooldowns
.size() + pet
->m_CreatureCategoryCooldowns
.size();
16361 data
<< uint8(cooldownsCount
);
16363 time_t curTime
= time(NULL
);
16365 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureSpellCooldowns
.begin(); itr
!= pet
->m_CreatureSpellCooldowns
.end(); ++itr
)
16367 time_t cooldown
= 0;
16369 if(itr
->second
> curTime
)
16370 cooldown
= (itr
->second
- curTime
) * 1000;
16372 data
<< uint16(itr
->first
); // spellid
16373 data
<< uint16(0); // spell category?
16374 data
<< uint32(itr
->second
); // cooldown
16375 data
<< uint32(0); // category cooldown
16378 for(CreatureSpellCooldowns::const_iterator itr
= pet
->m_CreatureCategoryCooldowns
.begin(); itr
!= pet
->m_CreatureCategoryCooldowns
.end(); ++itr
)
16380 time_t cooldown
= 0;
16382 if(itr
->second
> curTime
)
16383 cooldown
= (itr
->second
- curTime
) * 1000;
16385 data
<< uint16(itr
->first
); // spellid
16386 data
<< uint16(0); // spell category?
16387 data
<< uint32(0); // cooldown
16388 data
<< uint32(itr
->second
); // category cooldown
16391 GetSession()->SendPacket(&data
);
16394 void Player::PossessSpellInitialize()
16396 Unit
* charm
= GetCharm();
16401 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16405 sLog
.outError("Player::PossessSpellInitialize(): charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16410 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16413 data
<< uint64(charm
->GetGUID());
16414 data
<< uint32(0x00000000);
16416 data
<< uint8(0) << uint8(0) << uint16(0);
16418 for(uint32 i
= 0; i
< 10; i
++) //40
16420 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16423 data
<< uint8(addlist
); //1
16426 data
<< uint8(count
); // cooldowns count
16428 GetSession()->SendPacket(&data
);
16431 void Player::CharmSpellInitialize()
16433 Unit
* charm
= GetCharm();
16438 CharmInfo
*charmInfo
= charm
->GetCharmInfo();
16441 sLog
.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD
") has no charminfo!", charm
->GetGUID());
16447 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16449 CreatureInfo
const *cinfo
= ((Creature
*)charm
)->GetCreatureInfo();
16451 if(cinfo
&& cinfo
->type
== CREATURE_TYPE_DEMON
&& getClass() == CLASS_WARLOCK
)
16453 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16455 if(charmInfo
->GetCharmSpell(i
)->spellId
)
16461 WorldPacket
data(SMSG_PET_SPELLS
, 16+40+1+4*addlist
+25);// first line + actionbar + spellcount + spells + last adds
16463 data
<< uint64(charm
->GetGUID());
16464 data
<< uint32(0x00000000);
16466 if(charm
->GetTypeId() != TYPEID_PLAYER
)
16467 data
<< uint8(charmInfo
->GetReactState()) << uint8(charmInfo
->GetCommandState());
16469 data
<< uint8(0) << uint8(0);
16472 for(uint32 i
= 0; i
< 10; i
++) //40
16474 data
<< uint16(charmInfo
->GetActionBarEntry(i
)->SpellOrAction
) << uint16(charmInfo
->GetActionBarEntry(i
)->Type
);
16477 data
<< uint8(addlist
); //1
16481 for(uint32 i
= 0; i
< CREATURE_MAX_SPELLS
; ++i
)
16483 CharmSpellEntry
*cspell
= charmInfo
->GetCharmSpell(i
);
16484 if(cspell
->spellId
)
16486 data
<< uint16(cspell
->spellId
);
16487 data
<< uint16(cspell
->active
);
16493 data
<< uint8(count
); // cooldowns count
16495 GetSession()->SendPacket(&data
);
16498 bool Player::IsAffectedBySpellmod(SpellEntry
const *spellInfo
, SpellModifier
*mod
, Spell
const* spell
)
16500 if (!mod
|| !spellInfo
)
16503 if(mod
->charges
== -1 && mod
->lastAffected
) // marked as expired but locked until spell casting finish
16505 // prevent apply to any spell except spell that trigger expire
16508 if(mod
->lastAffected
!= spell
)
16511 else if(mod
->lastAffected
!= FindCurrentSpellBySpellId(spellInfo
->Id
))
16515 return spellmgr
.IsAffectedByMod(spellInfo
, mod
);
16518 void Player::AddSpellMod(SpellModifier
* mod
, bool apply
)
16520 uint16 Opcode
= (mod
->type
== SPELLMOD_FLAT
) ? SMSG_SET_FLAT_SPELL_MODIFIER
: SMSG_SET_PCT_SPELL_MODIFIER
;
16522 for(int eff
=0;eff
<96;++eff
)
16526 if (eff
<64) _mask
= uint64(1) << (eff
- 0);
16527 else _mask2
= uint64(1) << (eff
-64);
16528 if ( mod
->mask
& _mask
|| mod
->mask2
& _mask2
)
16531 for (SpellModList::iterator itr
= m_spellMods
[mod
->op
].begin(); itr
!= m_spellMods
[mod
->op
].end(); ++itr
)
16533 if ((*itr
)->type
== mod
->type
&& ((*itr
)->mask
& _mask
|| (*itr
)->mask2
& _mask2
))
16534 val
+= (*itr
)->value
;
16536 val
+= apply
? mod
->value
: -(mod
->value
);
16537 WorldPacket
data(Opcode
, (1+1+4));
16538 data
<< uint8(eff
);
16539 data
<< uint8(mod
->op
);
16540 data
<< int32(val
);
16541 SendDirectMessage(&data
);
16546 m_spellMods
[mod
->op
].push_back(mod
);
16549 if (mod
->charges
== -1)
16550 --m_SpellModRemoveCount
;
16551 m_spellMods
[mod
->op
].remove(mod
);
16556 void Player::RemoveSpellMods(Spell
const* spell
)
16558 if(!spell
|| (m_SpellModRemoveCount
== 0))
16561 for(int i
=0;i
<MAX_SPELLMOD
;++i
)
16563 for (SpellModList::iterator itr
= m_spellMods
[i
].begin(); itr
!= m_spellMods
[i
].end();)
16565 SpellModifier
*mod
= *itr
;
16568 if (mod
&& mod
->charges
== -1 && (mod
->lastAffected
== spell
|| mod
->lastAffected
==NULL
))
16570 RemoveAurasDueToSpell(mod
->spellId
);
16571 if (m_spellMods
[i
].empty())
16574 itr
= m_spellMods
[i
].begin();
16580 // send Proficiency
16581 void Player::SendProficiency(uint8 pr1
, uint32 pr2
)
16583 WorldPacket
data(SMSG_SET_PROFICIENCY
, 8);
16584 data
<< pr1
<< pr2
;
16585 GetSession()->SendPacket (&data
);
16588 void Player::RemovePetitionsAndSigns(uint64 guid
, uint32 type
)
16590 QueryResult
*result
= NULL
;
16592 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16594 result
= CharacterDatabase
.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16597 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.
16598 { // and SendPetitionQueryOpcode reads data from the DB
16599 Field
*fields
= result
->Fetch();
16600 uint64 ownerguid
= MAKE_NEW_GUID(fields
[0].GetUInt32(), 0, HIGHGUID_PLAYER
);
16601 uint64 petitionguid
= MAKE_NEW_GUID(fields
[1].GetUInt32(), 0, HIGHGUID_ITEM
);
16603 // send update if charter owner in game
16604 Player
* owner
= objmgr
.GetPlayer(ownerguid
);
16606 owner
->GetSession()->SendPetitionQueryOpcode(petitionguid
);
16608 } while ( result
->NextRow() );
16613 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid
));
16615 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16618 CharacterDatabase
.BeginTransaction();
16621 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16622 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid
));
16626 CharacterDatabase
.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16627 CharacterDatabase
.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid
), type
);
16629 CharacterDatabase
.CommitTransaction();
16632 void Player::LeaveAllArenaTeams(uint64 guid
)
16634 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
));
16640 Field
*fields
= result
->Fetch();
16641 uint32 at_id
= fields
[0].GetUInt32();
16644 ArenaTeam
* at
= objmgr
.GetArenaTeamById(at_id
);
16646 at
->DelMember(guid
);
16648 } while (result
->NextRow());
16653 void Player::SetRestBonus (float rest_bonus_new
)
16655 // Prevent resting on max level
16656 if(getLevel() >= sWorld
.getConfig(CONFIG_MAX_PLAYER_LEVEL
))
16657 rest_bonus_new
= 0;
16659 if(rest_bonus_new
< 0)
16660 rest_bonus_new
= 0;
16662 float rest_bonus_max
= (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP
)*1.5/2;
16664 if(rest_bonus_new
> rest_bonus_max
)
16665 m_rest_bonus
= rest_bonus_max
;
16667 m_rest_bonus
= rest_bonus_new
;
16669 // update data for client
16670 if(m_rest_bonus
>10)
16671 SetByteValue(PLAYER_BYTES_2
, 3, 0x01); // Set Reststate = Rested
16672 else if(m_rest_bonus
<=1)
16673 SetByteValue(PLAYER_BYTES_2
, 3, 0x02); // Set Reststate = Normal
16676 SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE
, uint32(m_rest_bonus
));
16679 void Player::HandleStealthedUnitsDetection()
16681 std::list
<Unit
*> stealthedUnits
;
16683 CellPair
p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
16685 cell
.data
.Part
.reserved
= ALL_DISTRICT
;
16686 cell
.SetNoCreate();
16688 MaNGOS::AnyStealthedCheck u_check
;
16689 MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
> searcher(stealthedUnits
, u_check
);
16691 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, WorldTypeMapContainer
> world_unit_searcher(searcher
);
16692 TypeContainerVisitor
<MaNGOS::UnitListSearcher
<MaNGOS::AnyStealthedCheck
>, GridTypeMapContainer
> grid_unit_searcher(searcher
);
16694 CellLock
<GridReadGuard
> cell_lock(cell
, p
);
16695 cell_lock
->Visit(cell_lock
, world_unit_searcher
, *GetMap());
16696 cell_lock
->Visit(cell_lock
, grid_unit_searcher
, *GetMap());
16698 for (std::list
<Unit
*>::iterator i
= stealthedUnits
.begin(); i
!= stealthedUnits
.end();)
16702 i
= stealthedUnits
.erase(i
);
16706 if ((*i
)->isVisibleForOrDetect(this,true))
16709 (*i
)->SendUpdateToPlayer(this);
16710 m_clientGUIDs
.insert((*i
)->GetGUID());
16712 #ifdef MANGOS_DEBUG
16713 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
16714 sLog
.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i
)->GetGUIDLow(),(*i
)->GetTypeId(),GetGUIDLow(),GetDistance(*i
));
16717 // target aura duration for caster show only if target exist at caster client
16718 // send data at target visibility change (adding to client)
16719 if((*i
)!=this && (*i
)->isType(TYPEMASK_UNIT
))
16720 SendAurasForTarget(*i
);
16722 i
= stealthedUnits
.erase(i
);
16730 bool Player::ActivateTaxiPathTo(std::vector
<uint32
> const& nodes
, uint32 mount_id
, Creature
* npc
)
16732 if(nodes
.size() < 2)
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(GetSession()->isLogingOut() ||
16754 (!m_currentSpells
[CURRENT_GENERIC_SPELL
] ||
16755 m_currentSpells
[CURRENT_GENERIC_SPELL
]->m_spellInfo
->Effect
[0] != SPELL_EFFECT_SEND_TAXI
)&&
16756 IsNonMeleeSpellCasted(false) ||
16759 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16760 data
<< uint32(ERR_TAXIPLAYERBUSY
);
16761 GetSession()->SendPacket(&data
);
16765 if(HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_DISABLE_MOVE
))
16768 uint32 sourcenode
= nodes
[0];
16770 // starting node too far away (cheat?)
16771 TaxiNodesEntry
const* node
= sTaxiNodesStore
.LookupEntry(sourcenode
);
16772 if( !node
|| node
->map_id
!= GetMapId() ||
16773 (node
->x
- GetPositionX())*(node
->x
- GetPositionX())+
16774 (node
->y
- GetPositionY())*(node
->y
- GetPositionY())+
16775 (node
->z
- GetPositionZ())*(node
->z
- GetPositionZ()) >
16776 (2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
)*(2*INTERACTION_DISTANCE
) )
16778 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16779 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16780 GetSession()->SendPacket(&data
);
16784 // Prepare to flight start now
16786 // stop combat at start taxi flight if any
16789 // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
16792 // clean not finished taxi path if any
16793 m_taxi
.ClearTaxiDestinations();
16795 // 0 element current node
16796 m_taxi
.AddTaxiDestination(sourcenode
);
16798 // fill destinations path tail
16799 uint32 sourcepath
= 0;
16800 uint32 totalcost
= 0;
16802 uint32 prevnode
= sourcenode
;
16803 uint32 lastnode
= 0;
16805 for(uint32 i
= 1; i
< nodes
.size(); ++i
)
16809 lastnode
= nodes
[i
];
16810 objmgr
.GetTaxiPath(prevnode
, lastnode
, path
, cost
);
16814 m_taxi
.ClearTaxiDestinations();
16820 if(prevnode
== sourcenode
)
16823 m_taxi
.AddTaxiDestination(lastnode
);
16825 prevnode
= lastnode
;
16828 if(!mount_id
) // if not provide then attempt use default.
16829 mount_id
= objmgr
.GetTaxiMount(sourcenode
, GetTeam());
16831 if (mount_id
== 0 || sourcepath
== 0)
16833 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16834 data
<< uint32(ERR_TAXIUNSPECIFIEDSERVERERROR
);
16835 GetSession()->SendPacket(&data
);
16836 m_taxi
.ClearTaxiDestinations();
16840 uint32 money
= GetMoney();
16844 totalcost
= (uint32
)ceil(totalcost
*GetReputationPriceDiscount(npc
));
16847 if(money
< totalcost
)
16849 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16850 data
<< uint32(ERR_TAXINOTENOUGHMONEY
);
16851 GetSession()->SendPacket(&data
);
16852 m_taxi
.ClearTaxiDestinations();
16856 //Checks and preparations done, DO FLIGHT
16857 ModifyMoney(-(int32
)totalcost
);
16859 // prevent stealth flight
16860 RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH
);
16862 WorldPacket
data(SMSG_ACTIVATETAXIREPLY
, 4);
16863 data
<< uint32(ERR_TAXIOK
);
16864 GetSession()->SendPacket(&data
);
16866 sLog
.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
16868 GetSession()->SendDoFlight(mount_id
, sourcepath
);
16873 void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask
, uint32 unTimeMs
)
16875 // last check 2.0.10
16876 WorldPacket
data(SMSG_SPELL_COOLDOWN
, 8+1+m_spells
.size()*8);
16878 data
<< uint8(0x0); // flags (0x1, 0x2)
16879 time_t curTime
= time(NULL
);
16880 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
16882 if (itr
->second
->state
== PLAYERSPELL_REMOVED
)
16884 uint32 unSpellId
= itr
->first
;
16885 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(unSpellId
);
16892 // Not send cooldown for this spells
16893 if (spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
)
16896 if((idSchoolMask
& GetSpellSchoolMask(spellInfo
)) && GetSpellCooldownDelay(unSpellId
) < unTimeMs
)
16899 data
<< unTimeMs
; // in m.secs
16900 AddSpellCooldown(unSpellId
, 0, curTime
+ unTimeMs
/1000);
16903 GetSession()->SendPacket(&data
);
16906 void Player::InitDataForForm(bool reapplyMods
)
16908 SpellShapeshiftEntry
const* ssEntry
= sSpellShapeshiftStore
.LookupEntry(m_form
);
16909 if(ssEntry
&& ssEntry
->attackSpeed
)
16911 SetAttackTime(BASE_ATTACK
,ssEntry
->attackSpeed
);
16912 SetAttackTime(OFF_ATTACK
,ssEntry
->attackSpeed
);
16913 SetAttackTime(RANGED_ATTACK
, BASE_ATTACK_TIME
);
16916 SetRegularAttackTime();
16922 if(getPowerType()!=POWER_ENERGY
)
16923 setPowerType(POWER_ENERGY
);
16927 case FORM_DIREBEAR
:
16929 if(getPowerType()!=POWER_RAGE
)
16930 setPowerType(POWER_RAGE
);
16933 default: // 0, for example
16935 ChrClassesEntry
const* cEntry
= sChrClassesStore
.LookupEntry(getClass());
16936 if(cEntry
&& cEntry
->powerType
< MAX_POWERS
&& uint32(getPowerType()) != cEntry
->powerType
)
16937 setPowerType(Powers(cEntry
->powerType
));
16942 // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
16944 UpdateEquipSpellsAtFormChange();
16946 UpdateAttackPowerAndDamage();
16947 UpdateAttackPowerAndDamage(true);
16950 // Return true is the bought item has a max count to force refresh of window by caller
16951 bool Player::BuyItemFromVendor(uint64 vendorguid
, uint32 item
, uint8 count
, uint64 bagguid
, uint8 slot
)
16953 // cheating attempt
16954 if(count
< 1) count
= 1;
16959 ItemPrototype
const *pProto
= objmgr
.GetItemPrototype( item
);
16962 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, NULL
, item
, 0);
16966 Creature
*pCreature
= ObjectAccessor::GetNPCIfCanInteractWith(*this, vendorguid
,UNIT_NPC_FLAG_VENDOR
);
16969 sLog
.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid
)) );
16970 SendBuyError( BUY_ERR_DISTANCE_TOO_FAR
, NULL
, item
, 0);
16974 VendorItemData
const* vItems
= pCreature
->GetVendorItems();
16975 if(!vItems
|| vItems
->Empty())
16977 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16981 size_t vendor_slot
= vItems
->FindItemSlot(item
);
16982 if(vendor_slot
>= vItems
->GetItemCount())
16984 SendBuyError( BUY_ERR_CANT_FIND_ITEM
, pCreature
, item
, 0);
16988 VendorItem
const* crItem
= vItems
->m_items
[vendor_slot
];
16990 // check current item amount if it limited
16991 if( crItem
->maxcount
!= 0 )
16993 if(pCreature
->GetVendorItemCurrentCount(crItem
) < pProto
->BuyCount
* count
)
16995 SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD
, pCreature
, item
, 0);
17000 if( uint32(GetReputationRank(pProto
->RequiredReputationFaction
)) < pProto
->RequiredReputationRank
)
17002 SendBuyError( BUY_ERR_REPUTATION_REQUIRE
, pCreature
, item
, 0);
17006 if(crItem
->ExtendedCost
)
17008 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17011 sLog
.outError("Item %u have wrong ExtendedCost field value %u", pProto
->ItemId
, crItem
->ExtendedCost
);
17015 // honor points price
17016 if(GetHonorPoints() < (iece
->reqhonorpoints
* count
))
17018 SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS
, NULL
, NULL
);
17022 // arena points price
17023 if(GetArenaPoints() < (iece
->reqarenapoints
* count
))
17025 SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS
, NULL
, NULL
);
17030 for (uint8 i
= 0; i
< 5; ++i
)
17032 if(iece
->reqitem
[i
] && !HasItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
)))
17034 SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS
, NULL
, NULL
);
17039 // check for personal arena rating requirement
17040 if( GetMaxPersonalArenaRatingRequirement() < iece
->reqpersonalarenarating
)
17042 // probably not the proper equip err
17043 SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK
,NULL
,NULL
);
17048 uint32 price
= pProto
->BuyPrice
* count
;
17050 // reputation discount
17051 price
= uint32(floor(price
* GetReputationPriceDiscount(pCreature
)));
17053 if( GetMoney() < price
)
17055 SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY
, pCreature
, item
, 0);
17059 uint8 bag
= 0; // init for case invalid bagGUID
17061 if (bagguid
!= NULL_BAG
&& slot
!= NULL_SLOT
)
17064 if( bagguid
== GetGUID() )
17066 bag
= INVENTORY_SLOT_BAG_0
;
17070 for (int i
= INVENTORY_SLOT_BAG_START
; i
< INVENTORY_SLOT_BAG_END
;i
++)
17072 pBag
= (Bag
*)GetItemByPos(INVENTORY_SLOT_BAG_0
,i
);
17075 if( bagguid
== pBag
->GetGUID() )
17085 if( IsInventoryPos( bag
, slot
) || (bagguid
== NULL_BAG
&& slot
== NULL_SLOT
) )
17087 ItemPosCountVec dest
;
17088 uint8 msg
= CanStoreNewItem( bag
, slot
, dest
, item
, pProto
->BuyCount
* count
);
17089 if( msg
!= EQUIP_ERR_OK
)
17091 SendEquipError( msg
, NULL
, NULL
);
17095 ModifyMoney( -(int32
)price
);
17096 if(crItem
->ExtendedCost
) // case for new honor system
17098 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17099 if(iece
->reqhonorpoints
)
17100 ModifyHonorPoints( - int32(iece
->reqhonorpoints
* count
));
17101 if(iece
->reqarenapoints
)
17102 ModifyArenaPoints( - int32(iece
->reqarenapoints
* count
));
17103 for (uint8 i
= 0; i
< 5; ++i
)
17105 if(iece
->reqitem
[i
])
17106 DestroyItemCount(iece
->reqitem
[i
], (iece
->reqitemcount
[i
] * count
), true);
17110 if(Item
*it
= StoreNewItem( dest
, item
, true ))
17112 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17114 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17115 data
<< pCreature
->GetGUID();
17116 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17117 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17118 data
<< (uint32
)count
;
17119 GetSession()->SendPacket(&data
);
17121 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17124 else if( IsEquipmentPos( bag
, slot
) )
17126 if(pProto
->BuyCount
* count
!= 1)
17128 SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED
, NULL
, NULL
);
17133 uint8 msg
= CanEquipNewItem( slot
, dest
, item
, false );
17134 if( msg
!= EQUIP_ERR_OK
)
17136 SendEquipError( msg
, NULL
, NULL
);
17140 ModifyMoney( -(int32
)price
);
17141 if(crItem
->ExtendedCost
) // case for new honor system
17143 ItemExtendedCostEntry
const* iece
= sItemExtendedCostStore
.LookupEntry(crItem
->ExtendedCost
);
17144 if(iece
->reqhonorpoints
)
17145 ModifyHonorPoints( - int32(iece
->reqhonorpoints
));
17146 if(iece
->reqarenapoints
)
17147 ModifyArenaPoints( - int32(iece
->reqarenapoints
));
17148 for (uint8 i
= 0; i
< 5; ++i
)
17150 if(iece
->reqitem
[i
])
17151 DestroyItemCount(iece
->reqitem
[i
], iece
->reqitemcount
[i
], true);
17155 if(Item
*it
= EquipNewItem( dest
, item
, true ))
17157 uint32 new_count
= pCreature
->UpdateVendorItemCurrentCount(crItem
,pProto
->BuyCount
* count
);
17159 WorldPacket
data(SMSG_BUY_ITEM
, (8+4+4+4));
17160 data
<< pCreature
->GetGUID();
17161 data
<< (uint32
)(vendor_slot
+1); // numbered from 1 at client
17162 data
<< (uint32
)(crItem
->maxcount
> 0 ? new_count
: 0xFFFFFFFF);
17163 data
<< (uint32
)count
;
17164 GetSession()->SendPacket(&data
);
17166 SendNewItem(it
, pProto
->BuyCount
*count
, true, false, false);
17168 AutoUnequipOffhandIfNeed();
17173 SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT
, NULL
, NULL
);
17177 return crItem
->maxcount
!=0;
17180 uint32
Player::GetMaxPersonalArenaRatingRequirement()
17182 // returns the maximal personal arena rating that can be used to purchase items requiring this condition
17183 // the personal rating of the arena team must match the required limit as well
17184 // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
17185 uint32 max_personal_rating
= 0;
17186 for(int i
= 0; i
< MAX_ARENA_SLOT
; ++i
)
17188 if(ArenaTeam
* at
= objmgr
.GetArenaTeamById(GetArenaTeamId(i
)))
17190 uint32 p_rating
= GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1
+ (i
* 6) + 5);
17191 uint32 t_rating
= at
->GetRating();
17192 p_rating
= p_rating
<t_rating
? p_rating
: t_rating
;
17193 if(max_personal_rating
< p_rating
)
17194 max_personal_rating
= p_rating
;
17197 return max_personal_rating
;
17200 void Player::UpdateHomebindTime(uint32 time
)
17202 // GMs never get homebind timer online
17203 if (m_InstanceValid
|| isGameMaster())
17205 if(m_HomebindTimer
) // instance valid, but timer not reset
17208 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17211 GetSession()->SendPacket(&data
);
17213 // instance is valid, reset homebind timer
17214 m_HomebindTimer
= 0;
17216 else if (m_HomebindTimer
> 0)
17218 if (time
>= m_HomebindTimer
)
17220 // teleport to homebind location
17221 TeleportTo(m_homebindMapId
, m_homebindX
, m_homebindY
, m_homebindZ
, GetOrientation());
17224 m_HomebindTimer
-= time
;
17228 // instance is invalid, start homebind timer
17229 m_HomebindTimer
= 60000;
17230 // send message to player
17231 WorldPacket
data(SMSG_RAID_GROUP_ONLY
, 4+4);
17232 data
<< m_HomebindTimer
;
17234 GetSession()->SendPacket(&data
);
17235 sLog
.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
17239 void Player::UpdatePvP(bool state
, bool ovrride
)
17241 if(!state
|| ovrride
)
17244 if(Pet
* pet
= GetPet())
17245 pet
->SetPvP(state
);
17246 if(Unit
* charmed
= GetCharm())
17247 charmed
->SetPvP(state
);
17249 pvpInfo
.endTimer
= 0;
17253 if(pvpInfo
.endTimer
!= 0)
17254 pvpInfo
.endTimer
= time(NULL
);
17259 if(Pet
* pet
= GetPet())
17260 pet
->SetPvP(state
);
17261 if(Unit
* charmed
= GetCharm())
17262 charmed
->SetPvP(state
);
17267 void Player::AddSpellCooldown(uint32 spellid
, uint32 itemid
, time_t end_time
)
17271 sc
.itemid
= itemid
;
17272 m_spellCooldowns
[spellid
] = sc
;
17275 void Player::SendCooldownEvent(SpellEntry
const *spellInfo
)
17277 if ( !(spellInfo
->Attributes
& SPELL_ATTR_DISABLED_WHILE_ACTIVE
) )
17280 // Get spell cooldown
17281 int32 cooldown
= GetSpellRecoveryTime(spellInfo
);
17283 ApplySpellMod(spellInfo
->Id
, SPELLMOD_COOLDOWN
, cooldown
);
17287 AddSpellCooldown(spellInfo
->Id
, 0, time(NULL
) + cooldown
/ 1000);
17289 WorldPacket
data(SMSG_COOLDOWN_EVENT
, (4+8));
17290 data
<< spellInfo
->Id
;
17292 SendDirectMessage(&data
);
17294 //slot to be excluded while counting
17295 bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition
, int8 slot
)
17297 if(!enchantmentcondition
)
17300 SpellItemEnchantmentConditionEntry
const *Condition
= sSpellItemEnchantmentConditionStore
.LookupEntry(enchantmentcondition
);
17305 uint8 curcount
[4] = {0, 0, 0, 0};
17307 //counting current equipped gem colors
17308 for(uint8 i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_END
; ++i
)
17312 Item
*pItem2
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
);
17313 if(pItem2
&& pItem2
->GetProto()->Socket
[0].Color
)
17315 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17317 uint32 enchant_id
= pItem2
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17321 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17325 uint32 gemid
= enchantEntry
->GemID
;
17329 ItemPrototype
const* gemProto
= sItemStorage
.LookupEntry
<ItemPrototype
>(gemid
);
17333 GemPropertiesEntry
const* gemProperty
= sGemPropertiesStore
.LookupEntry(gemProto
->GemProperties
);
17337 uint8 GemColor
= gemProperty
->color
;
17339 for(uint8 b
= 0, tmpcolormask
= 1; b
< 4; b
++, tmpcolormask
<<= 1)
17341 if(tmpcolormask
& GemColor
)
17348 bool activate
= true;
17350 for(int i
= 0; i
< 5; i
++)
17352 if(!Condition
->Color
[i
])
17355 uint32 _cur_gem
= curcount
[Condition
->Color
[i
] - 1];
17357 // if have <CompareColor> use them as count, else use <value> from Condition
17358 uint32 _cmp_gem
= Condition
->CompareColor
[i
] ? curcount
[Condition
->CompareColor
[i
] - 1]: Condition
->Value
[i
];
17360 switch(Condition
->Comparator
[i
])
17362 case 2: // requires less <color> than (<value> || <comparecolor>) gems
17363 activate
&= (_cur_gem
< _cmp_gem
) ? true : false;
17365 case 3: // requires more <color> than (<value> || <comparecolor>) gems
17366 activate
&= (_cur_gem
> _cmp_gem
) ? true : false;
17368 case 5: // requires at least <color> than (<value> || <comparecolor>) gems
17369 activate
&= (_cur_gem
>= _cmp_gem
) ? true : false;
17374 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");
17379 void Player::CorrectMetaGemEnchants(uint8 exceptslot
, bool apply
)
17381 //cycle all equipped items
17382 for(uint32 slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17384 //enchants for the slot being socketed are handled by Player::ApplyItemMods
17385 if(slot
== exceptslot
)
17388 Item
* pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17390 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
)
17393 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17395 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17399 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17403 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17406 //was enchant active with/without item?
17407 bool wasactive
= EnchantmentFitsRequirements(condition
, apply
? exceptslot
: -1);
17408 //should it now be?
17409 if(wasactive
^ EnchantmentFitsRequirements(condition
, apply
? -1 : exceptslot
))
17411 // ignore item gem conditions
17412 //if state changed, (dis)apply enchant
17413 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
),!wasactive
,true,true);
17420 //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
17421 void Player::ToggleMetaGemsActive(uint8 exceptslot
, bool apply
)
17423 //cycle all equipped items
17424 for(int slot
= EQUIPMENT_SLOT_START
; slot
< EQUIPMENT_SLOT_END
; ++slot
)
17426 //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
17427 if(slot
== exceptslot
)
17430 Item
*pItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, slot
);
17432 if(!pItem
|| !pItem
->GetProto()->Socket
[0].Color
) //if item has no sockets or no item is equipped go to next item
17435 //cycle all (gem)enchants
17436 for(uint32 enchant_slot
= SOCK_ENCHANTMENT_SLOT
; enchant_slot
< SOCK_ENCHANTMENT_SLOT
+3; ++enchant_slot
)
17438 uint32 enchant_id
= pItem
->GetEnchantmentId(EnchantmentSlot(enchant_slot
));
17439 if(!enchant_id
) //if no enchant go to next enchant(slot)
17442 SpellItemEnchantmentEntry
const* enchantEntry
= sSpellItemEnchantmentStore
.LookupEntry(enchant_id
);
17446 //only metagems to be (de)activated, so only enchants with condition
17447 uint32 condition
= enchantEntry
->EnchantmentCondition
;
17449 ApplyEnchantment(pItem
,EnchantmentSlot(enchant_slot
), apply
);
17454 void Player::LeaveBattleground(bool teleportToEntryPoint
)
17456 if(BattleGround
*bg
= GetBattleGround())
17458 bool need_debuf
= bg
->isBattleGround() && (bg
->GetStatus() == STATUS_IN_PROGRESS
) && sWorld
.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER
);
17460 bg
->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint
, true);
17462 // call after remove to be sure that player resurrected for correct cast
17464 CastSpell(this, 26013, true); // Deserter
17468 bool Player::CanJoinToBattleground() const
17470 // check Deserter debuff
17471 if(GetDummyAura(26013))
17477 bool Player::CanReportAfkDueToLimit()
17479 // a player can complain about 15 people per 5 minutes
17480 if(m_bgAfkReportedCount
>= 15)
17482 ++m_bgAfkReportedCount
;
17486 ///This player has been blamed to be inactive in a battleground
17487 void Player::ReportedAfkBy(Player
* reporter
)
17489 BattleGround
*bg
= GetBattleGround();
17490 if(!bg
|| bg
!= reporter
->GetBattleGround() || GetTeam() != reporter
->GetTeam())
17493 // check if player has 'Idle' or 'Inactive' debuff
17494 if(m_bgAfkReporter
.find(reporter
->GetGUIDLow())==m_bgAfkReporter
.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter
->CanReportAfkDueToLimit())
17496 m_bgAfkReporter
.insert(reporter
->GetGUIDLow());
17497 // 3 players have to complain to apply debuff
17498 if(m_bgAfkReporter
.size() >= 3)
17500 // cast 'Idle' spell
17501 CastSpell(this, 43680, true);
17502 m_bgAfkReporter
.clear();
17507 bool Player::IsVisibleInGridForPlayer( Player
* pl
) const
17509 // gamemaster in GM mode see all, including ghosts
17510 if(pl
->isGameMaster() && GetSession()->GetSecurity() <= pl
->GetSession()->GetSecurity())
17513 // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
17514 if (InBattleGround())
17516 if (!(isAlive() || m_deathTimer
> 0) && !IsFriendlyTo(pl
) )
17521 // Live player see live player or dead player with not realized corpse
17522 if(pl
->isAlive() || pl
->m_deathTimer
> 0)
17524 return isAlive() || m_deathTimer
> 0;
17527 // Ghost see other friendly ghosts, that's for sure
17528 if(!(isAlive() || m_deathTimer
> 0) && IsFriendlyTo(pl
))
17531 // Dead player see live players near own corpse
17534 Corpse
*corpse
= pl
->GetCorpse();
17537 // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
17538 if(corpse
->IsWithinDistInMap(this,(20+25)*sWorld
.getRate(RATE_CREATURE_AGGRO
)))
17543 // and not see any other
17547 bool Player::IsVisibleGloballyFor( Player
* u
) const
17552 // Always can see self
17556 // Visible units, always are visible for all players
17557 if (GetVisibility() == VISIBILITY_ON
)
17560 // GMs are visible for higher gms (or players are visible for gms)
17561 if (u
->GetSession()->GetSecurity() > SEC_PLAYER
)
17562 return GetSession()->GetSecurity() <= u
->GetSession()->GetSecurity();
17564 // non faction visibility non-breakable for non-GMs
17565 if (GetVisibility() == VISIBILITY_OFF
)
17568 // non-gm stealth/invisibility not hide from global player lists
17572 void Player::UpdateVisibilityOf(WorldObject
* target
)
17574 if(HaveAtClient(target
))
17576 if(!target
->isVisibleForInState(this,true))
17578 target
->DestroyForPlayer(this);
17579 m_clientGUIDs
.erase(target
->GetGUID());
17581 #ifdef MANGOS_DEBUG
17582 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17583 sLog
.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17589 if(target
->isVisibleForInState(this,false))
17591 target
->SendUpdateToPlayer(this);
17592 if(target
->GetTypeId()!=TYPEID_GAMEOBJECT
||!((GameObject
*)target
)->IsTransport())
17593 m_clientGUIDs
.insert(target
->GetGUID());
17595 #ifdef MANGOS_DEBUG
17596 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17597 sLog
.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target
->GetGUIDLow(),target
->GetTypeId(),GetGUIDLow(),GetDistance(target
));
17600 // target aura duration for caster show only if target exist at caster client
17601 // send data at target visibility change (adding to client)
17602 if(target
!=this && target
->isType(TYPEMASK_UNIT
))
17603 SendAurasForTarget((Unit
*)target
);
17605 if(target
->GetTypeId()==TYPEID_UNIT
&& ((Creature
*)target
)->isAlive())
17606 ((Creature
*)target
)->SendMonsterMoveWithSpeedToCurrentDestination(this);
17612 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, T
* target
)
17614 s64
.insert(target
->GetGUID());
17618 inline void UpdateVisibilityOf_helper(std::set
<uint64
>& s64
, GameObject
* target
)
17620 if(!target
->IsTransport())
17621 s64
.insert(target
->GetGUID());
17625 void Player::UpdateVisibilityOf(T
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
)
17627 if(HaveAtClient(target
))
17629 if(!target
->isVisibleForInState(this,true))
17631 target
->BuildOutOfRangeUpdateBlock(&data
);
17632 m_clientGUIDs
.erase(target
->GetGUID());
17634 #ifdef MANGOS_DEBUG
17635 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17636 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
));
17642 if(target
->isVisibleForInState(this,false))
17644 visibleNow
.insert(target
);
17645 target
->BuildUpdate(data_updates
);
17646 target
->BuildCreateUpdateBlockForPlayer(&data
, this);
17647 UpdateVisibilityOf_helper(m_clientGUIDs
,target
);
17649 #ifdef MANGOS_DEBUG
17650 if((sLog
.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES
)==0)
17651 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
));
17657 template void Player::UpdateVisibilityOf(Player
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17658 template void Player::UpdateVisibilityOf(Creature
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17659 template void Player::UpdateVisibilityOf(Corpse
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17660 template void Player::UpdateVisibilityOf(GameObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17661 template void Player::UpdateVisibilityOf(DynamicObject
* target
, UpdateData
& data
, UpdateDataMapType
& data_updates
, std::set
<WorldObject
*>& visibleNow
);
17663 void Player::InitPrimaryProffesions()
17665 SetFreePrimaryProffesions(sWorld
.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL
));
17668 void Player::SendComboPoints()
17670 Unit
*combotarget
= ObjectAccessor::GetUnit(*this, m_comboTarget
);
17673 WorldPacket
data(SMSG_UPDATE_COMBO_POINTS
, combotarget
->GetPackGUID().size()+1);
17674 data
.append(combotarget
->GetPackGUID());
17675 data
<< uint8(m_comboPoints
);
17676 GetSession()->SendPacket(&data
);
17680 void Player::AddComboPoints(Unit
* target
, int8 count
)
17685 // without combo points lost (duration checked in aura)
17686 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17688 if(target
->GetGUID() == m_comboTarget
)
17690 m_comboPoints
+= count
;
17695 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17696 target
->RemoveComboPointHolder(GetGUIDLow());
17698 m_comboTarget
= target
->GetGUID();
17699 m_comboPoints
= count
;
17701 target
->AddComboPointHolder(GetGUIDLow());
17704 if (m_comboPoints
> 5) m_comboPoints
= 5;
17705 if (m_comboPoints
< 0) m_comboPoints
= 0;
17710 void Player::ClearComboPoints()
17715 // without combopoints lost (duration checked in aura)
17716 RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS
);
17722 if(Unit
* target
= ObjectAccessor::GetUnit(*this,m_comboTarget
))
17723 target
->RemoveComboPointHolder(GetGUIDLow());
17728 void Player::SetGroup(Group
*group
, int8 subgroup
)
17730 if(group
== NULL
) m_group
.unlink();
17733 // never use SetGroup without a subgroup unless you specify NULL for group
17734 assert(subgroup
>= 0);
17735 m_group
.link(group
, this);
17736 m_group
.setSubGroup((uint8
)subgroup
);
17740 void Player::SendInitialPacketsBeforeAddToMap()
17742 WorldPacket
data(SMSG_SET_REST_START_OBSOLETE
, 4);
17743 data
<< uint32(0); // unknown, may be rest state time or experience
17744 GetSession()->SendPacket(&data
);
17747 data
.Initialize(SMSG_BINDPOINTUPDATE
, 5*4);
17748 data
<< m_homebindX
<< m_homebindY
<< m_homebindZ
;
17749 data
<< (uint32
) m_homebindMapId
;
17750 data
<< (uint32
) m_homebindZoneId
;
17751 GetSession()->SendPacket(&data
);
17753 // SMSG_SET_PROFICIENCY
17754 // SMSG_UPDATE_AURA_DURATION
17757 data
.Initialize(SMSG_TUTORIAL_FLAGS
, 8*4);
17758 for (int i
= 0; i
< 8; ++i
)
17759 data
<< uint32( GetTutorialInt(i
) );
17760 GetSession()->SendPacket(&data
);
17762 SendInitialSpells();
17764 data
.Initialize(SMSG_SEND_UNLEARN_SPELLS
, 4);
17765 data
<< uint32(0); // count, for(count) uint32;
17766 GetSession()->SendPacket(&data
);
17768 SendInitialActionButtons();
17769 SendInitialReputations();
17770 m_achievementMgr
.SendAllAchievementData();
17771 UpdateZone(GetZoneId());
17772 SendInitWorldStates();
17774 // SMSG_SET_AURA_SINGLE
17776 data
.Initialize(SMSG_LOGIN_SETTIMESPEED
, 8);
17777 data
<< uint32(secsToTimeBitFields(sWorld
.GetGameTime()));
17778 data
<< (float)0.01666667f
; // game speed
17779 GetSession()->SendPacket( &data
);
17781 data
.Initialize(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
17782 data
<< uint32(0x00000000); // on blizz it increments periodically
17783 GetSession()->SendPacket(&data
);
17785 // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
17786 if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
) || isInFlight())
17787 AddUnitMovementFlag(MOVEMENTFLAG_FLYING2
);
17792 void Player::SendInitialPacketsAfterAddToMap()
17794 WorldPacket
data(SMSG_TIME_SYNC_REQ
, 4); // new 2.0.x, enable movement
17795 data
<< uint32(0x00000000); // on blizz it increments periodically
17796 GetSession()->SendPacket(&data
);
17798 CastSpell(this, 836, true); // LOGINEFFECT
17800 // set some aura effects that send packet to player client after add player to map
17801 // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
17802 // same auras state lost at far teleport, send it one more time in this case also
17803 static const AuraType auratypes
[] =
17805 SPELL_AURA_MOD_FEAR
, SPELL_AURA_TRANSFORM
, SPELL_AURA_WATER_WALK
,
17806 SPELL_AURA_FEATHER_FALL
, SPELL_AURA_HOVER
, SPELL_AURA_SAFE_FALL
,
17807 SPELL_AURA_FLY
, SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
, SPELL_AURA_NONE
17809 for(AuraType
const* itr
= &auratypes
[0]; itr
&& itr
[0] != SPELL_AURA_NONE
; ++itr
)
17811 Unit::AuraList
const& auraList
= GetAurasByType(*itr
);
17812 if(!auraList
.empty())
17813 auraList
.front()->ApplyModifier(true,true);
17816 if(HasAuraType(SPELL_AURA_MOD_STUN
))
17817 SetMovement(MOVE_ROOT
);
17819 // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
17820 if(HasAuraType(SPELL_AURA_MOD_ROOT
))
17822 WorldPacket
data(SMSG_FORCE_MOVE_ROOT
, 10);
17823 data
.append(GetPackGUID());
17825 SendMessageToSet(&data
,true);
17828 SendAurasForTarget(this);
17829 SendEnchantmentDurations(); // must be after add to map
17830 SendItemDurations(); // must be after add to map
17833 void Player::SendUpdateToOutOfRangeGroupMembers()
17835 if (m_groupUpdateMask
== GROUP_UPDATE_FLAG_NONE
)
17837 if(Group
* group
= GetGroup())
17838 group
->UpdatePlayerOutOfRange(this);
17840 m_groupUpdateMask
= GROUP_UPDATE_FLAG_NONE
;
17841 m_auraUpdateMask
= 0;
17842 if(Pet
*pet
= GetPet())
17843 pet
->ResetAuraUpdateMask();
17846 void Player::SendTransferAborted(uint32 mapid
, uint8 reason
, uint8 arg
)
17848 WorldPacket
data(SMSG_TRANSFER_ABORTED
, 4+2);
17849 data
<< uint32(mapid
);
17850 data
<< uint8(reason
); // transfer abort reason
17853 case TRANSFER_ABORT_INSUF_EXPAN_LVL
:
17854 case TRANSFER_ABORT_DIFFICULTY
:
17855 case TRANSFER_ABORT_UNIQUE_MESSAGE
:
17856 data
<< uint8(arg
);
17859 GetSession()->SendPacket(&data
);
17862 void Player::SendInstanceResetWarning(uint32 mapid
, uint32 time
)
17864 // type of warning, based on the time remaining until reset
17867 type
= RAID_INSTANCE_WELCOME
;
17868 else if(time
> 900 && time
<= 3600)
17869 type
= RAID_INSTANCE_WARNING_HOURS
;
17870 else if(time
> 300 && time
<= 900)
17871 type
= RAID_INSTANCE_WARNING_MIN
;
17873 type
= RAID_INSTANCE_WARNING_MIN_SOON
;
17874 WorldPacket
data(SMSG_RAID_INSTANCE_MESSAGE
, 4+4+4);
17875 data
<< uint32(type
);
17876 data
<< uint32(mapid
);
17877 data
<< uint32(time
);
17878 GetSession()->SendPacket(&data
);
17881 void Player::ApplyEquipCooldown( Item
* pItem
)
17883 for(int i
= 0; i
<5; ++i
)
17885 _Spell
const& spellData
= pItem
->GetProto()->Spells
[i
];
17888 if( !spellData
.SpellId
)
17891 // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
17892 if( spellData
.SpellTrigger
!= ITEM_SPELLTRIGGER_ON_USE
)
17895 AddSpellCooldown(spellData
.SpellId
, pItem
->GetEntry(), time(NULL
) + 30);
17897 WorldPacket
data(SMSG_ITEM_COOLDOWN
, 12);
17898 data
<< pItem
->GetGUID();
17899 data
<< uint32(spellData
.SpellId
);
17900 GetSession()->SendPacket(&data
);
17904 void Player::resetSpells()
17906 // not need after this call
17907 if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS
))
17909 m_atLoginFlags
= m_atLoginFlags
& ~AT_LOGIN_RESET_SPELLS
;
17910 CharacterDatabase
.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS
), GetGUIDLow());
17913 // make full copy of map (spells removed and marked as deleted at another spell remove
17914 // and we can't use original map for safe iterative with visit each spell at loop end
17915 PlayerSpellMap smap
= GetSpellMap();
17917 for(PlayerSpellMap::const_iterator iter
= smap
.begin();iter
!= smap
.end(); ++iter
)
17918 removeSpell(iter
->first
); // only iter->first can be accessed, object by iter->second can be deleted already
17920 learnDefaultSpells();
17921 learnQuestRewardedSpells();
17924 void Player::learnDefaultSpells(bool loading
)
17926 // learn default race/class spells
17927 PlayerInfo
const *info
= objmgr
.GetPlayerInfo(getRace(),getClass());
17928 std::list
<CreateSpellPair
>::const_iterator spell_itr
;
17929 for (spell_itr
= info
->spell
.begin(); spell_itr
!=info
->spell
.end(); ++spell_itr
)
17931 uint16 tspell
= spell_itr
->first
;
17934 sLog
.outDebug("PLAYER: Adding initial spell, id = %u",tspell
);
17935 if(loading
|| !spell_itr
->second
) // not care about passive spells or loading case
17936 addSpell(tspell
,spell_itr
->second
);
17937 else // but send in normal spell in game learn case
17938 learnSpell(tspell
);
17943 void Player::learnQuestRewardedSpells(Quest
const* quest
)
17945 uint32 spell_id
= quest
->GetRewSpellCast();
17947 // skip quests without rewarded spell
17951 SpellEntry
const *spellInfo
= sSpellStore
.LookupEntry(spell_id
);
17955 // check learned spells state
17956 bool found
= false;
17957 for(int i
=0; i
< 3; ++i
)
17959 if(spellInfo
->Effect
[i
] == SPELL_EFFECT_LEARN_SPELL
&& !HasSpell(spellInfo
->EffectTriggerSpell
[i
]))
17966 // skip quests with not teaching spell or already known spell
17970 // prevent learn non first rank unknown profession and second specialization for same profession)
17971 uint32 learned_0
= spellInfo
->EffectTriggerSpell
[0];
17972 if( spellmgr
.GetSpellRank(learned_0
) > 1 && !HasSpell(learned_0
) )
17974 // not have first rank learned (unlearned prof?)
17975 uint32 first_spell
= spellmgr
.GetFirstSpellInChain(learned_0
);
17976 if( !HasSpell(first_spell
) )
17979 SpellEntry
const *learnedInfo
= sSpellStore
.LookupEntry(learned_0
);
17984 if(learnedInfo
->Effect
[0]==SPELL_EFFECT_TRADE_SKILL
&& learnedInfo
->Effect
[1]==0)
17986 // search other specialization for same prof
17987 for(PlayerSpellMap::const_iterator itr
= m_spells
.begin(); itr
!= m_spells
.end(); ++itr
)
17989 if(itr
->second
->state
== PLAYERSPELL_REMOVED
|| itr
->first
==learned_0
)
17992 SpellEntry
const *itrInfo
= sSpellStore
.LookupEntry(itr
->first
);
17996 // compare only specializations
17997 if(itrInfo
->Effect
[0]!=SPELL_EFFECT_TRADE_SKILL
|| itrInfo
->Effect
[1]!=0)
18000 // compare same chain spells
18001 if(spellmgr
.GetFirstSpellInChain(itr
->first
) != first_spell
)
18004 // now we have 2 specialization, learn possible only if found is lesser specialization rank
18005 if(!spellmgr
.IsHighRankOfSpell(learned_0
,itr
->first
))
18011 CastSpell( this, spell_id
, true);
18014 void Player::learnQuestRewardedSpells()
18016 // learn spells received from quest completing
18017 for(QuestStatusMap::const_iterator itr
= mQuestStatus
.begin(); itr
!= mQuestStatus
.end(); ++itr
)
18019 // skip no rewarded quests
18020 if(!itr
->second
.m_rewarded
)
18023 Quest
const* quest
= objmgr
.GetQuestTemplate(itr
->first
);
18027 learnQuestRewardedSpells(quest
);
18031 void Player::learnSkillRewardedSpells(uint32 skill_id
)
18033 uint32 raceMask
= getRaceMask();
18034 uint32 classMask
= getClassMask();
18035 for (uint32 j
=0; j
<sSkillLineAbilityStore
.GetNumRows(); ++j
)
18037 SkillLineAbilityEntry
const *pAbility
= sSkillLineAbilityStore
.LookupEntry(j
);
18038 if (!pAbility
|| pAbility
->skillId
!=skill_id
|| pAbility
->learnOnGetSkill
!= ABILITY_LEARNED_ON_GET_PROFESSION_SKILL
)
18040 // Check race if set
18041 if (pAbility
->racemask
&& !(pAbility
->racemask
& raceMask
))
18043 // Check class if set
18044 if (pAbility
->classmask
&& !(pAbility
->classmask
& classMask
))
18047 if (sSpellStore
.LookupEntry(pAbility
->spellId
))
18049 // Ok need learn spell
18050 learnSpell(pAbility
->spellId
);
18055 void Player::learnSkillRewardedSpells()
18057 for (uint16 i
=0; i
< PLAYER_MAX_SKILLS
; i
++)
18059 if(!GetUInt32Value(PLAYER_SKILL_INDEX(i
)))
18062 uint32 pskill
= GetUInt32Value(PLAYER_SKILL_INDEX(i
)) & 0x0000FFFF;
18064 learnSkillRewardedSpells(pskill
);
18068 void Player::SendAurasForTarget(Unit
*target
)
18070 if(target
->GetVisibleAuras()->empty()) // speedup things
18073 WorldPacket
data(SMSG_AURA_UPDATE_ALL
);
18074 data
.append(target
->GetPackGUID());
18076 Unit::VisibleAuraMap
const *visibleAuras
= target
->GetVisibleAuras();
18077 for(Unit::VisibleAuraMap::const_iterator itr
= visibleAuras
->begin(); itr
!= visibleAuras
->end(); ++itr
)
18079 for(uint32 j
= 0; j
< 3; ++j
)
18081 if(Aura
*aura
= target
->GetAura(itr
->second
, j
))
18083 data
<< uint8(aura
->GetAuraSlot());
18084 data
<< uint32(aura
->GetId());
18088 uint8 auraFlags
= aura
->GetAuraFlags();
18090 data
<< uint8(auraFlags
);
18092 data
<< uint8(aura
->GetAuraLevel());
18094 data
<< uint8(aura
->m_procCharges
>= 0 ? aura
->m_procCharges
: 0 );
18096 if(!(auraFlags
& AFLAG_NOT_CASTER
))
18098 data
<< uint8(0); // packed GUID of someone (caster?)
18101 if(auraFlags
& AFLAG_DURATION
) // include aura duration
18103 data
<< uint32(aura
->GetAuraMaxDuration());
18104 data
<< uint32(aura
->GetAuraDuration());
18112 GetSession()->SendPacket(&data
);
18115 void Player::SetDailyQuestStatus( uint32 quest_id
)
18117 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18119 if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
))
18121 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,quest_id
);
18122 m_lastDailyQuestTime
= time(NULL
); // last daily quest time
18123 m_DailyQuestChanged
= true;
18129 void Player::ResetDailyQuestStatus()
18131 for(uint32 quest_daily_idx
= 0; quest_daily_idx
< PLAYER_MAX_DAILY_QUESTS
; ++quest_daily_idx
)
18132 SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1
+quest_daily_idx
,0);
18134 // DB data deleted in caller
18135 m_DailyQuestChanged
= false;
18136 m_lastDailyQuestTime
= 0;
18139 BattleGround
* Player::GetBattleGround() const
18141 if(GetBattleGroundId()==0)
18144 return sBattleGroundMgr
.GetBattleGround(GetBattleGroundId());
18147 bool Player::InArena() const
18149 BattleGround
*bg
= GetBattleGround();
18150 if(!bg
|| !bg
->isArena())
18156 bool Player::GetBGAccessByLevel(uint32 bgTypeId
) const
18158 // get a template bg instead of running one
18159 BattleGround
*bg
= sBattleGroundMgr
.GetBattleGroundTemplate(bgTypeId
);
18163 if(getLevel() < bg
->GetMinLevel() || getLevel() > bg
->GetMaxLevel())
18169 uint32
Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id
)
18177 return 10*(queue_id
+1);
18180 uint32
Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id
)
18183 return 255; // hardcoded max level
18185 return 10*(queue_id
+2)-1;
18188 uint32
Player::GetBattleGroundQueueIdFromLevel() const
18190 uint32 level
= getLevel();
18193 else if (level
> 79)
18196 return level
/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
18198 assert(bgTypeId < MAX_BATTLEGROUND_TYPES);
18199 BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
18201 return (getLevel() - bg->GetMinLevel()) / 10;*/
18204 float Player::GetReputationPriceDiscount( Creature
const* pCreature
) const
18206 FactionTemplateEntry
const* vendor_faction
= pCreature
->getFactionTemplateEntry();
18207 if(!vendor_faction
)
18210 ReputationRank rank
= GetReputationRank(vendor_faction
->faction
);
18211 if(rank
<= REP_NEUTRAL
)
18214 return 1.0f
- 0.05f
* (rank
- REP_NEUTRAL
);
18217 bool Player::IsSpellFitByClassAndRace( uint32 spell_id
) const
18219 uint32 racemask
= getRaceMask();
18220 uint32 classmask
= getClassMask();
18222 SkillLineAbilityMap::const_iterator lower
= spellmgr
.GetBeginSkillLineAbilityMap(spell_id
);
18223 SkillLineAbilityMap::const_iterator upper
= spellmgr
.GetEndSkillLineAbilityMap(spell_id
);
18225 for(SkillLineAbilityMap::const_iterator _spell_idx
= lower
; _spell_idx
!= upper
; ++_spell_idx
)
18227 // skip wrong race skills
18228 if( _spell_idx
->second
->racemask
&& (_spell_idx
->second
->racemask
& racemask
) == 0)
18231 // skip wrong class skills
18232 if( _spell_idx
->second
->classmask
&& (_spell_idx
->second
->classmask
& classmask
) == 0)
18238 bool Player::HasQuestForGO(int32 GOId
)
18240 for( QuestStatusMap::iterator i
= mQuestStatus
.begin( ); i
!= mQuestStatus
.end( ); ++i
)
18242 QuestStatusData qs
=i
->second
;
18243 if (qs
.m_status
== QUEST_STATUS_INCOMPLETE
)
18245 Quest
const* qinfo
= objmgr
.GetQuestTemplate(i
->first
);
18249 if(GetGroup() && GetGroup()->isRaidGroup() && qinfo
->GetType() != QUEST_TYPE_RAID
)
18252 for (int j
= 0; j
< QUEST_OBJECTIVES_COUNT
; j
++)
18254 if (qinfo
->ReqCreatureOrGOId
[j
]>=0) //skip non GO case
18257 if((-1)*GOId
== qinfo
->ReqCreatureOrGOId
[j
] && qs
.m_creatureOrGOcount
[j
] < qinfo
->ReqCreatureOrGOCount
[j
])
18265 void Player::UpdateForQuestsGO()
18267 if(m_clientGUIDs
.empty())
18271 WorldPacket packet
;
18272 for(ClientGUIDs::iterator itr
=m_clientGUIDs
.begin(); itr
!=m_clientGUIDs
.end(); ++itr
)
18274 if(IS_GAMEOBJECT_GUID(*itr
))
18276 GameObject
*obj
= HashMapHolder
<GameObject
>::Find(*itr
);
18278 obj
->BuildValuesUpdateBlockForPlayer(&udata
,this);
18281 udata
.BuildPacket(&packet
);
18282 GetSession()->SendPacket(&packet
);
18285 void Player::SummonIfPossible(bool agree
)
18289 m_summon_expire
= 0;
18293 // expire and auto declined
18294 if(m_summon_expire
< time(NULL
))
18297 // stop taxi flight at summon
18300 GetMotionMaster()->MovementExpired();
18301 m_taxi
.ClearTaxiDestinations();
18304 // drop flag at summon
18305 if(BattleGround
*bg
= GetBattleGround())
18306 bg
->EventPlayerDroppedFlag(this);
18308 m_summon_expire
= 0;
18310 TeleportTo(m_summon_mapid
, m_summon_x
, m_summon_y
, m_summon_z
,GetOrientation());
18313 void Player::RemoveItemDurations( Item
*item
)
18315 for(ItemDurationList::iterator itr
= m_itemDuration
.begin();itr
!= m_itemDuration
.end(); ++itr
)
18319 m_itemDuration
.erase(itr
);
18325 void Player::AddItemDurations( Item
*item
)
18327 if(item
->GetUInt32Value(ITEM_FIELD_DURATION
))
18329 m_itemDuration
.push_back(item
);
18330 item
->SendTimeUpdate(this);
18334 void Player::AutoUnequipOffhandIfNeed()
18336 Item
*offItem
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
);
18340 // need unequip for 2h-weapon without TitanGrip
18341 if (!IsTwoHandUsed())
18344 ItemPosCountVec off_dest
;
18345 uint8 off_msg
= CanStoreItem( NULL_BAG
, NULL_SLOT
, off_dest
, offItem
, false );
18346 if( off_msg
== EQUIP_ERR_OK
)
18348 RemoveItem(INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
, true);
18349 StoreItem( off_dest
, offItem
, true );
18353 sLog
.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
18357 bool Player::HasItemFitToSpellReqirements(SpellEntry
const* spellInfo
, Item
const* ignoreItem
)
18359 if(spellInfo
->EquippedItemClass
< 0)
18362 // scan other equipped items for same requirements (mostly 2 daggers/etc)
18363 // for optimize check 2 used cases only
18364 switch(spellInfo
->EquippedItemClass
)
18366 case ITEM_CLASS_WEAPON
:
18368 for(int i
= EQUIPMENT_SLOT_MAINHAND
; i
< EQUIPMENT_SLOT_TABARD
; ++i
)
18369 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18370 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18374 case ITEM_CLASS_ARMOR
:
18376 // tabard not have dependent spells
18377 for(int i
= EQUIPMENT_SLOT_START
; i
< EQUIPMENT_SLOT_MAINHAND
; ++i
)
18378 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, i
))
18379 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18382 // shields can be equipped to offhand slot
18383 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_OFFHAND
))
18384 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18387 // ranged slot can have some armor subclasses
18388 if(Item
*item
= GetItemByPos( INVENTORY_SLOT_BAG_0
, EQUIPMENT_SLOT_RANGED
))
18389 if(item
!=ignoreItem
&& item
->IsFitToSpellRequirements(spellInfo
))
18395 sLog
.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo
->EquippedItemClass
);
18402 bool Player::CanNoReagentCast(SpellEntry
const* spellInfo
) const
18404 // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
18405 if (spellInfo
->AttributesEx5
& SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
&&
18406 HasFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_PREPARATION
))
18409 // Check no reagent use mask
18410 uint64 noReagentMask_0_1
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
);
18411 uint32 noReagentMask_2
= GetUInt64Value(PLAYER_NO_REAGENT_COST_1
+2);
18412 if (spellInfo
->SpellFamilyFlags
& noReagentMask_0_1
||
18413 spellInfo
->SpellFamilyFlags2
& noReagentMask_2
)
18419 void Player::RemoveItemDependentAurasAndCasts( Item
* pItem
)
18421 AuraMap
& auras
= GetAuras();
18422 for(AuraMap::iterator itr
= auras
.begin(); itr
!= auras
.end(); )
18424 Aura
* aura
= itr
->second
;
18426 // skip passive (passive item dependent spells work in another way) and not self applied auras
18427 SpellEntry
const* spellInfo
= aura
->GetSpellProto();
18428 if(aura
->IsPassive() || aura
->GetCasterGUID()!=GetGUID())
18434 // skip if not item dependent or have alternative item
18435 if(HasItemFitToSpellReqirements(spellInfo
,pItem
))
18441 // no alt item, remove aura, restart check
18442 RemoveAurasDueToSpell(aura
->GetId());
18443 itr
= auras
.begin();
18446 // currently casted spells can be dependent from item
18447 for (uint32 i
= 0; i
< CURRENT_MAX_SPELL
; i
++)
18449 if( m_currentSpells
[i
] && m_currentSpells
[i
]->getState()!=SPELL_STATE_DELAYED
&&
18450 !HasItemFitToSpellReqirements(m_currentSpells
[i
]->m_spellInfo
,pItem
) )
18455 uint32
Player::GetResurrectionSpellId()
18457 // search priceless resurrection possibilities
18459 uint32 spell_id
= 0;
18460 AuraList
const& dummyAuras
= GetAurasByType(SPELL_AURA_DUMMY
);
18461 for(AuraList::const_iterator itr
= dummyAuras
.begin(); itr
!= dummyAuras
.end(); ++itr
)
18463 // Soulstone Resurrection // prio: 3 (max, non death persistent)
18464 if( prio
< 2 && (*itr
)->GetSpellProto()->SpellVisual
[0] == 99 && (*itr
)->GetSpellProto()->SpellIconID
== 92 )
18466 switch((*itr
)->GetId())
18468 case 20707: spell_id
= 3026; break; // rank 1
18469 case 20762: spell_id
= 20758; break; // rank 2
18470 case 20763: spell_id
= 20759; break; // rank 3
18471 case 20764: spell_id
= 20760; break; // rank 4
18472 case 20765: spell_id
= 20761; break; // rank 5
18473 case 27239: spell_id
= 27240; break; // rank 6
18475 sLog
.outError("Unhandled spell %%u: S.Resurrection",(*itr
)->GetId());
18481 // Twisting Nether // prio: 2 (max)
18482 else if((*itr
)->GetId()==23701 && roll_chance_i(10))
18489 // Reincarnation (passive spell) // prio: 1
18490 if(prio
< 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
18496 // Used in triggers for check "Only to targets that grant experience or honor" req
18497 bool Player::isHonorOrXPTarget(Unit
* pVictim
)
18499 uint32 v_level
= pVictim
->getLevel();
18500 uint32 k_grey
= MaNGOS::XP::GetGrayLevel(getLevel());
18502 // Victim level less gray level
18503 if(v_level
<=k_grey
)
18506 if(pVictim
->GetTypeId() == TYPEID_UNIT
)
18508 if (((Creature
*)pVictim
)->isTotem() ||
18509 ((Creature
*)pVictim
)->isPet() ||
18510 ((Creature
*)pVictim
)->GetCreatureInfo()->flags_extra
& CREATURE_FLAG_EXTRA_NO_XP_AT_KILL
)
18516 bool Player::RewardPlayerAndGroupAtKill(Unit
* pVictim
)
18518 bool PvP
= pVictim
->isCharmedOwnedByPlayerOrPlayer();
18520 // prepare data for near group iteration (PvP and !PvP cases)
18522 bool honored_kill
= false;
18524 if(Group
*pGroup
= GetGroup())
18527 uint32 sum_level
= 0;
18528 Player
* member_with_max_level
= NULL
;
18529 Player
* not_gray_member_with_max_level
= NULL
;
18531 pGroup
->GetDataForXPAtKill(pVictim
,count
,sum_level
,member_with_max_level
,not_gray_member_with_max_level
);
18533 if(member_with_max_level
)
18535 /// not get Xp in PvP or no not gray players in group
18536 xp
= (PvP
|| !not_gray_member_with_max_level
) ? 0 : MaNGOS::XP::Gain(not_gray_member_with_max_level
, pVictim
);
18538 /// skip in check PvP case (for speed, not used)
18539 bool is_raid
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsRaid() && pGroup
->isRaidGroup();
18540 bool is_dungeon
= PvP
? false : sMapStore
.LookupEntry(GetMapId())->IsDungeon();
18541 float group_rate
= MaNGOS::XP::xp_in_group_rate(count
,is_raid
);
18543 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18545 Player
* pGroupGuy
= itr
->getSource();
18549 if(!pGroupGuy
->IsAtGroupRewardDistance(pVictim
))
18550 continue; // member (alive or dead) or his corpse at req. distance
18552 // honor can be in PvP and !PvP (racial leader) cases (for alive)
18553 if(pGroupGuy
->isAlive() && pGroupGuy
->RewardHonor(pVictim
,count
) && pGroupGuy
==this)
18554 honored_kill
= true;
18556 // xp and reputation only in !PvP case
18559 float rate
= group_rate
* float(pGroupGuy
->getLevel()) / sum_level
;
18561 // if is in dungeon then all receive full reputation at kill
18562 // rewarded any alive/dead/near_corpse group member
18563 pGroupGuy
->RewardReputation(pVictim
,is_dungeon
? 1.0f
: rate
);
18565 // XP updated only for alive group member
18566 if(pGroupGuy
->isAlive() && not_gray_member_with_max_level
&&
18567 pGroupGuy
->getLevel() <= not_gray_member_with_max_level
->getLevel())
18569 uint32 itr_xp
= (member_with_max_level
== not_gray_member_with_max_level
) ? uint32(xp
*rate
) : uint32((xp
*rate
/2)+1);
18571 pGroupGuy
->GiveXP(itr_xp
, pVictim
);
18572 if(Pet
* pet
= pGroupGuy
->GetPet())
18573 pet
->GivePetXP(itr_xp
/2);
18576 // quest objectives updated only for alive group member or dead but with not released body
18577 if(pGroupGuy
->isAlive()|| !pGroupGuy
->GetCorpse())
18579 // normal creature (not pet/etc) can be only in !PvP case
18580 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18581 pGroupGuy
->KilledMonster(pVictim
->GetEntry(), pVictim
->GetGUID());
18587 else // if (!pGroup)
18589 xp
= PvP
? 0 : MaNGOS::XP::Gain(this, pVictim
);
18591 // honor can be in PvP and !PvP (racial leader) cases
18592 if(RewardHonor(pVictim
,1))
18593 honored_kill
= true;
18595 // xp and reputation only in !PvP case
18598 RewardReputation(pVictim
,1);
18599 GiveXP(xp
, pVictim
);
18601 if(Pet
* pet
= GetPet())
18602 pet
->GivePetXP(xp
);
18604 // normal creature (not pet/etc) can be only in !PvP case
18605 if(pVictim
->GetTypeId()==TYPEID_UNIT
)
18606 KilledMonster(pVictim
->GetEntry(),pVictim
->GetGUID());
18609 return xp
|| honored_kill
;
18612 bool Player::IsAtGroupRewardDistance(WorldObject
const* pRewardSource
) const
18614 if(pRewardSource
->GetDistance(this) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
))
18620 Corpse
* corpse
= GetCorpse();
18624 return pRewardSource
->GetDistance(corpse
) <= sWorld
.getConfig(CONFIG_GROUP_XP_DISTANCE
);
18627 uint32
Player::GetBaseWeaponSkillValue (WeaponAttackType attType
) const
18629 Item
* item
= GetWeaponForAttack(attType
,true);
18631 // unarmed only with base attack
18632 if(attType
!= BASE_ATTACK
&& !item
)
18635 // weapon skill or (unarmed for base attack)
18636 uint32 skill
= item
? item
->GetSkill() : SKILL_UNARMED
;
18637 return GetBaseSkillValue(skill
);
18640 void Player::ResurectUsingRequestData()
18642 /// Teleport before resurrecting, otherwise the player might get attacked from creatures near his corpse
18643 TeleportTo(m_resurrectMap
, m_resurrectX
, m_resurrectY
, m_resurrectZ
, GetOrientation());
18645 ResurrectPlayer(0.0f
,false);
18647 if(GetMaxHealth() > m_resurrectHealth
)
18648 SetHealth( m_resurrectHealth
);
18650 SetHealth( GetMaxHealth() );
18652 if(GetMaxPower(POWER_MANA
) > m_resurrectMana
)
18653 SetPower(POWER_MANA
, m_resurrectMana
);
18655 SetPower(POWER_MANA
, GetMaxPower(POWER_MANA
) );
18657 SetPower(POWER_RAGE
, 0 );
18659 SetPower(POWER_ENERGY
, GetMaxPower(POWER_ENERGY
) );
18661 SpawnCorpseBones();
18664 void Player::SetClientControl(Unit
* target
, uint8 allowMove
)
18666 WorldPacket
data(SMSG_CLIENT_CONTROL_UPDATE
, target
->GetPackGUID().size()+1);
18667 data
.append(target
->GetPackGUID());
18668 data
<< uint8(allowMove
);
18669 GetSession()->SendPacket(&data
);
18672 void Player::UpdateZoneDependentAuras( uint32 newZone
)
18674 // remove new continent flight forms
18675 uint32 v_map
= GetVirtualMapForMapAndZone(GetMapId(), newZone
);
18676 if( !isGameMaster() && v_map
!= 530 && v_map
!= 571)
18678 RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED
);
18679 RemoveSpellsCausingAura(SPELL_AURA_FLY
);
18682 // Some spells applied at enter into zone (with subzones)
18684 // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
18685 if ( newZone
== 2367 ) // Old Hillsbrad Foothills
18687 uint32 spellid
= 0;
18689 if( GetTeam() == HORDE
)
18690 spellid
= getGender() == GENDER_FEMALE
? 35481 : 35480;
18691 // and some alliance races
18692 else if( getRace() == RACE_NIGHTELF
|| getRace() == RACE_DRAENEI
)
18693 spellid
= getGender() == GENDER_FEMALE
? 35483 : 35482;
18695 if(spellid
&& !HasAura(spellid
,0) )
18696 CastSpell(this,spellid
,true);
18700 void Player::UpdateAreaDependentAuras( uint32 newArea
)
18702 // remove auras from spells with area limitations
18703 for(AuraMap::iterator iter
= m_Auras
.begin(); iter
!= m_Auras
.end();)
18705 // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
18706 if(GetSpellAllowedInLocationError(iter
->second
->GetSpellProto(),GetMapId(),m_zoneUpdateId
,newArea
)!=0)
18712 // some auras applied at subzone enter
18715 // Dragonmaw Illusion
18716 case 3759: // Netherwing Ledge
18717 case 3939: // Dragonmaw Fortress
18718 case 3966: // Dragonmaw Base Camp
18719 if( GetDummyAura(40214) )
18721 if( !HasAura(40216,0) )
18722 CastSpell(this,40216,true);
18723 if( !HasAura(42016,0) )
18724 CastSpell(this,42016,true);
18727 // Dominion Over Acherus
18728 case 4281: // Acherus: The Ebon Hold
18729 case 4342: // Acherus: The Ebon Hold
18730 if( HasSpell(51721) )
18731 if( !HasAura(51721,0) )
18732 CastSpell(this,51721,true);
18737 uint32
Player::GetCorpseReclaimDelay(bool pvp
) const
18739 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18740 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18742 return copseReclaimDelay
[0];
18745 time_t now
= time(NULL
);
18746 // 0..2 full period
18747 uint32 count
= (now
< m_deathExpireTime
) ? (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
: 0;
18748 return copseReclaimDelay
[count
];
18751 void Player::UpdateCorpseReclaimDelay()
18753 bool pvp
= m_ExtraFlags
& PLAYER_EXTRA_PVP_DEATH
;
18755 if( pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18756 !pvp
&& !sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18759 time_t now
= time(NULL
);
18760 if(now
< m_deathExpireTime
)
18762 // full and partly periods 1..3
18763 uint32 count
= (m_deathExpireTime
- now
)/DEATH_EXPIRE_STEP
+1;
18764 if(count
< MAX_DEATH_COUNT
)
18765 m_deathExpireTime
= now
+(count
+1)*DEATH_EXPIRE_STEP
;
18767 m_deathExpireTime
= now
+MAX_DEATH_COUNT
*DEATH_EXPIRE_STEP
;
18770 m_deathExpireTime
= now
+DEATH_EXPIRE_STEP
;
18773 void Player::SendCorpseReclaimDelay(bool load
)
18775 Corpse
* corpse
= GetCorpse();
18782 if(corpse
->GetGhostTime() > m_deathExpireTime
)
18785 bool pvp
= corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
;
18788 if( pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP
) ||
18789 !pvp
&& sWorld
.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE
) )
18791 count
= (m_deathExpireTime
-corpse
->GetGhostTime())/DEATH_EXPIRE_STEP
;
18792 if(count
>=MAX_DEATH_COUNT
)
18793 count
= MAX_DEATH_COUNT
-1;
18798 time_t expected_time
= corpse
->GetGhostTime()+copseReclaimDelay
[count
];
18800 time_t now
= time(NULL
);
18801 if(now
>= expected_time
)
18804 delay
= expected_time
-now
;
18807 delay
= GetCorpseReclaimDelay(corpse
->GetType()==CORPSE_RESURRECTABLE_PVP
);
18809 //! corpse reclaim delay 30 * 1000ms or longer at often deaths
18810 WorldPacket
data(SMSG_CORPSE_RECLAIM_DELAY
, 4);
18811 data
<< uint32(delay
*1000);
18812 GetSession()->SendPacket( &data
);
18815 Player
* Player::GetNextRandomRaidMember(float radius
)
18817 Group
*pGroup
= GetGroup();
18821 std::vector
<Player
*> nearMembers
;
18822 nearMembers
.reserve(pGroup
->GetMembersCount());
18824 for(GroupReference
*itr
= pGroup
->GetFirstMember(); itr
!= NULL
; itr
= itr
->next())
18826 Player
* Target
= itr
->getSource();
18828 // IsHostileTo check duel and controlled by enemy
18829 if( Target
&& Target
!= this && IsWithinDistInMap(Target
, radius
) &&
18830 !Target
->HasInvisibilityAura() && !IsHostileTo(Target
) )
18831 nearMembers
.push_back(Target
);
18834 if (nearMembers
.empty())
18837 uint32 randTarget
= urand(0,nearMembers
.size()-1);
18838 return nearMembers
[randTarget
];
18841 PartyResult
Player::CanUninviteFromGroup() const
18843 const Group
* grp
= GetGroup();
18845 return PARTY_RESULT_YOU_NOT_IN_GROUP
;
18847 if(!grp
->IsLeader(GetGUID()) && !grp
->IsAssistant(GetGUID()))
18848 return PARTY_RESULT_YOU_NOT_LEADER
;
18850 if(InBattleGround())
18851 return PARTY_RESULT_INVITE_RESTRICTED
;
18853 return PARTY_RESULT_OK
;
18856 void Player::UpdateUnderwaterState( Map
* m
, float x
, float y
, float z
)
18858 float water_z
= m
->GetWaterLevel(x
,y
);
18859 float height_z
= m
->GetHeight(x
,y
,z
, false); // use .map base surface height
18860 uint8 flag1
= m
->GetTerrainType(x
,y
);
18862 //!Underwater check, not in water if underground or above water level
18863 if (height_z
<= INVALID_HEIGHT
|| z
< (height_z
-2) || z
> (water_z
- 2) )
18864 m_isunderwater
&= 0x7A;
18865 else if ((z
< (water_z
- 2)) && (flag1
& 0x01))
18866 m_isunderwater
|= 0x01;
18868 //!in lava check, anywhere under lava level
18869 if ((height_z
<= INVALID_HEIGHT
|| z
< (height_z
- 0)) && (flag1
== 0x00) && IsInWater())
18870 m_isunderwater
|= 0x80;
18873 void Player::SetCanParry( bool value
)
18875 if(m_canParry
==value
)
18878 m_canParry
= value
;
18879 UpdateParryPercentage();
18882 void Player::SetCanBlock( bool value
)
18884 if(m_canBlock
==value
)
18887 m_canBlock
= value
;
18888 UpdateBlockPercentage();
18891 bool ItemPosCount::isContainedIn(ItemPosCountVec
const& vec
) const
18893 for(ItemPosCountVec::const_iterator itr
= vec
.begin(); itr
!= vec
.end();++itr
)
18894 if(itr
->pos
== pos
)
18900 bool Player::isAllowUseBattleGroundObject()
18902 return ( //InBattleGround() && // in battleground - not need, check in other cases
18903 !IsMounted() && // not mounted
18904 !HasStealthAura() && // not stealthed
18905 !HasInvisibilityAura() && // not invisible
18906 !HasAura(SPELL_RECENTLY_DROPPED_FLAG
, 0) && // can't pickup
18907 isAlive() // live player
18911 uint32
Player::GetBarberShopCost(uint8 newhairstyle
, uint8 newhaircolor
, uint8 newfacialhair
)
18913 uint32 level
= getLevel();
18915 if(level
> GT_MAX_LEVEL
)
18916 level
= GT_MAX_LEVEL
; // max level in this dbc
18918 uint8 hairstyle
= GetByteValue(PLAYER_BYTES
, 2);
18919 uint8 haircolor
= GetByteValue(PLAYER_BYTES
, 3);
18920 uint8 facialhair
= GetByteValue(PLAYER_BYTES_2
, 0);
18922 if((hairstyle
== newhairstyle
) && (haircolor
== newhaircolor
) && (facialhair
== newfacialhair
))
18925 GtBarberShopCostBaseEntry
const *bsc
= sGtBarberShopCostBaseStore
.LookupEntry(level
- 1);
18927 if(!bsc
) // shouldn't happen
18932 if(hairstyle
!= newhairstyle
)
18933 cost
+= bsc
->cost
; // full price
18935 if((haircolor
!= newhaircolor
) && (hairstyle
== newhairstyle
))
18936 cost
+= bsc
->cost
* 0.5f
; // +1/2 of price
18938 if(facialhair
!= newfacialhair
)
18939 cost
+= bsc
->cost
* 0.75f
; // +3/4 of price
18941 return uint32(cost
);
18944 void Player::InitGlyphsForLevel()
18946 uint32 level
= getLevel();
18949 // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
18951 value
|= (0x01 | 0x02);
18961 SetUInt32Value(PLAYER_GLYPHS_ENABLED
, value
);
18964 void Player::EnterVehicle(Vehicle
*vehicle
)
18966 VehicleEntry
const *ve
= sVehicleStore
.LookupEntry(vehicle
->GetVehicleId());
18970 VehicleSeatEntry
const *veSeat
= sVehicleSeatStore
.LookupEntry(ve
->m_seatID
[0]);
18974 vehicle
->SetCharmerGUID(GetGUID());
18975 vehicle
->RemoveFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
18976 vehicle
->SetFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNKNOWN5
);
18977 vehicle
->setFaction(getFaction());
18979 SetCharm(vehicle
); // charm
18980 SetFarSight(vehicle
->GetGUID()); // set view
18982 SetClientControl(vehicle
, 1); // redirect controls to vehicle
18984 WorldPacket
data(SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA
, 0);
18985 GetSession()->SendPacket(&data
);
18987 data
.Initialize(MSG_MOVE_TELEPORT_ACK
, 30);
18988 data
.append(GetPackGUID());
18989 data
<< uint32(0); // counter?
18990 data
<< uint32(MOVEMENTFLAG_ONTRANSPORT
); // transport
18991 data
<< uint16(0); // special flags
18992 data
<< uint32(getMSTime()); // time
18993 data
<< vehicle
->GetPositionX(); // x
18994 data
<< vehicle
->GetPositionY(); // y
18995 data
<< vehicle
->GetPositionZ(); // z
18996 data
<< vehicle
->GetOrientation(); // o
18997 // transport part, TODO: load/calculate seat offsets
18998 data
<< uint64(vehicle
->GetGUID()); // transport guid
18999 data
<< float(veSeat
->m_attachmentOffsetX
); // transport offsetX
19000 data
<< float(veSeat
->m_attachmentOffsetY
); // transport offsetY
19001 data
<< float(veSeat
->m_attachmentOffsetZ
); // transport offsetZ
19002 data
<< float(0); // transport orientation
19003 data
<< uint32(getMSTime()); // transport time
19004 data
<< uint8(0); // seat
19005 // end of transport part
19006 data
<< uint32(0); // fall time
19007 GetSession()->SendPacket(&data
);
19009 data
.Initialize(SMSG_PET_SPELLS
, 8+4+4+4+4*10+1+1);
19010 data
<< uint64(vehicle
->GetGUID());
19011 data
<< uint32(0x00000000);
19012 data
<< uint32(0x00000000);
19013 data
<< uint32(0x00000101);
19015 for(uint32 i
= 0; i
< 10; ++i
)
19016 data
<< uint16(0) << uint8(0) << uint8(i
+8);
19020 GetSession()->SendPacket(&data
);
19023 void Player::ExitVehicle(Vehicle
*vehicle
)
19025 vehicle
->SetCharmerGUID(0);
19026 vehicle
->SetFlag(UNIT_NPC_FLAGS
, UNIT_NPC_FLAG_SPELLCLICK
);
19027 vehicle
->RemoveFlag(UNIT_FIELD_FLAGS
, UNIT_FLAG_UNKNOWN5
);
19028 vehicle
->setFaction((GetTeam() == ALLIANCE
) ? vehicle
->GetCreatureInfo()->faction_A
: vehicle
->GetCreatureInfo()->faction_H
);
19033 SetClientControl(vehicle
, 0);
19035 WorldPacket
data(MSG_MOVE_TELEPORT_ACK
, 30);
19036 data
.append(GetPackGUID());
19037 data
<< uint32(0); // counter?
19038 data
<< uint32(MOVEMENTFLAG_FLY_UNK1
); // fly unk
19039 data
<< uint16(0x40); // special flags
19040 data
<< uint32(getMSTime()); // time
19041 data
<< vehicle
->GetPositionX(); // x
19042 data
<< vehicle
->GetPositionY(); // y
19043 data
<< vehicle
->GetPositionZ(); // z
19044 data
<< vehicle
->GetOrientation(); // o
19045 data
<< uint32(0); // fall time
19046 GetSession()->SendPacket(&data
);
19048 data
.Initialize(SMSG_PET_SPELLS
, 8+4);
19051 GetSession()->SendPacket(&data
);
19053 // only for flyable vehicles?
19054 CastSpell(this, 45472, true); // Parachute
19057 bool Player::HasTitle(uint32 bitIndex
)
19059 if (bitIndex
> 128)
19062 uint32 fieldIndexOffset
= bitIndex
/32;
19063 uint32 flag
= 1 << (bitIndex
%32);
19064 return HasFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19067 void Player::SetTitle(CharTitlesEntry
const* title
)
19069 uint32 fieldIndexOffset
= title
->bit_index
/32;
19070 uint32 flag
= 1 << (title
->bit_index
%32);
19071 SetFlag(PLAYER__FIELD_KNOWN_TITLES
+fieldIndexOffset
, flag
);
19074 void Player::ConvertRune(uint8 index
, uint8 newType
)
19076 SetCurrentRune(index
, newType
);
19078 WorldPacket
data(SMSG_CONVERT_RUNE
, 2);
19079 data
<< uint8(index
);
19080 data
<< uint8(newType
);
19081 GetSession()->SendPacket(&data
);
19084 void Player::ResyncRunes(uint8 count
)
19086 WorldPacket
data(SMSG_RESYNC_RUNES
, count
* 2);
19087 for(uint32 i
= 0; i
< count
; ++i
)
19089 data
<< uint8(GetCurrentRune(i
)); // rune type
19090 data
<< uint8(255 - (GetRuneCooldown(i
) * 51)); // passed cooldown time (0-255)
19092 GetSession()->SendPacket(&data
);
19095 void Player::AddRunePower(uint8 index
)
19097 WorldPacket
data(SMSG_ADD_RUNE_POWER
, 4);
19098 data
<< uint32(1 << index
); // mask (0x00-0x3F probably)
19099 GetSession()->SendPacket(&data
);
19102 void Player::InitRunes()
19104 if(getClass() != CLASS_DEATH_KNIGHT
)
19107 m_runes
= new Runes
;
19109 m_runes
->runeState
= 0;
19111 for(uint32 i
= 0; i
< MAX_RUNES
; ++i
)
19113 SetBaseRune(i
, i
/ 2); // init base types
19114 SetCurrentRune(i
, i
/ 2); // init current types
19115 SetRuneCooldown(i
, 0); // reset cooldowns
19116 m_runes
->SetRuneState(i
);
19119 for(uint32 i
= 0; i
< NUM_RUNE_TYPES
; ++i
)
19120 SetFloatValue(PLAYER_RUNE_REGEN_1
+ i
, 0.1f
);