diff options
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r-- | src/game/Player.cpp | 46263 |
1 files changed, 23138 insertions, 23125 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp index fb0b1aebfc4..6fc290467a2 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -1,23125 +1,23138 @@ -/* - * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> - * - * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/> - * - * This program is free software; you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or - * (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA - */ - -#include "Common.h" -#include "Language.h" -#include "Database/DatabaseEnv.h" -#include "Log.h" -#include "Opcodes.h" -#include "SpellMgr.h" -#include "World.h" -#include "WorldPacket.h" -#include "WorldSession.h" -#include "UpdateMask.h" -#include "Player.h" -#include "Vehicle.h" -#include "SkillDiscovery.h" -#include "QuestDef.h" -#include "GossipDef.h" -#include "UpdateData.h" -#include "Channel.h" -#include "ChannelMgr.h" -#include "MapManager.h" -#include "MapInstanced.h" -#include "InstanceSaveMgr.h" -#include "GridNotifiers.h" -#include "GridNotifiersImpl.h" -#include "CellImpl.h" -#include "ObjectMgr.h" -#include "ObjectAccessor.h" -#include "CreatureAI.h" -#include "Formulas.h" -#include "Group.h" -#include "Guild.h" -#include "Pet.h" -#include "Util.h" -#include "Transports.h" -#include "Weather.h" -#include "BattleGround.h" -#include "BattleGroundAV.h" -#include "BattleGroundMgr.h" -#include "OutdoorPvP.h" -#include "OutdoorPvPMgr.h" -#include "ArenaTeam.h" -#include "Chat.h" -#include "Database/DatabaseImpl.h" -#include "Spell.h" -#include "SocialMgr.h" -#include "GameEventMgr.h" -#include "AchievementMgr.h" -#include "SpellAuras.h" -#include "SpellAuraEffects.h" - -#include <cmath> - -#define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS) - -#define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3)) -#define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1) -#define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2) - -#define SKILL_VALUE(x) PAIR32_LOPART(x) -#define SKILL_MAX(x) PAIR32_HIPART(x) -#define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m) - -#define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x)) -#define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x)) -#define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p) - -enum CharacterFlags -{ - CHARACTER_FLAG_NONE = 0x00000000, - CHARACTER_FLAG_UNK1 = 0x00000001, - CHARACTER_FLAG_UNK2 = 0x00000002, - CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004, - CHARACTER_FLAG_UNK4 = 0x00000008, - CHARACTER_FLAG_UNK5 = 0x00000010, - CHARACTER_FLAG_UNK6 = 0x00000020, - CHARACTER_FLAG_UNK7 = 0x00000040, - CHARACTER_FLAG_UNK8 = 0x00000080, - CHARACTER_FLAG_UNK9 = 0x00000100, - CHARACTER_FLAG_UNK10 = 0x00000200, - CHARACTER_FLAG_HIDE_HELM = 0x00000400, - CHARACTER_FLAG_HIDE_CLOAK = 0x00000800, - CHARACTER_FLAG_UNK13 = 0x00001000, - CHARACTER_FLAG_GHOST = 0x00002000, - CHARACTER_FLAG_RENAME = 0x00004000, - CHARACTER_FLAG_UNK16 = 0x00008000, - CHARACTER_FLAG_UNK17 = 0x00010000, - CHARACTER_FLAG_UNK18 = 0x00020000, - CHARACTER_FLAG_UNK19 = 0x00040000, - CHARACTER_FLAG_UNK20 = 0x00080000, - CHARACTER_FLAG_UNK21 = 0x00100000, - CHARACTER_FLAG_UNK22 = 0x00200000, - CHARACTER_FLAG_UNK23 = 0x00400000, - CHARACTER_FLAG_UNK24 = 0x00800000, - CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000, - CHARACTER_FLAG_DECLINED = 0x02000000, - CHARACTER_FLAG_UNK27 = 0x04000000, - CHARACTER_FLAG_UNK28 = 0x08000000, - CHARACTER_FLAG_UNK29 = 0x10000000, - CHARACTER_FLAG_UNK30 = 0x20000000, - CHARACTER_FLAG_UNK31 = 0x40000000, - CHARACTER_FLAG_UNK32 = 0x80000000 -}; - -enum CharacterCustomizeFlags -{ - CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000, - CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc... - CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc... - CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc... -}; - -// corpse reclaim times -#define DEATH_EXPIRE_STEP (5*MINUTE) -#define MAX_DEATH_COUNT 3 - -static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 }; - -//== PlayerTaxi ================================================ - -PlayerTaxi::PlayerTaxi() -{ - // Taxi nodes - memset(m_taximask, 0, sizeof(m_taximask)); -} - -void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint8 level) -{ - // class specific initial known nodes - switch(chrClass) - { - case CLASS_DEATH_KNIGHT: - { - for (uint8 i = 0; i < TaxiMaskSize; ++i) - m_taximask[i] |= sOldContinentsNodesMask[i]; - break; - } - } - - // race specific initial known nodes: capital and taxi hub masks - switch(race) - { - case RACE_HUMAN: SetTaximaskNode(2); break; // Human - case RACE_ORC: SetTaximaskNode(23); break; // Orc - case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf - case RACE_NIGHTELF: SetTaximaskNode(26); - SetTaximaskNode(27); break; // Night Elf - case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead - case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren - case RACE_GNOME: SetTaximaskNode(6); break; // Gnome - case RACE_TROLL: SetTaximaskNode(23); break; // Troll - case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf - case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei - } - - // new continent starting masks (It will be accessible only at new map) - switch(Player::TeamForRace(race)) - { - case ALLIANCE: SetTaximaskNode(100); break; - case HORDE: SetTaximaskNode(99); break; - } - // level dependent taxi hubs - if(level>=68) - SetTaximaskNode(213); //Shattered Sun Staging Area -} - -void PlayerTaxi::LoadTaxiMask(const char* data) -{ - Tokens tokens = StrSplit(data, " "); - - uint8 index; - Tokens::iterator iter; - for (iter = tokens.begin(), index = 0; - (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index) - { - // load and set bits only for existed taxi nodes - m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str())); - } -} - -void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all ) -{ - if(all) - { - for (uint8 i=0; i<TaxiMaskSize; i++) - data << uint32(sTaxiNodesMask[i]); // all existed nodes - } - else - { - for (uint8 i=0; i<TaxiMaskSize; i++) - data << uint32(m_taximask[i]); // known nodes - } -} - -bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint32 team ) -{ - ClearTaxiDestinations(); - - Tokens tokens = StrSplit(values," "); - - for (Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter) - { - uint32 node = uint32(atol(iter->c_str())); - AddTaxiDestination(node); - } - - if(m_TaxiDestinations.empty()) - return true; - - // Check integrity - if(m_TaxiDestinations.size() < 2) - return false; - - for (size_t i = 1; i < m_TaxiDestinations.size(); ++i) - { - uint32 cost; - uint32 path; - objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost); - if(!path) - return false; - } - - // can't load taxi path without mount set (quest taxi path?) - if(!objmgr.GetTaxiMountDisplayId(GetTaxiSource(),team,true)) - return false; - - return true; -} - -std::string PlayerTaxi::SaveTaxiDestinationsToString() -{ - if(m_TaxiDestinations.empty()) - return ""; - - std::ostringstream ss; - - for (size_t i=0; i < m_TaxiDestinations.size(); ++i) - ss << m_TaxiDestinations[i] << " "; - - return ss.str(); -} - -uint32 PlayerTaxi::GetCurrentTaxiPath() const -{ - if(m_TaxiDestinations.size() < 2) - return 0; - - uint32 path; - uint32 cost; - - objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost); - - return path; -} - -std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi) -{ - ss << "'"; - for (uint8 i = 0; i < TaxiMaskSize; ++i) - ss << taxi.m_taximask[i] << " "; - ss << "'"; - return ss; -} - -//== Player ==================================================== - -UpdateMask Player::updateVisualBits; - -Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputationMgr(this) -{ - m_speakTime = 0; - m_speakCount = 0; - - m_objectType |= TYPEMASK_PLAYER; - m_objectTypeId = TYPEID_PLAYER; - - m_valuesCount = PLAYER_END; - - m_session = session; - - m_divider = 0; - - m_ExtraFlags = 0; - - m_spellModTakingSpell = NULL; - //m_pad = 0; - - // players always accept - if(GetSession()->GetSecurity() == SEC_PLAYER) - SetAcceptWhispers(true); - - m_curSelection = 0; - m_lootGuid = 0; - - m_comboTarget = 0; - m_comboPoints = 0; - - m_usedTalentCount = 0; - m_questRewardTalentCount = 0; - - m_regenTimer = 0; - m_regenTimerCount = 0; - m_weaponChangeTimer = 0; - - m_zoneUpdateId = 0; - m_zoneUpdateTimer = 0; - - m_areaUpdateId = 0; - - m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE); - - clearResurrectRequestData(); - - memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT); - - m_social = NULL; - - // group is initialized in the reference constructor - SetGroupInvite(NULL); - m_groupUpdateMask = 0; - m_auraRaidUpdateMask = 0; - - duel = NULL; - - m_GuildIdInvited = 0; - m_ArenaTeamIdInvited = 0; - - m_atLoginFlags = AT_LOGIN_NONE; - - mSemaphoreTeleport_Near = false; - mSemaphoreTeleport_Far = false; - - m_DelayedOperations = 0; - m_bCanDelayTeleport = false; - m_bHasDelayedTeleport = false; - m_teleport_options = 0; - - pTrader = 0; - ClearTrade(); - - m_cinematic = 0; - - PlayerTalkClass = new PlayerMenu( GetSession() ); - m_currentBuybackSlot = BUYBACK_SLOT_START; - - m_DailyQuestChanged = false; - m_lastDailyQuestTime = 0; - - for (uint8 i=0; i<MAX_TIMERS; i++) - m_MirrorTimer[i] = DISABLED_MIRROR_TIMER; - - m_MirrorTimerFlags = UNDERWATER_NONE; - m_MirrorTimerFlagsLast = UNDERWATER_NONE; - m_isInWater = false; - m_drunkTimer = 0; - m_drunk = 0; - m_restTime = 0; - m_deathTimer = 0; - m_deathExpireTime = 0; - - m_swingErrorMsg = 0; - - m_DetectInvTimer = 1*IN_MILISECONDS; - - for (uint8 j = 0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j) - { - m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE; - m_bgBattleGroundQueueID[j].invitedToInstance = 0; - } - - m_logintime = time(NULL); - m_Last_tick = m_logintime; - m_WeaponProficiency = 0; - m_ArmorProficiency = 0; - m_canParry = false; - m_canBlock = false; - m_canDualWield = false; - m_canTitanGrip = false; - m_ammoDPS = 0.0f; - - m_temporaryUnsummonedPetNumber = 0; - //cache for UNIT_CREATED_BY_SPELL to allow - //returning reagents for temporarily removed pets - //when dying/logging out - m_oldpetspell = 0; - m_lastpetnumber = 0; - - ////////////////////Rest System///////////////////// - time_inn_enter=0; - inn_pos_mapid=0; - inn_pos_x=0; - inn_pos_y=0; - inn_pos_z=0; - m_rest_bonus=0; - rest_type=REST_TYPE_NO; - ////////////////////Rest System///////////////////// - - m_mailsLoaded = false; - m_mailsUpdated = false; - unReadMails = 0; - m_nextMailDelivereTime = 0; - - m_resetTalentsCost = 0; - m_resetTalentsTime = 0; - m_itemUpdateQueueBlocked = false; - - for (uint8 i = 0; i < MAX_MOVE_TYPE; ++i) - m_forced_speed_changes[i] = 0; - - m_stableSlots = 0; - - /////////////////// Instance System ///////////////////// - - m_HomebindTimer = 0; - m_InstanceValid = true; - m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL; - m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL; - - m_lastPotionId = 0; - - m_activeSpec = 0; - m_specsCount = 1; - - for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i) - { - for (uint8 g = 0; g < MAX_GLYPH_SLOT_INDEX; ++g) - m_Glyphs[i][g] = 0; - - m_talents[i] = new PlayerTalentMap(); - } - - for (uint8 i = 0; i < BASEMOD_END; ++i) - { - m_auraBaseMod[i][FLAT_MOD] = 0.0f; - m_auraBaseMod[i][PCT_MOD] = 1.0f; - } - - for (uint8 i = 0; i < MAX_COMBAT_RATING; i++) - m_baseRatingValue[i] = 0; - - m_baseSpellPower = 0; - m_baseFeralAP = 0; - m_baseManaRegen = 0; - m_baseHealthRegen = 0; - - // Honor System - m_lastHonorUpdateTime = time(NULL); - - // Player summoning - m_summon_expire = 0; - m_summon_mapid = 0; - m_summon_x = 0.0f; - m_summon_y = 0.0f; - m_summon_z = 0.0f; - - //Default movement to run mode - //m_unit_movement_flags = 0; - - m_mover = this; - m_movedPlayer = this; - m_seer = this; - - m_contestedPvPTimer = 0; - - m_declinedname = NULL; - - m_isActive = true; - - m_runes = NULL; - - m_lastFallTime = 0; - m_lastFallZ = 0; - - m_ControlledByPlayer = true; - m_isWorldObject = true; - - sWorld.IncreasePlayerCount(); - - m_ChampioningFaction = 0; - - for (int i = 0; i < MAX_POWERS; ++i) - m_powerFraction[i] = 0; -} - -Player::~Player () -{ - // it must be unloaded already in PlayerLogout and accessed only for loggined player - //m_social = NULL; - - // Note: buy back item already deleted from DB when player was saved - for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; ++i) - { - if(m_items[i]) - delete m_items[i]; - } - - for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) - delete itr->second; - - for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i) - { - for (PlayerTalentMap::const_iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end(); ++itr) - delete itr->second; - delete m_talents[i]; - } - - //all mailed items should be deleted, also all mail should be deallocated - for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) - delete *itr; - - for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter) - delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated - - delete PlayerTalkClass; - - for (size_t x = 0; x < ItemSetEff.size(); x++) - if(ItemSetEff[x]) - delete ItemSetEff[x]; - - delete m_declinedname; - delete m_runes; - - sWorld.DecreasePlayerCount(); -} - -void Player::CleanupsBeforeDelete(bool finalCleanup) -{ - TradeCancel(false); - DuelComplete(DUEL_INTERUPTED); - - Unit::CleanupsBeforeDelete(finalCleanup); - - if (m_transport) - m_transport->RemovePassenger(this); - - // clean up player-instance binds, may unload some instance saves - for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) - for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) - itr->second.save->RemovePlayer(this); -} - -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 ) -{ - //FIXME: outfitId not used in player creating - - Object::_Create(guidlow, 0, HIGHGUID_PLAYER); - - m_name = name; - - PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_); - if(!info) - { - sLog.outError("Player have incorrect race/class pair. Can't be loaded."); - return false; - } - - for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++) - m_items[i] = NULL; - - Relocate(info->positionX,info->positionY,info->positionZ); - - ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_); - if(!cEntry) - { - sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_); - return false; - } - - SetMap(MapManager::Instance().CreateMap(info->mapId, this, 0)); - - uint8 powertype = cEntry->powerType; - - SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE); - SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f); - - setFactionForRace(race); - - uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 ); - - SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) ); - InitDisplayIds(); - if(sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP) - { - SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP ); - SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); - } - SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER); - SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client - SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3 - - // -1 is default value - SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1)); - - SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24))); - SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24))); - SetByteValue(PLAYER_BYTES_3, 0, gender); - - SetUInt32Value( PLAYER_GUILDID, 0 ); - SetUInt32Value( PLAYER_GUILDRANK, 0 ); - SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 ); - - SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled - SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled - SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2, 0 ); // 0=disabled - SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 ); - SetUInt32Value( PLAYER_FIELD_KILLS, 0 ); - SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0 ); - SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 ); - SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 ); - - // set starting level - uint32 start_level = getClass() != CLASS_DEATH_KNIGHT - ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL) - : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL); - - if (GetSession()->GetSecurity() >= SEC_MODERATOR) - { - uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL); - if(gm_level > start_level) - start_level = gm_level; - } - - SetUInt32Value(UNIT_FIELD_LEVEL, start_level); - - InitRunes(); - - SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY)); - SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS)); - SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS)); - - // start with every map explored - if(sWorld.getConfig(CONFIG_START_ALL_EXPLORED)) - { - for (uint8 i=0; i<64; i++) - SetFlag(PLAYER_EXPLORED_ZONES_1+i,0xFFFFFFFF); - } - - //Reputations if "StartAllReputation" is enabled, -- TODO: Fix this in a better way - if(sWorld.getConfig(CONFIG_START_ALL_REP)) - { - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(942),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(935),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(936),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1011),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(970),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(967),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(989),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(932),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(934),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1038),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1077),42999); - - // Factions depending on team, like cities and some more stuff - switch(GetTeam()) - { - case ALLIANCE: - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(72),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(47),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(69),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(930),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(730),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(978),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(54),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(946),42999); - break; - case HORDE: - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(76),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(68),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(81),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(911),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(729),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(941),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(530),42999); - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(947),42999); - break; - default: - break; - } - } - - // Played time - m_Last_tick = time(NULL); - m_Played_time[PLAYED_TIME_TOTAL] = 0; - m_Played_time[PLAYED_TIME_LEVEL] = 0; - - // base stats and related field values - InitStatsForLevel(); - InitTaxiNodesForLevel(); - InitGlyphsForLevel(); - InitTalentForLevel(); - InitPrimaryProfessions(); // to max set before any spell added - - // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods() - UpdateMaxHealth(); // Update max Health (for add bonus from stamina) - SetHealth(GetMaxHealth()); - if (getPowerType()==POWER_MANA) - { - UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect) - SetPower(POWER_MANA,GetMaxPower(POWER_MANA)); - } - - if(getPowerType() == POWER_RUNIC_POWER) - { - SetPower(POWER_RUNE, 8); - SetMaxPower(POWER_RUNE, 8); - SetPower(POWER_RUNIC_POWER, 0); - SetMaxPower(POWER_RUNIC_POWER, 1000); - } - - // original spells - learnDefaultSpells(); - - // original action bar - for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr) - addActionButton(action_itr->button,action_itr->action,action_itr->type); - - // original items - CharStartOutfitEntry const* oEntry = NULL; - for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i) - { - if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i)) - { - if(entry->RaceClassGender == RaceClassGender) - { - oEntry = entry; - break; - } - } - } - - if(oEntry) - { - for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j) - { - if(oEntry->ItemId[j] <= 0) - continue; - - uint32 item_id = oEntry->ItemId[j]; - - // just skip, reported in ObjectMgr::LoadItemPrototypes - ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id); - if (!iProto) - continue; - - // BuyCount by default - uint32 count = iProto->BuyCount; - - // special amount for food/drink - if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD) - { - switch(iProto->Spells[0].SpellCategory) - { - case SPELL_CATEGORY_FOOD: // food - count = getClass()==CLASS_DEATH_KNIGHT ? 10 : 4; - break; - case SPELL_CATEGORY_DRINK: // drink - count = 2; - break; - } - if(iProto->Stackable < count) - count = iProto->Stackable; - } - // special amount for daggers - else if(iProto->Class==ITEM_CLASS_WEAPON && iProto->SubClass==ITEM_SUBCLASS_WEAPON_DAGGER) - { - count = 2; // will placed to 2 slots - } - - StoreNewItemInBestSlots(item_id, count); - } - } - - for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++) - StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount); - - // bags and main-hand weapon must equipped at this moment - // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon) - // or ammo not equipped in special bag - for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) - { - if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - { - uint16 eDest; - // equip offhand weapon/shield if it attempt equipped before main-hand weapon - uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false ); - if( msg == EQUIP_ERR_OK ) - { - RemoveItem(INVENTORY_SLOT_BAG_0, i,true); - EquipItem( eDest, pItem, true); - } - // move other items to more appropriate slots (ammo not equipped in special bag) - else - { - ItemPosCountVec sDest; - msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false ); - if( msg == EQUIP_ERR_OK ) - { - RemoveItem(INVENTORY_SLOT_BAG_0, i,true); - pItem = StoreItem( sDest, pItem, true); - } - - // if this is ammo then use it - msg = CanUseAmmo( pItem->GetEntry() ); - if( msg == EQUIP_ERR_OK ) - SetAmmo( pItem->GetEntry() ); - } - } - } - // all item positions resolved - - return true; -} - -bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount) -{ - sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount); - - // attempt equip by one - while(titem_amount > 0) - { - uint16 eDest; - uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false ); - if( msg != EQUIP_ERR_OK ) - break; - - EquipNewItem( eDest, titem_id, true); - AutoUnequipOffhandIfNeed(); - --titem_amount; - } - - if(titem_amount == 0) - return true; // equipped - - // attempt store - ItemPosCountVec sDest; - // store in main bag to simplify second pass (special bags can be not equipped yet at this moment) - uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount ); - if( msg == EQUIP_ERR_OK ) - { - StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) ); - return true; // stored - } - - // item can't be added - sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg); - return false; -} - -void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen) -{ - if (int(MaxValue) == DISABLED_MIRROR_TIMER) - { - if (int(CurrentValue) != DISABLED_MIRROR_TIMER) - StopMirrorTimer(Type); - return; - } - WorldPacket data(SMSG_START_MIRROR_TIMER, (21)); - data << (uint32)Type; - data << CurrentValue; - data << MaxValue; - data << Regen; - data << (uint8)0; - data << (uint32)0; // spell id - GetSession()->SendPacket( &data ); -} - -void Player::StopMirrorTimer(MirrorTimerType Type) -{ - m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER; - WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4); - data << (uint32)Type; - GetSession()->SendPacket( &data ); -} - -uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage) -{ - if(!isAlive() || isGameMaster()) - return 0; - - // Absorb, resist some environmental damage type - uint32 absorb = 0; - uint32 resist = 0; - if (type == DAMAGE_LAVA) - CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist); - else if (type == DAMAGE_SLIME) - CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist); - - damage-=absorb+resist; - - DealDamageMods(this,damage,&absorb); - - WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21)); - data << uint64(GetGUID()); - data << uint8(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL); - data << uint32(damage); - data << uint32(absorb); - data << uint32(resist); - SendMessageToSet(&data, true); - - uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false); - - if(!isAlive()) - { - if(type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage - { - DEBUG_LOG("We are fall to death, loosing 10 percents durability"); - DurabilityLossAll(0.10f,false); - // durability lost message - WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0); - GetSession()->SendPacket(&data2); - } - - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type); - } - - return final_damage; -} - -int32 Player::getMaxTimer(MirrorTimerType timer) -{ - switch (timer) - { - case FATIGUE_TIMER: - return MINUTE*IN_MILISECONDS; - case BREATH_TIMER: - { - if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING)) - return DISABLED_MIRROR_TIMER; - int32 UnderWaterTime = 3*MINUTE*IN_MILISECONDS; - AuraEffectList const& mModWaterBreathing = GetAuraEffectsByType(SPELL_AURA_MOD_WATER_BREATHING); - for (AuraEffectList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i) - UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetAmount()) / 100.0f); - return UnderWaterTime; - } - case FIRE_TIMER: - { - if (!isAlive()) - return DISABLED_MIRROR_TIMER; - return 1*IN_MILISECONDS; - } - default: - return 0; - } - return 0; -} - -void Player::UpdateMirrorTimers() -{ - // Desync flags for update on next HandleDrowning - if (m_MirrorTimerFlags) - m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags; -} - -void Player::HandleDrowning(uint32 time_diff) -{ - if (!m_MirrorTimerFlags) - return; - - // In water - if (m_MirrorTimerFlags & UNDERWATER_INWATER) - { - // Breath timer not activated - activate it - if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER) - { - m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER); - SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1); - } - else // If activated - do tick - { - m_MirrorTimer[BREATH_TIMER]-=time_diff; - // Timer limit - need deal damage - if (m_MirrorTimer[BREATH_TIMER] < 0) - { - m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILISECONDS; - // Calculate and deal damage - // TODO: Check this formula - uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1); - EnvironmentalDamage(DAMAGE_DROWNING, damage); - } - else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need - SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1); - } - } - else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer - { - int32 UnderWaterTime = getMaxTimer(BREATH_TIMER); - // Need breath regen - m_MirrorTimer[BREATH_TIMER]+=10*time_diff; - if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive()) - StopMirrorTimer(BREATH_TIMER); - else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER) - SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10); - } - - // In dark water - if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER) - { - // Fatigue timer not activated - activate it - if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER) - { - m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER); - SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1); - } - else - { - m_MirrorTimer[FATIGUE_TIMER]-=time_diff; - // Timer limit - need deal damage or teleport ghost to graveyard - if (m_MirrorTimer[FATIGUE_TIMER] < 0) - { - m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILISECONDS; - if (isAlive()) // Calculate and deal damage - { - uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1); - EnvironmentalDamage(DAMAGE_EXHAUSTED, damage); - } - else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard - RepopAtGraveyard(); - } - else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)) - SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1); - } - } - else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer - { - int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER); - m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff; - if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive()) - StopMirrorTimer(FATIGUE_TIMER); - else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER) - SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10); - } - - if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME)) - { - // Breath timer not activated - activate it - if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER) - m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER); - else - { - m_MirrorTimer[FIRE_TIMER]-=time_diff; - if (m_MirrorTimer[FIRE_TIMER] < 0) - { - m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILISECONDS; - // Calculate and deal damage - // TODO: Check this formula - uint32 damage = urand(600, 700); - if (m_MirrorTimerFlags&UNDERWATER_INLAVA) - EnvironmentalDamage(DAMAGE_LAVA, damage); - else - EnvironmentalDamage(DAMAGE_SLIME, damage); - } - } - } - else - m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER; - - // Recheck timers flag - m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS; - for (uint8 i = 0; i< MAX_TIMERS; ++i) - if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER) - { - m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS; - break; - } - m_MirrorTimerFlagsLast = m_MirrorTimerFlags; -} - -///The player sobers by 256 every 10 seconds -void Player::HandleSobering() -{ - m_drunkTimer = 0; - - uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256); - SetDrunkValue(drunk); -} - -DrunkenState Player::GetDrunkenstateByValue(uint16 value) -{ - if(value >= 23000) - return DRUNKEN_SMASHED; - if(value >= 12800) - return DRUNKEN_DRUNK; - if(value & 0xFFFE) - return DRUNKEN_TIPSY; - return DRUNKEN_SOBER; -} - -void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId) -{ - uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk); - - m_drunk = newDrunkenValue; - SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE)); - - uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk); - - // special drunk invisibility detection - if(newDrunkenState >= DRUNKEN_DRUNK) - m_detectInvisibilityMask |= (1<<6); - else - m_detectInvisibilityMask &= ~(1<<6); - - if(newDrunkenState == oldDrunkenState) - return; - - WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4)); - data << uint64(GetGUID()); - data << uint32(newDrunkenState); - data << uint32(itemId); - - SendMessageToSet(&data, true); -} - -void Player::Update( uint32 p_time ) -{ - if (!IsInWorld()) - return; - - // undelivered mail - if (m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL)) - { - SendNewMail(); - ++unReadMails; - - // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated) - m_nextMailDelivereTime = 0; - } - - // If this is set during update SetSpellModTakingSpell call is missing somewhere in the code - // Having this would prevent more aura charges to be dropped, so let's crash - //assert (!m_spellModTakingSpell); - if (/*m_pad ||*/ m_spellModTakingSpell) - { - //sLog.outCrash("Player has m_pad %u during update!", m_pad); - //if(m_spellModTakingSpell) - sLog.outCrash("Player has m_spellModTakingSpell %u during update!", m_spellModTakingSpell->m_spellInfo->Id); - return; - m_spellModTakingSpell = NULL; - } - - //used to implement delayed far teleports - SetCanDelayTeleport(true); - Unit::Update(p_time); - SetCanDelayTeleport(false); - - time_t now = time(NULL); - - UpdatePvPFlag(now); - - UpdateContestedPvP(p_time); - - UpdateDuelFlag(now); - - CheckDuelDistance(now); - - UpdateAfkReport(now); - - if (isCharmed()) - if (Unit *charmer = GetCharmer()) - if (charmer->GetTypeId() == TYPEID_UNIT && charmer->isAlive()) - UpdateCharmedAI(); - - // Update items that have just a limited lifetime - if (now > m_Last_tick) - UpdateItemDuration(uint32(now - m_Last_tick)); - - if (!m_timedquests.empty()) - { - std::set<uint32>::iterator iter = m_timedquests.begin(); - while (iter != m_timedquests.end()) - { - QuestStatusData& q_status = mQuestStatus[*iter]; - if (q_status.m_timer <= p_time) - { - uint32 quest_id = *iter; - ++iter; // current iter will be removed in FailQuest - FailQuest(quest_id); - } - else - { - q_status.m_timer -= p_time; - if (q_status.uState != QUEST_NEW) - q_status.uState = QUEST_CHANGED; - ++iter; - } - } - } - - if (hasUnitState(UNIT_STAT_MELEE_ATTACKING) && !hasUnitState(UNIT_STAT_CASTING)) - { - if (Unit *pVictim = getVictim()) - { - // default combat reach 10 - // TODO add weapon,skill check - - if (isAttackReady(BASE_ATTACK)) - { - if (!IsWithinMeleeRange(pVictim)) - { - setAttackTimer(BASE_ATTACK,100); - if (m_swingErrorMsg != 1) // send single time (client auto repeat) - { - SendAttackSwingNotInRange(); - m_swingErrorMsg = 1; - } - } - //120 degrees of radiant range - else if (!HasInArc(2*M_PI/3, pVictim)) - { - setAttackTimer(BASE_ATTACK,100); - if (m_swingErrorMsg != 2) // send single time (client auto repeat) - { - SendAttackSwingBadFacingAttack(); - m_swingErrorMsg = 2; - } - } - else - { - m_swingErrorMsg = 0; // reset swing error state - - // prevent base and off attack in same time, delay attack at 0.2 sec - if (haveOffhandWeapon()) - if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY) - setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY); - - // do attack - AttackerStateUpdate(pVictim, BASE_ATTACK); - resetAttackTimer(BASE_ATTACK); - } - } - - if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK)) - { - if (!IsWithinMeleeRange(pVictim)) - setAttackTimer(OFF_ATTACK,100); - else if (!HasInArc(2*M_PI/3, pVictim)) - setAttackTimer(OFF_ATTACK,100); - else - { - // prevent base and off attack in same time, delay attack at 0.2 sec - if (getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY) - setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY); - - // do attack - AttackerStateUpdate(pVictim, OFF_ATTACK); - resetAttackTimer(OFF_ATTACK); - } - } - - /*Unit *owner = pVictim->GetOwner(); - Unit *u = owner ? owner : pVictim; - if(u->IsPvP() && (!duel || duel->opponent != u)) - { - UpdatePvP(true); - RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT); - }*/ - } - } - - if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) - { - if (roll_chance_i(3) && GetTimeInnEnter() > 0) // freeze update - { - int time_inn = time(NULL)-GetTimeInnEnter(); - if (time_inn >= 10) // freeze update - { - float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME); - // speed collect rest bonus (section/in hour) - SetRestBonus(GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble); - UpdateInnerTime(time(NULL)); - } - } - } - - if (m_weaponChangeTimer > 0) - { - if (p_time >= m_weaponChangeTimer) - m_weaponChangeTimer = 0; - else - m_weaponChangeTimer -= p_time; - } - - if (m_zoneUpdateTimer > 0) - { - if (p_time >= m_zoneUpdateTimer) - { - uint32 newzone, newarea; - GetZoneAndAreaId(newzone,newarea); - - if (m_zoneUpdateId != newzone) - UpdateZone(newzone,newarea); // also update area - else - { - // use area updates as well - // needed for free far all arenas for example - if (m_areaUpdateId != newarea) - UpdateArea(newarea); - - m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL; - } - } - else - m_zoneUpdateTimer -= p_time; - } - - if (m_timeSyncTimer > 0) - { - if(p_time >= m_timeSyncTimer) - SendTimeSync(); - else - m_timeSyncTimer -= p_time; - } - - if (isAlive()) - { - m_regenTimer += p_time; - RegenerateAll(); - } - - if (m_deathState == JUST_DIED) - KillPlayer(); - - if (m_nextSave > 0) - { - if (p_time >= m_nextSave) - { - // m_nextSave reseted in SaveToDB call - SaveToDB(); - sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow()); - } - else - m_nextSave -= p_time; - } - - //Handle Water/drowning - HandleDrowning(p_time); - - //Handle detect stealth players - if (m_DetectInvTimer > 0) - { - if (p_time >= m_DetectInvTimer) - { - HandleStealthedUnitsDetection(); - m_DetectInvTimer = 3000; - } - else - m_DetectInvTimer -= p_time; - } - - // Played time - if (now > m_Last_tick) - { - uint32 elapsed = uint32(now - m_Last_tick); - m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time - m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time - m_Last_tick = now; - } - - if (m_drunk) - { - m_drunkTimer += p_time; - - if (m_drunkTimer > 10*IN_MILISECONDS) - HandleSobering(); - } - - // not auto-free ghost from body in instances - if(m_deathTimer > 0 && !GetBaseMap()->Instanceable()) - { - if(p_time >= m_deathTimer) - { - m_deathTimer = 0; - BuildPlayerRepop(); - RepopAtGraveyard(); - } - else - m_deathTimer -= p_time; - } - - UpdateEnchantTime(p_time); - UpdateHomebindTime(p_time); - - // group update - SendUpdateToOutOfRangeGroupMembers(); - - Pet* pet = GetPet(); - if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && !pet->isPossessed()) - //if(pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID()))) - RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true); - - //we should execute delayed teleports only for alive(!) players - //because we don't want player's ghost teleported from graveyard - if (IsHasDelayedTeleport() && isAlive()) - TeleportTo(m_teleport_dest, m_teleport_options); -} - -void Player::setDeathState(DeathState s) -{ - uint32 ressSpellId = 0; - - bool cur = isAlive(); - - if (s == JUST_DIED) - { - if (!cur) - { - sLog.outError("setDeathState: attempt to kill a dead player %s(%d)", GetName(), GetGUIDLow()); - return; - } - - // drunken state is cleared on death - SetDrunkValue(0); - // lost combo points at any target (targeted combo points clear in Unit::setDeathState) - ClearComboPoints(); - - clearResurrectRequestData(); - - // remove form before other mods to prevent incorrect stats calculation - RemoveAurasDueToSpell(m_ShapeShiftFormSpellId); - - //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD) - RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true); - - // save value before aura remove in Unit::setDeathState - ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL); - - // passive spell - if(!ressSpellId) - ressSpellId = GetResurrectionSpellId(); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1); - } - Unit::setDeathState(s); - - // restore resurrection spell id for player after aura remove - if (s == JUST_DIED && cur && ressSpellId) - SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId); - - if (isAlive() && !cur) - { - //clear aura case after resurrection by another way (spells will be applied before next death) - SetUInt32Value(PLAYER_SELF_RES_SPELL, 0); - - // restore default warrior stance - if (getClass() == CLASS_WARRIOR) - CastSpell(this, 2457, true); - } -} - -bool Player::BuildEnumData( QueryResult_AutoPtr result, WorldPacket * p_data ) -{ - // 0 1 2 3 4 5 6 7 - // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, " - // 8 9 10 11 12 13 14 - // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, " - // 15 16 17 18 19 20 - // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive " - - Field *fields = result->Fetch(); - - uint32 guid = fields[0].GetUInt32(); - uint8 pRace = fields[2].GetUInt8(); - uint8 pClass = fields[3].GetUInt8(); - - PlayerInfo const *info = objmgr.GetPlayerInfo(pRace, pClass); - if (!info) - { - sLog.outError("Player %u has incorrect race/class pair. Don't build enum.", guid); - return false; - } - - *p_data << uint64(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); - *p_data << fields[1].GetString(); // name - *p_data << uint8(pRace); // race - *p_data << uint8(pClass); // class - *p_data << uint8(fields[4].GetUInt8()); // gender - - uint32 playerBytes = fields[5].GetUInt32(); - *p_data << uint8(playerBytes); // skin - *p_data << uint8(playerBytes >> 8); // face - *p_data << uint8(playerBytes >> 16); // hair style - *p_data << uint8(playerBytes >> 24); // hair color - - uint32 playerBytes2 = fields[6].GetUInt32(); - *p_data << uint8(playerBytes2 & 0xFF); // facial hair - - *p_data << uint8(fields[7].GetUInt8()); // level - *p_data << uint32(fields[8].GetUInt32()); // zone - *p_data << uint32(fields[9].GetUInt32()); // map - - *p_data << fields[10].GetFloat(); // x - *p_data << fields[11].GetFloat(); // y - *p_data << fields[12].GetFloat(); // z - - *p_data << uint32(fields[13].GetUInt32()); // guild id - - uint32 char_flags = 0; - uint32 playerFlags = fields[14].GetUInt32(); - uint32 atLoginFlags = fields[15].GetUInt32(); - if (playerFlags & PLAYER_FLAGS_HIDE_HELM) - char_flags |= CHARACTER_FLAG_HIDE_HELM; - if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK) - char_flags |= CHARACTER_FLAG_HIDE_CLOAK; - if (playerFlags & PLAYER_FLAGS_GHOST) - char_flags |= CHARACTER_FLAG_GHOST; - if (atLoginFlags & AT_LOGIN_RENAME) - char_flags |= CHARACTER_FLAG_RENAME; - if (sWorld.getConfig(CONFIG_DECLINED_NAMES_USED)) - { - if (!fields[20].GetCppString().empty()) - char_flags |= CHARACTER_FLAG_DECLINED; - } - else - char_flags |= CHARACTER_FLAG_DECLINED; - - *p_data << uint32(char_flags); // character flags - // character customize flags - *p_data << uint32(atLoginFlags & AT_LOGIN_CUSTOMIZE ? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE : CHAR_CUSTOMIZE_FLAG_NONE); - // First login - *p_data << uint8(atLoginFlags & AT_LOGIN_FIRST ? 1 : 0); - - // Pets info - { - uint32 petDisplayId = 0; - uint32 petLevel = 0; - uint32 petFamily = 0; - - // show pet at selection character in character list only for non-ghost character - if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT)) - { - uint32 entry = fields[16].GetUInt32(); - CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry); - if (cInfo) - { - petDisplayId = fields[17].GetUInt32(); - petLevel = fields[18].GetUInt32(); - petFamily = cInfo->family; - } - } - - *p_data << uint32(petDisplayId); - *p_data << uint32(petLevel); - *p_data << uint32(petFamily); - } - - // TODO: do not access data field here - Tokens data = StrSplit(fields[19].GetCppString(), " "); - - for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot) - { - uint32 visualbase = PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2); - uint32 item_id = GetUInt32ValueFromArray(data, visualbase); - const ItemPrototype * proto = objmgr.GetItemPrototype(item_id); - if (!proto) - { - *p_data << uint32(0); - *p_data << uint8(0); - *p_data << uint32(0); - continue; - } - - SpellItemEnchantmentEntry const *enchant = NULL; - - uint32 enchants = GetUInt32ValueFromArray(data, visualbase + 1); - for (uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot) - { - // values stored in 2 uint16 - uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16); - if (!enchantId) - continue; - - if ((enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))) - break; - } - - *p_data << uint32(proto->DisplayInfoID); - *p_data << uint8(proto->InventoryType); - *p_data << uint32(enchant ? enchant->aura_id : 0); - } - *p_data << uint32(0); // first bag display id - *p_data << uint8(0); // first bag inventory type - *p_data << uint32(0); // enchant? - - return true; -} - -bool Player::ToggleAFK() -{ - ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); - - bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); - - // afk player not allowed in battleground - if (state && InBattleGround()) - LeaveBattleground(); - - return state; -} - -bool Player::ToggleDND() -{ - ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); - - return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); -} - -uint8 Player::chatTag() const -{ - // it's bitmask - // 0x8 - ?? - // 0x4 - gm - // 0x2 - dnd - // 0x1 - afk - if (isGMChat()) - return 4; - else if (isDND()) - return 3; - if (isAFK()) - return 1; - else - return 0; -} - -void Player::SendTeleportAckMsg() -{ - WorldPacket data(MSG_MOVE_TELEPORT_ACK, 41); - data.append(GetPackGUID()); - data << uint32(0); // this value increments every time - BuildMovementPacket(&data); - GetSession()->SendPacket(&data); -} - -// this is not used anywhere -void Player::TeleportOutOfMap(Map *oldMap) -{ - while (IsBeingTeleportedFar()) - GetSession()->HandleMoveWorldportAckOpcode(); - - if (GetMap() != oldMap) - return; - - TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation()); - - while (IsBeingTeleportedFar()) - GetSession()->HandleMoveWorldportAckOpcode(); - - if (GetMap() == oldMap) - { - sLog.outCrash("Cannot teleport player out of map!"); - ResetMap(); - assert(false); - } -} - -bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options) -{ - if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation)) - { - sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid); - return false; - } - - if((GetSession()->GetSecurity() < SEC_GAMEMASTER) && !sWorld.IsAllowedMap(mapid)) - { - sLog.outError("Player %s tried to enter a forbidden map", GetName()); - return false; - } - - // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later) - Pet* pet = GetPet(); - - MapEntry const* mEntry = sMapStore.LookupEntry(mapid); - - // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)... - // don't let gm level > 1 either - if (!InBattleGround() && mEntry->IsBattleGroundOrArena()) - return false; - - // client without expansion support - if (GetSession()->Expansion() < mEntry->Expansion()) - { - sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid); - - if (GetTransport()) - RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :) - - SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion()); - - return false; // normal client can't teleport to this map... - } - else - sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid); - - // reset movement flags at teleport, because player will continue move with these flags after teleport - SetUnitMovementFlags(0); - - if (m_transport) - { - if (options & TELE_TO_NOT_LEAVE_TRANSPORT) - AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT); - else - { - m_transport->RemovePassenger(this); - m_transport = NULL; - m_movementInfo.t_x = 0.0f; - m_movementInfo.t_y = 0.0f; - m_movementInfo.t_z = 0.0f; - m_movementInfo.t_o = 0.0f; - m_movementInfo.t_time = 0; - m_movementInfo.t_seat = -1; - } - } - - // The player was ported to another map and looses the duel immediately. - // We have to perform this check before the teleport, otherwise the - // ObjectAccessor won't find the flag. - if (duel && GetMapId() != mapid) - if (GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER))) - DuelComplete(DUEL_FLED); - - if (GetMapId() == mapid && !m_transport) - { - //lets reset far teleport flag if it wasn't reset during chained teleports - SetSemaphoreTeleportFar(false); - //setup delayed teleport flag - SetDelayedTeleportFlag(IsCanDelayTeleport()); - //if teleport spell is casted in Unit::Update() func - //then we need to delay it until update process will be finished - if(IsHasDelayedTeleport()) - { - SetSemaphoreTeleportNear(true); - //lets save teleport destination for player - m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); - m_teleport_options = options; - return true; - } - - if (!(options & TELE_TO_NOT_UNSUMMON_PET)) - { - //same map, only remove pet if out of range for new position - if(pet && !pet->IsWithinDist3d(x,y,z, GetMap()->GetVisibilityDistance())) - UnsummonPetTemporaryIfAny(); - } - - if (!(options & TELE_TO_NOT_LEAVE_COMBAT)) - CombatStop(); - - // this will be used instead of the current location in SaveToDB - m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); - SetFallInformation(0, z); - - // code for finish transfer called in WorldSession::HandleMovementOpcodes() - // at client packet MSG_MOVE_TELEPORT_ACK - SetSemaphoreTeleportNear(true); - // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing - if(!GetSession()->PlayerLogout()) - { - Position oldPos; - GetPosition(&oldPos); - Relocate(x, y, z, orientation); - SendTeleportAckMsg(); - Relocate(&oldPos); - } - } - else - { - if (getClass() == CLASS_DEATH_KNIGHT && GetMapId() == 609 && !isGameMaster() && !HasSpell(50977)) - return false; - - // far teleport to another map - Map* oldmap = IsInWorld() ? GetMap() : NULL; - // check if we can enter before stopping combat / removing pet / totems / interrupting spells - - // Check enter rights before map getting to avoid creating instance copy for player - // this check not dependent from map instance copy and same for all instance copies of selected map - if (!MapManager::Instance().CanPlayerEnter(mapid, this)) - return false; - - // If the map is not created, assume it is possible to enter it. - // It will be created in the WorldPortAck. - Map *map = MapManager::Instance().FindMap(mapid); - if (!map || map->CanEnter(this)) - { - //lets reset near teleport flag if it wasn't reset during chained teleports - SetSemaphoreTeleportNear(false); - //setup delayed teleport flag - SetDelayedTeleportFlag(IsCanDelayTeleport()); - //if teleport spell is casted in Unit::Update() func - //then we need to delay it until update process will be finished - if(IsHasDelayedTeleport()) - { - SetSemaphoreTeleportFar(true); - //lets save teleport destination for player - m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); - m_teleport_options = options; - return true; - } - - SetSelection(0); - - CombatStop(); - - ResetContestedPvP(); - - // remove player from battleground on far teleport (when changing maps) - if(BattleGround const* bg = GetBattleGround()) - { - // Note: at battleground join battleground id set before teleport - // and we already will found "current" battleground - // just need check that this is targeted map or leave - if (bg->GetMapId() != mapid) - LeaveBattleground(false); // don't teleport to entry point - } - - // remove pet on map change - if (pet) - UnsummonPetTemporaryIfAny(); - - // remove all dyn objects - RemoveAllDynObjects(); - - // stop spellcasting - // not attempt interrupt teleportation spell at caster teleport - if(!(options & TELE_TO_SPELL)) - if(IsNonMeleeSpellCasted(true)) - InterruptNonMeleeSpells(true); - - //remove auras before removing from map... - RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING); - - if (!GetSession()->PlayerLogout()) - { - // send transfer packets - WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4)); - data << uint32(mapid); - if (m_transport) - { - data << m_transport->GetEntry() << GetMapId(); - } - GetSession()->SendPacket(&data); - - data.Initialize(SMSG_NEW_WORLD, (20)); - if (m_transport) - data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o; - else - data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation; - - GetSession()->SendPacket( &data ); - SendSavedInstances(); - } - - // remove from old map now - if(oldmap) - oldmap->Remove(this, false); - - // new final coordinates - float final_x = x; - float final_y = y; - float final_z = z; - float final_o = orientation; - - if (m_transport) - { - final_x += m_movementInfo.t_x; - final_y += m_movementInfo.t_y; - final_z += m_movementInfo.t_z; - final_o += m_movementInfo.t_o; - } - - m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o); - SetFallInformation(0, final_z); - // if the player is saved before worldportack (at logout for example) - // this will be used instead of the current location in SaveToDB - - // move packet sent by client always after far teleport - // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet - SetSemaphoreTeleportFar(true); - } - else - return false; - } - return true; -} - -bool Player::TeleportToBGEntryPoint() -{ - ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE); - ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE); - return TeleportTo(m_bgData.joinPos); -} - -void Player::ProcessDelayedOperations() -{ - if (m_DelayedOperations == 0) - return; - - if (m_DelayedOperations & DELAYED_RESURRECT_PLAYER) - { - ResurrectPlayer(0.0f, false); - - if (GetMaxHealth() > m_resurrectHealth) - SetHealth(m_resurrectHealth); - else - SetHealth(GetMaxHealth()); - - if (GetMaxPower(POWER_MANA) > m_resurrectMana) - SetPower(POWER_MANA, m_resurrectMana); - else - SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); - - SetPower(POWER_RAGE, 0); - SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); - - SpawnCorpseBones(); - } - - if (m_DelayedOperations & DELAYED_SAVE_PLAYER) - SaveToDB(); - - if (m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER) - CastSpell(this, 26013, true); // Deserter - - if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE) - { - if (m_bgData.mountSpell) - { - CastSpell(this, m_bgData.mountSpell, true); - m_bgData.mountSpell = 0; - } - } - - if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE) - { - if (m_bgData.HasTaxiPath()) - { - m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]); - m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]); - m_bgData.ClearTaxiPath(); - - ContinueTaxiFlight(); - } - } - - //we have executed ALL delayed ops, so clear the flag - m_DelayedOperations = 0; -} - -void Player::AddToWorld() -{ - ///- Do not add/remove the player from the object storage - ///- It will crash when updating the ObjectAccessor - ///- The player should only be added when logging in - Unit::AddToWorld(); - - for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i) - if(m_items[i]) - m_items[i]->AddToWorld(); -} - -void Player::RemoveFromWorld() -{ - // cleanup - if(IsInWorld()) - { - ///- Release charmed creatures, unsummon totems and remove pets/guardians - StopCastingCharm(); - StopCastingBindSight(); - UnsummonPetTemporaryIfAny(); - sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId); - } - - ///- Do not add/remove the player from the object storage - ///- It will crash when updating the ObjectAccessor - ///- The player should only be removed when logging out - Unit::RemoveFromWorld(); - - for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i) - { - if (m_items[i]) - m_items[i]->RemoveFromWorld(); - } - - for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter) - iter->second->RemoveFromWorld(); - - if (m_uint32Values) - { - if (WorldObject *viewpoint = GetViewpoint()) - { - sLog.outCrash("Player %s has viewpoint %u %u when removed from world", GetName(), viewpoint->GetEntry(), viewpoint->GetTypeId()); - SetViewpoint(viewpoint, false); - } - } -} - -void Player::RegenerateAll() -{ - //if (m_regenTimer <= 500) - // return; - - m_regenTimerCount += m_regenTimer; - - Regenerate(POWER_ENERGY); - - Regenerate(POWER_MANA); - - if (m_regenTimerCount >= 2000) - { - // Not in combat or they have regeneration - if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) || - HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() ) - { - RegenerateHealth(); - } - - Regenerate(POWER_RAGE); - if (getClass() == CLASS_DEATH_KNIGHT) - Regenerate(POWER_RUNIC_POWER); - - if(getClass() == CLASS_DEATH_KNIGHT) - Regenerate(POWER_RUNE); - - m_regenTimerCount -= 2000; - } - - m_regenTimer = 0; -} - -void Player::Regenerate(Powers power) -{ - if (power == POWER_RUNE) - for (uint32 i = 0; i < MAX_RUNES; ++i) - if (uint8 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it... - SetRuneCooldown(i, cd - 1); // ... by 2 sec (because update is every 2 sec) - - uint32 maxValue = GetMaxPower(power); - if (!maxValue) - return; - - uint32 curValue = GetPower(power); - - // TODO: possible use of miscvalueb instead of amount - if (HasAuraTypeWithValue(SPELL_AURA_PREVENT_REGENERATE_POWER, power)) - return; - - float addvalue = 0.0f; - - switch (power) - { - case POWER_MANA: - { - bool recentCast = IsUnderLastManaUseEffect(); - float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA); - - if (getLevel() < 15) - ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA) * (2.066f - (getLevel() * 0.066f)); - - if (recentCast) // Trinity Updates Mana in intervals of 2s, which is correct - addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer; - else - addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer; - } break; - case POWER_RAGE: // Regenerate rage - { - if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN)) - { - float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS); - addvalue += -20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec) - } - } break; - case POWER_ENERGY: // Regenerate energy (rogue) - addvalue += 0.01f * m_regenTimer; - break; - case POWER_RUNIC_POWER: - { - if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN)) - { - float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS); - addvalue += -30 * RunicPowerDecreaseRate; // 3 RunicPower by tick - } - } break; - case POWER_RUNE: - case POWER_FOCUS: - case POWER_HAPPINESS: - case POWER_HEALTH: - break; - } - - // Mana regen calculated in Player::UpdateManaRegen() - if (power != POWER_MANA) - { - AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT); - for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i) - if ((*i)->GetMiscValue() == power) - addvalue *= ((*i)->GetAmount() + 100) / 100.0f; - - // Butchery requires combat for this effect - if (power != POWER_RUNIC_POWER || isInCombat()) - addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * ((power != POWER_ENERGY) ? m_regenTimerCount : m_regenTimer) / (5 * IN_MILISECONDS); - } - - if (addvalue < 0.0f) - { - if (curValue == 0) - return; - } - else if (addvalue > 0.0f) - { - if (curValue == maxValue) - return; - } - else - return; - - addvalue += m_powerFraction[power]; - uint32 integerValue = uint32(abs(addvalue)); - - if (addvalue < 0.0f) - { - if(curValue > integerValue) - { - curValue -= integerValue; - m_powerFraction[power] = addvalue + integerValue; - } - else - { - curValue = 0; - m_powerFraction[power] = 0; - } - } - else - { - curValue += integerValue; - - if (curValue > maxValue) - { - curValue = maxValue; - m_powerFraction[power] = 0; - } - else - m_powerFraction[power] = addvalue - integerValue; - } - if(m_regenTimerCount >= 2000) - SetPower(power, curValue); - else - UpdateUInt32Value(UNIT_FIELD_POWER1 + power, curValue); -} - -void Player::RegenerateHealth() -{ - uint32 curValue = GetHealth(); - uint32 maxValue = GetMaxHealth(); - - if (curValue >= maxValue) - return; - - float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH); - - if (getLevel() < 15) - HealthIncreaseRate = sWorld.getRate(RATE_HEALTH) * (2.066f - (getLevel() * 0.066f)); - - float addvalue = 0.0f; - - // polymorphed case - if (IsPolymorphed()) - addvalue = GetMaxHealth()/3; - // normal regen case (maybe partly in combat case) - else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT)) - { - addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate; - if (!isInCombat()) - { - AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT); - for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i) - addvalue *= (100.0f + (*i)->GetAmount()) / 100.0f; - - addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 2 * IN_MILISECONDS / (5 * IN_MILISECONDS); - } - else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT)) - addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f; - - if (!IsStandState()) - addvalue *= 1.5; - } - - // always regeneration bonus (including combat) - addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT); - addvalue += m_baseHealthRegen / 2.5f; - - if (addvalue < 0) - addvalue = 0; - - ModifyHealth(int32(addvalue)); -} - -bool Player::CanInteractWithNPCs(bool alive) const -{ - if (alive && !isAlive()) - return false; - if (isInFlight()) - return false; - - return true; -} - -Creature* -Player::GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask) -{ - // unit checks - if (!guid) - return NULL; - - if (!IsInWorld()) - return NULL; - - // exist (we need look pets also for some interaction (quest/etc) - Creature *unit = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid); - if (!unit) - return NULL; - - // player check - if (!CanInteractWithNPCs(!unit->isSpiritService())) - return NULL; - - // appropriate npc type - if (npcflagmask && !unit->HasFlag(UNIT_NPC_FLAGS, npcflagmask)) - return NULL; - - // alive or spirit healer - if (!unit->isAlive() && (!unit->isSpiritService() || isAlive())) - return NULL; - - // not allow interaction under control, but allow with own pets - if (unit->GetCharmerGUID()) - return NULL; - - // not enemy - if (unit->IsHostileTo(this)) - return NULL; - - // not unfriendly - if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction())) - if (factionTemplate->faction) - if (FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction)) - if (faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY) - return NULL; - - // not too far - if (!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE)) - return NULL; - - return unit; -} - -GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const -{ - if (GameObject *go = GetMap()->GetGameObject(guid)) - { - if (go->GetGoType() == type) - { - float maxdist; - switch (type) - { - // TODO: find out how the client calculates the maximal usage distance to spellless working - // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number - case GAMEOBJECT_TYPE_GUILD_BANK: - case GAMEOBJECT_TYPE_MAILBOX: - maxdist = 10.0f; - break; - case GAMEOBJECT_TYPE_FISHINGHOLE: - maxdist = 20.0f+CONTACT_DISTANCE; // max spell range - break; - default: - maxdist = INTERACTION_DISTANCE; - break; - } - - if (go->IsWithinDistInMap(this, maxdist)) - return go; - - sLog.outDebug("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go->GetGOInfo()->name, - go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this)); - } - } - return NULL; -} - -bool Player::IsUnderWater() const -{ - return IsInWater() && - GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2); -} - -void Player::SetInWater(bool apply) -{ - if(m_isInWater==apply) - return; - - //define player in water by opcodes - //move player's guid into HateOfflineList of those mobs - //which can't swim and move guid back into ThreatList when - //on surface. - //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water - m_isInWater = apply; - - // remove auras that need water/land - RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER); - - getHostilRefManager().updateThreatTables(); -} - -void Player::SetGameMaster(bool on) -{ - if(on) - { - m_ExtraFlags |= PLAYER_EXTRA_GM_ON; - setFaction(35); - SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); - - if (Pet* pet = GetPet()) - { - pet->setFaction(35); - pet->getHostilRefManager().setOnlineOfflineState(false); - } - - RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); - ResetContestedPvP(); - - getHostilRefManager().setOnlineOfflineState(false); - CombatStopWithPets(); - - SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases - } - else - { - // restore phase - AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE); - SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false); - - m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON; - setFactionForRace(getRace()); - RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); - - if (Pet* pet = GetPet()) - { - pet->setFaction(getFaction()); - pet->getHostilRefManager().setOnlineOfflineState(true); - } - - // restore FFA PvP Server state - if(sWorld.IsFFAPvPRealm()) - SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); - - // restore FFA PvP area state, remove not allowed for GM mounts - UpdateArea(m_areaUpdateId); - - getHostilRefManager().setOnlineOfflineState(true); - } - - //ObjectAccessor::UpdateVisibilityForPlayer(this); - SetToNotify(); -} - -void Player::SetGMVisible(bool on) -{ - if(on) - { - m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag - - // Reapply stealth/invisibility if active or show if not any - if(HasAuraType(SPELL_AURA_MOD_STEALTH)) - SetVisibility(VISIBILITY_GROUP_STEALTH); - //else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY)) - // SetVisibility(VISIBILITY_GROUP_INVISIBILITY); - else - SetVisibility(VISIBILITY_ON); - } - else - { - m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag - - SetAcceptWhispers(false); - SetGameMaster(true); - - SetVisibility(VISIBILITY_OFF); - } -} - -bool Player::IsGroupVisibleFor(Player* p) const -{ - switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY)) - { - default: return IsInSameGroupWith(p); - case 1: return IsInSameRaidWith(p); - case 2: return GetTeam()==p->GetTeam(); - } -} - -bool Player::IsInSameGroupWith(Player const* p) const -{ - return (p==this || (GetGroup() != NULL && - GetGroup() == p->GetGroup() && - GetGroup()->SameSubGroup((Player*)this, (Player*)p))); -} - -///- If the player is invited, remove him. If the group if then only 1 person, disband the group. -/// \todo Shouldn't we also check if there is no other invitees before disbanding the group? -void Player::UninviteFromGroup() -{ - Group* group = GetGroupInvite(); - if(!group) - return; - - group->RemoveInvite(this); - - if(group->GetMembersCount() <= 1) // group has just 1 member => disband - { - if(group->IsCreated()) - { - group->Disband(true); - objmgr.RemoveGroup(group); - } - else - group->RemoveAllInvites(); - - delete group; - } -} - -void Player::RemoveFromGroup(Group* group, uint64 guid) -{ - if(group) - { - if (group->RemoveMember(guid, 0) <= 1) - { - // group->Disband(); already disbanded in RemoveMember - objmgr.RemoveGroup(group); - delete group; - // removemember sets the player's group pointer to NULL - } - } -} - -void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP) -{ - WorldPacket data(SMSG_LOG_XPGAIN, 21); - data << uint64(victim ? victim->GetGUID() : 0); // guid - data << uint32(GivenXP+RestXP); // given experience - data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type - if(victim) - { - data << uint32(GivenXP); // experience without rested bonus - data << float(1); // 1 - none 0 - 100% group bonus output - } - data << uint8(0); // new 2.4.0 - GetSession()->SendPacket(&data); -} - -void Player::GiveXP(uint32 xp, Unit* victim) -{ - if ( xp < 1 ) - return; - - if(!isAlive()) - return; - - if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_NO_XP_GAIN)) - return; - - uint8 level = getLevel(); - - // Favored experience increase START - uint32 zone = GetZoneId(); - float favored_exp_mult = 0; - if( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_exp_mult = 0.05; // Thrallmar's Favor and Honor Hold's Favor - xp *= (1 + favored_exp_mult); - // Favored experience increase END - - // XP to money conversion processed in Player::RewardQuest - if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) - return; - - // XP resting bonus for kill - uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0; - - // Heirloom Experience Bonus - float heirloomModifier = 1.0f; - for (int i = 0; i < EQUIPMENT_SLOT_END; ++i) - if (m_items[i] && m_items[i]->GetProto()->Spells->SpellId == 57353) - heirloomModifier += 0.1f; - xp = uint32(xp * heirloomModifier); - - SendLogXPGain(xp,victim,rested_bonus_xp); - - uint32 curXP = GetUInt32Value(PLAYER_XP); - uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP); - uint32 newXP = curXP + xp + rested_bonus_xp; - - while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ) - { - newXP -= nextLvlXP; - - if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ) - GiveLevel(level + 1); - - level = getLevel(); - nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP); - } - newXP = GetSession()->HandleOnGetXP(newXP); - SetUInt32Value(PLAYER_XP, newXP); -} - -// Update player to next level -// Current player experience not update (must be update by caller) -void Player::GiveLevel(uint8 level) -{ - if (level == getLevel()) - return; - - PlayerLevelInfo info; - objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info); - - PlayerClassLevelInfo classInfo; - objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo); - - // send levelup info to client - WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4)); - data << uint32(level); - data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth())); - // for (int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6) - data << uint32(int32(classInfo.basemana) - int32(GetCreateMana())); - data << uint32(0); - data << uint32(0); - data << uint32(0); - data << uint32(0); - data << uint32(0); - data << uint32(0); - // end for - for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4) - data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i))); - - GetSession()->SendPacket(&data); - - SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level)); - - //update level, max level of skills - m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset - - _ApplyAllLevelScaleItemMods(false); - - SetLevel(level); - - UpdateSkillsForLevel(); - - // save base values (bonuses already included in stored stats - for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) - SetCreateStat(Stats(i), info.stats[i]); - - SetCreateHealth(classInfo.basehealth); - SetCreateMana(classInfo.basemana); - - InitTalentForLevel(); - InitTaxiNodesForLevel(); - InitGlyphsForLevel(); - - UpdateAllStats(); - - if(sWorld.getConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up - UpdateSkillsToMaxSkillsForLevel(); - - // set current level health and mana/energy to maximum after applying all mods. - SetHealth(GetMaxHealth()); - SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); - SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); - if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) - SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE)); - SetPower(POWER_FOCUS, 0); - SetPower(POWER_HAPPINESS, 0); - - _ApplyAllLevelScaleItemMods(true); - - // update level to hunter/summon pet - if (Pet* pet = GetPet()) - pet->SynchronizeLevelWithOwner(); - - if (MailLevelReward const* mailReward = objmgr.GetMailLevelReward(level,getRaceMask())) - MailDraft(mailReward->mailTemplateId).SendMailTo(this,MailSender(MAIL_CREATURE,mailReward->senderEntry)); - - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL); -} - -void Player::InitTalentForLevel() -{ - uint8 level = getLevel(); - // talents base at level diff ( talents = level - 9 but some can be used already) - if (level < 10) - { - // Remove all talent points - if(m_usedTalentCount > 0) // Free any used talents - { - resetTalents(true); - SetFreeTalentPoints(0); - } - } - else - { - if (level < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL) || m_specsCount == 0) - { - m_specsCount = 1; - m_activeSpec = 0; - } - - uint32 talentPointsForLevel = CalculateTalentsPoints(); - - // if used more that have then reset - if(m_usedTalentCount > talentPointsForLevel) - { - if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR) - resetTalents(true); - else - SetFreeTalentPoints(0); - } - // else update amount of free points - else - SetFreeTalentPoints(talentPointsForLevel - m_usedTalentCount); - } - - if(!GetSession()->PlayerLoading()) - SendTalentsInfoData(false); // update at client -} - -void Player::InitStatsForLevel(bool reapplyMods) -{ - if (reapplyMods) //reapply stats values only on .reset stats (level) command - _RemoveAllStatBonuses(); - - PlayerClassLevelInfo classInfo; - objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo); - - PlayerLevelInfo info; - objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info); - - SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ); - SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel())); - - // reset before any aura state sources (health set/aura apply) - SetUInt32Value(UNIT_FIELD_AURASTATE, 0); - - UpdateSkillsForLevel (); - - // set default cast time multiplier - SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); - - // reset size before reapply auras - SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f); - - // save base values (bonuses already included in stored stats - for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) - SetCreateStat(Stats(i), info.stats[i]); - - for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) - SetStat(Stats(i), info.stats[i]); - - SetCreateHealth(classInfo.basehealth); - - //set create powers - SetCreateMana(classInfo.basemana); - - SetArmor(int32(m_createStats[STAT_AGILITY]*2)); - - InitStatBuffMods(); - - //reset rating fields values - for (uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index) - SetUInt32Value(index, 0); - - SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0); - for (uint8 i = 0; i < 7; ++i) - { - SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0); - SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0); - SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f); - } - - //reset attack power, damage and attack speed fields - SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f); - SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f); // offhand attack time - SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f); - - SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f); - SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f); - SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f); - SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f); - SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f); - SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f); - - SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0); - SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0); - SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f); - SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0); - SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0); - SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f); - - // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset - SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f); - SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f); - SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f); - - // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset - for (uint8 i = 0; i < 7; ++i) - SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f); - - SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f); - SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f); - SetUInt32Value(PLAYER_SHIELD_BLOCK, 0); - - // Dodge percentage - SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f); - - // set armor (resistance 0) to original value (create_agility*2) - SetArmor(int32(m_createStats[STAT_AGILITY]*2)); - SetResistanceBuffMods(SpellSchools(0), true, 0.0f); - SetResistanceBuffMods(SpellSchools(0), false, 0.0f); - // set other resistance to original value (0) - for (uint8 i = 1; i < MAX_SPELL_SCHOOL; ++i) - { - SetResistance(SpellSchools(i), 0); - SetResistanceBuffMods(SpellSchools(i), true, 0.0f); - SetResistanceBuffMods(SpellSchools(i), false, 0.0f); - } - - SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0); - SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0); - for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i) - { - SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0); - SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f); - } - // Reset no reagent cost field - for (uint8 i = 0; i < 3; ++i) - SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0); - // Init data for form but skip reapply item mods for form - InitDataForForm(reapplyMods); - - // save new stats - for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i) - SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i)))); - - SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later - - // cleanup mounted state (it will set correctly at aura loading if player saved at mount. - SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0); - - // cleanup unit flags (will be re-applied if need at aura load). - RemoveFlag( UNIT_FIELD_FLAGS, - UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 | - UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED | - UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED | - UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE | - UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT ); - SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set - - SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set - - // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example. - RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_ALLOW_ONLY_ABILITY); - - RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes - RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY); - - // restore if need some important flags - SetUInt32Value(PLAYER_FIELD_BYTES2, 0); // flags empty by default - - if (reapplyMods) // reapply stats values only on .reset stats (level) command - _ApplyAllStatBonuses(); - - // set current level health and mana/energy to maximum after applying all mods. - SetHealth(GetMaxHealth()); - SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); - SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); - if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) - SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE)); - SetPower(POWER_FOCUS, 0); - SetPower(POWER_HAPPINESS, 0); - SetPower(POWER_RUNIC_POWER, 0); - - // update level to hunter/summon pet - if (Pet* pet = GetPet()) - pet->SynchronizeLevelWithOwner(); -} - -void Player::SendInitialSpells() -{ - time_t curTime = time(NULL); - time_t infTime = curTime + infinityCooldownDelayCheck; - - uint16 spellCount = 0; - - WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4))); - data << uint8(0); - - size_t countPos = data.wpos(); - data << uint16(spellCount); // spell count placeholder - - for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) - { - if(itr->second->state == PLAYERSPELL_REMOVED) - continue; - - if(!itr->second->active || itr->second->disabled) - continue; - - data << uint32(itr->first); - data << uint16(0); // it's not slot id - - spellCount +=1; - } - - data.put<uint16>(countPos,spellCount); // write real count value - - uint16 spellCooldowns = m_spellCooldowns.size(); - data << uint16(spellCooldowns); - for (SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr) - { - SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first); - if(!sEntry) - continue; - - data << uint32(itr->first); - - data << uint16(itr->second.itemid); // cast item id - data << uint16(sEntry->Category); // spell category - - // send infinity cooldown in special format - if(itr->second.end >= infTime) - { - data << uint32(1); // cooldown - data << uint32(0x80000000); // category cooldown - continue; - } - - time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILISECONDS : 0; - - if(sEntry->Category) // may be wrong, but anyway better than nothing... - { - data << uint32(0); // cooldown - data << uint32(cooldown); // category cooldown - } - else - { - data << uint32(cooldown); // cooldown - data << uint32(0); // category cooldown - } - } - - GetSession()->SendPacket(&data); - - sLog.outDetail( "CHARACTER: Sent Initial Spells" ); -} - -void Player::RemoveMail(uint32 id) -{ - for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) - { - if ((*itr)->messageID == id) - { - //do not delete item, because Player::removeMail() is called when returning mail to sender. - m_mail.erase(itr); - return; - } - } -} - -void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count) -{ - WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0)))); - data << (uint32) mailId; - data << (uint32) mailAction; - data << (uint32) mailError; - if ( mailError == MAIL_ERR_EQUIP_ERROR ) - data << (uint32) equipError; - else if( mailAction == MAIL_ITEM_TAKEN ) - { - data << (uint32) item_guid; // item guid low? - data << (uint32) item_count; // item count? - } - GetSession()->SendPacket(&data); -} - -void Player::SendNewMail() -{ - // deliver undelivered mail - WorldPacket data(SMSG_RECEIVED_MAIL, 4); - data << (uint32) 0; - GetSession()->SendPacket(&data); -} - -void Player::UpdateNextMailTimeAndUnreads() -{ - // calculate next delivery time (min. from non-delivered mails - // and recalculate unReadMail - time_t cTime = time(NULL); - m_nextMailDelivereTime = 0; - unReadMails = 0; - for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) - { - if((*itr)->deliver_time > cTime) - { - if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time) - m_nextMailDelivereTime = (*itr)->deliver_time; - } - else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0) - ++unReadMails; - } -} - -void Player::AddNewMailDeliverTime(time_t deliver_time) -{ - if(deliver_time <= time(NULL)) // ready now - { - ++unReadMails; - SendNewMail(); - } - else // not ready and no have ready mails - { - if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time) - m_nextMailDelivereTime = deliver_time; - } -} - -bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning) -{ - SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); - if (!spellInfo) - { - // do character spell book cleanup (all characters) - if(!IsInWorld() && !learning) // spell load case - { - sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id); - CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id); - } - else - sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id); - - return false; - } - - if(!SpellMgr::IsSpellValid(spellInfo,this,false)) - { - // do character spell book cleanup (all characters) - if(!IsInWorld() && !learning) // spell load case - { - sLog.outError("Player::addTalent: Broken spell #%u learning not allowed, deleting for all characters in `character_talent`.",spell_id); - CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id); - } - else - sLog.outError("Player::addTalent: Broken spell #%u learning not allowed.",spell_id); - - return false; - } - - PlayerTalentMap::iterator itr = m_talents[spec]->find(spell_id); - if (itr != m_talents[spec]->end()) - itr->second->state = PLAYERSPELL_UNCHANGED; - else if (TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id)) - { - if (TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id )) - { - for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank) - { - // skip learning spell and no rank spell case - uint32 rankSpellId = talentInfo->RankID[rank]; - if (!rankSpellId || rankSpellId == spell_id) - continue; - - PlayerTalentMap::iterator itr = m_talents[spec]->find(rankSpellId); - if (itr != m_talents[spec]->end()) - itr->second->state = PLAYERSPELL_REMOVED; - } - } - - PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED; - PlayerTalent *newtalent = new PlayerTalent(); - - newtalent->state = state; - newtalent->spec = spec; - - (*m_talents[spec])[spell_id] = newtalent; - return true; - } - return false; -} - -bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled) -{ - SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); - if (!spellInfo) - { - // do character spell book cleanup (all characters) - if(!IsInWorld() && !learning) // spell load case - { - sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id); - CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id); - } - else - sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id); - - return false; - } - - if(!SpellMgr::IsSpellValid(spellInfo,this,false)) - { - // do character spell book cleanup (all characters) - if(!IsInWorld() && !learning) // spell load case - { - sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id); - CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id); - } - else - sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id); - - return false; - } - - PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED; - - bool dependent_set = false; - bool disabled_case = false; - bool superceded_old = false; - - PlayerSpellMap::iterator itr = m_spells.find(spell_id); - - // Remove temporary spell if found to prevent conflicts - if (itr != m_spells.end() && itr->second->state == PLAYERSPELL_TEMPORARY) - RemoveTemporarySpell(spell_id); - else if (itr != m_spells.end()) - { - uint32 next_active_spell_id = 0; - // fix activate state for non-stackable low rank (and find next spell for !active case) - if(!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0) - { - if(uint32 next = spellmgr.GetNextSpellInChain(spell_id)) - { - if(HasSpell(next)) - { - // high rank already known so this must !active - active = false; - next_active_spell_id = next; - } - } - } - - // not do anything if already known in expected state - if(itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active && - itr->second->dependent == dependent && itr->second->disabled == disabled) - { - if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly - itr->second->state = PLAYERSPELL_UNCHANGED; - - return false; - } - - // dependent spell known as not dependent, overwrite state - if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent) - { - itr->second->dependent = dependent; - if (itr->second->state != PLAYERSPELL_NEW) - itr->second->state = PLAYERSPELL_CHANGED; - dependent_set = true; - } - - // update active state for known spell - if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled) - { - itr->second->active = active; - - if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly - itr->second->state = PLAYERSPELL_UNCHANGED; - else if(itr->second->state != PLAYERSPELL_NEW) - itr->second->state = PLAYERSPELL_CHANGED; - - if(active) - { - if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo)) - CastSpell (this,spell_id,true); - } - else if(IsInWorld()) - { - if(next_active_spell_id) - { - // update spell ranks in spellbook and action bar - WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); - data << uint32(spell_id); - data << uint32(next_active_spell_id); - GetSession()->SendPacket( &data ); - } - else - { - WorldPacket data(SMSG_REMOVED_SPELL, 4); - data << uint32(spell_id); - GetSession()->SendPacket(&data); - } - } - - return active; // learn (show in spell book if active now) - } - - if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED) - { - if(itr->second->state != PLAYERSPELL_NEW) - itr->second->state = PLAYERSPELL_CHANGED; - itr->second->disabled = disabled; - - if(disabled) - return false; - - disabled_case = true; - } - else switch(itr->second->state) - { - case PLAYERSPELL_UNCHANGED: // known saved spell - return false; - case PLAYERSPELL_REMOVED: // re-learning removed not saved spell - { - delete itr->second; - m_spells.erase(itr); - state = PLAYERSPELL_CHANGED; - break; // need re-add - } - default: // known not saved yet spell (new or modified) - { - // can be in case spell loading but learned at some previous spell loading - if(!IsInWorld() && !learning && !dependent_set) - itr->second->state = PLAYERSPELL_UNCHANGED; - - return false; - } - } - } - - if(!disabled_case) // skip new spell adding if spell already known (disabled spells case) - { - // talent: unlearn all other talent ranks (high and low) - if(TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id)) - { - if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id )) - { - for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank) - { - // skip learning spell and no rank spell case - uint32 rankSpellId = talentInfo->RankID[rank]; - if(!rankSpellId || rankSpellId == spell_id) - continue; - - removeSpell(rankSpellId,false,false); - } - } - } - // non talent spell: learn low ranks (recursive call) - else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id)) - { - if(!IsInWorld() || disabled) // at spells loading, no output, but allow save - addSpell(prev_spell,active,true,true,disabled); - else // at normal learning - learnSpell(prev_spell,true); - } - - PlayerSpell *newspell = new PlayerSpell; - newspell->state = state; - newspell->active = active; - newspell->dependent = dependent; - newspell->disabled = disabled; - - // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible - if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0) - { - for (PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2 ) - { - if(itr2->second->state == PLAYERSPELL_REMOVED) continue; - SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first); - if(!i_spellInfo) continue; - - if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first) ) - { - if(itr2->second->active) - { - if(spellmgr.IsHighRankOfSpell(spell_id,itr2->first)) - { - if(IsInWorld()) // not send spell (re-/over-)learn packets at loading - { - WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); - data << uint32(itr2->first); - data << uint32(spell_id); - GetSession()->SendPacket( &data ); - } - - // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new) - itr2->second->active = false; - if(itr2->second->state != PLAYERSPELL_NEW) - itr2->second->state = PLAYERSPELL_CHANGED; - superceded_old = true; // new spell replace old in action bars and spell book. - } - else if(spellmgr.IsHighRankOfSpell(itr2->first,spell_id)) - { - if(IsInWorld()) // not send spell (re-/over-)learn packets at loading - { - WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); - data << uint32(spell_id); - data << uint32(itr2->first); - GetSession()->SendPacket( &data ); - } - - // mark new spell as disable (not learned yet for client and will not learned) - newspell->active = false; - if(newspell->state != PLAYERSPELL_NEW) - newspell->state = PLAYERSPELL_CHANGED; - } - } - } - } - } - - m_spells[spell_id] = newspell; - - // return false if spell disabled - if (newspell->disabled) - return false; - } - - uint32 talentCost = GetTalentSpellCost(spell_id); - - // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned) - // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive - if (talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL)) - { - // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show) - CastSpell(this, spell_id, true); - } - // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks - else if (IsPassiveSpell(spell_id)) - { - if (IsNeedCastPassiveSpellAtLearn(spellInfo)) - CastSpell(this, spell_id, true); - } - else if (IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP)) - { - CastSpell(this, spell_id, true); - return false; - } - - // update used talent points count - m_usedTalentCount += talentCost; - - // update free primary prof.points (if any, can be none in case GM .learn prof. learning) - if (uint32 freeProfs = GetFreePrimaryProfessionPoints()) - { - if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id)) - SetFreePrimaryProfessions(freeProfs-1); - } - - // add dependent skills - uint16 maxskill = GetMaxSkillValueForLevel(); - - SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id); - - SkillLineAbilityMapBounds skill_bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id); - - if (spellLearnSkill) - { - uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill); - uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill); - - if (skill_value < spellLearnSkill->value) - skill_value = spellLearnSkill->value; - - uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue; - - if (skill_max_value < new_skill_max_value) - skill_max_value = new_skill_max_value; - - SetSkill(spellLearnSkill->skill,skill_value,skill_max_value); - } - else - { - // not ranked skills - for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx) - { - SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId); - if (!pSkill) - continue; - - if (HasSkill(pSkill->id)) - continue; - - if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL || - // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL - ((pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0)) - { - switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0)) - { - case SKILL_RANGE_LANGUAGE: - SetSkill(pSkill->id, 300, 300 ); - break; - case SKILL_RANGE_LEVEL: - SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() ); - break; - case SKILL_RANGE_MONO: - SetSkill(pSkill->id, 1, 1 ); - break; - default: - break; - } - } - } - } - - // learn dependent spells - SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id); - - for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2) - { - if (!itr2->second.autoLearned) - { - if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save - addSpell(itr2->second.spell,itr2->second.active,true,true,false); - else // at normal learning - learnSpell(itr2->second.spell,true); - } - } - - if (!GetSession()->PlayerLoading()) - { - // not ranked skills - for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx) - { - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId); - } - - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id); - } - - // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell - return active && !disabled && !superceded_old; -} - -void Player::AddTemporarySpell(uint32 spellId) -{ - PlayerSpellMap::iterator itr = m_spells.find(spellId); - // spell already added - do not do anything - if (itr != m_spells.end()) - return; - PlayerSpell *newspell = new PlayerSpell; - newspell->state = PLAYERSPELL_TEMPORARY; - newspell->active = true; - newspell->dependent = false; - newspell->disabled = false; - m_spells[spellId] = newspell; -} - -void Player::RemoveTemporarySpell(uint32 spellId) -{ - PlayerSpellMap::iterator itr = m_spells.find(spellId); - // spell already not in list - do not do anything - if (itr == m_spells.end()) - return; - // spell has other state than temporary - do not change it - if (itr->second->state != PLAYERSPELL_TEMPORARY) - return; - delete itr->second; - m_spells.erase(itr); -} - -bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const -{ - // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell - // talent dependent passives activated at form apply have proper stance data - bool need_cast = (!spellInfo->Stances || (m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))))); - - //Check CasterAuraStates - return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState))); -} - -void Player::learnSpell(uint32 spell_id, bool dependent) -{ - PlayerSpellMap::iterator itr = m_spells.find(spell_id); - - bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false; - bool active = disabled ? itr->second->active : true; - - bool learning = addSpell(spell_id,active,true,dependent,false); - - // learn all disabled higher ranks (recursive) - if (disabled) - { - SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id); - if (node) - { - PlayerSpellMap::iterator iter = m_spells.find(node->next); - if (iter != m_spells.end() && iter->second->disabled) - learnSpell(node->next,false); - } - } - - // prevent duplicated entires in spell book, also not send if not in world (loading) - if (!learning || !IsInWorld()) - return; - - WorldPacket data(SMSG_LEARNED_SPELL, 4); - data << uint32(spell_id); - GetSession()->SendPacket(&data); -} - -void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank) -{ - PlayerSpellMap::iterator itr = m_spells.find(spell_id); - if (itr == m_spells.end()) - return; - - if (itr->second->state == PLAYERSPELL_REMOVED || (disabled && itr->second->disabled) || itr->second->state == PLAYERSPELL_TEMPORARY) - return; - - // unlearn non talent higher ranks (recursive) - if (SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id)) - { - if (HasSpell(node->next) && !GetTalentSpellPos(node->next)) - removeSpell(node->next,disabled, false); - } - //unlearn spells dependent from recently removed spells - SpellsRequiringSpellMapBounds spellsRequiringSpell = spellmgr.GetSpellsRequiringSpellBounds(spell_id); - for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2) - removeSpell(itr2->second,disabled); - - // re-search, it can be corrupted in prev loop - itr = m_spells.find(spell_id); - if (itr == m_spells.end()) - return; // already unleared - - bool cur_active = itr->second->active; - bool cur_dependent = itr->second->dependent; - - if (disabled) - { - itr->second->disabled = disabled; - if (itr->second->state != PLAYERSPELL_NEW) - itr->second->state = PLAYERSPELL_CHANGED; - } - else - { - if (itr->second->state == PLAYERSPELL_NEW) - { - delete itr->second; - m_spells.erase(itr); - } - else - itr->second->state = PLAYERSPELL_REMOVED; - } - - RemoveAurasDueToSpell(spell_id); - - // remove pet auras - for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) - if (PetAura const *petSpell = spellmgr.GetPetAura(spell_id, i)) - RemovePetAura(petSpell); - - // free talent points - uint32 talentCosts = GetTalentSpellCost(spell_id); - if (talentCosts > 0) - { - if (talentCosts < m_usedTalentCount) - m_usedTalentCount -= talentCosts; - else - m_usedTalentCount = 0; - } - - // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning) - if (spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id)) - { - uint32 freeProfs = GetFreePrimaryProfessionPoints()+1; - if (freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL)) - SetFreePrimaryProfessions(freeProfs); - } - - // remove dependent skill - SpellLearnSkillNode const *spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id); - if (spellLearnSkill) - { - uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id); - if (!prev_spell) // first rank, remove skill - SetSkill(spellLearnSkill->skill,0,0); - else - { - // search prev. skill setting by spell ranks chain - SpellLearnSkillNode const *prevSkill = spellmgr.GetSpellLearnSkill(prev_spell); - while (!prevSkill && prev_spell) - { - prev_spell = spellmgr.GetPrevSpellInChain(prev_spell); - prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell)); - } - - if (!prevSkill) // not found prev skill setting, remove skill - SetSkill(spellLearnSkill->skill,0,0); - else // set to prev. skill setting values - { - uint32 skill_value = GetPureSkillValue(prevSkill->skill); - uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill); - - if (skill_value > prevSkill->value) - skill_value = prevSkill->value; - - uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue; - - if (skill_max_value > new_skill_max_value) - skill_max_value = new_skill_max_value; - - SetSkill(prevSkill->skill,skill_value,skill_max_value); - } - } - - } - else - { - // not ranked skills - SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id); - - for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) - { - SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId); - if (!pSkill) - continue; - - if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL && - pSkill->categoryId != SKILL_CATEGORY_CLASS ||// not unlearn class skills (spellbook/talent pages) - // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL - ((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0)) - { - // not reset skills for professions and racial abilities - if ((pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) && - (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0)) - continue; - - SetSkill(pSkill->id, 0, 0); - } - } - } - - // remove dependent spells - SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id); - - for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2) - removeSpell(itr2->second.spell, disabled); - - // activate lesser rank in spellbook/action bar, and cast it if need - bool prev_activate = false; - - if (uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id)) - { - SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); - - // if talent then lesser rank also talent and need learn - if (talentCosts) - { - // I cannot see why mangos has these lines. - //if (learn_low_rank) - // learnSpell(prev_id,false); - } - // if ranked non-stackable spell: need activate lesser rank and update dendence state - else if (cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0) - { - // need manually update dependence state (learn spell ignore like attempts) - PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id); - if (prev_itr != m_spells.end()) - { - if (prev_itr->second->dependent != cur_dependent) - { - prev_itr->second->dependent = cur_dependent; - if (prev_itr->second->state != PLAYERSPELL_NEW) - prev_itr->second->state = PLAYERSPELL_CHANGED; - } - - // now re-learn if need re-activate - if (cur_active && !prev_itr->second->active && learn_low_rank) - { - if (addSpell(prev_id,true,false,prev_itr->second->dependent,prev_itr->second->disabled)) - { - // downgrade spell ranks in spellbook and action bar - WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); - data << uint32(spell_id); - data << uint32(prev_id); - GetSession()->SendPacket(&data); - prev_activate = true; - } - } - } - } - } - - if (spell_id == 46917 && m_canTitanGrip) - SetCanTitanGrip(false); - - if (sWorld.getConfig(CONFIG_OFFHAND_CHECK_AT_SPELL_UNLEARN)) - AutoUnequipOffhandIfNeed(); - - // remove from spell book if not replaced by lesser rank - if (!prev_activate) - { - WorldPacket data(SMSG_REMOVED_SPELL, 4); - data << uint32(spell_id); - GetSession()->SendPacket(&data); - } -} - -void Player::RemoveSpellCooldown( uint32 spell_id, bool update /* = false */) -{ - m_spellCooldowns.erase(spell_id); - - if (update) - SendClearCooldown(spell_id, this); -} - -// I am not sure which one is more efficient -void Player::RemoveCategoryCooldown(uint32 cat) -{ - SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat); - if (i_scstore != sSpellCategoryStore.end()) - for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset) - RemoveSpellCooldown(*i_scset, true); -} - -void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */) -{ - SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat); - if (ct == sSpellCategoryStore.end()) - return; - - const SpellCategorySet& ct_set = ct->second; - for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();) - { - if (ct_set.find(i->first) != ct_set.end()) - RemoveSpellCooldown((i++)->first, update); - else - ++i; - } -} - -void Player::RemoveArenaSpellCooldowns() -{ - // remove cooldowns on spells that has < 15 min CD - SpellCooldowns::iterator itr, next; - // iterate spell cooldowns - for (itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); itr = next) - { - next = itr; - ++next; - SpellEntry const * entry = sSpellStore.LookupEntry(itr->first); - // check if spellentry is present and if the cooldown is less than 10 mins - if( entry && - entry->RecoveryTime <= 10 * MINUTE * IN_MILISECONDS && - entry->CategoryRecoveryTime <= 10 * MINUTE * IN_MILISECONDS ) - { - // remove & notify - RemoveSpellCooldown(itr->first, true); - } - } -} - -void Player::RemoveAllSpellCooldown() -{ - if (!m_spellCooldowns.empty()) - { - for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr) - SendClearCooldown(itr->first, this); - - m_spellCooldowns.clear(); - } -} - -void Player::_LoadSpellCooldowns(QueryResult_AutoPtr result) -{ - // some cooldowns can be already set at aura loading... - - //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow()); - - if (result) - { - time_t curTime = time(NULL); - - do - { - Field *fields = result->Fetch(); - - uint32 spell_id = fields[0].GetUInt32(); - uint32 item_id = fields[1].GetUInt32(); - time_t db_time = (time_t)fields[2].GetUInt64(); - - if(!sSpellStore.LookupEntry(spell_id)) - { - sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id); - continue; - } - - // skip outdated cooldown - if(db_time <= curTime) - continue; - - AddSpellCooldown(spell_id, item_id, db_time); - - sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime)); - } - while( result->NextRow() ); - } -} - -void Player::_SaveSpellCooldowns() -{ - CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow()); - - time_t curTime = time(NULL); - time_t infTime = curTime + infinityCooldownDelayCheck; - - bool first_round = true; - std::ostringstream ss; - - // remove outdated and save active - for (SpellCooldowns::iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end();) - { - if(itr->second.end <= curTime) - m_spellCooldowns.erase(itr++); - else if(itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload - { - if (first_round) - { - ss << "INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES "; - first_round = false; - } - // next new/changed record prefix - else - ss << ", "; - ss << "(" << GetGUIDLow() << "," << itr->first << "," << itr->second.itemid << "," << uint64(itr->second.end) << ")"; - ++itr; - } - else - ++itr; - - } - // if something changed execute - if (!first_round) - CharacterDatabase.Execute( ss.str().c_str() ); -} - -uint32 Player::resetTalentsCost() const -{ - // The first time reset costs 1 gold - if(m_resetTalentsCost < 1*GOLD) - return 1*GOLD; - // then 5 gold - else if(m_resetTalentsCost < 5*GOLD) - return 5*GOLD; - // After that it increases in increments of 5 gold - else if(m_resetTalentsCost < 10*GOLD) - return 10*GOLD; - else - { - uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH; - if(months > 0) - { - // This cost will be reduced by a rate of 5 gold per month - int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months; - // to a minimum of 10 gold. - return (new_cost < 10*GOLD ? 10*GOLD : new_cost); - } - else - { - // After that it increases in increments of 5 gold - int32 new_cost = m_resetTalentsCost + 5*GOLD; - // until it hits a cap of 50 gold. - if(new_cost > 50*GOLD) - new_cost = 50*GOLD; - return new_cost; - } - } -} - -bool Player::resetTalents(bool no_cost) -{ - // not need after this call - if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS)) - RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true); - - uint32 talentPointsForLevel = CalculateTalentsPoints(); - - if (m_usedTalentCount == 0) - { - SetFreeTalentPoints(talentPointsForLevel); - return false; - } - - uint32 cost = 0; - - if (!no_cost && !sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST)) - { - cost = resetTalentsCost(); - - if (GetMoney() < cost) - { - SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0); - return false; - } - } - - for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i) - { - TalentEntry const *talentInfo = sTalentStore.LookupEntry(i); - - if (!talentInfo) - continue; - - TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); - - if (!talentTabInfo) - continue; - - // unlearn only talents for character class - // some spell learned by one class as normal spells or know at creation but another class learn it as talent, - // to prevent unexpected lost normal learned spell skip another class talents - if ((getClassMask() & talentTabInfo->ClassMask) == 0) - continue; - - for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) - { - // skip non-existant talent ranks - if (talentInfo->RankID[rank] == 0) - continue; - removeSpell(talentInfo->RankID[rank], true); - if (const SpellEntry *_spellEntry = sSpellStore.LookupEntry(talentInfo->RankID[rank])) - for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) // search through the SpellEntry for valid trigger spells - if (_spellEntry->EffectTriggerSpell[i] > 0 && _spellEntry->Effect[i] == SPELL_EFFECT_LEARN_SPELL) - removeSpell(_spellEntry->EffectTriggerSpell[i], true); // and remove any spells that the talent teaches - // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted - PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]); - if (plrTalent != m_talents[m_activeSpec]->end()) - plrTalent->second->state = PLAYERSPELL_REMOVED; - } - } - - _SaveSpells(); - - SetFreeTalentPoints(talentPointsForLevel); - - if (!no_cost) - { - ModifyMoney(-(int32)cost); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1); - - m_resetTalentsCost = cost; - m_resetTalentsTime = time(NULL); - } - - //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras - RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true); - /* when prev line will dropped use next line - if(Pet* pet = GetPet()) - { - if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets())) - RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true); - } - */ - - return true; -} - -Mail* Player::GetMail(uint32 id) -{ - for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) - if ((*itr)->messageID == id) - return (*itr); - - return NULL; -} - -void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const -{ - if(target == this) - Object::_SetCreateBits(updateMask, target); - else - { - for (uint16 index = 0; index < m_valuesCount; index++) - if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index)) - updateMask->SetBit(index); - } -} - -void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const -{ - if(target == this) - Object::_SetUpdateBits(updateMask, target); - else - { - Object::_SetUpdateBits(updateMask, target); - *updateMask &= updateVisualBits; - } -} - -void Player::InitVisibleBits() -{ - updateVisualBits.SetCount(PLAYER_END); - - updateVisualBits.SetBit(OBJECT_FIELD_GUID); - updateVisualBits.SetBit(OBJECT_FIELD_TYPE); - updateVisualBits.SetBit(OBJECT_FIELD_ENTRY); - updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X); - updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0); - updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1); - updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0); - updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1); - updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0); - updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1); - updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0); - updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1); - updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0); - updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1); - updateVisualBits.SetBit(UNIT_FIELD_BYTES_0); - updateVisualBits.SetBit(UNIT_FIELD_HEALTH); - updateVisualBits.SetBit(UNIT_FIELD_POWER1); - updateVisualBits.SetBit(UNIT_FIELD_POWER2); - updateVisualBits.SetBit(UNIT_FIELD_POWER3); - updateVisualBits.SetBit(UNIT_FIELD_POWER4); - updateVisualBits.SetBit(UNIT_FIELD_POWER5); - updateVisualBits.SetBit(UNIT_FIELD_POWER6); - updateVisualBits.SetBit(UNIT_FIELD_POWER7); - updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH); - updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1); - updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2); - updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3); - updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4); - updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5); - updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6); - updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7); - updateVisualBits.SetBit(UNIT_FIELD_LEVEL); - updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE); - updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0); - updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1); - updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2); - updateVisualBits.SetBit(UNIT_FIELD_FLAGS); - updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2); - updateVisualBits.SetBit(UNIT_FIELD_AURASTATE); - updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0); - updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1); - updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS); - updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH); - updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID); - updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID); - updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID); - updateVisualBits.SetBit(UNIT_FIELD_BYTES_1); - updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER); - updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP); - updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS); - updateVisualBits.SetBit(UNIT_CHANNEL_SPELL); - updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED); - updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA); - updateVisualBits.SetBit(UNIT_FIELD_BYTES_2); - updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT); - - updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0); - updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1); - updateVisualBits.SetBit(PLAYER_FLAGS); - updateVisualBits.SetBit(PLAYER_GUILDID); - updateVisualBits.SetBit(PLAYER_GUILDRANK); - updateVisualBits.SetBit(PLAYER_BYTES); - updateVisualBits.SetBit(PLAYER_BYTES_2); - updateVisualBits.SetBit(PLAYER_BYTES_3); - updateVisualBits.SetBit(PLAYER_DUEL_TEAM); - updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP); - updateVisualBits.SetBit(UNIT_NPC_FLAGS); - - // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)... - for (uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += MAX_QUEST_OFFSET) - updateVisualBits.SetBit(i); - - // Players visible items are not inventory stuff - for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i) - { - uint16 offset = i * 2; - - // item entry - updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset); - // enchant - updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + offset); - } - - updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE); -} - -void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const -{ - for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i) - { - if(m_items[i] == NULL) - continue; - - m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); - } - - if(target == this) - { - for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) - { - if(m_items[i] == NULL) - continue; - - m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); - } - for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) - { - if(m_items[i] == NULL) - continue; - - m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); - } - } - - Unit::BuildCreateUpdateBlockForPlayer( data, target ); -} - -void Player::DestroyForPlayer( Player *target, bool anim ) const -{ - Unit::DestroyForPlayer( target, anim ); - - for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) - { - if(m_items[i] == NULL) - continue; - - m_items[i]->DestroyForPlayer( target ); - } - - if(target == this) - { - for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) - { - if(m_items[i] == NULL) - continue; - - m_items[i]->DestroyForPlayer( target ); - } - for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) - { - if(m_items[i] == NULL) - continue; - - m_items[i]->DestroyForPlayer( target ); - } - } -} - -bool Player::HasSpell(uint32 spell) const -{ - PlayerSpellMap::const_iterator itr = m_spells.find(spell); - return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && - !itr->second->disabled); -} - -bool Player::HasTalent(uint32 spell, uint8 spec) const -{ - PlayerTalentMap::const_iterator itr = m_talents[spec]->find(spell); - return (itr != m_talents[spec]->end() && itr->second->state != PLAYERSPELL_REMOVED); -} - -bool Player::HasActiveSpell(uint32 spell) const -{ - PlayerSpellMap::const_iterator itr = m_spells.find(spell); - return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && - itr->second->active && !itr->second->disabled); -} - -TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const -{ - if (!trainer_spell) - return TRAINER_SPELL_RED; - - bool hasSpell = true; - for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i) - { - if (!trainer_spell->learnedSpell[i]) - continue; - - if(!HasSpell(trainer_spell->learnedSpell[i])) - { - hasSpell = false; - break; - } - } - // known spell - if (hasSpell) - return TRAINER_SPELL_GRAY; - - // check skill requirement - if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue) - return TRAINER_SPELL_RED; - - // check level requirement - if(getLevel() < trainer_spell->reqLevel) - return TRAINER_SPELL_RED; - - for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i) - { - if (!trainer_spell->learnedSpell[i]) - continue; - - // check race/class requirement - if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell[i])) - return TRAINER_SPELL_RED; - - if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell[i])) - { - // check prev.rank requirement - if(spell_chain->prev && !HasSpell(spell_chain->prev)) - return TRAINER_SPELL_RED; - } - - SpellsRequiringSpellMapBounds spellsRequired = spellmgr.GetSpellsRequiredForSpellBounds(trainer_spell->learnedSpell[i]); - for (SpellsRequiringSpellMap::const_iterator itr = spellsRequired.first; itr != spellsRequired.second; ++itr) - { - // check additional spell requirement - if(!HasSpell(itr->second)) - return TRAINER_SPELL_RED; - } - } - - // check primary prof. limit - // first rank of primary profession spell when there are no proffesions avalible is disabled - for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i) - { - if (!trainer_spell->learnedSpell[i]) - continue; - if((spellmgr.IsPrimaryProfessionFirstRankSpell(trainer_spell->learnedSpell[i])) && (GetFreePrimaryProfessionPoints() == 0)) - return TRAINER_SPELL_GREEN_DISABLED; - } - - return TRAINER_SPELL_GREEN; -} - -void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars) -{ - uint32 guid = GUID_LOPART(playerguid); - - // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry) - // bones will be deleted by corpse/bones deleting thread shortly - ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid); - - // remove from guild - uint32 guildId = GetGuildIdFromDB(playerguid); - if(guildId != 0) - { - Guild* guild = objmgr.GetGuildById(guildId); - if(guild) - guild->DelMember(guid); - } - - // remove from arena teams - LeaveAllArenaTeams(playerguid); - - // the player was uninvited already on logout so just remove from group - QueryResult_AutoPtr resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid); - if(resultGroup) - { - uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER); - Group* group = objmgr.GetGroupByLeader(leaderGuid); - if(group) - { - RemoveFromGroup(group, playerguid); - } - } - - // remove signs from petitions (also remove petitions if owner); - RemovePetitionsAndSigns(playerguid, 10); - - // return back all mails with COD and Item 0 1 2 3 4 5 6 7 - QueryResult_AutoPtr resultMail = CharacterDatabase.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid); - if(resultMail) - { - do - { - Field *fields = resultMail->Fetch(); - - uint32 mail_id = fields[0].GetUInt32(); - uint16 mailType = fields[1].GetUInt16(); - uint16 mailTemplateId= fields[2].GetUInt16(); - uint32 sender = fields[3].GetUInt32(); - std::string subject = fields[4].GetCppString(); - uint32 itemTextId = fields[5].GetUInt32(); - uint32 money = fields[6].GetUInt32(); - bool has_items = fields[7].GetBool(); - - //we can return mail now - //so firstly delete the old one - CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id); - - // mail not from player - if (mailType != MAIL_NORMAL) - { - if(has_items) - CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id); - continue; - } - - MailDraft draft(subject, itemTextId); - if (mailTemplateId) - draft = MailDraft(mailTemplateId,false); // itesm already included - - if(has_items) - { - // data needs to be at first place for Item::LoadFromDB - QueryResult_AutoPtr 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); - if(resultItems) - { - do - { - Field *fields2 = resultItems->Fetch(); - - uint32 item_guidlow = fields2[1].GetUInt32(); - uint32 item_template = fields2[2].GetUInt32(); - - ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template); - if(!itemProto) - { - CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow); - continue; - } - - Item *pItem = NewItemOrBag(itemProto); - if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems)) - { - pItem->FSetState(ITEM_REMOVED); - pItem->SaveToDB(); // it also deletes item object ! - continue; - } - - draft.AddItem(pItem); - } - while (resultItems->NextRow()); - } - } - - CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id); - - uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); - - draft.AddMoney(money).SendReturnToSender(pl_account, guid, sender); - } - while (resultMail->NextRow()); - } - - // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet. - // Get guids of character's pets, will deleted in transaction - QueryResult_AutoPtr resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid); - - // NOW we can finally clear other DB data related to character - CharacterDatabase.BeginTransaction(); - if (resultPets) - { - do - { - Field *fields3 = resultPets->Fetch(); - uint32 petguidlow = fields3[0].GetUInt32(); - Pet::DeleteFromDB(petguidlow); - } while (resultPets->NextRow()); - } - - CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM group_member WHERE leaderGuid = '%u' OR memberGuid = '%u'",guid,guid); - CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM gm_tickets WHERE playerGuid = '%u'", guid); - CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid); - CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u' " // NOTE: These achievements have flags & 256 in DBC. - "AND achievement NOT BETWEEN '456' AND '467' " // Realm First Level 80 - "AND achievement NOT BETWEEN '1400' AND '1427' " // Realm First Raid Achievements - "AND achievement NOT IN(1463, 3117, 3259) ", guid); // Realm First Northen Vanguard + Raid Achievements - CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid2 = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u'",guid); - CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u'",guid); - - CharacterDatabase.CommitTransaction(); - - //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID); - if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId); -} - -void Player::SetMovement(PlayerMovementType pType) -{ - WorldPacket data; - switch(pType) - { - case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break; - case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break; - case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break; - case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break; - default: - sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType); - return; - } - data.append(GetPackGUID()); - data << uint32(0); - GetSession()->SendPacket( &data ); -} - -/* Preconditions: - - a resurrectable corpse must not be loaded for the player (only bones) - - the player must be in world -*/ -void Player::BuildPlayerRepop() -{ - WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size()); - data.append(GetPackGUID()); - GetSession()->SendPacket(&data); - - if (getRace() == RACE_NIGHTELF) - CastSpell(this, 20584, true); - CastSpell(this, 8326, true); - - // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK - // there must be SMSG.STOP_MIRROR_TIMER - // there we must send 888 opcode - - // the player cannot have a corpse already, only bones which are not returned by GetCorpse - if(GetCorpse()) - { - sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow()); - assert(false); - } - - // create a corpse and place it at the player's location - CreateCorpse(); - Corpse *corpse = GetCorpse(); - if(!corpse) - { - sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow()); - return; - } - GetMap()->Add(corpse); - - // convert player body to ghost - SetHealth( 1 ); - - SetMovement(MOVE_WATER_WALK); - if(!GetSession()->isLogingOut()) - SetMovement(MOVE_UNROOT); - - // BG - remove insignia related - RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); - -// SendCorpseReclaimDelay(); - - // to prevent cheating - corpse->ResetGhostTime(); - - StopMirrorTimers(); //disable timers(bars) - - SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player? - - // set and clear other - SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND); -} - -void Player::ResurrectPlayer(float restore_percent, bool applySickness) -{ - WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position - data << uint32(-1); - data << float(0); - data << float(0); - data << float(0); - GetSession()->SendPacket(&data); - - // speed change, land walk - - // remove death flag + set aura - SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00); - if (getRace() == RACE_NIGHTELF) - RemoveAurasDueToSpell(20584); // speed bonuses - RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST - - setDeathState(ALIVE); - - SetMovement(MOVE_LAND_WALK); - SetMovement(MOVE_UNROOT); - - m_deathTimer = 0; - - // set health/powers (0- will be set in caller) - if(restore_percent>0.0f) - { - SetHealth(uint32(GetMaxHealth()*restore_percent)); - SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent)); - SetPower(POWER_RAGE, 0); - SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent)); - } - - // trigger update zone for alive state zone updates - uint32 newzone, newarea; - GetZoneAndAreaId(newzone,newarea); - UpdateZone(newzone,newarea); - sOutdoorPvPMgr.HandlePlayerResurrects(this, newzone); - - // update visibility - //ObjectAccessor::UpdateVisibilityForPlayer(this); - SetToNotify(); - - if(!applySickness) - return; - - //Characters from level 1-10 are not affected by resurrection sickness. - //Characters from level 11-19 will suffer from one minute of sickness - //for each level they are above 10. - //Characters level 20 and up suffer from ten minutes of sickness. - int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL); - - if(int32(getLevel()) >= startLevel) - { - // set resurrection sickness - CastSpell(this, 15007, true); - - // not full duration - if(int32(getLevel()) < startLevel+9) - { - int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE; - - if(Aura * aur = GetAura(15007, GetGUID())) - { - aur->SetDuration(delta*IN_MILISECONDS); - } - } - } -} - -/** - * FallMode = 0 implies that the player is dying, or already dead, and the proper death state will be set. - * = 1 simply causes the player to plummet towards the ground, and not suffer any damage. - * = 2 causes the player to plummet towards the ground, and causes falling damage, regardless - * of any auras that might of prevented fall damage. - */ -bool Player::FallGround(uint8 FallMode) -{ - // Let's abort after we called this function one time - if (getDeathState() == DEAD_FALLING && FallMode == 0) - return false; - - float x, y, z; - GetPosition(x, y, z); - float ground_Z = GetMap()->GetVmapHeight(x, y, z); - float z_diff = 0.0f; - if ((z_diff = fabs(ground_Z - z)) < 0.1f) - return false; - - GetMotionMaster()->MoveFall(ground_Z, EVENT_FALL_GROUND); - - // Below formula for falling damage is from Player::HandleFall - if(FallMode == 2 && z_diff >= 14.57f) - { - uint32 damage = std::min(GetMaxHealth(), (uint32)((0.018f*z_diff-0.2426f)*GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL))); - if(damage > 0) EnvironmentalDamage(DAMAGE_FALL, damage); - } - else if(FallMode == 0) - Unit::setDeathState(DEAD_FALLING); - return true; -} - -void Player::KillPlayer() -{ - if(IsFlying() && !GetTransport()) FallGround(); - - SetMovement(MOVE_ROOT); - - StopMirrorTimers(); //disable timers(bars) - - setDeathState(CORPSE); - //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP ); - - SetFlag(UNIT_DYNAMIC_FLAGS, 0x00); - ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable()); - - // 6 minutes until repop at graveyard - m_deathTimer = 6*MINUTE*IN_MILISECONDS; - - UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill - SendCorpseReclaimDelay(); - - // don't create corpse at this moment, player might be falling - - // update visibility - UpdateObjectVisibility(); -} - -void Player::CreateCorpse() -{ - // prevent existence 2 corpse for player - SpawnCorpseBones(); - - uint32 _uf, _pb, _pb2, _cfb1, _cfb2; - - Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE ); - SetPvPDeath(false); - - if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this)) - { - delete corpse; - return; - } - - _uf = GetUInt32Value(UNIT_FIELD_BYTES_0); - _pb = GetUInt32Value(PLAYER_BYTES); - _pb2 = GetUInt32Value(PLAYER_BYTES_2); - - uint8 race = (uint8)(_uf); - uint8 skin = (uint8)(_pb); - uint8 face = (uint8)(_pb >> 8); - uint8 hairstyle = (uint8)(_pb >> 16); - uint8 haircolor = (uint8)(_pb >> 24); - uint8 facialhair = (uint8)(_pb2); - - _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24)); - _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24)); - - corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 ); - corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 ); - - uint32 flags = CORPSE_FLAG_UNK2; - if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM)) - flags |= CORPSE_FLAG_HIDE_HELM; - if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK)) - flags |= CORPSE_FLAG_HIDE_CLOAK; - if(InBattleGround() && !InArena()) - flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia - corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags ); - - corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() ); - - corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() ); - - uint32 iDisplayID; - uint32 iIventoryType; - uint32 _cfi; - for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++) - { - if(m_items[i]) - { - iDisplayID = m_items[i]->GetProto()->DisplayInfoID; - iIventoryType = m_items[i]->GetProto()->InventoryType; - - _cfi = iDisplayID | (iIventoryType << 24); - corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi); - } - } - - // we don't SaveToDB for players in battlegrounds so don't do it for corpses either - const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId()); - assert(entry); - if(entry->map_type != MAP_BATTLEGROUND) - corpse->SaveToDB(); - - // register for player, but not show - ObjectAccessor::Instance().AddCorpse(corpse); -} - -void Player::SpawnCorpseBones() -{ - if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID())) - if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player - SaveToDB(); // prevent loading as ghost without corpse -} - -Corpse* Player::GetCorpse() const -{ - return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID()); -} - -void Player::DurabilityLossAll(double percent, bool inventory) -{ - for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) - if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - DurabilityLoss(pItem,percent); - - if(inventory) - { - // bags not have durability - // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - - for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) - if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - DurabilityLoss(pItem,percent); - - // keys not have durability - //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) - - for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - for (uint32 j = 0; j < pBag->GetBagSize(); j++) - if(Item* pItem = GetItemByPos( i, j )) - DurabilityLoss(pItem,percent); - } -} - -void Player::DurabilityLoss(Item* item, double percent) -{ - if(!item ) - return; - - uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); - - if(!pMaxDurability) - return; - - uint32 pDurabilityLoss = uint32(pMaxDurability*percent); - - if(pDurabilityLoss < 1 ) - pDurabilityLoss = 1; - - DurabilityPointsLoss(item,pDurabilityLoss); -} - -void Player::DurabilityPointsLossAll(int32 points, bool inventory) -{ - for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) - if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - DurabilityPointsLoss(pItem,points); - - if(inventory) - { - // bags not have durability - // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - - for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) - if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - DurabilityPointsLoss(pItem,points); - - // keys not have durability - //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) - - for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - for (uint32 j = 0; j < pBag->GetBagSize(); j++) - if(Item* pItem = GetItemByPos( i, j )) - DurabilityPointsLoss(pItem,points); - } -} - -void Player::DurabilityPointsLoss(Item* item, int32 points) -{ - int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); - int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY); - int32 pNewDurability = pOldDurability - points; - - if (pNewDurability < 0) - pNewDurability = 0; - else if (pNewDurability > pMaxDurability) - pNewDurability = pMaxDurability; - - if (pOldDurability != pNewDurability) - { - // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check - if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped()) - _ApplyItemMods(item,item->GetSlot(), false); - - item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability); - - // modify item stats _after_ restore durability to pass _ApplyItemMods internal check - if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped()) - _ApplyItemMods(item,item->GetSlot(), true); - - item->SetState(ITEM_CHANGED, this); - } -} - -void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot) -{ - if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot )) - DurabilityPointsLoss(pItem,1); -} - -uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank) -{ - uint32 TotalCost = 0; - // equipped, backpack, bags itself - for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) - TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank); - - // bank, buyback and keys not repaired - - // items in inventory bags - for (uint8 j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++) - for (uint8 i = 0; i < MAX_BAG_SIZE; i++) - TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank); - return TotalCost; -} - -uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank) -{ - Item* item = GetItemByPos(pos); - - uint32 TotalCost = 0; - if(!item) - return TotalCost; - - uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); - if(!maxDurability) - return TotalCost; - - uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY); - - if(cost) - { - uint32 LostDurability = maxDurability - curDurability; - if(LostDurability>0) - { - ItemPrototype const *ditemProto = item->GetProto(); - - DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel); - if(!dcost) - { - sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel); - return TotalCost; - } - - uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2; - DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId); - if(!dQualitymodEntry) - { - sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId); - return TotalCost; - } - - uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)]; - uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod)); - - costs = uint32(costs * discountMod) * sWorld.getRate(RATE_REPAIRCOST); - - if (costs==0) //fix for ITEM_QUALITY_ARTIFACT - costs = 1; - - if (guildBank) - { - if (GetGuildId()==0) - { - DEBUG_LOG("You are not member of a guild"); - return TotalCost; - } - - Guild *pGuild = objmgr.GetGuildById(GetGuildId()); - if (!pGuild) - return TotalCost; - - if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR)) - { - DEBUG_LOG("You do not have rights to withdraw for repairs"); - return TotalCost; - } - - if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs) - { - DEBUG_LOG("You do not have enough money withdraw amount remaining"); - return TotalCost; - } - - if (pGuild->GetGuildBankMoney() < costs) - { - DEBUG_LOG("There is not enough money in bank"); - return TotalCost; - } - - pGuild->MemberMoneyWithdraw(costs, GetGUIDLow()); - TotalCost = costs; - } - else if (GetMoney() < costs) - { - DEBUG_LOG("You do not have enough money"); - return TotalCost; - } - else - ModifyMoney( -int32(costs) ); - } - } - - item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability); - item->SetState(ITEM_CHANGED, this); - - // reapply mods for total broken and repaired item if equipped - if(IsEquipmentPos(pos) && !curDurability) - _ApplyItemMods(item,pos & 255, true); - return TotalCost; -} - -void Player::RepopAtGraveyard() -{ - // note: this can be called also when the player is alive - // for example from WorldSession::HandleMovementOpcodes - - AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId()); - - // Such zones are considered unreachable as a ghost and the player must be automatically revived - if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport() || GetPositionZ() < -500.0f) - { - ResurrectPlayer(0.5f); - SpawnCorpseBones(); - } - - WorldSafeLocsEntry const *ClosestGrave = NULL; - - // Special handle for battleground maps - if( BattleGround *bg = GetBattleGround() ) - ClosestGrave = bg->GetClosestGraveYard(this); - else - ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() ); - - // stop countdown until repop - m_deathTimer = 0; - - // if no grave found, stay at the current location - // and don't show spirit healer location - if(ClosestGrave) - { - TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation()); - if(isDead()) // not send if alive, because it used in TeleportTo() - { - WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap - data << ClosestGrave->map_id; - data << ClosestGrave->x; - data << ClosestGrave->y; - data << ClosestGrave->z; - GetSession()->SendPacket(&data); - } - } - else if(GetPositionZ() < -500.0f) - TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation()); -} - -void Player::JoinedChannel(Channel *c) -{ - m_channels.push_back(c); -} - -void Player::LeftChannel(Channel *c) -{ - m_channels.remove(c); -} - -void Player::CleanupChannels() -{ - while(!m_channels.empty()) - { - Channel* ch = *m_channels.begin(); - m_channels.erase(m_channels.begin()); // remove from player's channel list - ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list - if (ChannelMgr* cMgr = channelMgr(GetTeam())) - cMgr->LeftChannel(ch->GetName()); // deleted channel if empty - - } - sLog.outDebug("Player: channels cleaned up!"); -} - -void Player::UpdateLocalChannels(uint32 newZone ) -{ - if(m_channels.empty()) - return; - - AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone); - if(!current_zone) - return; - - ChannelMgr* cMgr = channelMgr(GetTeam()); - if(!cMgr) - return; - - std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()]; - - for (JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next) - { - next = i; ++next; - - // skip non built-in channels - if(!(*i)->IsConstant()) - continue; - - ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId()); - if(!ch) - continue; - - if((ch->flags & 4) == 4) // global channel without zone name in pattern - continue; - - // new channel - char new_channel_name_buf[100]; - snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str()); - Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID); - - if((*i)!=new_channel) - { - new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name - - // leave old channel - (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client - std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel - LeftChannel(*i); // remove from player's channel list - cMgr->LeftChannel(name); // delete if empty - } - } - sLog.outDebug("Player: channels cleaned up!"); -} - -void Player::LeaveLFGChannel() -{ - for (JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i ) - { - if((*i)->IsLFG()) - { - (*i)->Leave(GetGUID()); - break; - } - } -} - -void Player::UpdateDefense() -{ - uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE); - - if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain)) - { - // update dependent from defense skill part - UpdateDefenseBonusesMod(); - } -} - -void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply) -{ - if(modGroup >= BASEMOD_END || modType >= MOD_END) - { - sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!"); - return; - } - - float val = 1.0f; - - switch(modType) - { - case FLAT_MOD: - m_auraBaseMod[modGroup][modType] += apply ? amount : -amount; - break; - case PCT_MOD: - if(amount <= -100.0f) - amount = -200.0f; - - val = (100.0f + amount) / 100.0f; - m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val); - break; - } - - if(!CanModifyStats()) - return; - - switch(modGroup) - { - case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break; - case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break; - case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break; - case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break; - default: break; - } -} - -float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const -{ - if(modGroup >= BASEMOD_END || modType > MOD_END) - { - sLog.outError("trial to access non existed BaseModGroup or wrong BaseModType!"); - return 0.0f; - } - - if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f) - return 0.0f; - - return m_auraBaseMod[modGroup][modType]; -} - -float Player::GetTotalBaseModValue(BaseModGroup modGroup) const -{ - if(modGroup >= BASEMOD_END) - { - sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!"); - return 0.0f; - } - - if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f) - return 0.0f; - - return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD]; -} - -uint32 Player::GetShieldBlockValue() const -{ - float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD]; - - value = (value < 0) ? 0 : value; - - return uint32(value); -} - -float Player::GetMeleeCritFromAgility() -{ - uint8 level = getLevel(); - uint32 pclass = getClass(); - - if (level > GT_MAX_LEVEL) - level = GT_MAX_LEVEL; - - GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1); - GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); - if (critBase == NULL || critRatio == NULL) - return 0.0f; - - float crit = critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio; - return crit*100.0f; -} - -float Player::GetDodgeFromAgility() -{ - // Table for base dodge values - float dodge_base[MAX_CLASSES] = { - 0.0075f, // Warrior - 0.00652f, // Paladin - -0.0545f, // Hunter - -0.0059f, // Rogue - 0.03183f, // Priest - 0.0114f, // DK - 0.0167f, // Shaman - 0.034575f, // Mage - 0.02011f, // Warlock - 0.0f, // ?? - -0.0187f // Druid - }; - // Crit/agility to dodge/agility coefficient multipliers - float crit_to_dodge[MAX_CLASSES] = { - 1.1f, // Warrior - 1.0f, // Paladin - 1.6f, // Hunter - 2.0f, // Rogue - 1.0f, // Priest - 1.0f, // DK? - 1.0f, // Shaman - 1.0f, // Mage - 1.0f, // Warlock - 0.0f, // ?? - 1.7f // Druid - }; - - uint8 level = getLevel(); - uint32 pclass = getClass(); - - if (level > GT_MAX_LEVEL) - level = GT_MAX_LEVEL; - - // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier) - GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); - if (dodgeRatio == NULL || pclass > MAX_CLASSES) - return 0.0f; - - float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1]; - return dodge*100.0f; -} - -float Player::GetSpellCritFromIntellect() -{ - uint8 level = getLevel(); - uint32 pclass = getClass(); - - if (level > GT_MAX_LEVEL) - level = GT_MAX_LEVEL; - - GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1); - GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); - if (critBase == NULL || critRatio == NULL) - return 0.0f; - - float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio; - return crit*100.0f; -} - -float Player::GetRatingCoefficient(CombatRating cr) const -{ - uint8 level = getLevel(); - - if (level > GT_MAX_LEVEL) - level = GT_MAX_LEVEL; - - GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1); - if (Rating == NULL) - return 1.0f; // By default use minimum coefficient (not must be called) - - return Rating->ratio; -} - -float Player::GetRatingBonusValue(CombatRating cr) const -{ - return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr); -} - -float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const -{ - switch (attType) - { - case BASE_ATTACK: - return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f; - case OFF_ATTACK: - return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f; - default: - break; - } - return 0.0f; -} - -float Player::OCTRegenHPPerSpirit() -{ - uint8 level = getLevel(); - uint32 pclass = getClass(); - - if (level > GT_MAX_LEVEL) - level = GT_MAX_LEVEL; - - GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); - GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); - if (baseRatio == NULL || moreRatio == NULL) - return 0.0f; - - // Formula from PaperDollFrame script - float spirit = GetStat(STAT_SPIRIT); - float baseSpirit = spirit; - if (baseSpirit > 50) - baseSpirit = 50; - float moreSpirit = spirit - baseSpirit; - float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio; - return regen; -} - -float Player::OCTRegenMPPerSpirit() -{ - uint8 level = getLevel(); - uint32 pclass = getClass(); - - if (level > GT_MAX_LEVEL) - level = GT_MAX_LEVEL; - -// GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); - GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); - if (moreRatio == NULL) - return 0.0f; - - // Formula get from PaperDollFrame script - float spirit = GetStat(STAT_SPIRIT); - float regen = spirit * moreRatio->ratio; - return regen; -} - -void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply) -{ - m_baseRatingValue[cr]+=(apply ? value : -value); - - // explicit affected values - switch (cr) - { - case CR_HASTE_MELEE: - { - float RatingChange = value / GetRatingCoefficient(cr); - ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply); - ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply); - break; - } - case CR_HASTE_RANGED: - { - float RatingChange = value / GetRatingCoefficient(cr); - ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply); - break; - } - case CR_HASTE_SPELL: - { - float RatingChange = value / GetRatingCoefficient(cr); - ApplyCastTimePercentMod(RatingChange,apply); - break; - } - } - - UpdateRating(cr); -} - -void Player::UpdateRating(CombatRating cr) -{ - int32 amount = m_baseRatingValue[cr]; - // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT - // stat used stored in miscValueB for this aura - AuraEffectList const& modRatingFromStat = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_FROM_STAT); - for (AuraEffectList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i) - if ((*i)->GetMiscValue() & (1<<cr)) - amount += int32(GetStat(Stats((*i)->GetMiscValueB())) * (*i)->GetAmount() / 100.0f); - if (amount < 0) - amount = 0; - SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount)); - - bool affectStats = CanModifyStats(); - - switch (cr) - { - case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst - case CR_DEFENSE_SKILL: - UpdateDefenseBonusesMod(); - break; - case CR_DODGE: - UpdateDodgePercentage(); - break; - case CR_PARRY: - UpdateParryPercentage(); - break; - case CR_BLOCK: - UpdateBlockPercentage(); - break; - case CR_HIT_MELEE: - UpdateMeleeHitChances(); - break; - case CR_HIT_RANGED: - UpdateRangedHitChances(); - break; - case CR_HIT_SPELL: - UpdateSpellHitChances(); - break; - case CR_CRIT_MELEE: - if(affectStats) - { - UpdateCritPercentage(BASE_ATTACK); - UpdateCritPercentage(OFF_ATTACK); - } - break; - case CR_CRIT_RANGED: - if(affectStats) - UpdateCritPercentage(RANGED_ATTACK); - break; - case CR_CRIT_SPELL: - if(affectStats) - UpdateAllSpellCritChances(); - break; - case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc - case CR_HIT_TAKEN_RANGED: - break; - case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult - break; - case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit) - case CR_CRIT_TAKEN_RANGED: - break; - case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit) - break; - case CR_HASTE_MELEE: // Implemented in Player::ApplyRatingMod - case CR_HASTE_RANGED: - case CR_HASTE_SPELL: - break; - case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst - case CR_WEAPON_SKILL_OFFHAND: - case CR_WEAPON_SKILL_RANGED: - break; - case CR_EXPERTISE: - if(affectStats) - { - UpdateExpertise(BASE_ATTACK); - UpdateExpertise(OFF_ATTACK); - } - break; - case CR_ARMOR_PENETRATION: - if(affectStats) - UpdateArmorPenetration(amount); - break; - } -} - -void Player::UpdateAllRatings() -{ - for(int cr = 0; cr < MAX_COMBAT_RATING; ++cr) - UpdateRating(CombatRating(cr)); -} - -void Player::SetRegularAttackTime() -{ - for (uint8 i = 0; i < MAX_ATTACK; ++i) - { - Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i)); - if(tmpitem && !tmpitem->IsBroken()) - { - ItemPrototype const *proto = tmpitem->GetProto(); - if(proto->Delay) - SetAttackTime(WeaponAttackType(i), proto->Delay); - else - SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME); - } - } -} - -//skill+step, checking for max value -bool Player::UpdateSkill(uint32 skill_id, uint32 step) -{ - if(!skill_id) - return false; - - if(skill_id == SKILL_FIST_WEAPONS) - skill_id = SKILL_UNARMED; - - SkillStatusMap::iterator itr = mSkillStatus.find(skill_id); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) - return false; - - uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); - uint32 data = GetUInt32Value(valueIndex); - uint32 value = SKILL_VALUE(data); - uint32 max = SKILL_MAX(data); - - if ((!max) || (!value) || (value >= max)) - return false; - - if (value < max) - { - uint32 new_value = value+step; - if(new_value > max) - new_value = max; - - SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,max)); - if(itr->second.uState != SKILL_NEW) - itr->second.uState = SKILL_CHANGED; - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id); - return true; - } - - return false; -} - -inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel) -{ - if ( SkillValue >= GrayLevel ) - return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10; - if ( SkillValue >= GreenLevel ) - return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10; - if ( SkillValue >= YellowLevel ) - return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10; - return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10; -} - -bool Player::UpdateCraftSkill(uint32 spellid) -{ - sLog.outDebug("UpdateCraftSkill spellid %d", spellid); - - SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellid); - - for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) - { - if (_spell_idx->second->skillId) - { - uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId); - - // Alchemy Discoveries here - SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid); - if (spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY) - { - if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this)) - learnSpell(discoveredSpell,false); - } - - uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING); - - return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue, - _spell_idx->second->max_value, - (_spell_idx->second->max_value + _spell_idx->second->min_value)/2, - _spell_idx->second->min_value), - craft_skill_gain); - } - } - return false; -} - -bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator ) -{ - sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel); - - uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING); - - // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times - switch (SkillId) - { - case SKILL_HERBALISM: - case SKILL_LOCKPICKING: - case SKILL_JEWELCRAFTING: - case SKILL_INSCRIPTION: - return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain); - case SKILL_SKINNING: - if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0) - return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain); - else - return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain); - case SKILL_MINING: - if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0) - return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain); - else - return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain); - } - return false; -} - -bool Player::UpdateFishingSkill() -{ - sLog.outDebug("UpdateFishingSkill"); - - uint32 SkillValue = GetPureSkillValue(SKILL_FISHING); - - int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50); - - uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING); - - return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain); -} - -// levels sync. with spell requirement for skill levels to learn -// bonus abilities in sSkillLineAbilityStore -// Used only to avoid scan DBC at each skill grow -static uint32 bonusSkillLevels[] = {75,150,225,300,375,450}; - -bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step) -{ - sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0); - if ( !SkillId ) - return false; - - if(Chance <= 0) // speedup in 0 chance case - { - sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0); - return false; - } - - SkillStatusMap::iterator itr = mSkillStatus.find(SkillId); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) - return false; - - uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); - - uint32 data = GetUInt32Value(valueIndex); - uint16 SkillValue = SKILL_VALUE(data); - uint16 MaxValue = SKILL_MAX(data); - - if ( !MaxValue || !SkillValue || SkillValue >= MaxValue ) - return false; - - int32 Roll = irand(1,1000); - - if ( Roll <= Chance ) - { - uint32 new_value = SkillValue+step; - if(new_value > MaxValue) - new_value = MaxValue; - - SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,MaxValue)); - if(itr->second.uState != SKILL_NEW) - itr->second.uState = SKILL_CHANGED; - for (uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl) - { - if((SkillValue < *bsl && new_value >= *bsl)) - { - learnSkillRewardedSpells( SkillId, new_value); - break; - } - } - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId); - sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0); - return true; - } - - sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0); - return false; -} - -void Player::UpdateWeaponSkill (WeaponAttackType attType) -{ - // no skill gain in pvp - Unit *pVictim = getVictim(); - if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER) - return; - - if(IsInFeralForm()) - return; // always maximized SKILL_FERAL_COMBAT in fact - - if(m_form == FORM_TREE) - return; // use weapon but not skill up - - if(pVictim && pVictim->GetTypeId() == TYPEID_UNIT && (((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILLGAIN)) - return; - - uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON); - - switch(attType) - { - case BASE_ATTACK: - { - Item *tmpitem = GetWeaponForAttack(attType,true); - - if (!tmpitem) - UpdateSkill(SKILL_UNARMED,weapon_skill_gain); - else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE) - UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain); - break; - } - case OFF_ATTACK: - case RANGED_ATTACK: - { - Item *tmpitem = GetWeaponForAttack(attType,true); - if (tmpitem) - UpdateSkill(tmpitem->GetSkill(), weapon_skill_gain); - break; - } - } - UpdateAllCritPercentages(); -} - -void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence) -{ - uint8 plevel = getLevel(); // if defense than pVictim == attacker - uint8 greylevel = Trinity::XP::GetGrayLevel(plevel); - uint8 moblevel = pVictim->getLevelForTarget(this); - if(moblevel < greylevel) - return; - - if (moblevel > plevel + 5) - moblevel = plevel + 5; - - uint8 lvldif = moblevel - greylevel; - if (lvldif < 3) - lvldif = 3; - - uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType)); - if (skilldif <= 0) - return; - - float chance = float(3 * lvldif * skilldif) / plevel; - if (!defence) - if (getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE) - chance += chance * 0.02f * GetStat(STAT_INTELLECT); - - chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1% - - if (roll_chance_f(chance)) - { - if (defence) - UpdateDefense(); - else - UpdateWeaponSkill(attType); - } - else - return; -} - -void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent) -{ - SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) - return; - - uint32 bonusIndex = PLAYER_SKILL_BONUS_INDEX(itr->second.pos); - - uint32 bonus_val = GetUInt32Value(bonusIndex); - int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val); - int16 perm_bonus = SKILL_PERM_BONUS(bonus_val); - - if(talent) // permanent bonus stored in high part - SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val)); - else // temporary/item bonus stored in low part - SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus)); -} - -void Player::UpdateSkillsForLevel() -{ - uint16 maxconfskill = sWorld.GetConfigMaxSkillValue(); - uint32 maxSkill = GetMaxSkillValueForLevel(); - - bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL); - - for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) - { - if(itr->second.uState == SKILL_DELETED) - continue; - - uint32 pskill = itr->first; - SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill); - if (!pSkill) - continue; - - if (GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL) - continue; - - uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); - uint32 data = GetUInt32Value(valueIndex); - uint32 max = SKILL_MAX(data); - uint32 val = SKILL_VALUE(data); - - /// update only level dependent max skill values - if (max != 1) - { - /// maximize skill always - if (alwaysMaxSkill) - { - SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(maxSkill,maxSkill)); - if(itr->second.uState != SKILL_NEW) - itr->second.uState = SKILL_CHANGED; - } - else if(max != maxconfskill) /// update max skill value if current max skill not maximized - { - SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(val,maxSkill)); - if(itr->second.uState != SKILL_NEW) - itr->second.uState = SKILL_CHANGED; - } - } - } -} - -void Player::UpdateSkillsToMaxSkillsForLevel() -{ - for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) - { - if(itr->second.uState == SKILL_DELETED) - continue; - - uint32 pskill = itr->first; - if (IsProfessionOrRidingSkill(pskill)) - continue; - uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); - uint32 data = GetUInt32Value(valueIndex); - uint32 max = SKILL_MAX(data); - - if (max > 1) - { - SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(max,max)); - if(itr->second.uState != SKILL_NEW) - itr->second.uState = SKILL_CHANGED; - } - if (pskill == SKILL_DEFENSE) - UpdateDefenseBonusesMod(); - } -} - -// This functions sets a skill line value (and adds if doesn't exist yet) -// To "remove" a skill line, set it's values to zero -void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal) -{ - if (!id) - return; - - SkillStatusMap::iterator itr = mSkillStatus.find(id); - - //has skill - if(itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED) - { - if (currVal) - { - SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),MAKE_SKILL_VALUE(currVal,maxVal)); - if(itr->second.uState != SKILL_NEW) - itr->second.uState = SKILL_CHANGED; - learnSkillRewardedSpells(id, currVal); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id); - } - else //remove - { - // clear skill fields - SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos),0); - SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),0); - SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos),0); - - // mark as deleted or simply remove from map if not saved yet - if(itr->second.uState != SKILL_NEW) - itr->second.uState = SKILL_DELETED; - else - mSkillStatus.erase(itr); - - // remove all spells that related to this skill - for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j) - if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j)) - if (pAbility->skillId == id) - removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId)); - } - } - else if (currVal) //add - { - for (int i=0; i < PLAYER_MAX_SKILLS; ++i) - if (!GetUInt32Value(PLAYER_SKILL_INDEX(i))) - { - SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id); - if (!pSkill) - { - sLog.outError("Skill not found in SkillLineStore: skill #%u", id); - return; - } - // enable unlearn button for primary professions only - if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION) - SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1)); - else - SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0)); - SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal)); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id); - - // insert new entry or update if not deleted old entry yet - if(itr != mSkillStatus.end()) - { - itr->second.pos = i; - itr->second.uState = SKILL_CHANGED; - } - else - mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW))); - - // apply skill bonuses - SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0); - - // temporary bonuses - AuraEffectList const& mModSkill = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL); - for (AuraEffectList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j) - if ((*j)->GetMiscValue() == int32(id)) - (*j)->HandleEffect(this, 0, true); - - // permanent bonuses - AuraEffectList const& mModSkillTalent = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL_TALENT); - for (AuraEffectList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j) - if ((*j)->GetMiscValue() == int32(id)) - (*j)->HandleEffect(this, 0, true); - - // Learn all spells for skill - learnSkillRewardedSpells(id, currVal); - return; - } - } -} - -bool Player::HasSkill(uint32 skill) const -{ - if(!skill) - return false; - - SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED); -} - -uint16 Player::GetSkillValue(uint32 skill) const -{ - if (!skill) - return 0; - - SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) - return 0; - - uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)); - - int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)))); - result += SKILL_TEMP_BONUS(bonus); - result += SKILL_PERM_BONUS(bonus); - return result < 0 ? 0 : result; -} - -uint16 Player::GetMaxSkillValue(uint32 skill) const -{ - if (!skill) - return 0; - - SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) - return 0; - - uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)); - - int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)))); - result += SKILL_TEMP_BONUS(bonus); - result += SKILL_PERM_BONUS(bonus); - return result < 0 ? 0 : result; -} - -uint16 Player::GetPureMaxSkillValue(uint32 skill) const -{ - if(!skill) - return 0; - - SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) - return 0; - - return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))); -} - -uint16 Player::GetBaseSkillValue(uint32 skill) const -{ - if(!skill) - return 0; - - SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) - return 0; - - int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)))); - result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos))); - return result < 0 ? 0 : result; -} - -uint16 Player::GetPureSkillValue(uint32 skill) const -{ - if(!skill) - return 0; - - SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) - return 0; - - return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))); -} - -int16 Player::GetSkillPermBonusValue(uint32 skill) const -{ - if (!skill) - return 0; - - SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) - return 0; - - return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos))); -} - -int16 Player::GetSkillTempBonusValue(uint32 skill) const -{ - if (!skill) - return 0; - - SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); - if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) - return 0; - -return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos))); -} - -void Player::SendActionButtons(uint32 state) const -{ - sLog.outDetail( "Sending Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec); - - WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4)); - data << uint8(state); // can be 0, 1, 2 - if (state != 2) - { - for (uint16 button = 0; button < MAX_ACTION_BUTTONS; ++button) - { - ActionButtonList::const_iterator itr = m_actionButtons.find(button); - if (itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED) - data << uint32(itr->second.packedData); - else - data << uint32(0); - } - } - - GetSession()->SendPacket(&data); - sLog.outDetail("Action Buttons for '%u' spec '%u' Sent", GetGUIDLow(), m_activeSpec); -} - -ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type) -{ - if(button >= MAX_ACTION_BUTTONS) - { - sLog.outError( "Action %u not added into button %u for player %s: button must be < 144", action, button, GetName() ); - return NULL; - } - - if(action >= MAX_ACTION_BUTTON_ACTION_VALUE) - { - sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE ); - return NULL; - } - - switch (type) - { - case ACTION_BUTTON_SPELL: - if (!sSpellStore.LookupEntry(action)) - { - sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() ); - return NULL; - } - - if (!HasSpell(action)) - { - sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() ); - return NULL; - } - break; - case ACTION_BUTTON_ITEM: - if (!objmgr.GetItemPrototype(action)) - { - sLog.outError( "Action %u not added into button %u for player %s: item not exist", action, button, GetName() ); - return NULL; - } - break; - default: - break; // pther cases not checked at this moment - } - - // it create new button (NEW state) if need or return existed - ActionButton& ab = m_actionButtons[button]; - - // set data and update to CHANGED if not NEW - ab.SetActionAndType(action,ActionButtonType(type)); - - sLog.outDetail("Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action, type, button); - return &ab; -} - -void Player::removeActionButton(uint8 button) -{ - ActionButtonList::iterator buttonItr = m_actionButtons.find(button); - if (buttonItr == m_actionButtons.end()) - return; - - if (!buttonItr->second.canRemoveByClient) - { - buttonItr->second.canRemoveByClient = true; - return; - } - if(buttonItr->second.uState==ACTIONBUTTON_NEW) - m_actionButtons.erase(buttonItr); // new and not saved - else - buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save - - sLog.outDetail("Action Button '%u' Removed from Player '%u'", button, GetGUIDLow()); -} - -bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport) -{ - if (!Unit::SetPosition(x, y, z, orientation, teleport)) - return false; - - //if(movementInfo.flags & MOVEMENTFLAG_MOVING) - // mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE); - //if(movementInfo.flags & MOVEMENTFLAG_TURNING) - // mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING); - //AURA_INTERRUPT_FLAG_JUMP not sure - - // group update - if (GetGroup()) - SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION); - - // code block for underwater state update - UpdateUnderwaterState(GetMap(), x, y, z); - - if(GetTrader() && !IsWithinDistInMap(GetTrader(), INTERACTION_DISTANCE)) - GetSession()->SendCancelTrade(); - - CheckExploreSystem(); - - return true; -} - -void Player::SaveRecallPosition() -{ - m_recallMap = GetMapId(); - m_recallX = GetPositionX(); - m_recallY = GetPositionY(); - m_recallZ = GetPositionZ(); - m_recallO = GetOrientation(); -} - -void Player::SendMessageToSet(WorldPacket *data, bool self) -{ - if (self) - GetSession()->SendPacket(data); - - // we use World::GetMaxVisibleDistance() because i cannot see why not use a distance - // update: replaced by GetMap()->GetVisibilityDistance() - Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance()); - VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier); -} - -void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self) -{ - if (self) - GetSession()->SendPacket(data); - - Trinity::MessageDistDeliverer notifier(this, data, dist); - VisitNearbyWorldObject(dist, notifier); -} - -void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only) -{ - if (self) - GetSession()->SendPacket(data); - - Trinity::MessageDistDeliverer notifier(this, data, dist, own_team_only); - VisitNearbyWorldObject(dist, notifier); -} - -void Player::SendDirectMessage(WorldPacket *data) -{ - if (m_session) - m_session->SendPacket(data); -} - -void Player::SendCinematicStart(uint32 CinematicSequenceId) -{ - WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4); - data << uint32(CinematicSequenceId); - SendDirectMessage(&data); -} - -void Player::SendMovieStart(uint32 MovieId) -{ - WorldPacket data(SMSG_TRIGGER_MOVIE, 4); - data << uint32(MovieId); - SendDirectMessage(&data); -} - -void Player::CheckExploreSystem() -{ - if (!isAlive()) - return; - - if (isInFlight()) - return; - - if(!m_AreaID) - m_AreaID = GetAreaId(); - if(m_AreaID != GetAreaId()) - { - m_AreaID = GetAreaId(); - GetSession()->HandleOnAreaChange(GetAreaEntryByAreaID(m_AreaID)); - } - - uint16 areaFlag = GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ()); - if(areaFlag==0xffff) - return; - int offset = areaFlag / 32; - - if(offset >= 128) - { - sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset); - return; - } - - uint32 val = (uint32)(1 << (areaFlag % 32)); - uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset); - - if( !(currFields & val) ) - { - SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val)); - - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA); - - AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId()); - if(!p) - { - sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId()); - } - else if(p->area_level > 0) - { - uint32 area = p->ID; - if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) - { - SendExplorationExperience(area,0); - } - else - { - int32 diff = int32(getLevel()) - p->area_level; - uint32 XP = 0; - if (diff < -5) - { - XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE)); - } - else if (diff > 5) - { - int32 exploration_percent = (100-((diff-5)*5)); - if (exploration_percent > 100) - exploration_percent = 100; - else if (exploration_percent < 0) - exploration_percent = 0; - - XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE)); - } - else - { - XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE)); - } - - GiveXP( XP, NULL ); - SendExplorationExperience(area,XP); - } - sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area); - } - } -} - -uint32 Player::TeamForRace(uint8 race) -{ - ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); - if(!rEntry) - { - sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race)); - return ALLIANCE; - } - - switch(rEntry->TeamID) - { - case 7: return ALLIANCE; - case 1: return HORDE; - } - - sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race),rEntry->TeamID); - return ALLIANCE; -} - -uint32 Player::getFactionForRace(uint8 race) -{ - ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); - if(!rEntry) - { - sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race)); - return 0; - } - - return rEntry->FactionID; -} - -void Player::setFactionForRace(uint8 race) -{ - m_team = TeamForRace(race); - setFaction( getFactionForRace(race) ); -} - -ReputationRank Player::GetReputationRank(uint32 faction) const -{ - FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction); - return GetReputationMgr().GetRank(factionEntry); -} - -//Calculate total reputation percent player gain with quest/creature level -int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest) -{ - float percent = 100.0f; - - float rate = for_quest ? sWorld.getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getRate(RATE_REPUTATION_LOWLEVEL_KILL); - - if (rate != 1.0f && creatureOrQuestLevel <= Trinity::XP::GetGrayLevel(getLevel())) - percent *= rate; - - float repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN); - - if (!for_quest) - repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction); - - percent += rep > 0 ? repMod : -repMod; - - if (percent <= 0.0f) - return 0; - - return int32(rep*percent/100); -} - -//Calculates how many reputation points player gains in victim's enemy factions -void Player::RewardReputation(Unit *pVictim, float rate) -{ - if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER) - return; - - if(((Creature*)pVictim)->IsReputationGainDisabled()) - return; - - ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry); - - if(!Rep) - return; - - uint32 ChampioningFaction = 0; - - if(GetChampioningFaction()) - { - // support for: Championing - http://www.wowwiki.com/Championing - - Map const *pMap = GetMap(); - if(pMap && pMap->IsDungeon()) - { - bool Heroic = ((InstanceMap*)pMap)->GetDifficulty() == DUNGEON_DIFFICULTY_HEROIC; - - InstanceTemplate const *pInstance = objmgr.GetInstanceTemplate(pMap->GetId()); - if(pInstance) - { - AccessRequirement const *pAccessRequirement = objmgr.GetAccessRequirement(pInstance->access_id); - if(pAccessRequirement) - { - if(!pMap->IsRaid() && ((!Heroic && pAccessRequirement->levelMin == 80) || (Heroic && pAccessRequirement->heroicLevelMin == 80))) - ChampioningFaction = GetChampioningFaction(); - } - } - } - } - - // Favored reputation increase START - uint32 zone = GetZoneId(); - uint32 team = GetTeam(); - float favored_rep_mult = 0; - - if( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_rep_mult = 0.25; // Thrallmar's Favor and Honor Hold's Favor - else if( HasAura(30754) && (Rep->repfaction1 == 609 || Rep->repfaction2 == 609) && !ChampioningFaction ) favored_rep_mult = 0.25; // Cenarion Favor - - if(favored_rep_mult > 0) favored_rep_mult *= 2; // Multiplied by 2 because the reputation is divided by 2 for some reason (See "donerep1 / 2" and "donerep2 / 2") -- if you know why this is done, please update/explain :) - // Favored reputation increase END - - if(Rep->repfaction1 && (!Rep->team_dependent || team == ALLIANCE)) - { - int32 donerep1 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue1, ChampioningFaction ? ChampioningFaction : Rep->repfaction1, false); - donerep1 = int32(donerep1*(rate + favored_rep_mult)); - FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->repfaction1); - uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1); - if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1) - GetReputationMgr().ModifyReputation(factionEntry1, donerep1); - - // Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation - /*if (factionEntry1 && Rep->is_teamaward1) - { - FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team); - if(team1_factionEntry) - GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2); - }*/ - } - - if(Rep->repfaction2 && (!Rep->team_dependent || team == HORDE)) - { - int32 donerep2 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue2, ChampioningFaction ? ChampioningFaction : Rep->repfaction2, false); - donerep2 = int32(donerep2*(rate + favored_rep_mult)); - FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->repfaction2); - uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2); - if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2) - GetReputationMgr().ModifyReputation(factionEntry2, donerep2); - - // Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation - /*if (factionEntry2 && Rep->is_teamaward2) - { - FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team); - if(team2_factionEntry) - GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2); - }*/ - } -} - -//Calculate how many reputation points player gain with the quest -void Player::RewardReputation(Quest const *pQuest) -{ - // quest reputation reward/loss - for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) - { - if (!pQuest->RewRepFaction[i]) - continue; - if (pQuest->RewRepValue[i]) - { - int32 rep = CalculateReputationGain(GetQuestLevel(pQuest), pQuest->RewRepValue[i], pQuest->RewRepFaction[i], true); - if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i])) - GetReputationMgr().ModifyReputation(factionEntry, rep); - } - else - { - uint32 row = 1; - int32 field = 0; - - if (pQuest->RewRepValueId[i] < 0) - { - ++row; - field = abs(pQuest->RewRepValueId[i]); - } - else - field = pQuest->RewRepValueId[i]; - if (const QuestFactionRewEntry *pRow = sQuestFactionRewardStore.LookupEntry(row)) - { - int32 repPoints = pRow->QuestRewFactionValue[field]; - - if (!repPoints) - continue; - - repPoints = CalculateReputationGain(GetQuestLevel(pQuest), repPoints, pQuest->RewRepFaction[i], true); - if (const FactionEntry* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i])) - GetReputationMgr().ModifyReputation(factionEntry, repPoints); - } - } - } - - // TODO: implement reputation spillover -} - -void Player::UpdateHonorFields() -{ - /// called when rewarding honor and at each save - uint64 now = time(NULL); - uint64 today = uint64(time(NULL) / DAY) * DAY; - - if(m_lastHonorUpdateTime < today) - { - uint64 yesterday = today - DAY; - - uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS)); - - // update yesterday's contribution - if(m_lastHonorUpdateTime >= yesterday ) - { - SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION)); - - // this is the first update today, reset today's contribution - SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0); - SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today)); - } - else - { - // no honor/kills yesterday or today, reset - SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0); - SetUInt32Value(PLAYER_FIELD_KILLS, 0); - } - } - - m_lastHonorUpdateTime = now; -} - -///Calculate the amount of honor gained based on the victim -///and the size of the group for which the honor is divided -///An exact honor value can also be given (overriding the calcs) -bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvptoken) -{ - // do not reward honor in arenas, but enable onkill spellproc - if(InArena()) - { - if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER) - return false; - - if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() ) - return false; - - return true; - } - - // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens - if(HasAura(SPELL_AURA_PLAYER_INACTIVE)) - return false; - - uint64 victim_guid = 0; - uint32 victim_rank = 0; - uint32 rank_diff = 0; - time_t now = time(NULL); - - // need call before fields update to have chance move yesterday data to appropriate fields before today data change. - UpdateHonorFields(); - - // do not reward honor in arenas, but return true to enable onkill spellproc - if(InBattleGround() && GetBattleGround() && GetBattleGround()->isArena()) - return true; - - if(honor <= 0) - { - if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT)) - return false; - - victim_guid = uVictim->GetGUID(); - - if( uVictim->GetTypeId() == TYPEID_PLAYER ) - { - Player *pVictim = (Player *)uVictim; - - if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() ) - return false; - - float f = 1; //need for total kills (?? need more info) - uint32 k_grey = 0; - uint32 k_level = getLevel(); - uint32 v_level = pVictim->getLevel(); - - { - // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION - // [0] Just name - // [1..14] Alliance honor titles and player name - // [15..28] Horde honor titles and player name - // [29..38] Other title and player name - // [39+] Nothing - uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE); - // Get Killer titles, CharTitlesEntry::bit_index - // Ranks: - // title[1..14] -> rank[5..18] - // title[15..28] -> rank[5..18] - // title[other] -> 0 - if (victim_title == 0) - victim_guid = 0; // Don't show HK: <rank> message, only log. - else if (victim_title < 15) - victim_rank = victim_title + 4; - else if (victim_title < 29) - victim_rank = victim_title - 14 + 4; - else - victim_guid = 0; // Don't show HK: <rank> message, only log. - } - - k_grey = Trinity::XP::GetGrayLevel(k_level); - - if(v_level<=k_grey) - return false; - - float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey))); - - int32 v_rank =1; //need more info - - honor = ((f * diff_level * (190 + v_rank*10))/6); - honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer - - // count the number of playerkills in one day - ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true); - // and those in a lifetime - ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 1, true); - UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL); - UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, pVictim->getClass()); - UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, pVictim->getRace()); - } - else - { - Creature *cVictim = (Creature *)uVictim; - - if (!cVictim->isRacialLeader()) - return false; - - honor = 100; // ??? need more info - victim_rank = 19; // HK: Leader - } - } - - if (uVictim != NULL) - { - honor *= sWorld.getRate(RATE_HONOR); - - if(groupsize > 1) - honor /= groupsize; - - // apply honor multiplier from aura (not stacking-get highest) - honor = int32(float(honor) * (float(GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN_PCT))+100.0f)/100.0f); - honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor - } - - // honor - for show honor points in log - // victim_guid - for show victim name in log - // victim_rank [1..4] HK: <dishonored rank> - // victim_rank [5..19] HK: <alliance\horde rank> - // victim_rank [0,20+] HK: <> - WorldPacket data(SMSG_PVP_CREDIT,4+8+4); - data << (uint32) honor; - data << (uint64) victim_guid; - data << (uint32) victim_rank; - - GetSession()->SendPacket(&data); - - // add honor points - ModifyHonorPoints(int32(honor)); - - ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true); - - if( sWorld.getConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken ) - { - if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT)) - return true; - - if(uVictim->GetTypeId() == TYPEID_PLAYER) - { - // Check if allowed to receive it in current map - uint8 MapType = sWorld.getConfig(CONFIG_PVP_TOKEN_MAP_TYPE); - if( (MapType == 1 && !InBattleGround() && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) - || (MapType == 2 && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) - || (MapType == 3 && !InBattleGround()) ) - return true; - - uint32 noSpaceForCount = 0; - uint32 itemId = sWorld.getConfig(CONFIG_PVP_TOKEN_ID); - int32 count = sWorld.getConfig(CONFIG_PVP_TOKEN_COUNT); - - // check space and find places - ItemPosCountVec dest; - uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, count, &noSpaceForCount ); - if( msg != EQUIP_ERR_OK ) // convert to possible store amount - count = noSpaceForCount; - - if( count == 0 || dest.empty()) // can't add any - { - // -- TODO: Send to mailbox if no space - ChatHandler(this).PSendSysMessage("You don't have any space in your bags for a token."); - return true; - } - - Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId)); - SendNewItem(item,count,true,false); - ChatHandler(this).PSendSysMessage("You have been awarded a token for slaying another player."); - } - } - - return true; -} - -void Player::ModifyHonorPoints(int32 value) -{ - if(value < 0) - { - if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS)) - SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value); - else - SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0); - } - else - SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS)); -} - -void Player::ModifyArenaPoints(int32 value) -{ - if(value < 0) - { - if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS)) - SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value); - else - SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0); - } - else - SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS)); -} - -uint32 Player::GetGuildIdFromDB(uint64 guid) -{ - QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid)); - if(!result) - return 0; - - uint32 id = result->Fetch()[0].GetUInt32(); - return id; -} - -uint32 Player::GetRankFromDB(uint64 guid) -{ - QueryResult_AutoPtr result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) ); - if( result ) - { - uint32 v = result->Fetch()[0].GetUInt32(); - return v; - } - else - return 0; -} - -uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type) -{ - QueryResult_AutoPtr 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); - if(!result) - return 0; - - uint32 id = (*result)[0].GetUInt32(); - return id; -} - -uint32 Player::GetZoneIdFromDB(uint64 guid) -{ - uint32 guidLow = GUID_LOPART(guid); - QueryResult_AutoPtr result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow ); - if (!result) - return 0; - Field* fields = result->Fetch(); - uint32 zone = fields[0].GetUInt32(); - - if (!zone) - { - // stored zone is zero, use generic and slow zone detection - result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow); - if( !result ) - return 0; - fields = result->Fetch(); - uint32 map = fields[0].GetUInt32(); - float posx = fields[1].GetFloat(); - float posy = fields[2].GetFloat(); - float posz = fields[3].GetFloat(); - - zone = MapManager::Instance().GetZoneId(map,posx,posy,posz); - - if (zone > 0) - CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow); - } - - return zone; -} - -uint32 Player::GetLevelFromDB(uint64 guid) -{ - QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid)); - if (!result) - return 0; - - Field* fields = result->Fetch(); - uint8 level = fields[0].GetUInt8(); - - return level; -} - -void Player::UpdateArea(uint32 newArea) -{ - // FFA_PVP flags are area and not zone id dependent - // so apply them accordingly - m_areaUpdateId = newArea; - - AreaTableEntry const* area = GetAreaEntryByAreaID(newArea); - pvpInfo.inFFAPvPArea = area && (area->flags & AREA_FLAG_ARENA); - UpdatePvPState(true); - - UpdateAreaDependentAuras(newArea); -} - -void Player::UpdateZone(uint32 newZone, uint32 newArea) -{ - if (m_zoneUpdateId != newZone) - { - sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId); - sOutdoorPvPMgr.HandlePlayerEnterZone(this, newZone); - SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange... - } - - m_zoneUpdateId = newZone; - m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL; - - // zone changed, so area changed as well, update it - UpdateArea(newArea); - - AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone); - if (!zone) - return; - - if (sWorld.getConfig(CONFIG_WEATHER)) - { - Weather *wth = sWorld.FindWeather(zone->ID); - if (wth) - wth->SendWeatherUpdateToPlayer(this); - else - { - if (!sWorld.AddWeather(zone->ID)) - { - // send fine weather packet to remove old zone's weather - Weather::SendFineWeatherUpdateToPlayer(this); - } - } - } - - // in PvP, any not controlled zone (except zone->team == 6, default case) - // in PvE, only opposition team capital - switch (zone->team) - { - case AREATEAM_ALLY: - pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL); - break; - case AREATEAM_HORDE: - pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL); - break; - case AREATEAM_NONE: - // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this - pvpInfo.inHostileArea = sWorld.IsPvPRealm() || InBattleGround() || zone->flags & AREA_FLAG_OUTDOOR_PVP; - break; - default: // 6 in fact - pvpInfo.inHostileArea = false; - break; - } - - pvpInfo.inNoPvPArea = false; - if(zone->IsSanctuary()) // in sanctuary - { - SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY); - pvpInfo.inNoPvPArea = true; - CombatStopWithPets(); - } - else - RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY); - - if(zone->flags & AREA_FLAG_CAPITAL) // in capital city - { - SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); - SetRestType(REST_TYPE_IN_CITY); - InnEnter(time(0),GetMapId(),0,0,0); - pvpInfo.inNoPvPArea = true; - } - else // anywhere else - { - if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently) - { - if(GetRestType() == REST_TYPE_IN_TAVERN) // has been in tavern. Is still in? - { - if(GetMapId() != GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40) - { - RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); - SetRestType(REST_TYPE_NO); - } - } - else // not in tavern (leave city then) - { - RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); - SetRestType(REST_TYPE_NO); - } - } - } - - UpdatePvPState(); - - // remove items with area/map limitations (delete only for alive player to allow back in ghost mode) - // if player resurrected at teleport this will be applied in resurrect code - if (isAlive()) - DestroyZoneLimitedItem(true, newZone); - - // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example) - AutoUnequipOffhandIfNeed(); - - // recent client version not send leave/join channel packets for built-in local channels - UpdateLocalChannels(newZone); - - // group update - if (GetGroup()) - SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE); - - UpdateZoneDependentAuras(newZone); -} - -//If players are too far way of duel flag... then player loose the duel -void Player::CheckDuelDistance(time_t currTime) -{ - if (!duel) - return; - - uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER); - GameObject* obj = GetMap()->GetGameObject(duelFlagGUID); - if (!obj) - return; - - if (duel->outOfBound == 0) - { - if (!IsWithinDistInMap(obj, 50)) - { - duel->outOfBound = currTime; - - WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0); - GetSession()->SendPacket(&data); - } - } - else - { - if (IsWithinDistInMap(obj, 40)) - { - duel->outOfBound = 0; - - WorldPacket data(SMSG_DUEL_INBOUNDS, 0); - GetSession()->SendPacket(&data); - } - else if (currTime >= (duel->outOfBound+10)) - DuelComplete(DUEL_FLED); - } -} - -bool Player::IsOutdoorPvPActive() -{ - return isAlive() && !HasInvisibilityAura() && !HasStealthAura() && (IsPvP() || sWorld.IsPvPRealm()) && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && !isInFlight(); -} - -void Player::DuelComplete(DuelCompleteType type) -{ - // duel not requested - if (!duel) - return; - - sLog.outDebug("Duel Complete %s %s", GetName(), duel->opponent->GetName()); - - WorldPacket data(SMSG_DUEL_COMPLETE, (1)); - data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0); - GetSession()->SendPacket(&data); - duel->opponent->GetSession()->SendPacket(&data); - - if (type != DUEL_INTERUPTED) - { - data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size - data << uint8(type == DUEL_WON ? 0 : 1); // 0 = just won; 1 = fled - data << duel->opponent->GetName(); - data << GetName(); - SendMessageToSet(&data,true); - } - - switch (type) - { - case DUEL_FLED: - // if initiator and opponent are on the same team - // or initiator and opponent are not PvP enabled, forcibly stop attacking - if (duel->initiator->GetTeam() == duel->opponent->GetTeam()) - { - duel->initiator->AttackStop(); - duel->opponent->AttackStop(); - } - else - { - if (!duel->initiator->IsPvP()) - duel->initiator->AttackStop(); - if (!duel->opponent->IsPvP()) - duel->opponent->AttackStop(); - } - break; - case DUEL_WON: - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1); - if (duel->opponent) - { - duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1); - - //Credit for quest Death's Challenge - if (getClass() == CLASS_DEATH_KNIGHT && duel->opponent->GetQuestStatus(12733) == QUEST_STATUS_INCOMPLETE) - duel->opponent->CastSpell(duel->opponent, 52994, true); - } - break; - } - - //Remove Duel Flag object - GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER)); - if(obj) - duel->initiator->RemoveGameObject(obj,true); - - /* remove auras */ - AuraApplicationMap &itsAuras = duel->opponent->GetAppliedAuras(); - for (AuraApplicationMap::iterator i = itsAuras.begin(); i != itsAuras.end();) - { - Aura const * aura = i->second->GetBase(); - if (!i->second->IsPositive() && aura->GetCasterGUID() == GetGUID() && aura->GetApplyTime() >= duel->startTime) - duel->opponent->RemoveAura(i); - else - ++i; - } - - AuraApplicationMap &myAuras = GetAppliedAuras(); - for (AuraApplicationMap::iterator i = myAuras.begin(); i != myAuras.end();) - { - Aura const * aura = i->second->GetBase(); - if (!i->second->IsPositive() && aura->GetCasterGUID() == duel->opponent->GetGUID() && aura->GetApplyTime() >= duel->startTime) - RemoveAura(i); - else - ++i; - } - - // cleanup combo points - if(GetComboTarget()==duel->opponent->GetGUID()) - ClearComboPoints(); - else if(GetComboTarget()==duel->opponent->GetPetGUID()) - ClearComboPoints(); - - if(duel->opponent->GetComboTarget()==GetGUID()) - duel->opponent->ClearComboPoints(); - else if(duel->opponent->GetComboTarget()==GetPetGUID()) - duel->opponent->ClearComboPoints(); - - // Honor points after duel (the winner) - ImpConfig - if(uint32 amount = sWorld.getConfig(CONFIG_HONOR_AFTER_DUEL)) - duel->opponent->RewardHonor(NULL,1,amount); - - //cleanups - SetUInt64Value(PLAYER_DUEL_ARBITER, 0); - SetUInt32Value(PLAYER_DUEL_TEAM, 0); - duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0); - duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0); - - delete duel->opponent->duel; - duel->opponent->duel = NULL; - delete duel; - duel = NULL; -} - -//---------------------------------------------------------// - -void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply) -{ - if(slot >= INVENTORY_SLOT_BAG_END || !item) - return; - - ItemPrototype const *proto = item->GetProto(); - - if (!proto) - return; - - if (proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items - CorrectMetaGemEnchants(slot, apply); - - // not apply/remove mods for broken item - if (item->IsBroken()) - return; - - sLog.outDetail("applying mods for item %u ",item->GetGUIDLow()); - - uint8 attacktype = Player::GetAttackBySlot(slot); - - // check disarm only on mod apply to allow remove item mods - if (!CanUseAttackType(attacktype) ) - return; - - if (attacktype < MAX_ATTACK) - _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply); - - _ApplyItemBonuses(proto,slot,apply); - - if (slot==EQUIPMENT_SLOT_RANGED) - _ApplyAmmoBonuses(); - - ApplyItemEquipSpell(item,apply); - ApplyEnchantment(item, apply); - - sLog.outDebug("_ApplyItemMods complete."); -} - -void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, bool only_level_scale /*= false*/) -{ - if (slot >= INVENTORY_SLOT_BAG_END || !proto) - return; - - ScalingStatDistributionEntry const *ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL; - if (only_level_scale && !ssd) - return; - - // req. check at equip, but allow use for extended range if range limit max level, set proper level - uint32 ssd_level = getLevel(); - if (ssd && ssd_level > ssd->MaxLevel) - ssd_level = ssd->MaxLevel; - - ScalingStatValuesEntry const *ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL; - if (only_level_scale && !ssv) - return; - - for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i) - { - uint32 statType = 0; - int32 val = 0; - // If set ScalingStatDistribution need get stats and values from it - if (ssd && ssv) - { - if (ssd->StatMod[i] < 0) - continue; - statType = ssd->StatMod[i]; - val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000; - } - else - { - if (i >= proto->StatsCount) - continue; - statType = proto->ItemStat[i].ItemStatType; - val = proto->ItemStat[i].ItemStatValue; - } - - if(val == 0) - continue; - - switch (statType) - { - case ITEM_MOD_MANA: - HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply); - break; - case ITEM_MOD_HEALTH: // modify HP - HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply); - break; - case ITEM_MOD_AGILITY: // modify agility - HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply); - ApplyStatBuffMod(STAT_AGILITY, float(val), apply); - break; - case ITEM_MOD_STRENGTH: //modify strength - HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply); - ApplyStatBuffMod(STAT_STRENGTH, float(val), apply); - break; - case ITEM_MOD_INTELLECT: //modify intellect - HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply); - ApplyStatBuffMod(STAT_INTELLECT, float(val), apply); - break; - case ITEM_MOD_SPIRIT: //modify spirit - HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply); - ApplyStatBuffMod(STAT_SPIRIT, float(val), apply); - break; - case ITEM_MOD_STAMINA: //modify stamina - HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply); - ApplyStatBuffMod(STAT_STAMINA, float(val), apply); - break; - case ITEM_MOD_DEFENSE_SKILL_RATING: - ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply); - break; - case ITEM_MOD_DODGE_RATING: - ApplyRatingMod(CR_DODGE, int32(val), apply); - break; - case ITEM_MOD_PARRY_RATING: - ApplyRatingMod(CR_PARRY, int32(val), apply); - break; - case ITEM_MOD_BLOCK_RATING: - ApplyRatingMod(CR_BLOCK, int32(val), apply); - break; - case ITEM_MOD_HIT_MELEE_RATING: - ApplyRatingMod(CR_HIT_MELEE, int32(val), apply); - break; - case ITEM_MOD_HIT_RANGED_RATING: - ApplyRatingMod(CR_HIT_RANGED, int32(val), apply); - break; - case ITEM_MOD_HIT_SPELL_RATING: - ApplyRatingMod(CR_HIT_SPELL, int32(val), apply); - break; - case ITEM_MOD_CRIT_MELEE_RATING: - ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply); - break; - case ITEM_MOD_CRIT_RANGED_RATING: - ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply); - break; - case ITEM_MOD_CRIT_SPELL_RATING: - ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply); - break; - case ITEM_MOD_HIT_TAKEN_MELEE_RATING: - ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply); - break; - case ITEM_MOD_HIT_TAKEN_RANGED_RATING: - ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply); - break; - case ITEM_MOD_HIT_TAKEN_SPELL_RATING: - ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply); - break; - case ITEM_MOD_CRIT_TAKEN_MELEE_RATING: - ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply); - break; - case ITEM_MOD_CRIT_TAKEN_RANGED_RATING: - ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply); - break; - case ITEM_MOD_CRIT_TAKEN_SPELL_RATING: - ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply); - break; - case ITEM_MOD_HASTE_MELEE_RATING: - ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply); - break; - case ITEM_MOD_HASTE_RANGED_RATING: - ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply); - break; - case ITEM_MOD_HASTE_SPELL_RATING: - ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply); - break; - case ITEM_MOD_HIT_RATING: - ApplyRatingMod(CR_HIT_MELEE, int32(val), apply); - ApplyRatingMod(CR_HIT_RANGED, int32(val), apply); - ApplyRatingMod(CR_HIT_SPELL, int32(val), apply); - break; - case ITEM_MOD_CRIT_RATING: - ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply); - ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply); - ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply); - break; - case ITEM_MOD_HIT_TAKEN_RATING: - ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply); - ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply); - ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply); - break; - case ITEM_MOD_CRIT_TAKEN_RATING: - ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply); - ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply); - ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply); - break; - case ITEM_MOD_RESILIENCE_RATING: - ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply); - ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply); - ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply); - break; - case ITEM_MOD_HASTE_RATING: - ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply); - ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply); - ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply); - break; - case ITEM_MOD_EXPERTISE_RATING: - ApplyRatingMod(CR_EXPERTISE, int32(val), apply); - break; - case ITEM_MOD_ATTACK_POWER: - HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply); - HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); - break; - case ITEM_MOD_RANGED_ATTACK_POWER: - HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); - break; -// case ITEM_MOD_FERAL_ATTACK_POWER: -// ApplyFeralAPBonus(int32(val), apply); -// break; - case ITEM_MOD_MANA_REGENERATION: - ApplyManaRegenBonus(int32(val), apply); - break; - case ITEM_MOD_ARMOR_PENETRATION_RATING: - ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply); - break; - case ITEM_MOD_SPELL_POWER: - ApplySpellPowerBonus(int32(val), apply); - break; - case ITEM_MOD_HEALTH_REGEN: - ApplyHealthRegenBonus(int32(val), apply); - break; - // depricated item mods - case ITEM_MOD_SPELL_HEALING_DONE: - case ITEM_MOD_SPELL_DAMAGE_DONE: - break; - } - } - - // Apply Spell Power from ScalingStatValue if set - if(ssv) - { - if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue)) - ApplySpellPowerBonus(spellbonus, apply); - } - - // If set ScalingStatValue armor get it or use item armor - uint32 armor = proto->Armor; - if (ssv) - { - if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue)) - armor = ssvarmor; - } - - if (armor) - { - UnitModifierType modType = TOTAL_VALUE; - if (proto->Class == ITEM_CLASS_ARMOR) - { - switch (proto->SubClass) - { - case ITEM_SUBCLASS_ARMOR_CLOTH: - case ITEM_SUBCLASS_ARMOR_LEATHER: - case ITEM_SUBCLASS_ARMOR_MAIL: - case ITEM_SUBCLASS_ARMOR_PLATE: - case ITEM_SUBCLASS_ARMOR_SHIELD: - modType = BASE_VALUE; - break; - } - } - HandleStatModifier(UNIT_MOD_ARMOR, modType, float(armor), apply); - } - - // Add armor bonus from ArmorDamageModifier if > 0 - if (proto->ArmorDamageModifier > 0) - HandleStatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(proto->ArmorDamageModifier), apply); - - if (proto->Block) - HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply); - - if (proto->HolyRes) - HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply); - - if (proto->FireRes) - HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply); - - if (proto->NatureRes) - HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply); - - if (proto->FrostRes) - HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply); - - if (proto->ShadowRes) - HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply); - - if (proto->ArcaneRes) - HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply); - - WeaponAttackType attType = BASE_ATTACK; - float damage = 0.0f; - - if( slot == EQUIPMENT_SLOT_RANGED && ( - proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN || - proto->InventoryType == INVTYPE_RANGEDRIGHT )) - { - attType = RANGED_ATTACK; - } - else if(slot==EQUIPMENT_SLOT_OFFHAND) - { - attType = OFF_ATTACK; - } - - float minDamage = proto->Damage[0].DamageMin; - float maxDamage = proto->Damage[0].DamageMax; - int32 extraDPS = 0; - // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage - if (ssv) - { - if ((extraDPS = ssv->getDPSMod(proto->ScalingStatValue))) - { - float average = extraDPS * proto->Delay / 1000.0f; - minDamage = 0.7f * average; - maxDamage = 1.3f * average; - } - } - if (minDamage > 0 ) - { - damage = apply ? minDamage : BASE_MINDAMAGE; - SetBaseWeaponDamage(attType, MINDAMAGE, damage); - //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE)); - } - - if (maxDamage > 0 ) - { - damage = apply ? maxDamage : BASE_MAXDAMAGE; - SetBaseWeaponDamage(attType, MAXDAMAGE, damage); - } - - // Apply feral bonus from ScalingStatValue if set - if (ssv) - { - if (int32 feral_bonus = ssv->getFeralBonus(proto->ScalingStatValue)) - ApplyFeralAPBonus(feral_bonus, apply); - } - // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue) - if(getClass() == CLASS_DRUID) - { - int32 feral_bonus = proto->getFeralBonus(extraDPS); - if (feral_bonus > 0) - ApplyFeralAPBonus(feral_bonus, apply); - } - - if(IsInFeralForm() || !CanUseAttackType(attType)) - return; - - if (proto->Delay) - { - if(slot == EQUIPMENT_SLOT_RANGED) - SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); - else if(slot==EQUIPMENT_SLOT_MAINHAND) - SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); - else if(slot==EQUIPMENT_SLOT_OFFHAND) - SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); - } - - if(CanModifyStats() && (damage || proto->Delay)) - UpdateDamagePhysical(attType); -} - -void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply) -{ - AuraEffectList const& auraCritList = GetAuraEffectsByType(SPELL_AURA_MOD_WEAPON_CRIT_PERCENT); - for (AuraEffectList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end(); ++itr) - _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply); - - AuraEffectList const& auraDamageFlatList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE); - for (AuraEffectList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end(); ++itr) - _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply); - - AuraEffectList const& auraDamagePCTList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE); - for (AuraEffectList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end(); ++itr) - _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply); -} - -void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply) -{ - // generic not weapon specific case processes in aura code - if (aura->GetSpellProto()->EquippedItemClass == -1) - return; - - BaseModGroup mod = BASEMOD_END; - switch (attackType) - { - case BASE_ATTACK: mod = CRIT_PERCENTAGE; break; - case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break; - case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break; - default: return; - } - - if (!item->IsBroken()&&item->IsFitToSpellRequirements(aura->GetSpellProto())) - HandleBaseModValue(mod, FLAT_MOD, float (aura->GetAmount()), apply); -} - -void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply) -{ - //don't apply mod if item is broken - if (item->IsBroken()) - return; - - // ignore spell mods for not wands - if ((aura->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) == 0 && (getClassMask() & CLASSMASK_WAND_USERS) == 0) - return; - - // generic not weapon specific case processes in aura code - if (aura->GetSpellProto()->EquippedItemClass == -1) - return; - - UnitMods unitMod = UNIT_MOD_END; - switch (attackType) - { - case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; - case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; - case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; - default: return; - } - - UnitModifierType unitModType = TOTAL_VALUE; - switch (aura->GetAuraType()) - { - case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break; - case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break; - default: return; - } - - if (!item->IsBroken()&&item->IsFitToSpellRequirements(aura->GetSpellProto())) - { - HandleStatModifier(unitMod, unitModType, float(aura->GetAmount()),apply); - - if (unitModType == TOTAL_PCT) - ApplyModSignedFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT,aura->GetAmount()/100.0f,apply); - else - ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS,aura->GetAmount(),apply); - } -} - -void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change) -{ - if(!item) - return; - - ItemPrototype const *proto = item->GetProto(); - if(!proto) - return; - - for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) - { - _Spell const& spellData = proto->Spells[i]; - - // no spell - if (!spellData.SpellId) - continue; - - // wrong triggering type - if (apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP) - continue; - - // check if it is valid spell - SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId); - if (!spellproto) - continue; - - ApplyEquipSpell(spellproto,item,apply,form_change); - } -} - -void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change) -{ - if (apply) - { - // Cannot be used in this stance/form - if (GetErrorAtShapeshiftedCast(spellInfo, m_form) != SPELL_CAST_OK) - return; - - if (form_change) // check aura active state from other form - { - AuraApplicationMap const& auras = GetAppliedAuras(); - for (AuraApplicationMap::const_iterator itr = auras.lower_bound(spellInfo->Id); itr != auras.upper_bound(spellInfo->Id); ++itr) - if (!item || itr->second->GetBase()->GetCastItemGUID() == item->GetGUID()) - return; - } - - DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id); - - CastSpell(this,spellInfo,true,item); - } - else - { - if(form_change) // check aura compatibility - { - // Cannot be used in this stance/form - if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==SPELL_CAST_OK) - return; // and remove only not compatible at form change - } - - if (item) - RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells, not only at-equipped - else - RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case) - } -} - -void Player::UpdateEquipSpellsAtFormChange() -{ - for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) - { - if(m_items[i] && !m_items[i]->IsBroken()) - { - ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form - ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active - } - } - - // item set bonuses not dependent from item broken state - for (size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex) - { - ItemSetEffect* eff = ItemSetEff[setindex]; - if(!eff) - continue; - - for (uint32 y=0; y<8; ++y) - { - SpellEntry const* spellInfo = eff->spells[y]; - if(!spellInfo) - continue; - - ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form - ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active - } - } -} -void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx) -{ - if (!target || !target->isAlive() || target == this) - return; - - for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) - { - // If usable, try to cast item spell - if (Item * item = GetItemByPos(INVENTORY_SLOT_BAG_0,i)) - if (!item->IsBroken()) - if (ItemPrototype const *proto = item->GetProto()) - { - // Additional check for weapons - if (proto->Class == ITEM_CLASS_WEAPON) - { - // offhand item cannot proc from main hand hit etc - EquipmentSlots slot; - switch (attType) - { - case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break; - case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break; - case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break; - default: slot = EQUIPMENT_SLOT_END; break; - } - if (slot != i) - continue; - // Check if item is useable (forms or disarm) - if (attType == BASE_ATTACK) - if (!IsUseEquipedWeapon(true)) - continue; - } - CastItemCombatSpell(target, attType, procVictim, procEx, item, proto); - } - } -} - -void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemPrototype const * proto) -{ - // Can do effect if any damage done to target - if (procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE) - //if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE) - { - for (uint8 i = 0; i < 5; ++i) - { - _Spell const& spellData = proto->Spells[i]; - - // no spell - if (!spellData.SpellId) - continue; - - // wrong triggering type - if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT) - continue; - - SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId); - if (!spellInfo) - { - sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId); - continue; - } - - // not allow proc extra attack spell at extra attack - if (m_extraAttacks && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_ADD_EXTRA_ATTACKS)) - return; - - float chance = spellInfo->procChance; - - if (spellData.SpellPPMRate) - { - if (spellData.SpellId == 52781) // Persuasive Strike - { - switch (target->GetEntry()) - { - default: - return; - case 28939: - case 28940: - case 28610: - break; - } - } - uint32 WeaponSpeed = GetAttackTime(attType); - chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate, spellInfo); - } - else if (chance > 100.0f) - { - chance = GetWeaponProcChance(); - } - - if (roll_chance_f(chance)) - CastSpell(target, spellInfo->Id, true, item); - } - } - - // item combat enchantments - for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot) - { - uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot)); - SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); - if(!pEnchant) continue; - for (uint8 s = 0; s < 3; ++s) - { - if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL) - continue; - - SpellEnchantProcEntry const* entry = spellmgr.GetSpellEnchantProcEvent(enchant_id); - - if (entry && entry->procEx) - { - // Check hit/crit/dodge/parry requirement - if((entry->procEx & procEx) == 0) - continue; - } - else - { - // Can do effect if any damage done to target - if (!(procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)) - //if (!(damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)) - continue; - } - - SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]); - if (!spellInfo) - { - sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]); - continue; - } - - float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance(); - - if (entry) - { - if(entry->PPMChance) - chance = GetPPMProcChance(proto->Delay, entry->PPMChance, spellInfo); - else if(entry->customChance) - chance = entry->customChance; - } - - // Apply spell mods - ApplySpellMod(pEnchant->spellid[s],SPELLMOD_CHANCE_OF_SUCCESS,chance); - - if (roll_chance_f(chance)) - { - if(IsPositiveSpell(pEnchant->spellid[s])) - CastSpell(this, pEnchant->spellid[s], true, item); - else - CastSpell(target, pEnchant->spellid[s], true, item); - } - } - } -} - -void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex) -{ - ItemPrototype const* proto = item->GetProto(); - // special learning case - if (proto->Spells[0].SpellId == 483 || proto->Spells[0].SpellId == 55884) - { - uint32 learn_spell_id = proto->Spells[0].SpellId; - uint32 learning_spell_id = proto->Spells[1].SpellId; - - SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id); - if (!spellInfo) - { - sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id); - SendEquipError(EQUIP_ERR_NONE,item,NULL); - return; - } - - Spell *spell = new Spell(this, spellInfo,false); - spell->m_CastItem = item; - spell->m_cast_count = cast_count; //set count of casts - spell->m_currentBasePoints[0] = learning_spell_id; - spell->prepare(&targets); - return; - } - - // use triggered flag only for items with many spell casts and for not first cast - uint8 count = 0; - - // item spells casted at use - for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) - { - _Spell const& spellData = proto->Spells[i]; - - // no spell - if (!spellData.SpellId) - continue; - - // wrong triggering type - if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE) - continue; - - SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId); - if(!spellInfo) - { - sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId); - continue; - } - - Spell *spell = new Spell(this, spellInfo, (count > 0)); - spell->m_CastItem = item; - spell->m_cast_count = cast_count; // set count of casts - spell->m_glyphIndex = glyphIndex; // glyph index - spell->prepare(&targets); - - ++count; - } - - // Item enchantments spells casted at use - for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot) - { - uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot)); - SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); - if (!pEnchant) - continue; - for (uint8 s = 0; s < 3; ++s) - { - if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL) - continue; - - SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]); - if (!spellInfo) - { - sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]); - continue; - } - - Spell *spell = new Spell(this, spellInfo, (count > 0)); - spell->m_CastItem = item; - spell->m_cast_count = cast_count; // set count of casts - spell->m_glyphIndex = glyphIndex; // glyph index - spell->prepare(&targets); - - ++count; - } - } -} - -void Player::_RemoveAllItemMods() -{ - sLog.outDebug("_RemoveAllItemMods start."); - - for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) - { - if (m_items[i]) - { - ItemPrototype const *proto = m_items[i]->GetProto(); - if (!proto) - continue; - - // item set bonuses not dependent from item broken state - if (proto->ItemSet) - RemoveItemsSetItem(this,proto); - - if (m_items[i]->IsBroken()) - continue; - - ApplyItemEquipSpell(m_items[i], false); - ApplyEnchantment(m_items[i], false); - } - } - - for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) - { - if (m_items[i]) - { - if (m_items[i]->IsBroken()) - continue; - ItemPrototype const *proto = m_items[i]->GetProto(); - if (!proto) - continue; - - uint32 attacktype = Player::GetAttackBySlot(i); - if (attacktype < MAX_ATTACK) - _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false); - - _ApplyItemBonuses(proto,i, false); - - if (i == EQUIPMENT_SLOT_RANGED) - _ApplyAmmoBonuses(); - } - } - - sLog.outDebug("_RemoveAllItemMods complete."); -} - -void Player::_ApplyAllItemMods() -{ - sLog.outDebug("_ApplyAllItemMods start."); - - for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) - { - if (m_items[i]) - { - if (m_items[i]->IsBroken()) - continue; - - ItemPrototype const *proto = m_items[i]->GetProto(); - if (!proto) - continue; - - uint32 attacktype = Player::GetAttackBySlot(i); - if (attacktype < MAX_ATTACK) - _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true); - - _ApplyItemBonuses(proto,i, true); - - if (i == EQUIPMENT_SLOT_RANGED) - _ApplyAmmoBonuses(); - } - } - - for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) - { - if (m_items[i]) - { - ItemPrototype const *proto = m_items[i]->GetProto(); - if (!proto) - continue; - - // item set bonuses not dependent from item broken state - if (proto->ItemSet) - AddItemsSetItem(this,m_items[i]); - - if (m_items[i]->IsBroken()) - continue; - - ApplyItemEquipSpell(m_items[i],true); - ApplyEnchantment(m_items[i], true); - } - } - - sLog.outDebug("_ApplyAllItemMods complete."); -} - -void Player::_ApplyAllLevelScaleItemMods(bool apply) -{ - for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) - { - if (m_items[i]) - { - if (m_items[i]->IsBroken()) - continue; - - ItemPrototype const *proto = m_items[i]->GetProto(); - if (!proto) - continue; - - _ApplyItemBonuses(proto,i, apply, true); - } - } -} - -void Player::_ApplyAmmoBonuses() -{ - // check ammo - uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID); - if (!ammo_id) - return; - - float currentAmmoDPS; - - ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id ); - if (!ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto)) - currentAmmoDPS = 0.0f; - else - currentAmmoDPS = (ammo_proto->Damage[0].DamageMin + ammo_proto->Damage[0].DamageMax) / 2; - - if (currentAmmoDPS == GetAmmoDPS()) - return; - - m_ammoDPS = currentAmmoDPS; - - if (CanModifyStats()) - UpdateDamagePhysical(RANGED_ATTACK); -} - -bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const -{ - if (!ammo_proto) - return false; - - // check ranged weapon - Item *weapon = GetWeaponForAttack( RANGED_ATTACK ); - if (!weapon || weapon->IsBroken()) - return false; - - ItemPrototype const* weapon_proto = weapon->GetProto(); - if (!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON ) - return false; - - // check ammo ws. weapon compatibility - switch (weapon_proto->SubClass) - { - case ITEM_SUBCLASS_WEAPON_BOW: - case ITEM_SUBCLASS_WEAPON_CROSSBOW: - if (ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW) - return false; - break; - case ITEM_SUBCLASS_WEAPON_GUN: - if (ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET) - return false; - break; - default: - return false; - } - - return true; -} - -/* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable - Called by remove insignia spell effect */ -void Player::RemovedInsignia(Player* looterPlr) -{ - if (!GetBattleGroundId()) - return; - - // If not released spirit, do it ! - if (m_deathTimer > 0) - { - m_deathTimer = 0; - BuildPlayerRepop(); - RepopAtGraveyard(); - } - - Corpse *corpse = GetCorpse(); - if (!corpse) - return; - - // We have to convert player corpse to bones, not to be able to resurrect there - // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG - Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true); - if (!bones) - return; - - // Now we must make bones lootable, and send player loot - bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE); - - // We store the level of our player in the gold field - // We retrieve this information at Player::SendLoot() - bones->loot.gold = getLevel(); - bones->lootRecipient = looterPlr; - looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA); -} - -void Player::SendLootRelease( uint64 guid ) -{ - WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) ); - data << uint64(guid) << uint8(1); - SendDirectMessage( &data ); -} - -void Player::SendLoot(uint64 guid, LootType loot_type) -{ - if (uint64 lguid = GetLootGUID()) - m_session->DoLootRelease(lguid); - - Loot *loot = 0; - PermissionTypes permission = ALL_PERMISSION; - - sLog.outDebug("Player::SendLoot"); - if (IS_GAMEOBJECT_GUID(guid)) - { - sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)"); - GameObject *go = GetMap()->GetGameObject(guid); - - // not check distance for GO in case owned GO (fishing bobber case, for example) - // And permit out of range GO with no owner in case fishing hole - if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE))) - { - SendLootRelease(guid); - return; - } - - loot = &go->loot; - - if (go->getLootState() == GO_READY) - { - uint32 lootid = go->GetGOInfo()->GetLootId(); - - //TODO: fix this big hack - if((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S)) - if( BattleGround *bg = GetBattleGround()) - if(bg->GetTypeID() == BATTLEGROUND_AV) - if(!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(),GetTeam()))) - { - SendLootRelease(guid); - return; - } - - if (lootid) - { - sLog.outDebug(" if(lootid)"); - loot->clear(); - loot->FillLoot(lootid, LootTemplates_Gameobject, this, false, false, go->GetLootMode()); - } - - if (loot_type == LOOT_FISHING) - go->getFishLoot(loot,this); - - go->SetLootState(GO_ACTIVATED); - } - } - else if (IS_ITEM_GUID(guid)) - { - Item *item = GetItemByGuid(guid); - - if (!item) - { - SendLootRelease(guid); - return; - } - - loot = &item->loot; - - if (!item->m_lootGenerated) - { - item->m_lootGenerated = true; - loot->clear(); - - switch (loot_type) - { - case LOOT_DISENCHANTING: - loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true); - break; - case LOOT_PROSPECTING: - loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true); - break; - case LOOT_MILLING: - loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true); - break; - default: - loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true); - loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot); - break; - } - } - } - else if (IS_CORPSE_GUID(guid)) // remove insignia - { - Corpse *bones = ObjectAccessor::GetCorpse(*this, guid); - - if (!bones || !(loot_type == LOOT_CORPSE || loot_type == LOOT_INSIGNIA) || bones->GetType() != CORPSE_BONES) - { - SendLootRelease(guid); - return; - } - - loot = &bones->loot; - - if (!bones->lootForBody) - { - bones->lootForBody = true; - uint32 pLevel = bones->loot.gold; - bones->loot.clear(); - if (BattleGround *bg = GetBattleGround()) - if (bg->GetTypeID() == BATTLEGROUND_AV) - loot->FillLoot(1, LootTemplates_Creature, this, true); - // It may need a better formula - // Now it works like this: lvl10: ~6copper, lvl70: ~9silver - bones->loot.gold = uint32(urand(50, 150) * 0.016f * pow(float(pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY)); - } - - if (bones->lootRecipient != this) - permission = NONE_PERMISSION; - } - else - { - Creature *creature = GetMap()->GetCreature(guid); - - // must be in range and creature must be alive for pickpocket and must be dead for another loot - if (!creature || creature->isAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE)) - { - SendLootRelease(guid); - return; - } - - if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature)) - { - SendLootRelease(guid); - return; - } - - loot = &creature->loot; - - if (loot_type == LOOT_PICKPOCKETING) - { - if (!creature->lootForPickPocketed) - { - creature->lootForPickPocketed = true; - loot->clear(); - - if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId) - loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false); - - // Generate extra money for pick pocket loot - const uint32 a = urand(0, creature->getLevel()/2); - const uint32 b = urand(0, getLevel()/2); - loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY)); - } - } - else - { - // the player whose group may loot the corpse - Player *recipient = creature->GetLootRecipient(); - if (!recipient) - { - creature->SetLootRecipient(this); - recipient = this; - } - - if (creature->lootForPickPocketed) - { - creature->lootForPickPocketed = false; - loot->clear(); - } - - if (!creature->lootForBody) - { - creature->lootForBody = true; - loot->clear(); - - if (uint32 lootid = creature->GetCreatureInfo()->lootid) - loot->FillLoot(lootid, LootTemplates_Creature, recipient, false, false, creature->GetLootMode()); - - loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold); - - if (Group* group = recipient->GetGroup()) - { - group->UpdateLooterGuid(creature,true); - - switch (group->GetLootMethod()) - { - case GROUP_LOOT: - // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin - group->GroupLoot(recipient->GetGUID(), loot, creature); - break; - case NEED_BEFORE_GREED: - group->NeedBeforeGreed(recipient->GetGUID(), loot, creature); - break; - case MASTER_LOOT: - group->MasterLoot(recipient->GetGUID(), loot, creature); - break; - default: - break; - } - } - } - - // possible only if creature->lootForBody && loot->empty() at spell cast check - if (loot_type == LOOT_SKINNING) - { - loot->clear(); - loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false); - } - // set group rights only for loot_type != LOOT_SKINNING - else - { - if(Group* group = GetGroup()) - { - if (group == recipient->GetGroup()) - { - if (group->GetLootMethod() == FREE_FOR_ALL) - permission = ALL_PERMISSION; - else if (group->GetLooterGuid() == GetGUID()) - { - if (group->GetLootMethod() == MASTER_LOOT) - permission = MASTER_PERMISSION; - else - permission = ALL_PERMISSION; - } - else - permission = GROUP_PERMISSION; - } - else - permission = NONE_PERMISSION; - } - else if (recipient == this) - permission = ALL_PERMISSION; - else - permission = NONE_PERMISSION; - } - } - } - - SetLootGUID(guid); - - // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client - switch (loot_type) - { - case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break; - case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break; - default: break; - } - - // need know merged fishing/corpse loot type for achievements - loot->loot_type = loot_type; - - WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size - - data << uint64(guid); - data << uint8(loot_type); - data << LootView(*loot, this, permission); - - SendDirectMessage(&data); - - // add 'this' player as one of the players that are looting 'loot' - if (permission != NONE_PERMISSION) - loot->AddLooter(GetGUID()); - - if (loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid)) - SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); -} - -void Player::SendNotifyLootMoneyRemoved() -{ - WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0); - GetSession()->SendPacket( &data ); -} - -void Player::SendNotifyLootItemRemoved(uint8 lootSlot) -{ - WorldPacket data(SMSG_LOOT_REMOVED, 1); - data << uint8(lootSlot); - GetSession()->SendPacket( &data ); -} - -void Player::SendUpdateWorldState(uint32 Field, uint32 Value) -{ - WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8); - data << Field; - data << Value; - GetSession()->SendPacket(&data); -} - -void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid) -{ - // data depends on zoneid/mapid... - BattleGround* bg = GetBattleGround(); - uint16 NumberOfFields = 0; - uint32 mapid = GetMapId(); - OutdoorPvP * pvp = sOutdoorPvPMgr.GetOutdoorPvPToZoneId(zoneid); - - sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map: %u, Zone: %u", mapid, zoneid); - - // may be exist better way to do this... - switch (zoneid) - { - case 0: - case 1: - case 4: - case 8: - case 10: - case 11: - case 12: - case 36: - case 38: - case 40: - case 41: - case 51: - case 267: - case 1519: - case 1537: - case 2257: - case 2918: - NumberOfFields = 8; - break; - case 139: - NumberOfFields = 41; - break; - case 1377: - NumberOfFields = 15; - break; - case 2597: - NumberOfFields = 83; - break; - case 3277: - NumberOfFields = 16; - break; - case 3358: - case 3820: - NumberOfFields = 40; - break; - case 3483: - NumberOfFields = 27; - break; - case 3518: - NumberOfFields = 39; - break; - case 3519: - NumberOfFields = 38; - break; - case 3521: - NumberOfFields = 37; - break; - case 3698: - case 3702: - case 3968: - NumberOfFields = 11; - break; - case 4378: - NumberOfFields = 11; - break; - case 3703: - NumberOfFields = 11; - break; - case 4384: - NumberOfFields = 30; - break; - default: - NumberOfFields = 12; - break; - } - - WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8))); - data << uint32(mapid); // mapid - data << uint32(zoneid); // zone id - data << uint32(areaid); // area id, new 2.1.0 - data << uint16(NumberOfFields); // count of uint64 blocks - data << uint32(0x8d8) << uint32(0x0); // 1 - data << uint32(0x8d7) << uint32(0x0); // 2 - data << uint32(0x8d6) << uint32(0x0); // 3 - data << uint32(0x8d5) << uint32(0x0); // 4 - data << uint32(0x8d4) << uint32(0x0); // 5 - data << uint32(0x8d3) << uint32(0x0); // 6 - // 7 1 - Arena season in progress, 0 - end of season - data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS)); - // 8 Arena season id - data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID)); - - if(mapid == 530) // Outland - { - data << uint32(0x9bf) << uint32(0x0); // 7 - data << uint32(0x9bd) << uint32(0xF); // 8 - data << uint32(0x9bb) << uint32(0xF); // 9 - } - switch(zoneid) - { - case 1: - case 11: - case 12: - case 38: - case 40: - case 51: - case 1519: - case 1537: - case 2257: - break; - case 139: // EPL - { - if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_EP) - pvp->FillInitialWorldStates(data); - else - { - data << uint32(0x97a) << uint32(0x0); // 10 2426 - data << uint32(0x917) << uint32(0x0); // 11 2327 - data << uint32(0x918) << uint32(0x0); // 12 2328 - data << uint32(0x97b) << uint32(0x32); // 13 2427 - data << uint32(0x97c) << uint32(0x32); // 14 2428 - data << uint32(0x933) << uint32(0x1); // 15 2355 - data << uint32(0x946) << uint32(0x0); // 16 2374 - data << uint32(0x947) << uint32(0x0); // 17 2375 - data << uint32(0x948) << uint32(0x0); // 18 2376 - data << uint32(0x949) << uint32(0x0); // 19 2377 - data << uint32(0x94a) << uint32(0x0); // 20 2378 - data << uint32(0x94b) << uint32(0x0); // 21 2379 - data << uint32(0x932) << uint32(0x0); // 22 2354 - data << uint32(0x934) << uint32(0x0); // 23 2356 - data << uint32(0x935) << uint32(0x0); // 24 2357 - data << uint32(0x936) << uint32(0x0); // 25 2358 - data << uint32(0x937) << uint32(0x0); // 26 2359 - data << uint32(0x938) << uint32(0x0); // 27 2360 - data << uint32(0x939) << uint32(0x1); // 28 2361 - data << uint32(0x930) << uint32(0x1); // 29 2352 - data << uint32(0x93a) << uint32(0x0); // 30 2362 - data << uint32(0x93b) << uint32(0x0); // 31 2363 - data << uint32(0x93c) << uint32(0x0); // 32 2364 - data << uint32(0x93d) << uint32(0x0); // 33 2365 - data << uint32(0x944) << uint32(0x0); // 34 2372 - data << uint32(0x945) << uint32(0x0); // 35 2373 - data << uint32(0x931) << uint32(0x1); // 36 2353 - data << uint32(0x93e) << uint32(0x0); // 37 2366 - data << uint32(0x931) << uint32(0x1); // 38 2367 ?? grey horde not in dbc! send for consistency's sake, and to match field count - data << uint32(0x940) << uint32(0x0); // 39 2368 - data << uint32(0x941) << uint32(0x0); // 7 2369 - data << uint32(0x942) << uint32(0x0); // 8 2370 - data << uint32(0x943) << uint32(0x0); // 9 2371 - } - } - break; - case 1377: // Silithus - { - if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_SI) - pvp->FillInitialWorldStates(data); - else - { - // states are always shown - data << uint32(2313) << uint32(0x0); // 7 ally silityst gathered - data << uint32(2314) << uint32(0x0); // 8 horde silityst gathered - data << uint32(2317) << uint32(0x0); // 9 max silithyst - } - // dunno about these... aq opening event maybe? - data << uint32(2322) << uint32(0x0); // 10 sandworm N - data << uint32(2323) << uint32(0x0); // 11 sandworm S - data << uint32(2324) << uint32(0x0); // 12 sandworm SW - data << uint32(2325) << uint32(0x0); // 13 sandworm E - } - break; - case 2597: // AV - if (bg && bg->GetTypeID() == BATTLEGROUND_AV) - bg->FillInitialWorldStates(data); - else - { - data << uint32(0x7ae) << uint32(0x1); // 7 snowfall n - data << uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc - data << uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac - data << uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a - data << uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused - data << uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused - data << uint32(0x567) << uint32(0x1); // 13 frostwolfe c - data << uint32(0x566) << uint32(0x1); // 14 frostwolfw c - data << uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally - data << uint32(0x544) << uint32(0x0); // 16 ice grave a_a - data << uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c - data << uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c - data << uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a - data << uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a - data << uint32(0x574) << uint32(0x0); // 21 1396 unk - data << uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused - data << uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused - data << uint32(0x56f) << uint32(0x0); // 24 1391 unk - data << uint32(0x56e) << uint32(0x0); // 25 iceblood a - data << uint32(0x56d) << uint32(0x0); // 26 towerp a - data << uint32(0x56c) << uint32(0x0); // 27 frostwolfe a - data << uint32(0x56b) << uint32(0x0); // 28 froswolfw a - data << uint32(0x56a) << uint32(0x1); // 29 1386 unk - data << uint32(0x569) << uint32(0x1); // 30 iceblood c - data << uint32(0x568) << uint32(0x1); // 31 towerp c - data << uint32(0x565) << uint32(0x0); // 32 stoneh tower a - data << uint32(0x564) << uint32(0x0); // 33 icewing tower a - data << uint32(0x563) << uint32(0x0); // 34 dunn a - data << uint32(0x562) << uint32(0x0); // 35 duns a - data << uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused - data << uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused - data << uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused - data << uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused - data << uint32(0x55d) << uint32(0x0); // 40 stone tower d - data << uint32(0x3c6) << uint32(0x0); // 41 966 unk - data << uint32(0x3c4) << uint32(0x0); // 42 964 unk - data << uint32(0x3c2) << uint32(0x0); // 43 962 unk - data << uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c - data << uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c - data << uint32(0x3b6) << uint32(0x0); // 46 950 unk - data << uint32(0x55c) << uint32(0x0); // 47 icewing tower d - data << uint32(0x55b) << uint32(0x0); // 48 dunn d - data << uint32(0x55a) << uint32(0x0); // 49 duns d - data << uint32(0x559) << uint32(0x0); // 50 1369 unk - data << uint32(0x558) << uint32(0x0); // 51 iceblood d - data << uint32(0x557) << uint32(0x0); // 52 towerp d - data << uint32(0x556) << uint32(0x0); // 53 frostwolfe d - data << uint32(0x555) << uint32(0x0); // 54 frostwolfw d - data << uint32(0x554) << uint32(0x1); // 55 stoneh tower c - data << uint32(0x553) << uint32(0x1); // 56 icewing tower c - data << uint32(0x552) << uint32(0x1); // 57 dunn c - data << uint32(0x551) << uint32(0x1); // 58 duns c - data << uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde - data << uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally - data << uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral - data << uint32(0x54c) << uint32(0x0); // 62 mine (S) horde - data << uint32(0x54b) << uint32(0x0); // 63 mine (S) ally - data << uint32(0x545) << uint32(0x0); // 64 iceblood h_a - data << uint32(0x543) << uint32(0x1); // 65 iceblod h_c - data << uint32(0x542) << uint32(0x0); // 66 iceblood a_c - data << uint32(0x540) << uint32(0x0); // 67 snowfall h_a - data << uint32(0x53f) << uint32(0x0); // 68 snowfall a_a - data << uint32(0x53e) << uint32(0x0); // 69 snowfall h_c - data << uint32(0x53d) << uint32(0x0); // 70 snowfall a_c - data << uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a - data << uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a - data << uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c - data << uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c - data << uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a - data << uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a - data << uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a - data << uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a - data << uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a - data << uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c - data << uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c - } - break; - case 3277: // WS - if (bg && bg->GetTypeID() == BATTLEGROUND_WS) - bg->FillInitialWorldStates(data); - else - { - data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures - data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures - data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup... - data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1 - data << uint32(0x60b) << uint32(0x2); // 11 1547 unk - data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?) - data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing) - data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing) - } - break; - case 3358: // AB - if (bg && bg->GetTypeID() == BATTLEGROUND_AB) - bg->FillInitialWorldStates(data); - else - { - data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance - data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde - data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST? - data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide) - data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled) - data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide) - data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color - data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM? - data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources - data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources - data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases - data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases - data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000) - data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color - data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide) - data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs? - data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs? - data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr) - data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde) - data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide) - data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color - data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM? - data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr) - data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide) - data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color - data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled) - data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled) - data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled) - data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled) - data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled) - data << uint32(0x745) << uint32(0x2); // 37 1861 unk - data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800) - } - break; - case 3820: // EY - if (bg && bg->GetTypeID() == BATTLEGROUND_EY) - bg->FillInitialWorldStates(data); - else - { - data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases - data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases - data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict - data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict - data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict - data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict - data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict - data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict - data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start - data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start - data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control - data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control - data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no) - data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control - data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control - data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no) - data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control - data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control - data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no) - data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control - data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control - data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no) - data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way! - data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag - data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag - data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources - data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources - data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant? - data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0) - data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right) - data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide) - data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk - // and some more ... unknown - } - break; - // any of these needs change! the client remembers the prev setting! - // ON EVERY ZONE LEAVE, RESET THE OLD ZONE'S WORLD STATE, BUT AT LEAST THE UI STUFF! - case 3483: // Hellfire Peninsula - { - if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_HP) - pvp->FillInitialWorldStates(data); - else - { - data << uint32(0x9ba) << uint32(0x1); // 10 // add ally tower main gui icon // maybe should be sent only on login? - data << uint32(0x9b9) << uint32(0x1); // 11 // add horde tower main gui icon // maybe should be sent only on login? - data << uint32(0x9b5) << uint32(0x0); // 12 // show neutral broken hill icon // 2485 - data << uint32(0x9b4) << uint32(0x1); // 13 // show icon above broken hill // 2484 - data << uint32(0x9b3) << uint32(0x0); // 14 // show ally broken hill icon // 2483 - data << uint32(0x9b2) << uint32(0x0); // 15 // show neutral overlook icon // 2482 - data << uint32(0x9b1) << uint32(0x1); // 16 // show the overlook arrow // 2481 - data << uint32(0x9b0) << uint32(0x0); // 17 // show ally overlook icon // 2480 - data << uint32(0x9ae) << uint32(0x0); // 18 // horde pvp objectives captured // 2478 - data << uint32(0x9ac) << uint32(0x0); // 19 // ally pvp objectives captured // 2476 - data << uint32(2475) << uint32(100); //: ally / horde slider grey area // show only in direct vicinity! - data << uint32(2474) << uint32(50); //: ally / horde slider percentage, 100 for ally, 0 for horde // show only in direct vicinity! - data << uint32(2473) << uint32(0); //: ally / horde slider display // show only in direct vicinity! - data << uint32(0x9a8) << uint32(0x0); // 20 // show the neutral stadium icon // 2472 - data << uint32(0x9a7) << uint32(0x0); // 21 // show the ally stadium icon // 2471 - data << uint32(0x9a6) << uint32(0x1); // 22 // show the horde stadium icon // 2470 - } - } - break; - case 3518: - { - if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA) - pvp->FillInitialWorldStates(data); - else - { - data << uint32(2503) << uint32(0x0); // 10 - data << uint32(2502) << uint32(0x0); // 11 - data << uint32(2493) << uint32(0x0); // 12 - data << uint32(2491) << uint32(0x0); // 13 - - data << uint32(2495) << uint32(0x0); // 14 - data << uint32(2494) << uint32(0x0); // 15 - data << uint32(2497) << uint32(0x0); // 16 - - data << uint32(2762) << uint32(0x0); // 17 - data << uint32(2662) << uint32(0x0); // 18 - data << uint32(2663) << uint32(0x0); // 19 - data << uint32(2664) << uint32(0x0); // 20 - - data << uint32(2760) << uint32(0x0); // 21 - data << uint32(2670) << uint32(0x0); // 22 - data << uint32(2668) << uint32(0x0); // 23 - data << uint32(2669) << uint32(0x0); // 24 - - data << uint32(2761) << uint32(0x0); // 25 - data << uint32(2667) << uint32(0x0); // 26 - data << uint32(2665) << uint32(0x0); // 27 - data << uint32(2666) << uint32(0x0); // 28 - - data << uint32(2763) << uint32(0x0); // 29 - data << uint32(2659) << uint32(0x0); // 30 - data << uint32(2660) << uint32(0x0); // 31 - data << uint32(2661) << uint32(0x0); // 32 - - data << uint32(2671) << uint32(0x0); // 33 - data << uint32(2676) << uint32(0x0); // 34 - data << uint32(2677) << uint32(0x0); // 35 - data << uint32(2672) << uint32(0x0); // 36 - data << uint32(2673) << uint32(0x0); // 37 - } - } - break; - case 3519: // Terokkar Forest - { - if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF) - pvp->FillInitialWorldStates(data); - else - { - data << uint32(0xa41) << uint32(0x0); // 10 // 2625 capture bar pos - data << uint32(0xa40) << uint32(0x14); // 11 // 2624 capture bar neutral - data << uint32(0xa3f) << uint32(0x0); // 12 // 2623 show capture bar - data << uint32(0xa3e) << uint32(0x0); // 13 // 2622 horde towers controlled - data << uint32(0xa3d) << uint32(0x5); // 14 // 2621 ally towers controlled - data << uint32(0xa3c) << uint32(0x0); // 15 // 2620 show towers controlled - data << uint32(0xa88) << uint32(0x0); // 16 // 2696 SE Neu - data << uint32(0xa87) << uint32(0x0); // 17 // SE Horde - data << uint32(0xa86) << uint32(0x0); // 18 // SE Ally - data << uint32(0xa85) << uint32(0x0); // 19 //S Neu - data << uint32(0xa84) << uint32(0x0); // 20 S Horde - data << uint32(0xa83) << uint32(0x0); // 21 S Ally - data << uint32(0xa82) << uint32(0x0); // 22 NE Neu - data << uint32(0xa81) << uint32(0x0); // 23 NE Horde - data << uint32(0xa80) << uint32(0x0); // 24 NE Ally - data << uint32(0xa7e) << uint32(0x0); // 25 // 2686 N Neu - data << uint32(0xa7d) << uint32(0x0); // 26 N Horde - data << uint32(0xa7c) << uint32(0x0); // 27 N Ally - data << uint32(0xa7b) << uint32(0x0); // 28 NW Ally - data << uint32(0xa7a) << uint32(0x0); // 29 NW Horde - data << uint32(0xa79) << uint32(0x0); // 30 NW Neutral - data << uint32(0x9d0) << uint32(0x5); // 31 // 2512 locked time remaining seconds first digit - data << uint32(0x9ce) << uint32(0x0); // 32 // 2510 locked time remaining seconds second digit - data << uint32(0x9cd) << uint32(0x0); // 33 // 2509 locked time remaining minutes - data << uint32(0x9cc) << uint32(0x0); // 34 // 2508 neutral locked time show - data << uint32(0xad0) << uint32(0x0); // 35 // 2768 horde locked time show - data << uint32(0xacf) << uint32(0x1); // 36 // 2767 ally locked time show - } - } - break; - case 3521: // Zangarmarsh - { - if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM) - pvp->FillInitialWorldStates(data); - else - { - data << uint32(0x9e1) << uint32(0x0); // 10 //2529 - data << uint32(0x9e0) << uint32(0x0); // 11 - data << uint32(0x9df) << uint32(0x0); // 12 - data << uint32(0xa5d) << uint32(0x1); // 13 //2653 - data << uint32(0xa5c) << uint32(0x0); // 14 //2652 east beacon neutral - data << uint32(0xa5b) << uint32(0x1); // 15 horde - data << uint32(0xa5a) << uint32(0x0); // 16 ally - data << uint32(0xa59) << uint32(0x1); // 17 // 2649 Twin spire graveyard horde 12??? - data << uint32(0xa58) << uint32(0x0); // 18 ally 14 ??? - data << uint32(0xa57) << uint32(0x0); // 19 neutral 7??? - data << uint32(0xa56) << uint32(0x0); // 20 // 2646 west beacon neutral - data << uint32(0xa55) << uint32(0x1); // 21 horde - data << uint32(0xa54) << uint32(0x0); // 22 ally - data << uint32(0x9e7) << uint32(0x0); // 23 // 2535 - data << uint32(0x9e6) << uint32(0x0); // 24 - data << uint32(0x9e5) << uint32(0x0); // 25 - data << uint32(0xa00) << uint32(0x0); // 26 // 2560 - data << uint32(0x9ff) << uint32(0x1); // 27 - data << uint32(0x9fe) << uint32(0x0); // 28 - data << uint32(0x9fd) << uint32(0x0); // 29 - data << uint32(0x9fc) << uint32(0x1); // 30 - data << uint32(0x9fb) << uint32(0x0); // 31 - data << uint32(0xa62) << uint32(0x0); // 32 // 2658 - data << uint32(0xa61) << uint32(0x1); // 33 - data << uint32(0xa60) << uint32(0x1); // 34 - data << uint32(0xa5f) << uint32(0x0); // 35 - } - } - break; - case 3698: // Nagrand Arena - if (bg && bg->GetTypeID() == BATTLEGROUND_NA) - bg->FillInitialWorldStates(data); - else - { - data << uint32(0xa0f) << uint32(0x0); // 7 - data << uint32(0xa10) << uint32(0x0); // 8 - data << uint32(0xa11) << uint32(0x0); // 9 show - } - break; - case 3702: // Blade's Edge Arena - if (bg && bg->GetTypeID() == BATTLEGROUND_BE) - bg->FillInitialWorldStates(data); - else - { - data << uint32(0x9f0) << uint32(0x0); // 7 gold - data << uint32(0x9f1) << uint32(0x0); // 8 green - data << uint32(0x9f3) << uint32(0x0); // 9 show - } - break; - case 3968: // Ruins of Lordaeron - if (bg && bg->GetTypeID() == BATTLEGROUND_RL) - bg->FillInitialWorldStates(data); - else - { - data << uint32(0xbb8) << uint32(0x0); // 7 gold - data << uint32(0xbb9) << uint32(0x0); // 8 green - data << uint32(0xbba) << uint32(0x0); // 9 show - } - break; - case 4378: // Dalaran Sewers - if (bg && bg->GetTypeID() == BATTLEGROUND_DS) - bg->FillInitialWorldStates(data); - else - { - data << uint32(3601) << uint32(0x0); // 7 gold - data << uint32(3600) << uint32(0x0); // 8 green - data << uint32(3610) << uint32(0x0); // 9 show - } - break; - case 3703: // Shattrath City - case 4384: // SA - if (bg && bg->GetTypeID() == BATTLEGROUND_SA) - bg->FillInitialWorldStates(data); - else - { - // 1-3 A defend, 4-6 H defend, 7-9 unk defend, 1 - ok, 2 - half destroyed, 3 - destroyed - data << uint32(0xf09) << uint32(0x0); // 7 3849 Gate of Temple - data << uint32(0xe36) << uint32(0x0); // 8 3638 Gate of Yellow Moon - data << uint32(0xe27) << uint32(0x0); // 9 3623 Gate of Green Emerald - data << uint32(0xe24) << uint32(0x0); // 10 3620 Gate of Blue Sapphire - data << uint32(0xe21) << uint32(0x0); // 11 3617 Gate of Red Sun - data << uint32(0xe1e) << uint32(0x0); // 12 3614 Gate of Purple Ametyst - - data << uint32(0xdf3) << uint32(0x0); // 13 3571 bonus timer (1 - on, 0 - off) - data << uint32(0xded) << uint32(0x0); // 14 3565 Horde Attacker - data << uint32(0xdec) << uint32(0x0); // 15 3564 Alliance Attacker - // End Round (timer), better explain this by example, eg. ends in 19:59 -> A:BC - data << uint32(0xde9) << uint32(0x0); // 16 3561 C - data << uint32(0xde8) << uint32(0x0); // 17 3560 B - data << uint32(0xde7) << uint32(0x0); // 18 3559 A - data << uint32(0xe35) << uint32(0x0); // 19 3637 East g - Horde control - data << uint32(0xe34) << uint32(0x0); // 20 3636 West g - Horde control - data << uint32(0xe33) << uint32(0x0); // 21 3635 South g - Horde control - data << uint32(0xe32) << uint32(0x0); // 22 3634 East g - Alliance control - data << uint32(0xe31) << uint32(0x0); // 23 3633 West g - Alliance control - data << uint32(0xe30) << uint32(0x0); // 24 3632 South g - Alliance control - data << uint32(0xe2f) << uint32(0x0); // 25 3631 Chamber of Ancients - Horde control - data << uint32(0xe2e) << uint32(0x0); // 26 3630 Chamber of Ancients - Alliance control - data << uint32(0xe2d) << uint32(0x0); // 27 3629 Beach1 - Horde control - data << uint32(0xe2c) << uint32(0x0); // 28 3628 Beach2 - Horde control - data << uint32(0xe2b) << uint32(0x0); // 29 3627 Beach1 - Alliance control - data << uint32(0xe2a) << uint32(0x0); // 30 3626 Beach2 - Alliance control - // and many unks... - } - break; - case 4406: // Ring of Valor - if (bg && bg->GetTypeID() == BATTLEGROUND_RV) - bg->FillInitialWorldStates(data); - else - { - data << uint32(0xe10) << uint32(0x0); // 7 gold - data << uint32(0xe11) << uint32(0x0); // 8 green - data << uint32(0xe1a) << uint32(0x0); // 9 show - } - break; - default: - data << uint32(0x914) << uint32(0x0); // 7 - data << uint32(0x913) << uint32(0x0); // 8 - data << uint32(0x912) << uint32(0x0); // 9 - data << uint32(0x915) << uint32(0x0); // 10 - break; - } - GetSession()->SendPacket(&data); -} - -uint32 Player::GetXPRestBonus(uint32 xp) -{ - uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus - - if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp - rested_bonus = xp; - - SetRestBonus( GetRestBonus() - rested_bonus); - - sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus()); - return rested_bonus; -} - -void Player::SetBindPoint(uint64 guid) -{ - WorldPacket data(SMSG_BINDER_CONFIRM, 8); - data << uint64(guid); - GetSession()->SendPacket( &data ); -} - -void Player::SendTalentWipeConfirm(uint64 guid) -{ - WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4)); - data << uint64(guid); - uint32 cost = sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST) ? 0 : resetTalentsCost(); - data << cost; - GetSession()->SendPacket( &data ); -} - -void Player::SendPetSkillWipeConfirm() -{ - Pet* pet = GetPet(); - if (!pet) - return; - WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4)); - data << pet->GetGUID(); - data << uint32(pet->resetTalentsCost()); - GetSession()->SendPacket( &data ); -} - -/*********************************************************/ -/*** STORAGE SYSTEM ***/ -/*********************************************************/ - -void Player::SetVirtualItemSlot( uint8 i, Item* item) -{ - assert(i < 3); - if (i < 2 && item) - { - if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT)) - return; - uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT); - if (charges == 0) - return; - if (charges > 1) - item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1); - else if (charges <= 1) - { - ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false); - item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT); - } - } -} - -void Player::SetSheath( SheathState sheathed ) -{ - switch (sheathed) - { - case SHEATH_STATE_UNARMED: // no prepared weapon - SetVirtualItemSlot(0,NULL); - SetVirtualItemSlot(1,NULL); - SetVirtualItemSlot(2,NULL); - break; - case SHEATH_STATE_MELEE: // prepared melee weapon - { - SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true)); - SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true)); - SetVirtualItemSlot(2,NULL); - }; break; - case SHEATH_STATE_RANGED: // prepared ranged weapon - SetVirtualItemSlot(0,NULL); - SetVirtualItemSlot(1,NULL); - SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true)); - break; - default: - SetVirtualItemSlot(0,NULL); - SetVirtualItemSlot(1,NULL); - SetVirtualItemSlot(2,NULL); - break; - } - Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players... -} - -uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const -{ - uint8 pClass = getClass(); - - uint8 slots[4]; - slots[0] = NULL_SLOT; - slots[1] = NULL_SLOT; - slots[2] = NULL_SLOT; - slots[3] = NULL_SLOT; - switch (proto->InventoryType) - { - case INVTYPE_HEAD: - slots[0] = EQUIPMENT_SLOT_HEAD; - break; - case INVTYPE_NECK: - slots[0] = EQUIPMENT_SLOT_NECK; - break; - case INVTYPE_SHOULDERS: - slots[0] = EQUIPMENT_SLOT_SHOULDERS; - break; - case INVTYPE_BODY: - slots[0] = EQUIPMENT_SLOT_BODY; - break; - case INVTYPE_CHEST: - slots[0] = EQUIPMENT_SLOT_CHEST; - break; - case INVTYPE_ROBE: - slots[0] = EQUIPMENT_SLOT_CHEST; - break; - case INVTYPE_WAIST: - slots[0] = EQUIPMENT_SLOT_WAIST; - break; - case INVTYPE_LEGS: - slots[0] = EQUIPMENT_SLOT_LEGS; - break; - case INVTYPE_FEET: - slots[0] = EQUIPMENT_SLOT_FEET; - break; - case INVTYPE_WRISTS: - slots[0] = EQUIPMENT_SLOT_WRISTS; - break; - case INVTYPE_HANDS: - slots[0] = EQUIPMENT_SLOT_HANDS; - break; - case INVTYPE_FINGER: - slots[0] = EQUIPMENT_SLOT_FINGER1; - slots[1] = EQUIPMENT_SLOT_FINGER2; - break; - case INVTYPE_TRINKET: - slots[0] = EQUIPMENT_SLOT_TRINKET1; - slots[1] = EQUIPMENT_SLOT_TRINKET2; - break; - case INVTYPE_CLOAK: - slots[0] = EQUIPMENT_SLOT_BACK; - break; - case INVTYPE_WEAPON: - { - slots[0] = EQUIPMENT_SLOT_MAINHAND; - - // suggest offhand slot only if know dual wielding - // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ... - if (CanDualWield()) - slots[1] = EQUIPMENT_SLOT_OFFHAND; - break; - }; - case INVTYPE_SHIELD: - slots[0] = EQUIPMENT_SLOT_OFFHAND; - break; - case INVTYPE_RANGED: - slots[0] = EQUIPMENT_SLOT_RANGED; - break; - case INVTYPE_2HWEAPON: - slots[0] = EQUIPMENT_SLOT_MAINHAND; - if (Item *mhWeapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND)) - if (ItemPrototype const *mhWeaponProto = mhWeapon->GetProto()) - if (mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF) - { - const_cast<Player *>(this)->AutoUnequipOffhandIfNeed(true); - break; - } - if (CanDualWield() && CanTitanGrip() && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF) - slots[1] = EQUIPMENT_SLOT_OFFHAND; - break; - case INVTYPE_TABARD: - slots[0] = EQUIPMENT_SLOT_TABARD; - break; - case INVTYPE_WEAPONMAINHAND: - slots[0] = EQUIPMENT_SLOT_MAINHAND; - break; - case INVTYPE_WEAPONOFFHAND: - slots[0] = EQUIPMENT_SLOT_OFFHAND; - break; - case INVTYPE_HOLDABLE: - slots[0] = EQUIPMENT_SLOT_OFFHAND; - break; - case INVTYPE_THROWN: - slots[0] = EQUIPMENT_SLOT_RANGED; - break; - case INVTYPE_RANGEDRIGHT: - slots[0] = EQUIPMENT_SLOT_RANGED; - break; - case INVTYPE_BAG: - slots[0] = INVENTORY_SLOT_BAG_START + 0; - slots[1] = INVENTORY_SLOT_BAG_START + 1; - slots[2] = INVENTORY_SLOT_BAG_START + 2; - slots[3] = INVENTORY_SLOT_BAG_START + 3; - break; - case INVTYPE_RELIC: - { - switch(proto->SubClass) - { - case ITEM_SUBCLASS_ARMOR_LIBRAM: - if (pClass == CLASS_PALADIN) - slots[0] = EQUIPMENT_SLOT_RANGED; - break; - case ITEM_SUBCLASS_ARMOR_IDOL: - if (pClass == CLASS_DRUID) - slots[0] = EQUIPMENT_SLOT_RANGED; - break; - case ITEM_SUBCLASS_ARMOR_TOTEM: - if (pClass == CLASS_SHAMAN) - slots[0] = EQUIPMENT_SLOT_RANGED; - break; - case ITEM_SUBCLASS_ARMOR_MISC: - if (pClass == CLASS_WARLOCK) - slots[0] = EQUIPMENT_SLOT_RANGED; - break; - case ITEM_SUBCLASS_ARMOR_SIGIL: - if (pClass == CLASS_DEATH_KNIGHT) - slots[0] = EQUIPMENT_SLOT_RANGED; - break; - } - break; - } - default: - return NULL_SLOT; - } - - if (slot != NULL_SLOT) - { - if (swap || !GetItemByPos(INVENTORY_SLOT_BAG_0, slot)) - for (uint8 i = 0; i < 4; ++i) - if (slots[i] == slot) - return slot; - } - else - { - // search free slot at first - for (uint8 i = 0; i < 4; ++i) - if (slots[i] != NULL_SLOT && !GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i])) - // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free - if(slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed()) - return slots[i]; - - // if not found free and can swap return first appropriate from used - for (uint8 i = 0; i < 4; ++i) - if (slots[i] != NULL_SLOT && swap) - return slots[i]; - } - - // no free position - return NULL_SLOT; -} - -uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const -{ - uint32 tempcount = 0; - - uint8 res = EQUIP_ERR_OK; - - for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) - if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) - if (pItem->GetEntry() == item) - { - uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false); - if (ires == EQUIP_ERR_OK) - { - tempcount += pItem->GetCount(); - if (tempcount >= count) - return EQUIP_ERR_OK; - } - else - res = ires; - } - - for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) - if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) - if (pItem->GetEntry() == item) - { - tempcount += pItem->GetCount(); - if (tempcount >= count) - return EQUIP_ERR_OK; - } - - for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) - if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) - if (pItem->GetEntry() == item) - { - tempcount += pItem->GetCount(); - if(tempcount >= count) - return EQUIP_ERR_OK; - } - - for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) - if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i)) - for (uint32 j = 0; j < pBag->GetBagSize(); ++j) - if (Item *pItem = GetItemByPos(i, j)) - if (pItem->GetEntry() == item) - { - tempcount += pItem->GetCount(); - if (tempcount >= count) - return EQUIP_ERR_OK; - } - - // not found req. item count and have unequippable items - return res; -} - -uint32 Player::GetItemCount(uint32 item, bool inBankAlso, Item* skipItem) const -{ - uint32 count = 0; - for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) - if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) - if (pItem != skipItem && pItem->GetEntry() == item) - count += pItem->GetCount(); - - for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) - if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) - if (pItem != skipItem && pItem->GetEntry() == item) - count += pItem->GetCount(); - - for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) - if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) - count += pBag->GetItemCount(item,skipItem); - - if(skipItem && skipItem->GetProto()->GemProperties) - for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) - if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) - if (pItem != skipItem && pItem->GetProto()->Socket[0].Color) - count += pItem->GetGemCountWithID(item); - - if (inBankAlso) - { - for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) - if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) - if (pItem != skipItem && pItem->GetEntry() == item) - count += pItem->GetCount(); - - for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) - if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i)) - count += pBag->GetItemCount(item,skipItem); - - if (skipItem && skipItem->GetProto()->GemProperties) - for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) - if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) - if (pItem != skipItem && pItem->GetProto()->Socket[0].Color) - count += pItem->GetGemCountWithID(item); - } - - return count; -} - -Item* Player::GetItemByGuid( uint64 guid ) const -{ - for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) - if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) - if (pItem->GetGUID() == guid) - return pItem; - - for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) - if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) - if (pItem->GetGUID() == guid) - return pItem; - - for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) - if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) - for (uint32 j = 0; j < pBag->GetBagSize(); ++j) - if (Item* pItem = pBag->GetItemByPos(j)) - if (pItem->GetGUID() == guid) - return pItem; - - for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) - if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) - for (uint32 j = 0; j < pBag->GetBagSize(); ++j) - if (Item* pItem = pBag->GetItemByPos(j)) - if (pItem->GetGUID() == guid) - return pItem; - - return NULL; -} - -Item* Player::GetItemByPos( uint16 pos ) const -{ - uint8 bag = pos >> 8; - uint8 slot = pos & 255; - return GetItemByPos( bag, slot ); -} - -Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const -{ - if (bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) )) - return m_items[slot]; - else if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END) - || (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END)) - { - if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag)) - return pBag->GetItemByPos(slot); - } - return NULL; -} - -Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable /*= false*/) const -{ - uint16 slot; - switch (attackType) - { - case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break; - case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break; - case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break; - default: return NULL; - } - - Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, slot); - if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON) - return NULL; - - if (!useable) - return item; - - if (item->IsBroken() || IsInFeralForm()) - return NULL; - - return item; -} - -Item* Player::GetShield(bool useable) const -{ - Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); - if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR) - return NULL; - - if (!useable) - return item; - - if (item->IsBroken()) - return NULL; - - return item; -} - -uint8 Player::GetAttackBySlot( uint8 slot ) -{ - switch(slot) - { - case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK; - case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK; - case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK; - default: return MAX_ATTACK; - } -} - -bool Player::IsInventoryPos( uint8 bag, uint8 slot ) -{ - if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT ) - return true; - if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) ) - return true; - if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END ) - return true; - if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END ) ) - return true; - return false; -} - -bool Player::IsEquipmentPos( uint8 bag, uint8 slot ) -{ - if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) ) - return true; - if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) ) - return true; - return false; -} - -bool Player::IsBankPos( uint8 bag, uint8 slot ) -{ - if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) ) - return true; - if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) ) - return true; - if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END ) - return true; - return false; -} - -bool Player::IsBagPos( uint16 pos ) -{ - uint8 bag = pos >> 8; - uint8 slot = pos & 255; - if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) ) - return true; - if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) ) - return true; - return false; -} - -bool Player::IsValidPos( uint8 bag, uint8 slot ) -{ - // post selected - if(bag == NULL_BAG) - return true; - - if (bag == INVENTORY_SLOT_BAG_0) - { - // any post selected - if (slot == NULL_SLOT) - return true; - - // equipment - if (slot < EQUIPMENT_SLOT_END) - return true; - - // bag equip slots - if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END) - return true; - - // backpack slots - if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END) - return true; - - // keyring slots - if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END) - return true; - - // bank main slots - if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END) - return true; - - // bank bag slots - if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END) - return true; - - return false; - } - - // bag content slots - if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END) - { - Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag); - if(!pBag) - return false; - - // any post selected - if (slot == NULL_SLOT) - return true; - - return slot < pBag->GetBagSize(); - } - - // bank bag content slots - if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END ) - { - Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag); - if(!pBag) - return false; - - // any post selected - if (slot == NULL_SLOT) - return true; - - return slot < pBag->GetBagSize(); - } - - // where this? - return false; -} - -bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const -{ - uint32 tempcount = 0; - for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) - { - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetEntry() == item ) - { - tempcount += pItem->GetCount(); - if( tempcount >= count ) - return true; - } - } - for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) - { - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetEntry() == item ) - { - tempcount += pItem->GetCount(); - if( tempcount >= count ) - return true; - } - } - for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - { - for (uint32 j = 0; j < pBag->GetBagSize(); j++) - { - Item* pItem = GetItemByPos( i, j ); - if( pItem && pItem->GetEntry() == item ) - { - tempcount += pItem->GetCount(); - if( tempcount >= count ) - return true; - } - } - } - } - - if(inBankAlso) - { - for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++) - { - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetEntry() == item ) - { - tempcount += pItem->GetCount(); - if( tempcount >= count ) - return true; - } - } - for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) - { - if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - { - for (uint32 j = 0; j < pBag->GetBagSize(); j++) - { - Item* pItem = GetItemByPos( i, j ); - if( pItem && pItem->GetEntry() == item ) - { - tempcount += pItem->GetCount(); - if( tempcount >= count ) - return true; - } - } - } - } - } - - return false; -} - -bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot ) const -{ - uint32 tempcount = 0; - for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) - { - if(i == except_slot) - continue; - - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetEntry() == item) - { - tempcount += pItem->GetCount(); - if( tempcount >= count ) - return true; - } - } - - ItemPrototype const *pProto = objmgr.GetItemPrototype(item); - if (pProto && pProto->GemProperties) - { - for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) - { - if(i == except_slot) - continue; - - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetProto()->Socket[0].Color) - { - tempcount += pItem->GetGemCountWithID(item); - if( tempcount >= count ) - return true; - } - } - } - - return false; -} - -bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const -{ - uint32 tempcount = 0; - for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) - { - if(i == except_slot) - continue; - - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if (!pItem) - continue; - - ItemPrototype const *pProto = pItem->GetProto(); - if (!pProto) - continue; - - if (pProto->ItemLimitCategory == limitCategory) - { - tempcount += pItem->GetCount(); - if( tempcount >= count ) - return true; - } - - if( pProto->Socket[0].Color) - { - tempcount += pItem->GetGemCountWithLimitCategory(limitCategory); - if( tempcount >= count ) - return true; - } - } - - return false; -} - -uint8 Player::CountItemWithLimitCategory(uint32 limitCategory, Item* skipItem) const -{ - uint8 tempcount = 0; - for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) - { - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if (!pItem) - continue; - - if (pItem == skipItem) - continue; - - ItemPrototype const *pProto = pItem->GetProto(); - if (pProto && pProto->ItemLimitCategory == limitCategory) - tempcount += pItem->GetCount(); - } - - for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) - { - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if (!pItem) - continue; - - if (pItem == skipItem) - continue; - - ItemPrototype const *pProto = pItem->GetProto(); - if (pProto && pProto->ItemLimitCategory == limitCategory) - tempcount += pItem->GetCount(); - } - - for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) - { - Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if (!pBag) - continue; - - for(uint32 j = 0; j < pBag->GetBagSize(); ++j) - { - Item *pItem = GetItemByPos( i, j ); - - if (!pItem) - continue; - - if (pItem == skipItem) - continue; - - if (pItem->GetProto()->ItemLimitCategory == limitCategory) - tempcount += pItem->GetCount(); - } - } - - for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) - { - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if (!pItem) - continue; - - if (pItem == skipItem) - continue; - - ItemPrototype const *pProto = pItem->GetProto(); - if (pProto && pProto->ItemLimitCategory == limitCategory) - tempcount += pItem->GetCount(); - } - - for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) - { - Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if (!pBag) - continue; - - for(uint32 j = 0; j < pBag->GetBagSize(); ++j) - { - Item *pItem = GetItemByPos( i, j ); - - if(!pItem) - continue; - - if(pItem == skipItem) - continue; - - if(pItem->GetProto()->ItemLimitCategory == limitCategory) - tempcount += pItem->GetCount(); - } - } - - return tempcount; -} - -uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const -{ - ItemPrototype const *pProto = objmgr.GetItemPrototype(entry); - if (!pProto) - { - if(no_space_count) - *no_space_count = count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - - if (pItem && pItem->m_lootGenerated) - return EQUIP_ERR_ALREADY_LOOTED; - - // no maximum - if (pProto->MaxCount <= 0 && pProto->ItemLimitCategory == 0 || pProto->MaxCount == 2147483647) - return EQUIP_ERR_OK; - - uint32 curcount; - if (pProto->ItemLimitCategory) - curcount = CountItemWithLimitCategory(pProto->ItemLimitCategory,pItem); - else - curcount = GetItemCount(pProto->ItemId,true,pItem); - - if ((curcount + count > uint32(pProto->MaxCount)) && !(pProto->ItemLimitCategory)) - { - if (no_space_count) - *no_space_count = count +curcount - pProto->MaxCount; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - - if (pProto->ItemLimitCategory && pProto->Class!=ITEM_CLASS_GEM) // gem have equip check (maybe sort by bonding?) - { - ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory); - if (!limitEntry) - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - - if (curcount + count > limitEntry->maxCount) - { - if (no_space_count) - *no_space_count = count + curcount - limitEntry->maxCount; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; // attempt add too many limit category items - } - } - - return EQUIP_ERR_OK; -} - -bool Player::HasItemTotemCategory( uint32 TotemCategory ) const -{ - Item *pItem; - for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) - { - pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) - return true; - } - for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) - { - pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) - return true; - } - for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) - { - if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - { - for (uint32 j = 0; j < pBag->GetBagSize(); ++j) - { - pItem = GetUseableItemByPos( i, j ); - if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) - return true; - } - } - } - return false; -} - -uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const -{ - Item* pItem2 = GetItemByPos( bag, slot ); - - // ignore move item (this slot will be empty at move) - if (pItem2==pSrcItem) - pItem2 = NULL; - - uint32 need_space; - - // empty specific slot - check item fit to slot - if (!pItem2 || swap) - { - if (bag == INVENTORY_SLOT_BAG_0) - { - // keyring case - if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)) - return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; - - // currencytoken case - if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)) - return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; - - // prevent cheating - if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END) - return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; - } - else - { - Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); - if (!pBag) - return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; - - ItemPrototype const* pBagProto = pBag->GetProto(); - if (!pBagProto) - return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; - - if (slot >= pBagProto->ContainerSlots) - return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; - - if (!ItemCanGoIntoBag(pProto,pBagProto)) - return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; - } - - // non empty stack with space - need_space = pProto->GetMaxStackSize(); - } - // non empty slot, check item type - else - { - // check item type - if (pItem2->GetEntry() != pProto->ItemId) - return EQUIP_ERR_ITEM_CANT_STACK; - - // check free space - if (pItem2->GetCount() >= pProto->GetMaxStackSize()) - return EQUIP_ERR_ITEM_CANT_STACK; - - // free stack space or infinity - need_space = pProto->GetMaxStackSize() - pItem2->GetCount(); - } - - if (need_space > count) - need_space = count; - - ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space); - if (!newPosition.isContainedIn(dest)) - { - dest.push_back(newPosition); - count -= need_space; - } - return EQUIP_ERR_OK; -} - -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 -{ - // skip specific bag already processed in first called _CanStoreItem_InBag - if (bag==skip_bag) - return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; - - Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); - if (!pBag) - return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; - - ItemPrototype const* pBagProto = pBag->GetProto(); - if (!pBagProto) - return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; - - // specialized bag mode or non-specilized - if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER)) - return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; - - if (!ItemCanGoIntoBag(pProto,pBagProto)) - return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; - - for (uint32 j = 0; j < pBag->GetBagSize(); j++) - { - // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot - if (j==skip_slot) - continue; - - Item* pItem2 = GetItemByPos( bag, j ); - - // ignore move item (this slot will be empty at move) - if (pItem2==pSrcItem) - pItem2 = NULL; - - // if merge skip empty, if !merge skip non-empty - if ((pItem2!=NULL)!=merge) - continue; - - if (pItem2) - { - if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize()) - { - uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount(); - if(need_space > count) - need_space = count; - - ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space); - if (!newPosition.isContainedIn(dest)) - { - dest.push_back(newPosition); - count -= need_space; - - if (count==0) - return EQUIP_ERR_OK; - } - } - } - else - { - uint32 need_space = pProto->GetMaxStackSize(); - if (need_space > count) - need_space = count; - - ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space); - if (!newPosition.isContainedIn(dest)) - { - dest.push_back(newPosition); - count -= need_space; - - if (count==0) - return EQUIP_ERR_OK; - } - } - } - return EQUIP_ERR_OK; -} - -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 -{ - for (uint32 j = slot_begin; j < slot_end; j++) - { - // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot - if (INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot) - continue; - - Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j ); - - // ignore move item (this slot will be empty at move) - if (pItem2==pSrcItem) - pItem2 = NULL; - - // if merge skip empty, if !merge skip non-empty - if ((pItem2!=NULL)!=merge) - continue; - - if (pItem2) - { - if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize()) - { - uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount(); - if (need_space > count) - need_space = count; - ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space); - if (!newPosition.isContainedIn(dest)) - { - dest.push_back(newPosition); - count -= need_space; - - if (count==0) - return EQUIP_ERR_OK; - } - } - } - else - { - uint32 need_space = pProto->GetMaxStackSize(); - if (need_space > count) - need_space = count; - - ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space); - if (!newPosition.isContainedIn(dest)) - { - dest.push_back(newPosition); - count -= need_space; - - if (count==0) - return EQUIP_ERR_OK; - } - } - } - return EQUIP_ERR_OK; -} - -uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const -{ - sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count); - - ItemPrototype const *pProto = objmgr.GetItemPrototype(entry); - if (!pProto) - { - if (no_space_count) - *no_space_count = count; - return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND; - } - - if (pItem && pItem->IsBindedNotWith(this)) - { - if (no_space_count) - *no_space_count = count; - return EQUIP_ERR_DONT_OWN_THAT_ITEM; - } - - // check count of items (skip for auto move for same player from bank) - uint32 no_similar_count = 0; // can't store this amount similar items - uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count); - if (res!=EQUIP_ERR_OK) - { - if (count==no_similar_count) - { - if (no_space_count) - *no_space_count = no_similar_count; - return res; - } - count -= no_similar_count; - } - - // in specific slot - if (bag != NULL_BAG && slot != NULL_SLOT) - { - res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem); - if (res!=EQUIP_ERR_OK) - { - if (no_space_count) - *no_space_count = count + no_similar_count; - return res; - } - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - } - - // not specific slot or have space for partly store only in specific slot - - // in specific bag - if (bag != NULL_BAG) - { - // search stack in bag for merge to - if (pProto->Stackable != 1) - { - if (bag == INVENTORY_SLOT_BAG_0) // inventory - { - res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - { - if (no_space_count) - *no_space_count = count + no_similar_count; - return res; - } - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - - res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - { - if (no_space_count) - *no_space_count = count + no_similar_count; - return res; - } - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - } - else // equipped bag - { - // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag - res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot); - if (res!=EQUIP_ERR_OK) - res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot); - - if (res!=EQUIP_ERR_OK) - { - if (no_space_count) - *no_space_count = count + no_similar_count; - return res; - } - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - } - } - - // search free slot in bag for place to - if(bag == INVENTORY_SLOT_BAG_0) // inventory - { - // search free slot - keyring case - if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS) - { - uint32 keyringSize = GetMaxKeyringSize(); - res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - { - if (no_space_count) - *no_space_count = count + no_similar_count; - return res; - } - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - - res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - { - if (no_space_count) - *no_space_count = count + no_similar_count; - return res; - } - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - } - else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) - { - res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - { - if (no_space_count) - *no_space_count = count + no_similar_count; - return res; - } - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - } - - res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - { - if (no_space_count) - *no_space_count = count + no_similar_count; - return res; - } - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - } - else // equipped bag - { - res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot); - if (res!=EQUIP_ERR_OK) - res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot); - - if (res!=EQUIP_ERR_OK) - { - if (no_space_count) - *no_space_count = count + no_similar_count; - return res; - } - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - } - } - - // not specific bag or have space for partly store only in specific bag - - // search stack for merge to - if (pProto->Stackable != 1) - { - res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - { - if (no_space_count) - *no_space_count = count + no_similar_count; - return res; - } - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - - res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - { - if (no_space_count) - *no_space_count = count + no_similar_count; - return res; - } - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - - if (pProto->BagFamily) - { - for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - continue; - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - } - } - - for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - continue; - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - } - } - - // search free slot - special bag case - if (pProto->BagFamily) - { - if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS) - { - uint32 keyringSize = GetMaxKeyringSize(); - res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - { - if (no_space_count) - *no_space_count = count + no_similar_count; - return res; - } - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - } - else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) - { - res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - { - if (no_space_count) - *no_space_count = count + no_similar_count; - return res; - } - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - } - - for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - continue; - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - } - } - - // search free slot - res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - { - if (no_space_count) - *no_space_count = count + no_similar_count; - return res; - } - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - - for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot); - if (res!=EQUIP_ERR_OK) - continue; - - if (count==0) - { - if (no_similar_count==0) - return EQUIP_ERR_OK; - - if (no_space_count) - *no_space_count = count + no_similar_count; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - } - - if (no_space_count) - *no_space_count = count + no_similar_count; - - return EQUIP_ERR_INVENTORY_FULL; -} - -////////////////////////////////////////////////////////////////////////// -uint8 Player::CanStoreItems( Item **pItems,int count) const -{ - Item *pItem2; - - // fill space table - int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START]; - int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE]; - int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START]; - int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START]; - - memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START)); - memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE); - memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START)); - memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START)); - - for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) - { - pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - - if (pItem2 && !pItem2->IsInTrade()) - { - inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount(); - } - } - - for (uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) - { - pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - - if (pItem2 && !pItem2->IsInTrade()) - { - inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount(); - } - } - - for (uint8 i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++) - { - pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - - if (pItem2 && !pItem2->IsInTrade()) - { - inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount(); - } - } - - for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - { - for (uint32 j = 0; j < pBag->GetBagSize(); j++) - { - pItem2 = GetItemByPos( i, j ); - if (pItem2 && !pItem2->IsInTrade()) - { - inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount(); - } - } - } - } - - // check free space for all items - for (int k = 0; k < count; ++k) - { - Item *pItem = pItems[k]; - - // no item - if (!pItem) continue; - - sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount()); - ItemPrototype const *pProto = pItem->GetProto(); - - // strange item - if( !pProto ) - return EQUIP_ERR_ITEM_NOT_FOUND; - - // item it 'bind' - if(pItem->IsBindedNotWith(this)) - return EQUIP_ERR_DONT_OWN_THAT_ITEM; - - Bag *pBag; - ItemPrototype const *pBagProto; - - // item is 'one item only' - uint8 res = CanTakeMoreSimilarItems(pItem); - if(res != EQUIP_ERR_OK) - return res; - - // search stack for merge to - if( pProto->Stackable != 1 ) - { - bool b_found = false; - - for (int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t) - { - pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); - if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) - { - inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount(); - b_found = true; - break; - } - } - if (b_found) continue; - - for (int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t) - { - pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); - if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) - { - inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount(); - b_found = true; - break; - } - } - if (b_found) continue; - - for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t) - { - pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); - if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) - { - inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount(); - b_found = true; - break; - } - } - if (b_found) continue; - - for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) - { - pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); - if( pBag && ItemCanGoIntoBag(pItem->GetProto(), pBag->GetProto())) - { - for (uint32 j = 0; j < pBag->GetBagSize(); j++) - { - pItem2 = GetItemByPos( t, j ); - if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize()) - { - inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount(); - b_found = true; - break; - } - } - } - } - if (b_found) continue; - } - - // special bag case - if( pProto->BagFamily ) - { - bool b_found = false; - if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS) - { - uint32 keyringSize = GetMaxKeyringSize(); - for (uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t) - { - if( inv_keys[t-KEYRING_SLOT_START] == 0 ) - { - inv_keys[t-KEYRING_SLOT_START] = 1; - b_found = true; - break; - } - } - } - - if (b_found) continue; - - if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) - { - for (uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t) - { - if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 ) - { - inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1; - b_found = true; - break; - } - } - } - - if (b_found) continue; - - for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) - { - pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); - if( pBag ) - { - pBagProto = pBag->GetProto(); - - // not plain container check - if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) && - ItemCanGoIntoBag(pProto,pBagProto) ) - { - for (uint32 j = 0; j < pBag->GetBagSize(); j++) - { - if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 ) - { - inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1; - b_found = true; - break; - } - } - } - } - } - if (b_found) continue; - } - - // search free slot - bool b_found = false; - for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t) - { - if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 ) - { - inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1; - b_found = true; - break; - } - } - if (b_found) continue; - - // search free slot in bags - for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) - { - pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); - if( pBag ) - { - pBagProto = pBag->GetProto(); - - // special bag already checked - if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER)) - continue; - - for (uint32 j = 0; j < pBag->GetBagSize(); j++) - { - if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 ) - { - inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1; - b_found = true; - break; - } - } - } - } - - // no free slot found? - if (!b_found) - return EQUIP_ERR_INVENTORY_FULL; - } - - return EQUIP_ERR_OK; -} - -////////////////////////////////////////////////////////////////////////// -uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const -{ - dest = 0; - Item *pItem = Item::CreateItem( item, 1, this ); - if( pItem ) - { - uint8 result = CanEquipItem(slot, dest, pItem, swap ); - delete pItem; - return result; - } - - return EQUIP_ERR_ITEM_NOT_FOUND; -} - -uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const -{ - dest = 0; - if( pItem ) - { - sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount()); - ItemPrototype const *pProto = pItem->GetProto(); - if( pProto ) - { - if(pItem->IsBindedNotWith(this)) - return EQUIP_ERR_DONT_OWN_THAT_ITEM; - - // check count of items (skip for auto move for same player from bank) - uint8 res = CanTakeMoreSimilarItems(pItem); - if(res != EQUIP_ERR_OK) - return res; - - // check this only in game - if(not_loading) - { - // May be here should be more stronger checks; STUNNED checked - // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked. - if (hasUnitState(UNIT_STAT_STUNNED)) - return EQUIP_ERR_YOU_ARE_STUNNED; - - // do not allow equipping gear except weapons, offhands, projectiles, relics in - // - combat - // - in-progress arenas - if( !pProto->CanChangeEquipStateInCombat() ) - { - if( isInCombat() ) - return EQUIP_ERR_NOT_IN_COMBAT; - - if(BattleGround* bg = GetBattleGround()) - if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS ) - return EQUIP_ERR_NOT_DURING_ARENA_MATCH; - } - - if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0) - return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err - - if(IsNonMeleeSpellCasted(false)) - return EQUIP_ERR_CANT_DO_RIGHT_NOW; - } - - ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0; - // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items) - if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel()) - return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; - - uint8 eslot = FindEquipSlot( pProto, slot, swap ); - if (eslot == NULL_SLOT) - return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; - - uint8 msg = CanUseItem(pItem , not_loading); - if (msg != EQUIP_ERR_OK) - return msg; - if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot)) - return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE; - - // if swap ignore item (equipped also) - if (uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT)) - return res2; - - // check unique-equipped special item classes - if (pProto->Class == ITEM_CLASS_QUIVER) - { - for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) - { - if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) - { - if (pBag != pItem) - { - if (ItemPrototype const* pBagProto = pBag->GetProto()) - { - if (pBagProto->Class==pProto->Class && (!swap || pBag->GetSlot() != eslot)) - return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH) - ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH - : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER; - } - } - } - } - } - - uint32 type = pProto->InventoryType; - - if (eslot == EQUIPMENT_SLOT_OFFHAND) - { - if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND) - { - if (!CanDualWield()) - return EQUIP_ERR_CANT_DUAL_WIELD; - } - else if (type == INVTYPE_2HWEAPON) - { - if (!CanDualWield() || !CanTitanGrip()) - return EQUIP_ERR_CANT_DUAL_WIELD; - } - - if (IsTwoHandUsed()) - return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED; - } - - // equip two-hand weapon case (with possible unequip 2 items) - if (type == INVTYPE_2HWEAPON) - { - if (eslot == EQUIPMENT_SLOT_OFFHAND) - { - if (!CanTitanGrip()) - return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; - } - else if (eslot != EQUIPMENT_SLOT_MAINHAND) - return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; - - if (!CanTitanGrip()) - { - // offhand item must can be stored in inventory for offhand item and it also must be unequipped - Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND ); - ItemPosCountVec off_dest; - if (offItem && (!not_loading || - CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK || - CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK )) - return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL; - } - } - dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot); - return EQUIP_ERR_OK; - } - } - - return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED; -} - -uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const -{ - // Applied only to equipped items and bank bags - if(!IsEquipmentPos(pos) && !IsBagPos(pos)) - return EQUIP_ERR_OK; - - Item* pItem = GetItemByPos(pos); - - // Applied only to existed equipped item - if( !pItem ) - return EQUIP_ERR_OK; - - sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount()); - - ItemPrototype const *pProto = pItem->GetProto(); - if( !pProto ) - return EQUIP_ERR_ITEM_NOT_FOUND; - - // do not allow unequipping gear except weapons, offhands, projectiles, relics in - // - combat - // - in-progress arenas - if( !pProto->CanChangeEquipStateInCombat() ) - { - if( isInCombat() ) - return EQUIP_ERR_NOT_IN_COMBAT; - - if(BattleGround* bg = GetBattleGround()) - if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS ) - return EQUIP_ERR_NOT_DURING_ARENA_MATCH; - } - - if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty()) - return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS; - - return EQUIP_ERR_OK; -} - -uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const -{ - if (!pItem) - return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND; - - if (pItem->m_lootGenerated) - { - GetSession()->DoLootRelease(GetLootGUID()); - return EQUIP_ERR_OK; - } - - uint32 count = pItem->GetCount(); - - sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount()); - ItemPrototype const *pProto = pItem->GetProto(); - if (!pProto) - return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND; - - if (pItem->IsBindedNotWith(this)) - return EQUIP_ERR_DONT_OWN_THAT_ITEM; - - // check count of items (skip for auto move for same player from bank) - uint8 res = CanTakeMoreSimilarItems(pItem); - if (res != EQUIP_ERR_OK) - return res; - - // in specific slot - if (bag != NULL_BAG && slot != NULL_SLOT) - { - if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END) - { - if (!pItem->IsBag()) - return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT; - - if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount()) - return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT; - - if (uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK) - return cantuse; - } - - res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem); - if (res!=EQUIP_ERR_OK) - return res; - - if (count==0) - return EQUIP_ERR_OK; - } - - // not specific slot or have space for partly store only in specific slot - - // in specific bag - if( bag != NULL_BAG ) - { - if( pProto->InventoryType == INVTYPE_BAG ) - { - Bag *pBag = (Bag*)pItem; - if( pBag && !pBag->IsEmpty() ) - return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; - } - - // search stack in bag for merge to - if( pProto->Stackable != 1 ) - { - if( bag == INVENTORY_SLOT_BAG_0 ) - { - res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); - if(res!=EQUIP_ERR_OK) - return res; - - if(count==0) - return EQUIP_ERR_OK; - } - else - { - res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot); - if(res!=EQUIP_ERR_OK) - res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot); - - if(res!=EQUIP_ERR_OK) - return res; - - if(count==0) - return EQUIP_ERR_OK; - } - } - - // search free slot in bag - if( bag == INVENTORY_SLOT_BAG_0 ) - { - res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); - if(res!=EQUIP_ERR_OK) - return res; - - if(count==0) - return EQUIP_ERR_OK; - } - else - { - res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot); - if(res != EQUIP_ERR_OK) - res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot); - - if(res != EQUIP_ERR_OK) - return res; - - if(count == 0) - return EQUIP_ERR_OK; - } - } - - // not specific bag or have space for partly store only in specific bag - - // search stack for merge to - if( pProto->Stackable != 1 ) - { - // in slots - res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); - if(res != EQUIP_ERR_OK) - return res; - - if(count == 0) - return EQUIP_ERR_OK; - - // in special bags - if( pProto->BagFamily ) - { - for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) - { - res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot); - if(res!=EQUIP_ERR_OK) - continue; - - if(count==0) - return EQUIP_ERR_OK; - } - } - - for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) - { - res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot); - if(res!=EQUIP_ERR_OK) - continue; - - if(count==0) - return EQUIP_ERR_OK; - } - } - - // search free place in special bag - if( pProto->BagFamily ) - { - for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) - { - res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot); - if(res!=EQUIP_ERR_OK) - continue; - - if(count==0) - return EQUIP_ERR_OK; - } - } - - // search free space - res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); - if(res!=EQUIP_ERR_OK) - return res; - - if(count==0) - return EQUIP_ERR_OK; - - for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) - { - res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot); - if(res!=EQUIP_ERR_OK) - continue; - - if(count==0) - return EQUIP_ERR_OK; - } - return EQUIP_ERR_BANK_FULL; -} - -uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const -{ - if (pItem) - { - sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry()); - - if (!isAlive() && not_loading) - return EQUIP_ERR_YOU_ARE_DEAD; - - //if (isStunned()) - // return EQUIP_ERR_YOU_ARE_STUNNED; - - ItemPrototype const *pProto = pItem->GetProto(); - if (pProto) - { - if (pItem->IsBindedNotWith(this)) - return EQUIP_ERR_DONT_OWN_THAT_ITEM; - - if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0) - return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; - - if (pItem->GetSkill() != 0) - { - bool allowEquip = false; - uint32 itemSkill = pItem->GetSkill(); - // Armor that is binded to account can "morph" from plate to mail, etc. if skill is not learned yet. - if (pProto->Quality == ITEM_QUALITY_HEIRLOOM && pProto->Class == ITEM_CLASS_ARMOR && !HasSkill(itemSkill)) - { - // TODO: when you right-click already equipped item it throws EQUIP_ERR_NO_REQUIRED_PROFICIENCY. - - // In fact it's a visual bug, everything works properly... I need sniffs of operations with - // binded to account items from off server. - - switch (this->getClass()) - { - case CLASS_HUNTER: - case CLASS_SHAMAN: - allowEquip = (itemSkill == SKILL_MAIL); - break; - case CLASS_PALADIN: - allowEquip = (itemSkill == SKILL_PLATE_MAIL); - break; - } - } - if (!allowEquip && GetSkillValue(itemSkill) == 0) - return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; - } - - if (pProto->RequiredSkill != 0) - { - if (GetSkillValue( pProto->RequiredSkill ) == 0) - return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; - - if (GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank) - return EQUIP_ERR_ERR_CANT_EQUIP_SKILL; - } - - if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell)) - return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; - - if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank) - return EQUIP_ERR_CANT_EQUIP_REPUTATION; - - if (getLevel() < pProto->RequiredLevel) - return EQUIP_ERR_CANT_EQUIP_LEVEL_I; - - return EQUIP_ERR_OK; - } - } - return EQUIP_ERR_ITEM_NOT_FOUND; -} - -bool Player::CanUseItem( ItemPrototype const *pProto ) -{ - // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player - - if( pProto ) - { - if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 ) - return false; - if( pProto->RequiredSkill != 0 ) - { - if( GetSkillValue( pProto->RequiredSkill ) == 0 ) - return false; - else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank ) - return false; - } - if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) ) - return false; - if( getLevel() < pProto->RequiredLevel ) - return false; - return true; - } - return false; -} - -uint8 Player::CanUseAmmo( uint32 item ) const -{ - sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item); - if( !isAlive() ) - return EQUIP_ERR_YOU_ARE_DEAD; - //if( isStunned() ) - // return EQUIP_ERR_YOU_ARE_STUNNED; - ItemPrototype const *pProto = objmgr.GetItemPrototype( item ); - if( pProto ) - { - if( pProto->InventoryType!= INVTYPE_AMMO ) - return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE; - if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 ) - return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; - if( pProto->RequiredSkill != 0 ) - { - if( GetSkillValue( pProto->RequiredSkill ) == 0 ) - return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; - else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank ) - return EQUIP_ERR_ERR_CANT_EQUIP_SKILL; - } - if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) ) - return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; - /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation ) - return EQUIP_ERR_CANT_EQUIP_REPUTATION; - */ - if( getLevel() < pProto->RequiredLevel ) - return EQUIP_ERR_CANT_EQUIP_LEVEL_I; - - // Requires No Ammo - if(HasAura(46699)) - return EQUIP_ERR_BAG_FULL6; - - return EQUIP_ERR_OK; - } - return EQUIP_ERR_ITEM_NOT_FOUND; -} - -void Player::SetAmmo( uint32 item ) -{ - if(!item) - return; - - // already set - if( GetUInt32Value(PLAYER_AMMO_ID) == item ) - return; - - // check ammo - if(item) - { - uint8 msg = CanUseAmmo( item ); - if( msg != EQUIP_ERR_OK ) - { - SendEquipError( msg, NULL, NULL ); - return; - } - } - - SetUInt32Value(PLAYER_AMMO_ID, item); - - _ApplyAmmoBonuses(); -} - -void Player::RemoveAmmo() -{ - SetUInt32Value(PLAYER_AMMO_ID, 0); - - m_ammoDPS = 0.0f; - - if(CanModifyStats()) - UpdateDamagePhysical(RANGED_ATTACK); -} - -// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case. -Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId ) -{ - uint32 count = 0; - for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr) - count += itr->count; - - Item *pItem = Item::CreateItem( item, count, this ); - if( pItem ) - { - ItemAddedQuestCheck( item, count ); - if(randomPropertyId) - pItem->SetItemRandomProperties(randomPropertyId); - pItem = StoreItem( dest, pItem, update ); - } - return pItem; -} - -Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update ) -{ - if( !pItem ) - return NULL; - - Item* lastItem = pItem; - uint32 entry = pItem->GetEntry(); - for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end();) - { - uint16 pos = itr->pos; - uint32 count = itr->count; - - ++itr; - - if(itr == dest.end()) - { - lastItem = _StoreItem(pos,pItem,count,false,update); - break; - } - - lastItem = _StoreItem(pos,pItem,count,true,update); - } - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry); - return lastItem; -} - -// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case. -Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update ) -{ - if( !pItem ) - return NULL; - - uint8 bag = pos >> 8; - uint8 slot = pos & 255; - - sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u, guid = %u", bag, slot, pItem->GetEntry(), count, pItem->GetGUIDLow()); - - Item *pItem2 = GetItemByPos( bag, slot ); - - if (!pItem2) - { - if (clone) - pItem = pItem->CloneItem(count, this); - else - pItem->SetCount(count); - - if (!pItem) - return NULL; - - if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || - pItem->GetProto()->Bonding == BIND_QUEST_ITEM || - (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos))) - pItem->SetBinding( true ); - - if (bag == INVENTORY_SLOT_BAG_0) - { - m_items[slot] = pItem; - SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() ); - pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() ); - pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() ); - - pItem->SetSlot( slot ); - pItem->SetContainer( NULL ); - - // need update known currency - if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) - UpdateKnownCurrencies(pItem->GetEntry(), true); - - if (IsInWorld() && update) - { - pItem->AddToWorld(); - pItem->SendUpdateToPlayer( this ); - } - - pItem->SetState(ITEM_CHANGED, this); - } - else if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag )) - { - pBag->StoreItem( slot, pItem, update ); - if( IsInWorld() && update ) - { - pItem->AddToWorld(); - pItem->SendUpdateToPlayer( this ); - } - pItem->SetState(ITEM_CHANGED, this); - pBag->SetState(ITEM_CHANGED, this); - } - - AddEnchantmentDurations(pItem); - AddItemDurations(pItem); - - return pItem; - } - else - { - if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP || - pItem2->GetProto()->Bonding == BIND_QUEST_ITEM || - (pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos))) - pItem2->SetBinding( true ); - - pItem2->SetCount( pItem2->GetCount() + count ); - if (IsInWorld() && update) - pItem2->SendUpdateToPlayer( this ); - - if (!clone) - { - // delete item (it not in any slot currently) - if (IsInWorld() && update) - { - pItem->RemoveFromWorld(); - pItem->DestroyForPlayer( this ); - } - - RemoveEnchantmentDurations(pItem); - RemoveItemDurations(pItem); - - pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor - pItem->SetState(ITEM_REMOVED, this); - } - - // AddItemDurations(pItem2); - pItem2 already have duration listed for player - AddEnchantmentDurations(pItem2); - - pItem2->SetState(ITEM_CHANGED, this); - - return pItem2; - } -} - -Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update ) -{ - if (Item *pItem = Item::CreateItem( item, 1, this )) - { - ItemAddedQuestCheck( item, 1 ); - return EquipItem( pos, pItem, update ); - } - - return NULL; -} - -Item* Player::EquipItem( uint16 pos, Item *pItem, bool update ) -{ - AddEnchantmentDurations(pItem); - AddItemDurations(pItem); - - uint8 bag = pos >> 8; - uint8 slot = pos & 255; - - Item *pItem2 = GetItemByPos( bag, slot ); - - if( !pItem2 ) - { - VisualizeItem( slot, pItem); - - if(isAlive()) - { - ItemPrototype const *pProto = pItem->GetProto(); - - // item set bonuses applied only at equip and removed at unequip, and still active for broken items - if(pProto && pProto->ItemSet) - AddItemsSetItem(this, pItem); - - _ApplyItemMods(pItem, slot, true); - - if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0) - { - uint32 cooldownSpell = 6119; - - if (getClass() == CLASS_ROGUE) - cooldownSpell = 6123; - - SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell); - - if (!spellProto) - sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell); - else - { - m_weaponChangeTimer = spellProto->StartRecoveryTime; - - WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4); - data << uint64(GetGUID()); - data << uint8(1); - data << uint32(cooldownSpell); - data << uint32(0); - GetSession()->SendPacket(&data); - } - } - } - - if( IsInWorld() && update ) - { - pItem->AddToWorld(); - pItem->SendUpdateToPlayer( this ); - } - - ApplyEquipCooldown(pItem); - - // update expertise and armor penetration - passive auras may need it - - if( slot == EQUIPMENT_SLOT_MAINHAND ) - UpdateExpertise(BASE_ATTACK); - - else if( slot == EQUIPMENT_SLOT_OFFHAND ) - UpdateExpertise(OFF_ATTACK); - - switch(slot) - { - case EQUIPMENT_SLOT_MAINHAND: - case EQUIPMENT_SLOT_OFFHAND: - case EQUIPMENT_SLOT_RANGED: - RecalculateRating(CR_ARMOR_PENETRATION); - default: - break; - } - } - else - { - pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() ); - if( IsInWorld() && update ) - pItem2->SendUpdateToPlayer( this ); - - // delete item (it not in any slot currently) - //pItem->DeleteFromDB(); - if( IsInWorld() && update ) - { - pItem->RemoveFromWorld(); - pItem->DestroyForPlayer( this ); - } - - RemoveEnchantmentDurations(pItem); - RemoveItemDurations(pItem); - - pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor - pItem->SetState(ITEM_REMOVED, this); - pItem2->SetState(ITEM_CHANGED, this); - - ApplyEquipCooldown(pItem2); - - return pItem2; - } - - // only for full equip instead adding to stack - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry()); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot); - - return pItem; -} - -void Player::QuickEquipItem( uint16 pos, Item *pItem) -{ - if( pItem ) - { - AddEnchantmentDurations(pItem); - AddItemDurations(pItem); - - uint8 slot = pos & 255; - VisualizeItem( slot, pItem); - - if( IsInWorld() ) - { - pItem->AddToWorld(); - pItem->SendUpdateToPlayer( this ); - } - - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry()); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot); - } -} - -void Player::SetVisibleItemSlot(uint8 slot, Item *pItem) -{ - if(pItem) - { - SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry()); - SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT)); - SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT)); - } - else - { - SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0); - SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0); - } -} - -void Player::VisualizeItem( uint8 slot, Item *pItem) -{ - if(!pItem) - return; - - // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) - if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) - pItem->SetBinding( true ); - - sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry()); - - m_items[slot] = pItem; - SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() ); - pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() ); - pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() ); - pItem->SetSlot( slot ); - pItem->SetContainer( NULL ); - - if( slot < EQUIPMENT_SLOT_END ) - SetVisibleItemSlot(slot, pItem); - - pItem->SetState(ITEM_CHANGED, this); -} - -void Player::RemoveItem(uint8 bag, uint8 slot, bool update) -{ - // note: removeitem does not actually change the item - // it only takes the item out of storage temporarily - // note2: if removeitem is to be used for delinking - // the item must be removed from the player's updatequeue - - Item *pItem = GetItemByPos(bag, slot); - if (pItem) - { - sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry()); - - RemoveEnchantmentDurations(pItem); - RemoveItemDurations(pItem); - - if (bag == INVENTORY_SLOT_BAG_0) - { - if (slot < INVENTORY_SLOT_BAG_END) - { - ItemPrototype const *pProto = pItem->GetProto(); - // item set bonuses applied only at equip and removed at unequip, and still active for broken items - - if(pProto && pProto->ItemSet) - RemoveItemsSetItem(this, pProto); - - _ApplyItemMods(pItem, slot, false); - - // remove item dependent auras and casts (only weapon and armor slots) - if(slot < EQUIPMENT_SLOT_END) - { - RemoveItemDependentAurasAndCasts(pItem); - - // remove held enchantments, update expertise - if (slot == EQUIPMENT_SLOT_MAINHAND) - { - if (pItem->GetItemSuffixFactor()) - { - pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3); - pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4); - } - else - { - pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0); - pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1); - } - - UpdateExpertise(BASE_ATTACK); - } - else if (slot == EQUIPMENT_SLOT_OFFHAND) - UpdateExpertise(OFF_ATTACK); - // update armor penetration - passive auras may need it - switch(slot) - { - case EQUIPMENT_SLOT_MAINHAND: - case EQUIPMENT_SLOT_OFFHAND: - case EQUIPMENT_SLOT_RANGED: - RecalculateRating(CR_ARMOR_PENETRATION); - default: - break; - } - } - } - // need update known currency - else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) - UpdateKnownCurrencies(pItem->GetEntry(), false); - - m_items[slot] = NULL; - SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0); - - if (slot < EQUIPMENT_SLOT_END) - SetVisibleItemSlot(slot, NULL); - } - else - { - if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag)) - pBag->RemoveItem(slot, update); - } - pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0); - // pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0); not clear owner at remove (it will be set at store). This used in mail and auction code - pItem->SetSlot(NULL_SLOT); - if(IsInWorld() && update) - pItem->SendUpdateToPlayer(this); - } -} - -// Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail.... -void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update) -{ - if(Item* it = GetItemByPos(bag,slot)) - { - ItemRemovedQuestCheck(it->GetEntry(), it->GetCount()); - RemoveItem(bag, slot, update); - it->RemoveFromUpdateQueueOf(this); - if(it->IsInWorld()) - { - it->RemoveFromWorld(); - it->DestroyForPlayer(this); - } - } -} - -// Common operation need to add item from inventory without delete in trade, guild bank, mail.... -void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB) -{ - // update quest counters - ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount()); - - // store item - Item* pLastItem = StoreItem(dest, pItem, update); - - // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way) - if(pLastItem == pItem) - { - // update owner for last item (this can be original item with wrong owner - if(pLastItem->GetOwnerGUID() != GetGUID()) - pLastItem->SetOwnerGUID(GetGUID()); - - // if this original item then it need create record in inventory - // in case trade we already have item in other player inventory - pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this); - } -} - -void Player::DestroyItem(uint8 bag, uint8 slot, bool update) -{ - Item *pItem = GetItemByPos(bag, slot); - if(pItem) - { - sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry()); - - // start from destroy contained items (only equipped bag can have its) - if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot - { - for (uint8 i = 0; i < MAX_BAG_SIZE; ++i) - DestroyItem(slot, i, update); - } - - if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED)) - CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow()); - - RemoveEnchantmentDurations(pItem); - RemoveItemDurations(pItem); - - ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() ); - - if (bag == INVENTORY_SLOT_BAG_0) - { - SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0); - - // equipment and equipped bags can have applied bonuses - if (slot < INVENTORY_SLOT_BAG_END) - { - ItemPrototype const *pProto = pItem->GetProto(); - - // item set bonuses applied only at equip and removed at unequip, and still active for broken items - if (pProto && pProto->ItemSet) - RemoveItemsSetItem(this, pProto); - - _ApplyItemMods(pItem, slot, false); - } - - if ( slot < EQUIPMENT_SLOT_END ) - { - // remove item dependent auras and casts (only weapon and armor slots) - RemoveItemDependentAurasAndCasts(pItem); - - // update expertise and armor penetration - passive auras may need it - switch (slot) - { - case EQUIPMENT_SLOT_MAINHAND: - case EQUIPMENT_SLOT_OFFHAND: - case EQUIPMENT_SLOT_RANGED: - RecalculateRating(CR_ARMOR_PENETRATION); - default: - break; - } - - if (slot == EQUIPMENT_SLOT_MAINHAND) - UpdateExpertise(BASE_ATTACK); - else if (slot == EQUIPMENT_SLOT_OFFHAND) - UpdateExpertise(OFF_ATTACK); - - // equipment visual show - SetVisibleItemSlot(slot, NULL); - } - // need update known currency - else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) - UpdateKnownCurrencies(pItem->GetEntry(), false); - - m_items[slot] = NULL; - } - else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag )) - pBag->RemoveItem(slot, update); - - if (IsInWorld() && update) - { - pItem->RemoveFromWorld(); - pItem->DestroyForPlayer(this); - } - - //pItem->SetOwnerGUID(0); - pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0); - pItem->SetSlot(NULL_SLOT); - pItem->SetState(ITEM_REMOVED, this); - } -} - -void Player::DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check) -{ - sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count); - uint32 remcount = 0; - - // in inventory - for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) - { - if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - { - if (pItem->GetEntry() == item) - { - if (pItem->GetCount() + remcount <= count) - { - // all items in inventory can unequipped - remcount += pItem->GetCount(); - DestroyItem( INVENTORY_SLOT_BAG_0, i, update); - - if (remcount >= count) - return; - } - else - { - ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount); - pItem->SetCount(pItem->GetCount() - count + remcount); - if (IsInWorld() & update) - pItem->SendUpdateToPlayer( this ); - pItem->SetState(ITEM_CHANGED, this); - return; - } - } - } - } - - for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) - { - if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - { - if (pItem->GetEntry() == item) - { - if (pItem->GetCount() + remcount <= count) - { - // all keys can be unequipped - remcount += pItem->GetCount(); - DestroyItem( INVENTORY_SLOT_BAG_0, i, update); - - if (remcount >= count) - return; - } - else - { - ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); - pItem->SetCount( pItem->GetCount() - count + remcount ); - if (IsInWorld() & update) - pItem->SendUpdateToPlayer( this ); - pItem->SetState(ITEM_CHANGED, this); - return; - } - } - } - } - - // in inventory bags - for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - { - for (uint32 j = 0; j < pBag->GetBagSize(); j++) - { - if(Item* pItem = pBag->GetItemByPos(j)) - { - if (pItem->GetEntry() == item) - { - // all items in bags can be unequipped - if (pItem->GetCount() + remcount <= count) - { - remcount += pItem->GetCount(); - DestroyItem( i, j, update ); - - if (remcount >= count) - return; - } - else - { - ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); - pItem->SetCount( pItem->GetCount() - count + remcount ); - if (IsInWorld() && update) - pItem->SendUpdateToPlayer( this ); - pItem->SetState(ITEM_CHANGED, this); - return; - } - } - } - } - } - } - - // in equipment and bag list - for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) - { - if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - { - if (pItem && pItem->GetEntry() == item) - { - if (pItem->GetCount() + remcount <= count) - { - if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK ) - { - remcount += pItem->GetCount(); - DestroyItem( INVENTORY_SLOT_BAG_0, i, update); - - if (remcount >= count) - return; - } - } - else - { - ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); - pItem->SetCount( pItem->GetCount() - count + remcount ); - if (IsInWorld() & update) - pItem->SendUpdateToPlayer( this ); - pItem->SetState(ITEM_CHANGED, this); - return; - } - } - } - } -} - -void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone ) -{ - sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone ); - - // in inventory - for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) - if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) - DestroyItem( INVENTORY_SLOT_BAG_0, i, update); - - for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) - if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) - DestroyItem( INVENTORY_SLOT_BAG_0, i, update); - - // in inventory bags - for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - for (uint32 j = 0; j < pBag->GetBagSize(); j++) - if (Item* pItem = pBag->GetItemByPos(j)) - if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) - DestroyItem(i, j, update); - - // in equipment and bag list - for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) - if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) - DestroyItem( INVENTORY_SLOT_BAG_0, i, update); -} - -void Player::DestroyConjuredItems( bool update ) -{ - // used when entering arena - // destroys all conjured items - sLog.outDebug( "STORAGE: DestroyConjuredItems" ); - - // in inventory - for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) - if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - if (pItem->IsConjuredConsumable()) - DestroyItem( INVENTORY_SLOT_BAG_0, i, update); - - // in inventory bags - for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - for (uint32 j = 0; j < pBag->GetBagSize(); j++) - if (Item* pItem = pBag->GetItemByPos(j)) - if (pItem->IsConjuredConsumable()) - DestroyItem( i, j, update); - - // in equipment and bag list - for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) - if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - if (pItem->IsConjuredConsumable()) - DestroyItem( INVENTORY_SLOT_BAG_0, i, update); -} - -Item* Player::GetItemByEntry(uint32 entry) const -{ - // in inventory - for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) - { - if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - if (pItem->GetEntry() == entry) - return pItem; - } - - - for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) - { - if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - { - for(uint32 j = 0; j < pBag->GetBagSize(); ++j) - { - if (Item* pItem = pBag->GetItemByPos(j)) - if (pItem->GetEntry()==entry) - return pItem; - } - } - } - - - for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) - { - if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - if (pItem->GetEntry()==entry) - return pItem; - } - - return NULL; -} - -void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update ) -{ - if(!pItem) - return; - - sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count); - - if( pItem->GetCount() <= count ) - { - count -= pItem->GetCount(); - - DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update); - } - else - { - ItemRemovedQuestCheck( pItem->GetEntry(), count); - pItem->SetCount( pItem->GetCount() - count ); - count = 0; - if( IsInWorld() & update ) - pItem->SendUpdateToPlayer( this ); - pItem->SetState(ITEM_CHANGED, this); - } -} - -void Player::SplitItem( uint16 src, uint16 dst, uint32 count ) -{ - uint8 srcbag = src >> 8; - uint8 srcslot = src & 255; - - uint8 dstbag = dst >> 8; - uint8 dstslot = dst & 255; - - Item *pSrcItem = GetItemByPos( srcbag, srcslot ); - if( !pSrcItem ) - { - SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL ); - return; - } - - // not let split all items (can be only at cheating) - if(pSrcItem->GetCount() == count) - { - SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); - return; - } - - // not let split more existed items (can be only at cheating) - if(pSrcItem->GetCount() < count) - { - SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL ); - return; - } - - if(pSrcItem->m_lootGenerated) // prevent split looting item (item - { - //best error message found for attempting to split while looting - SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); - return; - } - - sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count); - Item *pNewItem = pSrcItem->CloneItem( count, this ); - if( !pNewItem ) - { - SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL ); - return; - } - - if( IsInventoryPos( dst ) ) - { - // change item amount before check (for unique max count check) - pSrcItem->SetCount( pSrcItem->GetCount() - count ); - - ItemPosCountVec dest; - uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false ); - if( msg != EQUIP_ERR_OK ) - { - delete pNewItem; - pSrcItem->SetCount( pSrcItem->GetCount() + count ); - SendEquipError( msg, pSrcItem, NULL ); - return; - } - - if( IsInWorld() ) - pSrcItem->SendUpdateToPlayer( this ); - pSrcItem->SetState(ITEM_CHANGED, this); - StoreItem( dest, pNewItem, true); - } - else if( IsBankPos ( dst ) ) - { - // change item amount before check (for unique max count check) - pSrcItem->SetCount( pSrcItem->GetCount() - count ); - - ItemPosCountVec dest; - uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false ); - if( msg != EQUIP_ERR_OK ) - { - delete pNewItem; - pSrcItem->SetCount( pSrcItem->GetCount() + count ); - SendEquipError( msg, pSrcItem, NULL ); - return; - } - - if( IsInWorld() ) - pSrcItem->SendUpdateToPlayer( this ); - pSrcItem->SetState(ITEM_CHANGED, this); - BankItem( dest, pNewItem, true); - } - else if( IsEquipmentPos ( dst ) ) - { - // change item amount before check (for unique max count check), provide space for splitted items - pSrcItem->SetCount( pSrcItem->GetCount() - count ); - - uint16 dest; - uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false ); - if( msg != EQUIP_ERR_OK ) - { - delete pNewItem; - pSrcItem->SetCount( pSrcItem->GetCount() + count ); - SendEquipError( msg, pSrcItem, NULL ); - return; - } - - if( IsInWorld() ) - pSrcItem->SendUpdateToPlayer( this ); - pSrcItem->SetState(ITEM_CHANGED, this); - EquipItem( dest, pNewItem, true); - AutoUnequipOffhandIfNeed(); - } -} - -void Player::SwapItem( uint16 src, uint16 dst ) -{ - uint8 srcbag = src >> 8; - uint8 srcslot = src & 255; - - uint8 dstbag = dst >> 8; - uint8 dstslot = dst & 255; - - Item *pSrcItem = GetItemByPos( srcbag, srcslot ); - Item *pDstItem = GetItemByPos( dstbag, dstslot ); - - if( !pSrcItem ) - return; - - sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry()); - - if(!isAlive() ) - { - SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem ); - return; - } - - // SRC checks - - if(pSrcItem->m_lootGenerated) // prevent swap looting item - { - //best error message found for attempting to swap while looting - SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL ); - return; - } - - // check unequip potability for equipped items and bank bags - if(IsEquipmentPos ( src ) || IsBagPos ( src )) - { - // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later) - uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty())); - if(msg != EQUIP_ERR_OK) - { - SendEquipError( msg, pSrcItem, pDstItem ); - return; - } - } - - // prevent put equipped/bank bag in self - if( IsBagPos ( src ) && srcslot == dstbag) - { - SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem ); - return; - } - - // DST checks - - if (pDstItem) - { - if(pDstItem->m_lootGenerated) // prevent swap looting item - { - //best error message found for attempting to swap while looting - SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL ); - return; - } - - // check unequip potability for equipped items and bank bags - if(IsEquipmentPos ( dst ) || IsBagPos ( dst )) - { - // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later) - uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty())); - if(msg != EQUIP_ERR_OK) - { - SendEquipError( msg, pSrcItem, pDstItem ); - return; - } - } - } - - // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions) - // or swap empty bag with another empty or not empty bag (with items exchange) - - // Move case - if( !pDstItem ) - { - if( IsInventoryPos( dst ) ) - { - ItemPosCountVec dest; - uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false ); - if( msg != EQUIP_ERR_OK ) - { - SendEquipError( msg, pSrcItem, NULL ); - return; - } - - RemoveItem(srcbag, srcslot, true); - StoreItem( dest, pSrcItem, true); - } - else if( IsBankPos ( dst ) ) - { - ItemPosCountVec dest; - uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false); - if( msg != EQUIP_ERR_OK ) - { - SendEquipError( msg, pSrcItem, NULL ); - return; - } - - RemoveItem(srcbag, srcslot, true); - BankItem( dest, pSrcItem, true); - } - else if( IsEquipmentPos ( dst ) ) - { - uint16 dest; - uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false ); - if( msg != EQUIP_ERR_OK ) - { - SendEquipError( msg, pSrcItem, NULL ); - return; - } - - RemoveItem(srcbag, srcslot, true); - EquipItem(dest, pSrcItem, true); - AutoUnequipOffhandIfNeed(); - } - - return; - } - - // attempt merge to / fill target item - if(!pSrcItem->IsBag() && !pDstItem->IsBag()) - { - uint8 msg; - ItemPosCountVec sDest; - uint16 eDest; - if( IsInventoryPos( dst ) ) - msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false ); - else if( IsBankPos ( dst ) ) - msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false ); - else if( IsEquipmentPos ( dst ) ) - msg = CanEquipItem( dstslot, eDest, pSrcItem, false ); - else - return; - - // can be merge/fill - if(msg == EQUIP_ERR_OK) - { - if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize()) - { - RemoveItem(srcbag, srcslot, true); - - if( IsInventoryPos( dst ) ) - StoreItem( sDest, pSrcItem, true); - else if( IsBankPos ( dst ) ) - BankItem( sDest, pSrcItem, true); - else if( IsEquipmentPos ( dst ) ) - { - EquipItem( eDest, pSrcItem, true); - AutoUnequipOffhandIfNeed(); - } - } - else - { - pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize()); - pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize()); - pSrcItem->SetState(ITEM_CHANGED, this); - pDstItem->SetState(ITEM_CHANGED, this); - if( IsInWorld() ) - { - pSrcItem->SendUpdateToPlayer( this ); - pDstItem->SendUpdateToPlayer( this ); - } - } - return; - } - } - - // impossible merge/fill, do real swap - uint8 msg; - - // check src->dest move possibility - ItemPosCountVec sDest; - uint16 eDest = 0; - if( IsInventoryPos( dst ) ) - msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true ); - else if( IsBankPos( dst ) ) - msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true ); - else if( IsEquipmentPos( dst ) ) - { - msg = CanEquipItem( dstslot, eDest, pSrcItem, true ); - if( msg == EQUIP_ERR_OK ) - msg = CanUnequipItem( eDest, true ); - } - - if( msg != EQUIP_ERR_OK ) - { - SendEquipError( msg, pSrcItem, pDstItem ); - return; - } - - // check dest->src move possibility - ItemPosCountVec sDest2; - uint16 eDest2 = 0; - if( IsInventoryPos( src ) ) - msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true ); - else if( IsBankPos( src ) ) - msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true ); - else if( IsEquipmentPos( src ) ) - { - msg = CanEquipItem( srcslot, eDest2, pDstItem, true); - if( msg == EQUIP_ERR_OK ) - msg = CanUnequipItem( eDest2, true); - } - - if( msg != EQUIP_ERR_OK ) - { - SendEquipError( msg, pDstItem, pSrcItem ); - return; - } - - // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store) - if(pSrcItem->IsBag() && pDstItem->IsBag()) - { - Bag* emptyBag = NULL; - Bag* fullBag = NULL; - if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src)) - { - emptyBag = (Bag*)pSrcItem; - fullBag = (Bag*)pDstItem; - } - else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst)) - { - emptyBag = (Bag*)pDstItem; - fullBag = (Bag*)pSrcItem; - } - - // bag swap (with items exchange) case - if(emptyBag && fullBag) - { - ItemPrototype const* emptyProto = emptyBag->GetProto(); - - uint32 count = 0; - - for (uint32 i=0; i < fullBag->GetBagSize(); ++i) - { - Item *bagItem = fullBag->GetItemByPos(i); - if (!bagItem) - continue; - - ItemPrototype const* bagItemProto = bagItem->GetProto(); - if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emptyProto)) - { - // one from items not go to empty target bag - SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem ); - return; - } - - ++count; - } - - if (count > emptyBag->GetBagSize()) - { - // too small targeted bag - SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem ); - return; - } - - // Items swap - count = 0; // will pos in new bag - for (uint32 i = 0; i< fullBag->GetBagSize(); ++i) - { - Item *bagItem = fullBag->GetItemByPos(i); - if (!bagItem) - continue; - - fullBag->RemoveItem(i, true); - emptyBag->StoreItem(count, bagItem, true); - bagItem->SetState(ITEM_CHANGED, this); - - ++count; - } - } - } - - // now do moves, remove... - RemoveItem(dstbag, dstslot, false); - RemoveItem(srcbag, srcslot, false); - - // add to dest - if (IsInventoryPos(dst)) - StoreItem(sDest, pSrcItem, true); - else if (IsBankPos(dst)) - BankItem(sDest, pSrcItem, true); - else if (IsEquipmentPos(dst)) - EquipItem(eDest, pSrcItem, true); - - // add to src - if (IsInventoryPos(src)) - StoreItem(sDest2, pDstItem, true); - else if (IsBankPos(src)) - BankItem(sDest2, pDstItem, true); - else if (IsEquipmentPos(src)) - EquipItem(eDest2, pDstItem, true); - - // if player is moving bags and is looting an item inside this bag - // release the loot - if (GetLootGUID()) - { - bool released = false; - if (IsBagPos(src)) - { - Bag* bag = (Bag*)pSrcItem; - for(int i=0; i < bag->GetBagSize(); ++i) - { - if (Item *bagItem = bag->GetItemByPos(i)) - { - if (bagItem->m_lootGenerated) - { - m_session->DoLootRelease(GetLootGUID()); - released = true; // so we don't need to look at dstBag - break; - } - } - } - } - - if (!released && IsBagPos(dst) && pDstItem) - { - Bag* bag = (Bag*)pDstItem; - for(int i=0; i < bag->GetBagSize(); ++i) - { - if (Item *bagItem = bag->GetItemByPos(i)) - { - if (bagItem->m_lootGenerated) - { - m_session->DoLootRelease(GetLootGUID()); - released = true; // not realy needed here - break; - } - } - } - } - } - - AutoUnequipOffhandIfNeed(); -} - -void Player::AddItemToBuyBackSlot( Item *pItem ) -{ - if (pItem) - { - uint32 slot = m_currentBuybackSlot; - // if current back slot non-empty search oldest or free - if (m_items[slot]) - { - uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 ); - uint32 oldest_slot = BUYBACK_SLOT_START; - - for (uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i ) - { - // found empty - if (!m_items[i]) - { - slot = i; - break; - } - - uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START); - - if (oldest_time > i_time) - { - oldest_time = i_time; - oldest_slot = i; - } - } - - // find oldest - slot = oldest_slot; - } - - RemoveItemFromBuyBackSlot( slot, true ); - sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot); - - m_items[slot] = pItem; - time_t base = time(NULL); - uint32 etime = uint32(base - m_logintime + (30 * 3600)); - uint32 eslot = slot - BUYBACK_SLOT_START; - - SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID() ); - if (ItemPrototype const *pProto = pItem->GetProto()) - SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() ); - else - SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 ); - SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime ); - - // move to next (for non filled list is move most optimized choice) - if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1) - ++m_currentBuybackSlot; - } -} - -Item* Player::GetItemFromBuyBackSlot( uint32 slot ) -{ - sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot); - if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) - return m_items[slot]; - return NULL; -} - -void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del ) -{ - sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot); - if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) - { - Item *pItem = m_items[slot]; - if (pItem) - { - pItem->RemoveFromWorld(); - if(del) - pItem->SetState(ITEM_REMOVED, this); - } - - m_items[slot] = NULL; - - uint32 eslot = slot - BUYBACK_SLOT_START; - SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0); - SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0); - SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0); - - // if current backslot is filled set to now free slot - if(m_items[m_currentBuybackSlot]) - m_currentBuybackSlot = slot; - } -} - -void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 ) -{ - sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg); - WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18)); - data << uint8(msg); - - if (msg != EQUIP_ERR_OK) - { - data << uint64(pItem ? pItem->GetGUID() : 0); - data << uint64(pItem2 ? pItem2->GetGUID() : 0); - data << uint8(0); // not 0 there... - - if (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I) - { - uint8 level = 0; - - if (pItem) - if (ItemPrototype const* proto = pItem->GetProto()) - level = proto->RequiredLevel; - - data << uint32(level); // new 2.4.0 - } - } - GetSession()->SendPacket(&data); -} - -void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param ) -{ - sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" ); - WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) ); - data << uint64(pCreature ? pCreature->GetGUID() : 0); - data << uint32(item); - if (param > 0) - data << uint32(param); - data << uint8(msg); - GetSession()->SendPacket(&data); -} - -void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param ) -{ - sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" ); - WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10 - data << uint64(pCreature ? pCreature->GetGUID() : 0); - data << uint64(guid); - if (param > 0) - data << uint32(param); - data << uint8(msg); - GetSession()->SendPacket(&data); -} - -void Player::ClearTrade() -{ - tradeGold = 0; - acceptTrade = false; - for (uint8 i = 0; i < TRADE_SLOT_COUNT; i++) - tradeItems[i] = 0; -} - -void Player::TradeCancel(bool sendback) -{ - if (pTrader) - { - // send yellow "Trade canceled" message to both traders - WorldSession* ws; - ws = GetSession(); - if (sendback) - ws->SendCancelTrade(); - ws = pTrader->GetSession(); - if (!ws->PlayerLogout()) - ws->SendCancelTrade(); - - // cleanup - ClearTrade(); - pTrader->ClearTrade(); - // prevent loss of reference - pTrader->pTrader = NULL; - pTrader = NULL; - } -} - -void Player::UpdateItemDuration(uint32 time, bool realtimeonly) -{ - if (m_itemDuration.empty()) - return; - - sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time, realtimeonly); - - for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end();) - { - Item* item = *itr; - ++itr; // current element can be erased in UpdateDuration - - if ((realtimeonly && item->GetProto()->Duration < 0) || !realtimeonly) - item->UpdateDuration(this,time); - } -} - -void Player::UpdateEnchantTime(uint32 time) -{ - for (EnchantDurationList::iterator itr = m_enchantDuration.begin(),next; itr != m_enchantDuration.end(); itr=next) - { - assert(itr->item); - next = itr; - if (!itr->item->GetEnchantmentId(itr->slot)) - { - next = m_enchantDuration.erase(itr); - } - else if (itr->leftduration <= time) - { - ApplyEnchantment(itr->item, itr->slot, false, false); - itr->item->ClearEnchantment(itr->slot); - next = m_enchantDuration.erase(itr); - } - else if (itr->leftduration > time) - { - itr->leftduration -= time; - ++next; - } - } -} - -void Player::AddEnchantmentDurations(Item *item) -{ - for (int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x) - { - if (!item->GetEnchantmentId(EnchantmentSlot(x))) - continue; - - uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x)); - if (duration > 0) - AddEnchantmentDuration(item, EnchantmentSlot(x), duration); - } -} - -void Player::RemoveEnchantmentDurations(Item *item) -{ - for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();) - { - if (itr->item == item) - { - // save duration in item - item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration); - itr = m_enchantDuration.erase(itr); - } - else - ++itr; - } -} - -void Player::RemoveArenaEnchantments(EnchantmentSlot slot) -{ - // remove enchantments from equipped items first to clean up the m_enchantDuration list - for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next) - { - next = itr; - if (itr->slot == slot) - { - if (itr->item && itr->item->GetEnchantmentId(slot)) - { - // Poisons and DK runes are enchants which are allowed on arenas - if (spellmgr.IsArenaAllowedEnchancment(itr->item->GetEnchantmentId(slot))) - { - ++next; - continue; - } - // remove from stats - ApplyEnchantment(itr->item, slot, false, false); - // remove visual - itr->item->ClearEnchantment(slot); - } - // remove from update list - next = m_enchantDuration.erase(itr); - } - else - ++next; - } - - // remove enchants from inventory items - // NOTE: no need to remove these from stats, since these aren't equipped - // in inventory - for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) - if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) - if (pItem->GetEnchantmentId(slot)) - pItem->ClearEnchantment(slot); - - // in inventory bags - for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) - if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - for (uint32 j = 0; j < pBag->GetBagSize(); j++) - if (Item* pItem = pBag->GetItemByPos(j)) - if (pItem->GetEnchantmentId(slot)) - pItem->ClearEnchantment(slot); -} - -// duration == 0 will remove item enchant -void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration) -{ - if (!item) - return; - - if (slot >= MAX_ENCHANTMENT_SLOT) - return; - - for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr) - { - if (itr->item == item && itr->slot == slot) - { - itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration); - m_enchantDuration.erase(itr); - break; - } - } - if (item && duration > 0 ) - { - GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(), slot, uint32(duration/1000)); - m_enchantDuration.push_back(EnchantDuration(item, slot, duration)); - } -} - -void Player::ApplyEnchantment(Item *item,bool apply) -{ - for (uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot) - ApplyEnchantment(item, EnchantmentSlot(slot), apply); -} - -void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition) -{ - if (!item) - return; - - if (!item->IsEquipped()) - return; - - if (!CanUseAttackType(Player::GetAttackBySlot(item->GetSlot()))) - return; - - if (slot >= MAX_ENCHANTMENT_SLOT) - return; - - uint32 enchant_id = item->GetEnchantmentId(slot); - if (!enchant_id) - return; - - SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); - if (!pEnchant) - return; - - if (!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1)) - return; - - if ((pEnchant->requiredLevel) > ((Player*)this)->getLevel()) - return; - - if ((pEnchant->requiredSkill) > 0) - { - if ((pEnchant->requiredSkillValue) > (((Player*)this)->GetSkillValue(pEnchant->requiredSkill))) - return; - } - - if (!item->IsBroken()) - { - for (int s = 0; s < 3; ++s) - { - uint32 enchant_display_type = pEnchant->type[s]; - uint32 enchant_amount = pEnchant->amount[s]; - uint32 enchant_spell_id = pEnchant->spellid[s]; - - switch(enchant_display_type) - { - case ITEM_ENCHANTMENT_TYPE_NONE: - break; - case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL: - // processed in Player::CastItemCombatSpell - break; - case ITEM_ENCHANTMENT_TYPE_DAMAGE: - if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND) - HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply); - else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND) - HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply); - else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED) - HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply); - break; - case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL: - if (enchant_spell_id) - { - if (apply) - { - int32 basepoints = 0; - // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor) - if (item->GetItemRandomPropertyId()) - { - ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); - if (item_rand) - { - // Search enchant_amount - for (int k = 0; k < 3; ++k) - { - if(item_rand->enchant_id[k] == enchant_id) - { - basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); - break; - } - } - } - } - // Cast custom spell vs all equal basepoints getted from enchant_amount - if (basepoints) - CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item); - else - CastSpell(this, enchant_spell_id, true, item); - } - else - RemoveAurasDueToItemSpell(item, enchant_spell_id); - } - break; - case ITEM_ENCHANTMENT_TYPE_RESISTANCE: - if (!enchant_amount) - { - ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); - if(item_rand) - { - for (int k = 0; k < 3; ++k) - { - if(item_rand->enchant_id[k] == enchant_id) - { - enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); - break; - } - } - } - } - - HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply); - break; - case ITEM_ENCHANTMENT_TYPE_STAT: - { - if (!enchant_amount) - { - ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); - if(item_rand_suffix) - { - for (int k = 0; k < 3; ++k) - { - if(item_rand_suffix->enchant_id[k] == enchant_id) - { - enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); - break; - } - } - } - } - - sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id); - switch (enchant_spell_id) - { - case ITEM_MOD_MANA: - sLog.outDebug("+ %u MANA",enchant_amount); - HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply); - break; - case ITEM_MOD_HEALTH: - sLog.outDebug("+ %u HEALTH",enchant_amount); - HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply); - break; - case ITEM_MOD_AGILITY: - sLog.outDebug("+ %u AGILITY",enchant_amount); - HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply); - ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply); - break; - case ITEM_MOD_STRENGTH: - sLog.outDebug("+ %u STRENGTH",enchant_amount); - HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply); - ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply); - break; - case ITEM_MOD_INTELLECT: - sLog.outDebug("+ %u INTELLECT",enchant_amount); - HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply); - ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply); - break; - case ITEM_MOD_SPIRIT: - sLog.outDebug("+ %u SPIRIT",enchant_amount); - HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply); - ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply); - break; - case ITEM_MOD_STAMINA: - sLog.outDebug("+ %u STAMINA",enchant_amount); - HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply); - ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply); - break; - case ITEM_MOD_DEFENSE_SKILL_RATING: - ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply); - sLog.outDebug("+ %u DEFENCE", enchant_amount); - break; - case ITEM_MOD_DODGE_RATING: - ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply); - sLog.outDebug("+ %u DODGE", enchant_amount); - break; - case ITEM_MOD_PARRY_RATING: - ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply); - sLog.outDebug("+ %u PARRY", enchant_amount); - break; - case ITEM_MOD_BLOCK_RATING: - ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply); - sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount); - break; - case ITEM_MOD_HIT_MELEE_RATING: - ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply); - sLog.outDebug("+ %u MELEE_HIT", enchant_amount); - break; - case ITEM_MOD_HIT_RANGED_RATING: - ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply); - sLog.outDebug("+ %u RANGED_HIT", enchant_amount); - break; - case ITEM_MOD_HIT_SPELL_RATING: - ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply); - sLog.outDebug("+ %u SPELL_HIT", enchant_amount); - break; - case ITEM_MOD_CRIT_MELEE_RATING: - ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply); - sLog.outDebug("+ %u MELEE_CRIT", enchant_amount); - break; - case ITEM_MOD_CRIT_RANGED_RATING: - ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply); - sLog.outDebug("+ %u RANGED_CRIT", enchant_amount); - break; - case ITEM_MOD_CRIT_SPELL_RATING: - ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply); - sLog.outDebug("+ %u SPELL_CRIT", enchant_amount); - break; -// Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used -// in Enchantments -// case ITEM_MOD_HIT_TAKEN_MELEE_RATING: -// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply); -// break; -// case ITEM_MOD_HIT_TAKEN_RANGED_RATING: -// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply); -// break; -// case ITEM_MOD_HIT_TAKEN_SPELL_RATING: -// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply); -// break; -// case ITEM_MOD_CRIT_TAKEN_MELEE_RATING: -// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply); -// break; -// case ITEM_MOD_CRIT_TAKEN_RANGED_RATING: -// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply); -// break; -// case ITEM_MOD_CRIT_TAKEN_SPELL_RATING: -// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply); -// break; -// case ITEM_MOD_HASTE_MELEE_RATING: -// ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply); -// break; -// case ITEM_MOD_HASTE_RANGED_RATING: -// ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply); -// break; - case ITEM_MOD_HASTE_SPELL_RATING: - ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply); - break; - case ITEM_MOD_HIT_RATING: - ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply); - ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply); - ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply); - sLog.outDebug("+ %u HIT", enchant_amount); - break; - case ITEM_MOD_CRIT_RATING: - ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply); - ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply); - ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply); - sLog.outDebug("+ %u CRITICAL", enchant_amount); - break; -// Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment -// case ITEM_MOD_HIT_TAKEN_RATING: -// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply); -// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply); -// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply); -// break; -// case ITEM_MOD_CRIT_TAKEN_RATING: -// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply); -// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply); -// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply); -// break; - case ITEM_MOD_RESILIENCE_RATING: - ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply); - ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply); - ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply); - sLog.outDebug("+ %u RESILIENCE", enchant_amount); - break; - case ITEM_MOD_HASTE_RATING: - ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply); - ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply); - ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply); - sLog.outDebug("+ %u HASTE", enchant_amount); - break; - case ITEM_MOD_EXPERTISE_RATING: - ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply); - sLog.outDebug("+ %u EXPERTISE", enchant_amount); - break; - case ITEM_MOD_ATTACK_POWER: - HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply); - HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply); - sLog.outDebug("+ %u ATTACK_POWER", enchant_amount); - break; - case ITEM_MOD_RANGED_ATTACK_POWER: - HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply); - sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount); - break; -// case ITEM_MOD_FERAL_ATTACK_POWER: -// ((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply); - sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount); - break; - case ITEM_MOD_MANA_REGENERATION: - ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply); - sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount); - break; - case ITEM_MOD_ARMOR_PENETRATION_RATING: - ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply); - sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount); - break; - case ITEM_MOD_SPELL_POWER: - ((Player*)this)->ApplySpellPowerBonus(enchant_amount, apply); - sLog.outDebug("+ %u SPELL_POWER", enchant_amount); - break; - case ITEM_MOD_HEALTH_REGEN: - ((Player*)this)->ApplyHealthRegenBonus(enchant_amount, apply); - sLog.outDebug("+ %u HEALTH_REGENERATION", enchant_amount); - break; - case ITEM_MOD_SPELL_HEALING_DONE: // deprecated - case ITEM_MOD_SPELL_DAMAGE_DONE: // deprecated - default: - break; - } - break; - } - case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon - { - if(getClass() == CLASS_SHAMAN) - { - float addValue = 0.0f; - if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND) - { - addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f); - HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply); - } - else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND ) - { - addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f); - HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply); - } - } - break; - } - case ITEM_ENCHANTMENT_TYPE_USE_SPELL: - // processed in Player::CastItemUseSpell - break; - case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET: - // nothing do.. - break; - default: - sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type); - break; - } /*switch(enchant_display_type)*/ - } /*for*/ - } - - // visualize enchantment at player and equipped items - if(slot == PERM_ENCHANTMENT_SLOT) - SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0); - - if(slot == TEMP_ENCHANTMENT_SLOT) - SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0); - - if(apply_dur) - { - if(apply) - { - // set duration - uint32 duration = item->GetEnchantmentDuration(slot); - if(duration > 0) - AddEnchantmentDuration(item, slot, duration); - } - else - { - // duration == 0 will remove EnchantDuration - AddEnchantmentDuration(item, slot, 0); - } - } -} - -void Player::SendEnchantmentDurations() -{ - for (EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr) - { - GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000); - } -} - -void Player::SendItemDurations() -{ - for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr) - { - (*itr)->SendTimeUpdate(this); - } -} - -void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast) -{ - if(!item) // prevent crash - return; - - // last check 2.0.10 - WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) ); - data << uint64(GetGUID()); // player GUID - data << uint32(received); // 0=looted, 1=from npc - data << uint32(created); // 0=received, 1=created - data << uint32(1); // always 0x01 (probably meant to be count of listed items) - data << uint8(item->GetBagSlot()); // bagslot - // item slot, but when added to stack: 0xFFFFFFFF - data << uint32((item->GetCount() == count) ? item->GetSlot() : -1); - data << uint32(item->GetEntry()); // item id - data << uint32(item->GetItemSuffixFactor()); // SuffixFactor - data << int32(item->GetItemRandomPropertyId()); // random item property id - data << uint32(count); // count of items - data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory - - if (broadcast && GetGroup()) - GetGroup()->BroadcastPacket(&data, true); - else - GetSession()->SendPacket(&data); -} - -/*********************************************************/ -/*** GOSSIP SYSTEM ***/ -/*********************************************************/ - -void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId) -{ - PlayerMenu* pMenu = PlayerTalkClass; - pMenu->ClearMenus(); - - pMenu->GetGossipMenu().SetMenuId(menuId); - - GossipMenuItemsMapBounds pMenuItemBounds = objmgr.GetGossipMenuItemsMapBounds(menuId); - - // if default menuId and no menu options exist for this, use options from default options - if (pMenuItemBounds.first == pMenuItemBounds.second && menuId == GetDefaultGossipMenuForSource(pSource)) - pMenuItemBounds = objmgr.GetGossipMenuItemsMapBounds(0); - - for(GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr) - { - bool bCanTalk = true; - - if (itr->second.cond_1 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_1)) - continue; - - if (itr->second.cond_2 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_2)) - continue; - - if (itr->second.cond_3 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_3)) - continue; - - if (pSource->GetTypeId() == TYPEID_UNIT) - { - Creature *pCreature = (Creature*)pSource; - - uint32 npcflags = pCreature->GetUInt32Value(UNIT_NPC_FLAGS); - - if (!(itr->second.npc_option_npcflag & npcflags)) - continue; - - switch(itr->second.option_id) - { - case GOSSIP_OPTION_QUESTGIVER: - PrepareQuestMenu(pSource->GetGUID()); - bCanTalk = false; - break; - case GOSSIP_OPTION_ARMORER: - bCanTalk = false; // added in special mode - break; - case GOSSIP_OPTION_SPIRITHEALER: - if (!isDead()) - bCanTalk = false; - break; - case GOSSIP_OPTION_VENDOR: - { - VendorItemData const* vItems = pCreature->GetVendorItems(); - if (!vItems || vItems->Empty()) - { - sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature->GetGUIDLow(), pCreature->GetEntry()); - bCanTalk = false; - } - break; - } - case GOSSIP_OPTION_TRAINER: - if (!pCreature->isCanTrainingOf(this, false)) - bCanTalk = false; - break; - case GOSSIP_OPTION_LEARNDUALSPEC: - if(!(GetSpecsCount() == 1 && pCreature->isCanTrainingAndResetTalentsOf(this) && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL)))) - bCanTalk = false; - break; - case GOSSIP_OPTION_UNLEARNTALENTS: - if (!pCreature->isCanTrainingAndResetTalentsOf(this)) - bCanTalk = false; - break; - case GOSSIP_OPTION_UNLEARNPETSKILLS: - if (!GetPet() || GetPet()->getPetType() != HUNTER_PET || GetPet()->m_spells.size() <= 1 || pCreature->GetCreatureInfo()->trainer_type != TRAINER_TYPE_PETS || pCreature->GetCreatureInfo()->trainer_class != CLASS_HUNTER) - bCanTalk = false; - break; - case GOSSIP_OPTION_TAXIVENDOR: - if (GetSession()->SendLearnNewTaxiNode(pCreature)) - return; - break; - case GOSSIP_OPTION_BATTLEFIELD: - if (!pCreature->isCanInteractWithBattleMaster(this, false)) - bCanTalk = false; - break; - case GOSSIP_OPTION_STABLEPET: - if (getClass() != CLASS_HUNTER) - bCanTalk = false; - break; - case GOSSIP_OPTION_GOSSIP: - case GOSSIP_OPTION_SPIRITGUIDE: - case GOSSIP_OPTION_INNKEEPER: - case GOSSIP_OPTION_BANKER: - case GOSSIP_OPTION_PETITIONER: - case GOSSIP_OPTION_TABARDDESIGNER: - case GOSSIP_OPTION_AUCTIONEER: - break; // no checks - case GOSSIP_OPTION_OUTDOORPVP: - if (!sOutdoorPvPMgr.CanTalkTo(this, pCreature, itr->second)) - bCanTalk = false; - break; - default: - sLog.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature->GetEntry(), itr->second.option_id, itr->second.menu_id); - bCanTalk = false; - break; - } - } - else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) - { - GameObject *pGo = (GameObject*)pSource; - - switch(itr->second.option_id) - { - case GOSSIP_OPTION_QUESTGIVER: - if (pGo->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER) - PrepareQuestMenu(pSource->GetGUID()); - bCanTalk = false; - break; - case GOSSIP_OPTION_GOSSIP: - if (pGo->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && pGo->GetGoType() != GAMEOBJECT_TYPE_GOOBER) - bCanTalk = false; - break; - default: - bCanTalk = false; - break; - } - } - - if (bCanTalk) - { - std::string strOptionText = itr->second.option_text; - std::string strBoxText = itr->second.box_text; - - int loc_idx = GetSession()->GetSessionDbLocaleIndex(); - - if (loc_idx >= 0) - { - uint32 idxEntry = MAKE_PAIR32(menuId, itr->second.id); - - if (GossipMenuItemsLocale const *no = objmgr.GetGossipMenuItemsLocale(idxEntry)) - { - if (no->OptionText.size() > (size_t)loc_idx && !no->OptionText[loc_idx].empty()) - strOptionText = no->OptionText[loc_idx]; - - if (no->BoxText.size() > (size_t)loc_idx && !no->BoxText[loc_idx].empty()) - strBoxText = no->BoxText[loc_idx]; - } - } - - pMenu->GetGossipMenu().AddMenuItem(itr->second.option_icon, strOptionText, 0, itr->second.option_id, strBoxText, itr->second.box_money, itr->second.box_coded); - pMenu->GetGossipMenu().AddGossipMenuItemData(itr->second.action_menu_id, itr->second.action_poi_id, itr->second.action_script_id); - } - } - - // some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-) - /*if (pMenu->Empty()) - { - if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER)) - { - // output error message if need - pCreature->isCanTrainingOf(this, true); - } - - if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER)) - { - // output error message if need - pCreature->isCanInteractWithBattleMaster(this, true); - } - }*/ -} - -void Player::SendPreparedGossip(WorldObject *pSource) -{ - if (!pSource) - return; - - if (pSource->GetTypeId() == TYPEID_UNIT) - { - // in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag) - if (!((Creature*)pSource)->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty()) - { - SendPreparedQuest(pSource->GetGUID()); - return; - } - } - else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) - { - // probably need to find a better way here - if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty()) - { - SendPreparedQuest(pSource->GetGUID()); - return; - } - } - - // in case non empty gossip menu (that not included quests list size) show it - // (quest entries from quest menu will be included in list) - - uint32 textId = GetGossipTextId(pSource); - - if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId()) - textId = GetGossipTextId(menuId); - - PlayerTalkClass->SendGossipMenu(textId, pSource->GetGUID()); -} - -void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 menuId) -{ - GossipMenu& gossipmenu = PlayerTalkClass->GetGossipMenu(); - - if (gossipListId >= gossipmenu.MenuItemCount()) - return; - - // if not same, then something funky is going on - if (menuId != gossipmenu.GetMenuId()) - return; - - uint32 gossipOptionId = gossipmenu.GetItem(gossipListId).m_gOptionId; - uint64 guid = pSource->GetGUID(); - - if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) - { - if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER) - { - sLog.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource->GetEntry()); - return; - } - } - - GossipMenuItemData pMenuData = gossipmenu.GetItemData(gossipListId); - - switch(gossipOptionId) - { - case GOSSIP_OPTION_GOSSIP: - { - if (pMenuData.m_gAction_menu) - { - PrepareGossipMenu(pSource, pMenuData.m_gAction_menu); - SendPreparedGossip(pSource); - } - - if (pMenuData.m_gAction_poi) - PlayerTalkClass->SendPointOfInterest(pMenuData.m_gAction_poi); - - if (pMenuData.m_gAction_script) - { - if (pSource->GetTypeId() == TYPEID_UNIT) - GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, this, pSource); - else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) - GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, pSource, this); - } - break; - } - case GOSSIP_OPTION_OUTDOORPVP: - sOutdoorPvPMgr.HandleGossipOption(this, pSource->GetGUID(), gossipListId); - break; - case GOSSIP_OPTION_SPIRITHEALER: - if (isDead()) - ((Creature*)pSource)->CastSpell(((Creature*)pSource),17251,true,NULL,NULL,GetGUID()); - break; - case GOSSIP_OPTION_QUESTGIVER: - PrepareQuestMenu(guid); - SendPreparedQuest(guid); - break; - case GOSSIP_OPTION_VENDOR: - case GOSSIP_OPTION_ARMORER: - GetSession()->SendListInventory(guid); - break; - case GOSSIP_OPTION_STABLEPET: - GetSession()->SendStablePet(guid); - break; - case GOSSIP_OPTION_TRAINER: - GetSession()->SendTrainerList(guid); - break; - case GOSSIP_OPTION_LEARNDUALSPEC: - if(GetSpecsCount() == 1 && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL))) - { - if (GetMoney() < 10000000) - { - SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0); - PlayerTalkClass->CloseGossip(); - break; - } - else - { - ModifyMoney(-10000000); - - // Cast spells that teach dual spec - // Both are also ImplicitTarget self and must be cast by player - this->CastSpell(this, 63680, true, NULL, NULL, this->GetGUID()); - this->CastSpell(this, 63624, true, NULL, NULL, this->GetGUID()); - - // Should show another Gossip text with "Congratulations..." - PlayerTalkClass->CloseGossip(); - } - } - break; - case GOSSIP_OPTION_UNLEARNTALENTS: - PlayerTalkClass->CloseGossip(); - SendTalentWipeConfirm(guid); - break; - case GOSSIP_OPTION_UNLEARNPETSKILLS: - PlayerTalkClass->CloseGossip(); - SendPetSkillWipeConfirm(); - break; - case GOSSIP_OPTION_TAXIVENDOR: - GetSession()->SendTaxiMenu(((Creature*)pSource)); - break; - case GOSSIP_OPTION_INNKEEPER: - PlayerTalkClass->CloseGossip(); - SetBindPoint(guid); - break; - case GOSSIP_OPTION_BANKER: - GetSession()->SendShowBank(guid); - break; - case GOSSIP_OPTION_PETITIONER: - PlayerTalkClass->CloseGossip(); - GetSession()->SendPetitionShowList(guid); - break; - case GOSSIP_OPTION_TABARDDESIGNER: - PlayerTalkClass->CloseGossip(); - GetSession()->SendTabardVendorActivate(guid); - break; - case GOSSIP_OPTION_AUCTIONEER: - GetSession()->SendAuctionHello(guid, ((Creature*)pSource)); - break; - case GOSSIP_OPTION_SPIRITGUIDE: - PrepareGossipMenu(pSource); - SendPreparedGossip(pSource); - break; - case GOSSIP_OPTION_BATTLEFIELD: - { - BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(pSource->GetEntry()); - - if (bgTypeId == BATTLEGROUND_TYPE_NONE) - { - sLog.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow()); - return; - } - - GetSession()->SendBattlegGroundList(guid, bgTypeId); - break; - } - } -} - -uint32 Player::GetGossipTextId(WorldObject *pSource) -{ - if (!pSource || pSource->GetTypeId() != TYPEID_UNIT || !((Creature*)pSource)->GetDBTableGUIDLow()) - return DEFAULT_GOSSIP_MESSAGE; - - if (uint32 pos = objmgr.GetNpcGossip(((Creature*)pSource)->GetDBTableGUIDLow())) - return pos; - - return DEFAULT_GOSSIP_MESSAGE; -} - -uint32 Player::GetGossipTextId(uint32 menuId) -{ - uint32 textId = DEFAULT_GOSSIP_MESSAGE; - - if (!menuId) - return textId; - - GossipMenusMapBounds pMenuBounds = objmgr.GetGossipMenusMapBounds(menuId); - - for(GossipMenusMap::const_iterator itr = pMenuBounds.first; itr != pMenuBounds.second; ++itr) - { - if (objmgr.IsPlayerMeetToCondition(this, itr->second.cond_1) && objmgr.IsPlayerMeetToCondition(this, itr->second.cond_2)) - textId = itr->second.text_id; - } - - return textId; -} - -uint32 Player::GetDefaultGossipMenuForSource(WorldObject *pSource) -{ - if (pSource->GetTypeId() == TYPEID_UNIT) - return ((Creature*)pSource)->GetCreatureInfo()->GossipMenuId; - else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) - return((GameObject*)pSource)->GetGOInfo()->GetGossipMenuId(); - - return 0; -} - -/*********************************************************/ -/*** QUEST SYSTEM ***/ -/*********************************************************/ - -void Player::PrepareQuestMenu( uint64 guid ) -{ - Object *pObject; - QuestRelations* pObjectQR; - QuestRelations* pObjectQIR; - - // pets also can have quests - Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid); - if( pCreature ) - { - pObject = (Object*)pCreature; - pObjectQR = &objmgr.mCreatureQuestRelations; - pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations; - } - else - { - //we should obtain map pointer from GetMap() in 99% of cases. Special case - //only for quests which cast teleport spells on player - Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId()); - ASSERT(_map); - GameObject *pGameObject = _map->GetGameObject(guid); - if( pGameObject ) - { - pObject = (Object*)pGameObject; - pObjectQR = &objmgr.mGOQuestRelations; - pObjectQIR = &objmgr.mGOQuestInvolvedRelations; - } - else - return; - } - - QuestMenu &qm = PlayerTalkClass->GetQuestMenu(); - qm.ClearMenu(); - - for (QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i) - { - uint32 quest_id = i->second; - QuestStatus status = GetQuestStatus( quest_id ); - if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) ) - qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2); - else if ( status == QUEST_STATUS_INCOMPLETE ) - qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2); - //else if (status == QUEST_STATUS_AVAILABLE ) - // qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT); - } - - for (QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i) - { - uint32 quest_id = i->second; - Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); - if(!pQuest) continue; - - QuestStatus status = GetQuestStatus( quest_id ); - - if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false)) - qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2); - else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) ) - qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT); - } -} - -void Player::SendPreparedQuest(uint64 guid) -{ - QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu(); - if (questMenu.Empty()) - return; - - QuestMenuItem const& qmi0 = questMenu.GetItem(0); - - uint32 status = qmi0.m_qIcon; - - // single element case - if (questMenu.MenuItemCount() == 1) - { - // Auto open -- maybe also should verify there is no greeting - uint32 quest_id = qmi0.m_qId; - Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); - - if (pQuest) - { - if (status == DIALOG_STATUS_UNK2 && !GetQuestRewardStatus(quest_id)) - PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true); - else if (status == DIALOG_STATUS_UNK2) - PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true); - // Send completable on repeatable and autoCompletable quest if player don't have quest - // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not) - else if (pQuest->IsAutoComplete() && pQuest->IsRepeatable() && !pQuest->IsDaily()) - PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanCompleteRepeatableQuest(pQuest), true); - else - PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, guid, true); - } - } - // multiply entries - else - { - QEmote qe; - qe._Delay = 0; - qe._Emote = 0; - std::string title = ""; - - // need pet case for some quests - Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid); - if (pCreature) - { - uint32 textid = GetGossipTextId(pCreature); - GossipText const* gossiptext = objmgr.GetGossipText(textid); - if (!gossiptext) - { - qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote - qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote - title = ""; - } - else - { - qe = gossiptext->Options[0].Emotes[0]; - - if(!gossiptext->Options[0].Text_0.empty()) - { - title = gossiptext->Options[0].Text_0; - - int loc_idx = GetSession()->GetSessionDbLocaleIndex(); - if (loc_idx >= 0) - { - NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid); - if (nl) - { - if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty()) - title = nl->Text_0[0][loc_idx]; - } - } - } - else - { - title = gossiptext->Options[0].Text_1; - - int loc_idx = GetSession()->GetSessionDbLocaleIndex(); - if (loc_idx >= 0) - { - NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid); - if (nl) - { - if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty()) - title = nl->Text_1[0][loc_idx]; - } - } - } - } - } - PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid); - } -} - -bool Player::IsActiveQuest( uint32 quest_id ) const -{ - QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); - - return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE; -} - -Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest ) -{ - Object *pObject; - QuestRelations* pObjectQR; - QuestRelations* pObjectQIR; - - Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid); - if( pCreature ) - { - pObject = (Object*)pCreature; - pObjectQR = &objmgr.mCreatureQuestRelations; - pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations; - } - else - { - //we should obtain map pointer from GetMap() in 99% of cases. Special case - //only for quests which cast teleport spells on player - Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId()); - ASSERT(_map); - GameObject *pGameObject = _map->GetGameObject(guid); - if( pGameObject ) - { - pObject = (Object*)pGameObject; - pObjectQR = &objmgr.mGOQuestRelations; - pObjectQIR = &objmgr.mGOQuestInvolvedRelations; - } - else - return NULL; - } - - uint32 nextQuestID = pQuest->GetNextQuestInChain(); - for (QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr) - { - if (itr->second == nextQuestID) - return objmgr.GetQuestTemplate(nextQuestID); - } - - return NULL; -} - -bool Player::CanSeeStartQuest( Quest const *pQuest ) -{ - if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) && - SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) && - SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) && - SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) ) - { - return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel(); - } - - return false; -} - -bool Player::CanTakeQuest( Quest const *pQuest, bool msg ) -{ - return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg ) - && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg ) - && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg ) - && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg ) - && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg ) - && SatisfyQuestDay( pQuest, msg ); -} - -bool Player::CanAddQuest( Quest const *pQuest, bool msg ) -{ - if( !SatisfyQuestLog( msg ) ) - return false; - - uint32 srcitem = pQuest->GetSrcItemId(); - if( srcitem > 0 ) - { - uint32 count = pQuest->GetSrcItemCount(); - ItemPosCountVec dest; - uint8 msg2 = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count ); - - // player already have max number (in most case 1) source item, no additional item needed and quest can be added. - if( msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS ) - return true; - else if( msg2 != EQUIP_ERR_OK ) - { - SendEquipError( msg2, NULL, NULL ); - return false; - } - } - return true; -} - -bool Player::CanCompleteQuest( uint32 quest_id ) -{ - if( quest_id ) - { - QuestStatusData& q_status = mQuestStatus[quest_id]; - if( q_status.m_status == QUEST_STATUS_COMPLETE ) - return false; // not allow re-complete quest - - Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); - - if(!qInfo) - return false; - - // auto complete quest - if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false)) - return true; - - if ( q_status.m_status == QUEST_STATUS_INCOMPLETE ) - { - - if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) ) - { - for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) - { - if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] ) - return false; - } - } - - if ( qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO) ) - { - for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++) - { - if( qInfo->ReqCreatureOrGOId[i] == 0 ) - continue; - - if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] ) - return false; - } - } - - if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored ) - return false; - - if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) && q_status.m_timer == 0 ) - return false; - - if ( qInfo->GetRewOrReqMoney() < 0 ) - { - if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) ) - return false; - } - - uint32 repFacId = qInfo->GetRepObjectiveFaction(); - if ( repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue() ) - return false; - - uint32 repFacId2 = qInfo->GetRepObjectiveFaction2(); - if ( repFacId2 && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue2() ) - return false; - - return true; - } - } - return false; -} - -bool Player::CanCompleteRepeatableQuest( Quest const *pQuest ) -{ - // Solve problem that player don't have the quest and try complete it. - // if repeatable she must be able to complete event if player don't have it. - // Seem that all repeatable quest are DELIVER Flag so, no need to add more. - if( !CanTakeQuest(pQuest, false) ) - return false; - - if (pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER) ) - for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) - if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) ) - return false; - - if( !CanRewardQuest(pQuest, false) ) - return false; - - return true; -} - -bool Player::CanRewardQuest( Quest const *pQuest, bool msg ) -{ - // not auto complete quest and not completed quest (only cheating case, then ignore without message) - if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE) - return false; - - // daily quest can't be rewarded (25 daily quest already completed) - if(!SatisfyQuestDay(pQuest,true)) - return false; - - // rewarded and not repeatable quest (only cheating case, then ignore without message) - if(GetQuestRewardStatus(pQuest->GetQuestId())) - return false; - - // prevent receive reward with quest items in bank - if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) ) - { - for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) - { - if( pQuest->ReqItemCount[i]!= 0 && - GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] ) - { - if(msg) - SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); - return false; - } - } - } - - // prevent receive reward with low money and GetRewOrReqMoney() < 0 - if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) ) - return false; - - return true; -} - -bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg ) -{ - // prevent receive reward with quest items in bank or for not completed quest - if(!CanRewardQuest(pQuest,msg)) - return false; - - if ( pQuest->GetRewChoiceItemsCount() > 0 ) - { - if( pQuest->RewChoiceItemId[reward] ) - { - ItemPosCountVec dest; - uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ); - if( res != EQUIP_ERR_OK ) - { - SendEquipError( res, NULL, NULL ); - return false; - } - } - } - - if ( pQuest->GetRewItemsCount() > 0 ) - { - for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i) - { - if( pQuest->RewItemId[i] ) - { - ItemPosCountVec dest; - uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ); - if( res != EQUIP_ERR_OK ) - { - SendEquipError( res, NULL, NULL ); - return false; - } - } - } - } - - return true; -} - -void Player::AddQuest( Quest const *pQuest, Object *questGiver ) -{ - uint16 log_slot = FindQuestSlot( 0 ); - assert(log_slot < MAX_QUEST_LOG_SIZE); - - uint32 quest_id = pQuest->GetQuestId(); - - // if not exist then created with set uState==NEW and rewarded=false - QuestStatusData& questStatusData = mQuestStatus[quest_id]; - - // check for repeatable quests status reset - questStatusData.m_status = QUEST_STATUS_INCOMPLETE; - questStatusData.m_explored = false; - - if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) ) - { - for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) - questStatusData.m_itemcount[i] = 0; - } - - if ( pQuest->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO) ) - { - for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) - questStatusData.m_creatureOrGOcount[i] = 0; - } - - GiveQuestSourceItem( pQuest ); - AdjustQuestReqItemCount( pQuest, questStatusData ); - - if( pQuest->GetRepObjectiveFaction() ) - if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction())) - GetReputationMgr().SetVisible(factionEntry); - - if( pQuest->GetRepObjectiveFaction2() ) - if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction2())) - GetReputationMgr().SetVisible(factionEntry); - - uint32 qtime = 0; - if( pQuest->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) ) - { - uint32 limittime = pQuest->GetLimitTime(); - - // shared timed quest - if(questGiver && questGiver->GetTypeId() == TYPEID_PLAYER) - limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS; - - AddTimedQuest( quest_id ); - questStatusData.m_timer = limittime * IN_MILISECONDS; - qtime = static_cast<uint32>(time(NULL)) + limittime; - } - else - questStatusData.m_timer = 0; - - SetQuestSlot(log_slot, quest_id, qtime); - - if (questStatusData.uState != QUEST_NEW) - questStatusData.uState = QUEST_CHANGED; - - //starting initial quest script - if(questGiver && pQuest->GetQuestStartScript()!=0) - GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this); - - // Some spells applied at quest activation - SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true); - if(saBounds.first != saBounds.second) - { - uint32 zone, area; - GetZoneAndAreaId(zone,area); - - for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) - if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area)) - if( !HasAura(itr->second->spellId) ) - CastSpell(this,itr->second->spellId,true); - } - - UpdateForQuestWorldObjects(); -} - -void Player::CompleteQuest( uint32 quest_id ) -{ - if( quest_id ) - { - SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE ); - - uint16 log_slot = FindQuestSlot( quest_id ); - if( log_slot < MAX_QUEST_LOG_SIZE) - SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE); - - if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id)) - { - if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) ) - RewardQuest(qInfo,0,this,false); - else - SendQuestComplete( quest_id ); - } - } -} - -void Player::IncompleteQuest( uint32 quest_id ) -{ - if( quest_id ) - { - SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE ); - - uint16 log_slot = FindQuestSlot( quest_id ); - if( log_slot < MAX_QUEST_LOG_SIZE) - RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE); - } -} - -void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce ) -{ - //this THING should be here to protect code from quest, which cast on player far teleport as a reward - //should work fine, cause far teleport will be executed in Player::Update() - SetCanDelayTeleport(true); - - uint32 quest_id = pQuest->GetQuestId(); - - for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) - if (pQuest->ReqItemId[i]) - DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true); - - for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i) - { - if (pQuest->ReqSourceId[i]) - { - uint32 count = pQuest->ReqSourceCount[i]; - DestroyItemCount(pQuest->ReqSourceId[i], count ? count : 9999, true); - } - } - - RemoveTimedQuest(quest_id); - - if (pQuest->GetRewChoiceItemsCount() > 0) - { - if (uint32 itemId = pQuest->RewChoiceItemId[reward]) - { - ItemPosCountVec dest; - if (CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK) - { - Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId)); - SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false); - } - } - } - - if (pQuest->GetRewItemsCount() > 0) - { - for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i) - { - if (uint32 itemId = pQuest->RewItemId[i]) - { - ItemPosCountVec dest; - if (CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewItemCount[i] ) == EQUIP_ERR_OK) - { - Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId)); - SendNewItem(item, pQuest->RewItemCount[i], true, false); - } - } - } - } - - RewardReputation(pQuest); - - uint16 log_slot = FindQuestSlot(quest_id); - if (log_slot < MAX_QUEST_LOG_SIZE) - SetQuestSlot(log_slot, 0); - - QuestStatusData& q_status = mQuestStatus[quest_id]; - - // Not give XP in case already completed once repeatable quest - uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST)); - - // handle SPELL_AURA_MOD_XP_QUEST_PCT auras - Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_QUEST_PCT); - for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i) - XP = uint32(XP*(1.0f + (*i)->GetAmount() / 100.0f)); - - if (getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) - GiveXP(XP, NULL); - else - { - uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)); - ModifyMoney(money); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money); - } - - // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative - if (pQuest->GetRewOrReqMoney()) - { - ModifyMoney(pQuest->GetRewOrReqMoney()); - - if (pQuest->GetRewOrReqMoney() > 0) - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney()); - } - - // honor reward - if (pQuest->GetRewHonorableKills()) - RewardHonor(NULL, 0, Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills())); - - // title reward - if (pQuest->GetCharTitleId()) - { - if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId())) - SetTitle(titleEntry); - } - - if (pQuest->GetBonusTalents()) - { - m_questRewardTalentCount+=pQuest->GetBonusTalents(); - InitTalentForLevel(); - } - - // Send reward mail - if (uint32 mail_template_id = pQuest->GetRewMailTemplateId()) - MailDraft(mail_template_id).SendMailTo(this, questGiver, MAIL_CHECK_MASK_NONE, pQuest->GetRewMailDelaySecs()); - - if (pQuest->IsDaily()) - { - SetDailyQuestStatus(quest_id); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1); - } - - if (!pQuest->IsRepeatable()) - SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE); - else - SetQuestStatus(quest_id, QUEST_STATUS_NONE); - - q_status.m_rewarded = true; - if (q_status.uState != QUEST_NEW) - q_status.uState = QUEST_CHANGED; - - if (announce) - SendQuestReward( pQuest, XP, questGiver ); - - // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data) - if (pQuest->GetRewSpellCast() > 0) - CastSpell( this, pQuest->GetRewSpellCast(), true); - else if ( pQuest->GetRewSpell() > 0) - CastSpell( this, pQuest->GetRewSpell(), true); - - if (pQuest->GetZoneOrSort() > 0) - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort()); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId()); - - uint32 zone = 0; - uint32 area = 0; - - // remove auras from spells with quest reward state limitations - SpellAreaForQuestMapBounds saEndBounds = spellmgr.GetSpellAreaForQuestEndMapBounds(quest_id); - if(saEndBounds.first != saEndBounds.second) - { - GetZoneAndAreaId(zone,area); - - for (SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr) - if(!itr->second->IsFitToRequirements(this,zone,area)) - RemoveAurasDueToSpell(itr->second->spellId); - } - - // Some spells applied at quest reward - SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,false); - if(saBounds.first != saBounds.second) - { - if(!zone || !area) - GetZoneAndAreaId(zone,area); - - for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) - if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area)) - if( !HasAura(itr->second->spellId) ) - CastSpell(this,itr->second->spellId,true); - } - - //lets remove flag for delayed teleports - SetCanDelayTeleport(false); -} - -void Player::FailQuest(uint32 questId) -{ - if (Quest const* pQuest = objmgr.GetQuestTemplate(questId)) - { - SetQuestStatus(questId, QUEST_STATUS_FAILED); - - uint16 log_slot = FindQuestSlot(questId); - - if (log_slot < MAX_QUEST_LOG_SIZE) - { - SetQuestSlotTimer(log_slot, 1); - SetQuestSlotState(log_slot, QUEST_STATE_FAIL); - } - - if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED)) - { - QuestStatusData& q_status = mQuestStatus[questId]; - - RemoveTimedQuest(questId); - q_status.m_timer = 0; - - SendQuestTimerFailed(questId); - } - else - SendQuestFailed(questId); - - // Destroy quest items on quest failure. - for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) - if (pQuest->ReqItemId[i] > 0 && pQuest->ReqItemCount[i] > 0) - // Destroy items recieved on starting the quest. - DestroyItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true, true); - for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i) - if (pQuest->ReqSourceId[i] > 0 && pQuest->ReqSourceCount[i] > 0) - // Destroy items recieved during the quest. - DestroyItemCount(pQuest->ReqSourceId[i], pQuest->ReqSourceCount[i], true, true); - } -} - -bool Player::SatisfyQuestSkillOrClass(Quest const* qInfo, bool msg) -{ - int32 zoneOrSort = qInfo->GetZoneOrSort(); - int32 skillOrClass = qInfo->GetSkillOrClass(); - - // skip zone zoneOrSort and 0 case skillOrClass - if (zoneOrSort >= 0 && skillOrClass == 0) - return true; - - int32 questSort = -zoneOrSort; - uint8 reqSortClass = ClassByQuestSort(questSort); - - // check class sort cases in zoneOrSort - if( reqSortClass != 0 && getClass() != reqSortClass) - { - if (msg) - SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); - return false; - } - - // check class - if (skillOrClass < 0) - { - uint8 reqClass = -int32(skillOrClass); - if (getClass() != reqClass) - { - if (msg) - SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); - return false; - } - } - // check skill - else if(skillOrClass > 0) - { - uint32 reqSkill = skillOrClass; - if(GetSkillValue(reqSkill) < qInfo->GetRequiredSkillValue()) - { - if (msg) - SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); - return false; - } - } - - return true; -} - -bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg) -{ - if (getLevel() < qInfo->GetMinLevel()) - { - if(msg) - SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); - return false; - } - return true; -} - -bool Player::SatisfyQuestLog(bool msg) -{ - // exist free slot - if (FindQuestSlot(0) < MAX_QUEST_LOG_SIZE) - return true; - - if (msg) - { - WorldPacket data(SMSG_QUESTLOG_FULL, 0); - GetSession()->SendPacket(&data); - sLog.outDebug("WORLD: Sent QUEST_LOG_FULL_MESSAGE"); - } - return false; -} - -bool Player::SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg) -{ - // No previous quest (might be first quest in a series) - if (qInfo->prevQuests.empty()) - return true; - - for (Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter) - { - uint32 prevId = abs(*iter); - - QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId ); - Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId); - - if (qPrevInfo && i_prevstatus != mQuestStatus.end()) - { - // If any of the positive previous quests completed, return true - if (*iter > 0 && i_prevstatus->second.m_rewarded) - { - // skip one-from-all exclusive group - if (qPrevInfo->GetExclusiveGroup() >= 0) - return true; - - // each-from-all exclusive group ( < 0) - // can be start if only all quests in prev quest exclusive group completed and rewarded - ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup()); - ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup()); - - assert(iter2 != end); // always must be found if qPrevInfo->ExclusiveGroup != 0 - - for (; iter2 != end; ++iter2) - { - uint32 exclude_Id = iter2->second; - - // skip checked quest id, only state of other quests in group is interesting - if (exclude_Id == prevId) - continue; - - QuestStatusMap::iterator i_exstatus = mQuestStatus.find(exclude_Id); - - // alternative quest from group also must be completed and rewarded(reported) - if (i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded) - { - if (msg) - SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); - return false; - } - } - return true; - } - // If any of the negative previous quests active, return true - if (*iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE - || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))) - { - // skip one-from-all exclusive group - if (qPrevInfo->GetExclusiveGroup() >= 0) - return true; - - // each-from-all exclusive group ( < 0) - // can be start if only all quests in prev quest exclusive group active - ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup()); - ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup()); - - assert(iter2 != end); // always must be found if qPrevInfo->ExclusiveGroup != 0 - - for (; iter2 != end; ++iter2) - { - uint32 exclude_Id = iter2->second; - - // skip checked quest id, only state of other quests in group is interesting - if (exclude_Id == prevId) - continue; - - QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id ); - - // alternative quest from group also must be active - if (i_exstatus == mQuestStatus.end() || - i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE && - (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId))) - { - if (msg) - SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); - return false; - } - } - return true; - } - } - } - - // Has only positive prev. quests in non-rewarded state - // and negative prev. quests in non-active state - if (msg) - SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); - - return false; -} - -bool Player::SatisfyQuestRace(Quest const* qInfo, bool msg) -{ - uint32 reqraces = qInfo->GetRequiredRaces(); - if (reqraces == 0) - return true; - if ((reqraces & getRaceMask()) == 0) - { - if (msg) - SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE ); - return false; - } - return true; -} - -bool Player::SatisfyQuestReputation(Quest const* qInfo, bool msg) -{ - uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep - if (fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue()) - { - if (msg) - SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); - return false; - } - - uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep - if (fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue()) - { - if (msg) - SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); - return false; - } - - return true; -} - -bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg ) -{ - QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() ); - if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE ) - { - if( msg ) - SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON ); - return false; - } - return true; -} - -bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg) -{ - if (!m_timedquests.empty() && qInfo->HasFlag(QUEST_TRINITY_FLAGS_TIMED)) - { - if (msg) - SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED); - return false; - } - return true; -} - -bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg ) -{ - // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed - if(qInfo->GetExclusiveGroup() <= 0) - return true; - - ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup()); - ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup()); - - assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0 - - for (; iter != end; ++iter) - { - uint32 exclude_Id = iter->second; - - // skip checked quest id, only state of other quests in group is interesting - if(exclude_Id == qInfo->GetQuestId()) - continue; - - // not allow have daily quest if daily quest from exclusive group already recently completed - Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id); - if( !SatisfyQuestDay(Nquest, false) ) - { - if( msg ) - SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); - return false; - } - - QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id ); - - // alternative quest already started or completed - if( i_exstatus != mQuestStatus.end() - && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) ) - { - if( msg ) - SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); - return false; - } - } - return true; -} - -bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg ) -{ - if(!qInfo->GetNextQuestInChain()) - return true; - - // next quest in chain already started or completed - QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() ); - if( itr != mQuestStatus.end() - && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) ) - { - if( msg ) - SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); - return false; - } - - // check for all quests further up the chain - // only necessary if there are quest chains with more than one quest that can be skipped - //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg ); - return true; -} - -bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg ) -{ - // No previous quest in chain - if( qInfo->prevChainQuests.empty()) - return true; - - for (Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter ) - { - uint32 prevId = *iter; - - QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId ); - - if( i_prevstatus != mQuestStatus.end() ) - { - // If any of the previous quests in chain active, return false - if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE - || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))) - { - if( msg ) - SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); - return false; - } - } - - // check for all quests further down the chain - // only necessary if there are quest chains with more than one quest that can be skipped - //if( !SatisfyQuestPrevChain( prevId, msg ) ) - // return false; - } - - // No previous quest in chain active - return true; -} - -bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg ) -{ - if(!qInfo->IsDaily()) - return true; - - bool have_slot = false; - for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) - { - uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx); - if(qInfo->GetQuestId()==id) - return false; - - if(!id) - have_slot = true; - } - - if(!have_slot) - { - if( msg ) - SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING ); - return false; - } - - return true; -} - -bool Player::GiveQuestSourceItem( Quest const *pQuest ) -{ - uint32 srcitem = pQuest->GetSrcItemId(); - if( srcitem > 0 ) - { - uint32 count = pQuest->GetSrcItemCount(); - if( count <= 0 ) - count = 1; - - ItemPosCountVec dest; - uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count ); - if( msg == EQUIP_ERR_OK ) - { - Item * item = StoreNewItem(dest, srcitem, true); - SendNewItem(item, count, true, false); - return true; - } - // player already have max amount required item, just report success - else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS ) - return true; - else - SendEquipError( msg, NULL, NULL ); - return false; - } - - return true; -} - -bool Player::TakeQuestSourceItem(uint32 quest_id, bool msg) -{ - Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); - if (qInfo) - { - uint32 srcitem = qInfo->GetSrcItemId(); - if (srcitem > 0) - { - uint32 count = qInfo->GetSrcItemCount(); - if (count <= 0) - count = 1; - - // exist one case when destroy source quest item not possible: - // non un-equippable item (equipped non-empty bag, for example) - uint8 res = CanUnequipItems(srcitem,count); - if (res != EQUIP_ERR_OK) - { - if (msg) - SendEquipError(res, NULL, NULL); - return false; - } - - DestroyItemCount(srcitem, count, true, true); - } - } - return true; -} - -bool Player::GetQuestRewardStatus(uint32 quest_id) const -{ - Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); - if (qInfo) - { - // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once - QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); - if(itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE - && !qInfo->IsRepeatable()) - return itr->second.m_rewarded; - - return false; - } - return false; -} - -QuestStatus Player::GetQuestStatus(uint32 quest_id) const -{ - if (quest_id) - { - QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); - if (itr != mQuestStatus.end()) - return itr->second.m_status; - } - return QUEST_STATUS_NONE; -} - -bool Player::CanShareQuest(uint32 quest_id) const -{ - Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); - if (qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE)) - { - QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id ); - if (itr != mQuestStatus.end()) - return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE; - } - return false; -} - -void Player::SetQuestStatus(uint32 quest_id, QuestStatus status) -{ - if (Quest const* qInfo = objmgr.GetQuestTemplate(quest_id)) - { - QuestStatusData& q_status = mQuestStatus[quest_id]; - - q_status.m_status = status; - - if (q_status.uState != QUEST_NEW) - q_status.uState = QUEST_CHANGED; - } - - UpdateForQuestWorldObjects(); -} - -// not used in Trinity, but used in scripting code -uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry) -{ - Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); - if (!qInfo) - return 0; - - for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) - if ( qInfo->ReqCreatureOrGOId[j] == entry ) - return mQuestStatus[quest_id].m_creatureOrGOcount[j]; - - return 0; -} - -void Player::AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData) -{ - if (pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER)) - { - for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) - { - uint32 reqitemcount = pQuest->ReqItemCount[i]; - if (reqitemcount != 0) - { - uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true); - - questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount); - if (questStatusData.uState != QUEST_NEW) - questStatusData.uState = QUEST_CHANGED; - } - } - } -} - -uint16 Player::FindQuestSlot( uint32 quest_id ) const -{ - for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) - if (GetQuestSlotQuestId(i) == quest_id) - return i; - - return MAX_QUEST_LOG_SIZE; -} - -void Player::AreaExploredOrEventHappens(uint32 questId) -{ - if (questId) - { - uint16 log_slot = FindQuestSlot(questId); - if (log_slot < MAX_QUEST_LOG_SIZE) - { - QuestStatusData& q_status = mQuestStatus[questId]; - - if (!q_status.m_explored) - { - q_status.m_explored = true; - if (q_status.uState != QUEST_NEW) - q_status.uState = QUEST_CHANGED; - } - } - if (CanCompleteQuest(questId)) - CompleteQuest(questId); - } -} - -//not used in Trinityd, function for external script library -void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject ) -{ - if (Group *pGroup = GetGroup()) - { - for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) - { - Player *pGroupGuy = itr->getSource(); - - // for any leave or dead (with not released body) group member at appropriate distance - if (pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse()) - pGroupGuy->AreaExploredOrEventHappens(questId); - } - } - else - AreaExploredOrEventHappens(questId); -} - -void Player::ItemAddedQuestCheck( uint32 entry, uint32 count) -{ - for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) - { - uint32 questid = GetQuestSlotQuestId(i); - if (questid == 0) - continue; - - QuestStatusData& q_status = mQuestStatus[questid]; - - if (q_status.m_status != QUEST_STATUS_INCOMPLETE) - continue; - - Quest const* qInfo = objmgr.GetQuestTemplate(questid); - if( !qInfo || !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER)) - continue; - - for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) - { - uint32 reqitem = qInfo->ReqItemId[j]; - if (reqitem == entry) - { - uint32 reqitemcount = qInfo->ReqItemCount[j]; - uint32 curitemcount = q_status.m_itemcount[j]; - if (curitemcount < reqitemcount) - { - uint32 additemcount = curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount; - q_status.m_itemcount[j] += additemcount; - if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; - - SendQuestUpdateAddItem(qInfo, j, additemcount); - } - if ( CanCompleteQuest( questid)) - CompleteQuest( questid ); - return; - } - } - } - UpdateForQuestWorldObjects(); -} - -void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count) -{ - for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) - { - uint32 questid = GetQuestSlotQuestId(i); - if(!questid) - continue; - Quest const* qInfo = objmgr.GetQuestTemplate(questid); - if (!qInfo) - continue; - if( !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER)) - continue; - - for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) - { - uint32 reqitem = qInfo->ReqItemId[j]; - if (reqitem == entry) - { - QuestStatusData& q_status = mQuestStatus[questid]; - - uint32 reqitemcount = qInfo->ReqItemCount[j]; - uint32 curitemcount; - if (q_status.m_status != QUEST_STATUS_COMPLETE) - curitemcount = q_status.m_itemcount[j]; - else - curitemcount = GetItemCount(entry,true); - if (curitemcount < reqitemcount + count) - { - uint32 remitemcount = curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount; - q_status.m_itemcount[j] = curitemcount - remitemcount; - if (q_status.uState != QUEST_NEW) - q_status.uState = QUEST_CHANGED; - - IncompleteQuest(questid); - } - return; - } - } - } - UpdateForQuestWorldObjects(); -} - -void Player::KilledMonster(CreatureInfo const* cInfo, uint64 guid) -{ - if (cInfo->Entry) - KilledMonsterCredit(cInfo->Entry,guid); - - for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i) - if (cInfo->KillCredit[i]) - KilledMonsterCredit(cInfo->KillCredit[i],guid); -} - -void Player::KilledMonsterCredit(uint32 entry, uint64 guid) -{ - uint32 addkillcount = 1; - uint32 real_entry = entry; - if (guid) - { - Creature *killed = GetMap()->GetCreature(guid); - if (killed && killed->GetEntry()) - real_entry = killed->GetEntry(); - } - - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, real_entry, addkillcount); - for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) - { - uint32 questid = GetQuestSlotQuestId(i); - if (!questid) - continue; - - Quest const* qInfo = objmgr.GetQuestTemplate(questid); - if (!qInfo) - continue; - // just if !ingroup || !noraidgroup || raidgroup - QuestStatusData& q_status = mQuestStatus[questid]; - if(q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID)) - { - if (qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST)) - { - for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) - { - // skip GO activate objective or none - if (qInfo->ReqCreatureOrGOId[j] <= 0) - continue; - - // skip Cast at creature objective - if (qInfo->ReqSpell[j] != 0) - continue; - - uint32 reqkill = qInfo->ReqCreatureOrGOId[j]; - - if (reqkill == entry) - { - uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j]; - uint32 curkillcount = q_status.m_creatureOrGOcount[j]; - if (curkillcount < reqkillcount) - { - q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount; - if (q_status.uState != QUEST_NEW) - q_status.uState = QUEST_CHANGED; - - SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount); - } - if (CanCompleteQuest(questid)) - CompleteQuest(questid); - - // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). - continue; - } - } - } - } - } -} - -void Player::CastedCreatureOrGO(uint32 entry, uint64 guid, uint32 spell_id) -{ - bool isCreature = IS_CRE_OR_VEH_GUID(guid); - - uint32 addCastCount = 1; - for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) - { - uint32 questid = GetQuestSlotQuestId(i); - if(!questid) - continue; - - Quest const* qInfo = objmgr.GetQuestTemplate(questid); - if (!qInfo) - continue; - - QuestStatusData& q_status = mQuestStatus[questid]; - - if (q_status.m_status == QUEST_STATUS_INCOMPLETE) - { - if (qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST)) - { - for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) - { - // skip kill creature objective (0) or wrong spell casts - if (qInfo->ReqSpell[j] != spell_id) - continue; - - uint32 reqTarget = 0; - - if (isCreature) - { - // creature activate objectives - if (qInfo->ReqCreatureOrGOId[j] > 0) - { - // checked at quest_template loading - reqTarget = qInfo->ReqCreatureOrGOId[j]; - if (reqTarget != entry) // if entry doesn't match, check for killcredits referenced in template - { - CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(entry); - for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i) - if (cinfo->KillCredit[i] == reqTarget) - entry = cinfo->KillCredit[i]; - } - } - } - else - { - // GO activate objective - if (qInfo->ReqCreatureOrGOId[j] < 0) - // checked at quest_template loading - reqTarget = - qInfo->ReqCreatureOrGOId[j]; - } - - // other not this creature/GO related objectives - if (reqTarget != entry) - continue; - - uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j]; - uint32 curCastCount = q_status.m_creatureOrGOcount[j]; - if (curCastCount < reqCastCount) - { - q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount; - if (q_status.uState != QUEST_NEW) - q_status.uState = QUEST_CHANGED; - - SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curCastCount, addCastCount); - } - - if (CanCompleteQuest(questid)) - CompleteQuest(questid); - - // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). - break; - } - } - } - } -} - -void Player::TalkedToCreature(uint32 entry, uint64 guid) -{ - uint32 addTalkCount = 1; - for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) - { - uint32 questid = GetQuestSlotQuestId(i); - if (!questid) - continue; - - Quest const* qInfo = objmgr.GetQuestTemplate(questid); - if (!qInfo) - continue; - - QuestStatusData& q_status = mQuestStatus[questid]; - - if (q_status.m_status == QUEST_STATUS_INCOMPLETE) - { - if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO)) - { - for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) - { - // skip spell casts and Gameobject objectives - if (qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0) - continue; - - uint32 reqTarget = 0; - - if (qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives - // checked at quest_template loading - reqTarget = qInfo->ReqCreatureOrGOId[j]; - else - continue; - - if (reqTarget == entry) - { - uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j]; - uint32 curTalkCount = q_status.m_creatureOrGOcount[j]; - if (curTalkCount < reqTalkCount) - { - q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount; - if (q_status.uState != QUEST_NEW) - q_status.uState = QUEST_CHANGED; - - SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curTalkCount, addTalkCount); - } - if (CanCompleteQuest(questid)) - CompleteQuest(questid); - - // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). - continue; - } - } - } - } - } -} - -void Player::MoneyChanged( uint32 count ) -{ - for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) - { - uint32 questid = GetQuestSlotQuestId(i); - if (!questid) - continue; - - Quest const* qInfo = objmgr.GetQuestTemplate(questid); - if (qInfo && qInfo->GetRewOrReqMoney() < 0) - { - QuestStatusData& q_status = mQuestStatus[questid]; - - if (q_status.m_status == QUEST_STATUS_INCOMPLETE) - { - if (int32(count) >= -qInfo->GetRewOrReqMoney()) - { - if (CanCompleteQuest(questid)) - CompleteQuest(questid); - } - } - else if (q_status.m_status == QUEST_STATUS_COMPLETE) - { - if (int32(count) < -qInfo->GetRewOrReqMoney()) - IncompleteQuest(questid); - } - } - } -} - -void Player::ReputationChanged(FactionEntry const* factionEntry) -{ - for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) - { - if(uint32 questid = GetQuestSlotQuestId(i)) - { - if (Quest const* qInfo = objmgr.GetQuestTemplate(questid)) - { - if (qInfo->GetRepObjectiveFaction() == factionEntry->ID) - { - QuestStatusData& q_status = mQuestStatus[questid]; - if (q_status.m_status == QUEST_STATUS_INCOMPLETE) - { - if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue()) - if (CanCompleteQuest(questid)) - CompleteQuest(questid); - } - else if(q_status.m_status == QUEST_STATUS_COMPLETE) - { - if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue()) - IncompleteQuest(questid); - } - } - } - } - } -} - -void Player::ReputationChanged2(FactionEntry const* factionEntry) -{ - for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) - { - if(uint32 questid = GetQuestSlotQuestId(i)) - { - if (Quest const* qInfo = objmgr.GetQuestTemplate(questid)) - { - if (qInfo->GetRepObjectiveFaction2() == factionEntry->ID) - { - QuestStatusData& q_status = mQuestStatus[questid]; - if (q_status.m_status == QUEST_STATUS_INCOMPLETE) - { - if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue2()) - if (CanCompleteQuest(questid)) - CompleteQuest(questid); - } - else if(q_status.m_status == QUEST_STATUS_COMPLETE) - { - if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue2()) - IncompleteQuest(questid); - } - } - } - } - } -} - -bool Player::HasQuestForItem(uint32 itemid) const -{ - for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) - { - uint32 questid = GetQuestSlotQuestId(i); - if (questid == 0) - continue; - - QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid); - if(qs_itr == mQuestStatus.end()) - continue; - - QuestStatusData const& q_status = qs_itr->second; - - if (q_status.m_status == QUEST_STATUS_INCOMPLETE) - { - Quest const* qinfo = objmgr.GetQuestTemplate(questid); - if (!qinfo) - continue; - - // hide quest if player is in raid-group and quest is no raid quest - if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID) - if (!InBattleGround()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later - continue; - - // There should be no mixed ReqItem/ReqSource drop - // This part for ReqItem drop - for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) - { - if (itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j]) - return true; - } - // This part - for ReqSource - for (uint8 j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j) - { - // examined item is a source item - if (qinfo->ReqSourceId[j] == itemid) - { - ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid); - - // 'unique' item - if (pProto->MaxCount && GetItemCount(itemid,true) < pProto->MaxCount) - return true; - - // allows custom amount drop when not 0 - if (qinfo->ReqSourceCount[j]) - { - if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j]) - return true; - } else if (GetItemCount(itemid,true) < pProto->Stackable) - return true; - } - } - } - } - return false; -} - -void Player::SendQuestComplete(uint32 quest_id) -{ - if(quest_id) - { - WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4); - data << uint32(quest_id); - GetSession()->SendPacket(&data); - sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id); - } -} - -void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver ) -{ - uint32 questid = pQuest->GetQuestId(); - sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid ); - gameeventmgr.HandleQuestComplete(questid); - WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) ); - data << uint32(questid); - - if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ) - { - data << uint32(XP); - data << uint32(pQuest->GetRewOrReqMoney()); - } - else - { - data << uint32(0); - data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY))); - } - - data << uint32(10*Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills())); - data << uint32(pQuest->GetBonusTalents()); // bonus talents - data << uint32(0); - GetSession()->SendPacket( &data ); - - if (pQuest->GetQuestCompleteScript() != 0) - GetMap()->ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this); -} - -void Player::SendQuestFailed( uint32 quest_id ) -{ - if( quest_id ) - { - WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 ); - data << uint32(quest_id); - data << uint32(0); // failed reason (4 for inventory is full) - GetSession()->SendPacket( &data ); - sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED"); - } -} - -void Player::SendQuestTimerFailed( uint32 quest_id ) -{ - if( quest_id ) - { - WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 ); - data << uint32(quest_id); - GetSession()->SendPacket( &data ); - sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER"); - } -} - -void Player::SendCanTakeQuestResponse( uint32 msg ) -{ - WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 ); - data << uint32(msg); - GetSession()->SendPacket( &data ); - sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID"); -} - -void Player::SendQuestConfirmAccept(const Quest* pQuest, Player* pReceiver) -{ - if (pReceiver) - { - std::string strTitle = pQuest->GetTitle(); - - int loc_idx = pReceiver->GetSession()->GetSessionDbLocaleIndex(); - - if (loc_idx >= 0) - { - if (const QuestLocale* pLocale = objmgr.GetQuestLocale(pQuest->GetQuestId())) - { - if (pLocale->Title.size() > loc_idx && !pLocale->Title[loc_idx].empty()) - strTitle = pLocale->Title[loc_idx]; - } - } - - WorldPacket data(SMSG_QUEST_CONFIRM_ACCEPT, (4 + strTitle.size() + 8)); - data << uint32(pQuest->GetQuestId()); - data << strTitle; - data << uint64(GetGUID()); - pReceiver->GetSession()->SendPacket(&data); - - sLog.outDebug("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT"); - } -} - -void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg ) -{ - if( pPlayer ) - { - WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) ); - data << uint64(pPlayer->GetGUID()); - data << uint8(msg); // valid values: 0-8 - GetSession()->SendPacket( &data ); - sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT"); - } -} - -void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count ) -{ - WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 ); - sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" ); - //data << pQuest->ReqItemId[item_idx]; - //data << count; - GetSession()->SendPacket( &data ); -} - -void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count ) -{ - assert(old_count + add_count < 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)"); - - int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ]; - if (entry < 0) - // client expected gameobject template id in form (id|0x80000000) - entry = (-entry) | 0x80000000; - - WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) ); - sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" ); - data << uint32(pQuest->GetQuestId()); - data << uint32(entry); - data << uint32(old_count + add_count); - data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]); - data << uint64(guid); - GetSession()->SendPacket(&data); - - uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() ); - if( log_slot < MAX_QUEST_LOG_SIZE) - SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count); -} - -/*********************************************************/ -/*** LOAD SYSTEM ***/ -/*********************************************************/ - -bool Player::MinimalLoadFromDB( QueryResult_AutoPtr result, uint32 guid ) -{ - if (!result) - { - // 0 1 2 3 4 5 6 7 8 9 10 11 - result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login, zone, level FROM characters WHERE guid = '%u'",guid); - if (!result) - return false; - } - - Field *fields = result->Fetch(); - - if (!LoadValues( fields[1].GetString())) - { - sLog.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid)); - return false; - } - - // overwrite possible wrong/corrupted guid - SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); - - m_name = fields[2].GetCppString(); - - Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat()); - Map *map = MapManager::Instance().CreateMap(fields[6].GetUInt32(), this, 0); - SetMap(map); - - // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE] - // this must help in case next save after mass player load after server startup - m_nextSave = urand(m_nextSave/2,m_nextSave*3/2); - - // the instance id is not needed at character enum - - m_Played_time[PLAYED_TIME_TOTAL] = fields[7].GetUInt32(); - m_Played_time[PLAYED_TIME_LEVEL] = fields[8].GetUInt32(); - - m_atLoginFlags = fields[9].GetUInt32(); - - // I don't see these used anywhere .. - /*_LoadGroup(); - - _LoadBoundInstances();*/ - - for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++) - m_items[i] = NULL; - - if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) - m_deathState = DEAD; - - return true; -} - -void Player::_LoadDeclinedNames(QueryResult_AutoPtr result) -{ - if(!result) - return; - - if(m_declinedname) - delete m_declinedname; - - m_declinedname = new DeclinedName; - Field *fields = result->Fetch(); - for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i) - m_declinedname->name[i] = fields[i].GetCppString(); -} - -void Player::_LoadArenaTeamInfo(QueryResult_AutoPtr result) -{ - // arenateamid, played_week, played_season, personal_rating - memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END); - if (!result) - return; - - do - { - Field *fields = result->Fetch(); - - uint32 arenateamid = fields[0].GetUInt32(); - uint32 played_week = fields[1].GetUInt32(); - uint32 played_season = fields[2].GetUInt32(); - uint32 wons_season = fields[3].GetUInt32(); - uint32 personal_rating = fields[4].GetUInt32(); - - ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid); - if(!aTeam) - { - sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid); - continue; - } - uint8 arenaSlot = aTeam->GetSlot(); - - m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_ID] = arenateamid; // TeamID - m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_TYPE] = aTeam->GetType(); // team type - m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_MEMBER] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1 - m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_GAMES_WEEK] = played_week; // Played Week - m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_GAMES_SEASON] = played_season; // Played Season - m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_WINS_SEASON] = wons_season; // wins season - m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING] = personal_rating; // Personal Rating - - }while (result->NextRow()); -} - -void Player::_LoadEquipmentSets(QueryResult_AutoPtr result) -{ - // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid)); - if (!result) - return; - - uint32 count = 0; - do - { - Field *fields = result->Fetch(); - - EquipmentSet eqSet; - - eqSet.Guid = fields[0].GetUInt64(); - uint32 index = fields[1].GetUInt32(); - eqSet.Name = fields[2].GetCppString(); - eqSet.IconName = fields[3].GetCppString(); - eqSet.state = EQUIPMENT_SET_UNCHANGED; - - for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) - eqSet.Items[i] = fields[4+i].GetUInt32(); - - m_EquipmentSets[index] = eqSet; - - ++count; - - if(count >= MAX_EQUIPMENT_SET_INDEX) // client limit - break; - } while (result->NextRow()); -} - -void Player::_LoadBGData(QueryResult_AutoPtr result) -{ - if (!result) - return; - - // Expecting only one row - Field *fields = result->Fetch(); - /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */ - m_bgData.bgInstanceID = fields[0].GetUInt32(); - m_bgData.bgTeam = fields[1].GetUInt32(); - m_bgData.joinPos = WorldLocation(fields[6].GetUInt32(), // Map - fields[2].GetFloat(), // X - fields[3].GetFloat(), // Y - fields[4].GetFloat(), // Z - fields[5].GetFloat()); // Orientation - m_bgData.taxiPath[0] = fields[7].GetUInt32(); - m_bgData.taxiPath[1] = fields[8].GetUInt32(); - m_bgData.mountSpell = fields[9].GetUInt32(); -} - -bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid) -{ - QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid)); - if(!result) - return false; - - Field *fields = result->Fetch(); - - x = fields[0].GetFloat(); - y = fields[1].GetFloat(); - z = fields[2].GetFloat(); - o = fields[3].GetFloat(); - mapid = fields[4].GetUInt32(); - in_flight = !fields[5].GetCppString().empty(); - - return true; -} - -bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid) -{ - QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid)); - if( !result ) - return false; - - Field *fields = result->Fetch(); - - data = StrSplit(fields[0].GetCppString(), " "); - - return true; -} - -uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index) -{ - if(index >= data.size()) - return 0; - - return (uint32)atoi(data[index].c_str()); -} - -float Player::GetFloatValueFromArray(Tokens const& data, uint16 index) -{ - float result; - uint32 temp = Player::GetUInt32ValueFromArray(data,index); - memcpy(&result, &temp, sizeof(result)); - - return result; -} - -uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid) -{ - Tokens data; - if(!LoadValuesArrayFromDB(data,guid)) - return 0; - - return GetUInt32ValueFromArray(data,index); -} - -float Player::GetFloatValueFromDB(uint16 index, uint64 guid) -{ - float result; - uint32 temp = Player::GetUInt32ValueFromDB(index, guid); - memcpy(&result, &temp, sizeof(result)); - - return result; -} - -bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) -{ - //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 - //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points, instance_id, speccount, activespec FROM characters WHERE guid = '%u'", guid); - QueryResult_AutoPtr result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM); - - if(!result) - { - sLog.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid); - return false; - } - - Field *fields = result->Fetch(); - - uint32 dbAccountId = fields[1].GetUInt32(); - - // check if the character's account in the db and the logged in account match. - // player should be able to load/delete character only with correct account! - if( dbAccountId != GetSession()->GetAccountId() ) - { - sLog.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId); - return false; - } - - Object::_Create( guid, 0, HIGHGUID_PLAYER ); - - m_name = fields[3].GetCppString(); - - // check name limitations - if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS || - (GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))) - { - CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid); - return false; - } - - if(!LoadValues( fields[2].GetString())) - { - sLog.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid)); - return false; - } - - // overwrite possible wrong/corrupted guid - SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); - - // overwrite some data fields - uint32 bytes0 = GetUInt32Value(UNIT_FIELD_BYTES_0) & 0xFF000000; - bytes0 |= fields[4].GetUInt8(); // race - bytes0 |= fields[5].GetUInt8() << 8; // class - bytes0 |= fields[6].GetUInt8() << 16; // gender - SetUInt32Value(UNIT_FIELD_BYTES_0, bytes0); - - SetUInt32Value(UNIT_FIELD_LEVEL, fields[7].GetUInt8()); - SetUInt32Value(PLAYER_XP, fields[8].GetUInt32()); - SetUInt32Value(PLAYER_FIELD_COINAGE, fields[9].GetUInt32()); - SetUInt32Value(PLAYER_BYTES, fields[10].GetUInt32()); - SetUInt32Value(PLAYER_BYTES_2, fields[11].GetUInt32()); - SetUInt32Value(PLAYER_BYTES_3, (GetUInt32Value(PLAYER_BYTES_3) & ~1) | fields[6].GetUInt8()); - SetUInt32Value(PLAYER_FLAGS, fields[12].GetUInt32()); - - InitDisplayIds(); - - // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory) - for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) - { - SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0 ); - SetVisibleItemSlot(slot, NULL); - - if (m_items[slot]) - { - delete m_items[slot]; - m_items[slot] = NULL; - } - } - - // update money limits - if(GetMoney() > MAX_MONEY_AMOUNT) - SetMoney(MAX_MONEY_AMOUNT); - - sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str()); - outDebugValues(); - - //Need to call it to initialize m_team (m_team can be calculated from race) - //Other way is to saves m_team into characters table. - setFactionForRace(getRace()); - - // load home bind and check in same time class/race pair, it used later for restore broken positions - if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND))) - return false; - - InitPrimaryProfessions(); // to max set before any spell loaded - - // init saved position, and fix it later if problematic - uint32 transGUID = fields[31].GetUInt32(); - Relocate(fields[13].GetFloat(),fields[14].GetFloat(),fields[15].GetFloat(),fields[17].GetFloat()); - uint32 mapId = fields[16].GetUInt32(); - uint32 instanceId = fields[41].GetFloat(); - - uint32 difficulty = fields[39].GetUInt32(); - if(difficulty >= MAX_DUNGEON_DIFFICULTY) - difficulty = DUNGEON_DIFFICULTY_NORMAL; - SetDungeonDifficulty(Difficulty(difficulty)); // may be changed in _LoadGroup - std::string taxi_nodes = fields[38].GetCppString(); - -#define RelocateToHomebind(){ mapId = m_homebindMapId; instanceId = 0; Relocate(m_homebindX, m_homebindY, m_homebindZ); } - - _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP)); - - _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO)); - - uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[40].GetUInt32(); - if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS)) - arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS); - - SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency); - - // check arena teams integrity - for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot) - { - uint32 arena_team_id = GetArenaTeamId(arena_slot); - if(!arena_team_id) - continue; - - if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id)) - if(at->HaveMember(GetGUID())) - continue; - - // arena team not exist or not member, cleanup fields - for (int j = 0; j < 6; ++j) - SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arena_slot * ARENA_TEAM_END) + j, 0); - } - - _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES)); - _LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA)); - - MapEntry const * mapEntry = sMapStore.LookupEntry(mapId); - if(!mapEntry || !IsPositionValid()) - { - sLog.outError("Player (guidlow %d) have invalid coordinates (MapId: %u X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); - RelocateToHomebind(); - } - // Player was saved in Arena or Bg - else if (mapEntry && mapEntry->IsBattleGroundOrArena()) - { - BattleGround *currentBg = NULL; - if(m_bgData.bgInstanceID) //saved in BattleGround - currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE); - - bool player_at_bg = currentBg && currentBg->IsPlayerInBattleGround(GetGUID()); - - if(player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE) - { - BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType()); - AddBattleGroundQueueId(bgQueueTypeId); - - m_bgData.bgTypeID = currentBg->GetTypeID(); - - //join player to battleground group - currentBg->EventPlayerLoggedIn(this, GetGUID()); - currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData.bgTeam); - - SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID()); - } - // Bg was not found - go to Entry Point - else - { - // leave bg - if (player_at_bg) - currentBg->RemovePlayerAtLeave(GetGUID(), false, true); - - // Do not look for instance if bg not found - const WorldLocation& _loc = GetBattleGroundEntryPoint(); - mapId = _loc.GetMapId(); instanceId = 0; - - if(mapId == MAPID_INVALID) // Battleground Entry Point not found (???) - { - sLog.outError("Player (guidlow %d) was in BG in database, but BG was not found, and entry point was invalid! Teleport to default race/class locations.",guid); - RelocateToHomebind(); - } - else - Relocate(&_loc); - - // We are not in BG anymore - m_bgData.bgInstanceID = 0; - } - } - // currently we do not support transport in bg - else if (transGUID) - { - // There are no transports on instances - instanceId = 0; - - m_movementInfo.t_x = fields[27].GetFloat(); - m_movementInfo.t_y = fields[28].GetFloat(); - m_movementInfo.t_z = fields[29].GetFloat(); - m_movementInfo.t_o = fields[30].GetFloat(); - - if( !Trinity::IsValidMapCoord( - GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y, - GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) || - // transport size limited - m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 ) - { - sLog.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.", - guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y, - GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o); - - RelocateToHomebind(); - } - else - { - for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter) - { - if( (*iter)->GetGUIDLow() == transGUID) - { - m_transport = *iter; - m_transport->AddPassenger(this); - mapId = (m_transport->GetMapId()); - break; - } - } - if(!m_transport) - { - sLog.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.", - guid,transGUID); - - RelocateToHomebind(); - } - } - } - // currently we do not support taxi in instance - else if (!taxi_nodes.empty()) - { - instanceId = 0; - - // Not finish taxi flight path - if(m_bgData.HasTaxiPath()) - { - for (int i = 0; i < 2; ++i) - m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]); - } - else if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam())) - { - // problems with taxi path loading - TaxiNodesEntry const* nodeEntry = NULL; - if(uint32 node_id = m_taxi.GetTaxiSource()) - nodeEntry = sTaxiNodesStore.LookupEntry(node_id); - - if(!nodeEntry) // don't know taxi start node, to homebind - { - sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow()); - RelocateToHomebind(); - } - else // have start node, to it - { - sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow()); - mapId = nodeEntry->map_id; - Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f); - } - m_taxi.ClearTaxiDestinations(); - } - - if (uint32 node_id = m_taxi.GetTaxiSource()) - { - // save source node as recall coord to prevent recall and fall from sky - TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id); - if (nodeEntry && nodeEntry->map_id == GetMapId()) - { - assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString - mapId = nodeEntry->map_id; - Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f); - } - - // flight will started later - } - } - - // Map could be changed before - mapEntry = sMapStore.LookupEntry(mapId); - // client without expansion support - if(mapEntry && GetSession()->Expansion() < mapEntry->Expansion()) - { - sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), mapId); - RelocateToHomebind(); - } - - // fix crash (because of if(Map *map = _FindMap(instanceId)) in MapInstanced::CreateInstance) - if(instanceId) - if(InstanceSave * save = GetInstanceSave(mapId, mapEntry->IsRaid())) - if(save->GetInstanceId() != instanceId) - instanceId = 0; - - // NOW player must have valid map - // load the player's map here if it's not already loaded - Map *map = MapManager::Instance().CreateMap(mapId, this, instanceId); - - if (!map) - { - instanceId = 0; - AreaTrigger const* at = objmgr.GetGoBackTrigger(mapId); - if(at) - { - sLog.outError("Player (guidlow %d) is teleported to gobacktrigger (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); - Relocate(at->target_X, at->target_Y, at->target_Z, GetOrientation()); - mapId = at->target_mapId; - } - else - { - sLog.outError("Player (guidlow %d) is teleported to home (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); - RelocateToHomebind(); - } - - map = MapManager::Instance().CreateMap(mapId, this, 0); - if(!map) - { - PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass()); - mapId = info->mapId; - Relocate(info->positionX,info->positionY,info->positionZ,0.0f); - 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()); - map = MapManager::Instance().CreateMap(mapId, this, 0); - if (!map) - { - sLog.outError("ERROR: Player (guidlow %d) has invalid default map coordinates (X: %f Y: %f Z: %f O: %f). or instance couldn't be created",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); - return false; - } - } - } - - // if the player is in an instance and it has been reset in the meantime teleport him to the entrance - if(instanceId && !sInstanceSaveManager.GetInstanceSave(instanceId)) - { - AreaTrigger const* at = objmgr.GetMapEntranceTrigger(mapId); - if(at) - Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation); - else - { - sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), mapId); - RelocateToHomebind(); - } - } - - SetMap(map); - - // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE] - // this must help in case next save after mass player load after server startup - m_nextSave = urand(m_nextSave/2,m_nextSave*3/2); - - SaveRecallPosition(); - - time_t now = time(NULL); - time_t logoutTime = time_t(fields[23].GetUInt64()); - - // since last logout (in seconds) - uint32 time_diff = uint32(now - logoutTime); //uint64 is excessive for a time_diff in seconds.. uint32 allows for 136~ year difference. - - // set value, including drunk invisibility detection - // calculate sobering. after 15 minutes logged out, the player will be sober again - float soberFactor; - if (time_diff > 15*MINUTE) - soberFactor = 0; - else - soberFactor = 1-time_diff/(15.0f*MINUTE); - uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE)); - SetDrunkValue(newDrunkenValue); - - m_rest_bonus = fields[22].GetFloat(); - //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour) - float bubble0 = 0.031; - //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour) - float bubble1 = 0.125; - - if (time_diff > 0) - { - float bubble = fields[24].GetUInt32() > 0 - ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY) - : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS); - - SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble); - } - - m_cinematic = fields[19].GetUInt32(); - m_Played_time[PLAYED_TIME_TOTAL]= fields[20].GetUInt32(); - m_Played_time[PLAYED_TIME_LEVEL]= fields[21].GetUInt32(); - - m_resetTalentsCost = fields[25].GetUInt32(); - m_resetTalentsTime = time_t(fields[26].GetUInt64()); - - // reserve some flags - uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM ); - - if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM)) - SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags); - - m_taxi.LoadTaxiMask(fields[18].GetString()); // must be before InitTaxiNodesForLevel - - uint32 extraflags = fields[32].GetUInt32(); - - m_stableSlots = fields[33].GetUInt32(); - if (m_stableSlots > MAX_PET_STABLES) - { - sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots)); - m_stableSlots = MAX_PET_STABLES; - } - - m_atLoginFlags = fields[34].GetUInt32(); - - // Honor system - // Update Honor kills data - m_lastHonorUpdateTime = logoutTime; - UpdateHonorFields(); - - m_deathExpireTime = (time_t)fields[37].GetUInt64(); - if (m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP) - m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1; - - // clear channel spell data (if saved at channel spell casting) - SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0); - SetUInt32Value(UNIT_CHANNEL_SPELL,0); - - // clear charm/summon related fields - SetUInt64Value(UNIT_FIELD_SUMMONEDBY, 0); - SetUInt64Value(UNIT_FIELD_CHARMEDBY, 0); - SetUInt64Value(UNIT_FIELD_CHARM, 0); - SetUInt64Value(UNIT_FIELD_SUMMON, 0); - SetUInt64Value(PLAYER_FARSIGHT, 0); - SetCreatorGUID(0); - - RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FORCE_MOVE); - - // reset some aura modifiers before aura apply - SetUInt32Value(PLAYER_TRACK_CREATURES, 0 ); - SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 ); - - // make sure the unit is considered out of combat for proper loading - ClearInCombat(); - - // make sure the unit is considered not in duel for proper loading - SetUInt64Value(PLAYER_DUEL_ARBITER, 0); - SetUInt32Value(PLAYER_DUEL_TEAM, 0); - - // remember loaded power/health values to restore after stats initialization and modifier applying - uint32 savedHealth = GetHealth(); - uint32 savedPower[MAX_POWERS]; - for (uint8 i = 0; i < MAX_POWERS; ++i) - savedPower[i] = GetPower(Powers(i)); - - // reset stats before loading any modifiers - InitStatsForLevel(); - InitGlyphsForLevel(); - InitTaxiNodesForLevel(); - InitRunes(); - - // load skills after InitStatsForLevel because it triggering aura apply also - _LoadSkills(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSKILLS)); - - // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods() - - //mails are loaded only when needed ;-) - when player in game click on mailbox. - //_LoadMail(); - - m_specsCount = fields[42].GetUInt8(); - m_activeSpec = fields[43].GetUInt8(); - - // sanity check - if (m_specsCount > MAX_TALENT_SPECS || m_activeSpec > MAX_TALENT_SPEC || - m_specsCount < MIN_TALENT_SPECS || m_activeSpec < MIN_TALENT_SPEC) - { - m_activeSpec = 0; - sLog.outError("Player %s(GUID: %u) has SpecCount = %u and ActiveSpec = %u.", GetName(), GetGUIDLow(), m_specsCount, m_activeSpec); - } - - _LoadTalents(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTALENTS)); - _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS)); - - _LoadGlyphs(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGLYPHS)); - _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff); - _LoadGlyphAuras(); - // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura) - if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) - m_deathState = DEAD; - - // after spell load, learn rewarded spell if need also - _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS)); - _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS)); - - // after spell and quest load - InitTalentForLevel(); - learnDefaultSpells(); - - // must be before inventory (some items required reputation check) - m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION)); - - _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff); - - // update items with duration and realtime - UpdateItemDuration(time_diff, true); - - _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS), true); - - // unread mails and next delivery time, actual mails not loaded - _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE)); - - m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow()); - - // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES - // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded - if (uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE)) - if(!HasTitle(curTitle)) - SetUInt32Value(PLAYER_CHOSEN_TITLE, 0); - - // has to be called after last Relocate() in Player::LoadFromDB - SetFallInformation(0, GetPositionZ()); - - _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS)); - - // Spell code allow apply any auras to dead character in load time in aura/spell/item loading - // Do now before stats re-calculation cleanup for ghost state unexpected auras - if (!isAlive()) - RemoveAllAurasOnDeath(); - - //apply all stat bonuses from items and auras - SetCanModifyStats(true); - UpdateAllStats(); - - // restore remembered power/health values (but not more max values) - SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth); - for (uint8 i = 0; i < MAX_POWERS; ++i) - SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]); - - sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str()); - outDebugValues(); - - // GM state - if (GetSession()->GetSecurity() > SEC_PLAYER) - { - switch (sWorld.getConfig(CONFIG_GM_LOGIN_STATE)) - { - default: - case 0: break; // disable - case 1: SetGameMaster(true); break; // enable - case 2: // save state - if(extraflags & PLAYER_EXTRA_GM_ON) - SetGameMaster(true); - break; - } - - switch (sWorld.getConfig(CONFIG_GM_VISIBLE_STATE)) - { - default: - case 0: SetGMVisible(false); break; // invisible - case 1: break; // visible - case 2: // save state - if(extraflags & PLAYER_EXTRA_GM_INVISIBLE) - SetGMVisible(false); - break; - } - - /*switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS)) - { - default: - case 0: break; // disable - case 1: SetAcceptTicket(true); break; // enable - case 2: // save state - if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS) - SetAcceptTicket(true); - break; - }*/ - - switch (sWorld.getConfig(CONFIG_GM_CHAT)) - { - default: - case 0: break; // disable - case 1: SetGMChat(true); break; // enable - case 2: // save state - if(extraflags & PLAYER_EXTRA_GM_CHAT) - SetGMChat(true); - break; - } - - switch (sWorld.getConfig(CONFIG_GM_WISPERING_TO)) - { - default: - case 0: break; // disable - case 1: SetAcceptWhispers(true); break; // enable - case 2: // save state - if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS) - SetAcceptWhispers(true); - break; - } - } - - _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES)); - - m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS)); - m_achievementMgr.CheckAllAchievementCriteria(); - - _LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS)); - - return true; -} - -bool Player::isAllowedToLoot(Creature* creature) -{ - if (creature->isDead() && !creature->IsDamageEnoughForLootingAndReward()) - return false; - - if (Player* recipient = creature->GetLootRecipient()) - { - if (recipient == this) - return true; - if (Group* otherGroup = recipient->GetGroup()) - { - Group* thisGroup = GetGroup(); - if (!thisGroup) - return false; - return thisGroup == otherGroup; - } - return false; - } - else - // prevent other players from looting if the recipient got disconnected - return !creature->hasLootRecipient(); -} - -void Player::_LoadActions(QueryResult_AutoPtr result, bool startup) -{ - if (result) - { - do - { - Field *fields = result->Fetch(); - - uint8 button = fields[0].GetUInt8(); - uint32 action = fields[1].GetUInt32(); - uint8 type = fields[2].GetUInt8(); - - if(ActionButton* ab = addActionButton(button, action, type)) - { - ab->uState = ACTIONBUTTON_UNCHANGED; - if(!startup) // Switching specs - ab->canRemoveByClient = false; - } - else - { - sLog.outError( " ...at loading, and will deleted in DB also"); - - // Will deleted in DB at next save (it can create data until save but marked as deleted) - m_actionButtons[button].uState = ACTIONBUTTON_DELETED; - } - } - while (result->NextRow()); - } -} - -void Player::_LoadAuras(QueryResult_AutoPtr result, uint32 timediff) -{ - sLog.outDebug("Loading auras for player %u",GetGUIDLow()); - - //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_mask,recalculate_mask,stackcount,amount0,amount1,amount2,base_amount0,base_amount1,base_amount2,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow()); - - if (result) - { - do - { - int32 damage[3]; - int32 baseDamage[3]; - Field *fields = result->Fetch(); - uint64 caster_guid = fields[0].GetUInt64(); - uint32 spellid = fields[1].GetUInt32(); - uint8 effmask = fields[2].GetUInt8(); - uint8 recalculatemask = fields[3].GetUInt8(); - uint8 stackcount = fields[4].GetUInt8(); - damage[0] = fields[5].GetInt32(); - damage[1] = fields[6].GetInt32(); - damage[2] = fields[7].GetInt32(); - baseDamage[0] = fields[8].GetInt32(); - baseDamage[1] = fields[9].GetInt32(); - baseDamage[2] = fields[10].GetInt32(); - int32 maxduration = fields[11].GetInt32(); - int32 remaintime = fields[12].GetInt32(); - uint8 remaincharges = fields[13].GetUInt8(); - - SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid); - if (!spellproto) - { - sLog.outError("Unknown aura (spellid %u), ignore.",spellid); - continue; - } - - // negative effects should continue counting down after logout - if (remaintime != -1 && !IsPositiveSpell(spellid)) - { - if (remaintime/IN_MILISECONDS <= int32(timediff)) - continue; - - remaintime -= timediff*IN_MILISECONDS; - } - - // prevent wrong values of remaincharges - if (spellproto->procCharges) - { - if(remaincharges <= 0 || remaincharges > spellproto->procCharges) - remaincharges = spellproto->procCharges; - } - else - remaincharges = 0; - - if (Aura * aura = Aura::TryCreate(spellproto, effmask, this, NULL, &baseDamage[0], NULL, caster_guid)) - { - if (!aura->CanBeSaved()) - { - aura->Remove(); - continue; - } - aura->SetLoadedState(maxduration,remaintime,remaincharges,stackcount,recalculatemask,&damage[0]); - aura->ApplyForTargets(); - sLog.outDetail("Added aura spellid %u, effectmask %u", spellproto->Id, effmask); - } - } - while (result->NextRow()); - } - - if (getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT)) - CastSpell(this, 2457, true); -} - -void Player::_LoadGlyphAuras() -{ - for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i) - { - if (uint32 glyph = GetGlyph(i)) - { - if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph)) - { - if (GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i))) - { - if (gp->TypeFlags == gs->TypeFlags) - { - CastSpell(this, gp->SpellId, true); - continue; - } - else - sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags); - } - else - sLog.outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i); - } - else - sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i); - - // On any error remove glyph - SetGlyph(i, 0); - } - } -} - -void Player::LoadCorpse() -{ - if (isAlive()) - ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()); - else - { - if (Corpse *corpse = GetCorpse()) - ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() ); - else - //Prevent Dead Player login without corpse - ResurrectPlayer(0.5f); - } -} - -void Player::_LoadInventory(QueryResult_AutoPtr result, uint32 timediff) -{ - //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()); - std::map<uint64, Bag*> bagMap; // fast guid lookup for bags - //NOTE: the "order by `bag`" is important because it makes sure - //the bagMap is filled before items in the bags are loaded - //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?) - //expected to be equipped before offhand items (TODO: fixme) - - uint32 zone = GetZoneId(); - - if (result) - { - std::list<Item*> problematicItems; - - // prevent items from being added to the queue when stored - m_itemUpdateQueueBlocked = true; - do - { - Field *fields = result->Fetch(); - uint32 bag_guid = fields[1].GetUInt32(); - uint8 slot = fields[2].GetUInt8(); - uint32 item_guid = fields[3].GetUInt32(); - uint32 item_id = fields[4].GetUInt32(); - - ItemPrototype const * proto = objmgr.GetItemPrototype(item_id); - - if (!proto) - { - CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); - CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid); - sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id ); - continue; - } - - Item *item = NewItemOrBag(proto); - - if (!item->LoadFromDB(item_guid, GetGUID(), result)) - { - sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id ); - CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); - item->FSetState(ITEM_REMOVED); - item->SaveToDB(); // it also deletes item object ! - continue; - } - - // not allow have in alive state item limited to another map/zone - if (isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone)) - { - CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); - item->FSetState(ITEM_REMOVED); - item->SaveToDB(); // it also deletes item object ! - continue; - } - - // "Conjured items disappear if you are logged out for more than 15 minutes" - if (timediff > 15*MINUTE && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)) - { - CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); - item->FSetState(ITEM_REMOVED); - item->SaveToDB(); // it also deletes item object ! - continue; - } - - bool success = true; - - if (!bag_guid) - { - // the item is not in a bag - item->SetContainer(NULL); - item->SetSlot(slot); - - if (IsInventoryPos(INVENTORY_SLOT_BAG_0, slot)) - { - ItemPosCountVec dest; - if (CanStoreItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false) == EQUIP_ERR_OK) - item = StoreItem(dest, item, true); - else - success = false; - } - else if (IsEquipmentPos(INVENTORY_SLOT_BAG_0, slot)) - { - uint16 dest; - if (CanEquipItem(slot, dest, item, false, false) == EQUIP_ERR_OK) - QuickEquipItem(dest, item); - else - success = false; - } - else if (IsBankPos(INVENTORY_SLOT_BAG_0, slot)) - { - ItemPosCountVec dest; - if (CanBankItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false, false) == EQUIP_ERR_OK) - item = BankItem(dest, item, true); - else - success = false; - } - - if (success) - { - // store bags that may contain items in them - if (item->IsBag() && IsBagPos(item->GetPos())) - bagMap[item_guid] = (Bag*)item; - } - } - else - { - item->SetSlot(NULL_SLOT); - // the item is in a bag, find the bag - std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid); - if (itr != bagMap.end()) - { - ItemPosCountVec dest; - uint8 result = CanStoreItem(itr->second->GetSlot(), slot, dest, item); - if (result == EQUIP_ERR_OK) - itr->second->StoreItem(slot, item, true); - else - { - sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by reason %u.", GetName(),item_guid, item_id, bag_guid, slot, result); - success = false; - } - } - else - success = false; - } - - // item's state may have changed after stored - if (success) - item->SetState(ITEM_UNCHANGED, this); - else - { - 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); - CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); - problematicItems.push_back(item); - } - } while (result->NextRow()); - - m_itemUpdateQueueBlocked = false; - - // send by mail problematic items - while (!problematicItems.empty()) - { - std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM); - - // fill mail - MailDraft draft(subject); - - for (uint8 i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i) - { - Item* item = problematicItems.front(); - problematicItems.pop_front(); - - draft.AddItem(item); - } - - draft.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM)); - } - } - //if(isAlive()) - _ApplyAllItemMods(); -} - -// load mailed item which should receive current player -void Player::_LoadMailedItems(Mail *mail) -{ - // data needs to be at first place for Item::LoadFromDB - QueryResult_AutoPtr 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); - if (!result) - return; - - do - { - Field *fields = result->Fetch(); - uint32 item_guid_low = fields[1].GetUInt32(); - uint32 item_template = fields[2].GetUInt32(); - - mail->AddItem(item_guid_low, item_template); - - ItemPrototype const *proto = objmgr.GetItemPrototype(item_template); - - if (!proto) - { - sLog.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID); - CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low); - CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low); - continue; - } - - Item *item = NewItemOrBag(proto); - - if (!item->LoadFromDB(item_guid_low, 0, result)) - { - sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low); - CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low); - item->FSetState(ITEM_REMOVED); - item->SaveToDB(); // it also deletes item object ! - continue; - } - - AddMItem(item); - } while (result->NextRow()); -} - -void Player::_LoadMailInit(QueryResult_AutoPtr resultUnread, QueryResult_AutoPtr resultDelivery) -{ - //set a count of unread mails - //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime); - if (resultUnread) - { - Field *fieldMail = resultUnread->Fetch(); - unReadMails = fieldMail[0].GetUInt8(); - } - - // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called) - //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid)); - if (resultDelivery) - { - Field *fieldMail = resultDelivery->Fetch(); - m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64(); - } -} - -void Player::_LoadMail() -{ - m_mail.clear(); - //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13 - QueryResult_AutoPtr 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()); - if (result) - { - do - { - Field *fields = result->Fetch(); - Mail *m = new Mail; - m->messageID = fields[0].GetUInt32(); - m->messageType = fields[1].GetUInt8(); - m->sender = fields[2].GetUInt32(); - m->receiver = fields[3].GetUInt32(); - m->subject = fields[4].GetCppString(); - m->itemTextId = fields[5].GetUInt32(); - bool has_items = fields[6].GetBool(); - m->expire_time = (time_t)fields[7].GetUInt64(); - m->deliver_time = (time_t)fields[8].GetUInt64(); - m->money = fields[9].GetUInt32(); - m->COD = fields[10].GetUInt32(); - m->checked = fields[11].GetUInt32(); - m->stationery = fields[12].GetUInt8(); - m->mailTemplateId = fields[13].GetInt16(); - - if (m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId)) - { - sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId); - m->mailTemplateId = 0; - } - - m->state = MAIL_STATE_UNCHANGED; - - if (has_items) - _LoadMailedItems(m); - - m_mail.push_back(m); - } while (result->NextRow()); - } - m_mailsLoaded = true; -} - -void Player::LoadPet() -{ - //fixme: the pet should still be loaded if the player is not in world - // just not added to the map - if (IsInWorld()) - { - Pet *pet = new Pet(this); - if (!pet->LoadPetFromDB(this,0,0,true)) - delete pet; - } -} - -void Player::_LoadQuestStatus(QueryResult_AutoPtr result) -{ - mQuestStatus.clear(); - - uint16 slot = 0; - - //// 0 1 2 3 4 5 6 7 8 9 10 11 12 - //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()); - - if (result) - { - do - { - Field *fields = result->Fetch(); - - uint32 quest_id = fields[0].GetUInt32(); - // used to be new, no delete? - Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); - if (pQuest) - { - // find or create - QuestStatusData& questStatusData = mQuestStatus[quest_id]; - - uint32 qstatus = fields[1].GetUInt32(); - if (qstatus < MAX_QUEST_STATUS) - questStatusData.m_status = QuestStatus(qstatus); - else - { - questStatusData.m_status = QUEST_STATUS_NONE; - sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus); - } - - questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 ); - questStatusData.m_explored = ( fields[3].GetUInt8() > 0 ); - - time_t quest_time = time_t(fields[4].GetUInt64()); - - if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE) - { - AddTimedQuest(quest_id); - - if (quest_time <= sWorld.GetGameTime()) - questStatusData.m_timer = 1; - else - questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * IN_MILISECONDS; - } - else - quest_time = 0; - - questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32(); - questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32(); - questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32(); - questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32(); - questStatusData.m_itemcount[0] = fields[9].GetUInt32(); - questStatusData.m_itemcount[1] = fields[10].GetUInt32(); - questStatusData.m_itemcount[2] = fields[11].GetUInt32(); - questStatusData.m_itemcount[3] = fields[12].GetUInt32(); - - questStatusData.uState = QUEST_UNCHANGED; - - // add to quest log - if (slot < MAX_QUEST_LOG_SIZE && - ((questStatusData.m_status == QUEST_STATUS_INCOMPLETE || - questStatusData.m_status == QUEST_STATUS_COMPLETE || - questStatusData.m_status == QUEST_STATUS_FAILED) && - (!questStatusData.m_rewarded || pQuest->IsRepeatable()))) - { - SetQuestSlot(slot, quest_id, quest_time); - - if (questStatusData.m_status == QUEST_STATUS_COMPLETE) - SetQuestSlotState(slot, QUEST_STATE_COMPLETE); - - if (questStatusData.m_status == QUEST_STATUS_FAILED) - SetQuestSlotState(slot, QUEST_STATE_FAIL); - - for (uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx) - if (questStatusData.m_creatureOrGOcount[idx]) - SetQuestSlotCounter(slot, idx, questStatusData.m_creatureOrGOcount[idx]); - - ++slot; - } - - if (questStatusData.m_rewarded) - { - // learn rewarded spell if unknown - learnQuestRewardedSpells(pQuest); - - // set rewarded title if any - if (pQuest->GetCharTitleId()) - { - if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId())) - SetTitle(titleEntry); - } - - if(pQuest->GetBonusTalents()) - m_questRewardTalentCount += pQuest->GetBonusTalents(); - } - - sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow()); - } - } - while (result->NextRow()); - } - - // clear quest log tail - for (uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i) - SetQuestSlot(i, 0); -} - -void Player::_LoadDailyQuestStatus(QueryResult_AutoPtr result) -{ - for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) - SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0); - - //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow()); - - if (result) - { - uint32 quest_daily_idx = 0; - - do - { - if (quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query - { - sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow()); - break; - } - - Field *fields = result->Fetch(); - - uint32 quest_id = fields[0].GetUInt32(); - - // save _any_ from daily quest times (it must be after last reset anyway) - m_lastDailyQuestTime = (time_t)fields[1].GetUInt64(); - - Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); - if (!pQuest) - continue; - - SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id); - ++quest_daily_idx; - - sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow()); - } - while (result->NextRow()); - } - - m_DailyQuestChanged = false; -} - -void Player::_LoadSpells(QueryResult_AutoPtr result) -{ - //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow()); - - if (result) - { - do - { - Field *fields = result->Fetch(); - - addSpell(fields[0].GetUInt32(), fields[1].GetBool(), false, false, fields[2].GetBool()); - } - while (result->NextRow()); - } -} - -void Player::_LoadGroup(QueryResult_AutoPtr result) -{ - //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow()); - if (result) - { - uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER); - if (Group* group = objmgr.GetGroupByLeader(leaderGuid)) - { - uint8 subgroup = group->GetMemberGroup(GetGUID()); - SetGroup(group, subgroup); - if (getLevel() >= LEVELREQUIREMENT_HEROIC) - { - // the group leader may change the instance difficulty while the player is offline - SetDungeonDifficulty(group->GetDungeonDifficulty()); - SetRaidDifficulty(group->GetRaidDifficulty()); - } - } - } -} - -void Player::_LoadBoundInstances(QueryResult_AutoPtr result) -{ - for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) - m_boundInstances[i].clear(); - - Group *group = GetGroup(); - - //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)); - if (result) - { - do - { - Field *fields = result->Fetch(); - bool perm = fields[1].GetBool(); - uint32 mapId = fields[2].GetUInt32(); - uint32 instanceId = fields[0].GetUInt32(); - uint8 difficulty = fields[3].GetUInt8(); - - time_t resetTime = (time_t)fields[4].GetUInt64(); - // the resettime for normal instances is only saved when the InstanceSave is unloaded - // so the value read from the DB may be wrong here but only if the InstanceSave is loaded - // and in that case it is not used - - MapEntry const* mapEntry = sMapStore.LookupEntry(mapId); - if (!mapEntry || !mapEntry->IsDungeon()) - { - sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId); - CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId); - continue; - } - - if(difficulty >= MAX_DIFFICULTY) - { - sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId); - CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId); - continue; - } - - MapDifficulty const* mapDiff = GetMapDifficultyData(mapId,Difficulty(difficulty)); - if(!mapDiff) - { - sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId); - CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId); - continue; - } - - - if (!perm && group) - { - 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); - CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId); - continue; - } - - // since non permanent binds are always solo bind, they can always be reset - if (InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, Difficulty(difficulty), resetTime, !perm, true)) - BindToInstance(save, perm, true); - } while (result->NextRow()); - } -} - -InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty) -{ - // some instances only have one difficulty - MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty); - if(!mapDiff) - return NULL; - - BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); - if (itr != m_boundInstances[difficulty].end()) - return &itr->second; - else - return NULL; -} - -InstanceSave * Player::GetInstanceSave(uint32 mapid, bool raid) -{ - InstancePlayerBind *pBind = GetBoundInstance(mapid, GetDifficulty(raid)); - InstanceSave *pSave = pBind ? pBind->save : NULL; - if (!pBind || !pBind->perm) - if(Group *group = GetGroup()) - if(InstanceGroupBind *groupBind = group->GetBoundInstance(this)) - pSave = groupBind->save; - - return pSave; -} - -void Player::UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload) -{ - BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); - UnbindInstance(itr, difficulty, unload); -} - -void Player::UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload) -{ - if (itr != m_boundInstances[difficulty].end()) - { - if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId()); - itr->second.save->RemovePlayer(this); // save can become invalid - m_boundInstances[difficulty].erase(itr++); - } -} - -InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load) -{ - if(save) - { - InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()]; - if (bind.save) - { - // update the save when the group kills a boss - if (permanent != bind.perm || save != bind.save) - 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()); - } - else - if (!load) - CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent); - - if (bind.save != save) - { - if(bind.save) - bind.save->RemovePlayer(this); - save->AddPlayer(this); - } - - if (permanent) - save->SetCanReset(false); - - bind.save = save; - bind.perm = permanent; - 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()); - return &bind; - } - else - return NULL; -} - -void Player::SendRaidInfo() -{ - uint32 counter = 0; - - WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4); - - size_t p_counter = data.wpos(); - data << uint32(counter); // placeholder - - time_t now = time(NULL); - - for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) - { - for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) - { - if(itr->second.perm) - { - InstanceSave *save = itr->second.save; - data << uint32(save->GetMapId()); // map id - data << uint32(save->GetDifficulty()); // difficulty - data << uint64(save->GetInstanceId()); // instance id - data << uint8(1); // expired = 0 - data << uint8(0); // extended = 1 - data << uint32(save->GetResetTime() - now); // reset time - ++counter; - } - } - } - data.put<uint32>(p_counter, counter); - GetSession()->SendPacket(&data); -} - -/* -- called on every successful teleportation to a map -*/ -void Player::SendSavedInstances() -{ - bool hasBeenSaved = false; - WorldPacket data; - - for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) - { - for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) - { - if (itr->second.perm) // only permanent binds are sent - { - hasBeenSaved = true; - break; - } - } - } - - //Send opcode 811. true or false means, whether you have current raid/heroic instances - data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP); - data << uint32(hasBeenSaved); - GetSession()->SendPacket(&data); - - if (!hasBeenSaved) - return; - - for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) - { - for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) - { - if (itr->second.perm) - { - data.Initialize(SMSG_UPDATE_LAST_INSTANCE); - data << uint32(itr->second.save->GetMapId()); - GetSession()->SendPacket(&data); - } - } - } -} - -/// convert the player's binds to the group -void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid) -{ - bool has_binds = false; - bool has_solo = false; - - if(player) - { - player_guid = player->GetGUID(); - if (!group) - group = player->GetGroup(); - } - assert(player_guid); - - // copy all binds to the group, when changing leader it's assumed the character - // will not have any solo binds - - if (player) - { - for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) - { - for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();) - { - has_binds = true; - if (group) - group->BindToInstance(itr->second.save, itr->second.perm, true); - // permanent binds are not removed - if (!itr->second.perm) - { - // increments itr in call - player->UnbindInstance(itr, Difficulty(i), true); - has_solo = true; - } - else - ++itr; - } - } - } - - // if the player's not online we don't know what binds it has - 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)); - // the following should not get executed when changing leaders - if(!player || has_solo) - CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid)); -} - -bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report) -{ - if (!isGameMaster() && ar) - { - uint8 LevelMin = 0; - uint8 LevelMax = 0; - - if (!sWorld.getConfig(CONFIG_INSTANCE_IGNORE_LEVEL)) - { - if (ar->levelMin && getLevel() < ar->levelMin) - LevelMin = ar->levelMin; - if(ar->heroicLevelMin && GetDungeonDifficulty() == DUNGEON_DIFFICULTY_HEROIC && getLevel() < ar->heroicLevelMin) - LevelMin = ar->heroicLevelMin; - if (ar->levelMax && getLevel() > ar->levelMax) - LevelMax = ar->levelMax; - } - - uint32 missingItem = 0; - if (ar->item) - { - if (!HasItemCount(ar->item, 1) && - (!ar->item2 || !HasItemCount(ar->item2, 1))) - missingItem = ar->item; - } - else if(ar->item2 && !HasItemCount(ar->item2, 1)) - missingItem = ar->item2; - - MapEntry const* mapEntry = sMapStore.LookupEntry(target_map); - if(!mapEntry) - return false; - - bool isNormalTargetMap = mapEntry->IsRaid() - ? (GetRaidDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL) - : (GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL); - - uint32 missingKey = 0; - uint32 missingHeroicQuest = 0; - if(!isNormalTargetMap) - { - if (ar->heroicKey) - { - if (!HasItemCount(ar->heroicKey, 1) && - (!ar->heroicKey2 || !HasItemCount(ar->heroicKey2, 1))) - missingKey = ar->heroicKey; - } - else if (ar->heroicKey2 && !HasItemCount(ar->heroicKey2, 1)) - missingKey = ar->heroicKey2; - - if (ar->heroicQuest && !GetQuestRewardStatus(ar->heroicQuest)) - missingHeroicQuest = ar->heroicQuest; - } - - uint32 missingQuest = 0; - if(ar->quest && !GetQuestRewardStatus(ar->quest)) - missingQuest = ar->quest; - - if (LevelMin || LevelMax || missingItem || missingKey || missingQuest || missingHeroicQuest) - { - if (report) - { - if (missingItem) - GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED_AND_ITEM), LevelMin, objmgr.GetItemPrototype(missingItem)->Name1); - else if (missingKey) - SendTransferAborted(target_map, TRANSFER_ABORT_DIFFICULTY, isNormalTargetMap ? DUNGEON_DIFFICULTY_NORMAL : DUNGEON_DIFFICULTY_HEROIC); - else if (missingHeroicQuest) - GetSession()->SendAreaTriggerMessage(ar->heroicQuestFailedText.c_str()); - else if (missingQuest) - GetSession()->SendAreaTriggerMessage(ar->questFailedText.c_str()); - else if (LevelMin) - GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED), LevelMin); - } - return false; - } - } - return true; -} - -bool Player::_LoadHomeBind(QueryResult_AutoPtr result) -{ - PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass()); - if (!info) - { - sLog.outError("Player have incorrect race/class pair. Can't be loaded."); - return false; - } - - bool ok = false; - //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid)); - if (result) - { - Field *fields = result->Fetch(); - m_homebindMapId = fields[0].GetUInt32(); - m_homebindZoneId = fields[1].GetUInt16(); - m_homebindX = fields[2].GetFloat(); - m_homebindY = fields[3].GetFloat(); - m_homebindZ = fields[4].GetFloat(); - - MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId); - - // accept saved data only for valid position (and non instanceable), and accessable - if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) && - !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion()) - ok = true; - else - CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow()); - } - - if (!ok) - { - m_homebindMapId = info->mapId; - m_homebindZoneId = info->zoneId; - m_homebindX = info->positionX; - m_homebindY = info->positionY; - m_homebindZ = info->positionZ; - - 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); - } - - DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f", - m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ); - - return true; -} - -/*********************************************************/ -/*** SAVE SYSTEM ***/ -/*********************************************************/ - -void Player::SaveToDB() -{ - // delay auto save at any saves (manual, in code, or autosave) - m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE); - - //lets allow only players in world to be saved - if (IsBeingTeleportedFar()) - { - ScheduleDelayedOperation(DELAYED_SAVE_PLAYER); - return; - } - - // first save/honor gain after midnight will also update the player's honor fields - UpdateHonorFields(); - - sLog.outDebug("The value of player %s at save: ", m_name.c_str()); - outDebugValues(); - - std::string sql_name = m_name; - CharacterDatabase.escape_string(sql_name); - - std::ostringstream ss; - ss << "REPLACE INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags," - "map, instance_id, dungeon_difficulty, position_x, position_y, position_z, orientation, data, " - "taximask, online, 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, " - "death_expire_time, taxi_path, arena_pending_points, latency, speccount, activespec) VALUES (" - << GetGUIDLow() << ", " - << GetSession()->GetAccountId() << ", '" - << sql_name << "', " - << uint32(getRace()) << ", " - << uint32(getClass()) << ", " - << uint32(getGender()) << ", " - << uint32(getLevel()) << ", " - << GetUInt32Value(PLAYER_XP) << ", " - << GetMoney() << ", " - << GetUInt32Value(PLAYER_BYTES) << ", " - << GetUInt32Value(PLAYER_BYTES_2) << ", " - << GetUInt32Value(PLAYER_FLAGS) << ", "; - - if (!IsBeingTeleported()) - { - ss << GetMapId() << ", " - << (uint32)GetInstanceId() << ", " - << (uint32)GetDungeonDifficulty() << ", " - << finiteAlways(GetPositionX()) << ", " - << finiteAlways(GetPositionY()) << ", " - << finiteAlways(GetPositionZ()) << ", " - << finiteAlways(GetOrientation()) << ", '"; - } - else - { - ss << GetTeleportDest().GetMapId() << ", " - << (uint32)0 << ", " - << (uint32)GetDungeonDifficulty() << ", " - << finiteAlways(GetTeleportDest().GetPositionX()) << ", " - << finiteAlways(GetTeleportDest().GetPositionY()) << ", " - << finiteAlways(GetTeleportDest().GetPositionZ()) << ", " - << finiteAlways(GetTeleportDest().GetOrientation()) << ", '"; - } - - uint16 i; - for (i = 0; i < m_valuesCount; ++i) - ss << GetUInt32Value(i) << " "; - - ss << "', "; - - ss << m_taxi << ", "; // string with TaxiMaskSize numbers - - ss << (IsInWorld() ? 1 : 0) << ", "; - - ss << m_cinematic << ", "; - - ss << m_Played_time[PLAYED_TIME_TOTAL] << ", "; - ss << m_Played_time[PLAYED_TIME_LEVEL] << ", "; - - ss << finiteAlways(m_rest_bonus) << ", "; - ss << (uint64)time(NULL) << ", "; - ss << (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0) << ", "; - //save, far from tavern/city - //save, but in tavern/city - ss << m_resetTalentsCost << ", "; - ss << (uint64)m_resetTalentsTime << ", "; - - ss << finiteAlways(m_movementInfo.t_x) << ", "; - ss << finiteAlways(m_movementInfo.t_y) << ", "; - ss << finiteAlways(m_movementInfo.t_z) << ", "; - ss << finiteAlways(m_movementInfo.t_o) << ", "; - if (m_transport) - ss << m_transport->GetGUIDLow(); - else - ss << "0"; - ss << ", "; - - ss << m_ExtraFlags << ", "; - - ss << uint32(m_stableSlots) << ", "; // to prevent save uint8 as char - - ss << uint32(m_atLoginFlags) << ", "; - - ss << GetZoneId() << ", "; - - ss << (uint64)m_deathExpireTime << ", '"; - - ss << m_taxi.SaveTaxiDestinationsToString() << "', "; - ss << "'0', "; // arena_pending_points - ss << GetSession()->GetLatency(); - ss << ", "; - ss << uint32(m_specsCount); - ss << ", "; - ss << uint32(m_activeSpec); - ss << ")"; - - CharacterDatabase.BeginTransaction(); - - CharacterDatabase.Execute( ss.str().c_str() ); - - if (m_mailsUpdated) //save mails only when needed - _SaveMail(); - - _SaveBGData(); - _SaveInventory(); - _SaveQuestStatus(); - _SaveDailyQuestStatus(); - _SaveTalents(); - _SaveSpells(); - _SaveSpellCooldowns(); - _SaveActions(); - _SaveAuras(); - _SaveSkills(); - m_achievementMgr.SaveToDB(); - m_reputationMgr.SaveToDB(); - _SaveEquipmentSets(); - GetSession()->SaveTutorialsData(); // changed only while character in game - _SaveGlyphs(); - - CharacterDatabase.CommitTransaction(); - - // save pet (hunter pet level and experience and all type pets health/mana). - if (Pet* pet = GetPet()) - pet->SavePetToDB(PET_SAVE_AS_CURRENT); -} - -// fast save function for item/money cheating preventing - save only inventory and money state -void Player::SaveInventoryAndGoldToDB() -{ - _SaveInventory(); - SaveGoldToDB(); -} - -void Player::SaveGoldToDB() -{ - CharacterDatabase.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow()); -} - -void Player::_SaveActions() -{ - for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end();) - { - switch (itr->second.uState) - { - case ACTIONBUTTON_NEW: - CharacterDatabase.PExecute("INSERT INTO character_action (guid,spec,button,action,type) VALUES ('%u', '%u', '%u', '%u', '%u')", - GetGUIDLow(), (uint32)m_activeSpec, (uint32)itr->first, (uint32)itr->second.GetAction(), (uint32)itr->second.GetType() ); - itr->second.uState = ACTIONBUTTON_UNCHANGED; - ++itr; - break; - case ACTIONBUTTON_CHANGED: - CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid = '%u' AND button = '%u' AND spec = '%u'", - (uint32)itr->second.GetAction(), (uint32)itr->second.GetType(), GetGUIDLow(), (uint32)itr->first, (uint32)m_activeSpec); - itr->second.uState = ACTIONBUTTON_UNCHANGED; - ++itr; - break; - case ACTIONBUTTON_DELETED: - CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u' and spec = '%u'", GetGUIDLow(), (uint32)itr->first, (uint32)m_activeSpec ); - m_actionButtons.erase(itr++); - break; - default: - ++itr; - break; - } - } -} - -void Player::_SaveAuras() -{ - CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow()); - - for (AuraMap::const_iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end() ; ++itr) - { - if (!itr->second->CanBeSaved()) - continue; - - Aura * aura = itr->second; - - int32 damage[MAX_SPELL_EFFECTS]; - int32 baseDamage[MAX_SPELL_EFFECTS]; - uint8 effMask = 0; - uint8 recalculateMask = 0; - for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) - { - if (aura->GetEffect(i)) - { - baseDamage[i] = aura->GetEffect(i)->GetBaseAmount(); - damage[i] = aura->GetEffect(i)->GetAmount(); - effMask |= (1<<i); - if (aura->GetEffect(i)->CanBeRecalculated()) - recalculateMask |= (1<<i); - } - else - { - baseDamage[i] = NULL; - damage[i] = NULL; - } - } - - CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_mask,recalculate_mask,stackcount,amount0,amount1,amount2,base_amount0,base_amount1,base_amount2,maxduration,remaintime,remaincharges) " - "VALUES ('%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%d', '%d', '%d', '%d', '%d', '%d', '%d', '%d', '%u')", - GetGUIDLow(), itr->second->GetCasterGUID(), itr->second->GetId(), effMask, recalculateMask, - itr->second->GetStackAmount(), damage[0], damage[1], damage[2], baseDamage[0], baseDamage[1], baseDamage[2], - itr->second->GetMaxDuration(), itr->second->GetDuration(),itr->second->GetCharges()); - } -} - -void Player::_SaveInventory() -{ - // force items in buyback slots to new state - // and remove those that aren't already - for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i) - { - Item *item = m_items[i]; - if (!item || item->GetState() == ITEM_NEW) - continue; - CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow()); - CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow()); - m_items[i]->FSetState(ITEM_NEW); - } - - // update enchantment durations - for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr) - itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration); - - // if no changes - if (m_itemUpdateQueue.empty()) - return; - - // do not save if the update queue is corrupt - bool error = false; - for (size_t i = 0; i < m_itemUpdateQueue.size(); ++i) - { - Item *item = m_itemUpdateQueue[i]; - if(!item || item->GetState() == ITEM_REMOVED) continue; - Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot()); - - if (test == NULL) - { - sLog.outCrash("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d (state %d) are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), (int32)item->GetState()); - //error = true; - //now some items in bags cannot be saved but after cleansup they appear again - } - else if (test != item) - { - 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()); - error = true; - } - } - - if (error) - { - sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!"); - ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED); - return; - } - - for (size_t i = 0; i < m_itemUpdateQueue.size(); i++) - { - Item *item = m_itemUpdateQueue[i]; - if(!item) continue; - - Bag *container = item->GetContainer(); - uint32 bag_guid = container ? container->GetGUIDLow() : 0; - - switch(item->GetState()) - { - case ITEM_NEW: - 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()); - break; - case ITEM_CHANGED: - 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()); - break; - case ITEM_REMOVED: - CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow()); - break; - case ITEM_UNCHANGED: - break; - } - - item->SaveToDB(); // item have unchanged inventory record and can be save standalone - } - m_itemUpdateQueue.clear(); -} - -void Player::_SaveMail() -{ - if (!m_mailsLoaded) - return; - - for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) - { - Mail *m = (*itr); - if (m->state == MAIL_STATE_CHANGED) - { - CharacterDatabase.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD "', deliver_time = '" UI64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'", - m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID); - if(m->removedItems.size()) - { - for (std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2) - CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2); - m->removedItems.clear(); - } - m->state = MAIL_STATE_UNCHANGED; - } - else if (m->state == MAIL_STATE_DELETED) - { - if (m->HasItems()) - for (std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2) - CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid); - if (m->itemTextId) - CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId); - CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID); - CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID); - } - } - - //deallocate deleted mails... - for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();) - { - if ((*itr)->state == MAIL_STATE_DELETED) - { - Mail* m = *itr; - m_mail.erase(itr); - delete m; - itr = m_mail.begin(); - } - else - ++itr; - } - - m_mailsUpdated = false; -} - -void Player::_SaveQuestStatus() -{ - // we don't need transactions here. - for (QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i ) - { - switch (i->second.uState) - { - case QUEST_NEW : - CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) " - "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", - GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS+ sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]); - break; - case QUEST_CHANGED : - CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ", - i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first ); - break; - case QUEST_UNCHANGED: - break; - }; - i->second.uState = QUEST_UNCHANGED; - } -} - -void Player::_SaveDailyQuestStatus() -{ - if(!m_DailyQuestChanged) - return; - - m_DailyQuestChanged = false; - - // save last daily quest time for all quests: we need only mostly reset time for reset check anyway - - // we don't need transactions here. - CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow()); - for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) - if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) - CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD "')", - GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime)); -} - -void Player::_SaveSkills() -{ - // we don't need transactions here. - for( SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ) - { - if(itr->second.uState == SKILL_UNCHANGED) - { - ++itr; - continue; - } - - if(itr->second.uState == SKILL_DELETED) - { - CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), itr->first ); - mSkillStatus.erase(itr++); - continue; - } - - uint32 valueData = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)); - uint16 value = SKILL_VALUE(valueData); - uint16 max = SKILL_MAX(valueData); - - switch (itr->second.uState) - { - case SKILL_NEW: - CharacterDatabase.PExecute("INSERT INTO character_skills (guid, skill, value, max) VALUES ('%u', '%u', '%u', '%u')", - GetGUIDLow(), itr->first, value, max); - break; - case SKILL_CHANGED: - CharacterDatabase.PExecute("UPDATE character_skills SET value = '%u',max = '%u'WHERE guid = '%u' AND skill = '%u' ", - value, max, GetGUIDLow(), itr->first ); - break; - }; - itr->second.uState = SKILL_UNCHANGED; - - ++itr; - } -} - -void Player::_SaveSpells() -{ - for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();) - { - if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED) - CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first); - - // add only changed/new not dependent spells - if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)) - CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0); - - if (itr->second->state == PLAYERSPELL_REMOVED) - { - delete itr->second; - m_spells.erase(itr++); - } - else - { - itr->second->state = PLAYERSPELL_UNCHANGED; - ++itr; - } - - } -} - -void Player::outDebugValues() const -{ - if(!sLog.IsOutDebug()) // optimize disabled debug output - return; - - sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA)); - sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH)); - sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT)); - sLog.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA)); - sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE)); - sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE)); - sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST)); - sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE)); - sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE)); - sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE)); - sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE)); - sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK)); -} - -/*********************************************************/ -/*** FLOOD FILTER SYSTEM ***/ -/*********************************************************/ - -void Player::UpdateSpeakTime() -{ - // ignore chat spam protection for GMs in any mode - if(GetSession()->GetSecurity() > SEC_PLAYER) - return; - - time_t current = time (NULL); - if(m_speakTime > current) - { - uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT); - if(!max_count) - return; - - ++m_speakCount; - if(m_speakCount >= max_count) - { - // prevent overwrite mute time, if message send just before mutes set, for example. - time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME); - if(GetSession()->m_muteTime < new_mute) - GetSession()->m_muteTime = new_mute; - - m_speakCount = 0; - } - } - else - m_speakCount = 0; - - m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY); -} - -bool Player::CanSpeak() const -{ - return GetSession()->m_muteTime <= time (NULL); -} - -/*********************************************************/ -/*** LOW LEVEL FUNCTIONS:Notifiers ***/ -/*********************************************************/ - -void Player::SendAttackSwingNotInRange() -{ - WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0); - GetSession()->SendPacket( &data ); -} - -void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid) -{ - std::ostringstream ss; - ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y - << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid - << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0'," - << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'"; - sLog.outDebug(ss.str().c_str()); - CharacterDatabase.Execute(ss.str().c_str()); -} - -void Player::SaveDataFieldToDB() -{ - std::ostringstream ss; - ss<<"UPDATE characters SET data='"; - - for (uint16 i = 0; i < m_valuesCount; i++ ) - { - ss << GetUInt32Value(i) << " "; - } - ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'"; - - CharacterDatabase.Execute(ss.str().c_str()); -} - -bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid) -{ - std::ostringstream ss2; - ss2<<"UPDATE characters SET data='"; - uint32 i=0; - for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i) - { - ss2<<tokens[i]<<" "; - } - ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'"; - - return CharacterDatabase.Execute(ss2.str().c_str()); -} - -void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value) -{ - char buf[11]; - snprintf(buf,11,"%u",value); - - if(index >= tokens.size()) - return; - - tokens[index] = buf; -} - -void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid) -{ - Tokens tokens; - if(!LoadValuesArrayFromDB(tokens,guid)) - return; - - if(index >= tokens.size()) - return; - - char buf[11]; - snprintf(buf,11,"%u",value); - tokens[index] = buf; - - SaveValuesArrayInDB(tokens,guid); -} - -void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid) -{ - uint32 temp; - memcpy(&temp, &value, sizeof(value)); - Player::SetUInt32ValueInDB(index, temp, guid); -} - -void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair) -{ - // 0 - QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid)); - if(!result) - return; - - Field* fields = result->Fetch(); - - uint32 player_bytes2 = fields[0].GetUInt32(); - player_bytes2 &= ~0xFF; - player_bytes2 |= facialHair; - - CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, GUID_LOPART(guid)); -} - -void Player::SendAttackSwingDeadTarget() -{ - WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0); - GetSession()->SendPacket( &data ); -} - -void Player::SendAttackSwingCantAttack() -{ - WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0); - GetSession()->SendPacket( &data ); -} - -void Player::SendAttackSwingCancelAttack() -{ - WorldPacket data(SMSG_CANCEL_COMBAT, 0); - GetSession()->SendPacket( &data ); -} - -void Player::SendAttackSwingBadFacingAttack() -{ - WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0); - GetSession()->SendPacket( &data ); -} - -void Player::SendAutoRepeatCancel(Unit *target) -{ - WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size()); - data.append(target->GetPackGUID()); // may be it's target guid - GetSession()->SendPacket( &data ); -} - -void Player::SendExplorationExperience(uint32 Area, uint32 Experience) -{ - WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 ); - data << Area; - data << Experience; - GetSession()->SendPacket(&data); -} - -void Player::SendDungeonDifficulty(bool IsInGroup) -{ - uint8 val = 0x00000001; - WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12); - data << (uint32)GetDungeonDifficulty(); - data << uint32(val); - data << uint32(IsInGroup); - GetSession()->SendPacket(&data); -} - -void Player::SendRaidDifficulty(bool IsInGroup) -{ - uint8 val = 0x00000001; - WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12); - data << uint32(GetRaidDifficulty()); - data << uint32(val); - data << uint32(IsInGroup); - GetSession()->SendPacket(&data); -} - -void Player::SendResetFailedNotify(uint32 mapid) -{ - WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4); - data << uint32(mapid); - GetSession()->SendPacket(&data); -} - -/// Reset all solo instances and optionally send a message on success for each -void Player::ResetInstances(uint8 method, bool isRaid) -{ - // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN - - // we assume that when the difficulty changes, all instances that can be reset will be - Difficulty diff = GetDifficulty(isRaid); - - for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end(); ) - { - InstanceSave *p = itr->second.save; - const MapEntry *entry = sMapStore.LookupEntry(itr->first); - if(!entry || entry->IsRaid() != isRaid || !p->CanReset()) - { - ++itr; - continue; - } - - if(method == INSTANCE_RESET_ALL) - { - // the "reset all instances" method can only reset normal maps - if(entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC) - { - ++itr; - continue; - } - } - - // if the map is loaded, reset it - Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId()); - if(map && map->IsDungeon()) - if(!((InstanceMap*)map)->Reset(method)) - { - ++itr; - continue; - } - - // since this is a solo instance there should not be any players inside - if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY) - SendResetInstanceSuccess(p->GetMapId()); - - p->DeleteFromDB(); - m_boundInstances[diff].erase(itr++); - - // the following should remove the instance save from the manager and delete it as well - p->RemovePlayer(this); - } -} - -void Player::SendResetInstanceSuccess(uint32 MapId) -{ - WorldPacket data(SMSG_INSTANCE_RESET, 4); - data << MapId; - GetSession()->SendPacket(&data); -} - -void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId) -{ - // TODO: find what other fail reasons there are besides players in the instance - WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4); - data << reason; - data << MapId; - GetSession()->SendPacket(&data); -} - -/*********************************************************/ -/*** Update timers ***/ -/*********************************************************/ - -///checks the 15 afk reports per 5 minutes limit -void Player::UpdateAfkReport(time_t currTime) -{ - if(m_bgData.bgAfkReportedTimer <= currTime) - { - m_bgData.bgAfkReportedCount = 0; - m_bgData.bgAfkReportedTimer = currTime+5*MINUTE; - } -} - -void Player::UpdateContestedPvP(uint32 diff) -{ - if(!m_contestedPvPTimer||isInCombat()) - return; - if(m_contestedPvPTimer <= diff) - { - ResetContestedPvP(); - } - else - m_contestedPvPTimer -= diff; -} - -void Player::UpdatePvPFlag(time_t currTime) -{ - if(!IsPvP()) - return; - if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300)) - return; - - UpdatePvP(false); -} - -void Player::UpdateDuelFlag(time_t currTime) -{ - if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3) - return; - - SetUInt32Value(PLAYER_DUEL_TEAM, 1); - duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2); - - duel->startTimer = 0; - duel->startTime = currTime; - duel->opponent->duel->startTimer = 0; - duel->opponent->duel->startTime = currTime; -} - -Pet* Player::GetPet() const -{ - if(uint64 pet_guid = GetPetGUID()) - { - if(!IS_PET_GUID(pet_guid)) - return NULL; - - Pet* pet = ObjectAccessor::GetPet(pet_guid); - - if (!pet) - return NULL; - - if(IsInWorld() && pet) - return pet; - - //there may be a guardian in slot - //sLog.outError("Player::GetPet: Pet %u not exist.",GUID_LOPART(pet_guid)); - //const_cast<Player*>(this)->SetPetGUID(0); - } - - return NULL; -} - -void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent) -{ - if(!pet) - pet = GetPet(); - - if(pet) - { - sLog.outDebug("RemovePet %u, %u, %u", pet->GetEntry(), mode, returnreagent); - - if(pet->m_removed) - return; - } - - if(returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleGround()) - { - //returning of reagents only for players, so best done here - uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell; - SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); - - if(spellInfo) - { - for (uint32 i = 0; i < 7; ++i) - { - if(spellInfo->Reagent[i] > 0) - { - ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout) - uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] ); - if( msg == EQUIP_ERR_OK ) - { - Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true); - if(IsInWorld()) - SendNewItem(item,spellInfo->ReagentCount[i],true,false); - } - } - } - } - m_temporaryUnsummonedPetNumber = 0; - } - - if(!pet || pet->GetOwnerGUID()!=GetGUID()) - return; - - pet->CombatStop(); - - if(returnreagent) - { - switch(pet->GetEntry()) - { - //warlock pets except imp are removed(?) when logging out - case 1860: - case 1863: - case 417: - case 17252: - mode = PET_SAVE_NOT_IN_SLOT; - break; - } - } - - // only if current pet in slot - pet->SavePetToDB(mode); - - SetMinion(pet, false); - - pet->AddObjectToRemoveList(); - pet->m_removed = true; - - if(pet->isControlled()) - { - WorldPacket data(SMSG_PET_SPELLS, 8); - data << uint64(0); - GetSession()->SendPacket(&data); - - if(GetGroup()) - SetGroupUpdateFlag(GROUP_UPDATE_PET); - } -} - -void Player::StopCastingCharm() -{ - Unit* charm = GetCharm(); - if(!charm) - return; - - if(charm->GetTypeId() == TYPEID_UNIT) - { - if(((Creature*)charm)->HasUnitTypeMask(UNIT_MASK_PUPPET)) - ((Puppet*)charm)->UnSummon(); - else if(charm->IsVehicle()) - ExitVehicle(); - } - if(GetCharmGUID()) - charm->RemoveCharmAuras(); - - if(GetCharmGUID()) - { - sLog.outCrash("Player %s (GUID: " UI64FMTD " is not able to uncharm unit (GUID: " UI64FMTD " Entry: %u, Type: %u)", GetName(), GetGUID(), GetCharmGUID(), charm->GetEntry(), charm->GetTypeId()); - if(charm->GetCharmerGUID()) - { - sLog.outCrash("Charmed unit has charmer guid " UI64FMTD, charm->GetCharmerGUID()); - assert(false); - } - else - SetCharm(charm, false); - } -} - -void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const -{ - *data << (uint8)msgtype; - *data << (uint32)language; - *data << (uint64)GetGUID(); - *data << (uint32)language; //language 2.1.0 ? - *data << (uint64)GetGUID(); - *data << (uint32)(text.length()+1); - *data << text; - *data << (uint8)chatTag(); -} - -void Player::Say(const std::string& text, const uint32 language) -{ - WorldPacket data(SMSG_MESSAGECHAT, 200); - BuildPlayerChat(&data, CHAT_MSG_SAY, text, language); - SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true); - - if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) - sLog.outChat("[SAY] Player %s says (language %u): %s", - GetName(), language, text.c_str()); -} - -void Player::Yell(const std::string& text, const uint32 language) -{ - WorldPacket data(SMSG_MESSAGECHAT, 200); - BuildPlayerChat(&data, CHAT_MSG_YELL, text, language); - SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true); - - if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) - sLog.outChat("[YELL] Player %s yells (language %u): %s", - GetName(), language, text.c_str()); -} - -void Player::TextEmote(const std::string& text) -{ - WorldPacket data(SMSG_MESSAGECHAT, 200); - BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL); - SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT)); - - if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) - sLog.outChat("[TEXTEMOTE] Player %s emotes: %s", - GetName(), text.c_str()); -} - -void Player::Whisper(const std::string& text, uint32 language,uint64 receiver) -{ - if (language != LANG_ADDON) // if not addon data - language = LANG_UNIVERSAL; // whispers should always be readable - - Player *rPlayer = objmgr.GetPlayer(receiver); - - if(sWorld.getConfig(CONFIG_CHATLOG_WHISPER)) - sLog.outChat("[WHISPER] Player %s tells %s: %s", - GetName(), rPlayer->GetName(), text.c_str()); - - // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode - if(!rPlayer->isDND() || isGameMaster()) - { - WorldPacket data(SMSG_MESSAGECHAT, 200); - BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language); - rPlayer->GetSession()->SendPacket(&data); - - // not send confirmation for addon messages - if (language != LANG_ADDON) - { - data.Initialize(SMSG_MESSAGECHAT, 200); - rPlayer->BuildPlayerChat(&data, CHAT_MSG_WHISPER_INFORM, text, language); - GetSession()->SendPacket(&data); - } - } - else - { - // announce to player that player he is whispering to is dnd and cannot receive his message - ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str()); - } - - if(!isAcceptWhispers() && !isGameMaster() && !rPlayer->isGameMaster()) - { - SetAcceptWhispers(true); - ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON); - } - - // announce to player that player he is whispering to is afk - if(rPlayer->isAFK()) - ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str()); - - // if player whisper someone, auto turn of dnd to be able to receive an answer - if(isDND() && !rPlayer->isGameMaster()) - ToggleDND(); -} - -void Player::PetSpellInitialize() -{ - Pet* pet = GetPet(); - - if(!pet) - return; - - sLog.outDebug("Pet Spells Groups"); - - CharmInfo *charmInfo = pet->GetCharmInfo(); - - WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1); - data << uint64(pet->GetGUID()); - data << uint16(pet->GetCreatureInfo()->family); // creature family (required for pet talents) - data << uint32(0); - data << uint8(pet->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0); - - // action bar loop - charmInfo->BuildActionBar(&data); - - size_t spellsCountPos = data.wpos(); - - // spells count - uint8 addlist = 0; - data << uint8(addlist); // placeholder - - if (pet->IsPermanentPetFor(this)) - { - // spells loop - for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr) - { - if(itr->second.state == PETSPELL_REMOVED) - continue; - - data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first,itr->second.active)); - ++addlist; - } - } - - data.put<uint8>(spellsCountPos, addlist); - - uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size(); - data << uint8(cooldownsCount); - - time_t curTime = time(NULL); - - for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr) - { - time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0; - - data << uint32(itr->first); // spellid - data << uint16(0); // spell category? - data << uint32(cooldown); // cooldown - data << uint32(0); // category cooldown - } - - for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr) - { - time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0; - - data << uint32(itr->first); // spellid - data << uint16(0); // spell category? - data << uint32(0); // cooldown - data << uint32(cooldown); // category cooldown - } - - data.hexlike(); - - GetSession()->SendPacket(&data); -} - -void Player::PossessSpellInitialize() -{ - Unit* charm = GetCharm(); - if(!charm) - return; - - CharmInfo *charmInfo = charm->GetCharmInfo(); - - if(!charmInfo) - { - sLog.outError("Player::PossessSpellInitialize(): charm ("UI64FMTD") has no charminfo!", charm->GetGUID()); - return; - } - - WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1); - data << uint64(charm->GetGUID()); - data << uint16(0); - data << uint32(0); - data << uint32(0); - - charmInfo->BuildActionBar(&data); - - data << uint8(0); // spells count - data << uint8(0); // cooldowns count - - GetSession()->SendPacket(&data); -} - -void Player::VehicleSpellInitialize() -{ - Creature* veh = GetVehicleCreatureBase(); - if(!veh) - return; - - // GetPosition_ is not a member of 'Vehicle', SetPosition is a member of 'Player': SetPosition(GetVehicle()->GetPositionX(), GetVehicle()->GetPositionY(), GetVehicle()->GetPositionZ(), GetVehicle()->GetOrientation()); - - // GetPosition_ is not a member of 'Vehicle', SetPosition is a member of 'Player': SetPosition(GetVehicle()->GetPositionX(), GetVehicle()->GetPositionY(), GetVehicle()->GetPositionZ(), GetVehicle()->GetOrientation()); - - WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*10+1+1); - data << uint64(veh->GetGUID()); - data << uint16(0); - data << uint32(0); - data << uint32(0x00000101); - - for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) - { - uint32 spellId = ((Creature*)veh)->m_spells[i]; - if(!spellId) - continue; - - SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); - if(!spellInfo) - continue; - - if(IsPassiveSpell(spellId)) - { - veh->CastSpell(veh, spellId, true); - data << uint16(0) << uint8(0) << uint8(i+8); - } - else - data << uint32(MAKE_UNIT_ACTION_BUTTON(spellId,i+8)); - } - - for (uint32 i = CREATURE_MAX_SPELLS; i < MAX_SPELL_CONTROL_BAR; ++i) - data << uint16(0) << uint8(0) << uint8(i+8); - - data << uint8(0); - data << uint8(0); - GetSession()->SendPacket(&data); -} - -void Player::CharmSpellInitialize() -{ - Unit* charm = GetFirstControlled(); - if(!charm) - return; - - CharmInfo *charmInfo = charm->GetCharmInfo(); - if(!charmInfo) - { - sLog.outError("Player::CharmSpellInitialize(): the player's charm ("UI64FMTD") has no charminfo!", charm->GetGUID()); - return; - } - - uint8 addlist = 0; - if(charm->GetTypeId() != TYPEID_PLAYER) - { - CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo(); - //if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK) - { - for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i) - { - if(charmInfo->GetCharmSpell(i)->GetAction()) - ++addlist; - } - } - } - - WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1); - data << uint64(charm->GetGUID()); - data << uint16(0); - data << uint32(0); - - if(charm->GetTypeId() != TYPEID_PLAYER) - data << uint8(((Creature*)charm)->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0); - else - data << uint8(0) << uint8(0) << uint16(0); - - charmInfo->BuildActionBar(&data); - - data << uint8(addlist); - - if(addlist) - { - for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i) - { - CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i); - if(cspell->GetAction()) - data << uint32(cspell->packedData); - } - } - - data << uint8(0); // cooldowns count - - GetSession()->SendPacket(&data); -} - -void Player::SendRemoveControlBar() -{ - WorldPacket data(SMSG_PET_SPELLS, 8); - data << uint64(0); - GetSession()->SendPacket(&data); -} - -bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell * spell) -{ - if (!mod || !spellInfo) - return false; - - // Mod out of charges - if (spell && mod->charges == -1 && spell->m_appliedMods.find(mod->ownerAura) == spell->m_appliedMods.end()) - return false; - - return spellmgr.IsAffectedByMod(spellInfo, mod); -} - -void Player::AddSpellMod(SpellModifier* mod, bool apply) -{ - sLog.outDebug("Player::AddSpellMod %d", mod->spellId); - uint16 Opcode = (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER; - - int i = 0; - flag96 _mask = 0; - for (int eff = 0; eff < 96; ++eff) - { - if (eff != 0 && eff%32 == 0) - _mask[i++] = 0; - - _mask[i] = uint32(1) << (eff-(32*i)); - if (mod->mask & _mask) - { - int32 val = 0; - for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr) - { - if ((*itr)->type == mod->type && (*itr)->mask & _mask) - val += (*itr)->value; - } - val += apply ? mod->value : -(mod->value); - WorldPacket data(Opcode, (1+1+4)); - data << uint8(eff); - data << uint8(mod->op); - data << int32(val); - SendDirectMessage(&data); - } - } - - if (apply) - m_spellMods[mod->op].push_back(mod); - else - { - m_spellMods[mod->op].remove(mod); - // mods bound to aura will be removed in AuraEffect::~AuraEffect - if (!mod->ownerAura) - delete mod; - } -} - -// Restore spellmods in case of failed cast -void Player::RestoreSpellMods(Spell * spell) -{ - if (!spell || spell->m_appliedMods.empty()) - return; - - for (uint8 i=0; i<MAX_SPELLMOD; ++i) - { - for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end(); ++itr) - { - SpellModifier *mod = *itr; - - // spellmods without aura set cannot be charged - if (!mod->ownerAura || !mod->ownerAura->GetCharges()) - continue; - - // check if mod affected this spell - Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura); - if (iterMod == spell->m_appliedMods.end()) - continue; - - // remove from list - spell->m_appliedMods.erase(iterMod); - - // add mod charges back to mod - if (mod->charges == -1) - mod->charges = 1; - else - mod->charges++; - - // Do not set more spellmods than avalible - if (mod->ownerAura->GetCharges() < mod->charges) - mod->charges = mod->ownerAura->GetCharges(); - - // Skip this check for now - aura charges may change due to various reason - // TODO: trac these changes correctly - //assert (mod->ownerAura->GetCharges() <= mod->charges); - } - } -} - -void Player::RemoveSpellMods(Spell * spell) -{ - if (!spell) - return; - std::set <Aura *> checkedSpells; - - AuraEffectList const & auraList = GetAuraEffectsByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE); - for (AuraEffectList::const_iterator itr = auraList.begin(); itr != auraList.end();) - { - AuraEffect * aurEff = *itr; - Aura * aura = aurEff->GetBase(); - ++itr; - if (!aura->GetCharges()) - continue; - - SpellEntry const * spellInfo = aura->GetSpellProto(); - - if (spellInfo->SpellFamilyName != spell->m_spellInfo->SpellFamilyName || - checkedSpells.find(aura) != checkedSpells.end()) - continue; - - if (spell->m_spellInfo->SpellFamilyFlags & spellInfo->EffectSpellClassMask[aurEff->GetEffIndex()] - // this is for fingers of frost, look at spell::finish part, a charge will be taken by the triggering spell - && aura->GetDuration() != aura->GetMaxDuration()) - { - checkedSpells.insert(aura); - spell->m_appliedMods.erase(aura); - if (aura->DropCharge()) - itr = auraList.begin(); - } - } - - if (spell->m_appliedMods.empty()) - return; - - for (uint8 i=0; i<MAX_SPELLMOD; ++i) - { - for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();) - { - SpellModifier *mod = *itr; - ++itr; - - // spellmods without aura set cannot be charged - if (!mod->ownerAura || !mod->ownerAura->GetCharges()) - continue; - - // check if mod affected this spell - Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura); - if (iterMod == spell->m_appliedMods.end()) - continue; - - // remove from list - spell->m_appliedMods.erase(iterMod); - - if (mod->ownerAura->DropCharge()) - itr = m_spellMods[i].begin(); - } - } -} - -void Player::DropModCharge(SpellModifier * mod, Spell * spell) -{ - if (spell && mod->ownerAura && mod->charges > 0 ) - { - --mod->charges; - if (mod->charges == 0) - { - mod->charges = -1; - } - spell->m_appliedMods.insert(mod->ownerAura); - } -} - -void Player::SetSpellModTakingSpell(Spell * spell, bool apply) -{ - if (!spell || (m_spellModTakingSpell && m_spellModTakingSpell != spell)) - return; - - if (apply && spell->getState() == SPELL_STATE_FINISHED) - return; - - m_spellModTakingSpell = apply ? spell : NULL; -} - -// send Proficiency -void Player::SendProficiency(uint8 pr1, uint32 pr2) -{ - WorldPacket data(SMSG_SET_PROFICIENCY, 8); - data << pr1 << pr2; - GetSession()->SendPacket (&data); -} - -void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type) -{ - QueryResult_AutoPtr result = QueryResult_AutoPtr(NULL); - if(type==10) - result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid)); - else - result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); - if(result) - { - 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. - { // and SendPetitionQueryOpcode reads data from the DB - Field *fields = result->Fetch(); - uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER); - uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM); - - // send update if charter owner in game - Player* owner = objmgr.GetPlayer(ownerguid); - if(owner) - owner->GetSession()->SendPetitionQueryOpcode(petitionguid); - - } while ( result->NextRow() ); - - if(type==10) - CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid)); - else - CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); - } - - CharacterDatabase.BeginTransaction(); - if(type == 10) - { - CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid)); - CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid)); - } - else - { - CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); - CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); - } - CharacterDatabase.CommitTransaction(); -} - -void Player::LeaveAllArenaTeams(uint64 guid) -{ - QueryResult_AutoPtr 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)); - if(!result) - return; - - do - { - Field *fields = result->Fetch(); - uint32 at_id = fields[0].GetUInt32(); - if(at_id != 0) - { - ArenaTeam * at = objmgr.GetArenaTeamById(at_id); - if(at) - at->DelMember(guid); - } - } while (result->NextRow()); -} - -void Player::SetRestBonus (float rest_bonus_new) -{ - // Prevent resting on max level - if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) - rest_bonus_new = 0; - - if(rest_bonus_new < 0) - rest_bonus_new = 0; - - float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2; - - if(rest_bonus_new > rest_bonus_max) - m_rest_bonus = rest_bonus_max; - else - m_rest_bonus = rest_bonus_new; - - // update data for client - if(m_rest_bonus>10) - SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested - else if(m_rest_bonus<=1) - SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal - - //RestTickUpdate - SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus)); -} - -void Player::HandleStealthedUnitsDetection() -{ - std::list<Unit*> stealthedUnits; - Trinity::AnyStealthedCheck u_check; - Trinity::UnitListSearcher<Trinity::AnyStealthedCheck > searcher(this, stealthedUnits, u_check); - VisitNearbyObject(GetMap()->GetVisibilityDistance(), searcher); - - for (std::list<Unit*>::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i) - { - if((*i)==this) - continue; - - bool hasAtClient = HaveAtClient((*i)); - bool hasDetected = canSeeOrDetect(*i, true); - - if (hasDetected) - { - if(!hasAtClient) - { - (*i)->SendUpdateToPlayer(this); - m_clientGUIDs.insert((*i)->GetGUID()); - - #ifdef TRINITY_DEBUG - if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) - sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i)); - #endif - - // target aura duration for caster show only if target exist at caster client - // send data at target visibility change (adding to client) - SendInitialVisiblePackets(*i); - } - } - else - { - if(hasAtClient) - { - (*i)->DestroyForPlayer(this); - m_clientGUIDs.erase((*i)->GetGUID()); - } - } - } -} - -bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/) -{ - if(nodes.size() < 2) - return false; - - // not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root - if(GetSession()->isLogingOut() || isInCombat() || hasUnitState(UNIT_STAT_STUNNED) || hasUnitState(UNIT_STAT_ROOT)) - { - WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); - data << uint32(ERR_TAXIPLAYERBUSY); - GetSession()->SendPacket(&data); - return false; - } - - if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) - return false; - - // taximaster case - if(npc) - { - // not let cheating with start flight mounted - if(IsMounted()) - { - WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); - data << uint32(ERR_TAXIPLAYERALREADYMOUNTED); - GetSession()->SendPacket(&data); - return false; - } - - if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW ) - { - WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); - data << uint32(ERR_TAXIPLAYERSHAPESHIFTED); - GetSession()->SendPacket(&data); - return false; - } - - // 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 - if(IsNonMeleeSpellCasted(false)) - { - WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); - data << uint32(ERR_TAXIPLAYERBUSY); - GetSession()->SendPacket(&data); - return false; - } - } - // cast case or scripted call case - else - { - RemoveAurasByType(SPELL_AURA_MOUNTED); - - if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW ) - RemoveAurasDueToSpell(m_ShapeShiftFormSpellId); - - if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL)) - if (spell->m_spellInfo->Id != spellid) - InterruptSpell(CURRENT_GENERIC_SPELL,false); - - InterruptSpell(CURRENT_AUTOREPEAT_SPELL,false); - - if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL)) - if (spell->m_spellInfo->Id != spellid) - InterruptSpell(CURRENT_CHANNELED_SPELL,true); - } - - uint32 sourcenode = nodes[0]; - - // starting node too far away (cheat?) - TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode); - if (!node) - { - WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); - data << uint32(ERR_TAXINOSUCHPATH); - GetSession()->SendPacket(&data); - return false; - } - - // check node starting pos data set case if provided - if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f) - { - if (node->map_id != GetMapId() || - (node->x - GetPositionX())*(node->x - GetPositionX())+ - (node->y - GetPositionY())*(node->y - GetPositionY())+ - (node->z - GetPositionZ())*(node->z - GetPositionZ()) > - (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)) - { - WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); - data << uint32(ERR_TAXITOOFARAWAY); - GetSession()->SendPacket(&data); - return false; - } - } - // node must have pos if taxi master case (npc != NULL) - else if (npc) - { - WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); - data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR); - GetSession()->SendPacket(&data); - return false; - } - - // Prepare to flight start now - - // stop combat at start taxi flight if any - CombatStop(); - - StopCastingCharm(); - StopCastingBindSight(); - ExitVehicle(); - - // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it) - TradeCancel(true); - - // clean not finished taxi path if any - m_taxi.ClearTaxiDestinations(); - - // 0 element current node - m_taxi.AddTaxiDestination(sourcenode); - - // fill destinations path tail - uint32 sourcepath = 0; - uint32 totalcost = 0; - - uint32 prevnode = sourcenode; - uint32 lastnode = 0; - - for (uint32 i = 1; i < nodes.size(); ++i) - { - uint32 path, cost; - - lastnode = nodes[i]; - objmgr.GetTaxiPath(prevnode, lastnode, path, cost); - - if(!path) - { - m_taxi.ClearTaxiDestinations(); - return false; - } - - totalcost += cost; - - if(prevnode == sourcenode) - sourcepath = path; - - m_taxi.AddTaxiDestination(lastnode); - - prevnode = lastnode; - } - - // get mount model (in case non taximaster (npc==NULL) allow more wide lookup) - // - // Hack-Fix for Alliance not being able to use Acherus taxi. There is - // only one mount ID for both sides. Probably not good to use 315 in case DBC nodes - // change but I couldn't find a suitable alternative. OK to use class because only DK - // can use this taxi. - uint32 mount_display_id = objmgr.GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == NULL || (sourcenode == 315 && getClass() == CLASS_DEATH_KNIGHT)); - - // in spell case allow 0 model - if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0) - { - WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); - data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR); - GetSession()->SendPacket(&data); - m_taxi.ClearTaxiDestinations(); - return false; - } - - uint32 money = GetMoney(); - - if (npc) - totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc)); - - if(money < totalcost) - { - WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); - data << uint32(ERR_TAXINOTENOUGHMONEY); - GetSession()->SendPacket(&data); - m_taxi.ClearTaxiDestinations(); - return false; - } - - //Checks and preparations done, DO FLIGHT - ModifyMoney(-(int32)totalcost); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost); - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1); - - // prevent stealth flight - //RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK); - - if (sWorld.getConfig(CONFIG_INSTANT_TAXI)) - { - TaxiNodesEntry const* lastnode = sTaxiNodesStore.LookupEntry(nodes[nodes.size()-1]); - m_taxi.ClearTaxiDestinations(); - TeleportTo(lastnode->map_id, lastnode->x, lastnode->y, lastnode->z, GetOrientation()); - return false; - } - else - { - WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); - data << uint32(ERR_TAXIOK); - GetSession()->SendPacket(&data); - sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY"); - GetSession()->SendDoFlight(mount_display_id, sourcepath); - } - return true; -} - -bool Player::ActivateTaxiPathTo( uint32 taxi_path_id, uint32 spellid /*= 0*/ ) -{ - TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id); - if(!entry) - return false; - - std::vector<uint32> nodes; - - nodes.resize(2); - nodes[0] = entry->from; - nodes[1] = entry->to; - - return ActivateTaxiPathTo(nodes,NULL,spellid); -} - -void Player::CleanupAfterTaxiFlight() -{ - m_taxi.ClearTaxiDestinations(); // not destinations, clear source node - Unmount(); - RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); - getHostilRefManager().setOnlineOfflineState(true); -} - -void Player::ContinueTaxiFlight() -{ - uint32 sourceNode = m_taxi.GetTaxiSource(); - if (!sourceNode) - return; - - sLog.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() ); - - uint32 mountDisplayId = objmgr.GetTaxiMountDisplayId(sourceNode, GetTeam(),true); - uint32 path = m_taxi.GetCurrentTaxiPath(); - - // search appropriate start path node - uint32 startNode = 0; - - TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path]; - - float distPrev = MAP_SIZE*MAP_SIZE; - float distNext = - (nodeList[0].x-GetPositionX())*(nodeList[0].x-GetPositionX())+ - (nodeList[0].y-GetPositionY())*(nodeList[0].y-GetPositionY())+ - (nodeList[0].z-GetPositionZ())*(nodeList[0].z-GetPositionZ()); - - for (uint32 i = 1; i < nodeList.size(); ++i) - { - TaxiPathNode const& node = nodeList[i]; - TaxiPathNode const& prevNode = nodeList[i-1]; - - // skip nodes at another map - if(node.mapid != GetMapId()) - continue; - - distPrev = distNext; - - distNext = - (node.x-GetPositionX())*(node.x-GetPositionX())+ - (node.y-GetPositionY())*(node.y-GetPositionY())+ - (node.z-GetPositionZ())*(node.z-GetPositionZ()); - - float distNodes = - (node.x-prevNode.x)*(node.x-prevNode.x)+ - (node.y-prevNode.y)*(node.y-prevNode.y)+ - (node.z-prevNode.z)*(node.z-prevNode.z); - - if(distNext + distPrev < distNodes) - { - startNode = i; - break; - } - } - - GetSession()->SendDoFlight(mountDisplayId, path, startNode); -} - -void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs ) -{ - // last check 2.0.10 - WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8); - data << GetGUID(); - data << uint8(0x0); // flags (0x1, 0x2) - time_t curTime = time(NULL); - for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) - { - if (itr->second->state == PLAYERSPELL_REMOVED) - continue; - uint32 unSpellId = itr->first; - SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId); - if (!spellInfo) - { - ASSERT(spellInfo); - continue; - } - - // Not send cooldown for this spells - if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) - continue; - - if(spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE) - continue; - - if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs ) - { - data << uint32(unSpellId); - data << uint32(unTimeMs); // in m.secs - AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILISECONDS); - } - } - GetSession()->SendPacket(&data); -} - -void Player::InitDataForForm(bool reapplyMods) -{ - SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form); - if(ssEntry && ssEntry->attackSpeed) - { - SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed); - SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed); - SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME); - } - else - SetRegularAttackTime(); - - switch(m_form) - { - case FORM_GHOUL: - case FORM_CAT: - { - if(getPowerType()!=POWER_ENERGY) - setPowerType(POWER_ENERGY); - break; - } - case FORM_BEAR: - case FORM_DIREBEAR: - { - if(getPowerType()!=POWER_RAGE) - setPowerType(POWER_RAGE); - break; - } - default: // 0, for example - { - ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass()); - if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType) - setPowerType(Powers(cEntry->powerType)); - break; - } - } - - // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change. - if (!reapplyMods) - UpdateEquipSpellsAtFormChange(); - - UpdateAttackPowerAndDamage(); - UpdateAttackPowerAndDamage(true); -} - -void Player::InitDisplayIds() -{ - PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass()); - if(!info) - { - sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow()); - return; - } - - uint8 gender = getGender(); - switch(gender) - { - case GENDER_FEMALE: - SetDisplayId(info->displayId_f ); - SetNativeDisplayId(info->displayId_f ); - break; - case GENDER_MALE: - SetDisplayId(info->displayId_m ); - SetNativeDisplayId(info->displayId_m ); - break; - default: - sLog.outError("Invalid gender %u for player",gender); - return; - } -} - -// Return true is the bought item has a max count to force refresh of window by caller -bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint8 bag, uint8 slot) -{ - // cheating attempt - if (count < 1) count = 1; - - // cheating attempt - if(slot > MAX_BAG_SIZE && slot !=NULL_SLOT) - return false; - - if (!isAlive()) - return false; - - ItemPrototype const *pProto = objmgr.GetItemPrototype( item ); - if (!pProto) - { - SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0); - return false; - } - - Creature *pCreature = GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR); - if (!pCreature) - { - sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) ); - SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0); - return false; - } - - VendorItemData const* vItems = pCreature->GetVendorItems(); - if(!vItems || vItems->Empty()) - { - SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); - return false; - } - - size_t vendor_slot = vItems->FindItemSlot(item); - if (vendor_slot >= vItems->GetItemCount()) - { - SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); - return false; - } - - VendorItem const* crItem = vItems->m_items[vendor_slot]; - - // check current item amount if it limited - if (crItem->maxcount != 0) - { - if (pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count ) - { - SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0); - return false; - } - } - - if (pProto->RequiredReputationFaction && (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)) - { - SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0); - return false; - } - else if (!pProto->RequiredReputationFaction && pProto->RequiredReputationRank > 0) - { - if (uint32(GetReputationRank(pCreature->getFactionTemplateEntry()->faction)) < pProto->RequiredReputationRank) - { - SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0); - return false; - } - } - - if (crItem->ExtendedCost) - { - ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost); - if (!iece) - { - sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost); - return false; - } - - // honor points price - if (GetHonorPoints() < (iece->reqhonorpoints * count)) - { - SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL); - return false; - } - - // arena points price - if (GetArenaPoints() < (iece->reqarenapoints * count)) - { - SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL); - return false; - } - - // item base price - for (uint8 i = 0; i < 5; ++i) - { - if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count))) - { - SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL); - return false; - } - } - - // check for personal arena rating requirement - if( GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating ) - { - // probably not the proper equip err - SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL); - return false; - } - } - - int32 price = pProto->BuyPrice * count; - - // reputation discount - price = uint32(floor(price * GetReputationPriceDiscount(pCreature))); - - if (GetMoney() < price) - { - SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0); - return false; - } - - if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot)) - { - ItemPosCountVec dest; - uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count ); - if (msg != EQUIP_ERR_OK) - { - SendEquipError( msg, NULL, NULL ); - return false; - } - - ModifyMoney( -(int32)price ); - uint32 arenaPoints = 0; - uint32 honorPoints = 0; - uint32 extendedCost[5] = {0,0,0,0,0}; - uint32 extendedCostCount[5] = {0,0,0,0,0}; - - if (crItem->ExtendedCost) // case for new honor system - { - ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost); - if (iece->reqhonorpoints) - { - honorPoints = iece->reqhonorpoints * count; - ModifyHonorPoints( - int32(honorPoints) ); - } - if (iece->reqarenapoints) - { - arenaPoints = iece->reqarenapoints * count; - ModifyArenaPoints( - int32(arenaPoints) ); - } - for (uint8 i = 0; i < 5; ++i) - { - if (iece->reqitem[i]) - { - DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true); - extendedCost[i] = iece->reqitem[i]; - extendedCostCount[i] = iece->reqitemcount[i]; - } - } - } - - if (Item *it = StoreNewItem( dest, item, true )) - { - uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count); - - WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4)); - data << uint64(pCreature->GetGUID()); - data << uint32(vendor_slot+1); // numbered from 1 at client - data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF); - data << uint32(count); - GetSession()->SendPacket(&data); - SendNewItem(it, pProto->BuyCount*count, true, false, false); - - // Item Refund system, only works for non stackable items with extendedcost - if(count == 1 && crItem->ExtendedCost ) - { - it->SetPaidArenaPoints(arenaPoints); - it->SetPaidHonorPoints(honorPoints); - it->SetRefundExpiryTime( time(NULL)+(HOUR*2) ); - for (uint8 i = 0; i < 5; ++i) - it->SetPaidExtendedCost(i, extendedCost[i], extendedCostCount[i]); - } - } - } - else if (IsEquipmentPos(bag, slot)) - { - if (pProto->BuyCount * count != 1) - { - SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL ); - return false; - } - - uint16 dest; - uint8 msg = CanEquipNewItem( slot, dest, item, false ); - if (msg != EQUIP_ERR_OK) - { - SendEquipError( msg, NULL, NULL ); - return false; - } - - ModifyMoney( -(int32)price ); - if (crItem->ExtendedCost) // case for new honor system - { - ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost); - if (iece->reqhonorpoints) - ModifyHonorPoints( - int32(iece->reqhonorpoints)); - if (iece->reqarenapoints) - ModifyArenaPoints( - int32(iece->reqarenapoints)); - for (uint8 i = 0; i < 5; ++i) - { - if(iece->reqitem[i]) - DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true); - } - } - - if (Item *it = EquipNewItem( dest, item, true )) - { - uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count); - - WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4)); - data << uint64(pCreature->GetGUID()); - data << uint32(vendor_slot + 1); // numbered from 1 at client - data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF); - data << uint32(count); - GetSession()->SendPacket(&data); - - SendNewItem(it, pProto->BuyCount*count, true, false, false); - - AutoUnequipOffhandIfNeed(); - } - } - else - { - SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL ); - return false; - } - - return crItem->maxcount != 0; -} - -uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot) -{ - // returns the maximal personal arena rating that can be used to purchase items requiring this condition - // the personal rating of the arena team must match the required limit as well - // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype])) - uint32 max_personal_rating = 0; - for (uint8 i = minarenaslot; i < MAX_ARENA_SLOT; ++i) - { - if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i))) - { - uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING); - uint32 t_rating = at->GetRating(); - p_rating = p_rating < t_rating ? p_rating : t_rating; - if(max_personal_rating < p_rating) - max_personal_rating = p_rating; - } - } - return max_personal_rating; -} - -void Player::UpdateHomebindTime(uint32 time) -{ - // GMs never get homebind timer online - if (m_InstanceValid || isGameMaster()) - { - if(m_HomebindTimer) // instance valid, but timer not reset - { - // hide reminder - WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4); - data << uint32(0); - data << uint32(0); - GetSession()->SendPacket(&data); - } - // instance is valid, reset homebind timer - m_HomebindTimer = 0; - } - else if (m_HomebindTimer > 0) - { - if (time >= m_HomebindTimer) - { - // teleport to nearest graveyard - SetPhaseMask(1,true); - RepopAtGraveyard(); - } - else - m_HomebindTimer -= time; - } - else - { - // instance is invalid, start homebind timer - m_HomebindTimer = 60000; - // send message to player - WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4); - data << uint32(m_HomebindTimer); - data << uint32(1); - GetSession()->SendPacket(&data); - sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow()); - SetPhaseMask(2,true); - } -} - -void Player::UpdatePvPState(bool onlyFFA) -{ - // TODO: should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled? - if(!pvpInfo.inNoPvPArea && !isGameMaster() - && (pvpInfo.inFFAPvPArea || sWorld.IsFFAPvPRealm())) - { - if(!HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) - { - SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); - for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) - (*itr)->SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); - } - } - else if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) - { - RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); - for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) - (*itr)->RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); - } - - if(onlyFFA) - return; - - if(pvpInfo.inHostileArea) // in hostile area - { - if(!IsPvP() || pvpInfo.endTimer != 0) - UpdatePvP(true, true); - } - else // in friendly area - { - if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0) - pvpInfo.endTimer = time(0); // start toggle-off - } -} - -void Player::UpdatePvP(bool state, bool override) -{ - if(!state || override) - { - SetPvP(state); - pvpInfo.endTimer = 0; - } - else - { - if(pvpInfo.endTimer != 0) - pvpInfo.endTimer = time(NULL); - else - SetPvP(state); - } -} - -void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown) -{ - // init cooldown values - uint32 cat = 0; - int32 rec = -1; - int32 catrec = -1; - - // some special item spells without correct cooldown in SpellInfo - // cooldown information stored in item prototype - // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client. - - if(itemId) - { - if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId)) - { - for (uint8 idx = 0; idx < 5; ++idx) - { - if(proto->Spells[idx].SpellId == spellInfo->Id) - { - cat = proto->Spells[idx].SpellCategory; - rec = proto->Spells[idx].SpellCooldown; - catrec = proto->Spells[idx].SpellCategoryCooldown; - break; - } - } - } - } - - // if no cooldown found above then base at DBC data - if(rec < 0 && catrec < 0) - { - cat = spellInfo->Category; - rec = spellInfo->RecoveryTime; - catrec = spellInfo->CategoryRecoveryTime; - } - - time_t curTime = time(NULL); - - time_t catrecTime; - time_t recTime; - - // overwrite time for selected category - if(infinityCooldown) - { - // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped) - // but not allow ignore until reset or re-login - catrecTime = catrec > 0 ? curTime+infinityCooldownDelay : 0; - recTime = rec > 0 ? curTime+infinityCooldownDelay : catrecTime; - } - else - { - // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK) - // prevent 0 cooldowns set by another way - if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != 75)) - rec = GetAttackTime(RANGED_ATTACK); - - // Now we have cooldown data (if found any), time to apply mods - if(rec > 0) - ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell); - - if(catrec > 0) - ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell); - - // replace negative cooldowns by 0 - if (rec < 0) rec = 0; - if (catrec < 0) catrec = 0; - - // no cooldown after applying spell mods - if( rec == 0 && catrec == 0) - return; - - catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0; - recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime; - } - - // self spell cooldown - if(recTime > 0) - AddSpellCooldown(spellInfo->Id, itemId, recTime); - - // category spells - if (cat && catrec > 0) - { - SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat); - if(i_scstore != sSpellCategoryStore.end()) - { - for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset) - { - if(*i_scset == spellInfo->Id) // skip main spell, already handled above - continue; - - AddSpellCooldown(*i_scset, itemId, catrecTime); - } - } - } -} - -void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time) -{ - SpellCooldown sc; - sc.end = end_time; - sc.itemid = itemid; - m_spellCooldowns[spellid] = sc; -} - -void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell) -{ - // start cooldowns at server side, if any - AddSpellAndCategoryCooldowns(spellInfo,itemId,spell); - - // Send activate cooldown timer (possible 0) at client side - WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8)); - data << uint32(spellInfo->Id); - data << uint64(GetGUID()); - SendDirectMessage(&data); -} - -void Player::UpdatePotionCooldown(Spell* spell) -{ - // no potion used i combat or still in combat - if(!m_lastPotionId || isInCombat()) - return; - - // Call not from spell cast, send cooldown event for item spells if no in combat - if(!spell) - { - // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions) - if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId)) - for (uint8 idx = 0; idx < 5; ++idx) - if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE) - if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId)) - SendCooldownEvent(spellInfo,m_lastPotionId); - } - // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown) - else - SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell); - - m_lastPotionId = 0; -} - - //slot to be excluded while counting -bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot) -{ - if(!enchantmentcondition) - return true; - - SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition); - - if(!Condition) - return true; - - uint8 curcount[4] = {0, 0, 0, 0}; - - //counting current equipped gem colors - for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) - { - if (i == slot) - continue; - Item *pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i); - if (pItem2 && !pItem2->IsBroken() && pItem2->GetProto()->Socket[0].Color) - { - for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) - { - uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot)); - if(!enchant_id) - continue; - - SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); - if(!enchantEntry) - continue; - - uint32 gemid = enchantEntry->GemID; - if(!gemid) - continue; - - ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid); - if(!gemProto) - continue; - - GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties); - if(!gemProperty) - continue; - - uint8 GemColor = gemProperty->color; - - for (uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1) - { - if(tmpcolormask & GemColor) - ++curcount[b]; - } - } - } - } - - bool activate = true; - - for (uint8 i = 0; i < 5; i++) - { - if(!Condition->Color[i]) - continue; - - uint32 _cur_gem = curcount[Condition->Color[i] - 1]; - - // if have <CompareColor> use them as count, else use <value> from Condition - uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i]; - - switch(Condition->Comparator[i]) - { - case 2: // requires less <color> than (<value> || <comparecolor>) gems - activate &= (_cur_gem < _cmp_gem) ? true : false; - break; - case 3: // requires more <color> than (<value> || <comparecolor>) gems - activate &= (_cur_gem > _cmp_gem) ? true : false; - break; - case 5: // requires at least <color> than (<value> || <comparecolor>) gems - activate &= (_cur_gem >= _cmp_gem) ? true : false; - break; - } - } - - 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"); - - return activate; -} - -void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply) -{ - //cycle all equipped items - for (uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) - { - //enchants for the slot being socketed are handled by Player::ApplyItemMods - if(slot == exceptslot) - continue; - - Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ); - - if(!pItem || !pItem->GetProto()->Socket[0].Color) - continue; - - for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) - { - uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); - if(!enchant_id) - continue; - - SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); - if(!enchantEntry) - continue; - - uint32 condition = enchantEntry->EnchantmentCondition; - if(condition) - { - //was enchant active with/without item? - bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1); - //should it now be? - if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot)) - { - // ignore item gem conditions - //if state changed, (dis)apply enchant - ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true); - } - } - } - } -} - - //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements -void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply) -{ - //cycle all equipped items - for (int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) - { - //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data) - if(slot == exceptslot) - continue; - - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ); - - if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item - continue; - - //cycle all (gem)enchants - for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) - { - uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); - if(!enchant_id) //if no enchant go to next enchant(slot) - continue; - - SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); - if(!enchantEntry) - continue; - - //only metagems to be (de)activated, so only enchants with condition - uint32 condition = enchantEntry->EnchantmentCondition; - if(condition) - ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply); - } - } -} - -void Player::SetBattleGroundEntryPoint() -{ - // Taxi path store - if (!m_taxi.empty()) - { - m_bgData.mountSpell = 0; - m_bgData.taxiPath[0] = m_taxi.GetTaxiSource(); - m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination(); - - // On taxi we don't need check for dungeon - m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); - return; - } - else - { - m_bgData.ClearTaxiPath(); - - // Mount spell id storing - if (IsMounted()) - { - AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOUNTED); - if (!auras.empty()) - m_bgData.mountSpell = (*auras.begin())->GetId(); - } - else - m_bgData.mountSpell = 0; - - // If map is dungeon find linked graveyard - if(GetMap()->IsDungeon()) - { - if (const WorldSafeLocsEntry* entry = objmgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam())) - { - m_bgData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f); - return; - } - else - sLog.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId()); - } - // If new entry point is not BG or arena set it - else if (!GetMap()->IsBattleGroundOrArena()) - { - m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); - return; - } - } - - // In error cases use homebind position - m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f); -} - -void Player::LeaveBattleground(bool teleportToEntryPoint) -{ - if(BattleGround *bg = GetBattleGround()) - { - bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true); - - // call after remove to be sure that player resurrected for correct cast - if( bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER) ) - { - if( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN ) - { - //lets check if player was teleported from BG and schedule delayed Deserter spell cast - if(IsBeingTeleportedFar()) - { - ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER); - return; - } - - CastSpell(this, 26013, true); // Deserter - } - } - } -} - -bool Player::CanJoinToBattleground() const -{ - // check Deserter debuff - if (HasAura(26013)) - return false; - - return true; -} - -bool Player::CanReportAfkDueToLimit() -{ - // a player can complain about 15 people per 5 minutes - if(m_bgData.bgAfkReportedCount++ >= 15) - return false; - - return true; -} - -///This player has been blamed to be inactive in a battleground -void Player::ReportedAfkBy(Player* reporter) -{ - BattleGround *bg = GetBattleGround(); - if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam()) - return; - - // check if player has 'Idle' or 'Inactive' debuff - if(m_bgData.bgAfkReporter.find(reporter->GetGUIDLow())==m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit()) - { - m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow()); - // 3 players have to complain to apply debuff - if(m_bgData.bgAfkReporter.size() >= 3) - { - // cast 'Idle' spell - CastSpell(this, 43680, true); - m_bgData.bgAfkReporter.clear(); - } - } -} - -WorldLocation Player::GetStartPosition() const -{ - PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass()); - uint32 mapId = info->mapId; - if (getClass() == CLASS_DEATH_KNIGHT && HasSpell(50977)) - mapId = 0; - return WorldLocation(mapId, info->positionX, info->positionY, info->positionZ, 0); -} - -bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance) const -{ - // Always can see self - if (m_mover == u || this == u) - return true; - - // phased visibility (both must phased in same way) - if(!InSamePhase(u)) - return false; - - // player visible for other player if not logout and at same transport - // including case when player is out of world - bool at_same_transport = - GetTransport() && u->GetTypeId() == TYPEID_PLAYER - && !GetSession()->PlayerLogout() && !((Player*)u)->GetSession()->PlayerLogout() - && !GetSession()->PlayerLoading() && !((Player*)u)->GetSession()->PlayerLoading() - && GetTransport() == ((Player*)u)->GetTransport(); - - // not in world - if(!at_same_transport && (!IsInWorld() || !u->IsInWorld())) - return false; - - // forbidden to seen (at GM respawn command) - //if(u->GetVisibility() == VISIBILITY_RESPAWN) - // return false; - - Map& _map = *u->GetMap(); - // Grid dead/alive checks - // non visible at grid for any stealth state - if(!u->IsVisibleInGridForPlayer(this)) - return false; - - // always seen by owner - if(uint64 guid = u->GetCharmerOrOwnerGUID()) - if(GetGUID() == guid) - return true; - - if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT)) - if(u->GetGUID() == guid) - return true; - - // different visible distance checks - if(isInFlight()) // what see player in flight - { - if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance)) - return false; - } - else if(!u->isAlive()) // distance for show body - { - if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance)) - return false; - } - else if(u->GetTypeId() == TYPEID_PLAYER) // distance for show player - { - // Players far than max visible distance for player or not in our map are not visible too - if (!at_same_transport && !m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance)) - return false; - } - else if(u->GetCharmerOrOwnerGUID()) // distance for show pet/charmed - { - // Pet/charmed far than max visible distance for player or not in our map are not visible too - if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance)) - return false; - } - else // distance for show creature - { - // Units farther than max visible distance for creature or not in our map are not visible too - if (!m_seer->IsWithinDistInMap(u - , u->isActiveObject() ? (MAX_VISIBILITY_DISTANCE - (inVisibleList ? 0.0f : World::GetVisibleUnitGreyDistance())) - : (_map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)) - , is3dDistance)) - return false; - } - - if(u->GetVisibility() == VISIBILITY_OFF) - { - // GMs see any players, not higher GMs and all units - if(isGameMaster()) - { - if(u->GetTypeId() == TYPEID_PLAYER) - return ((Player *)u)->GetSession()->GetSecurity() <= GetSession()->GetSecurity(); - else - return true; - } - return false; - } - - // GM's can see everyone with invisibilitymask with less or equal security level - if(m_mover->m_invisibilityMask || u->m_invisibilityMask) - { - if(isGameMaster()) - { - if(u->GetTypeId() == TYPEID_PLAYER) - return ((Player*)u)->GetSession()->GetSecurity() <= GetSession()->GetSecurity(); - else - return true; - } - - // player see other player with stealth/invisibility only if he in same group or raid or same team (raid/team case dependent from conf setting) - if(!m_mover->canDetectInvisibilityOf(u)) - if(!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(((Player*)u)))) - return false; - } - - // GM invisibility checks early, invisibility if any detectable, so if not stealth then visible - if(u->GetVisibility() == VISIBILITY_GROUP_STEALTH && !isGameMaster()) - { - // if player is dead then he can't detect anyone in any cases - //do not know what is the use of this detect - // stealth and detected and visible for some seconds - if(!isAlive()) - detect = false; - if(m_DetectInvTimer < 300 || !HaveAtClient(u)) - if(!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(((Player*)u)))) - if(!detect || !m_mover->canDetectStealthOf(u, GetDistance(u))) - return false; - } - - // If use this server will be too laggy - // Now check is target visible with LoS - //return u->IsWithinLOS(GetPositionX(),GetPositionY(),GetPositionZ()); - return true; -} - -bool Player::IsVisibleInGridForPlayer( Player const * pl ) const -{ - // gamemaster in GM mode see all, including ghosts - if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity()) - return true; - - // It seems in battleground everyone sees everyone, except the enemy-faction ghosts - if (InBattleGround()) - { - if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) ) - return false; - return true; - } - - // Live player see live player or dead player with not realized corpse - if(pl->isAlive() || pl->m_deathTimer > 0) - { - return isAlive() || m_deathTimer > 0; - } - - // Ghost see other friendly ghosts, that's for sure - if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl)) - return true; - - // Dead player see live players near own corpse - if(isAlive()) - { - Corpse *corpse = pl->GetCorpse(); - if(corpse) - { - // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level - if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO))) - return true; - } - } - - // and not see any other - return false; -} - -bool Player::IsVisibleGloballyFor( Player* u ) const -{ - if(!u) - return false; - - // Always can see self - if (u==this) - return true; - - // Visible units, always are visible for all players - if (GetVisibility() == VISIBILITY_ON) - return true; - - // GMs are visible for higher gms (or players are visible for gms) - if (u->GetSession()->GetSecurity() > SEC_PLAYER) - return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity(); - - // non faction visibility non-breakable for non-GMs - if (GetVisibility() == VISIBILITY_OFF) - return false; - - // non-gm stealth/invisibility not hide from global player lists - return true; -} - -template<class T> -inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target, std::set<Unit*>& v) -{ - s64.insert(target->GetGUID()); -} - -template<> -inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target, std::set<Unit*>& v) -{ - if(!target->IsTransport()) - s64.insert(target->GetGUID()); -} - -template<> -inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, Creature* target, std::set<Unit*>& v) -{ - s64.insert(target->GetGUID()); - v.insert(target); -} - -template<> -inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, Player* target, std::set<Unit*>& v) -{ - s64.insert(target->GetGUID()); - v.insert(target); -} - -template<class T> -inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/) -{ -} - -template<> -inline void BeforeVisibilityDestroy<Creature>(Creature* t, Player* p) -{ - if (p->GetPetGUID()==t->GetGUID() && ((Creature*)t)->isPet()) - ((Pet*)t)->Remove(PET_SAVE_NOT_IN_SLOT, true); -} - -void Player::UpdateVisibilityOf(WorldObject* target) -{ - if(HaveAtClient(target)) - { - if(!target->isVisibleForInState(this, true)) - { - if (target->GetTypeId()==TYPEID_UNIT) - BeforeVisibilityDestroy<Creature>((Creature*)target,this); - - target->DestroyForPlayer(this); - m_clientGUIDs.erase(target->GetGUID()); - - #ifdef TRINITY_DEBUG - if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) - sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target)); - #endif - } - } - else - { - if(target->isVisibleForInState(this,false)) - { - //if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle) - // UpdateVisibilityOf(((Unit*)target)->m_Vehicle); - - target->SendUpdateToPlayer(this); - m_clientGUIDs.insert(target->GetGUID()); - - #ifdef TRINITY_DEBUG - if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) - sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target)); - #endif - - // target aura duration for caster show only if target exist at caster client - // send data at target visibility change (adding to client) - if(target->isType(TYPEMASK_UNIT)) - SendInitialVisiblePackets((Unit*)target); - } - } -} - -void Player::SendInitialVisiblePackets(Unit* target) -{ - SendAurasForTarget(target); - if(target->isAlive()) - { - if(target->GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE) - target->SendMonsterMoveWithSpeedToCurrentDestination(this); - if(target->hasUnitState(UNIT_STAT_MELEE_ATTACKING) && target->getVictim()) - target->SendMeleeAttackStart(target->getVictim()); - } -} - -template<class T> -void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& visibleNow) -{ - if(HaveAtClient(target)) - { - if(!target->isVisibleForInState(this,true)) - { - BeforeVisibilityDestroy<T>(target,this); - - target->BuildOutOfRangeUpdateBlock(&data); - m_clientGUIDs.erase(target->GetGUID()); - - #ifdef TRINITY_DEBUG - if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) - 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)); - #endif - } - } - else //if(visibleNow.size() < 30 || target->GetTypeId() == TYPEID_UNIT && ((Creature*)target)->IsVehicle()) - { - if(target->isVisibleForInState(this,false)) - { - //if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle) - // UpdateVisibilityOf(((Unit*)target)->m_Vehicle, data, visibleNow); - - target->BuildCreateUpdateBlockForPlayer(&data, this); - UpdateVisibilityOf_helper(m_clientGUIDs,target,visibleNow); - - #ifdef TRINITY_DEBUG - if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) - 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)); - #endif - } - } -} - -template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, std::set<Unit*>& visibleNow); -template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, std::set<Unit*>& visibleNow); -template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, std::set<Unit*>& visibleNow); -template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, std::set<Unit*>& visibleNow); -template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, std::set<Unit*>& visibleNow); - -void Player::InitPrimaryProfessions() -{ - SetFreePrimaryProfessions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL)); -} - -Unit * Player::GetSelectedUnit() const -{ - if(m_curSelection) - return ObjectAccessor::GetUnit(*this, m_curSelection); - return NULL; -} - -Player * Player::GetSelectedPlayer() const -{ - if(m_curSelection) - return ObjectAccessor::GetPlayer(*this, m_curSelection); - return NULL; -} - -void Player::SendComboPoints() -{ - Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget); - if (combotarget) - { - WorldPacket data; - if(m_mover != this) - { - data.Initialize(SMSG_PET_UPDATE_COMBO_POINTS, m_mover->GetPackGUID().size()+combotarget->GetPackGUID().size()+1); - data.append(m_mover->GetPackGUID()); - } - else - data.Initialize(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1); - data.append(combotarget->GetPackGUID()); - data << uint8(m_comboPoints); - GetSession()->SendPacket(&data); - } -} - -void Player::AddComboPoints(Unit* target, int8 count, Spell * spell) -{ - if(!count) - return; - - int8 * comboPoints = spell ? &spell->m_comboPointGain : &m_comboPoints; - - // without combo points lost (duration checked in aura) - RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS); - - if (target->GetGUID() == m_comboTarget) - *comboPoints += count; - else - { - if (m_comboTarget) - if (Unit* target2 = ObjectAccessor::GetUnit(*this, m_comboTarget)) - target2->RemoveComboPointHolder(GetGUIDLow()); - - // Spells will always add value to m_comboPoints eventualy, so it must be cleared first - if (spell) - m_comboPoints = 0; - - m_comboTarget = target->GetGUID(); - *comboPoints = count; - - target->AddComboPointHolder(GetGUIDLow()); - } - - if (*comboPoints > 5) - *comboPoints = 5; - else if (*comboPoints < 0) - *comboPoints = 0; - - if (!spell) - SendComboPoints(); -} - -void Player::GainSpellComboPoints(int8 count) -{ - if(!count) - return; - - m_comboPoints += count; - if (m_comboPoints > 5) m_comboPoints = 5; - else if (m_comboPoints < 0) m_comboPoints = 0; - - SendComboPoints(); -} - -void Player::ClearComboPoints() -{ - if(!m_comboTarget) - return; - - // without combopoints lost (duration checked in aura) - RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS); - - m_comboPoints = 0; - - SendComboPoints(); - - if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget)) - target->RemoveComboPointHolder(GetGUIDLow()); - - m_comboTarget = 0; -} - -void Player::SetGroup(Group *group, int8 subgroup) -{ - if(group == NULL) - m_group.unlink(); - else - { - // never use SetGroup without a subgroup unless you specify NULL for group - assert(subgroup >= 0); - m_group.link(group, this); - m_group.setSubGroup((uint8)subgroup); - } -} - -void Player::SendInitialPacketsBeforeAddToMap() -{ - GetSocial()->SendSocialList(); - - // guild bank list wtf? - - // Homebind - WorldPacket data(SMSG_BINDPOINTUPDATE, 5*4); - data << m_homebindX << m_homebindY << m_homebindZ; - data << (uint32) m_homebindMapId; - data << (uint32) m_homebindZoneId; - GetSession()->SendPacket(&data); - - // SMSG_SET_PROFICIENCY - // SMSG_SET_PCT_SPELL_MODIFIER - // SMSG_SET_FLAT_SPELL_MODIFIER - // SMSG_UPDATE_AURA_DURATION - - SendTalentsInfoData(false); - - // SMSG_INSTANCE_DIFFICULTY - - SendInitialSpells(); - - data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4); - data << uint32(0); // count, for(count) uint32; - GetSession()->SendPacket(&data); - - SendInitialActionButtons(); - m_reputationMgr.SendInitialReputations(); - m_achievementMgr.SendAllAchievementData(); - - SendEquipmentSetList(); - - data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4); - data << uint32(secsToTimeBitFields(sWorld.GetGameTime())); - data << (float)0.01666667f; // game speed - data << uint32(0); // added in 3.1.2 - GetSession()->SendPacket( &data ); - - GetReputationMgr().SendForceReactions(); // SMSG_SET_FORCED_REACTIONS - - // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...) - // SMSG_PET_GUIDS - // SMSG_UPDATE_WORLD_STATE - // SMSG_POWER_UPDATE - -} - -void Player::SendInitialPacketsAfterAddToMap() -{ - // update zone - uint32 newzone, newarea; - GetZoneAndAreaId(newzone,newarea); - UpdateZone(newzone,newarea); // also call SendInitWorldStates(); - - ResetTimeSync(); - SendTimeSync(); - - CastSpell(this, 836, true); // LOGINEFFECT - - // set some aura effects that send packet to player client after add player to map - // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply - // same auras state lost at far teleport, send it one more time in this case also - static const AuraType auratypes[] = - { - SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK, - SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL, - SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED, SPELL_AURA_NONE - }; - for (AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr) - { - Unit::AuraEffectList const& auraList = GetAuraEffectsByType(*itr); - if(!auraList.empty()) - auraList.front()->HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); - } - - if(HasAuraType(SPELL_AURA_MOD_STUN)) - SetMovement(MOVE_ROOT); - - // manual send package (have code in HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); that don't must be re-applied. - if(HasAuraType(SPELL_AURA_MOD_ROOT)) - { - WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10); - data2.append(GetPackGUID()); - data2 << (uint32)2; - SendMessageToSet(&data2,true); - } - - SendAurasForTarget(this); - SendEnchantmentDurations(); // must be after add to map - SendItemDurations(); // must be after add to map -} - -void Player::SendUpdateToOutOfRangeGroupMembers() -{ - if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE) - return; - if(Group* group = GetGroup()) - group->UpdatePlayerOutOfRange(this); - - m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE; - m_auraRaidUpdateMask = 0; - if(Pet *pet = GetPet()) - pet->ResetAuraUpdateMaskForRaid(); -} - -void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg) -{ - WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2); - data << uint32(mapid); - data << uint8(reason); // transfer abort reason - switch(reason) - { - case TRANSFER_ABORT_INSUF_EXPAN_LVL: - case TRANSFER_ABORT_DIFFICULTY: - case TRANSFER_ABORT_UNIQUE_MESSAGE: - case TRANSFER_ABORT_ZONE_IN_COMBAT: - case TRANSFER_ABORT_MAX_PLAYERS: - data << uint8(arg); - break; - } - GetSession()->SendPacket(&data); -} - -void Player::SendInstanceResetWarning( uint32 mapid, Difficulty difficulty, uint32 time ) -{ - // type of warning, based on the time remaining until reset - uint32 type; - if(time > 3600) - type = RAID_INSTANCE_WELCOME; - else if(time > 900 && time <= 3600) - type = RAID_INSTANCE_WARNING_HOURS; - else if(time > 300 && time <= 900) - type = RAID_INSTANCE_WARNING_MIN; - else - type = RAID_INSTANCE_WARNING_MIN_SOON; - - WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4); - data << uint32(type); - data << uint32(mapid); - data << uint32(difficulty); // difficulty - data << uint32(time); - if(type == RAID_INSTANCE_WELCOME) - { - data << uint8(0); // is your (1) - data << uint8(0); // is extended (1), ignored if prev field is 0 - } - GetSession()->SendPacket(&data); -} - -void Player::ApplyEquipCooldown( Item * pItem ) -{ - for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) - { - _Spell const& spellData = pItem->GetProto()->Spells[i]; - - // no spell - if( !spellData.SpellId ) - continue; - - // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown) - if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE ) - continue; - - AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30); - - WorldPacket data(SMSG_ITEM_COOLDOWN, 12); - data << pItem->GetGUID(); - data << uint32(spellData.SpellId); - GetSession()->SendPacket(&data); - } -} - -void Player::resetSpells(bool myClassOnly) -{ - // not need after this call - if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) - RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS,true); - - // make full copy of map (spells removed and marked as deleted at another spell remove - // and we can't use original map for safe iterative with visit each spell at loop end - PlayerSpellMap smap = GetSpellMap(); - - uint32 family; - - if(myClassOnly) - { - ChrClassesEntry const* clsEntry = sChrClassesStore.LookupEntry(getClass()); - if(!clsEntry) - return; - family = clsEntry->spellfamily; - } - - for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter) - { - if(myClassOnly) - { - SpellEntry const *spellInfo = sSpellStore.LookupEntry(iter->first); - if(!spellInfo) - continue; - - // skip server-side/triggered spells - if(spellInfo->spellLevel == 0) - continue; - - // skip wrong class/race skills - if(!IsSpellFitByClassAndRace(spellInfo->Id)) - continue; - - // skip other spell families - if(spellInfo->SpellFamilyName != family) - continue; - - // skip spells with first rank learned as talent (and all talents then also) - uint32 first_rank = spellmgr.GetFirstSpellInChain(spellInfo->Id); - if(GetTalentSpellCost(first_rank) > 0) - continue; - - // skip broken spells - if(!SpellMgr::IsSpellValid(spellInfo,this,false)) - continue; - } - removeSpell(iter->first,false,false); // only iter->first can be accessed, object by iter->second can be deleted already - } - - learnDefaultSpells(); - learnQuestRewardedSpells(); -} - -void Player::learnDefaultSpells() -{ - // learn default race/class spells - PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass()); - for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr) - { - uint32 tspell = *itr; - sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell); - if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add - addSpell(tspell,true,true,true,false); - else // but send in normal spell in game learn case - learnSpell(tspell,true); - } -} - -void Player::learnQuestRewardedSpells(Quest const* quest) -{ - int32 spell_id = quest->GetRewSpellCast(); - uint32 src_spell_id = quest->GetSrcSpell(); - - // skip quests without rewarded spell - if( !spell_id ) - return; - - // if RewSpellCast = -1 we remove aura do to SrcSpell from player. - if (spell_id == -1 && src_spell_id) - { - this->RemoveAurasDueToSpell(src_spell_id); - return; - } - - SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); - if(!spellInfo) - return; - - // check learned spells state - bool found = false; - for (uint8 i = 0; i < 3; ++i) - { - if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i])) - { - found = true; - break; - } - } - - // skip quests with not teaching spell or already known spell - if(!found) - return; - - // prevent learn non first rank unknown profession and second specialization for same profession) - uint32 learned_0 = spellInfo->EffectTriggerSpell[0]; - if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) ) - { - // not have first rank learned (unlearned prof?) - uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0); - if( !HasSpell(first_spell) ) - return; - - SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0); - if(!learnedInfo) - return; - - SpellsRequiringSpellMapBounds spellsRequired = spellmgr.GetSpellsRequiredForSpellBounds(learned_0); - for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequired.first; itr2 != spellsRequired.second; ++itr2) - { - uint32 profSpell = itr2->second; - - // specialization - if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0 && profSpell) - { - // search other specialization for same prof - for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) - { - if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0) - continue; - - SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first); - if(!itrInfo) - return; - - // compare only specializations - if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0) - continue; - - // compare same chain spells - if (spellmgr.IsSpellRequiringSpell(itr->first, profSpell)) - return; - } - } - } - } - - CastSpell( this, spell_id, true); -} - -void Player::learnQuestRewardedSpells() -{ - // learn spells received from quest completing - for (QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr) - { - // skip no rewarded quests - if(!itr->second.m_rewarded) - continue; - - Quest const* quest = objmgr.GetQuestTemplate(itr->first); - if( !quest ) - continue; - - learnQuestRewardedSpells(quest); - } -} - -void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value ) -{ - uint32 raceMask = getRaceMask(); - uint32 classMask = getClassMask(); - for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j) - { - SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j); - if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL) - continue; - // Check race if set - if (pAbility->racemask && !(pAbility->racemask & raceMask)) - continue; - // Check class if set - if (pAbility->classmask && !(pAbility->classmask & classMask)) - continue; - - if (sSpellStore.LookupEntry(pAbility->spellId)) - { - // need unlearn spell - if (skill_value < pAbility->req_skill_value) - removeSpell(pAbility->spellId); - // need learn - else if (!IsInWorld()) - addSpell(pAbility->spellId,true,true,true,false); - else - learnSpell(pAbility->spellId,true); - } - } -} - -void Player::SendAurasForTarget(Unit *target) -{ - if(!target || target->GetVisibleAuras()->empty()) // speedup things - return; - - WorldPacket data(SMSG_AURA_UPDATE_ALL); - data.append(target->GetPackGUID()); - - Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras(); - for (Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr) - { - AuraApplication * auraApp = itr->second; - Aura * aura = auraApp->GetBase(); - data << uint8(auraApp->GetSlot()); - data << uint32(aura->GetId()); - - // flags - uint32 flags = auraApp->GetFlags(); - if (aura->GetMaxDuration() > 0) - flags |= AFLAG_DURATION; - data << uint8(flags); - // level - data << uint8(aura->GetCasterLevel()); - // charges - data << uint8(aura->GetStackAmount() > 1 ? aura->GetStackAmount() : (aura->GetCharges()) ? aura->GetCharges() : 1); - - if(!(flags & AFLAG_CASTER)) - data.appendPackGUID(aura->GetCasterGUID()); - - if(flags & AFLAG_DURATION) // include aura duration - { - data << uint32(aura->GetMaxDuration()); - data << uint32(aura->GetDuration()); - } - } - - GetSession()->SendPacket(&data); -} - -void Player::SetDailyQuestStatus( uint32 quest_id ) -{ - for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) - { - if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) - { - SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id); - m_lastDailyQuestTime = time(NULL); // last daily quest time - m_DailyQuestChanged = true; - break; - } - } -} - -void Player::ResetDailyQuestStatus() -{ - for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) - SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0); - - // DB data deleted in caller - m_DailyQuestChanged = false; - m_lastDailyQuestTime = 0; -} - -BattleGround* Player::GetBattleGround() const -{ - if(GetBattleGroundId()==0) - return NULL; - - return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID); -} - -bool Player::InArena() const -{ - BattleGround *bg = GetBattleGround(); - if(!bg || !bg->isArena()) - return false; - - return true; -} - -bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const -{ - // get a template bg instead of running one - BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); - if(!bg) - return false; - - // limit check leel to dbc compatible level range - uint32 level = getLevel(); - if (level > DEFAULT_MAX_LEVEL) - level = DEFAULT_MAX_LEVEL; - - if(level < bg->GetMinLevel() || level > bg->GetMaxLevel()) - return false; - - return true; -} - -float Player::GetReputationPriceDiscount( Creature const* pCreature ) const -{ - FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry(); - if (!vendor_faction || !vendor_faction->faction) - return 1.0f; - - ReputationRank rank = GetReputationRank(vendor_faction->faction); - if (rank <= REP_NEUTRAL) - return 1.0f; - - return 1.0f - 0.05f* (rank - REP_NEUTRAL); -} - -bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const -{ - uint32 racemask = getRaceMask(); - uint32 classmask = getClassMask(); - - SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id); - if (bounds.first==bounds.second) - return true; - - for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) - { - // skip wrong race skills - if (_spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0) - continue; - - // skip wrong class skills - if (_spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0) - continue; - - return true; - } - - return false; -} - -bool Player::HasQuestForGO(int32 GOId) const -{ - for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) - { - uint32 questid = GetQuestSlotQuestId(i); - if (questid == 0) - continue; - - QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid); - if (qs_itr == mQuestStatus.end()) - continue; - - QuestStatusData const& qs = qs_itr->second; - - if (qs.m_status == QUEST_STATUS_INCOMPLETE) - { - Quest const* qinfo = objmgr.GetQuestTemplate(questid); - if (!qinfo) - continue; - - if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID) - continue; - - for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) - { - if (qinfo->ReqCreatureOrGOId[j] >= 0) //skip non GO case - continue; - - if ((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j]) - return true; - } - } - } - return false; -} - -void Player::UpdateForQuestWorldObjects() -{ - if (m_clientGUIDs.empty()) - return; - - UpdateData udata; - WorldPacket packet; - for (ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr) - { - if (IS_GAMEOBJECT_GUID(*itr)) - { - if (GameObject *obj = HashMapHolder<GameObject>::Find(*itr)) - obj->BuildValuesUpdateBlockForPlayer(&udata,this); - } - else if (IS_CRE_OR_VEH_GUID(*itr)) - { - Creature *obj = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr); - if (!obj) - continue; - - // check if this unit requires quest specific flags - if(!obj->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK)) - continue; - - SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(obj->GetEntry()); - for (SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr) - if(_itr->second.questStart || _itr->second.questEnd) - { - obj->BuildCreateUpdateBlockForPlayer(&udata,this); - break; - } - } - } - udata.BuildPacket(&packet); - GetSession()->SendPacket(&packet); -} - -void Player::SummonIfPossible(bool agree) -{ - if (!agree) - { - m_summon_expire = 0; - return; - } - - // expire and auto declined - if (m_summon_expire < time(NULL)) - return; - - // stop taxi flight at summon - if (isInFlight()) - { - GetMotionMaster()->MovementExpired(); - CleanupAfterTaxiFlight(); - } - - // drop flag at summon - // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag - if (BattleGround *bg = GetBattleGround()) - bg->EventPlayerDroppedFlag(this); - - m_summon_expire = 0; - - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1); - - TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation()); -} - -void Player::RemoveItemDurations(Item *item) -{ - for (ItemDurationList::iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr) - { - if(*itr == item) - { - m_itemDuration.erase(itr); - break; - } - } -} - -void Player::AddItemDurations(Item *item) -{ - if (item->GetUInt32Value(ITEM_FIELD_DURATION)) - { - m_itemDuration.push_back(item); - item->SendTimeUpdate(this); - } -} - -void Player::AutoUnequipOffhandIfNeed(bool force /*= false*/) -{ - Item *offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); - if (!offItem) - return; - - // need unequip offhand for 2h-weapon without TitanGrip (in any from hands) - if (!force && (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed()))) - return; - - ItemPosCountVec off_dest; - uint8 off_msg = CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false); - if (off_msg == EQUIP_ERR_OK) - { - RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true); - StoreItem(off_dest, offItem, true); - } - else - { - MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true); - CharacterDatabase.BeginTransaction(); - offItem->DeleteFromInventoryDB(); // deletes item from character's inventory - offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone - CharacterDatabase.CommitTransaction(); - - std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM); - MailDraft(subject).AddItem(offItem).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM)); - } -} - -OutdoorPvP * Player::GetOutdoorPvP() const -{ - return sOutdoorPvPMgr.GetOutdoorPvPToZoneId(GetZoneId()); -} - -bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem) -{ - if (spellInfo->EquippedItemClass < 0) - return true; - - // scan other equipped items for same requirements (mostly 2 daggers/etc) - // for optimize check 2 used cases only - switch (spellInfo->EquippedItemClass) - { - case ITEM_CLASS_WEAPON: - { - for (uint8 i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i) - if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i )) - if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) - return true; - break; - } - case ITEM_CLASS_ARMOR: - { - // tabard not have dependent spells - for (uint8 i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i) - if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i )) - if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) - return true; - - // shields can be equipped to offhand slot - if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND)) - if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) - return true; - - // ranged slot can have some armor subclasses - if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED)) - if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) - return true; - - break; - } - default: - sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass); - break; - } - - return false; -} - -bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const -{ - // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP - if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP && - HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION)) - return true; - - // Check no reagent use mask - flag96 noReagentMask; - noReagentMask[0] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1); - noReagentMask[1] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+1); - noReagentMask[2] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+2); - if (spellInfo->SpellFamilyFlags & noReagentMask) - return true; - - return false; -} - -void Player::RemoveItemDependentAurasAndCasts( Item * pItem ) -{ - for (AuraMap::iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end();) - { - Aura * aura = itr->second; - - // skip passive (passive item dependent spells work in another way) and not self applied auras - SpellEntry const* spellInfo = aura->GetSpellProto(); - if(aura->IsPassive() || aura->GetCasterGUID() != GetGUID()) - { - ++itr; - continue; - } - - // skip if not item dependent or have alternative item - if(HasItemFitToSpellReqirements(spellInfo,pItem)) - { - ++itr; - continue; - } - - // no alt item, remove aura, restart check - RemoveOwnedAura(itr); - } - - // currently casted spells can be dependent from item - for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i) - if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i))) - if (spell->getState()!=SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(spell->m_spellInfo,pItem) ) - InterruptSpell(CurrentSpellTypes(i)); -} - -uint32 Player::GetResurrectionSpellId() -{ - // search priceless resurrection possibilities - uint32 prio = 0; - uint32 spell_id = 0; - AuraEffectList const& dummyAuras = GetAuraEffectsByType(SPELL_AURA_DUMMY); - for (AuraEffectList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr) - { - // Soulstone Resurrection // prio: 3 (max, non death persistent) - if (prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 ) - { - switch ((*itr)->GetId()) - { - case 20707: spell_id = 3026; break; // rank 1 - case 20762: spell_id = 20758; break; // rank 2 - case 20763: spell_id = 20759; break; // rank 3 - case 20764: spell_id = 20760; break; // rank 4 - case 20765: spell_id = 20761; break; // rank 5 - case 27239: spell_id = 27240; break; // rank 6 - case 47883: spell_id = 47882; break; // rank 7 - default: - sLog.outError("Unhandled spell %u: S.Resurrection",(*itr)->GetId()); - continue; - } - - prio = 3; - } - // Twisting Nether // prio: 2 (max) - else if ((*itr)->GetId()==23701 && roll_chance_i(10)) - { - prio = 2; - spell_id = 23700; - } - } - - // Reincarnation (passive spell) // prio: 1 // Glyph of Renewed Life - if (prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasAura(58059) || HasItemCount(17030,1))) - spell_id = 21169; - - return spell_id; -} - -// Used in triggers for check "Only to targets that grant experience or honor" req -bool Player::isHonorOrXPTarget(Unit* pVictim) -{ - uint8 v_level = pVictim->getLevel(); - uint8 k_grey = Trinity::XP::GetGrayLevel(getLevel()); - - // Victim level less gray level - if(v_level <= k_grey) - return false; - - if(pVictim->GetTypeId() == TYPEID_UNIT) - { - if (((Creature*)pVictim)->isTotem() || - ((Creature*)pVictim)->isPet() || - ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL) - return false; - } - return true; -} - -bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim) -{ - bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer(); - - // prepare data for near group iteration (PvP and !PvP cases) - uint32 xp = 0; - bool honored_kill = false; - - if(Group *pGroup = GetGroup()) - { - uint32 count = 0; - uint32 sum_level = 0; - Player* member_with_max_level = NULL; - Player* not_gray_member_with_max_level = NULL; - - pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level); - - if(member_with_max_level) - { - // PvP kills doesn't yield experience - // also no XP gained if there is no member below gray level - xp = (PvP || !not_gray_member_with_max_level || GetVehicle()) ? 0 : Trinity::XP::Gain(not_gray_member_with_max_level, pVictim); - - /// skip in check PvP case (for speed, not used) - bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup(); - bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon(); - float group_rate = Trinity::XP::xp_in_group_rate(count,is_raid); - - for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) - { - Player* pGroupGuy = itr->getSource(); - if(!pGroupGuy) - continue; - - if(!pGroupGuy->IsAtGroupRewardDistance(pVictim)) - continue; // member (alive or dead) or his corpse at req. distance - - // honor can be in PvP and !PvP (racial leader) cases (for alive) - if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count, -1, true) && pGroupGuy==this) - honored_kill = true; - - // xp and reputation only in !PvP case - if(!PvP) - { - float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level; - - // if is in dungeon then all receive full reputation at kill - // rewarded any alive/dead/near_corpse group member - pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate); - - // XP updated only for alive group member - if(pGroupGuy->isAlive() && not_gray_member_with_max_level && - pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel()) - { - uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1); - - // handle SPELL_AURA_MOD_XP_PCT auras - Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT); - for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i) - itr_xp = uint32(itr_xp*(1.0f + (*i)->GetAmount() / 100.0f)); - - pGroupGuy->GiveXP(itr_xp, pVictim); - if(Pet* pet = pGroupGuy->GetPet()) - pet->GivePetXP(itr_xp/2); - } - - // quest objectives updated only for alive group member or dead but with not released body - if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse()) - { - // normal creature (not pet/etc) can be only in !PvP case - if(pVictim->GetTypeId() == TYPEID_UNIT) - pGroupGuy->KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID()); - } - } - } - } - } - else // if (!pGroup) - { - xp = (PvP || GetVehicle()) ? 0 : Trinity::XP::Gain(this, pVictim); - - // honor can be in PvP and !PvP (racial leader) cases - if(RewardHonor(pVictim,1, -1, true)) - honored_kill = true; - - // xp and reputation only in !PvP case - if(!PvP) - { - RewardReputation(pVictim,1); - - // handle SPELL_AURA_MOD_XP_PCT auras - Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT); - for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i) - xp = uint32(xp*(1.0f + (*i)->GetAmount() / 100.0f)); - - GiveXP(xp, pVictim); - - if(Pet* pet = GetPet()) - pet->GivePetXP(xp); - - // normal creature (not pet/etc) can be only in !PvP case - if(pVictim->GetTypeId() == TYPEID_UNIT) - KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID()); - } - } - return xp || honored_kill; -} - -void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource) -{ - if (!pRewardSource) - return; - uint64 creature_guid = (pRewardSource->GetTypeId() == TYPEID_UNIT) ? pRewardSource->GetGUID() : uint64(0); - - // prepare data for near group iteration - if(Group *pGroup = GetGroup()) - { - for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) - { - Player* pGroupGuy = itr->getSource(); - if(!pGroupGuy) - continue; - - if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource)) - continue; // member (alive or dead) or his corpse at req. distance - - // quest objectives updated only for alive group member or dead but with not released body - if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse()) - pGroupGuy->KilledMonsterCredit(creature_id, creature_guid); - } - } - else // if (!pGroup) - KilledMonsterCredit(creature_id, creature_guid); -} - -bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const -{ - if (!pRewardSource) - return false; - const WorldObject* player = GetCorpse(); - if(!player || isAlive()) - player = this; - - if(player->GetMapId() != pRewardSource->GetMapId() || player->GetInstanceId() != pRewardSource->GetInstanceId()) - return false; - - return pRewardSource->GetDistance(player) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE); -} - -uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const -{ - Item* item = GetWeaponForAttack(attType,true); - - // unarmed only with base attack - if(attType != BASE_ATTACK && !item) - return 0; - - // weapon skill or (unarmed for base attack and for fist weapons) - uint32 skill = (item && item->GetSkill() != SKILL_FIST_WEAPONS) ? item->GetSkill() : uint32(SKILL_UNARMED); - return GetBaseSkillValue(skill); -} - -void Player::ResurectUsingRequestData() -{ - /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse - if(IS_PLAYER_GUID(m_resurrectGUID)) - TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation()); - - //we cannot resurrect player when we triggered far teleport - //player will be resurrected upon teleportation - if(IsBeingTeleportedFar()) - { - ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER); - return; - } - - ResurrectPlayer(0.0f,false); - - if(GetMaxHealth() > m_resurrectHealth) - SetHealth( m_resurrectHealth ); - else - SetHealth( GetMaxHealth() ); - - if(GetMaxPower(POWER_MANA) > m_resurrectMana) - SetPower(POWER_MANA, m_resurrectMana ); - else - SetPower(POWER_MANA, GetMaxPower(POWER_MANA) ); - - SetPower(POWER_RAGE, 0 ); - - SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) ); - - SpawnCorpseBones(); -} - -void Player::SetClientControl(Unit* target, uint8 allowMove) -{ - WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1); - data.append(target->GetPackGUID()); - data << uint8(allowMove); - GetSession()->SendPacket(&data); - if(target == this) - SetMover(this); -} - -void Player::UpdateZoneDependentAuras( uint32 newZone ) -{ - // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update - SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newZone); - for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) - if(itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0)) - if( !HasAura(itr->second->spellId) ) - CastSpell(this,itr->second->spellId,true); -} - -void Player::UpdateAreaDependentAuras( uint32 newArea ) -{ - // remove auras from spells with area limitations - for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();) - { - // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date - if(spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK) - RemoveOwnedAura(iter); - else - ++iter; - } - - // some auras applied at subzone enter - SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newArea); - for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) - if(itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea)) - if( !HasAura(itr->second->spellId) ) - CastSpell(this,itr->second->spellId,true); - - if(newArea == 4273 && GetVehicle() && GetPositionX() > 400) // Ulduar - { - switch(GetVehicleBase()->GetEntry()) - { - case 33062: - case 33109: - case 33060: - GetVehicle()->Dismiss(); - break; - } - } -} - -uint32 Player::GetCorpseReclaimDelay(bool pvp) const -{ - if(pvp) - { - if(!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) - return copseReclaimDelay[0]; - } - else if(!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) ) - return 0; - - time_t now = time(NULL); - // 0..2 full period - // should be ceil(x)-1 but not floor(x) - uint32 count = (now < m_deathExpireTime - 1) ? (m_deathExpireTime - 1 - now)/DEATH_EXPIRE_STEP : 0; - return copseReclaimDelay[count]; -} - -void Player::UpdateCorpseReclaimDelay() -{ - bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH; - - if ((pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) || - (!pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )) - return; - - time_t now = time(NULL); - if(now < m_deathExpireTime) - { - // full and partly periods 1..3 - uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1; - if(count < MAX_DEATH_COUNT) - m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP; - else - m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP; - } - else - m_deathExpireTime = now+DEATH_EXPIRE_STEP; -} - -void Player::SendCorpseReclaimDelay(bool load) -{ - Corpse* corpse = GetCorpse(); - if(load && !corpse) - return; - - bool pvp; - if(corpse) - pvp = (corpse->GetType() == CORPSE_RESURRECTABLE_PVP); - else - pvp = (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH); - - uint32 delay; - if(load) - { - if(corpse->GetGhostTime() > m_deathExpireTime) - return; - - uint32 count; - if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) || - !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) ) - { - count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP; - if(count>=MAX_DEATH_COUNT) - count = MAX_DEATH_COUNT-1; - } - else - count=0; - - time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count]; - - time_t now = time(NULL); - if(now >= expected_time) - return; - - delay = expected_time-now; - } - else - delay = GetCorpseReclaimDelay(pvp); - - if(!delay) return; - - //! corpse reclaim delay 30 * 1000ms or longer at often deaths - WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4); - data << uint32(delay*IN_MILISECONDS); - GetSession()->SendPacket( &data ); -} - -Player* Player::GetNextRandomRaidMember(float radius) -{ - Group *pGroup = GetGroup(); - if(!pGroup) - return NULL; - - std::vector<Player*> nearMembers; - nearMembers.reserve(pGroup->GetMembersCount()); - - for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) - { - Player* Target = itr->getSource(); - - // IsHostileTo check duel and controlled by enemy - if( Target && Target != this && IsWithinDistInMap(Target, radius) && - !Target->HasInvisibilityAura() && !IsHostileTo(Target) ) - nearMembers.push_back(Target); - } - - if (nearMembers.empty()) - return NULL; - - uint32 randTarget = urand(0,nearMembers.size()-1); - return nearMembers[randTarget]; -} - -PartyResult Player::CanUninviteFromGroup() const -{ - const Group* grp = GetGroup(); - if(!grp) - return PARTY_RESULT_YOU_NOT_IN_GROUP; - - if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID())) - return PARTY_RESULT_YOU_NOT_LEADER; - - if(InBattleGround()) - return PARTY_RESULT_INVITE_RESTRICTED; - - return PARTY_RESULT_OK; -} - -void Player::SetBattleGroundRaid(Group* group, int8 subgroup) -{ - //we must move references from m_group to m_originalGroup - SetOriginalGroup(GetGroup(), GetSubGroup()); - - m_group.unlink(); - m_group.link(group, this); - m_group.setSubGroup((uint8)subgroup); -} - -void Player::RemoveFromBattleGroundRaid() -{ - //remove existing reference - m_group.unlink(); - if( Group* group = GetOriginalGroup() ) - { - m_group.link(group, this); - m_group.setSubGroup(GetOriginalSubGroup()); - } - SetOriginalGroup(NULL); -} - -void Player::SetOriginalGroup(Group *group, int8 subgroup) -{ - if( group == NULL ) - m_originalGroup.unlink(); - else - { - // never use SetOriginalGroup without a subgroup unless you specify NULL for group - assert(subgroup >= 0); - m_originalGroup.link(group, this); - m_originalGroup.setSubGroup((uint8)subgroup); - } -} - -void Player::UpdateUnderwaterState( Map* m, float x, float y, float z ) -{ - LiquidData liquid_status; - ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status); - if (!res) - { - m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWARER_INDARKWATER); - // Small hack for enable breath in WMO - if (IsInWater()) - m_MirrorTimerFlags|=UNDERWATER_INWATER; - return; - } - - // All liquids type - check under water position - if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME)) - { - if ( res & LIQUID_MAP_UNDER_WATER) - m_MirrorTimerFlags |= UNDERWATER_INWATER; - else - m_MirrorTimerFlags &= ~UNDERWATER_INWATER; - } - - // Allow travel in dark water on taxi or transport - if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !isInFlight() && !GetTransport()) - m_MirrorTimerFlags |= UNDERWARER_INDARKWATER; - else - m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER; - - // in lava check, anywhere in lava level - if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA) - { - if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK)) - m_MirrorTimerFlags |= UNDERWATER_INLAVA; - else - m_MirrorTimerFlags &= ~UNDERWATER_INLAVA; - } - // in slime check, anywhere in slime level - if (liquid_status.type&MAP_LIQUID_TYPE_SLIME) - { - if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK)) - m_MirrorTimerFlags |= UNDERWATER_INSLIME; - else - m_MirrorTimerFlags &= ~UNDERWATER_INSLIME; - } -} - -void Player::SetCanParry( bool value ) -{ - if(m_canParry==value) - return; - - m_canParry = value; - UpdateParryPercentage(); -} - -void Player::SetCanBlock( bool value ) -{ - if(m_canBlock==value) - return; - - m_canBlock = value; - UpdateBlockPercentage(); -} - -bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const -{ - for (ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end(); ++itr) - if(itr->pos == pos) - return true; - return false; -} - -//*********************************** -//-------------TRINITY--------------- -//*********************************** - -void Player::StopCastingBindSight() -{ - if(WorldObject* target = GetViewpoint()) - { - if(target->isType(TYPEMASK_UNIT)) - { - ((Unit*)target)->RemoveAura(SPELL_AURA_BIND_SIGHT, GetGUID()); - ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS, GetGUID()); - ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS_PET, GetGUID()); - } - } -} - -void Player::SetViewpoint(WorldObject* target, bool apply) -{ - if(apply) - { - sLog.outDebug("Player::CreateViewpoint: Player %s create seer %u (TypeId: %u).", GetName(), target->GetEntry(), target->GetTypeId()); - - if(!AddUInt64Value(PLAYER_FARSIGHT, target->GetGUID())) - { - sLog.outCrash("Player::CreateViewpoint: Player %s cannot add new viewpoint!", GetName()); - return; - } - - // farsight dynobj or puppet may be very far away - UpdateVisibilityOf(target); - - if(target->isType(TYPEMASK_UNIT) && !GetVehicle()) - ((Unit*)target)->AddPlayerToVision(this); - } - else - { - sLog.outDebug("Player::CreateViewpoint: Player %s remove seer", GetName()); - - if(!RemoveUInt64Value(PLAYER_FARSIGHT, target->GetGUID())) - { - sLog.outCrash("Player::CreateViewpoint: Player %s cannot remove current viewpoint!", GetName()); - return; - } - - if(target->isType(TYPEMASK_UNIT) && !GetVehicle()) - ((Unit*)target)->RemovePlayerFromVision(this); - - //must immediately set seer back otherwise may crash - m_seer = this; - - //WorldPacket data(SMSG_CLEAR_FAR_SIGHT_IMMEDIATE, 0); - //GetSession()->SendPacket(&data); - } -} - -WorldObject* Player::GetViewpoint() const -{ - if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT)) - return (WorldObject*)ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_SEER); - return NULL; -} - -bool Player::CanUseBattleGroundObject() -{ - // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction) - // maybe gameobject code should handle that ForceReaction usage - // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet - return ( //InBattleGround() && // in battleground - not need, check in other cases - //!IsMounted() && - not correct, player is dismounted when he clicks on flag - //player cannot use object when he is invulnerable (immune) - !isTotalImmune() && // not totally immune - //i'm not sure if these two are correct, because invisible players should get visible when they click on flag - !HasStealthAura() && // not stealthed - !HasInvisibilityAura() && // not invisible - !HasAura(SPELL_RECENTLY_DROPPED_FLAG) && // can't pickup - isAlive() // live player - ); -} - -bool Player::CanCaptureTowerPoint() -{ - return ( !HasStealthAura() && // not stealthed - !HasInvisibilityAura() && // not invisible - isAlive() // live player - ); -} - -uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin ) - -{ - uint8 level = getLevel(); - - if(level > GT_MAX_LEVEL) - level = GT_MAX_LEVEL; // max level in this dbc - - uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2); - uint8 haircolor = GetByteValue(PLAYER_BYTES, 3); - uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0); - uint8 skincolor = GetByteValue(PLAYER_BYTES, 0); - - if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair) && (!newSkin || (newSkin->hair_id == skincolor))) - return 0; - - GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1); - - if(!bsc) // shouldn't happen - return 0xFFFFFFFF; - - float cost = 0; - - if(hairstyle != newhairstyle) - cost += bsc->cost; // full price - - if((haircolor != newhaircolor) && (hairstyle == newhairstyle)) - cost += bsc->cost * 0.5f; // +1/2 of price - - if(facialhair != newfacialhair) - cost += bsc->cost * 0.75f; // +3/4 of price - - if(newSkin && skincolor != newSkin->hair_id) - cost += bsc->cost * 0.75f; // +5/6 of price - - return uint32(cost); -} - -void Player::InitGlyphsForLevel() -{ - for (uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i) - if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i)) - if(gs->Order) - SetGlyphSlot(gs->Order - 1, gs->Id); - - uint8 level = getLevel(); - uint32 value = 0; - - // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level - if(level >= 15) - value |= (0x01 | 0x02); - if(level >= 30) - value |= 0x08; - if(level >= 50) - value |= 0x04; - if(level >= 70) - value |= 0x10; - if(level >= 80) - value |= 0x20; - - SetUInt32Value(PLAYER_GLYPHS_ENABLED, value); -} - -bool Player::isTotalImmune() -{ - AuraEffectList const& immune = GetAuraEffectsByType(SPELL_AURA_SCHOOL_IMMUNITY); - - uint32 immuneMask = 0; - for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr) - { - immuneMask |= (*itr)->GetMiscValue(); - if( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity - return true; - } - return false; -} - -bool Player::HasTitle(uint32 bitIndex) -{ - if (bitIndex > MAX_TITLE_INDEX) - return false; - - uint32 fieldIndexOffset = bitIndex / 32; - uint32 flag = 1 << (bitIndex % 32); - return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); -} - -void Player::SetTitle(CharTitlesEntry const* title, bool lost) -{ - uint32 fieldIndexOffset = title->bit_index / 32; - uint32 flag = 1 << (title->bit_index % 32); - - if(lost) - { - if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag)) - return; - - RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); - } - else - { - if(HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag)) - return; - - SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); - } - - WorldPacket data(SMSG_TITLE_EARNED, 4 + 4); - data << uint32(title->bit_index); - data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost - GetSession()->SendPacket(&data); -} - -/*-----------------------TRINITY--------------------------*/ -bool Player::isTotalImmunity() -{ - AuraEffectList const& immune = GetAuraEffectsByType(SPELL_AURA_SCHOOL_IMMUNITY); - - for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr) - { - if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_ALL) !=0) // total immunity - { - return true; - } - if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) !=0) // physical damage immunity - { - for (AuraEffectList::const_iterator i = immune.begin(); i != immune.end(); ++i) - { - if (((*i)->GetMiscValue() & SPELL_SCHOOL_MASK_MAGIC) !=0) // magic immunity - { - return true; - } - } - } - } - return false; -} - -void Player::UpdateCharmedAI() -{ - //This should only called in Player::Update - Creature *charmer = (Creature*)GetCharmer(); - - //kill self if charm aura has infinite duration - if(charmer->IsInEvadeMode()) - { - AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOD_CHARM); - for (AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter) - if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent()) - { - charmer->DealDamage(this, GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false); - return; - } - } - - if(!charmer->isInCombat()) - GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); - - Unit *target = getVictim(); - if(!target || !charmer->canAttack(target)) - { - target = charmer->SelectNearestTarget(); - if(!target) - return; - - GetMotionMaster()->MoveChase(target); - Attack(target, true); - } -} - -void Player::RemoveRunesByAuraEffect(AuraEffect const * aura) -{ - for(uint8 i = 0; i < MAX_RUNES; ++i) - { - if (m_runes->runes[i].ConvertAura == aura) - { - ConvertRune(i, GetBaseRune(i)); - SetRuneConvertAura(i, NULL); - } - } -} - -void Player::RestoreBaseRune(uint8 index) -{ - AuraEffect const * aura = m_runes->runes[index].ConvertAura; - ConvertRune(index, GetBaseRune(index)); - SetRuneConvertAura(index, NULL); - // Don't drop passive talents providing rune convertion - if (!aura || aura->GetAuraType() != SPELL_AURA_CONVERT_RUNE) - return; - for(uint8 i = 0; i < MAX_RUNES; ++i) - { - if (aura == m_runes->runes[i].ConvertAura) - return; - } - aura->GetBase()->Remove(); -} - -void Player::ConvertRune(uint8 index, RuneType newType) -{ - SetCurrentRune(index, newType); - - WorldPacket data(SMSG_CONVERT_RUNE, 2); - data << uint8(index); - data << uint8(newType); - GetSession()->SendPacket(&data); -} - -void Player::ResyncRunes(uint8 count) -{ - WorldPacket data(SMSG_RESYNC_RUNES, count * 2); - for (uint32 i = 0; i < count; ++i) - { - data << uint8(GetCurrentRune(i)); // rune type - data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255) - } - GetSession()->SendPacket(&data); -} - -void Player::AddRunePower(uint8 index) -{ - WorldPacket data(SMSG_ADD_RUNE_POWER, 4); - data << uint32(1 << index); // mask (0x00-0x3F probably) - GetSession()->SendPacket(&data); -} - -static RuneType runeSlotTypes[MAX_RUNES] = { - /*0*/ RUNE_BLOOD, - /*1*/ RUNE_BLOOD, - /*2*/ RUNE_UNHOLY, - /*3*/ RUNE_UNHOLY, - /*4*/ RUNE_FROST, - /*5*/ RUNE_FROST -}; - -void Player::InitRunes() -{ - if(getClass() != CLASS_DEATH_KNIGHT) - return; - - m_runes = new Runes; - - m_runes->runeState = 0; - m_runes->lastUsedRune = RUNE_BLOOD; - - for (uint32 i = 0; i < MAX_RUNES; ++i) - { - SetBaseRune(i, runeSlotTypes[i]); // init base types - SetCurrentRune(i, runeSlotTypes[i]); // init current types - SetRuneCooldown(i, 0); // reset cooldowns - SetRuneConvertAura(i, NULL); - m_runes->SetRuneState(i); - } - - for (uint32 i = 0; i < NUM_RUNE_TYPES; ++i) - SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f); -} - -bool Player::IsBaseRuneSlotsOnCooldown(RuneType runeType) const -{ - for (uint32 i = 0; i < MAX_RUNES; ++i) - if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0) - return false; - - return true; -} - -void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast) -{ - Loot loot; - loot.FillLoot (loot_id,store,this,true); - - uint32 max_slot = loot.GetMaxSlotInLootFor(this); - for (uint32 i = 0; i < max_slot; ++i) - { - LootItem* lootItem = loot.LootItemInSlot(i,this); - - ItemPosCountVec dest; - uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count); - if(msg != EQUIP_ERR_OK && slot != NULL_SLOT) - msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count); - if( msg != EQUIP_ERR_OK && bag != NULL_BAG) - msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count); - if(msg != EQUIP_ERR_OK) - { - SendEquipError( msg, NULL, NULL ); - continue; - } - - Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId); - SendNewItem(pItem, lootItem->count, false, false, broadcast); - } -} - -uint32 Player::CalculateTalentsPoints() const -{ - uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9; - - if(getClass() != CLASS_DEATH_KNIGHT || GetMapId() != 609) - return uint32(base_talent * sWorld.getRate(RATE_TALENT)); - - uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55; - talentPointsForLevel += m_questRewardTalentCount; - - if(talentPointsForLevel > base_talent) - talentPointsForLevel = base_talent; - - return uint32(talentPointsForLevel * sWorld.getRate(RATE_TALENT)); -} - -bool Player::IsKnowHowFlyIn(uint32 mapid, uint32 zone) const -{ - // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update - uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone); - return v_map != 571 || HasSpell(54197); // Cold Weather Flying -} - -void Player::learnSpellHighRank(uint32 spellid) -{ - learnSpell(spellid,false); - - if(uint32 next = spellmgr.GetNextSpellInChain(spellid)) - learnSpellHighRank(next); -} - -void Player::_LoadSkills(QueryResult_AutoPtr result) -{ - // 0 1 2 - // SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid)); - - uint32 count = 0; - if (result) - { - do - { - Field *fields = result->Fetch(); - - uint16 skill = fields[0].GetUInt16(); - uint16 value = fields[1].GetUInt16(); - uint16 max = fields[2].GetUInt16(); - - SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(skill); - if(!pSkill) - { - sLog.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill); - continue; - } - - // set fixed skill ranges - switch(GetSkillRangeType(pSkill,false)) - { - case SKILL_RANGE_LANGUAGE: // 300..300 - value = max = 300; - break; - case SKILL_RANGE_MONO: // 1..1, grey monolite bar - value = max = 1; - break; - default: - break; - } - if(value == 0) - { - sLog.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill); - CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill ); - continue; - } - - // enable unlearn button for primary professions only - if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION) - SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,1)); - else - SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,0)); - - SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),MAKE_SKILL_VALUE(value, max)); - SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0); - - mSkillStatus.insert(SkillStatusMap::value_type(skill, SkillStatusData(count, SKILL_UNCHANGED))); - - learnSkillRewardedSpells(skill, value); - - ++count; - - if(count >= PLAYER_MAX_SKILLS) // client limit - { - sLog.outError("Character %u has more than %u skills.", PLAYER_MAX_SKILLS); - break; - } - } while (result->NextRow()); - } - - for (; count < PLAYER_MAX_SKILLS; ++count) - { - SetUInt32Value(PLAYER_SKILL_INDEX(count), 0); - SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),0); - SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0); - } - - // special settings - if (getClass() == CLASS_DEATH_KNIGHT) - { - uint8 base_level = std::min(getLevel(),uint8(sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL))); - if (base_level < 1) - base_level = 1; - uint16 base_skill = (base_level-1)*5; // 270 at starting level 55 - if (base_skill < 1) - base_skill = 1; // skill mast be known and then > 0 in any case - - if (GetPureSkillValue(SKILL_FIRST_AID) < base_skill) - SetSkill(SKILL_FIRST_AID,base_skill, base_skill); - if (GetPureSkillValue(SKILL_AXES) < base_skill) - SetSkill(SKILL_AXES, base_skill,base_skill); - if (GetPureSkillValue(SKILL_DEFENSE) < base_skill) - SetSkill(SKILL_DEFENSE, base_skill,base_skill); - if (GetPureSkillValue(SKILL_POLEARMS) < base_skill) - SetSkill(SKILL_POLEARMS, base_skill,base_skill); - if (GetPureSkillValue(SKILL_SWORDS) < base_skill) - SetSkill(SKILL_SWORDS, base_skill,base_skill); - if (GetPureSkillValue(SKILL_2H_AXES) < base_skill) - SetSkill(SKILL_2H_AXES, base_skill,base_skill); - if (GetPureSkillValue(SKILL_2H_SWORDS) < base_skill) - SetSkill(SKILL_2H_SWORDS, base_skill,base_skill); - if (GetPureSkillValue(SKILL_UNARMED) < base_skill) - SetSkill(SKILL_UNARMED, base_skill,base_skill); - } -} - -uint32 Player::GetPhaseMaskForSpawn() const -{ - uint32 phase = PHASEMASK_NORMAL; - if (!isGameMaster()) - phase = GetPhaseMask(); - else - { - AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE); - if (!phases.empty()) - phase = phases.front()->GetMiscValue(); - } - - // some aura phases include 1 normal map in addition to phase itself - if (uint32 n_phase = phase & ~PHASEMASK_NORMAL) - return n_phase; - - return PHASEMASK_NORMAL; -} - -uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const -{ - ItemPrototype const* pProto = pItem->GetProto(); - - // proto based limitations - if (uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count)) - return res; - - // check unique-equipped on gems - for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) - { - uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); - if (!enchant_id) - continue; - SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); - if (!enchantEntry) - continue; - - ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID); - if (!pGem) - continue; - - // include for check equip another gems with same limit category for not equipped item (and then not counted) - uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory - ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1; - - if (uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count)) - return res; - } - - return EQUIP_ERR_OK; -} - -uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const -{ - // check unique-equipped on item - if (itemProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED) - { - // there is an equip limit on this item - if (HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot)) - return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; - } - - // check unique-equipped limit - if (itemProto->ItemLimitCategory) - { - ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory); - if (!limitEntry) - return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; - - if (limit_count > limitEntry->maxCount) - return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; // attempt add too many limit category items (gems) - - // there is an equip limit on this item - if (HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot)) - return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; - } - - return EQUIP_ERR_OK; -} - -void Player::HandleFall(MovementInfo const& movementInfo) -{ - // calculate total z distance of the fall - float z_diff = m_lastFallZ - movementInfo.z; - //sLog.outDebug("zDiff = %f", z_diff); - - //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored - // 14.57 can be calculated by resolving damageperc formula below to 0 - if (z_diff >= 14.57f && !isDead() && !isGameMaster() && - !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) && - !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL) ) - { - //Safe fall, fall height reduction - int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL); - - float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f; - - if (damageperc > 0) - { - uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL)); - - float height = movementInfo.z; - UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height); - - if (damage > 0) - { - //Prevent fall damage from being more than the player maximum health - if (damage > GetMaxHealth()) - damage = GetMaxHealth(); - - // Gust of Wind - if (HasAura(43621)) - damage = GetMaxHealth()/2; - - uint32 original_health = GetHealth(); - uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage); - - // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case - if (isAlive() && final_damage < original_health) - GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100)); - } - - //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction - DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall); - } - } - RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_LANDING); // No fly zone - Parachute -} - -void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/ ) -{ - GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1, miscvalue2, unit, time); -} - -void Player::CompletedAchievement(AchievementEntry const* entry) -{ - GetAchievementMgr().CompletedAchievement(entry); -} - -void Player::LearnTalent(uint32 talentId, uint32 talentRank) -{ - uint32 CurTalentPoints = GetFreeTalentPoints(); - - if(CurTalentPoints == 0) - return; - - if (talentRank >= MAX_TALENT_RANK) - return; - - TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentId ); - - if(!talentInfo) - return; - - TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab ); - - if(!talentTabInfo) - return; - - // prevent learn talent for different class (cheating) - if( (getClassMask() & talentTabInfo->ClassMask) == 0 ) - return; - - // find current max talent rank (0~5) - uint8 curtalent_maxrank = 0; // 0 = not learned any rank - for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) - { - if(talentInfo->RankID[rank] && HasSpell(talentInfo->RankID[rank])) - { - curtalent_maxrank = (rank + 1); - break; - } - } - - // we already have same or higher talent rank learned - if(curtalent_maxrank >= (talentRank + 1)) - return; - - // check if we have enough talent points - if(CurTalentPoints < (talentRank - curtalent_maxrank + 1)) - return; - - // Check if it requires another talent - if (talentInfo->DependsOn > 0) - { - if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn)) - { - bool hasEnoughRank = false; - for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++) - { - if (depTalentInfo->RankID[rank] != 0) - if (HasSpell(depTalentInfo->RankID[rank])) - hasEnoughRank = true; - } - if (!hasEnoughRank) - return; - } - } - - // Find out how many points we have in this field - uint32 spentPoints = 0; - - uint32 tTab = talentInfo->TalentTab; - if (talentInfo->Row > 0) - { - uint32 numRows = sTalentStore.GetNumRows(); - for (uint32 i = 0; i < numRows; i++) // Loop through all talents. - { - // Someday, someone needs to revamp - const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i); - if (tmpTalent) // the way talents are tracked - { - if (tmpTalent->TalentTab == tTab) - { - for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++) - { - if (tmpTalent->RankID[rank] != 0) - { - if (HasSpell(tmpTalent->RankID[rank])) - { - spentPoints += (rank + 1); - } - } - } - } - } - } - } - - // not have required min points spent in talent tree - if(spentPoints < (talentInfo->Row * MAX_TALENT_RANK)) - return; - - // spell not set in talent.dbc - uint32 spellid = talentInfo->RankID[talentRank]; - if( spellid == 0 ) - { - sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank); - return; - } - - // already known - if(HasSpell(spellid)) - return; - - // learn! (other talent ranks will unlearned at learning) - learnSpell(spellid, false); - AddTalent(spellid, m_activeSpec, true); - - sLog.outDetail("TalentID: %u Rank: %u Spell: %u Spec: %u\n", talentId, talentRank, spellid, m_activeSpec); - - // update free talent points - SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1)); -} - -void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank) -{ - Pet *pet = GetPet(); - - if(!pet) - return; - - if(petGuid != pet->GetGUID()) - return; - - uint32 CurTalentPoints = pet->GetFreeTalentPoints(); - - if(CurTalentPoints == 0) - return; - - if (talentRank >= MAX_PET_TALENT_RANK) - return; - - TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId); - - if(!talentInfo) - return; - - TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); - - if(!talentTabInfo) - return; - - CreatureInfo const *ci = pet->GetCreatureInfo(); - - if(!ci) - return; - - CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family); - - if(!pet_family) - return; - - if(pet_family->petTalentType < 0) // not hunter pet - return; - - // prevent learn talent for different family (cheating) - if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask)) - return; - - // find current max talent rank (0~5) - uint8 curtalent_maxrank = 0; // 0 = not learned any rank - for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) - { - if(talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank])) - { - curtalent_maxrank = (rank + 1); - break; - } - } - - // we already have same or higher talent rank learned - if(curtalent_maxrank >= (talentRank + 1)) - return; - - // check if we have enough talent points - if(CurTalentPoints < (talentRank - curtalent_maxrank + 1)) - return; - - // Check if it requires another talent - if (talentInfo->DependsOn > 0) - { - if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn)) - { - bool hasEnoughRank = false; - for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++) - { - if (depTalentInfo->RankID[rank] != 0) - if (pet->HasSpell(depTalentInfo->RankID[rank])) - hasEnoughRank = true; - } - if (!hasEnoughRank) - return; - } - } - - // Find out how many points we have in this field - uint32 spentPoints = 0; - - uint32 tTab = talentInfo->TalentTab; - if (talentInfo->Row > 0) - { - uint32 numRows = sTalentStore.GetNumRows(); - for (uint32 i = 0; i < numRows; ++i) // Loop through all talents. - { - // Someday, someone needs to revamp - const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i); - if (tmpTalent) // the way talents are tracked - { - if (tmpTalent->TalentTab == tTab) - { - for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++) - { - if (tmpTalent->RankID[rank] != 0) - { - if (pet->HasSpell(tmpTalent->RankID[rank])) - { - spentPoints += (rank + 1); - } - } - } - } - } - } - } - - // not have required min points spent in talent tree - if(spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK)) - return; - - // spell not set in talent.dbc - uint32 spellid = talentInfo->RankID[talentRank]; - if( spellid == 0 ) - { - sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank); - return; - } - - // already known - if(pet->HasSpell(spellid)) - return; - - // learn! (other talent ranks will unlearned at learning) - pet->learnSpell(spellid); - sLog.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid); - - // update free talent points - pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1)); -} - -void Player::UpdateKnownCurrencies(uint32 itemId, bool apply) -{ - if(CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId)) - { - if(apply) - SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1))); - else - RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1))); - } -} - -void Player::UpdateFallInformationIfNeed( MovementInfo const& minfo,uint16 opcode ) -{ - if (m_lastFallTime >= minfo.fallTime || m_lastFallZ <=minfo.z || opcode == MSG_MOVE_FALL_LAND) - SetFallInformation(minfo.fallTime, minfo.z); -} - -void Player::UnsummonPetTemporaryIfAny() -{ - Pet* pet = GetPet(); - if(!pet) - return; - - if(!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() ) - { - m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber(); - m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL); - } - - RemovePet(pet, PET_SAVE_AS_CURRENT); -} - -void Player::ResummonPetTemporaryUnSummonedIfAny() -{ - if(!m_temporaryUnsummonedPetNumber) - return; - - // not resummon in not appropriate state - if(IsPetNeedBeTemporaryUnsummoned()) - return; - - if(GetPetGUID()) - return; - - Pet* NewPet = new Pet(this); - if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true)) - delete NewPet; - - m_temporaryUnsummonedPetNumber = 0; -} - -bool Player::canSeeSpellClickOn(Creature const *c) const -{ - if(!c->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK)) - return false; - - SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(c->GetEntry()); - if(clickPair.first == clickPair.second) - return true; - - for (SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr) - if(itr->second.IsFitToRequirements(this, c)) - return true; - - return false; -} - -void Player::BuildPlayerTalentsInfoData(WorldPacket *data) -{ - *data << uint32(GetFreeTalentPoints()); // unspentTalentPoints - *data << uint8(m_specsCount); // talent group count (0, 1 or 2) - *data << uint8(m_activeSpec); // talent group index (0 or 1) - - if(m_specsCount) - { - // loop through all specs (only 1 for now) - for (uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx) - { - uint8 talentIdCount = 0; - size_t pos = data->wpos(); - *data << uint8(talentIdCount); // [PH], talentIdCount - - // find class talent tabs (all players have 3 talent tabs) - uint32 const* talentTabIds = GetTalentTabPages(getClass()); - - for (uint8 i = 0; i < 3; ++i) - { - uint32 talentTabId = talentTabIds[i]; - - for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId) - { - TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); - if(!talentInfo) - continue; - - // skip another tab talents - if(talentInfo->TalentTab != talentTabId) - continue; - - // find max talent rank (0~4) - int8 curtalent_maxrank = -1; - for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) - { - if(talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], specIdx)) - { - curtalent_maxrank = rank; - break; - } - } - - // not learned talent - if(curtalent_maxrank < 0) - continue; - - *data << uint32(talentInfo->TalentID); // Talent.dbc - *data << uint8(curtalent_maxrank); // talentMaxRank (0-4) - - ++talentIdCount; - } - } - - data->put<uint8>(pos, talentIdCount); // put real count - - *data << uint8(MAX_GLYPH_SLOT_INDEX); // glyphs count - - for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i) - *data << uint16(m_Glyphs[specIdx][i]); // GlyphProperties.dbc - } - } -} - -void Player::BuildPetTalentsInfoData(WorldPacket *data) -{ - uint32 unspentTalentPoints = 0; - size_t pointsPos = data->wpos(); - *data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints - - uint8 talentIdCount = 0; - size_t countPos = data->wpos(); - *data << uint8(talentIdCount); // [PH], talentIdCount - - Pet *pet = GetPet(); - if(!pet) - return; - - unspentTalentPoints = pet->GetFreeTalentPoints(); - - data->put<uint32>(pointsPos, unspentTalentPoints); // put real points - - CreatureInfo const *ci = pet->GetCreatureInfo(); - if(!ci) - return; - - CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family); - if(!pet_family || pet_family->petTalentType < 0) - return; - - for (uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId) - { - TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId ); - if(!talentTabInfo) - continue; - - if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask)) - continue; - - for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId) - { - TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); - if(!talentInfo) - continue; - - // skip another tab talents - if(talentInfo->TalentTab != talentTabId) - continue; - - // find max talent rank (0~4) - int8 curtalent_maxrank = -1; - for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) - { - if(talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank])) - { - curtalent_maxrank = rank; - break; - } - } - - // not learned talent - if(curtalent_maxrank < 0) - continue; - - *data << uint32(talentInfo->TalentID); // Talent.dbc - *data << uint8(curtalent_maxrank); // talentMaxRank (0-4) - - ++talentIdCount; - } - - data->put<uint8>(countPos, talentIdCount); // put real count - - break; - } -} - -void Player::SendTalentsInfoData(bool pet) -{ - WorldPacket data(SMSG_TALENTS_INFO, 50); - data << uint8(pet ? 1 : 0); - if(pet) - BuildPetTalentsInfoData(&data); - else - BuildPlayerTalentsInfoData(&data); - GetSession()->SendPacket(&data); -} - -void Player::BuildEnchantmentsInfoData(WorldPacket *data) -{ - uint32 slotUsedMask = 0; - size_t slotUsedMaskPos = data->wpos(); - *data << uint32(slotUsedMask); // slotUsedMask < 0x80000 - - for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) - { - Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i); - - if(!item) - continue; - - slotUsedMask |= (1 << i); - - *data << uint32(item->GetEntry()); // item entry - - uint16 enchantmentMask = 0; - size_t enchantmentMaskPos = data->wpos(); - *data << uint16(enchantmentMask); // enchantmentMask < 0x1000 - - for (uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j) - { - uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j)); - - if(!enchId) - continue; - - enchantmentMask |= (1 << j); - - *data << uint16(enchId); // enchantmentId? - } - - data->put<uint16>(enchantmentMaskPos, enchantmentMask); - - *data << uint16(0); // unknown - data->appendPackGUID(item->GetUInt64Value(ITEM_FIELD_CREATOR)); // item creator - *data << uint32(0); // seed? - } - - data->put<uint32>(slotUsedMaskPos, slotUsedMask); -} - -void Player::SendEquipmentSetList() -{ - uint32 count = 0; - WorldPacket data(SMSG_EQUIPMENT_SET_LIST, 4); - size_t count_pos = data.wpos(); - data << uint32(count); // count placeholder - for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) - { - if(itr->second.state==EQUIPMENT_SET_DELETED) - continue; - data.appendPackGUID(itr->second.Guid); - data << uint32(itr->first); - data << itr->second.Name; - data << itr->second.IconName; - for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) - data.appendPackGUID(MAKE_NEW_GUID(itr->second.Items[i], 0, HIGHGUID_ITEM)); - - ++count; // client have limit but it checked at loading and set - } - data.put<uint32>(count_pos, count); - GetSession()->SendPacket(&data); -} - -void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset) -{ - if(eqset.Guid != 0) - { - bool found = false; - - for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) - { - if((itr->second.Guid == eqset.Guid) && (itr->first == index)) - { - found = true; - break; - } - } - - if(!found) // something wrong... - { - sLog.outError("Player %s tried to save equipment set "UI64FMTD" (index %u), but that equipment set not found!", GetName(), eqset.Guid, index); - return; - } - } - - EquipmentSet& eqslot = m_EquipmentSets[index]; - - EquipmentSetUpdateState old_state = eqslot.state; - - eqslot = eqset; - - if(eqset.Guid == 0) - { - eqslot.Guid = objmgr.GenerateEquipmentSetGuid(); - - WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1); - data << uint32(index); - data.appendPackGUID(eqslot.Guid); - GetSession()->SendPacket(&data); - } - - eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED; -} - -void Player::_SaveEquipmentSets() -{ - for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();) - { - uint32 index = itr->first; - EquipmentSet& eqset = itr->second; - switch(eqset.state) - { - case EQUIPMENT_SET_UNCHANGED: - ++itr; - break; // nothing do - case EQUIPMENT_SET_CHANGED: - CharacterDatabase.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD"' AND setindex='%u'", - eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7], - eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18], GetGUIDLow(), eqset.Guid, index); - eqset.state = EQUIPMENT_SET_UNCHANGED; - ++itr; - break; - case EQUIPMENT_SET_NEW: - CharacterDatabase.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", - GetGUIDLow(), eqset.Guid, index, eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7], - eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18]); - eqset.state = EQUIPMENT_SET_UNCHANGED; - ++itr; - break; - case EQUIPMENT_SET_DELETED: - CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD, eqset.Guid); - m_EquipmentSets.erase(itr++); - break; - } - } -} - -void Player::_SaveBGData() -{ - CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow()); - if (m_bgData.bgInstanceID) - { - /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */ - CharacterDatabase.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')", - GetGUIDLow(), m_bgData.bgInstanceID, m_bgData.bgTeam, m_bgData.joinPos.GetPositionX(), m_bgData.joinPos.GetPositionY(), m_bgData.joinPos.GetPositionZ(), - m_bgData.joinPos.GetOrientation(), m_bgData.joinPos.GetMapId(), m_bgData.taxiPath[0], m_bgData.taxiPath[1], m_bgData.mountSpell); - } -} - -void Player::DeleteEquipmentSet(uint64 setGuid) -{ - for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) - { - if(itr->second.Guid == setGuid) - { - if(itr->second.state == EQUIPMENT_SET_NEW) - m_EquipmentSets.erase(itr); - else - itr->second.state = EQUIPMENT_SET_DELETED; - break; - } - } -} - -void Player::RemoveAtLoginFlag( AtLoginFlags f, bool in_db_also /*= false*/ ) -{ - m_atLoginFlags &= ~f; - - if(in_db_also) - CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f), GetGUIDLow()); -} - -void Player::SendClearCooldown( uint32 spell_id, Unit* target ) -{ - WorldPacket data(SMSG_CLEAR_COOLDOWN, 4+8); - data << uint32(spell_id); - data << uint64(target->GetGUID()); - SendDirectMessage(&data); -} - -void Player::ResetMap() -{ - // this may be called during Map::Update - // after decrement+unlink, ++m_mapRefIter will continue correctly - // when the first element of the list is being removed - // nocheck_prev will return the padding element of the RefManager - // instead of NULL in the case of prev - GetMap()->UpdateIteratorBack(this); - Unit::ResetMap(); - GetMapRef().unlink(); -} - -void Player::SetMap(Map * map) -{ - Unit::SetMap(map); - m_mapRef.link(map, this); -} - -void Player::_LoadGlyphs(QueryResult_AutoPtr result) -{ - // SetPQuery(PLAYER_LOGIN_QUERY_LOADGLYPHS, "SELECT spec, glyph1, glyph2, glyph3, glyph4, glyph5, glyph6 from character_glyphs WHERE guid = '%u'", GUID_LOPART(m_guid)); - if (!result) - return; - - do - { - Field *fields = result->Fetch(); - - uint8 spec = fields[0].GetUInt8(); - if (spec >= m_specsCount) - continue; - - m_Glyphs[spec][0] = fields[1].GetUInt32(); - m_Glyphs[spec][1] = fields[2].GetUInt32(); - m_Glyphs[spec][2] = fields[3].GetUInt32(); - m_Glyphs[spec][3] = fields[4].GetUInt32(); - m_Glyphs[spec][4] = fields[5].GetUInt32(); - m_Glyphs[spec][5] = fields[6].GetUInt32(); - - } while (result->NextRow()); -} - -void Player::_SaveGlyphs() -{ - CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid='%u'",GetGUIDLow()); - for (uint8 spec = 0; spec < m_specsCount; ++spec) - { - CharacterDatabase.PExecute("INSERT INTO character_glyphs VALUES('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", - GetGUIDLow(), spec, m_Glyphs[spec][0], m_Glyphs[spec][1], m_Glyphs[spec][2], m_Glyphs[spec][3], m_Glyphs[spec][4], m_Glyphs[spec][5]); - } -} - -void Player::_LoadTalents(QueryResult_AutoPtr result) -{ - // SetPQuery(PLAYER_LOGIN_QUERY_LOADTALENTS, "SELECT spell, spec FROM character_talent WHERE guid = '%u'", GUID_LOPART(m_guid)); - if (result) - { - do - { - Field *fields = result->Fetch(); - - AddTalent(fields[0].GetUInt32(), fields[1].GetUInt32(), false); - } - while( result->NextRow() ); - } -} - -void Player::_SaveTalents() -{ - for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i) - { - for (PlayerTalentMap::iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end();) - { - if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED) - CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' and spell = '%u' and spec = '%u'", GetGUIDLow(), itr->first, itr->second->spec); - - if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED) - CharacterDatabase.PExecute("INSERT INTO character_talent (guid,spell,spec) VALUES ('%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->spec); - - if (itr->second->state == PLAYERSPELL_REMOVED) - { - delete itr->second; - m_talents[i]->erase(itr++); - } - else - { - itr->second->state = PLAYERSPELL_UNCHANGED; - ++itr; - } - } - } -} - -void Player::UpdateSpecCount(uint8 count) -{ - if (GetSpecsCount() == count) - return; - - if (count == MIN_TALENT_SPECS) - { - _SaveActions(); // make sure the button list is cleaned up - // active spec becomes only spec? - CharacterDatabase.PExecute("DELETE FROM character_action WHERE spec<>'%u' AND guid='%u'",m_activeSpec, GetGUIDLow()); - m_activeSpec = 0; - } - else if (count == MAX_TALENT_SPECS) - { - _SaveActions(); // make sure the button list is cleaned up - for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); ++itr) - CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,spec) VALUES ('%u', '%u', '%u', '%u', '%u')", - GetGUIDLow(), uint32(itr->first), uint32(itr->second.GetAction()), uint32(itr->second.GetType()), 1); - } - else - return; - - SetSpecsCount(count); - - SendTalentsInfoData(false); -} - -void Player::ActivateSpec(uint8 spec) -{ - if (GetActiveSpec() == spec) - return; - - if (GetSpecsCount() != MAX_TALENT_SPECS) - return; - - if (GetMap()->IsBattleGround() && !HasAura(44521)) // In BattleGround with no Preparation buff - return; - - _SaveActions(); - - if (IsNonMeleeSpellCasted(false)) - InterruptNonMeleeSpells(false); - - // "Hunter pets should have their talents refunded when a hunter switches talent specs, even if they are dismissed at the time." - if (getClass() == CLASS_HUNTER) - Pet::resetTalentsForAllPetsOf(this, GetPet()); - - UnsummonPetTemporaryIfAny(); - ClearComboPointHolders(); - ClearAllReactives(); - UnsummonAllTotems(); - RemoveAllControlled(); - /*RemoveAllAurasOnDeath(); - if (GetPet()) - GetPet()->RemoveAllAurasOnDeath();*/ - - //RemoveAllAuras(this->GetGUID(), NULL, false, true); // removes too many auras - //ExitVehicle(); // should be impossible to switch specs from inside a vehicle.. - - for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i) - { - TalentEntry const *talentInfo = sTalentStore.LookupEntry(i); - - if (!talentInfo) - continue; - - TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); - - if (!talentTabInfo) - continue; - - // unlearn only talents for character class - // some spell learned by one class as normal spells or know at creation but another class learn it as talent, - // to prevent unexpected lost normal learned spell skip another class talents - if ((getClassMask() & talentTabInfo->ClassMask) == 0) - continue; - - for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) - { - // skip non-existant talent ranks - if (talentInfo->RankID[rank] == 0) - continue; - removeSpell(talentInfo->RankID[rank], true); // removes the talent, and all dependant, learned, and chained spells.. - if (const SpellEntry *_spellEntry = sSpellStore.LookupEntry(talentInfo->RankID[rank])) - for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) // search through the SpellEntry for valid trigger spells - if (_spellEntry->EffectTriggerSpell[i] > 0 && _spellEntry->Effect[i] == SPELL_EFFECT_LEARN_SPELL) - removeSpell(_spellEntry->EffectTriggerSpell[i], true); // and remove any spells that the talent teaches - // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted - //PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]); - //if (plrTalent != m_talents[m_activeSpec]->end()) - // plrTalent->second->state = PLAYERSPELL_REMOVED; - } - } - - // set glyphs - for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot) - // remove secondary glyph - if (uint32 oldglyph = m_Glyphs[m_activeSpec][slot]) - if (GlyphPropertiesEntry const *old_gp = sGlyphPropertiesStore.LookupEntry(oldglyph)) - RemoveAurasDueToSpell(old_gp->SpellId); - - SetActiveSpec(spec); - uint32 spentTalents = 0; - - for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId) - { - TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId); - - if (!talentInfo) - continue; - - TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); - - if (!talentTabInfo) - continue; - - // learn only talents for character class - if ((getClassMask() & talentTabInfo->ClassMask) == 0) - continue; - - // learn highest talent rank that exists in newly activated spec - for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) - { - // skip non-existant talent ranks - if (talentInfo->RankID[rank] == 0) - continue; - // if the talent can be found in the newly activated PlayerTalentMap - if (HasTalent(talentInfo->RankID[rank], m_activeSpec)) - { - learnSpell(talentInfo->RankID[rank], false); // add the talent to the PlayerSpellMap - spentTalents += (rank + 1); // increment the spentTalents count - } - } - } - - // set glyphs - for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot) - { - uint32 glyph = m_Glyphs[m_activeSpec][slot]; - - // apply primary glyph - if (glyph) - if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph)) - CastSpell(this, gp->SpellId, true); - - SetGlyph(slot, glyph); - } - - m_usedTalentCount = spentTalents; - InitTalentForLevel(); - - // Let client clear his current Actions - SendActionButtons(2); - m_actionButtons.clear(); - if (QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' AND spec = '%u' ORDER BY button", GetGUIDLow(), m_activeSpec)) - _LoadActions(result, false); - - ResummonPetTemporaryUnSummonedIfAny(); - SendActionButtons(1); - - Powers pw = getPowerType(); - if (pw != POWER_MANA) - SetPower(POWER_MANA, 0); // Mana must be 0 even if it isn't the active power type. - - SetPower(pw, 0); -} - -void Player::ResetTimeSync() -{ - m_timeSyncCount = 0; - m_timeSyncTimer = 0; -} - -void Player::SendTimeSync() -{ - WorldPacket data(SMSG_TIME_SYNC_REQ, 4); - data << uint32(m_timeSyncCount++); - GetSession()->SendPacket(&data); - - // Send another opcode in 10s again - m_timeSyncTimer = 10000; -} - -void Player::SetReputation(uint32 factionentry, uint32 value) -{ - GetReputationMgr().SetReputation(sFactionStore.LookupEntry(factionentry),value); -} -uint32 Player::GetReputation(uint32 factionentry) -{ - return GetReputationMgr().GetReputation(sFactionStore.LookupEntry(factionentry)); -} -std::string Player::GetGuildName() -{ - return objmgr.GetGuildById(GetGuildId())->GetName(); -} - -void Player::SendDuelCountdown(uint32 counter) -{ - WorldPacket data(SMSG_DUEL_COUNTDOWN, 4); - data << uint32(counter); // seconds - GetSession()->SendPacket(&data); -} +/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#include "Common.h"
+#include "Language.h"
+#include "Database/DatabaseEnv.h"
+#include "Log.h"
+#include "Opcodes.h"
+#include "SpellMgr.h"
+#include "World.h"
+#include "WorldPacket.h"
+#include "WorldSession.h"
+#include "UpdateMask.h"
+#include "Player.h"
+#include "Vehicle.h"
+#include "SkillDiscovery.h"
+#include "QuestDef.h"
+#include "GossipDef.h"
+#include "UpdateData.h"
+#include "Channel.h"
+#include "ChannelMgr.h"
+#include "MapManager.h"
+#include "MapInstanced.h"
+#include "InstanceSaveMgr.h"
+#include "GridNotifiers.h"
+#include "GridNotifiersImpl.h"
+#include "CellImpl.h"
+#include "ObjectMgr.h"
+#include "ObjectAccessor.h"
+#include "CreatureAI.h"
+#include "Formulas.h"
+#include "Group.h"
+#include "Guild.h"
+#include "Pet.h"
+#include "Util.h"
+#include "Transports.h"
+#include "Weather.h"
+#include "BattleGround.h"
+#include "BattleGroundAV.h"
+#include "BattleGroundMgr.h"
+#include "OutdoorPvP.h"
+#include "OutdoorPvPMgr.h"
+#include "ArenaTeam.h"
+#include "Chat.h"
+#include "Database/DatabaseImpl.h"
+#include "Spell.h"
+#include "SocialMgr.h"
+#include "GameEventMgr.h"
+#include "AchievementMgr.h"
+#include "SpellAuras.h"
+#include "SpellAuraEffects.h"
+
+#include <cmath>
+
+#define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
+
+#define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
+#define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
+#define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
+
+#define SKILL_VALUE(x) PAIR32_LOPART(x)
+#define SKILL_MAX(x) PAIR32_HIPART(x)
+#define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
+
+#define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
+#define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
+#define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
+
+enum CharacterFlags
+{
+ CHARACTER_FLAG_NONE = 0x00000000,
+ CHARACTER_FLAG_UNK1 = 0x00000001,
+ CHARACTER_FLAG_UNK2 = 0x00000002,
+ CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
+ CHARACTER_FLAG_UNK4 = 0x00000008,
+ CHARACTER_FLAG_UNK5 = 0x00000010,
+ CHARACTER_FLAG_UNK6 = 0x00000020,
+ CHARACTER_FLAG_UNK7 = 0x00000040,
+ CHARACTER_FLAG_UNK8 = 0x00000080,
+ CHARACTER_FLAG_UNK9 = 0x00000100,
+ CHARACTER_FLAG_UNK10 = 0x00000200,
+ CHARACTER_FLAG_HIDE_HELM = 0x00000400,
+ CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
+ CHARACTER_FLAG_UNK13 = 0x00001000,
+ CHARACTER_FLAG_GHOST = 0x00002000,
+ CHARACTER_FLAG_RENAME = 0x00004000,
+ CHARACTER_FLAG_UNK16 = 0x00008000,
+ CHARACTER_FLAG_UNK17 = 0x00010000,
+ CHARACTER_FLAG_UNK18 = 0x00020000,
+ CHARACTER_FLAG_UNK19 = 0x00040000,
+ CHARACTER_FLAG_UNK20 = 0x00080000,
+ CHARACTER_FLAG_UNK21 = 0x00100000,
+ CHARACTER_FLAG_UNK22 = 0x00200000,
+ CHARACTER_FLAG_UNK23 = 0x00400000,
+ CHARACTER_FLAG_UNK24 = 0x00800000,
+ CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
+ CHARACTER_FLAG_DECLINED = 0x02000000,
+ CHARACTER_FLAG_UNK27 = 0x04000000,
+ CHARACTER_FLAG_UNK28 = 0x08000000,
+ CHARACTER_FLAG_UNK29 = 0x10000000,
+ CHARACTER_FLAG_UNK30 = 0x20000000,
+ CHARACTER_FLAG_UNK31 = 0x40000000,
+ CHARACTER_FLAG_UNK32 = 0x80000000
+};
+
+enum CharacterCustomizeFlags
+{
+ CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000,
+ CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc...
+ CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc...
+ CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc...
+};
+
+// corpse reclaim times
+#define DEATH_EXPIRE_STEP (5*MINUTE)
+#define MAX_DEATH_COUNT 3
+
+static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
+
+//== PlayerTaxi ================================================
+
+PlayerTaxi::PlayerTaxi()
+{
+ // Taxi nodes
+ memset(m_taximask, 0, sizeof(m_taximask));
+}
+
+void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint8 level)
+{
+ // class specific initial known nodes
+ switch(chrClass)
+ {
+ case CLASS_DEATH_KNIGHT:
+ {
+ for (uint8 i = 0; i < TaxiMaskSize; ++i)
+ m_taximask[i] |= sOldContinentsNodesMask[i];
+ break;
+ }
+ }
+
+ // race specific initial known nodes: capital and taxi hub masks
+ switch(race)
+ {
+ case RACE_HUMAN: SetTaximaskNode(2); break; // Human
+ case RACE_ORC: SetTaximaskNode(23); break; // Orc
+ case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
+ case RACE_NIGHTELF: SetTaximaskNode(26);
+ SetTaximaskNode(27); break; // Night Elf
+ case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
+ case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
+ case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
+ case RACE_TROLL: SetTaximaskNode(23); break; // Troll
+ case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
+ case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
+ }
+
+ // new continent starting masks (It will be accessible only at new map)
+ switch(Player::TeamForRace(race))
+ {
+ case ALLIANCE: SetTaximaskNode(100); break;
+ case HORDE: SetTaximaskNode(99); break;
+ }
+ // level dependent taxi hubs
+ if(level>=68)
+ SetTaximaskNode(213); //Shattered Sun Staging Area
+}
+
+void PlayerTaxi::LoadTaxiMask(const char* data)
+{
+ Tokens tokens = StrSplit(data, " ");
+
+ uint8 index;
+ Tokens::iterator iter;
+ for (iter = tokens.begin(), index = 0;
+ (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
+ {
+ // load and set bits only for existed taxi nodes
+ m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
+ }
+}
+
+void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
+{
+ if(all)
+ {
+ for (uint8 i=0; i<TaxiMaskSize; i++)
+ data << uint32(sTaxiNodesMask[i]); // all existed nodes
+ }
+ else
+ {
+ for (uint8 i=0; i<TaxiMaskSize; i++)
+ data << uint32(m_taximask[i]); // known nodes
+ }
+}
+
+bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint32 team )
+{
+ ClearTaxiDestinations();
+
+ Tokens tokens = StrSplit(values," ");
+
+ for (Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
+ {
+ uint32 node = uint32(atol(iter->c_str()));
+ AddTaxiDestination(node);
+ }
+
+ if(m_TaxiDestinations.empty())
+ return true;
+
+ // Check integrity
+ if(m_TaxiDestinations.size() < 2)
+ return false;
+
+ for (size_t i = 1; i < m_TaxiDestinations.size(); ++i)
+ {
+ uint32 cost;
+ uint32 path;
+ objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
+ if(!path)
+ return false;
+ }
+
+ // can't load taxi path without mount set (quest taxi path?)
+ if(!objmgr.GetTaxiMountDisplayId(GetTaxiSource(),team,true))
+ return false;
+
+ return true;
+}
+
+std::string PlayerTaxi::SaveTaxiDestinationsToString()
+{
+ if(m_TaxiDestinations.empty())
+ return "";
+
+ std::ostringstream ss;
+
+ for (size_t i=0; i < m_TaxiDestinations.size(); ++i)
+ ss << m_TaxiDestinations[i] << " ";
+
+ return ss.str();
+}
+
+uint32 PlayerTaxi::GetCurrentTaxiPath() const
+{
+ if(m_TaxiDestinations.size() < 2)
+ return 0;
+
+ uint32 path;
+ uint32 cost;
+
+ objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
+
+ return path;
+}
+
+std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
+{
+ ss << "'";
+ for (uint8 i = 0; i < TaxiMaskSize; ++i)
+ ss << taxi.m_taximask[i] << " ";
+ ss << "'";
+ return ss;
+}
+
+//== Player ====================================================
+
+UpdateMask Player::updateVisualBits;
+
+Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputationMgr(this)
+{
+ m_speakTime = 0;
+ m_speakCount = 0;
+
+ m_objectType |= TYPEMASK_PLAYER;
+ m_objectTypeId = TYPEID_PLAYER;
+
+ m_valuesCount = PLAYER_END;
+
+ m_session = session;
+
+ m_divider = 0;
+
+ m_ExtraFlags = 0;
+
+ m_spellModTakingSpell = NULL;
+ //m_pad = 0;
+
+ // players always accept
+ if(GetSession()->GetSecurity() == SEC_PLAYER)
+ SetAcceptWhispers(true);
+
+ m_curSelection = 0;
+ m_lootGuid = 0;
+
+ m_comboTarget = 0;
+ m_comboPoints = 0;
+
+ m_usedTalentCount = 0;
+ m_questRewardTalentCount = 0;
+
+ m_regenTimer = 0;
+ m_regenTimerCount = 0;
+ m_weaponChangeTimer = 0;
+
+ m_zoneUpdateId = 0;
+ m_zoneUpdateTimer = 0;
+
+ m_areaUpdateId = 0;
+
+ m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
+
+ clearResurrectRequestData();
+
+ memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
+
+ m_social = NULL;
+
+ // group is initialized in the reference constructor
+ SetGroupInvite(NULL);
+ m_groupUpdateMask = 0;
+ m_auraRaidUpdateMask = 0;
+
+ duel = NULL;
+
+ m_GuildIdInvited = 0;
+ m_ArenaTeamIdInvited = 0;
+
+ m_atLoginFlags = AT_LOGIN_NONE;
+
+ mSemaphoreTeleport_Near = false;
+ mSemaphoreTeleport_Far = false;
+
+ m_DelayedOperations = 0;
+ m_bCanDelayTeleport = false;
+ m_bHasDelayedTeleport = false;
+ m_teleport_options = 0;
+
+ pTrader = 0;
+ ClearTrade();
+
+ m_cinematic = 0;
+
+ PlayerTalkClass = new PlayerMenu( GetSession() );
+ m_currentBuybackSlot = BUYBACK_SLOT_START;
+
+ m_DailyQuestChanged = false;
+ m_lastDailyQuestTime = 0;
+
+ for (uint8 i=0; i<MAX_TIMERS; i++)
+ m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
+
+ m_MirrorTimerFlags = UNDERWATER_NONE;
+ m_MirrorTimerFlagsLast = UNDERWATER_NONE;
+ m_isInWater = false;
+ m_drunkTimer = 0;
+ m_drunk = 0;
+ m_restTime = 0;
+ m_deathTimer = 0;
+ m_deathExpireTime = 0;
+
+ m_swingErrorMsg = 0;
+
+ m_DetectInvTimer = 1*IN_MILISECONDS;
+
+ for (uint8 j = 0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j)
+ {
+ m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
+ m_bgBattleGroundQueueID[j].invitedToInstance = 0;
+ }
+
+ m_logintime = time(NULL);
+ m_Last_tick = m_logintime;
+ m_WeaponProficiency = 0;
+ m_ArmorProficiency = 0;
+ m_canParry = false;
+ m_canBlock = false;
+ m_canDualWield = false;
+ m_canTitanGrip = false;
+ m_ammoDPS = 0.0f;
+
+ m_temporaryUnsummonedPetNumber = 0;
+ //cache for UNIT_CREATED_BY_SPELL to allow
+ //returning reagents for temporarily removed pets
+ //when dying/logging out
+ m_oldpetspell = 0;
+ m_lastpetnumber = 0;
+
+ ////////////////////Rest System/////////////////////
+ time_inn_enter=0;
+ inn_pos_mapid=0;
+ inn_pos_x=0;
+ inn_pos_y=0;
+ inn_pos_z=0;
+ m_rest_bonus=0;
+ rest_type=REST_TYPE_NO;
+ ////////////////////Rest System/////////////////////
+
+ m_mailsLoaded = false;
+ m_mailsUpdated = false;
+ unReadMails = 0;
+ m_nextMailDelivereTime = 0;
+
+ m_resetTalentsCost = 0;
+ m_resetTalentsTime = 0;
+ m_itemUpdateQueueBlocked = false;
+
+ for (uint8 i = 0; i < MAX_MOVE_TYPE; ++i)
+ m_forced_speed_changes[i] = 0;
+
+ m_stableSlots = 0;
+
+ /////////////////// Instance System /////////////////////
+
+ m_HomebindTimer = 0;
+ m_InstanceValid = true;
+ m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
+ m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
+
+ m_lastPotionId = 0;
+
+ m_activeSpec = 0;
+ m_specsCount = 1;
+
+ for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
+ {
+ for (uint8 g = 0; g < MAX_GLYPH_SLOT_INDEX; ++g)
+ m_Glyphs[i][g] = 0;
+
+ m_talents[i] = new PlayerTalentMap();
+ }
+
+ for (uint8 i = 0; i < BASEMOD_END; ++i)
+ {
+ m_auraBaseMod[i][FLAT_MOD] = 0.0f;
+ m_auraBaseMod[i][PCT_MOD] = 1.0f;
+ }
+
+ for (uint8 i = 0; i < MAX_COMBAT_RATING; i++)
+ m_baseRatingValue[i] = 0;
+
+ m_baseSpellPower = 0;
+ m_baseFeralAP = 0;
+ m_baseManaRegen = 0;
+ m_baseHealthRegen = 0;
+
+ // Honor System
+ m_lastHonorUpdateTime = time(NULL);
+
+ // Player summoning
+ m_summon_expire = 0;
+ m_summon_mapid = 0;
+ m_summon_x = 0.0f;
+ m_summon_y = 0.0f;
+ m_summon_z = 0.0f;
+
+ //Default movement to run mode
+ //m_unit_movement_flags = 0;
+
+ m_mover = this;
+ m_movedPlayer = this;
+ m_seer = this;
+
+ m_contestedPvPTimer = 0;
+
+ m_declinedname = NULL;
+
+ m_isActive = true;
+
+ m_runes = NULL;
+
+ m_lastFallTime = 0;
+ m_lastFallZ = 0;
+
+ m_ControlledByPlayer = true;
+ m_isWorldObject = true;
+
+ sWorld.IncreasePlayerCount();
+
+ m_ChampioningFaction = 0;
+
+ for (int i = 0; i < MAX_POWERS; ++i)
+ m_powerFraction[i] = 0;
+}
+
+Player::~Player ()
+{
+ // it must be unloaded already in PlayerLogout and accessed only for loggined player
+ //m_social = NULL;
+
+ // Note: buy back item already deleted from DB when player was saved
+ for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; ++i)
+ {
+ if(m_items[i])
+ delete m_items[i];
+ }
+
+ for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
+ delete itr->second;
+
+ for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
+ {
+ for (PlayerTalentMap::const_iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end(); ++itr)
+ delete itr->second;
+ delete m_talents[i];
+ }
+
+ //all mailed items should be deleted, also all mail should be deallocated
+ for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
+ delete *itr;
+
+ for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
+ delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
+
+ delete PlayerTalkClass;
+
+ for (size_t x = 0; x < ItemSetEff.size(); x++)
+ if(ItemSetEff[x])
+ delete ItemSetEff[x];
+
+ delete m_declinedname;
+ delete m_runes;
+
+ sWorld.DecreasePlayerCount();
+}
+
+void Player::CleanupsBeforeDelete(bool finalCleanup)
+{
+ TradeCancel(false);
+ DuelComplete(DUEL_INTERUPTED);
+
+ Unit::CleanupsBeforeDelete(finalCleanup);
+
+ if (m_transport)
+ m_transport->RemovePassenger(this);
+
+ // clean up player-instance binds, may unload some instance saves
+ for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
+ for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
+ itr->second.save->RemovePlayer(this);
+}
+
+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 )
+{
+ //FIXME: outfitId not used in player creating
+
+ Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
+
+ m_name = name;
+
+ PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
+ if(!info)
+ {
+ sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
+ return false;
+ }
+
+ for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++)
+ m_items[i] = NULL;
+
+ Relocate(info->positionX,info->positionY,info->positionZ);
+
+ ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
+ if(!cEntry)
+ {
+ sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
+ return false;
+ }
+
+ SetMap(MapManager::Instance().CreateMap(info->mapId, this, 0));
+
+ uint8 powertype = cEntry->powerType;
+
+ SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
+ SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
+
+ setFactionForRace(race);
+
+ uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
+
+ SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
+ InitDisplayIds();
+ if(sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP)
+ {
+ SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
+ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
+ }
+ SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
+ SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
+ SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
+
+ // -1 is default value
+ SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
+
+ SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
+ SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
+ SetByteValue(PLAYER_BYTES_3, 0, gender);
+
+ SetUInt32Value( PLAYER_GUILDID, 0 );
+ SetUInt32Value( PLAYER_GUILDRANK, 0 );
+ SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
+
+ SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
+ SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled
+ SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2, 0 ); // 0=disabled
+ SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
+ SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
+ SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0 );
+ SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
+ SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
+
+ // set starting level
+ uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
+ ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL)
+ : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
+
+ if (GetSession()->GetSecurity() >= SEC_MODERATOR)
+ {
+ uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL);
+ if(gm_level > start_level)
+ start_level = gm_level;
+ }
+
+ SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
+
+ InitRunes();
+
+ SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
+ SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
+ SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
+
+ // start with every map explored
+ if(sWorld.getConfig(CONFIG_START_ALL_EXPLORED))
+ {
+ for (uint8 i=0; i<64; i++)
+ SetFlag(PLAYER_EXPLORED_ZONES_1+i,0xFFFFFFFF);
+ }
+
+ //Reputations if "StartAllReputation" is enabled, -- TODO: Fix this in a better way
+ if(sWorld.getConfig(CONFIG_START_ALL_REP))
+ {
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(942),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(935),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(936),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1011),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(970),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(967),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(989),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(932),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(934),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1038),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1077),42999);
+
+ // Factions depending on team, like cities and some more stuff
+ switch(GetTeam())
+ {
+ case ALLIANCE:
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(72),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(47),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(69),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(930),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(730),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(978),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(54),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(946),42999);
+ break;
+ case HORDE:
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(76),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(68),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(81),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(911),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(729),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(941),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(530),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(947),42999);
+ break;
+ default:
+ break;
+ }
+ }
+
+ // Played time
+ m_Last_tick = time(NULL);
+ m_Played_time[PLAYED_TIME_TOTAL] = 0;
+ m_Played_time[PLAYED_TIME_LEVEL] = 0;
+
+ // base stats and related field values
+ InitStatsForLevel();
+ InitTaxiNodesForLevel();
+ InitGlyphsForLevel();
+ InitTalentForLevel();
+ InitPrimaryProfessions(); // to max set before any spell added
+
+ // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
+ UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
+ SetHealth(GetMaxHealth());
+ if (getPowerType()==POWER_MANA)
+ {
+ UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
+ SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
+ }
+
+ if(getPowerType() == POWER_RUNIC_POWER)
+ {
+ SetPower(POWER_RUNE, 8);
+ SetMaxPower(POWER_RUNE, 8);
+ SetPower(POWER_RUNIC_POWER, 0);
+ SetMaxPower(POWER_RUNIC_POWER, 1000);
+ }
+
+ // original spells
+ learnDefaultSpells();
+
+ // original action bar
+ for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
+ addActionButton(action_itr->button,action_itr->action,action_itr->type);
+
+ // original items
+ CharStartOutfitEntry const* oEntry = NULL;
+ for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
+ {
+ if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
+ {
+ if(entry->RaceClassGender == RaceClassGender)
+ {
+ oEntry = entry;
+ break;
+ }
+ }
+ }
+
+ if(oEntry)
+ {
+ for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
+ {
+ if(oEntry->ItemId[j] <= 0)
+ continue;
+
+ uint32 item_id = oEntry->ItemId[j];
+
+ // just skip, reported in ObjectMgr::LoadItemPrototypes
+ ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
+ if (!iProto)
+ continue;
+
+ // BuyCount by default
+ uint32 count = iProto->BuyCount;
+
+ // special amount for food/drink
+ if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
+ {
+ switch(iProto->Spells[0].SpellCategory)
+ {
+ case SPELL_CATEGORY_FOOD: // food
+ count = getClass()==CLASS_DEATH_KNIGHT ? 10 : 4;
+ break;
+ case SPELL_CATEGORY_DRINK: // drink
+ count = 2;
+ break;
+ }
+ if(iProto->Stackable < count)
+ count = iProto->Stackable;
+ }
+ // special amount for daggers
+ else if(iProto->Class==ITEM_CLASS_WEAPON && iProto->SubClass==ITEM_SUBCLASS_WEAPON_DAGGER)
+ {
+ count = 2; // will placed to 2 slots
+ }
+
+ StoreNewItemInBestSlots(item_id, count);
+ }
+ }
+
+ for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
+ StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
+
+ // bags and main-hand weapon must equipped at this moment
+ // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
+ // or ammo not equipped in special bag
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ {
+ if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ {
+ uint16 eDest;
+ // equip offhand weapon/shield if it attempt equipped before main-hand weapon
+ uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
+ if( msg == EQUIP_ERR_OK )
+ {
+ RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
+ EquipItem( eDest, pItem, true);
+ }
+ // move other items to more appropriate slots (ammo not equipped in special bag)
+ else
+ {
+ ItemPosCountVec sDest;
+ msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
+ if( msg == EQUIP_ERR_OK )
+ {
+ RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
+ pItem = StoreItem( sDest, pItem, true);
+ }
+
+ // if this is ammo then use it
+ msg = CanUseAmmo( pItem->GetEntry() );
+ if( msg == EQUIP_ERR_OK )
+ SetAmmo( pItem->GetEntry() );
+ }
+ }
+ }
+ // all item positions resolved
+
+ return true;
+}
+
+bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
+{
+ sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
+
+ // attempt equip by one
+ while(titem_amount > 0)
+ {
+ uint16 eDest;
+ uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
+ if( msg != EQUIP_ERR_OK )
+ break;
+
+ EquipNewItem( eDest, titem_id, true);
+ AutoUnequipOffhandIfNeed();
+ --titem_amount;
+ }
+
+ if(titem_amount == 0)
+ return true; // equipped
+
+ // attempt store
+ ItemPosCountVec sDest;
+ // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
+ uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
+ if( msg == EQUIP_ERR_OK )
+ {
+ StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
+ return true; // stored
+ }
+
+ // item can't be added
+ sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
+ return false;
+}
+
+void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
+{
+ if (int(MaxValue) == DISABLED_MIRROR_TIMER)
+ {
+ if (int(CurrentValue) != DISABLED_MIRROR_TIMER)
+ StopMirrorTimer(Type);
+ return;
+ }
+ WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
+ data << (uint32)Type;
+ data << CurrentValue;
+ data << MaxValue;
+ data << Regen;
+ data << (uint8)0;
+ data << (uint32)0; // spell id
+ GetSession()->SendPacket( &data );
+}
+
+void Player::StopMirrorTimer(MirrorTimerType Type)
+{
+ m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
+ WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
+ data << (uint32)Type;
+ GetSession()->SendPacket( &data );
+}
+
+uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
+{
+ if(!isAlive() || isGameMaster())
+ return 0;
+
+ // Absorb, resist some environmental damage type
+ uint32 absorb = 0;
+ uint32 resist = 0;
+ if (type == DAMAGE_LAVA)
+ CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
+ else if (type == DAMAGE_SLIME)
+ CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
+
+ damage-=absorb+resist;
+
+ DealDamageMods(this,damage,&absorb);
+
+ WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
+ data << uint64(GetGUID());
+ data << uint8(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
+ data << uint32(damage);
+ data << uint32(absorb);
+ data << uint32(resist);
+ SendMessageToSet(&data, true);
+
+ uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
+
+ if(!isAlive())
+ {
+ if(type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
+ {
+ DEBUG_LOG("We are fall to death, loosing 10 percents durability");
+ DurabilityLossAll(0.10f,false);
+ // durability lost message
+ WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
+ GetSession()->SendPacket(&data2);
+ }
+
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
+ }
+
+ return final_damage;
+}
+
+int32 Player::getMaxTimer(MirrorTimerType timer)
+{
+ switch (timer)
+ {
+ case FATIGUE_TIMER:
+ return MINUTE*IN_MILISECONDS;
+ case BREATH_TIMER:
+ {
+ if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
+ return DISABLED_MIRROR_TIMER;
+ int32 UnderWaterTime = 3*MINUTE*IN_MILISECONDS;
+ AuraEffectList const& mModWaterBreathing = GetAuraEffectsByType(SPELL_AURA_MOD_WATER_BREATHING);
+ for (AuraEffectList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
+ UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetAmount()) / 100.0f);
+ return UnderWaterTime;
+ }
+ case FIRE_TIMER:
+ {
+ if (!isAlive())
+ return DISABLED_MIRROR_TIMER;
+ return 1*IN_MILISECONDS;
+ }
+ default:
+ return 0;
+ }
+ return 0;
+}
+
+void Player::UpdateMirrorTimers()
+{
+ // Desync flags for update on next HandleDrowning
+ if (m_MirrorTimerFlags)
+ m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
+}
+
+void Player::HandleDrowning(uint32 time_diff)
+{
+ if (!m_MirrorTimerFlags)
+ return;
+
+ // In water
+ if (m_MirrorTimerFlags & UNDERWATER_INWATER)
+ {
+ // Breath timer not activated - activate it
+ if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
+ {
+ m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
+ SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
+ }
+ else // If activated - do tick
+ {
+ m_MirrorTimer[BREATH_TIMER]-=time_diff;
+ // Timer limit - need deal damage
+ if (m_MirrorTimer[BREATH_TIMER] < 0)
+ {
+ m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILISECONDS;
+ // Calculate and deal damage
+ // TODO: Check this formula
+ uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
+ EnvironmentalDamage(DAMAGE_DROWNING, damage);
+ }
+ else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need
+ SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
+ }
+ }
+ else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
+ {
+ int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
+ // Need breath regen
+ m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
+ if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive())
+ StopMirrorTimer(BREATH_TIMER);
+ else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
+ SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
+ }
+
+ // In dark water
+ if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
+ {
+ // Fatigue timer not activated - activate it
+ if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
+ {
+ m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
+ SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
+ }
+ else
+ {
+ m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
+ // Timer limit - need deal damage or teleport ghost to graveyard
+ if (m_MirrorTimer[FATIGUE_TIMER] < 0)
+ {
+ m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILISECONDS;
+ if (isAlive()) // Calculate and deal damage
+ {
+ uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
+ EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
+ }
+ else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard
+ RepopAtGraveyard();
+ }
+ else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER))
+ SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
+ }
+ }
+ else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
+ {
+ int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
+ m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
+ if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive())
+ StopMirrorTimer(FATIGUE_TIMER);
+ else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)
+ SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
+ }
+
+ if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME))
+ {
+ // Breath timer not activated - activate it
+ if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
+ m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
+ else
+ {
+ m_MirrorTimer[FIRE_TIMER]-=time_diff;
+ if (m_MirrorTimer[FIRE_TIMER] < 0)
+ {
+ m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILISECONDS;
+ // Calculate and deal damage
+ // TODO: Check this formula
+ uint32 damage = urand(600, 700);
+ if (m_MirrorTimerFlags&UNDERWATER_INLAVA)
+ EnvironmentalDamage(DAMAGE_LAVA, damage);
+ else
+ EnvironmentalDamage(DAMAGE_SLIME, damage);
+ }
+ }
+ }
+ else
+ m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
+
+ // Recheck timers flag
+ m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
+ for (uint8 i = 0; i< MAX_TIMERS; ++i)
+ if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER)
+ {
+ m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
+ break;
+ }
+ m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
+}
+
+///The player sobers by 256 every 10 seconds
+void Player::HandleSobering()
+{
+ m_drunkTimer = 0;
+
+ uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
+ SetDrunkValue(drunk);
+}
+
+DrunkenState Player::GetDrunkenstateByValue(uint16 value)
+{
+ if(value >= 23000)
+ return DRUNKEN_SMASHED;
+ if(value >= 12800)
+ return DRUNKEN_DRUNK;
+ if(value & 0xFFFE)
+ return DRUNKEN_TIPSY;
+ return DRUNKEN_SOBER;
+}
+
+void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
+{
+ uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
+
+ m_drunk = newDrunkenValue;
+ SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
+
+ uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
+
+ // special drunk invisibility detection
+ if(newDrunkenState >= DRUNKEN_DRUNK)
+ m_detectInvisibilityMask |= (1<<6);
+ else
+ m_detectInvisibilityMask &= ~(1<<6);
+
+ if(newDrunkenState == oldDrunkenState)
+ return;
+
+ WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
+ data << uint64(GetGUID());
+ data << uint32(newDrunkenState);
+ data << uint32(itemId);
+
+ SendMessageToSet(&data, true);
+}
+
+void Player::Update( uint32 p_time )
+{
+ if (!IsInWorld())
+ return;
+
+ // undelivered mail
+ if (m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
+ {
+ SendNewMail();
+ ++unReadMails;
+
+ // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
+ m_nextMailDelivereTime = 0;
+ }
+
+ // If this is set during update SetSpellModTakingSpell call is missing somewhere in the code
+ // Having this would prevent more aura charges to be dropped, so let's crash
+ //assert (!m_spellModTakingSpell);
+ if (/*m_pad ||*/ m_spellModTakingSpell)
+ {
+ //sLog.outCrash("Player has m_pad %u during update!", m_pad);
+ //if(m_spellModTakingSpell)
+ sLog.outCrash("Player has m_spellModTakingSpell %u during update!", m_spellModTakingSpell->m_spellInfo->Id);
+ return;
+ m_spellModTakingSpell = NULL;
+ }
+
+ //used to implement delayed far teleports
+ SetCanDelayTeleport(true);
+ Unit::Update(p_time);
+ SetCanDelayTeleport(false);
+
+ time_t now = time(NULL);
+
+ UpdatePvPFlag(now);
+
+ UpdateContestedPvP(p_time);
+
+ UpdateDuelFlag(now);
+
+ CheckDuelDistance(now);
+
+ UpdateAfkReport(now);
+
+ if (isCharmed())
+ if (Unit *charmer = GetCharmer())
+ if (charmer->GetTypeId() == TYPEID_UNIT && charmer->isAlive())
+ UpdateCharmedAI();
+
+ // Update items that have just a limited lifetime
+ if (now > m_Last_tick)
+ UpdateItemDuration(uint32(now - m_Last_tick));
+
+ if (!m_timedquests.empty())
+ {
+ std::set<uint32>::iterator iter = m_timedquests.begin();
+ while (iter != m_timedquests.end())
+ {
+ QuestStatusData& q_status = mQuestStatus[*iter];
+ if (q_status.m_timer <= p_time)
+ {
+ uint32 quest_id = *iter;
+ ++iter; // current iter will be removed in FailQuest
+ FailQuest(quest_id);
+ }
+ else
+ {
+ q_status.m_timer -= p_time;
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+ ++iter;
+ }
+ }
+ }
+
+ if (hasUnitState(UNIT_STAT_MELEE_ATTACKING) && !hasUnitState(UNIT_STAT_CASTING))
+ {
+ if (Unit *pVictim = getVictim())
+ {
+ // default combat reach 10
+ // TODO add weapon,skill check
+
+ if (isAttackReady(BASE_ATTACK))
+ {
+ if (!IsWithinMeleeRange(pVictim))
+ {
+ setAttackTimer(BASE_ATTACK,100);
+ if (m_swingErrorMsg != 1) // send single time (client auto repeat)
+ {
+ SendAttackSwingNotInRange();
+ m_swingErrorMsg = 1;
+ }
+ }
+ //120 degrees of radiant range
+ else if (!HasInArc(2*M_PI/3, pVictim))
+ {
+ setAttackTimer(BASE_ATTACK,100);
+ if (m_swingErrorMsg != 2) // send single time (client auto repeat)
+ {
+ SendAttackSwingBadFacingAttack();
+ m_swingErrorMsg = 2;
+ }
+ }
+ else
+ {
+ m_swingErrorMsg = 0; // reset swing error state
+
+ // prevent base and off attack in same time, delay attack at 0.2 sec
+ if (haveOffhandWeapon())
+ if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
+ setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
+
+ // do attack
+ AttackerStateUpdate(pVictim, BASE_ATTACK);
+ resetAttackTimer(BASE_ATTACK);
+ }
+ }
+
+ if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
+ {
+ if (!IsWithinMeleeRange(pVictim))
+ setAttackTimer(OFF_ATTACK,100);
+ else if (!HasInArc(2*M_PI/3, pVictim))
+ setAttackTimer(OFF_ATTACK,100);
+ else
+ {
+ // prevent base and off attack in same time, delay attack at 0.2 sec
+ if (getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY)
+ setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
+
+ // do attack
+ AttackerStateUpdate(pVictim, OFF_ATTACK);
+ resetAttackTimer(OFF_ATTACK);
+ }
+ }
+
+ /*Unit *owner = pVictim->GetOwner();
+ Unit *u = owner ? owner : pVictim;
+ if(u->IsPvP() && (!duel || duel->opponent != u))
+ {
+ UpdatePvP(true);
+ RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
+ }*/
+ }
+ }
+
+ if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
+ {
+ if (roll_chance_i(3) && GetTimeInnEnter() > 0) // freeze update
+ {
+ int time_inn = time(NULL)-GetTimeInnEnter();
+ if (time_inn >= 10) // freeze update
+ {
+ float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
+ // speed collect rest bonus (section/in hour)
+ SetRestBonus(GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
+ UpdateInnerTime(time(NULL));
+ }
+ }
+ }
+
+ if (m_weaponChangeTimer > 0)
+ {
+ if (p_time >= m_weaponChangeTimer)
+ m_weaponChangeTimer = 0;
+ else
+ m_weaponChangeTimer -= p_time;
+ }
+
+ if (m_zoneUpdateTimer > 0)
+ {
+ if (p_time >= m_zoneUpdateTimer)
+ {
+ uint32 newzone, newarea;
+ GetZoneAndAreaId(newzone,newarea);
+
+ if (m_zoneUpdateId != newzone)
+ UpdateZone(newzone,newarea); // also update area
+ else
+ {
+ // use area updates as well
+ // needed for free far all arenas for example
+ if (m_areaUpdateId != newarea)
+ UpdateArea(newarea);
+
+ m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
+ }
+ }
+ else
+ m_zoneUpdateTimer -= p_time;
+ }
+
+ if (m_timeSyncTimer > 0)
+ {
+ if(p_time >= m_timeSyncTimer)
+ SendTimeSync();
+ else
+ m_timeSyncTimer -= p_time;
+ }
+
+ if (isAlive())
+ {
+ m_regenTimer += p_time;
+ RegenerateAll();
+ }
+
+ if (m_deathState == JUST_DIED)
+ KillPlayer();
+
+ if (m_nextSave > 0)
+ {
+ if (p_time >= m_nextSave)
+ {
+ // m_nextSave reseted in SaveToDB call
+ SaveToDB();
+ sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
+ }
+ else
+ m_nextSave -= p_time;
+ }
+
+ //Handle Water/drowning
+ HandleDrowning(p_time);
+
+ //Handle detect stealth players
+ if (m_DetectInvTimer > 0)
+ {
+ if (p_time >= m_DetectInvTimer)
+ {
+ HandleStealthedUnitsDetection();
+ m_DetectInvTimer = 3000;
+ }
+ else
+ m_DetectInvTimer -= p_time;
+ }
+
+ // Played time
+ if (now > m_Last_tick)
+ {
+ uint32 elapsed = uint32(now - m_Last_tick);
+ m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time
+ m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time
+ m_Last_tick = now;
+ }
+
+ if (m_drunk)
+ {
+ m_drunkTimer += p_time;
+
+ if (m_drunkTimer > 10*IN_MILISECONDS)
+ HandleSobering();
+ }
+
+ // not auto-free ghost from body in instances
+ if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
+ {
+ if(p_time >= m_deathTimer)
+ {
+ m_deathTimer = 0;
+ BuildPlayerRepop();
+ RepopAtGraveyard();
+ }
+ else
+ m_deathTimer -= p_time;
+ }
+
+ UpdateEnchantTime(p_time);
+ UpdateHomebindTime(p_time);
+
+ // group update
+ SendUpdateToOutOfRangeGroupMembers();
+
+ Pet* pet = GetPet();
+ if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && !pet->isPossessed())
+ //if(pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
+ RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
+
+ //we should execute delayed teleports only for alive(!) players
+ //because we don't want player's ghost teleported from graveyard
+ if (IsHasDelayedTeleport() && isAlive())
+ TeleportTo(m_teleport_dest, m_teleport_options);
+}
+
+void Player::setDeathState(DeathState s)
+{
+ uint32 ressSpellId = 0;
+
+ bool cur = isAlive();
+
+ if (s == JUST_DIED)
+ {
+ if (!cur)
+ {
+ sLog.outError("setDeathState: attempt to kill a dead player %s(%d)", GetName(), GetGUIDLow());
+ return;
+ }
+
+ // drunken state is cleared on death
+ SetDrunkValue(0);
+ // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
+ ClearComboPoints();
+
+ clearResurrectRequestData();
+
+ // remove form before other mods to prevent incorrect stats calculation
+ RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
+
+ //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
+ RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
+
+ // save value before aura remove in Unit::setDeathState
+ ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
+
+ // passive spell
+ if(!ressSpellId)
+ ressSpellId = GetResurrectionSpellId();
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
+ }
+ Unit::setDeathState(s);
+
+ // restore resurrection spell id for player after aura remove
+ if (s == JUST_DIED && cur && ressSpellId)
+ SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
+
+ if (isAlive() && !cur)
+ {
+ //clear aura case after resurrection by another way (spells will be applied before next death)
+ SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
+
+ // restore default warrior stance
+ if (getClass() == CLASS_WARRIOR)
+ CastSpell(this, 2457, true);
+ }
+}
+
+bool Player::BuildEnumData( QueryResult_AutoPtr result, WorldPacket * p_data )
+{
+ // 0 1 2 3 4 5 6 7
+ // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
+ // 8 9 10 11 12 13 14
+ // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
+ // 15 16 17 18 19 20
+ // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive "
+
+ Field *fields = result->Fetch();
+
+ uint32 guid = fields[0].GetUInt32();
+ uint8 pRace = fields[2].GetUInt8();
+ uint8 pClass = fields[3].GetUInt8();
+
+ PlayerInfo const *info = objmgr.GetPlayerInfo(pRace, pClass);
+ if (!info)
+ {
+ sLog.outError("Player %u has incorrect race/class pair. Don't build enum.", guid);
+ return false;
+ }
+
+ *p_data << uint64(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
+ *p_data << fields[1].GetString(); // name
+ *p_data << uint8(pRace); // race
+ *p_data << uint8(pClass); // class
+ *p_data << uint8(fields[4].GetUInt8()); // gender
+
+ uint32 playerBytes = fields[5].GetUInt32();
+ *p_data << uint8(playerBytes); // skin
+ *p_data << uint8(playerBytes >> 8); // face
+ *p_data << uint8(playerBytes >> 16); // hair style
+ *p_data << uint8(playerBytes >> 24); // hair color
+
+ uint32 playerBytes2 = fields[6].GetUInt32();
+ *p_data << uint8(playerBytes2 & 0xFF); // facial hair
+
+ *p_data << uint8(fields[7].GetUInt8()); // level
+ *p_data << uint32(fields[8].GetUInt32()); // zone
+ *p_data << uint32(fields[9].GetUInt32()); // map
+
+ *p_data << fields[10].GetFloat(); // x
+ *p_data << fields[11].GetFloat(); // y
+ *p_data << fields[12].GetFloat(); // z
+
+ *p_data << uint32(fields[13].GetUInt32()); // guild id
+
+ uint32 char_flags = 0;
+ uint32 playerFlags = fields[14].GetUInt32();
+ uint32 atLoginFlags = fields[15].GetUInt32();
+ if (playerFlags & PLAYER_FLAGS_HIDE_HELM)
+ char_flags |= CHARACTER_FLAG_HIDE_HELM;
+ if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
+ char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
+ if (playerFlags & PLAYER_FLAGS_GHOST)
+ char_flags |= CHARACTER_FLAG_GHOST;
+ if (atLoginFlags & AT_LOGIN_RENAME)
+ char_flags |= CHARACTER_FLAG_RENAME;
+ if (sWorld.getConfig(CONFIG_DECLINED_NAMES_USED))
+ {
+ if (!fields[20].GetCppString().empty())
+ char_flags |= CHARACTER_FLAG_DECLINED;
+ }
+ else
+ char_flags |= CHARACTER_FLAG_DECLINED;
+
+ *p_data << uint32(char_flags); // character flags
+ // character customize flags
+ *p_data << uint32(atLoginFlags & AT_LOGIN_CUSTOMIZE ? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE : CHAR_CUSTOMIZE_FLAG_NONE);
+ // First login
+ *p_data << uint8(atLoginFlags & AT_LOGIN_FIRST ? 1 : 0);
+
+ // Pets info
+ {
+ uint32 petDisplayId = 0;
+ uint32 petLevel = 0;
+ uint32 petFamily = 0;
+
+ // show pet at selection character in character list only for non-ghost character
+ if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT))
+ {
+ uint32 entry = fields[16].GetUInt32();
+ CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
+ if (cInfo)
+ {
+ petDisplayId = fields[17].GetUInt32();
+ petLevel = fields[18].GetUInt32();
+ petFamily = cInfo->family;
+ }
+ }
+
+ *p_data << uint32(petDisplayId);
+ *p_data << uint32(petLevel);
+ *p_data << uint32(petFamily);
+ }
+
+ // TODO: do not access data field here
+ Tokens data = StrSplit(fields[19].GetCppString(), " ");
+
+ for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
+ {
+ uint32 visualbase = PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2);
+ uint32 item_id = GetUInt32ValueFromArray(data, visualbase);
+ const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
+ if (!proto)
+ {
+ *p_data << uint32(0);
+ *p_data << uint8(0);
+ *p_data << uint32(0);
+ continue;
+ }
+
+ SpellItemEnchantmentEntry const *enchant = NULL;
+
+ uint32 enchants = GetUInt32ValueFromArray(data, visualbase + 1);
+ for (uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot)
+ {
+ // values stored in 2 uint16
+ uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16);
+ if (!enchantId)
+ continue;
+
+ if ((enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId)))
+ break;
+ }
+
+ *p_data << uint32(proto->DisplayInfoID);
+ *p_data << uint8(proto->InventoryType);
+ *p_data << uint32(enchant ? enchant->aura_id : 0);
+ }
+ *p_data << uint32(0); // first bag display id
+ *p_data << uint8(0); // first bag inventory type
+ *p_data << uint32(0); // enchant?
+
+ return true;
+}
+
+bool Player::ToggleAFK()
+{
+ ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
+
+ bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
+
+ // afk player not allowed in battleground
+ if (state && InBattleGround())
+ LeaveBattleground();
+
+ return state;
+}
+
+bool Player::ToggleDND()
+{
+ ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
+
+ return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
+}
+
+uint8 Player::chatTag() const
+{
+ // it's bitmask
+ // 0x8 - ??
+ // 0x4 - gm
+ // 0x2 - dnd
+ // 0x1 - afk
+ if (isGMChat())
+ return 4;
+ else if (isDND())
+ return 3;
+ if (isAFK())
+ return 1;
+ else
+ return 0;
+}
+
+void Player::SendTeleportAckMsg()
+{
+ WorldPacket data(MSG_MOVE_TELEPORT_ACK, 41);
+ data.append(GetPackGUID());
+ data << uint32(0); // this value increments every time
+ BuildMovementPacket(&data);
+ GetSession()->SendPacket(&data);
+}
+
+// this is not used anywhere
+void Player::TeleportOutOfMap(Map *oldMap)
+{
+ while (IsBeingTeleportedFar())
+ GetSession()->HandleMoveWorldportAckOpcode();
+
+ if (GetMap() != oldMap)
+ return;
+
+ TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
+
+ while (IsBeingTeleportedFar())
+ GetSession()->HandleMoveWorldportAckOpcode();
+
+ if (GetMap() == oldMap)
+ {
+ sLog.outCrash("Cannot teleport player out of map!");
+ ResetMap();
+ assert(false);
+ }
+}
+
+bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
+{
+ if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
+ {
+ sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
+ return false;
+ }
+
+ if((GetSession()->GetSecurity() < SEC_GAMEMASTER) && !sWorld.IsAllowedMap(mapid))
+ {
+ sLog.outError("Player %s tried to enter a forbidden map", GetName());
+ return false;
+ }
+
+ // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
+ Pet* pet = GetPet();
+
+ MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
+
+ // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
+ // don't let gm level > 1 either
+ if (!InBattleGround() && mEntry->IsBattleGroundOrArena())
+ return false;
+
+ // client without expansion support
+ if (GetSession()->Expansion() < mEntry->Expansion())
+ {
+ sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
+
+ if (GetTransport())
+ RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
+
+ SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
+
+ return false; // normal client can't teleport to this map...
+ }
+ else
+ sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid);
+
+ // reset movement flags at teleport, because player will continue move with these flags after teleport
+ SetUnitMovementFlags(0);
+
+ if (m_transport)
+ {
+ if (options & TELE_TO_NOT_LEAVE_TRANSPORT)
+ AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
+ else
+ {
+ m_transport->RemovePassenger(this);
+ m_transport = NULL;
+ m_movementInfo.t_x = 0.0f;
+ m_movementInfo.t_y = 0.0f;
+ m_movementInfo.t_z = 0.0f;
+ m_movementInfo.t_o = 0.0f;
+ m_movementInfo.t_time = 0;
+ m_movementInfo.t_seat = -1;
+ }
+ }
+
+ // The player was ported to another map and looses the duel immediately.
+ // We have to perform this check before the teleport, otherwise the
+ // ObjectAccessor won't find the flag.
+ if (duel && GetMapId() != mapid)
+ if (GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER)))
+ DuelComplete(DUEL_FLED);
+
+ if (GetMapId() == mapid && !m_transport)
+ {
+ //lets reset far teleport flag if it wasn't reset during chained teleports
+ SetSemaphoreTeleportFar(false);
+ //setup delayed teleport flag
+ SetDelayedTeleportFlag(IsCanDelayTeleport());
+ //if teleport spell is casted in Unit::Update() func
+ //then we need to delay it until update process will be finished
+ if(IsHasDelayedTeleport())
+ {
+ SetSemaphoreTeleportNear(true);
+ //lets save teleport destination for player
+ m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
+ m_teleport_options = options;
+ return true;
+ }
+
+ if (!(options & TELE_TO_NOT_UNSUMMON_PET))
+ {
+ //same map, only remove pet if out of range for new position
+ if(pet && !pet->IsWithinDist3d(x,y,z, GetMap()->GetVisibilityDistance()))
+ UnsummonPetTemporaryIfAny();
+ }
+
+ if (!(options & TELE_TO_NOT_LEAVE_COMBAT))
+ CombatStop();
+
+ // this will be used instead of the current location in SaveToDB
+ m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
+ SetFallInformation(0, z);
+
+ // code for finish transfer called in WorldSession::HandleMovementOpcodes()
+ // at client packet MSG_MOVE_TELEPORT_ACK
+ SetSemaphoreTeleportNear(true);
+ // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
+ if(!GetSession()->PlayerLogout())
+ {
+ Position oldPos;
+ GetPosition(&oldPos);
+ Relocate(x, y, z, orientation);
+ SendTeleportAckMsg();
+ Relocate(&oldPos);
+ }
+ }
+ else
+ {
+ if (getClass() == CLASS_DEATH_KNIGHT && GetMapId() == 609 && !isGameMaster() && !HasSpell(50977))
+ return false;
+
+ // far teleport to another map
+ Map* oldmap = IsInWorld() ? GetMap() : NULL;
+ // check if we can enter before stopping combat / removing pet / totems / interrupting spells
+
+ // Check enter rights before map getting to avoid creating instance copy for player
+ // this check not dependent from map instance copy and same for all instance copies of selected map
+ if (!MapManager::Instance().CanPlayerEnter(mapid, this))
+ return false;
+
+ // If the map is not created, assume it is possible to enter it.
+ // It will be created in the WorldPortAck.
+ Map *map = MapManager::Instance().FindMap(mapid);
+ if (!map || map->CanEnter(this))
+ {
+ //lets reset near teleport flag if it wasn't reset during chained teleports
+ SetSemaphoreTeleportNear(false);
+ //setup delayed teleport flag
+ SetDelayedTeleportFlag(IsCanDelayTeleport());
+ //if teleport spell is casted in Unit::Update() func
+ //then we need to delay it until update process will be finished
+ if(IsHasDelayedTeleport())
+ {
+ SetSemaphoreTeleportFar(true);
+ //lets save teleport destination for player
+ m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
+ m_teleport_options = options;
+ return true;
+ }
+
+ SetSelection(0);
+
+ CombatStop();
+
+ ResetContestedPvP();
+
+ // remove player from battleground on far teleport (when changing maps)
+ if(BattleGround const* bg = GetBattleGround())
+ {
+ // Note: at battleground join battleground id set before teleport
+ // and we already will found "current" battleground
+ // just need check that this is targeted map or leave
+ if (bg->GetMapId() != mapid)
+ LeaveBattleground(false); // don't teleport to entry point
+ }
+
+ // remove pet on map change
+ if (pet)
+ UnsummonPetTemporaryIfAny();
+
+ // remove all dyn objects
+ RemoveAllDynObjects();
+
+ // stop spellcasting
+ // not attempt interrupt teleportation spell at caster teleport
+ if(!(options & TELE_TO_SPELL))
+ if(IsNonMeleeSpellCasted(true))
+ InterruptNonMeleeSpells(true);
+
+ //remove auras before removing from map...
+ RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
+
+ if (!GetSession()->PlayerLogout())
+ {
+ // send transfer packets
+ WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
+ data << uint32(mapid);
+ if (m_transport)
+ {
+ data << m_transport->GetEntry() << GetMapId();
+ }
+ GetSession()->SendPacket(&data);
+
+ data.Initialize(SMSG_NEW_WORLD, (20));
+ if (m_transport)
+ data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
+ else
+ data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
+
+ GetSession()->SendPacket( &data );
+ SendSavedInstances();
+ }
+
+ // remove from old map now
+ if(oldmap)
+ oldmap->Remove(this, false);
+
+ // new final coordinates
+ float final_x = x;
+ float final_y = y;
+ float final_z = z;
+ float final_o = orientation;
+
+ if (m_transport)
+ {
+ final_x += m_movementInfo.t_x;
+ final_y += m_movementInfo.t_y;
+ final_z += m_movementInfo.t_z;
+ final_o += m_movementInfo.t_o;
+ }
+
+ m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
+ SetFallInformation(0, final_z);
+ // if the player is saved before worldportack (at logout for example)
+ // this will be used instead of the current location in SaveToDB
+
+ // move packet sent by client always after far teleport
+ // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
+ SetSemaphoreTeleportFar(true);
+ }
+ else
+ return false;
+ }
+ return true;
+}
+
+bool Player::TeleportToBGEntryPoint()
+{
+ ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
+ ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
+ return TeleportTo(m_bgData.joinPos);
+}
+
+void Player::ProcessDelayedOperations()
+{
+ if (m_DelayedOperations == 0)
+ return;
+
+ if (m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
+ {
+ ResurrectPlayer(0.0f, false);
+
+ if (GetMaxHealth() > m_resurrectHealth)
+ SetHealth(m_resurrectHealth);
+ else
+ SetHealth(GetMaxHealth());
+
+ if (GetMaxPower(POWER_MANA) > m_resurrectMana)
+ SetPower(POWER_MANA, m_resurrectMana);
+ else
+ SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
+
+ SetPower(POWER_RAGE, 0);
+ SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
+
+ SpawnCorpseBones();
+ }
+
+ if (m_DelayedOperations & DELAYED_SAVE_PLAYER)
+ SaveToDB();
+
+ if (m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
+ CastSpell(this, 26013, true); // Deserter
+
+ if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
+ {
+ if (m_bgData.mountSpell)
+ {
+ CastSpell(this, m_bgData.mountSpell, true);
+ m_bgData.mountSpell = 0;
+ }
+ }
+
+ if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
+ {
+ if (m_bgData.HasTaxiPath())
+ {
+ m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]);
+ m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]);
+ m_bgData.ClearTaxiPath();
+
+ ContinueTaxiFlight();
+ }
+ }
+
+ //we have executed ALL delayed ops, so clear the flag
+ m_DelayedOperations = 0;
+}
+
+void Player::AddToWorld()
+{
+ ///- Do not add/remove the player from the object storage
+ ///- It will crash when updating the ObjectAccessor
+ ///- The player should only be added when logging in
+ Unit::AddToWorld();
+
+ for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
+ if(m_items[i])
+ m_items[i]->AddToWorld();
+}
+
+void Player::RemoveFromWorld()
+{
+ // cleanup
+ if(IsInWorld())
+ {
+ ///- Release charmed creatures, unsummon totems and remove pets/guardians
+ StopCastingCharm();
+ StopCastingBindSight();
+ UnsummonPetTemporaryIfAny();
+ sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId);
+ }
+
+ ///- Do not add/remove the player from the object storage
+ ///- It will crash when updating the ObjectAccessor
+ ///- The player should only be removed when logging out
+ Unit::RemoveFromWorld();
+
+ for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
+ {
+ if (m_items[i])
+ m_items[i]->RemoveFromWorld();
+ }
+
+ for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
+ iter->second->RemoveFromWorld();
+
+ if (m_uint32Values)
+ {
+ if (WorldObject *viewpoint = GetViewpoint())
+ {
+ sLog.outCrash("Player %s has viewpoint %u %u when removed from world", GetName(), viewpoint->GetEntry(), viewpoint->GetTypeId());
+ SetViewpoint(viewpoint, false);
+ }
+ }
+}
+
+void Player::RegenerateAll()
+{
+ //if (m_regenTimer <= 500)
+ // return;
+
+ m_regenTimerCount += m_regenTimer;
+
+ Regenerate(POWER_ENERGY);
+
+ Regenerate(POWER_MANA);
+
+ // Runes act as cooldowns, and they don't need to send any data
+ if(getClass() == CLASS_DEATH_KNIGHT)
+ for (uint32 i = 0; i < MAX_RUNES; ++i)
+ if(uint32 cd = GetRuneCooldown(i))
+ SetRuneCooldown(i, (cd > m_regenTimer) ? cd - m_regenTimer : 0);
+
+ if (m_regenTimerCount >= 2000)
+ {
+ // Not in combat or they have regeneration
+ if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
+ HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
+ {
+ RegenerateHealth();
+ }
+
+ Regenerate(POWER_RAGE);
+ if (getClass() == CLASS_DEATH_KNIGHT)
+ Regenerate(POWER_RUNIC_POWER);
+
+ m_regenTimerCount -= 2000;
+ }
+
+ m_regenTimer = 0;
+}
+
+void Player::Regenerate(Powers power)
+{
+ uint32 maxValue = GetMaxPower(power);
+ if (!maxValue)
+ return;
+
+ uint32 curValue = GetPower(power);
+
+ // TODO: possible use of miscvalueb instead of amount
+ if (HasAuraTypeWithValue(SPELL_AURA_PREVENT_REGENERATE_POWER, power))
+ return;
+
+ float addvalue = 0.0f;
+
+ switch (power)
+ {
+ case POWER_MANA:
+ {
+ bool recentCast = IsUnderLastManaUseEffect();
+ float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
+
+ if (getLevel() < 15)
+ ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA) * (2.066f - (getLevel() * 0.066f));
+
+ if (recentCast) // Trinity Updates Mana in intervals of 2s, which is correct
+ addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
+ else
+ addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
+ } break;
+ case POWER_RAGE: // Regenerate rage
+ {
+ if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
+ {
+ float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
+ addvalue += -20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec)
+ }
+ } break;
+ case POWER_ENERGY: // Regenerate energy (rogue)
+ addvalue += 0.01f * m_regenTimer;
+ break;
+ case POWER_RUNIC_POWER:
+ {
+ if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
+ {
+ float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
+ addvalue += -30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
+ }
+ } break;
+ case POWER_RUNE:
+ case POWER_FOCUS:
+ case POWER_HAPPINESS:
+ case POWER_HEALTH:
+ break;
+ }
+
+ // Mana regen calculated in Player::UpdateManaRegen()
+ if (power != POWER_MANA)
+ {
+ AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
+ for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
+ if ((*i)->GetMiscValue() == power)
+ addvalue *= ((*i)->GetAmount() + 100) / 100.0f;
+
+ // Butchery requires combat for this effect
+ if (power != POWER_RUNIC_POWER || isInCombat())
+ addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * ((power != POWER_ENERGY) ? m_regenTimerCount : m_regenTimer) / (5 * IN_MILISECONDS);
+ }
+
+ if (addvalue < 0.0f)
+ {
+ if (curValue == 0)
+ return;
+ }
+ else if (addvalue > 0.0f)
+ {
+ if (curValue == maxValue)
+ return;
+ }
+ else
+ return;
+
+ addvalue += m_powerFraction[power];
+ uint32 integerValue = uint32(abs(addvalue));
+
+ if (addvalue < 0.0f)
+ {
+ if(curValue > integerValue)
+ {
+ curValue -= integerValue;
+ m_powerFraction[power] = addvalue + integerValue;
+ }
+ else
+ {
+ curValue = 0;
+ m_powerFraction[power] = 0;
+ }
+ }
+ else
+ {
+ curValue += integerValue;
+
+ if (curValue > maxValue)
+ {
+ curValue = maxValue;
+ m_powerFraction[power] = 0;
+ }
+ else
+ m_powerFraction[power] = addvalue - integerValue;
+ }
+ if(m_regenTimerCount >= 2000)
+ SetPower(power, curValue);
+ else
+ UpdateUInt32Value(UNIT_FIELD_POWER1 + power, curValue);
+}
+
+void Player::RegenerateHealth()
+{
+ uint32 curValue = GetHealth();
+ uint32 maxValue = GetMaxHealth();
+
+ if (curValue >= maxValue)
+ return;
+
+ float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
+
+ if (getLevel() < 15)
+ HealthIncreaseRate = sWorld.getRate(RATE_HEALTH) * (2.066f - (getLevel() * 0.066f));
+
+ float addvalue = 0.0f;
+
+ // polymorphed case
+ if (IsPolymorphed())
+ addvalue = GetMaxHealth()/3;
+ // normal regen case (maybe partly in combat case)
+ else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
+ {
+ addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
+ if (!isInCombat())
+ {
+ AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
+ for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
+ addvalue *= (100.0f + (*i)->GetAmount()) / 100.0f;
+
+ addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 2 * IN_MILISECONDS / (5 * IN_MILISECONDS);
+ }
+ else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
+ addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
+
+ if (!IsStandState())
+ addvalue *= 1.5;
+ }
+
+ // always regeneration bonus (including combat)
+ addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
+ addvalue += m_baseHealthRegen / 2.5f;
+
+ if (addvalue < 0)
+ addvalue = 0;
+
+ ModifyHealth(int32(addvalue));
+}
+
+bool Player::CanInteractWithNPCs(bool alive) const
+{
+ if (alive && !isAlive())
+ return false;
+ if (isInFlight())
+ return false;
+
+ return true;
+}
+
+Creature*
+Player::GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask)
+{
+ // unit checks
+ if (!guid)
+ return NULL;
+
+ if (!IsInWorld())
+ return NULL;
+
+ // exist (we need look pets also for some interaction (quest/etc)
+ Creature *unit = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
+ if (!unit)
+ return NULL;
+
+ // player check
+ if (!CanInteractWithNPCs(!unit->isSpiritService()))
+ return NULL;
+
+ // appropriate npc type
+ if (npcflagmask && !unit->HasFlag(UNIT_NPC_FLAGS, npcflagmask))
+ return NULL;
+
+ // alive or spirit healer
+ if (!unit->isAlive() && (!unit->isSpiritService() || isAlive()))
+ return NULL;
+
+ // not allow interaction under control, but allow with own pets
+ if (unit->GetCharmerGUID())
+ return NULL;
+
+ // not enemy
+ if (unit->IsHostileTo(this))
+ return NULL;
+
+ // not unfriendly
+ if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
+ if (factionTemplate->faction)
+ if (FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
+ if (faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
+ return NULL;
+
+ // not too far
+ if (!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE))
+ return NULL;
+
+ return unit;
+}
+
+GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const
+{
+ if (GameObject *go = GetMap()->GetGameObject(guid))
+ {
+ if (go->GetGoType() == type)
+ {
+ float maxdist;
+ switch (type)
+ {
+ // TODO: find out how the client calculates the maximal usage distance to spellless working
+ // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
+ case GAMEOBJECT_TYPE_GUILD_BANK:
+ case GAMEOBJECT_TYPE_MAILBOX:
+ maxdist = 10.0f;
+ break;
+ case GAMEOBJECT_TYPE_FISHINGHOLE:
+ maxdist = 20.0f+CONTACT_DISTANCE; // max spell range
+ break;
+ default:
+ maxdist = INTERACTION_DISTANCE;
+ break;
+ }
+
+ if (go->IsWithinDistInMap(this, maxdist))
+ return go;
+
+ sLog.outDebug("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go->GetGOInfo()->name,
+ go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this));
+ }
+ }
+ return NULL;
+}
+
+bool Player::IsUnderWater() const
+{
+ return IsInWater() &&
+ GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
+}
+
+void Player::SetInWater(bool apply)
+{
+ if(m_isInWater==apply)
+ return;
+
+ //define player in water by opcodes
+ //move player's guid into HateOfflineList of those mobs
+ //which can't swim and move guid back into ThreatList when
+ //on surface.
+ //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
+ m_isInWater = apply;
+
+ // remove auras that need water/land
+ RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
+
+ getHostilRefManager().updateThreatTables();
+}
+
+void Player::SetGameMaster(bool on)
+{
+ if(on)
+ {
+ m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
+ setFaction(35);
+ SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
+
+ if (Pet* pet = GetPet())
+ {
+ pet->setFaction(35);
+ pet->getHostilRefManager().setOnlineOfflineState(false);
+ }
+
+ RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
+ ResetContestedPvP();
+
+ getHostilRefManager().setOnlineOfflineState(false);
+ CombatStopWithPets();
+
+ SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases
+ }
+ else
+ {
+ // restore phase
+ AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE);
+ SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false);
+
+ m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
+ setFactionForRace(getRace());
+ RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
+
+ if (Pet* pet = GetPet())
+ {
+ pet->setFaction(getFaction());
+ pet->getHostilRefManager().setOnlineOfflineState(true);
+ }
+
+ // restore FFA PvP Server state
+ if(sWorld.IsFFAPvPRealm())
+ SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
+
+ // restore FFA PvP area state, remove not allowed for GM mounts
+ UpdateArea(m_areaUpdateId);
+
+ getHostilRefManager().setOnlineOfflineState(true);
+ }
+
+ //ObjectAccessor::UpdateVisibilityForPlayer(this);
+ SetToNotify();
+}
+
+void Player::SetGMVisible(bool on)
+{
+ if(on)
+ {
+ m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
+
+ // Reapply stealth/invisibility if active or show if not any
+ if(HasAuraType(SPELL_AURA_MOD_STEALTH))
+ SetVisibility(VISIBILITY_GROUP_STEALTH);
+ //else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
+ // SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
+ else
+ SetVisibility(VISIBILITY_ON);
+ }
+ else
+ {
+ m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
+
+ SetAcceptWhispers(false);
+ SetGameMaster(true);
+
+ SetVisibility(VISIBILITY_OFF);
+ }
+}
+
+bool Player::IsGroupVisibleFor(Player* p) const
+{
+ switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
+ {
+ default: return IsInSameGroupWith(p);
+ case 1: return IsInSameRaidWith(p);
+ case 2: return GetTeam()==p->GetTeam();
+ }
+}
+
+bool Player::IsInSameGroupWith(Player const* p) const
+{
+ return (p==this || (GetGroup() != NULL &&
+ GetGroup() == p->GetGroup() &&
+ GetGroup()->SameSubGroup((Player*)this, (Player*)p)));
+}
+
+///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
+/// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
+void Player::UninviteFromGroup()
+{
+ Group* group = GetGroupInvite();
+ if(!group)
+ return;
+
+ group->RemoveInvite(this);
+
+ if(group->GetMembersCount() <= 1) // group has just 1 member => disband
+ {
+ if(group->IsCreated())
+ {
+ group->Disband(true);
+ objmgr.RemoveGroup(group);
+ }
+ else
+ group->RemoveAllInvites();
+
+ delete group;
+ }
+}
+
+void Player::RemoveFromGroup(Group* group, uint64 guid)
+{
+ if(group)
+ {
+ if (group->RemoveMember(guid, 0) <= 1)
+ {
+ // group->Disband(); already disbanded in RemoveMember
+ objmgr.RemoveGroup(group);
+ delete group;
+ // removemember sets the player's group pointer to NULL
+ }
+ }
+}
+
+void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
+{
+ WorldPacket data(SMSG_LOG_XPGAIN, 21);
+ data << uint64(victim ? victim->GetGUID() : 0); // guid
+ data << uint32(GivenXP+RestXP); // given experience
+ data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
+ if(victim)
+ {
+ data << uint32(GivenXP); // experience without rested bonus
+ data << float(1); // 1 - none 0 - 100% group bonus output
+ }
+ data << uint8(0); // new 2.4.0
+ GetSession()->SendPacket(&data);
+}
+
+void Player::GiveXP(uint32 xp, Unit* victim)
+{
+ if ( xp < 1 )
+ return;
+
+ if(!isAlive())
+ return;
+
+ if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_NO_XP_GAIN))
+ return;
+
+ uint8 level = getLevel();
+
+ // Favored experience increase START
+ uint32 zone = GetZoneId();
+ float favored_exp_mult = 0;
+ if( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_exp_mult = 0.05; // Thrallmar's Favor and Honor Hold's Favor
+ xp *= (1 + favored_exp_mult);
+ // Favored experience increase END
+
+ // XP to money conversion processed in Player::RewardQuest
+ if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
+ return;
+
+ // XP resting bonus for kill
+ uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
+
+ // Heirloom Experience Bonus
+ float heirloomModifier = 1.0f;
+ for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ if (m_items[i] && m_items[i]->GetProto()->Spells->SpellId == 57353)
+ heirloomModifier += 0.1f;
+ xp = uint32(xp * heirloomModifier);
+
+ SendLogXPGain(xp,victim,rested_bonus_xp);
+
+ uint32 curXP = GetUInt32Value(PLAYER_XP);
+ uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
+ uint32 newXP = curXP + xp + rested_bonus_xp;
+
+ while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
+ {
+ newXP -= nextLvlXP;
+
+ if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
+ GiveLevel(level + 1);
+
+ level = getLevel();
+ nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
+ }
+ newXP = GetSession()->HandleOnGetXP(newXP);
+ SetUInt32Value(PLAYER_XP, newXP);
+}
+
+// Update player to next level
+// Current player experience not update (must be update by caller)
+void Player::GiveLevel(uint8 level)
+{
+ if (level == getLevel())
+ return;
+
+ PlayerLevelInfo info;
+ objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
+
+ PlayerClassLevelInfo classInfo;
+ objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
+
+ // send levelup info to client
+ WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
+ data << uint32(level);
+ data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
+ // for (int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
+ data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
+ data << uint32(0);
+ data << uint32(0);
+ data << uint32(0);
+ data << uint32(0);
+ data << uint32(0);
+ data << uint32(0);
+ // end for
+ for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
+ data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
+
+ GetSession()->SendPacket(&data);
+
+ SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level));
+
+ //update level, max level of skills
+ m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset
+
+ _ApplyAllLevelScaleItemMods(false);
+
+ SetLevel(level);
+
+ UpdateSkillsForLevel();
+
+ // save base values (bonuses already included in stored stats
+ for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
+ SetCreateStat(Stats(i), info.stats[i]);
+
+ SetCreateHealth(classInfo.basehealth);
+ SetCreateMana(classInfo.basemana);
+
+ InitTalentForLevel();
+ InitTaxiNodesForLevel();
+ InitGlyphsForLevel();
+
+ UpdateAllStats();
+
+ if(sWorld.getConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up
+ UpdateSkillsToMaxSkillsForLevel();
+
+ // set current level health and mana/energy to maximum after applying all mods.
+ SetHealth(GetMaxHealth());
+ SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
+ SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
+ if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
+ SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
+ SetPower(POWER_FOCUS, 0);
+ SetPower(POWER_HAPPINESS, 0);
+
+ _ApplyAllLevelScaleItemMods(true);
+
+ // update level to hunter/summon pet
+ if (Pet* pet = GetPet())
+ pet->SynchronizeLevelWithOwner();
+
+ if (MailLevelReward const* mailReward = objmgr.GetMailLevelReward(level,getRaceMask()))
+ MailDraft(mailReward->mailTemplateId).SendMailTo(this,MailSender(MAIL_CREATURE,mailReward->senderEntry));
+
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
+}
+
+void Player::InitTalentForLevel()
+{
+ uint8 level = getLevel();
+ // talents base at level diff ( talents = level - 9 but some can be used already)
+ if (level < 10)
+ {
+ // Remove all talent points
+ if(m_usedTalentCount > 0) // Free any used talents
+ {
+ resetTalents(true);
+ SetFreeTalentPoints(0);
+ }
+ }
+ else
+ {
+ if (level < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL) || m_specsCount == 0)
+ {
+ m_specsCount = 1;
+ m_activeSpec = 0;
+ }
+
+ uint32 talentPointsForLevel = CalculateTalentsPoints();
+
+ // if used more that have then reset
+ if(m_usedTalentCount > talentPointsForLevel)
+ {
+ if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
+ resetTalents(true);
+ else
+ SetFreeTalentPoints(0);
+ }
+ // else update amount of free points
+ else
+ SetFreeTalentPoints(talentPointsForLevel - m_usedTalentCount);
+ }
+
+ if(!GetSession()->PlayerLoading())
+ SendTalentsInfoData(false); // update at client
+}
+
+void Player::InitStatsForLevel(bool reapplyMods)
+{
+ if (reapplyMods) //reapply stats values only on .reset stats (level) command
+ _RemoveAllStatBonuses();
+
+ PlayerClassLevelInfo classInfo;
+ objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
+
+ PlayerLevelInfo info;
+ objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
+
+ SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
+ SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel()));
+
+ // reset before any aura state sources (health set/aura apply)
+ SetUInt32Value(UNIT_FIELD_AURASTATE, 0);
+
+ UpdateSkillsForLevel ();
+
+ // set default cast time multiplier
+ SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
+
+ // reset size before reapply auras
+ SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
+
+ // save base values (bonuses already included in stored stats
+ for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
+ SetCreateStat(Stats(i), info.stats[i]);
+
+ for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
+ SetStat(Stats(i), info.stats[i]);
+
+ SetCreateHealth(classInfo.basehealth);
+
+ //set create powers
+ SetCreateMana(classInfo.basemana);
+
+ SetArmor(int32(m_createStats[STAT_AGILITY]*2));
+
+ InitStatBuffMods();
+
+ //reset rating fields values
+ for (uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
+ SetUInt32Value(index, 0);
+
+ SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
+ for (uint8 i = 0; i < 7; ++i)
+ {
+ SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
+ SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
+ SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
+ }
+
+ //reset attack power, damage and attack speed fields
+ SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f);
+ SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f); // offhand attack time
+ SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f);
+
+ SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f);
+ SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f);
+ SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f);
+ SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f);
+ SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f);
+ SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f);
+
+ SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0);
+ SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0);
+ SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
+ SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0);
+ SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0);
+ SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
+
+ // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
+ SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
+ SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
+ SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
+
+ // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
+ for (uint8 i = 0; i < 7; ++i)
+ SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
+
+ SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
+ SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
+ SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
+
+ // Dodge percentage
+ SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
+
+ // set armor (resistance 0) to original value (create_agility*2)
+ SetArmor(int32(m_createStats[STAT_AGILITY]*2));
+ SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
+ SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
+ // set other resistance to original value (0)
+ for (uint8 i = 1; i < MAX_SPELL_SCHOOL; ++i)
+ {
+ SetResistance(SpellSchools(i), 0);
+ SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
+ SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
+ }
+
+ SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
+ SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
+ for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i)
+ {
+ SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0);
+ SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
+ }
+ // Reset no reagent cost field
+ for (uint8 i = 0; i < 3; ++i)
+ SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
+ // Init data for form but skip reapply item mods for form
+ InitDataForForm(reapplyMods);
+
+ // save new stats
+ for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
+ SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
+
+ SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
+
+ // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
+ SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
+
+ // cleanup unit flags (will be re-applied if need at aura load).
+ RemoveFlag( UNIT_FIELD_FLAGS,
+ UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
+ UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
+ UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
+ UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
+ UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
+ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
+
+ SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set
+
+ // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
+ RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_ALLOW_ONLY_ABILITY);
+
+ RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
+ RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
+
+ // restore if need some important flags
+ SetUInt32Value(PLAYER_FIELD_BYTES2, 0); // flags empty by default
+
+ if (reapplyMods) // reapply stats values only on .reset stats (level) command
+ _ApplyAllStatBonuses();
+
+ // set current level health and mana/energy to maximum after applying all mods.
+ SetHealth(GetMaxHealth());
+ SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
+ SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
+ if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
+ SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
+ SetPower(POWER_FOCUS, 0);
+ SetPower(POWER_HAPPINESS, 0);
+ SetPower(POWER_RUNIC_POWER, 0);
+
+ // update level to hunter/summon pet
+ if (Pet* pet = GetPet())
+ pet->SynchronizeLevelWithOwner();
+}
+
+void Player::SendInitialSpells()
+{
+ time_t curTime = time(NULL);
+ time_t infTime = curTime + infinityCooldownDelayCheck;
+
+ uint16 spellCount = 0;
+
+ WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
+ data << uint8(0);
+
+ size_t countPos = data.wpos();
+ data << uint16(spellCount); // spell count placeholder
+
+ for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
+ {
+ if(itr->second->state == PLAYERSPELL_REMOVED)
+ continue;
+
+ if(!itr->second->active || itr->second->disabled)
+ continue;
+
+ data << uint32(itr->first);
+ data << uint16(0); // it's not slot id
+
+ spellCount +=1;
+ }
+
+ data.put<uint16>(countPos,spellCount); // write real count value
+
+ uint16 spellCooldowns = m_spellCooldowns.size();
+ data << uint16(spellCooldowns);
+ for (SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
+ {
+ SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
+ if(!sEntry)
+ continue;
+
+ data << uint32(itr->first);
+
+ data << uint16(itr->second.itemid); // cast item id
+ data << uint16(sEntry->Category); // spell category
+
+ // send infinity cooldown in special format
+ if(itr->second.end >= infTime)
+ {
+ data << uint32(1); // cooldown
+ data << uint32(0x80000000); // category cooldown
+ continue;
+ }
+
+ time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILISECONDS : 0;
+
+ if(sEntry->Category) // may be wrong, but anyway better than nothing...
+ {
+ data << uint32(0); // cooldown
+ data << uint32(cooldown); // category cooldown
+ }
+ else
+ {
+ data << uint32(cooldown); // cooldown
+ data << uint32(0); // category cooldown
+ }
+ }
+
+ GetSession()->SendPacket(&data);
+
+ sLog.outDetail( "CHARACTER: Sent Initial Spells" );
+}
+
+void Player::RemoveMail(uint32 id)
+{
+ for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
+ {
+ if ((*itr)->messageID == id)
+ {
+ //do not delete item, because Player::removeMail() is called when returning mail to sender.
+ m_mail.erase(itr);
+ return;
+ }
+ }
+}
+
+void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
+{
+ WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
+ data << (uint32) mailId;
+ data << (uint32) mailAction;
+ data << (uint32) mailError;
+ if ( mailError == MAIL_ERR_EQUIP_ERROR )
+ data << (uint32) equipError;
+ else if( mailAction == MAIL_ITEM_TAKEN )
+ {
+ data << (uint32) item_guid; // item guid low?
+ data << (uint32) item_count; // item count?
+ }
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendNewMail()
+{
+ // deliver undelivered mail
+ WorldPacket data(SMSG_RECEIVED_MAIL, 4);
+ data << (uint32) 0;
+ GetSession()->SendPacket(&data);
+}
+
+void Player::UpdateNextMailTimeAndUnreads()
+{
+ // calculate next delivery time (min. from non-delivered mails
+ // and recalculate unReadMail
+ time_t cTime = time(NULL);
+ m_nextMailDelivereTime = 0;
+ unReadMails = 0;
+ for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
+ {
+ if((*itr)->deliver_time > cTime)
+ {
+ if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
+ m_nextMailDelivereTime = (*itr)->deliver_time;
+ }
+ else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
+ ++unReadMails;
+ }
+}
+
+void Player::AddNewMailDeliverTime(time_t deliver_time)
+{
+ if(deliver_time <= time(NULL)) // ready now
+ {
+ ++unReadMails;
+ SendNewMail();
+ }
+ else // not ready and no have ready mails
+ {
+ if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
+ m_nextMailDelivereTime = deliver_time;
+ }
+}
+
+bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
+{
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
+ if (!spellInfo)
+ {
+ // do character spell book cleanup (all characters)
+ if(!IsInWorld() && !learning) // spell load case
+ {
+ sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
+ CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id);
+ }
+ else
+ sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
+
+ return false;
+ }
+
+ if(!SpellMgr::IsSpellValid(spellInfo,this,false))
+ {
+ // do character spell book cleanup (all characters)
+ if(!IsInWorld() && !learning) // spell load case
+ {
+ sLog.outError("Player::addTalent: Broken spell #%u learning not allowed, deleting for all characters in `character_talent`.",spell_id);
+ CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id);
+ }
+ else
+ sLog.outError("Player::addTalent: Broken spell #%u learning not allowed.",spell_id);
+
+ return false;
+ }
+
+ PlayerTalentMap::iterator itr = m_talents[spec]->find(spell_id);
+ if (itr != m_talents[spec]->end())
+ itr->second->state = PLAYERSPELL_UNCHANGED;
+ else if (TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id))
+ {
+ if (TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
+ {
+ for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
+ {
+ // skip learning spell and no rank spell case
+ uint32 rankSpellId = talentInfo->RankID[rank];
+ if (!rankSpellId || rankSpellId == spell_id)
+ continue;
+
+ PlayerTalentMap::iterator itr = m_talents[spec]->find(rankSpellId);
+ if (itr != m_talents[spec]->end())
+ itr->second->state = PLAYERSPELL_REMOVED;
+ }
+ }
+
+ PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
+ PlayerTalent *newtalent = new PlayerTalent();
+
+ newtalent->state = state;
+ newtalent->spec = spec;
+
+ (*m_talents[spec])[spell_id] = newtalent;
+ return true;
+ }
+ return false;
+}
+
+bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
+{
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
+ if (!spellInfo)
+ {
+ // do character spell book cleanup (all characters)
+ if(!IsInWorld() && !learning) // spell load case
+ {
+ sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
+ CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
+ }
+ else
+ sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
+
+ return false;
+ }
+
+ if(!SpellMgr::IsSpellValid(spellInfo,this,false))
+ {
+ // do character spell book cleanup (all characters)
+ if(!IsInWorld() && !learning) // spell load case
+ {
+ sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
+ CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
+ }
+ else
+ sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
+
+ return false;
+ }
+
+ PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
+
+ bool dependent_set = false;
+ bool disabled_case = false;
+ bool superceded_old = false;
+
+ PlayerSpellMap::iterator itr = m_spells.find(spell_id);
+
+ // Remove temporary spell if found to prevent conflicts
+ if (itr != m_spells.end() && itr->second->state == PLAYERSPELL_TEMPORARY)
+ RemoveTemporarySpell(spell_id);
+ else if (itr != m_spells.end())
+ {
+ uint32 next_active_spell_id = 0;
+ // fix activate state for non-stackable low rank (and find next spell for !active case)
+ if(!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
+ {
+ if(uint32 next = spellmgr.GetNextSpellInChain(spell_id))
+ {
+ if(HasSpell(next))
+ {
+ // high rank already known so this must !active
+ active = false;
+ next_active_spell_id = next;
+ }
+ }
+ }
+
+ // not do anything if already known in expected state
+ if(itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
+ itr->second->dependent == dependent && itr->second->disabled == disabled)
+ {
+ if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
+ itr->second->state = PLAYERSPELL_UNCHANGED;
+
+ return false;
+ }
+
+ // dependent spell known as not dependent, overwrite state
+ if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
+ {
+ itr->second->dependent = dependent;
+ if (itr->second->state != PLAYERSPELL_NEW)
+ itr->second->state = PLAYERSPELL_CHANGED;
+ dependent_set = true;
+ }
+
+ // update active state for known spell
+ if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
+ {
+ itr->second->active = active;
+
+ if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
+ itr->second->state = PLAYERSPELL_UNCHANGED;
+ else if(itr->second->state != PLAYERSPELL_NEW)
+ itr->second->state = PLAYERSPELL_CHANGED;
+
+ if(active)
+ {
+ if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo))
+ CastSpell (this,spell_id,true);
+ }
+ else if(IsInWorld())
+ {
+ if(next_active_spell_id)
+ {
+ // update spell ranks in spellbook and action bar
+ WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
+ data << uint32(spell_id);
+ data << uint32(next_active_spell_id);
+ GetSession()->SendPacket( &data );
+ }
+ else
+ {
+ WorldPacket data(SMSG_REMOVED_SPELL, 4);
+ data << uint32(spell_id);
+ GetSession()->SendPacket(&data);
+ }
+ }
+
+ return active; // learn (show in spell book if active now)
+ }
+
+ if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
+ {
+ if(itr->second->state != PLAYERSPELL_NEW)
+ itr->second->state = PLAYERSPELL_CHANGED;
+ itr->second->disabled = disabled;
+
+ if(disabled)
+ return false;
+
+ disabled_case = true;
+ }
+ else switch(itr->second->state)
+ {
+ case PLAYERSPELL_UNCHANGED: // known saved spell
+ return false;
+ case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
+ {
+ delete itr->second;
+ m_spells.erase(itr);
+ state = PLAYERSPELL_CHANGED;
+ break; // need re-add
+ }
+ default: // known not saved yet spell (new or modified)
+ {
+ // can be in case spell loading but learned at some previous spell loading
+ if(!IsInWorld() && !learning && !dependent_set)
+ itr->second->state = PLAYERSPELL_UNCHANGED;
+
+ return false;
+ }
+ }
+ }
+
+ if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
+ {
+ // talent: unlearn all other talent ranks (high and low)
+ if(TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id))
+ {
+ if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
+ {
+ for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
+ {
+ // skip learning spell and no rank spell case
+ uint32 rankSpellId = talentInfo->RankID[rank];
+ if(!rankSpellId || rankSpellId == spell_id)
+ continue;
+
+ removeSpell(rankSpellId,false,false);
+ }
+ }
+ }
+ // non talent spell: learn low ranks (recursive call)
+ else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
+ {
+ if(!IsInWorld() || disabled) // at spells loading, no output, but allow save
+ addSpell(prev_spell,active,true,true,disabled);
+ else // at normal learning
+ learnSpell(prev_spell,true);
+ }
+
+ PlayerSpell *newspell = new PlayerSpell;
+ newspell->state = state;
+ newspell->active = active;
+ newspell->dependent = dependent;
+ newspell->disabled = disabled;
+
+ // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
+ if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
+ {
+ for (PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2 )
+ {
+ if(itr2->second->state == PLAYERSPELL_REMOVED) continue;
+ SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first);
+ if(!i_spellInfo) continue;
+
+ if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first) )
+ {
+ if(itr2->second->active)
+ {
+ if(spellmgr.IsHighRankOfSpell(spell_id,itr2->first))
+ {
+ if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
+ {
+ WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
+ data << uint32(itr2->first);
+ data << uint32(spell_id);
+ GetSession()->SendPacket( &data );
+ }
+
+ // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
+ itr2->second->active = false;
+ if(itr2->second->state != PLAYERSPELL_NEW)
+ itr2->second->state = PLAYERSPELL_CHANGED;
+ superceded_old = true; // new spell replace old in action bars and spell book.
+ }
+ else if(spellmgr.IsHighRankOfSpell(itr2->first,spell_id))
+ {
+ if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
+ {
+ WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
+ data << uint32(spell_id);
+ data << uint32(itr2->first);
+ GetSession()->SendPacket( &data );
+ }
+
+ // mark new spell as disable (not learned yet for client and will not learned)
+ newspell->active = false;
+ if(newspell->state != PLAYERSPELL_NEW)
+ newspell->state = PLAYERSPELL_CHANGED;
+ }
+ }
+ }
+ }
+ }
+
+ m_spells[spell_id] = newspell;
+
+ // return false if spell disabled
+ if (newspell->disabled)
+ return false;
+ }
+
+ uint32 talentCost = GetTalentSpellCost(spell_id);
+
+ // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
+ // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
+ if (talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL))
+ {
+ // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
+ CastSpell(this, spell_id, true);
+ }
+ // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
+ else if (IsPassiveSpell(spell_id))
+ {
+ if (IsNeedCastPassiveSpellAtLearn(spellInfo))
+ CastSpell(this, spell_id, true);
+ }
+ else if (IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP))
+ {
+ CastSpell(this, spell_id, true);
+ return false;
+ }
+
+ // update used talent points count
+ m_usedTalentCount += talentCost;
+
+ // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
+ if (uint32 freeProfs = GetFreePrimaryProfessionPoints())
+ {
+ if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
+ SetFreePrimaryProfessions(freeProfs-1);
+ }
+
+ // add dependent skills
+ uint16 maxskill = GetMaxSkillValueForLevel();
+
+ SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
+
+ SkillLineAbilityMapBounds skill_bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
+
+ if (spellLearnSkill)
+ {
+ uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
+ uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
+
+ if (skill_value < spellLearnSkill->value)
+ skill_value = spellLearnSkill->value;
+
+ uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
+
+ if (skill_max_value < new_skill_max_value)
+ skill_max_value = new_skill_max_value;
+
+ SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
+ }
+ else
+ {
+ // not ranked skills
+ for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
+ {
+ SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
+ if (!pSkill)
+ continue;
+
+ if (HasSkill(pSkill->id))
+ continue;
+
+ if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
+ // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
+ ((pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0))
+ {
+ switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
+ {
+ case SKILL_RANGE_LANGUAGE:
+ SetSkill(pSkill->id, 300, 300 );
+ break;
+ case SKILL_RANGE_LEVEL:
+ SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
+ break;
+ case SKILL_RANGE_MONO:
+ SetSkill(pSkill->id, 1, 1 );
+ break;
+ default:
+ break;
+ }
+ }
+ }
+ }
+
+ // learn dependent spells
+ SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id);
+
+ for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
+ {
+ if (!itr2->second.autoLearned)
+ {
+ if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save
+ addSpell(itr2->second.spell,itr2->second.active,true,true,false);
+ else // at normal learning
+ learnSpell(itr2->second.spell,true);
+ }
+ }
+
+ if (!GetSession()->PlayerLoading())
+ {
+ // not ranked skills
+ for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
+ {
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId);
+ }
+
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id);
+ }
+
+ // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
+ return active && !disabled && !superceded_old;
+}
+
+void Player::AddTemporarySpell(uint32 spellId)
+{
+ PlayerSpellMap::iterator itr = m_spells.find(spellId);
+ // spell already added - do not do anything
+ if (itr != m_spells.end())
+ return;
+ PlayerSpell *newspell = new PlayerSpell;
+ newspell->state = PLAYERSPELL_TEMPORARY;
+ newspell->active = true;
+ newspell->dependent = false;
+ newspell->disabled = false;
+ m_spells[spellId] = newspell;
+}
+
+void Player::RemoveTemporarySpell(uint32 spellId)
+{
+ PlayerSpellMap::iterator itr = m_spells.find(spellId);
+ // spell already not in list - do not do anything
+ if (itr == m_spells.end())
+ return;
+ // spell has other state than temporary - do not change it
+ if (itr->second->state != PLAYERSPELL_TEMPORARY)
+ return;
+ delete itr->second;
+ m_spells.erase(itr);
+}
+
+bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const
+{
+ // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
+ // talent dependent passives activated at form apply have proper stance data
+ bool need_cast = (!spellInfo->Stances || (m_form != 0 && (spellInfo->Stances & (1<<(m_form-1)))));
+
+ //Check CasterAuraStates
+ return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)));
+}
+
+void Player::learnSpell(uint32 spell_id, bool dependent)
+{
+ PlayerSpellMap::iterator itr = m_spells.find(spell_id);
+
+ bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
+ bool active = disabled ? itr->second->active : true;
+
+ bool learning = addSpell(spell_id,active,true,dependent,false);
+
+ // learn all disabled higher ranks (recursive)
+ if (disabled)
+ {
+ SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id);
+ if (node)
+ {
+ PlayerSpellMap::iterator iter = m_spells.find(node->next);
+ if (iter != m_spells.end() && iter->second->disabled)
+ learnSpell(node->next,false);
+ }
+ }
+
+ // prevent duplicated entires in spell book, also not send if not in world (loading)
+ if (!learning || !IsInWorld())
+ return;
+
+ WorldPacket data(SMSG_LEARNED_SPELL, 4);
+ data << uint32(spell_id);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
+{
+ PlayerSpellMap::iterator itr = m_spells.find(spell_id);
+ if (itr == m_spells.end())
+ return;
+
+ if (itr->second->state == PLAYERSPELL_REMOVED || (disabled && itr->second->disabled) || itr->second->state == PLAYERSPELL_TEMPORARY)
+ return;
+
+ // unlearn non talent higher ranks (recursive)
+ if (SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id))
+ {
+ if (HasSpell(node->next) && !GetTalentSpellPos(node->next))
+ removeSpell(node->next,disabled, false);
+ }
+ //unlearn spells dependent from recently removed spells
+ SpellsRequiringSpellMapBounds spellsRequiringSpell = spellmgr.GetSpellsRequiringSpellBounds(spell_id);
+ for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2)
+ removeSpell(itr2->second,disabled);
+
+ // re-search, it can be corrupted in prev loop
+ itr = m_spells.find(spell_id);
+ if (itr == m_spells.end())
+ return; // already unleared
+
+ bool cur_active = itr->second->active;
+ bool cur_dependent = itr->second->dependent;
+
+ if (disabled)
+ {
+ itr->second->disabled = disabled;
+ if (itr->second->state != PLAYERSPELL_NEW)
+ itr->second->state = PLAYERSPELL_CHANGED;
+ }
+ else
+ {
+ if (itr->second->state == PLAYERSPELL_NEW)
+ {
+ delete itr->second;
+ m_spells.erase(itr);
+ }
+ else
+ itr->second->state = PLAYERSPELL_REMOVED;
+ }
+
+ RemoveAurasDueToSpell(spell_id);
+
+ // remove pet auras
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ if (PetAura const *petSpell = spellmgr.GetPetAura(spell_id, i))
+ RemovePetAura(petSpell);
+
+ // free talent points
+ uint32 talentCosts = GetTalentSpellCost(spell_id);
+ if (talentCosts > 0)
+ {
+ if (talentCosts < m_usedTalentCount)
+ m_usedTalentCount -= talentCosts;
+ else
+ m_usedTalentCount = 0;
+ }
+
+ // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
+ if (spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
+ {
+ uint32 freeProfs = GetFreePrimaryProfessionPoints()+1;
+ if (freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
+ SetFreePrimaryProfessions(freeProfs);
+ }
+
+ // remove dependent skill
+ SpellLearnSkillNode const *spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
+ if (spellLearnSkill)
+ {
+ uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
+ if (!prev_spell) // first rank, remove skill
+ SetSkill(spellLearnSkill->skill,0,0);
+ else
+ {
+ // search prev. skill setting by spell ranks chain
+ SpellLearnSkillNode const *prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
+ while (!prevSkill && prev_spell)
+ {
+ prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
+ prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
+ }
+
+ if (!prevSkill) // not found prev skill setting, remove skill
+ SetSkill(spellLearnSkill->skill,0,0);
+ else // set to prev. skill setting values
+ {
+ uint32 skill_value = GetPureSkillValue(prevSkill->skill);
+ uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
+
+ if (skill_value > prevSkill->value)
+ skill_value = prevSkill->value;
+
+ uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
+
+ if (skill_max_value > new_skill_max_value)
+ skill_max_value = new_skill_max_value;
+
+ SetSkill(prevSkill->skill,skill_value,skill_max_value);
+ }
+ }
+
+ }
+ else
+ {
+ // not ranked skills
+ SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
+
+ for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
+ {
+ SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
+ if (!pSkill)
+ continue;
+
+ if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL &&
+ pSkill->categoryId != SKILL_CATEGORY_CLASS ||// not unlearn class skills (spellbook/talent pages)
+ // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
+ ((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0))
+ {
+ // not reset skills for professions and racial abilities
+ if ((pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
+ (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0))
+ continue;
+
+ SetSkill(pSkill->id, 0, 0);
+ }
+ }
+ }
+
+ // remove dependent spells
+ SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id);
+
+ for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
+ removeSpell(itr2->second.spell, disabled);
+
+ // activate lesser rank in spellbook/action bar, and cast it if need
+ bool prev_activate = false;
+
+ if (uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id))
+ {
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
+
+ // if talent then lesser rank also talent and need learn
+ if (talentCosts)
+ {
+ // I cannot see why mangos has these lines.
+ //if (learn_low_rank)
+ // learnSpell(prev_id,false);
+ }
+ // if ranked non-stackable spell: need activate lesser rank and update dendence state
+ else if (cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
+ {
+ // need manually update dependence state (learn spell ignore like attempts)
+ PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
+ if (prev_itr != m_spells.end())
+ {
+ if (prev_itr->second->dependent != cur_dependent)
+ {
+ prev_itr->second->dependent = cur_dependent;
+ if (prev_itr->second->state != PLAYERSPELL_NEW)
+ prev_itr->second->state = PLAYERSPELL_CHANGED;
+ }
+
+ // now re-learn if need re-activate
+ if (cur_active && !prev_itr->second->active && learn_low_rank)
+ {
+ if (addSpell(prev_id,true,false,prev_itr->second->dependent,prev_itr->second->disabled))
+ {
+ // downgrade spell ranks in spellbook and action bar
+ WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
+ data << uint32(spell_id);
+ data << uint32(prev_id);
+ GetSession()->SendPacket(&data);
+ prev_activate = true;
+ }
+ }
+ }
+ }
+ }
+
+ if (spell_id == 46917 && m_canTitanGrip)
+ SetCanTitanGrip(false);
+
+ if (sWorld.getConfig(CONFIG_OFFHAND_CHECK_AT_SPELL_UNLEARN))
+ AutoUnequipOffhandIfNeed();
+
+ // remove from spell book if not replaced by lesser rank
+ if (!prev_activate)
+ {
+ WorldPacket data(SMSG_REMOVED_SPELL, 4);
+ data << uint32(spell_id);
+ GetSession()->SendPacket(&data);
+ }
+}
+
+void Player::RemoveSpellCooldown( uint32 spell_id, bool update /* = false */)
+{
+ m_spellCooldowns.erase(spell_id);
+
+ if (update)
+ SendClearCooldown(spell_id, this);
+}
+
+// I am not sure which one is more efficient
+void Player::RemoveCategoryCooldown(uint32 cat)
+{
+ SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
+ if (i_scstore != sSpellCategoryStore.end())
+ for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
+ RemoveSpellCooldown(*i_scset, true);
+}
+
+void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */)
+{
+ SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat);
+ if (ct == sSpellCategoryStore.end())
+ return;
+
+ const SpellCategorySet& ct_set = ct->second;
+ for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();)
+ {
+ if (ct_set.find(i->first) != ct_set.end())
+ RemoveSpellCooldown((i++)->first, update);
+ else
+ ++i;
+ }
+}
+
+void Player::RemoveArenaSpellCooldowns()
+{
+ // remove cooldowns on spells that has < 15 min CD
+ SpellCooldowns::iterator itr, next;
+ // iterate spell cooldowns
+ for (itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); itr = next)
+ {
+ next = itr;
+ ++next;
+ SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
+ // check if spellentry is present and if the cooldown is less than 10 mins
+ if( entry &&
+ entry->RecoveryTime <= 10 * MINUTE * IN_MILISECONDS &&
+ entry->CategoryRecoveryTime <= 10 * MINUTE * IN_MILISECONDS )
+ {
+ // remove & notify
+ RemoveSpellCooldown(itr->first, true);
+ }
+ }
+}
+
+void Player::RemoveAllSpellCooldown()
+{
+ if (!m_spellCooldowns.empty())
+ {
+ for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
+ SendClearCooldown(itr->first, this);
+
+ m_spellCooldowns.clear();
+ }
+}
+
+void Player::_LoadSpellCooldowns(QueryResult_AutoPtr result)
+{
+ // some cooldowns can be already set at aura loading...
+
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
+
+ if (result)
+ {
+ time_t curTime = time(NULL);
+
+ do
+ {
+ Field *fields = result->Fetch();
+
+ uint32 spell_id = fields[0].GetUInt32();
+ uint32 item_id = fields[1].GetUInt32();
+ time_t db_time = (time_t)fields[2].GetUInt64();
+
+ if(!sSpellStore.LookupEntry(spell_id))
+ {
+ sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
+ continue;
+ }
+
+ // skip outdated cooldown
+ if(db_time <= curTime)
+ continue;
+
+ AddSpellCooldown(spell_id, item_id, db_time);
+
+ sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
+ }
+ while( result->NextRow() );
+ }
+}
+
+void Player::_SaveSpellCooldowns()
+{
+ CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
+
+ time_t curTime = time(NULL);
+ time_t infTime = curTime + infinityCooldownDelayCheck;
+
+ bool first_round = true;
+ std::ostringstream ss;
+
+ // remove outdated and save active
+ for (SpellCooldowns::iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end();)
+ {
+ if(itr->second.end <= curTime)
+ m_spellCooldowns.erase(itr++);
+ else if(itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
+ {
+ if (first_round)
+ {
+ ss << "INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ";
+ first_round = false;
+ }
+ // next new/changed record prefix
+ else
+ ss << ", ";
+ ss << "(" << GetGUIDLow() << "," << itr->first << "," << itr->second.itemid << "," << uint64(itr->second.end) << ")";
+ ++itr;
+ }
+ else
+ ++itr;
+
+ }
+ // if something changed execute
+ if (!first_round)
+ CharacterDatabase.Execute( ss.str().c_str() );
+}
+
+uint32 Player::resetTalentsCost() const
+{
+ // The first time reset costs 1 gold
+ if(m_resetTalentsCost < 1*GOLD)
+ return 1*GOLD;
+ // then 5 gold
+ else if(m_resetTalentsCost < 5*GOLD)
+ return 5*GOLD;
+ // After that it increases in increments of 5 gold
+ else if(m_resetTalentsCost < 10*GOLD)
+ return 10*GOLD;
+ else
+ {
+ uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
+ if(months > 0)
+ {
+ // This cost will be reduced by a rate of 5 gold per month
+ int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
+ // to a minimum of 10 gold.
+ return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
+ }
+ else
+ {
+ // After that it increases in increments of 5 gold
+ int32 new_cost = m_resetTalentsCost + 5*GOLD;
+ // until it hits a cap of 50 gold.
+ if(new_cost > 50*GOLD)
+ new_cost = 50*GOLD;
+ return new_cost;
+ }
+ }
+}
+
+bool Player::resetTalents(bool no_cost)
+{
+ // not need after this call
+ if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
+ RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true);
+
+ uint32 talentPointsForLevel = CalculateTalentsPoints();
+
+ if (m_usedTalentCount == 0)
+ {
+ SetFreeTalentPoints(talentPointsForLevel);
+ return false;
+ }
+
+ uint32 cost = 0;
+
+ if (!no_cost && !sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST))
+ {
+ cost = resetTalentsCost();
+
+ if (GetMoney() < cost)
+ {
+ SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
+ return false;
+ }
+ }
+
+ for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
+ {
+ TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
+
+ if (!talentInfo)
+ continue;
+
+ TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
+
+ if (!talentTabInfo)
+ continue;
+
+ // unlearn only talents for character class
+ // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
+ // to prevent unexpected lost normal learned spell skip another class talents
+ if ((getClassMask() & talentTabInfo->ClassMask) == 0)
+ continue;
+
+ for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
+ {
+ // skip non-existant talent ranks
+ if (talentInfo->RankID[rank] == 0)
+ continue;
+ removeSpell(talentInfo->RankID[rank], true);
+ if (const SpellEntry *_spellEntry = sSpellStore.LookupEntry(talentInfo->RankID[rank]))
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) // search through the SpellEntry for valid trigger spells
+ if (_spellEntry->EffectTriggerSpell[i] > 0 && _spellEntry->Effect[i] == SPELL_EFFECT_LEARN_SPELL)
+ removeSpell(_spellEntry->EffectTriggerSpell[i], true); // and remove any spells that the talent teaches
+ // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted
+ PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]);
+ if (plrTalent != m_talents[m_activeSpec]->end())
+ plrTalent->second->state = PLAYERSPELL_REMOVED;
+ }
+ }
+
+ _SaveSpells();
+
+ SetFreeTalentPoints(talentPointsForLevel);
+
+ if (!no_cost)
+ {
+ ModifyMoney(-(int32)cost);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
+
+ m_resetTalentsCost = cost;
+ m_resetTalentsTime = time(NULL);
+ }
+
+ //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
+ RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
+ /* when prev line will dropped use next line
+ if(Pet* pet = GetPet())
+ {
+ if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
+ RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
+ }
+ */
+
+ return true;
+}
+
+Mail* Player::GetMail(uint32 id)
+{
+ for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
+ if ((*itr)->messageID == id)
+ return (*itr);
+
+ return NULL;
+}
+
+void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
+{
+ if(target == this)
+ Object::_SetCreateBits(updateMask, target);
+ else
+ {
+ for (uint16 index = 0; index < m_valuesCount; index++)
+ if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
+ updateMask->SetBit(index);
+ }
+}
+
+void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
+{
+ if(target == this)
+ Object::_SetUpdateBits(updateMask, target);
+ else
+ {
+ Object::_SetUpdateBits(updateMask, target);
+ *updateMask &= updateVisualBits;
+ }
+}
+
+void Player::InitVisibleBits()
+{
+ updateVisualBits.SetCount(PLAYER_END);
+
+ updateVisualBits.SetBit(OBJECT_FIELD_GUID);
+ updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
+ updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
+ updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
+ updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
+ updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
+ updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
+ updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
+ updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
+ updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
+ updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
+ updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
+ updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
+ updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
+ updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
+ updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
+ updateVisualBits.SetBit(UNIT_FIELD_POWER1);
+ updateVisualBits.SetBit(UNIT_FIELD_POWER2);
+ updateVisualBits.SetBit(UNIT_FIELD_POWER3);
+ updateVisualBits.SetBit(UNIT_FIELD_POWER4);
+ updateVisualBits.SetBit(UNIT_FIELD_POWER5);
+ updateVisualBits.SetBit(UNIT_FIELD_POWER6);
+ updateVisualBits.SetBit(UNIT_FIELD_POWER7);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
+ updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
+ updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
+ updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
+ updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
+ updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
+ updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
+ updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
+ updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
+ updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
+ updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
+ updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
+ updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
+ updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
+ updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
+ updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
+ updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
+ updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
+ updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
+ updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
+ updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
+ updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
+
+ updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
+ updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
+ updateVisualBits.SetBit(PLAYER_FLAGS);
+ updateVisualBits.SetBit(PLAYER_GUILDID);
+ updateVisualBits.SetBit(PLAYER_GUILDRANK);
+ updateVisualBits.SetBit(PLAYER_BYTES);
+ updateVisualBits.SetBit(PLAYER_BYTES_2);
+ updateVisualBits.SetBit(PLAYER_BYTES_3);
+ updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
+ updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
+ updateVisualBits.SetBit(UNIT_NPC_FLAGS);
+
+ // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
+ for (uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += MAX_QUEST_OFFSET)
+ updateVisualBits.SetBit(i);
+
+ // Players visible items are not inventory stuff
+ for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ uint16 offset = i * 2;
+
+ // item entry
+ updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset);
+ // enchant
+ updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + offset);
+ }
+
+ updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
+}
+
+void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
+{
+ for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ if(m_items[i] == NULL)
+ continue;
+
+ m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
+ }
+
+ if(target == this)
+ {
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
+ {
+ if(m_items[i] == NULL)
+ continue;
+
+ m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
+ }
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ {
+ if(m_items[i] == NULL)
+ continue;
+
+ m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
+ }
+ }
+
+ Unit::BuildCreateUpdateBlockForPlayer( data, target );
+}
+
+void Player::DestroyForPlayer( Player *target, bool anim ) const
+{
+ Unit::DestroyForPlayer( target, anim );
+
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if(m_items[i] == NULL)
+ continue;
+
+ m_items[i]->DestroyForPlayer( target );
+ }
+
+ if(target == this)
+ {
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
+ {
+ if(m_items[i] == NULL)
+ continue;
+
+ m_items[i]->DestroyForPlayer( target );
+ }
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ {
+ if(m_items[i] == NULL)
+ continue;
+
+ m_items[i]->DestroyForPlayer( target );
+ }
+ }
+}
+
+bool Player::HasSpell(uint32 spell) const
+{
+ PlayerSpellMap::const_iterator itr = m_spells.find(spell);
+ return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
+ !itr->second->disabled);
+}
+
+bool Player::HasTalent(uint32 spell, uint8 spec) const
+{
+ PlayerTalentMap::const_iterator itr = m_talents[spec]->find(spell);
+ return (itr != m_talents[spec]->end() && itr->second->state != PLAYERSPELL_REMOVED);
+}
+
+bool Player::HasActiveSpell(uint32 spell) const
+{
+ PlayerSpellMap::const_iterator itr = m_spells.find(spell);
+ return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
+ itr->second->active && !itr->second->disabled);
+}
+
+TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
+{
+ if (!trainer_spell)
+ return TRAINER_SPELL_RED;
+
+ bool hasSpell = true;
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i)
+ {
+ if (!trainer_spell->learnedSpell[i])
+ continue;
+
+ if(!HasSpell(trainer_spell->learnedSpell[i]))
+ {
+ hasSpell = false;
+ break;
+ }
+ }
+ // known spell
+ if (hasSpell)
+ return TRAINER_SPELL_GRAY;
+
+ // check skill requirement
+ if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
+ return TRAINER_SPELL_RED;
+
+ // check level requirement
+ if(getLevel() < trainer_spell->reqLevel)
+ return TRAINER_SPELL_RED;
+
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i)
+ {
+ if (!trainer_spell->learnedSpell[i])
+ continue;
+
+ // check race/class requirement
+ if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell[i]))
+ return TRAINER_SPELL_RED;
+
+ if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell[i]))
+ {
+ // check prev.rank requirement
+ if(spell_chain->prev && !HasSpell(spell_chain->prev))
+ return TRAINER_SPELL_RED;
+ }
+
+ SpellsRequiringSpellMapBounds spellsRequired = spellmgr.GetSpellsRequiredForSpellBounds(trainer_spell->learnedSpell[i]);
+ for (SpellsRequiringSpellMap::const_iterator itr = spellsRequired.first; itr != spellsRequired.second; ++itr)
+ {
+ // check additional spell requirement
+ if(!HasSpell(itr->second))
+ return TRAINER_SPELL_RED;
+ }
+ }
+
+ // check primary prof. limit
+ // first rank of primary profession spell when there are no proffesions avalible is disabled
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i)
+ {
+ if (!trainer_spell->learnedSpell[i])
+ continue;
+ if((spellmgr.IsPrimaryProfessionFirstRankSpell(trainer_spell->learnedSpell[i])) && (GetFreePrimaryProfessionPoints() == 0))
+ return TRAINER_SPELL_GREEN_DISABLED;
+ }
+
+ return TRAINER_SPELL_GREEN;
+}
+
+void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
+{
+ uint32 guid = GUID_LOPART(playerguid);
+
+ // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
+ // bones will be deleted by corpse/bones deleting thread shortly
+ ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
+
+ // remove from guild
+ uint32 guildId = GetGuildIdFromDB(playerguid);
+ if(guildId != 0)
+ {
+ Guild* guild = objmgr.GetGuildById(guildId);
+ if(guild)
+ guild->DelMember(guid);
+ }
+
+ // remove from arena teams
+ LeaveAllArenaTeams(playerguid);
+
+ // the player was uninvited already on logout so just remove from group
+ QueryResult_AutoPtr resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
+ if(resultGroup)
+ {
+ uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
+ Group* group = objmgr.GetGroupByLeader(leaderGuid);
+ if(group)
+ {
+ RemoveFromGroup(group, playerguid);
+ }
+ }
+
+ // remove signs from petitions (also remove petitions if owner);
+ RemovePetitionsAndSigns(playerguid, 10);
+
+ // return back all mails with COD and Item 0 1 2 3 4 5 6 7
+ QueryResult_AutoPtr resultMail = CharacterDatabase.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid);
+ if(resultMail)
+ {
+ do
+ {
+ Field *fields = resultMail->Fetch();
+
+ uint32 mail_id = fields[0].GetUInt32();
+ uint16 mailType = fields[1].GetUInt16();
+ uint16 mailTemplateId= fields[2].GetUInt16();
+ uint32 sender = fields[3].GetUInt32();
+ std::string subject = fields[4].GetCppString();
+ uint32 itemTextId = fields[5].GetUInt32();
+ uint32 money = fields[6].GetUInt32();
+ bool has_items = fields[7].GetBool();
+
+ //we can return mail now
+ //so firstly delete the old one
+ CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
+
+ // mail not from player
+ if (mailType != MAIL_NORMAL)
+ {
+ if(has_items)
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
+ continue;
+ }
+
+ MailDraft draft(subject, itemTextId);
+ if (mailTemplateId)
+ draft = MailDraft(mailTemplateId,false); // itesm already included
+
+ if(has_items)
+ {
+ // data needs to be at first place for Item::LoadFromDB
+ QueryResult_AutoPtr 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);
+ if(resultItems)
+ {
+ do
+ {
+ Field *fields2 = resultItems->Fetch();
+
+ uint32 item_guidlow = fields2[1].GetUInt32();
+ uint32 item_template = fields2[2].GetUInt32();
+
+ ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
+ if(!itemProto)
+ {
+ CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
+ continue;
+ }
+
+ Item *pItem = NewItemOrBag(itemProto);
+ if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
+ {
+ pItem->FSetState(ITEM_REMOVED);
+ pItem->SaveToDB(); // it also deletes item object !
+ continue;
+ }
+
+ draft.AddItem(pItem);
+ }
+ while (resultItems->NextRow());
+ }
+ }
+
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
+
+ uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
+
+ draft.AddMoney(money).SendReturnToSender(pl_account, guid, sender);
+ }
+ while (resultMail->NextRow());
+ }
+
+ // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
+ // Get guids of character's pets, will deleted in transaction
+ QueryResult_AutoPtr resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
+
+ // NOW we can finally clear other DB data related to character
+ CharacterDatabase.BeginTransaction();
+ if (resultPets)
+ {
+ do
+ {
+ Field *fields3 = resultPets->Fetch();
+ uint32 petguidlow = fields3[0].GetUInt32();
+ Pet::DeleteFromDB(petguidlow);
+ } while (resultPets->NextRow());
+ }
+
+ CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM group_member WHERE leaderGuid = '%u' OR memberGuid = '%u'",guid,guid);
+ CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM gm_tickets WHERE playerGuid = '%u'", guid);
+ CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
+ CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u' " // NOTE: These achievements have flags & 256 in DBC.
+ "AND achievement NOT BETWEEN '456' AND '467' " // Realm First Level 80
+ "AND achievement NOT BETWEEN '1400' AND '1427' " // Realm First Raid Achievements
+ "AND achievement NOT IN(1463, 3117, 3259) ", guid); // Realm First Northen Vanguard + Raid Achievements
+ CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid2 = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u'",guid);
+
+ CharacterDatabase.CommitTransaction();
+
+ //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
+ if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
+}
+
+void Player::SetMovement(PlayerMovementType pType)
+{
+ WorldPacket data;
+ switch(pType)
+ {
+ case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
+ case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
+ case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
+ case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
+ default:
+ sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
+ return;
+ }
+ data.append(GetPackGUID());
+ data << uint32(0);
+ GetSession()->SendPacket( &data );
+}
+
+/* Preconditions:
+ - a resurrectable corpse must not be loaded for the player (only bones)
+ - the player must be in world
+*/
+void Player::BuildPlayerRepop()
+{
+ WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
+ data.append(GetPackGUID());
+ GetSession()->SendPacket(&data);
+
+ if (getRace() == RACE_NIGHTELF)
+ CastSpell(this, 20584, true);
+ CastSpell(this, 8326, true);
+
+ // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
+ // there must be SMSG.STOP_MIRROR_TIMER
+ // there we must send 888 opcode
+
+ // the player cannot have a corpse already, only bones which are not returned by GetCorpse
+ if(GetCorpse())
+ {
+ sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
+ assert(false);
+ }
+
+ // create a corpse and place it at the player's location
+ CreateCorpse();
+ Corpse *corpse = GetCorpse();
+ if(!corpse)
+ {
+ sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
+ return;
+ }
+ GetMap()->Add(corpse);
+
+ // convert player body to ghost
+ SetHealth( 1 );
+
+ SetMovement(MOVE_WATER_WALK);
+ if(!GetSession()->isLogingOut())
+ SetMovement(MOVE_UNROOT);
+
+ // BG - remove insignia related
+ RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
+
+// SendCorpseReclaimDelay();
+
+ // to prevent cheating
+ corpse->ResetGhostTime();
+
+ StopMirrorTimers(); //disable timers(bars)
+
+ SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
+
+ // set and clear other
+ SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
+}
+
+void Player::ResurrectPlayer(float restore_percent, bool applySickness)
+{
+ WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
+ data << uint32(-1);
+ data << float(0);
+ data << float(0);
+ data << float(0);
+ GetSession()->SendPacket(&data);
+
+ // speed change, land walk
+
+ // remove death flag + set aura
+ SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
+ if (getRace() == RACE_NIGHTELF)
+ RemoveAurasDueToSpell(20584); // speed bonuses
+ RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
+
+ setDeathState(ALIVE);
+
+ SetMovement(MOVE_LAND_WALK);
+ SetMovement(MOVE_UNROOT);
+
+ m_deathTimer = 0;
+
+ // set health/powers (0- will be set in caller)
+ if(restore_percent>0.0f)
+ {
+ SetHealth(uint32(GetMaxHealth()*restore_percent));
+ SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
+ SetPower(POWER_RAGE, 0);
+ SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
+ }
+
+ // trigger update zone for alive state zone updates
+ uint32 newzone, newarea;
+ GetZoneAndAreaId(newzone,newarea);
+ UpdateZone(newzone,newarea);
+ sOutdoorPvPMgr.HandlePlayerResurrects(this, newzone);
+
+ // update visibility
+ //ObjectAccessor::UpdateVisibilityForPlayer(this);
+ SetToNotify();
+
+ if(!applySickness)
+ return;
+
+ //Characters from level 1-10 are not affected by resurrection sickness.
+ //Characters from level 11-19 will suffer from one minute of sickness
+ //for each level they are above 10.
+ //Characters level 20 and up suffer from ten minutes of sickness.
+ int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
+
+ if(int32(getLevel()) >= startLevel)
+ {
+ // set resurrection sickness
+ CastSpell(this, 15007, true);
+
+ // not full duration
+ if(int32(getLevel()) < startLevel+9)
+ {
+ int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
+
+ if(Aura * aur = GetAura(15007, GetGUID()))
+ {
+ aur->SetDuration(delta*IN_MILISECONDS);
+ }
+ }
+ }
+}
+
+/**
+ * FallMode = 0 implies that the player is dying, or already dead, and the proper death state will be set.
+ * = 1 simply causes the player to plummet towards the ground, and not suffer any damage.
+ * = 2 causes the player to plummet towards the ground, and causes falling damage, regardless
+ * of any auras that might of prevented fall damage.
+ */
+bool Player::FallGround(uint8 FallMode)
+{
+ // Let's abort after we called this function one time
+ if (getDeathState() == DEAD_FALLING && FallMode == 0)
+ return false;
+
+ float x, y, z;
+ GetPosition(x, y, z);
+ float ground_Z = GetMap()->GetVmapHeight(x, y, z);
+ float z_diff = 0.0f;
+ if ((z_diff = fabs(ground_Z - z)) < 0.1f)
+ return false;
+
+ GetMotionMaster()->MoveFall(ground_Z, EVENT_FALL_GROUND);
+
+ // Below formula for falling damage is from Player::HandleFall
+ if(FallMode == 2 && z_diff >= 14.57f)
+ {
+ uint32 damage = std::min(GetMaxHealth(), (uint32)((0.018f*z_diff-0.2426f)*GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL)));
+ if(damage > 0) EnvironmentalDamage(DAMAGE_FALL, damage);
+ }
+ else if(FallMode == 0)
+ Unit::setDeathState(DEAD_FALLING);
+ return true;
+}
+
+void Player::KillPlayer()
+{
+ if(IsFlying() && !GetTransport()) FallGround();
+
+ SetMovement(MOVE_ROOT);
+
+ StopMirrorTimers(); //disable timers(bars)
+
+ setDeathState(CORPSE);
+ //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
+
+ SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
+ ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
+
+ // 6 minutes until repop at graveyard
+ m_deathTimer = 6*MINUTE*IN_MILISECONDS;
+
+ UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
+ SendCorpseReclaimDelay();
+
+ // don't create corpse at this moment, player might be falling
+
+ // update visibility
+ UpdateObjectVisibility();
+}
+
+void Player::CreateCorpse()
+{
+ // prevent existence 2 corpse for player
+ SpawnCorpseBones();
+
+ uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
+
+ Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
+ SetPvPDeath(false);
+
+ if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this))
+ {
+ delete corpse;
+ return;
+ }
+
+ _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
+ _pb = GetUInt32Value(PLAYER_BYTES);
+ _pb2 = GetUInt32Value(PLAYER_BYTES_2);
+
+ uint8 race = (uint8)(_uf);
+ uint8 skin = (uint8)(_pb);
+ uint8 face = (uint8)(_pb >> 8);
+ uint8 hairstyle = (uint8)(_pb >> 16);
+ uint8 haircolor = (uint8)(_pb >> 24);
+ uint8 facialhair = (uint8)(_pb2);
+
+ _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
+ _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
+
+ corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
+ corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
+
+ uint32 flags = CORPSE_FLAG_UNK2;
+ if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
+ flags |= CORPSE_FLAG_HIDE_HELM;
+ if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
+ flags |= CORPSE_FLAG_HIDE_CLOAK;
+ if(InBattleGround() && !InArena())
+ flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
+ corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
+
+ corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
+
+ corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
+
+ uint32 iDisplayID;
+ uint32 iIventoryType;
+ uint32 _cfi;
+ for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++)
+ {
+ if(m_items[i])
+ {
+ iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
+ iIventoryType = m_items[i]->GetProto()->InventoryType;
+
+ _cfi = iDisplayID | (iIventoryType << 24);
+ corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi);
+ }
+ }
+
+ // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
+ const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
+ assert(entry);
+ if(entry->map_type != MAP_BATTLEGROUND)
+ corpse->SaveToDB();
+
+ // register for player, but not show
+ ObjectAccessor::Instance().AddCorpse(corpse);
+}
+
+void Player::SpawnCorpseBones()
+{
+ if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
+ if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
+ SaveToDB(); // prevent loading as ghost without corpse
+}
+
+Corpse* Player::GetCorpse() const
+{
+ return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
+}
+
+void Player::DurabilityLossAll(double percent, bool inventory)
+{
+ for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
+ if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ DurabilityLoss(pItem,percent);
+
+ if(inventory)
+ {
+ // bags not have durability
+ // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ DurabilityLoss(pItem,percent);
+
+ // keys not have durability
+ //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
+
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ if(Item* pItem = GetItemByPos( i, j ))
+ DurabilityLoss(pItem,percent);
+ }
+}
+
+void Player::DurabilityLoss(Item* item, double percent)
+{
+ if(!item )
+ return;
+
+ uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
+
+ if(!pMaxDurability)
+ return;
+
+ uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
+
+ if(pDurabilityLoss < 1 )
+ pDurabilityLoss = 1;
+
+ DurabilityPointsLoss(item,pDurabilityLoss);
+}
+
+void Player::DurabilityPointsLossAll(int32 points, bool inventory)
+{
+ for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
+ if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ DurabilityPointsLoss(pItem,points);
+
+ if(inventory)
+ {
+ // bags not have durability
+ // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ DurabilityPointsLoss(pItem,points);
+
+ // keys not have durability
+ //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
+
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ if(Item* pItem = GetItemByPos( i, j ))
+ DurabilityPointsLoss(pItem,points);
+ }
+}
+
+void Player::DurabilityPointsLoss(Item* item, int32 points)
+{
+ int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
+ int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
+ int32 pNewDurability = pOldDurability - points;
+
+ if (pNewDurability < 0)
+ pNewDurability = 0;
+ else if (pNewDurability > pMaxDurability)
+ pNewDurability = pMaxDurability;
+
+ if (pOldDurability != pNewDurability)
+ {
+ // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
+ if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
+ _ApplyItemMods(item,item->GetSlot(), false);
+
+ item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
+
+ // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
+ if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
+ _ApplyItemMods(item,item->GetSlot(), true);
+
+ item->SetState(ITEM_CHANGED, this);
+ }
+}
+
+void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
+{
+ if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
+ DurabilityPointsLoss(pItem,1);
+}
+
+uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
+{
+ uint32 TotalCost = 0;
+ // equipped, backpack, bags itself
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
+
+ // bank, buyback and keys not repaired
+
+ // items in inventory bags
+ for (uint8 j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
+ for (uint8 i = 0; i < MAX_BAG_SIZE; i++)
+ TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
+ return TotalCost;
+}
+
+uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
+{
+ Item* item = GetItemByPos(pos);
+
+ uint32 TotalCost = 0;
+ if(!item)
+ return TotalCost;
+
+ uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
+ if(!maxDurability)
+ return TotalCost;
+
+ uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
+
+ if(cost)
+ {
+ uint32 LostDurability = maxDurability - curDurability;
+ if(LostDurability>0)
+ {
+ ItemPrototype const *ditemProto = item->GetProto();
+
+ DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
+ if(!dcost)
+ {
+ sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
+ return TotalCost;
+ }
+
+ uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
+ DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
+ if(!dQualitymodEntry)
+ {
+ sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
+ return TotalCost;
+ }
+
+ uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
+ uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
+
+ costs = uint32(costs * discountMod) * sWorld.getRate(RATE_REPAIRCOST);
+
+ if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
+ costs = 1;
+
+ if (guildBank)
+ {
+ if (GetGuildId()==0)
+ {
+ DEBUG_LOG("You are not member of a guild");
+ return TotalCost;
+ }
+
+ Guild *pGuild = objmgr.GetGuildById(GetGuildId());
+ if (!pGuild)
+ return TotalCost;
+
+ if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
+ {
+ DEBUG_LOG("You do not have rights to withdraw for repairs");
+ return TotalCost;
+ }
+
+ if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
+ {
+ DEBUG_LOG("You do not have enough money withdraw amount remaining");
+ return TotalCost;
+ }
+
+ if (pGuild->GetGuildBankMoney() < costs)
+ {
+ DEBUG_LOG("There is not enough money in bank");
+ return TotalCost;
+ }
+
+ pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
+ TotalCost = costs;
+ }
+ else if (GetMoney() < costs)
+ {
+ DEBUG_LOG("You do not have enough money");
+ return TotalCost;
+ }
+ else
+ ModifyMoney( -int32(costs) );
+ }
+ }
+
+ item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
+ item->SetState(ITEM_CHANGED, this);
+
+ // reapply mods for total broken and repaired item if equipped
+ if(IsEquipmentPos(pos) && !curDurability)
+ _ApplyItemMods(item,pos & 255, true);
+ return TotalCost;
+}
+
+void Player::RepopAtGraveyard()
+{
+ // note: this can be called also when the player is alive
+ // for example from WorldSession::HandleMovementOpcodes
+
+ AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
+
+ // Such zones are considered unreachable as a ghost and the player must be automatically revived
+ if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport() || GetPositionZ() < -500.0f)
+ {
+ ResurrectPlayer(0.5f);
+ SpawnCorpseBones();
+ }
+
+ WorldSafeLocsEntry const *ClosestGrave = NULL;
+
+ // Special handle for battleground maps
+ if( BattleGround *bg = GetBattleGround() )
+ ClosestGrave = bg->GetClosestGraveYard(this);
+ else
+ ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
+
+ // stop countdown until repop
+ m_deathTimer = 0;
+
+ // if no grave found, stay at the current location
+ // and don't show spirit healer location
+ if(ClosestGrave)
+ {
+ TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
+ if(isDead()) // not send if alive, because it used in TeleportTo()
+ {
+ WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
+ data << ClosestGrave->map_id;
+ data << ClosestGrave->x;
+ data << ClosestGrave->y;
+ data << ClosestGrave->z;
+ GetSession()->SendPacket(&data);
+ }
+ }
+ else if(GetPositionZ() < -500.0f)
+ TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
+}
+
+void Player::JoinedChannel(Channel *c)
+{
+ m_channels.push_back(c);
+}
+
+void Player::LeftChannel(Channel *c)
+{
+ m_channels.remove(c);
+}
+
+void Player::CleanupChannels()
+{
+ while(!m_channels.empty())
+ {
+ Channel* ch = *m_channels.begin();
+ m_channels.erase(m_channels.begin()); // remove from player's channel list
+ ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
+ if (ChannelMgr* cMgr = channelMgr(GetTeam()))
+ cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
+
+ }
+ sLog.outDebug("Player: channels cleaned up!");
+}
+
+void Player::UpdateLocalChannels(uint32 newZone )
+{
+ if(m_channels.empty())
+ return;
+
+ AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
+ if(!current_zone)
+ return;
+
+ ChannelMgr* cMgr = channelMgr(GetTeam());
+ if(!cMgr)
+ return;
+
+ std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
+
+ for (JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
+ {
+ next = i; ++next;
+
+ // skip non built-in channels
+ if(!(*i)->IsConstant())
+ continue;
+
+ ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
+ if(!ch)
+ continue;
+
+ if((ch->flags & 4) == 4) // global channel without zone name in pattern
+ continue;
+
+ // new channel
+ char new_channel_name_buf[100];
+ snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
+ Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
+
+ if((*i)!=new_channel)
+ {
+ new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
+
+ // leave old channel
+ (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
+ std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
+ LeftChannel(*i); // remove from player's channel list
+ cMgr->LeftChannel(name); // delete if empty
+ }
+ }
+ sLog.outDebug("Player: channels cleaned up!");
+}
+
+void Player::LeaveLFGChannel()
+{
+ for (JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
+ {
+ if((*i)->IsLFG())
+ {
+ (*i)->Leave(GetGUID());
+ break;
+ }
+ }
+}
+
+void Player::UpdateDefense()
+{
+ uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
+
+ if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
+ {
+ // update dependent from defense skill part
+ UpdateDefenseBonusesMod();
+ }
+}
+
+void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
+{
+ if(modGroup >= BASEMOD_END || modType >= MOD_END)
+ {
+ sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
+ return;
+ }
+
+ float val = 1.0f;
+
+ switch(modType)
+ {
+ case FLAT_MOD:
+ m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
+ break;
+ case PCT_MOD:
+ if(amount <= -100.0f)
+ amount = -200.0f;
+
+ val = (100.0f + amount) / 100.0f;
+ m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
+ break;
+ }
+
+ if(!CanModifyStats())
+ return;
+
+ switch(modGroup)
+ {
+ case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
+ case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
+ case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
+ case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
+ default: break;
+ }
+}
+
+float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
+{
+ if(modGroup >= BASEMOD_END || modType > MOD_END)
+ {
+ sLog.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
+ return 0.0f;
+ }
+
+ if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
+ return 0.0f;
+
+ return m_auraBaseMod[modGroup][modType];
+}
+
+float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
+{
+ if(modGroup >= BASEMOD_END)
+ {
+ sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
+ return 0.0f;
+ }
+
+ if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
+ return 0.0f;
+
+ return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
+}
+
+uint32 Player::GetShieldBlockValue() const
+{
+ float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
+
+ value = (value < 0) ? 0 : value;
+
+ return uint32(value);
+}
+
+float Player::GetMeleeCritFromAgility()
+{
+ uint8 level = getLevel();
+ uint32 pclass = getClass();
+
+ if (level > GT_MAX_LEVEL)
+ level = GT_MAX_LEVEL;
+
+ GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
+ GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
+ if (critBase == NULL || critRatio == NULL)
+ return 0.0f;
+
+ float crit = critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
+ return crit*100.0f;
+}
+
+float Player::GetDodgeFromAgility()
+{
+ // Table for base dodge values
+ float dodge_base[MAX_CLASSES] = {
+ 0.0075f, // Warrior
+ 0.00652f, // Paladin
+ -0.0545f, // Hunter
+ -0.0059f, // Rogue
+ 0.03183f, // Priest
+ 0.0114f, // DK
+ 0.0167f, // Shaman
+ 0.034575f, // Mage
+ 0.02011f, // Warlock
+ 0.0f, // ??
+ -0.0187f // Druid
+ };
+ // Crit/agility to dodge/agility coefficient multipliers
+ float crit_to_dodge[MAX_CLASSES] = {
+ 1.1f, // Warrior
+ 1.0f, // Paladin
+ 1.6f, // Hunter
+ 2.0f, // Rogue
+ 1.0f, // Priest
+ 1.0f, // DK?
+ 1.0f, // Shaman
+ 1.0f, // Mage
+ 1.0f, // Warlock
+ 0.0f, // ??
+ 1.7f // Druid
+ };
+
+ uint8 level = getLevel();
+ uint32 pclass = getClass();
+
+ if (level > GT_MAX_LEVEL)
+ level = GT_MAX_LEVEL;
+
+ // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
+ GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
+ if (dodgeRatio == NULL || pclass > MAX_CLASSES)
+ return 0.0f;
+
+ float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
+ return dodge*100.0f;
+}
+
+float Player::GetSpellCritFromIntellect()
+{
+ uint8 level = getLevel();
+ uint32 pclass = getClass();
+
+ if (level > GT_MAX_LEVEL)
+ level = GT_MAX_LEVEL;
+
+ GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
+ GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
+ if (critBase == NULL || critRatio == NULL)
+ return 0.0f;
+
+ float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
+ return crit*100.0f;
+}
+
+float Player::GetRatingCoefficient(CombatRating cr) const
+{
+ uint8 level = getLevel();
+
+ if (level > GT_MAX_LEVEL)
+ level = GT_MAX_LEVEL;
+
+ GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
+ if (Rating == NULL)
+ return 1.0f; // By default use minimum coefficient (not must be called)
+
+ return Rating->ratio;
+}
+
+float Player::GetRatingBonusValue(CombatRating cr) const
+{
+ return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
+}
+
+float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
+{
+ switch (attType)
+ {
+ case BASE_ATTACK:
+ return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
+ case OFF_ATTACK:
+ return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
+ default:
+ break;
+ }
+ return 0.0f;
+}
+
+float Player::OCTRegenHPPerSpirit()
+{
+ uint8 level = getLevel();
+ uint32 pclass = getClass();
+
+ if (level > GT_MAX_LEVEL)
+ level = GT_MAX_LEVEL;
+
+ GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
+ GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
+ if (baseRatio == NULL || moreRatio == NULL)
+ return 0.0f;
+
+ // Formula from PaperDollFrame script
+ float spirit = GetStat(STAT_SPIRIT);
+ float baseSpirit = spirit;
+ if (baseSpirit > 50)
+ baseSpirit = 50;
+ float moreSpirit = spirit - baseSpirit;
+ float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
+ return regen;
+}
+
+float Player::OCTRegenMPPerSpirit()
+{
+ uint8 level = getLevel();
+ uint32 pclass = getClass();
+
+ if (level > GT_MAX_LEVEL)
+ level = GT_MAX_LEVEL;
+
+// GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
+ GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
+ if (moreRatio == NULL)
+ return 0.0f;
+
+ // Formula get from PaperDollFrame script
+ float spirit = GetStat(STAT_SPIRIT);
+ float regen = spirit * moreRatio->ratio;
+ return regen;
+}
+
+void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
+{
+ m_baseRatingValue[cr]+=(apply ? value : -value);
+
+ // explicit affected values
+ switch (cr)
+ {
+ case CR_HASTE_MELEE:
+ {
+ float RatingChange = value / GetRatingCoefficient(cr);
+ ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
+ ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
+ break;
+ }
+ case CR_HASTE_RANGED:
+ {
+ float RatingChange = value / GetRatingCoefficient(cr);
+ ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
+ break;
+ }
+ case CR_HASTE_SPELL:
+ {
+ float RatingChange = value / GetRatingCoefficient(cr);
+ ApplyCastTimePercentMod(RatingChange,apply);
+ break;
+ }
+ }
+
+ UpdateRating(cr);
+}
+
+void Player::UpdateRating(CombatRating cr)
+{
+ int32 amount = m_baseRatingValue[cr];
+ // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
+ // stat used stored in miscValueB for this aura
+ AuraEffectList const& modRatingFromStat = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_FROM_STAT);
+ for (AuraEffectList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
+ if ((*i)->GetMiscValue() & (1<<cr))
+ amount += int32(GetStat(Stats((*i)->GetMiscValueB())) * (*i)->GetAmount() / 100.0f);
+ if (amount < 0)
+ amount = 0;
+ SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
+
+ bool affectStats = CanModifyStats();
+
+ switch (cr)
+ {
+ case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
+ case CR_DEFENSE_SKILL:
+ UpdateDefenseBonusesMod();
+ break;
+ case CR_DODGE:
+ UpdateDodgePercentage();
+ break;
+ case CR_PARRY:
+ UpdateParryPercentage();
+ break;
+ case CR_BLOCK:
+ UpdateBlockPercentage();
+ break;
+ case CR_HIT_MELEE:
+ UpdateMeleeHitChances();
+ break;
+ case CR_HIT_RANGED:
+ UpdateRangedHitChances();
+ break;
+ case CR_HIT_SPELL:
+ UpdateSpellHitChances();
+ break;
+ case CR_CRIT_MELEE:
+ if(affectStats)
+ {
+ UpdateCritPercentage(BASE_ATTACK);
+ UpdateCritPercentage(OFF_ATTACK);
+ }
+ break;
+ case CR_CRIT_RANGED:
+ if(affectStats)
+ UpdateCritPercentage(RANGED_ATTACK);
+ break;
+ case CR_CRIT_SPELL:
+ if(affectStats)
+ UpdateAllSpellCritChances();
+ break;
+ case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
+ case CR_HIT_TAKEN_RANGED:
+ break;
+ case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
+ break;
+ case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
+ case CR_CRIT_TAKEN_RANGED:
+ break;
+ case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
+ break;
+ case CR_HASTE_MELEE: // Implemented in Player::ApplyRatingMod
+ case CR_HASTE_RANGED:
+ case CR_HASTE_SPELL:
+ break;
+ case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
+ case CR_WEAPON_SKILL_OFFHAND:
+ case CR_WEAPON_SKILL_RANGED:
+ break;
+ case CR_EXPERTISE:
+ if(affectStats)
+ {
+ UpdateExpertise(BASE_ATTACK);
+ UpdateExpertise(OFF_ATTACK);
+ }
+ break;
+ case CR_ARMOR_PENETRATION:
+ if(affectStats)
+ UpdateArmorPenetration(amount);
+ break;
+ }
+}
+
+void Player::UpdateAllRatings()
+{
+ for(int cr = 0; cr < MAX_COMBAT_RATING; ++cr)
+ UpdateRating(CombatRating(cr));
+}
+
+void Player::SetRegularAttackTime()
+{
+ for (uint8 i = 0; i < MAX_ATTACK; ++i)
+ {
+ Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
+ if(tmpitem && !tmpitem->IsBroken())
+ {
+ ItemPrototype const *proto = tmpitem->GetProto();
+ if(proto->Delay)
+ SetAttackTime(WeaponAttackType(i), proto->Delay);
+ else
+ SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
+ }
+ }
+}
+
+//skill+step, checking for max value
+bool Player::UpdateSkill(uint32 skill_id, uint32 step)
+{
+ if(!skill_id)
+ return false;
+
+ if(skill_id == SKILL_FIST_WEAPONS)
+ skill_id = SKILL_UNARMED;
+
+ SkillStatusMap::iterator itr = mSkillStatus.find(skill_id);
+ if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return false;
+
+ uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
+ uint32 data = GetUInt32Value(valueIndex);
+ uint32 value = SKILL_VALUE(data);
+ uint32 max = SKILL_MAX(data);
+
+ if ((!max) || (!value) || (value >= max))
+ return false;
+
+ if (value < max)
+ {
+ uint32 new_value = value+step;
+ if(new_value > max)
+ new_value = max;
+
+ SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,max));
+ if(itr->second.uState != SKILL_NEW)
+ itr->second.uState = SKILL_CHANGED;
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id);
+ return true;
+ }
+
+ return false;
+}
+
+inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
+{
+ if ( SkillValue >= GrayLevel )
+ return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
+ if ( SkillValue >= GreenLevel )
+ return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
+ if ( SkillValue >= YellowLevel )
+ return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
+ return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
+}
+
+bool Player::UpdateCraftSkill(uint32 spellid)
+{
+ sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
+
+ SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellid);
+
+ for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
+ {
+ if (_spell_idx->second->skillId)
+ {
+ uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
+
+ // Alchemy Discoveries here
+ SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
+ if (spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
+ {
+ if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
+ learnSpell(discoveredSpell,false);
+ }
+
+ uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
+
+ return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
+ _spell_idx->second->max_value,
+ (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
+ _spell_idx->second->min_value),
+ craft_skill_gain);
+ }
+ }
+ return false;
+}
+
+bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
+{
+ sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
+
+ uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
+
+ // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
+ switch (SkillId)
+ {
+ case SKILL_HERBALISM:
+ case SKILL_LOCKPICKING:
+ case SKILL_JEWELCRAFTING:
+ case SKILL_INSCRIPTION:
+ return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
+ case SKILL_SKINNING:
+ if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
+ return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
+ else
+ return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
+ case SKILL_MINING:
+ if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
+ return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
+ else
+ return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
+ }
+ return false;
+}
+
+bool Player::UpdateFishingSkill()
+{
+ sLog.outDebug("UpdateFishingSkill");
+
+ uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
+
+ int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
+
+ uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
+
+ return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
+}
+
+// levels sync. with spell requirement for skill levels to learn
+// bonus abilities in sSkillLineAbilityStore
+// Used only to avoid scan DBC at each skill grow
+static uint32 bonusSkillLevels[] = {75,150,225,300,375,450};
+
+bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
+{
+ sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
+ if ( !SkillId )
+ return false;
+
+ if(Chance <= 0) // speedup in 0 chance case
+ {
+ sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
+ return false;
+ }
+
+ SkillStatusMap::iterator itr = mSkillStatus.find(SkillId);
+ if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return false;
+
+ uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
+
+ uint32 data = GetUInt32Value(valueIndex);
+ uint16 SkillValue = SKILL_VALUE(data);
+ uint16 MaxValue = SKILL_MAX(data);
+
+ if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
+ return false;
+
+ int32 Roll = irand(1,1000);
+
+ if ( Roll <= Chance )
+ {
+ uint32 new_value = SkillValue+step;
+ if(new_value > MaxValue)
+ new_value = MaxValue;
+
+ SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,MaxValue));
+ if(itr->second.uState != SKILL_NEW)
+ itr->second.uState = SKILL_CHANGED;
+ for (uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
+ {
+ if((SkillValue < *bsl && new_value >= *bsl))
+ {
+ learnSkillRewardedSpells( SkillId, new_value);
+ break;
+ }
+ }
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId);
+ sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
+ return true;
+ }
+
+ sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
+ return false;
+}
+
+void Player::UpdateWeaponSkill (WeaponAttackType attType)
+{
+ // no skill gain in pvp
+ Unit *pVictim = getVictim();
+ if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
+ return;
+
+ if(IsInFeralForm())
+ return; // always maximized SKILL_FERAL_COMBAT in fact
+
+ if(m_form == FORM_TREE)
+ return; // use weapon but not skill up
+
+ if(pVictim && pVictim->GetTypeId() == TYPEID_UNIT && (((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILLGAIN))
+ return;
+
+ uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
+
+ switch(attType)
+ {
+ case BASE_ATTACK:
+ {
+ Item *tmpitem = GetWeaponForAttack(attType,true);
+
+ if (!tmpitem)
+ UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
+ else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
+ UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
+ break;
+ }
+ case OFF_ATTACK:
+ case RANGED_ATTACK:
+ {
+ Item *tmpitem = GetWeaponForAttack(attType,true);
+ if (tmpitem)
+ UpdateSkill(tmpitem->GetSkill(), weapon_skill_gain);
+ break;
+ }
+ }
+ UpdateAllCritPercentages();
+}
+
+void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
+{
+ uint8 plevel = getLevel(); // if defense than pVictim == attacker
+ uint8 greylevel = Trinity::XP::GetGrayLevel(plevel);
+ uint8 moblevel = pVictim->getLevelForTarget(this);
+ if(moblevel < greylevel)
+ return;
+
+ if (moblevel > plevel + 5)
+ moblevel = plevel + 5;
+
+ uint8 lvldif = moblevel - greylevel;
+ if (lvldif < 3)
+ lvldif = 3;
+
+ uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
+ if (skilldif <= 0)
+ return;
+
+ float chance = float(3 * lvldif * skilldif) / plevel;
+ if (!defence)
+ if (getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
+ chance += chance * 0.02f * GetStat(STAT_INTELLECT);
+
+ chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
+
+ if (roll_chance_f(chance))
+ {
+ if (defence)
+ UpdateDefense();
+ else
+ UpdateWeaponSkill(attType);
+ }
+ else
+ return;
+}
+
+void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
+{
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid);
+ if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return;
+
+ uint32 bonusIndex = PLAYER_SKILL_BONUS_INDEX(itr->second.pos);
+
+ uint32 bonus_val = GetUInt32Value(bonusIndex);
+ int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
+ int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
+
+ if(talent) // permanent bonus stored in high part
+ SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
+ else // temporary/item bonus stored in low part
+ SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
+}
+
+void Player::UpdateSkillsForLevel()
+{
+ uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
+ uint32 maxSkill = GetMaxSkillValueForLevel();
+
+ bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
+
+ for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
+ {
+ if(itr->second.uState == SKILL_DELETED)
+ continue;
+
+ uint32 pskill = itr->first;
+ SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
+ if (!pSkill)
+ continue;
+
+ if (GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
+ continue;
+
+ uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
+ uint32 data = GetUInt32Value(valueIndex);
+ uint32 max = SKILL_MAX(data);
+ uint32 val = SKILL_VALUE(data);
+
+ /// update only level dependent max skill values
+ if (max != 1)
+ {
+ /// maximize skill always
+ if (alwaysMaxSkill)
+ {
+ SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(maxSkill,maxSkill));
+ if(itr->second.uState != SKILL_NEW)
+ itr->second.uState = SKILL_CHANGED;
+ }
+ else if(max != maxconfskill) /// update max skill value if current max skill not maximized
+ {
+ SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(val,maxSkill));
+ if(itr->second.uState != SKILL_NEW)
+ itr->second.uState = SKILL_CHANGED;
+ }
+ }
+ }
+}
+
+void Player::UpdateSkillsToMaxSkillsForLevel()
+{
+ for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
+ {
+ if(itr->second.uState == SKILL_DELETED)
+ continue;
+
+ uint32 pskill = itr->first;
+ if (IsProfessionOrRidingSkill(pskill))
+ continue;
+ uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
+ uint32 data = GetUInt32Value(valueIndex);
+ uint32 max = SKILL_MAX(data);
+
+ if (max > 1)
+ {
+ SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(max,max));
+ if(itr->second.uState != SKILL_NEW)
+ itr->second.uState = SKILL_CHANGED;
+ }
+ if (pskill == SKILL_DEFENSE)
+ UpdateDefenseBonusesMod();
+ }
+}
+
+// This functions sets a skill line value (and adds if doesn't exist yet)
+// To "remove" a skill line, set it's values to zero
+void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
+{
+ if (!id)
+ return;
+
+ SkillStatusMap::iterator itr = mSkillStatus.find(id);
+
+ //has skill
+ if(itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED)
+ {
+ if (currVal)
+ {
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),MAKE_SKILL_VALUE(currVal,maxVal));
+ if(itr->second.uState != SKILL_NEW)
+ itr->second.uState = SKILL_CHANGED;
+ learnSkillRewardedSpells(id, currVal);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
+ }
+ else //remove
+ {
+ // clear skill fields
+ SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos),0);
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),0);
+ SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos),0);
+
+ // mark as deleted or simply remove from map if not saved yet
+ if(itr->second.uState != SKILL_NEW)
+ itr->second.uState = SKILL_DELETED;
+ else
+ mSkillStatus.erase(itr);
+
+ // remove all spells that related to this skill
+ for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
+ if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j))
+ if (pAbility->skillId == id)
+ removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId));
+ }
+ }
+ else if (currVal) //add
+ {
+ for (int i=0; i < PLAYER_MAX_SKILLS; ++i)
+ if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
+ {
+ SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
+ if (!pSkill)
+ {
+ sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
+ return;
+ }
+ // enable unlearn button for primary professions only
+ if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
+ SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
+ else
+ SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
+
+ // insert new entry or update if not deleted old entry yet
+ if(itr != mSkillStatus.end())
+ {
+ itr->second.pos = i;
+ itr->second.uState = SKILL_CHANGED;
+ }
+ else
+ mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW)));
+
+ // apply skill bonuses
+ SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
+
+ // temporary bonuses
+ AuraEffectList const& mModSkill = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL);
+ for (AuraEffectList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
+ if ((*j)->GetMiscValue() == int32(id))
+ (*j)->HandleEffect(this, 0, true);
+
+ // permanent bonuses
+ AuraEffectList const& mModSkillTalent = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL_TALENT);
+ for (AuraEffectList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
+ if ((*j)->GetMiscValue() == int32(id))
+ (*j)->HandleEffect(this, 0, true);
+
+ // Learn all spells for skill
+ learnSkillRewardedSpells(id, currVal);
+ return;
+ }
+ }
+}
+
+bool Player::HasSkill(uint32 skill) const
+{
+ if(!skill)
+ return false;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED);
+}
+
+uint16 Player::GetSkillValue(uint32 skill) const
+{
+ if (!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+ uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
+
+ int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
+ result += SKILL_TEMP_BONUS(bonus);
+ result += SKILL_PERM_BONUS(bonus);
+ return result < 0 ? 0 : result;
+}
+
+uint16 Player::GetMaxSkillValue(uint32 skill) const
+{
+ if (!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+ uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
+
+ int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
+ result += SKILL_TEMP_BONUS(bonus);
+ result += SKILL_PERM_BONUS(bonus);
+ return result < 0 ? 0 : result;
+}
+
+uint16 Player::GetPureMaxSkillValue(uint32 skill) const
+{
+ if(!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+ return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
+}
+
+uint16 Player::GetBaseSkillValue(uint32 skill) const
+{
+ if(!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+ int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
+ result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
+ return result < 0 ? 0 : result;
+}
+
+uint16 Player::GetPureSkillValue(uint32 skill) const
+{
+ if(!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+ return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
+}
+
+int16 Player::GetSkillPermBonusValue(uint32 skill) const
+{
+ if (!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+ return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
+}
+
+int16 Player::GetSkillTempBonusValue(uint32 skill) const
+{
+ if (!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
+}
+
+void Player::SendActionButtons(uint32 state) const
+{
+ sLog.outDetail( "Sending Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec);
+
+ WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4));
+ data << uint8(state); // can be 0, 1, 2
+ if (state != 2)
+ {
+ for (uint16 button = 0; button < MAX_ACTION_BUTTONS; ++button)
+ {
+ ActionButtonList::const_iterator itr = m_actionButtons.find(button);
+ if (itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
+ data << uint32(itr->second.packedData);
+ else
+ data << uint32(0);
+ }
+ }
+
+ GetSession()->SendPacket(&data);
+ sLog.outDetail("Action Buttons for '%u' spec '%u' Sent", GetGUIDLow(), m_activeSpec);
+}
+
+ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
+{
+ if(button >= MAX_ACTION_BUTTONS)
+ {
+ sLog.outError( "Action %u not added into button %u for player %s: button must be < 144", action, button, GetName() );
+ return NULL;
+ }
+
+ if(action >= MAX_ACTION_BUTTON_ACTION_VALUE)
+ {
+ sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE );
+ return NULL;
+ }
+
+ switch (type)
+ {
+ case ACTION_BUTTON_SPELL:
+ if (!sSpellStore.LookupEntry(action))
+ {
+ sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
+ return NULL;
+ }
+
+ if (!HasSpell(action))
+ {
+ sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
+ return NULL;
+ }
+ break;
+ case ACTION_BUTTON_ITEM:
+ if (!objmgr.GetItemPrototype(action))
+ {
+ sLog.outError( "Action %u not added into button %u for player %s: item not exist", action, button, GetName() );
+ return NULL;
+ }
+ break;
+ default:
+ break; // pther cases not checked at this moment
+ }
+
+ // it create new button (NEW state) if need or return existed
+ ActionButton& ab = m_actionButtons[button];
+
+ // set data and update to CHANGED if not NEW
+ ab.SetActionAndType(action,ActionButtonType(type));
+
+ sLog.outDetail("Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action, type, button);
+ return &ab;
+}
+
+void Player::removeActionButton(uint8 button)
+{
+ ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
+ if (buttonItr == m_actionButtons.end())
+ return;
+
+ if (!buttonItr->second.canRemoveByClient)
+ {
+ buttonItr->second.canRemoveByClient = true;
+ return;
+ }
+ if(buttonItr->second.uState==ACTIONBUTTON_NEW)
+ m_actionButtons.erase(buttonItr); // new and not saved
+ else
+ buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
+
+ sLog.outDetail("Action Button '%u' Removed from Player '%u'", button, GetGUIDLow());
+}
+
+bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
+{
+ if (!Unit::SetPosition(x, y, z, orientation, teleport))
+ return false;
+
+ //if(movementInfo.flags & MOVEMENTFLAG_MOVING)
+ // mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE);
+ //if(movementInfo.flags & MOVEMENTFLAG_TURNING)
+ // mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
+ //AURA_INTERRUPT_FLAG_JUMP not sure
+
+ // group update
+ if (GetGroup())
+ SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
+
+ // code block for underwater state update
+ UpdateUnderwaterState(GetMap(), x, y, z);
+
+ if(GetTrader() && !IsWithinDistInMap(GetTrader(), INTERACTION_DISTANCE))
+ GetSession()->SendCancelTrade();
+
+ CheckExploreSystem();
+
+ return true;
+}
+
+void Player::SaveRecallPosition()
+{
+ m_recallMap = GetMapId();
+ m_recallX = GetPositionX();
+ m_recallY = GetPositionY();
+ m_recallZ = GetPositionZ();
+ m_recallO = GetOrientation();
+}
+
+void Player::SendMessageToSet(WorldPacket *data, bool self)
+{
+ if (self)
+ GetSession()->SendPacket(data);
+
+ // we use World::GetMaxVisibleDistance() because i cannot see why not use a distance
+ // update: replaced by GetMap()->GetVisibilityDistance()
+ Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance());
+ VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
+}
+
+void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
+{
+ if (self)
+ GetSession()->SendPacket(data);
+
+ Trinity::MessageDistDeliverer notifier(this, data, dist);
+ VisitNearbyWorldObject(dist, notifier);
+}
+
+void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
+{
+ if (self)
+ GetSession()->SendPacket(data);
+
+ Trinity::MessageDistDeliverer notifier(this, data, dist, own_team_only);
+ VisitNearbyWorldObject(dist, notifier);
+}
+
+void Player::SendDirectMessage(WorldPacket *data)
+{
+ if (m_session)
+ m_session->SendPacket(data);
+}
+
+void Player::SendCinematicStart(uint32 CinematicSequenceId)
+{
+ WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
+ data << uint32(CinematicSequenceId);
+ SendDirectMessage(&data);
+}
+
+void Player::SendMovieStart(uint32 MovieId)
+{
+ WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
+ data << uint32(MovieId);
+ SendDirectMessage(&data);
+}
+
+void Player::CheckExploreSystem()
+{
+ if (!isAlive())
+ return;
+
+ if (isInFlight())
+ return;
+
+ if(!m_AreaID)
+ m_AreaID = GetAreaId();
+ if(m_AreaID != GetAreaId())
+ {
+ m_AreaID = GetAreaId();
+ GetSession()->HandleOnAreaChange(GetAreaEntryByAreaID(m_AreaID));
+ }
+
+ uint16 areaFlag = GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
+ if(areaFlag==0xffff)
+ return;
+ int offset = areaFlag / 32;
+
+ if(offset >= 128)
+ {
+ sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
+ return;
+ }
+
+ uint32 val = (uint32)(1 << (areaFlag % 32));
+ uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
+
+ if( !(currFields & val) )
+ {
+ SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
+
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
+
+ AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
+ if(!p)
+ {
+ sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
+ }
+ else if(p->area_level > 0)
+ {
+ uint32 area = p->ID;
+ if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
+ {
+ SendExplorationExperience(area,0);
+ }
+ else
+ {
+ int32 diff = int32(getLevel()) - p->area_level;
+ uint32 XP = 0;
+ if (diff < -5)
+ {
+ XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
+ }
+ else if (diff > 5)
+ {
+ int32 exploration_percent = (100-((diff-5)*5));
+ if (exploration_percent > 100)
+ exploration_percent = 100;
+ else if (exploration_percent < 0)
+ exploration_percent = 0;
+
+ XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
+ }
+ else
+ {
+ XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
+ }
+
+ GiveXP( XP, NULL );
+ SendExplorationExperience(area,XP);
+ }
+ sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
+ }
+ }
+}
+
+uint32 Player::TeamForRace(uint8 race)
+{
+ ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
+ if(!rEntry)
+ {
+ sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
+ return ALLIANCE;
+ }
+
+ switch(rEntry->TeamID)
+ {
+ case 7: return ALLIANCE;
+ case 1: return HORDE;
+ }
+
+ sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
+ return ALLIANCE;
+}
+
+uint32 Player::getFactionForRace(uint8 race)
+{
+ ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
+ if(!rEntry)
+ {
+ sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
+ return 0;
+ }
+
+ return rEntry->FactionID;
+}
+
+void Player::setFactionForRace(uint8 race)
+{
+ m_team = TeamForRace(race);
+ setFaction( getFactionForRace(race) );
+}
+
+ReputationRank Player::GetReputationRank(uint32 faction) const
+{
+ FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
+ return GetReputationMgr().GetRank(factionEntry);
+}
+
+//Calculate total reputation percent player gain with quest/creature level
+int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest)
+{
+ float percent = 100.0f;
+
+ float rate = for_quest ? sWorld.getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getRate(RATE_REPUTATION_LOWLEVEL_KILL);
+
+ if (rate != 1.0f && creatureOrQuestLevel <= Trinity::XP::GetGrayLevel(getLevel()))
+ percent *= rate;
+
+ float repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
+
+ if (!for_quest)
+ repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
+
+ percent += rep > 0 ? repMod : -repMod;
+
+ if (percent <= 0.0f)
+ return 0;
+
+ return int32(rep*percent/100);
+}
+
+//Calculates how many reputation points player gains in victim's enemy factions
+void Player::RewardReputation(Unit *pVictim, float rate)
+{
+ if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
+ return;
+
+ if(((Creature*)pVictim)->IsReputationGainDisabled())
+ return;
+
+ ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
+
+ if(!Rep)
+ return;
+
+ uint32 ChampioningFaction = 0;
+
+ if(GetChampioningFaction())
+ {
+ // support for: Championing - http://www.wowwiki.com/Championing
+
+ Map const *pMap = GetMap();
+ if(pMap && pMap->IsDungeon())
+ {
+ bool Heroic = ((InstanceMap*)pMap)->GetDifficulty() == DUNGEON_DIFFICULTY_HEROIC;
+
+ InstanceTemplate const *pInstance = objmgr.GetInstanceTemplate(pMap->GetId());
+ if(pInstance)
+ {
+ AccessRequirement const *pAccessRequirement = objmgr.GetAccessRequirement(pInstance->access_id);
+ if(pAccessRequirement)
+ {
+ if(!pMap->IsRaid() && ((!Heroic && pAccessRequirement->levelMin == 80) || (Heroic && pAccessRequirement->heroicLevelMin == 80)))
+ ChampioningFaction = GetChampioningFaction();
+ }
+ }
+ }
+ }
+
+ // Favored reputation increase START
+ uint32 zone = GetZoneId();
+ uint32 team = GetTeam();
+ float favored_rep_mult = 0;
+
+ if( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_rep_mult = 0.25; // Thrallmar's Favor and Honor Hold's Favor
+ else if( HasAura(30754) && (Rep->repfaction1 == 609 || Rep->repfaction2 == 609) && !ChampioningFaction ) favored_rep_mult = 0.25; // Cenarion Favor
+
+ if(favored_rep_mult > 0) favored_rep_mult *= 2; // Multiplied by 2 because the reputation is divided by 2 for some reason (See "donerep1 / 2" and "donerep2 / 2") -- if you know why this is done, please update/explain :)
+ // Favored reputation increase END
+
+ if(Rep->repfaction1 && (!Rep->team_dependent || team == ALLIANCE))
+ {
+ int32 donerep1 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue1, ChampioningFaction ? ChampioningFaction : Rep->repfaction1, false);
+ donerep1 = int32(donerep1*(rate + favored_rep_mult));
+ FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->repfaction1);
+ uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
+ if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
+ GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
+
+ // Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation
+ /*if (factionEntry1 && Rep->is_teamaward1)
+ {
+ FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
+ if(team1_factionEntry)
+ GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2);
+ }*/
+ }
+
+ if(Rep->repfaction2 && (!Rep->team_dependent || team == HORDE))
+ {
+ int32 donerep2 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue2, ChampioningFaction ? ChampioningFaction : Rep->repfaction2, false);
+ donerep2 = int32(donerep2*(rate + favored_rep_mult));
+ FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->repfaction2);
+ uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
+ if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
+ GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
+
+ // Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation
+ /*if (factionEntry2 && Rep->is_teamaward2)
+ {
+ FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
+ if(team2_factionEntry)
+ GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2);
+ }*/
+ }
+}
+
+//Calculate how many reputation points player gain with the quest
+void Player::RewardReputation(Quest const *pQuest)
+{
+ // quest reputation reward/loss
+ for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
+ {
+ if (!pQuest->RewRepFaction[i])
+ continue;
+ if (pQuest->RewRepValue[i])
+ {
+ int32 rep = CalculateReputationGain(GetQuestLevel(pQuest), pQuest->RewRepValue[i], pQuest->RewRepFaction[i], true);
+ if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
+ GetReputationMgr().ModifyReputation(factionEntry, rep);
+ }
+ else
+ {
+ uint32 row = 1;
+ int32 field = 0;
+
+ if (pQuest->RewRepValueId[i] < 0)
+ {
+ ++row;
+ field = abs(pQuest->RewRepValueId[i]);
+ }
+ else
+ field = pQuest->RewRepValueId[i];
+ if (const QuestFactionRewEntry *pRow = sQuestFactionRewardStore.LookupEntry(row))
+ {
+ int32 repPoints = pRow->QuestRewFactionValue[field];
+
+ if (!repPoints)
+ continue;
+
+ repPoints = CalculateReputationGain(GetQuestLevel(pQuest), repPoints, pQuest->RewRepFaction[i], true);
+ if (const FactionEntry* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
+ GetReputationMgr().ModifyReputation(factionEntry, repPoints);
+ }
+ }
+ }
+
+ // TODO: implement reputation spillover
+}
+
+void Player::UpdateHonorFields()
+{
+ /// called when rewarding honor and at each save
+ uint64 now = time(NULL);
+ uint64 today = uint64(time(NULL) / DAY) * DAY;
+
+ if(m_lastHonorUpdateTime < today)
+ {
+ uint64 yesterday = today - DAY;
+
+ uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
+
+ // update yesterday's contribution
+ if(m_lastHonorUpdateTime >= yesterday )
+ {
+ SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
+
+ // this is the first update today, reset today's contribution
+ SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
+ SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
+ }
+ else
+ {
+ // no honor/kills yesterday or today, reset
+ SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
+ SetUInt32Value(PLAYER_FIELD_KILLS, 0);
+ }
+ }
+
+ m_lastHonorUpdateTime = now;
+}
+
+///Calculate the amount of honor gained based on the victim
+///and the size of the group for which the honor is divided
+///An exact honor value can also be given (overriding the calcs)
+bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvptoken)
+{
+ // do not reward honor in arenas, but enable onkill spellproc
+ if(InArena())
+ {
+ if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
+ return false;
+
+ if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
+ return false;
+
+ return true;
+ }
+
+ // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
+ if(HasAura(SPELL_AURA_PLAYER_INACTIVE))
+ return false;
+
+ uint64 victim_guid = 0;
+ uint32 victim_rank = 0;
+ uint32 rank_diff = 0;
+ time_t now = time(NULL);
+
+ // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
+ UpdateHonorFields();
+
+ // do not reward honor in arenas, but return true to enable onkill spellproc
+ if(InBattleGround() && GetBattleGround() && GetBattleGround()->isArena())
+ return true;
+
+ if(honor <= 0)
+ {
+ if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
+ return false;
+
+ victim_guid = uVictim->GetGUID();
+
+ if( uVictim->GetTypeId() == TYPEID_PLAYER )
+ {
+ Player *pVictim = (Player *)uVictim;
+
+ if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
+ return false;
+
+ float f = 1; //need for total kills (?? need more info)
+ uint32 k_grey = 0;
+ uint32 k_level = getLevel();
+ uint32 v_level = pVictim->getLevel();
+
+ {
+ // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
+ // [0] Just name
+ // [1..14] Alliance honor titles and player name
+ // [15..28] Horde honor titles and player name
+ // [29..38] Other title and player name
+ // [39+] Nothing
+ uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
+ // Get Killer titles, CharTitlesEntry::bit_index
+ // Ranks:
+ // title[1..14] -> rank[5..18]
+ // title[15..28] -> rank[5..18]
+ // title[other] -> 0
+ if (victim_title == 0)
+ victim_guid = 0; // Don't show HK: <rank> message, only log.
+ else if (victim_title < 15)
+ victim_rank = victim_title + 4;
+ else if (victim_title < 29)
+ victim_rank = victim_title - 14 + 4;
+ else
+ victim_guid = 0; // Don't show HK: <rank> message, only log.
+ }
+
+ k_grey = Trinity::XP::GetGrayLevel(k_level);
+
+ if(v_level<=k_grey)
+ return false;
+
+ float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
+
+ int32 v_rank =1; //need more info
+
+ honor = ((f * diff_level * (190 + v_rank*10))/6);
+ honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
+
+ // count the number of playerkills in one day
+ ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
+ // and those in a lifetime
+ ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 1, true);
+ UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL);
+ UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, pVictim->getClass());
+ UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, pVictim->getRace());
+ }
+ else
+ {
+ Creature *cVictim = (Creature *)uVictim;
+
+ if (!cVictim->isRacialLeader())
+ return false;
+
+ honor = 100; // ??? need more info
+ victim_rank = 19; // HK: Leader
+ }
+ }
+
+ if (uVictim != NULL)
+ {
+ honor *= sWorld.getRate(RATE_HONOR);
+
+ if(groupsize > 1)
+ honor /= groupsize;
+
+ // apply honor multiplier from aura (not stacking-get highest)
+ honor = int32(float(honor) * (float(GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN_PCT))+100.0f)/100.0f);
+ honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
+ }
+
+ // honor - for show honor points in log
+ // victim_guid - for show victim name in log
+ // victim_rank [1..4] HK: <dishonored rank>
+ // victim_rank [5..19] HK: <alliance\horde rank>
+ // victim_rank [0,20+] HK: <>
+ WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
+ data << (uint32) honor;
+ data << (uint64) victim_guid;
+ data << (uint32) victim_rank;
+
+ GetSession()->SendPacket(&data);
+
+ // add honor points
+ ModifyHonorPoints(int32(honor));
+
+ ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
+
+ if( sWorld.getConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken )
+ {
+ if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
+ return true;
+
+ if(uVictim->GetTypeId() == TYPEID_PLAYER)
+ {
+ // Check if allowed to receive it in current map
+ uint8 MapType = sWorld.getConfig(CONFIG_PVP_TOKEN_MAP_TYPE);
+ if( (MapType == 1 && !InBattleGround() && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
+ || (MapType == 2 && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
+ || (MapType == 3 && !InBattleGround()) )
+ return true;
+
+ uint32 noSpaceForCount = 0;
+ uint32 itemId = sWorld.getConfig(CONFIG_PVP_TOKEN_ID);
+ int32 count = sWorld.getConfig(CONFIG_PVP_TOKEN_COUNT);
+
+ // check space and find places
+ ItemPosCountVec dest;
+ uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, count, &noSpaceForCount );
+ if( msg != EQUIP_ERR_OK ) // convert to possible store amount
+ count = noSpaceForCount;
+
+ if( count == 0 || dest.empty()) // can't add any
+ {
+ // -- TODO: Send to mailbox if no space
+ ChatHandler(this).PSendSysMessage("You don't have any space in your bags for a token.");
+ return true;
+ }
+
+ Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
+ SendNewItem(item,count,true,false);
+ ChatHandler(this).PSendSysMessage("You have been awarded a token for slaying another player.");
+ }
+ }
+
+ return true;
+}
+
+void Player::ModifyHonorPoints(int32 value)
+{
+ if(value < 0)
+ {
+ if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
+ SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
+ else
+ SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
+ }
+ else
+ SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
+}
+
+void Player::ModifyArenaPoints(int32 value)
+{
+ if(value < 0)
+ {
+ if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
+ SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
+ else
+ SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
+ }
+ else
+ SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
+}
+
+uint32 Player::GetGuildIdFromDB(uint64 guid)
+{
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
+ if(!result)
+ return 0;
+
+ uint32 id = result->Fetch()[0].GetUInt32();
+ return id;
+}
+
+uint32 Player::GetRankFromDB(uint64 guid)
+{
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) );
+ if( result )
+ {
+ uint32 v = result->Fetch()[0].GetUInt32();
+ return v;
+ }
+ else
+ return 0;
+}
+
+uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
+{
+ QueryResult_AutoPtr 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);
+ if(!result)
+ return 0;
+
+ uint32 id = (*result)[0].GetUInt32();
+ return id;
+}
+
+uint32 Player::GetZoneIdFromDB(uint64 guid)
+{
+ uint32 guidLow = GUID_LOPART(guid);
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow );
+ if (!result)
+ return 0;
+ Field* fields = result->Fetch();
+ uint32 zone = fields[0].GetUInt32();
+
+ if (!zone)
+ {
+ // stored zone is zero, use generic and slow zone detection
+ result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow);
+ if( !result )
+ return 0;
+ fields = result->Fetch();
+ uint32 map = fields[0].GetUInt32();
+ float posx = fields[1].GetFloat();
+ float posy = fields[2].GetFloat();
+ float posz = fields[3].GetFloat();
+
+ zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
+
+ if (zone > 0)
+ CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
+ }
+
+ return zone;
+}
+
+uint32 Player::GetLevelFromDB(uint64 guid)
+{
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid));
+ if (!result)
+ return 0;
+
+ Field* fields = result->Fetch();
+ uint8 level = fields[0].GetUInt8();
+
+ return level;
+}
+
+void Player::UpdateArea(uint32 newArea)
+{
+ // FFA_PVP flags are area and not zone id dependent
+ // so apply them accordingly
+ m_areaUpdateId = newArea;
+
+ AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
+ pvpInfo.inFFAPvPArea = area && (area->flags & AREA_FLAG_ARENA);
+ UpdatePvPState(true);
+
+ UpdateAreaDependentAuras(newArea);
+}
+
+void Player::UpdateZone(uint32 newZone, uint32 newArea)
+{
+ if (m_zoneUpdateId != newZone)
+ {
+ sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId);
+ sOutdoorPvPMgr.HandlePlayerEnterZone(this, newZone);
+ SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
+ }
+
+ m_zoneUpdateId = newZone;
+ m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
+
+ // zone changed, so area changed as well, update it
+ UpdateArea(newArea);
+
+ AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
+ if (!zone)
+ return;
+
+ if (sWorld.getConfig(CONFIG_WEATHER))
+ {
+ Weather *wth = sWorld.FindWeather(zone->ID);
+ if (wth)
+ wth->SendWeatherUpdateToPlayer(this);
+ else
+ {
+ if (!sWorld.AddWeather(zone->ID))
+ {
+ // send fine weather packet to remove old zone's weather
+ Weather::SendFineWeatherUpdateToPlayer(this);
+ }
+ }
+ }
+
+ // in PvP, any not controlled zone (except zone->team == 6, default case)
+ // in PvE, only opposition team capital
+ switch (zone->team)
+ {
+ case AREATEAM_ALLY:
+ pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
+ break;
+ case AREATEAM_HORDE:
+ pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
+ break;
+ case AREATEAM_NONE:
+ // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
+ pvpInfo.inHostileArea = sWorld.IsPvPRealm() || InBattleGround() || zone->flags & AREA_FLAG_OUTDOOR_PVP;
+ break;
+ default: // 6 in fact
+ pvpInfo.inHostileArea = false;
+ break;
+ }
+
+ pvpInfo.inNoPvPArea = false;
+ if(zone->IsSanctuary()) // in sanctuary
+ {
+ SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
+ pvpInfo.inNoPvPArea = true;
+ CombatStopWithPets();
+ }
+ else
+ RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
+
+ if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
+ {
+ SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
+ SetRestType(REST_TYPE_IN_CITY);
+ InnEnter(time(0),GetMapId(),0,0,0);
+ pvpInfo.inNoPvPArea = true;
+ }
+ else // anywhere else
+ {
+ if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
+ {
+ if(GetRestType() == REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
+ {
+ if(GetMapId() != GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
+ {
+ RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
+ SetRestType(REST_TYPE_NO);
+ }
+ }
+ else // not in tavern (leave city then)
+ {
+ RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
+ SetRestType(REST_TYPE_NO);
+ }
+ }
+ }
+
+ UpdatePvPState();
+
+ // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
+ // if player resurrected at teleport this will be applied in resurrect code
+ if (isAlive())
+ DestroyZoneLimitedItem(true, newZone);
+
+ // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
+ AutoUnequipOffhandIfNeed();
+
+ // recent client version not send leave/join channel packets for built-in local channels
+ UpdateLocalChannels(newZone);
+
+ // group update
+ if (GetGroup())
+ SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
+
+ UpdateZoneDependentAuras(newZone);
+}
+
+//If players are too far way of duel flag... then player loose the duel
+void Player::CheckDuelDistance(time_t currTime)
+{
+ if (!duel)
+ return;
+
+ uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
+ GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
+ if (!obj)
+ return;
+
+ if (duel->outOfBound == 0)
+ {
+ if (!IsWithinDistInMap(obj, 50))
+ {
+ duel->outOfBound = currTime;
+
+ WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
+ GetSession()->SendPacket(&data);
+ }
+ }
+ else
+ {
+ if (IsWithinDistInMap(obj, 40))
+ {
+ duel->outOfBound = 0;
+
+ WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
+ GetSession()->SendPacket(&data);
+ }
+ else if (currTime >= (duel->outOfBound+10))
+ DuelComplete(DUEL_FLED);
+ }
+}
+
+bool Player::IsOutdoorPvPActive()
+{
+ return isAlive() && !HasInvisibilityAura() && !HasStealthAura() && (IsPvP() || sWorld.IsPvPRealm()) && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && !isInFlight();
+}
+
+void Player::DuelComplete(DuelCompleteType type)
+{
+ // duel not requested
+ if (!duel)
+ return;
+
+ sLog.outDebug("Duel Complete %s %s", GetName(), duel->opponent->GetName());
+
+ WorldPacket data(SMSG_DUEL_COMPLETE, (1));
+ data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
+ GetSession()->SendPacket(&data);
+ duel->opponent->GetSession()->SendPacket(&data);
+
+ if (type != DUEL_INTERUPTED)
+ {
+ data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
+ data << uint8(type == DUEL_WON ? 0 : 1); // 0 = just won; 1 = fled
+ data << duel->opponent->GetName();
+ data << GetName();
+ SendMessageToSet(&data,true);
+ }
+
+ switch (type)
+ {
+ case DUEL_FLED:
+ // if initiator and opponent are on the same team
+ // or initiator and opponent are not PvP enabled, forcibly stop attacking
+ if (duel->initiator->GetTeam() == duel->opponent->GetTeam())
+ {
+ duel->initiator->AttackStop();
+ duel->opponent->AttackStop();
+ }
+ else
+ {
+ if (!duel->initiator->IsPvP())
+ duel->initiator->AttackStop();
+ if (!duel->opponent->IsPvP())
+ duel->opponent->AttackStop();
+ }
+ break;
+ case DUEL_WON:
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1);
+ if (duel->opponent)
+ {
+ duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1);
+
+ //Credit for quest Death's Challenge
+ if (getClass() == CLASS_DEATH_KNIGHT && duel->opponent->GetQuestStatus(12733) == QUEST_STATUS_INCOMPLETE)
+ duel->opponent->CastSpell(duel->opponent, 52994, true);
+ }
+ break;
+ }
+
+ //Remove Duel Flag object
+ GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
+ if(obj)
+ duel->initiator->RemoveGameObject(obj,true);
+
+ /* remove auras */
+ AuraApplicationMap &itsAuras = duel->opponent->GetAppliedAuras();
+ for (AuraApplicationMap::iterator i = itsAuras.begin(); i != itsAuras.end();)
+ {
+ Aura const * aura = i->second->GetBase();
+ if (!i->second->IsPositive() && aura->GetCasterGUID() == GetGUID() && aura->GetApplyTime() >= duel->startTime)
+ duel->opponent->RemoveAura(i);
+ else
+ ++i;
+ }
+
+ AuraApplicationMap &myAuras = GetAppliedAuras();
+ for (AuraApplicationMap::iterator i = myAuras.begin(); i != myAuras.end();)
+ {
+ Aura const * aura = i->second->GetBase();
+ if (!i->second->IsPositive() && aura->GetCasterGUID() == duel->opponent->GetGUID() && aura->GetApplyTime() >= duel->startTime)
+ RemoveAura(i);
+ else
+ ++i;
+ }
+
+ // cleanup combo points
+ if(GetComboTarget()==duel->opponent->GetGUID())
+ ClearComboPoints();
+ else if(GetComboTarget()==duel->opponent->GetPetGUID())
+ ClearComboPoints();
+
+ if(duel->opponent->GetComboTarget()==GetGUID())
+ duel->opponent->ClearComboPoints();
+ else if(duel->opponent->GetComboTarget()==GetPetGUID())
+ duel->opponent->ClearComboPoints();
+
+ // Honor points after duel (the winner) - ImpConfig
+ if(uint32 amount = sWorld.getConfig(CONFIG_HONOR_AFTER_DUEL))
+ duel->opponent->RewardHonor(NULL,1,amount);
+
+ //cleanups
+ SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
+ SetUInt32Value(PLAYER_DUEL_TEAM, 0);
+ duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
+ duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
+
+ delete duel->opponent->duel;
+ duel->opponent->duel = NULL;
+ delete duel;
+ duel = NULL;
+}
+
+//---------------------------------------------------------//
+
+void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
+{
+ if(slot >= INVENTORY_SLOT_BAG_END || !item)
+ return;
+
+ ItemPrototype const *proto = item->GetProto();
+
+ if (!proto)
+ return;
+
+ if (proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
+ CorrectMetaGemEnchants(slot, apply);
+
+ // not apply/remove mods for broken item
+ if (item->IsBroken())
+ return;
+
+ sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
+
+ uint8 attacktype = Player::GetAttackBySlot(slot);
+
+ // check disarm only on mod apply to allow remove item mods
+ if (!CanUseAttackType(attacktype) )
+ return;
+
+ if (attacktype < MAX_ATTACK)
+ _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
+
+ _ApplyItemBonuses(proto,slot,apply);
+
+ if (slot==EQUIPMENT_SLOT_RANGED)
+ _ApplyAmmoBonuses();
+
+ ApplyItemEquipSpell(item,apply);
+ ApplyEnchantment(item, apply);
+
+ sLog.outDebug("_ApplyItemMods complete.");
+}
+
+void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
+{
+ if (slot >= INVENTORY_SLOT_BAG_END || !proto)
+ return;
+
+ ScalingStatDistributionEntry const *ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL;
+ if (only_level_scale && !ssd)
+ return;
+
+ // req. check at equip, but allow use for extended range if range limit max level, set proper level
+ uint32 ssd_level = getLevel();
+ if (ssd && ssd_level > ssd->MaxLevel)
+ ssd_level = ssd->MaxLevel;
+
+ ScalingStatValuesEntry const *ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL;
+ if (only_level_scale && !ssv)
+ return;
+
+ for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
+ {
+ uint32 statType = 0;
+ int32 val = 0;
+ // If set ScalingStatDistribution need get stats and values from it
+ if (ssd && ssv)
+ {
+ if (ssd->StatMod[i] < 0)
+ continue;
+ statType = ssd->StatMod[i];
+ val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000;
+ }
+ else
+ {
+ if (i >= proto->StatsCount)
+ continue;
+ statType = proto->ItemStat[i].ItemStatType;
+ val = proto->ItemStat[i].ItemStatValue;
+ }
+
+ if(val == 0)
+ continue;
+
+ switch (statType)
+ {
+ case ITEM_MOD_MANA:
+ HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
+ break;
+ case ITEM_MOD_HEALTH: // modify HP
+ HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
+ break;
+ case ITEM_MOD_AGILITY: // modify agility
+ HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
+ ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
+ break;
+ case ITEM_MOD_STRENGTH: //modify strength
+ HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
+ ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
+ break;
+ case ITEM_MOD_INTELLECT: //modify intellect
+ HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
+ ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
+ break;
+ case ITEM_MOD_SPIRIT: //modify spirit
+ HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
+ ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
+ break;
+ case ITEM_MOD_STAMINA: //modify stamina
+ HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
+ ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
+ break;
+ case ITEM_MOD_DEFENSE_SKILL_RATING:
+ ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
+ break;
+ case ITEM_MOD_DODGE_RATING:
+ ApplyRatingMod(CR_DODGE, int32(val), apply);
+ break;
+ case ITEM_MOD_PARRY_RATING:
+ ApplyRatingMod(CR_PARRY, int32(val), apply);
+ break;
+ case ITEM_MOD_BLOCK_RATING:
+ ApplyRatingMod(CR_BLOCK, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_MELEE_RATING:
+ ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_RANGED_RATING:
+ ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_SPELL_RATING:
+ ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_MELEE_RATING:
+ ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_RANGED_RATING:
+ ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_SPELL_RATING:
+ ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
+ ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
+ ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
+ ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
+ ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
+ ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
+ ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_HASTE_MELEE_RATING:
+ ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
+ break;
+ case ITEM_MOD_HASTE_RANGED_RATING:
+ ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
+ break;
+ case ITEM_MOD_HASTE_SPELL_RATING:
+ ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_RATING:
+ ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
+ ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
+ ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_RATING:
+ ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
+ ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
+ ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_TAKEN_RATING:
+ ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
+ ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
+ ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_TAKEN_RATING:
+ ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
+ ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
+ ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_RESILIENCE_RATING:
+ ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
+ ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
+ ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_HASTE_RATING:
+ ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
+ ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
+ ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_EXPERTISE_RATING:
+ ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
+ break;
+ case ITEM_MOD_ATTACK_POWER:
+ HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
+ HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
+ break;
+ case ITEM_MOD_RANGED_ATTACK_POWER:
+ HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
+ break;
+// case ITEM_MOD_FERAL_ATTACK_POWER:
+// ApplyFeralAPBonus(int32(val), apply);
+// break;
+ case ITEM_MOD_MANA_REGENERATION:
+ ApplyManaRegenBonus(int32(val), apply);
+ break;
+ case ITEM_MOD_ARMOR_PENETRATION_RATING:
+ ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
+ break;
+ case ITEM_MOD_SPELL_POWER:
+ ApplySpellPowerBonus(int32(val), apply);
+ break;
+ case ITEM_MOD_HEALTH_REGEN:
+ ApplyHealthRegenBonus(int32(val), apply);
+ break;
+ // depricated item mods
+ case ITEM_MOD_SPELL_HEALING_DONE:
+ case ITEM_MOD_SPELL_DAMAGE_DONE:
+ break;
+ }
+ }
+
+ // Apply Spell Power from ScalingStatValue if set
+ if(ssv)
+ {
+ if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue))
+ ApplySpellPowerBonus(spellbonus, apply);
+ }
+
+ // If set ScalingStatValue armor get it or use item armor
+ uint32 armor = proto->Armor;
+ if (ssv)
+ {
+ if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue))
+ armor = ssvarmor;
+ }
+
+ if (armor)
+ {
+ UnitModifierType modType = TOTAL_VALUE;
+ if (proto->Class == ITEM_CLASS_ARMOR)
+ {
+ switch (proto->SubClass)
+ {
+ case ITEM_SUBCLASS_ARMOR_CLOTH:
+ case ITEM_SUBCLASS_ARMOR_LEATHER:
+ case ITEM_SUBCLASS_ARMOR_MAIL:
+ case ITEM_SUBCLASS_ARMOR_PLATE:
+ case ITEM_SUBCLASS_ARMOR_SHIELD:
+ modType = BASE_VALUE;
+ break;
+ }
+ }
+ HandleStatModifier(UNIT_MOD_ARMOR, modType, float(armor), apply);
+ }
+
+ // Add armor bonus from ArmorDamageModifier if > 0
+ if (proto->ArmorDamageModifier > 0)
+ HandleStatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(proto->ArmorDamageModifier), apply);
+
+ if (proto->Block)
+ HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
+
+ if (proto->HolyRes)
+ HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
+
+ if (proto->FireRes)
+ HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
+
+ if (proto->NatureRes)
+ HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
+
+ if (proto->FrostRes)
+ HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
+
+ if (proto->ShadowRes)
+ HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
+
+ if (proto->ArcaneRes)
+ HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
+
+ WeaponAttackType attType = BASE_ATTACK;
+ float damage = 0.0f;
+
+ if( slot == EQUIPMENT_SLOT_RANGED && (
+ proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
+ proto->InventoryType == INVTYPE_RANGEDRIGHT ))
+ {
+ attType = RANGED_ATTACK;
+ }
+ else if(slot==EQUIPMENT_SLOT_OFFHAND)
+ {
+ attType = OFF_ATTACK;
+ }
+
+ float minDamage = proto->Damage[0].DamageMin;
+ float maxDamage = proto->Damage[0].DamageMax;
+ int32 extraDPS = 0;
+ // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
+ if (ssv)
+ {
+ if ((extraDPS = ssv->getDPSMod(proto->ScalingStatValue)))
+ {
+ float average = extraDPS * proto->Delay / 1000.0f;
+ minDamage = 0.7f * average;
+ maxDamage = 1.3f * average;
+ }
+ }
+ if (minDamage > 0 )
+ {
+ damage = apply ? minDamage : BASE_MINDAMAGE;
+ SetBaseWeaponDamage(attType, MINDAMAGE, damage);
+ //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
+ }
+
+ if (maxDamage > 0 )
+ {
+ damage = apply ? maxDamage : BASE_MAXDAMAGE;
+ SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
+ }
+
+ // Apply feral bonus from ScalingStatValue if set
+ if (ssv)
+ {
+ if (int32 feral_bonus = ssv->getFeralBonus(proto->ScalingStatValue))
+ ApplyFeralAPBonus(feral_bonus, apply);
+ }
+ // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
+ if(getClass() == CLASS_DRUID)
+ {
+ int32 feral_bonus = proto->getFeralBonus(extraDPS);
+ if (feral_bonus > 0)
+ ApplyFeralAPBonus(feral_bonus, apply);
+ }
+
+ if(IsInFeralForm() || !CanUseAttackType(attType))
+ return;
+
+ if (proto->Delay)
+ {
+ if(slot == EQUIPMENT_SLOT_RANGED)
+ SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
+ else if(slot==EQUIPMENT_SLOT_MAINHAND)
+ SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
+ else if(slot==EQUIPMENT_SLOT_OFFHAND)
+ SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
+ }
+
+ if(CanModifyStats() && (damage || proto->Delay))
+ UpdateDamagePhysical(attType);
+}
+
+void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
+{
+ AuraEffectList const& auraCritList = GetAuraEffectsByType(SPELL_AURA_MOD_WEAPON_CRIT_PERCENT);
+ for (AuraEffectList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end(); ++itr)
+ _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
+
+ AuraEffectList const& auraDamageFlatList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE);
+ for (AuraEffectList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end(); ++itr)
+ _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
+
+ AuraEffectList const& auraDamagePCTList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
+ for (AuraEffectList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end(); ++itr)
+ _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
+}
+
+void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
+{
+ // generic not weapon specific case processes in aura code
+ if (aura->GetSpellProto()->EquippedItemClass == -1)
+ return;
+
+ BaseModGroup mod = BASEMOD_END;
+ switch (attackType)
+ {
+ case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
+ case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
+ case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
+ default: return;
+ }
+
+ if (!item->IsBroken()&&item->IsFitToSpellRequirements(aura->GetSpellProto()))
+ HandleBaseModValue(mod, FLAT_MOD, float (aura->GetAmount()), apply);
+}
+
+void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
+{
+ //don't apply mod if item is broken
+ if (item->IsBroken())
+ return;
+
+ // ignore spell mods for not wands
+ if ((aura->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) == 0 && (getClassMask() & CLASSMASK_WAND_USERS) == 0)
+ return;
+
+ // generic not weapon specific case processes in aura code
+ if (aura->GetSpellProto()->EquippedItemClass == -1)
+ return;
+
+ UnitMods unitMod = UNIT_MOD_END;
+ switch (attackType)
+ {
+ case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
+ case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
+ case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
+ default: return;
+ }
+
+ UnitModifierType unitModType = TOTAL_VALUE;
+ switch (aura->GetAuraType())
+ {
+ case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
+ case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
+ default: return;
+ }
+
+ if (!item->IsBroken()&&item->IsFitToSpellRequirements(aura->GetSpellProto()))
+ {
+ HandleStatModifier(unitMod, unitModType, float(aura->GetAmount()),apply);
+
+ if (unitModType == TOTAL_PCT)
+ ApplyModSignedFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT,aura->GetAmount()/100.0f,apply);
+ else
+ ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS,aura->GetAmount(),apply);
+ }
+}
+
+void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
+{
+ if(!item)
+ return;
+
+ ItemPrototype const *proto = item->GetProto();
+ if(!proto)
+ return;
+
+ for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
+ {
+ _Spell const& spellData = proto->Spells[i];
+
+ // no spell
+ if (!spellData.SpellId)
+ continue;
+
+ // wrong triggering type
+ if (apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
+ continue;
+
+ // check if it is valid spell
+ SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
+ if (!spellproto)
+ continue;
+
+ ApplyEquipSpell(spellproto,item,apply,form_change);
+ }
+}
+
+void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
+{
+ if (apply)
+ {
+ // Cannot be used in this stance/form
+ if (GetErrorAtShapeshiftedCast(spellInfo, m_form) != SPELL_CAST_OK)
+ return;
+
+ if (form_change) // check aura active state from other form
+ {
+ AuraApplicationMap const& auras = GetAppliedAuras();
+ for (AuraApplicationMap::const_iterator itr = auras.lower_bound(spellInfo->Id); itr != auras.upper_bound(spellInfo->Id); ++itr)
+ if (!item || itr->second->GetBase()->GetCastItemGUID() == item->GetGUID())
+ return;
+ }
+
+ DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
+
+ CastSpell(this,spellInfo,true,item);
+ }
+ else
+ {
+ if(form_change) // check aura compatibility
+ {
+ // Cannot be used in this stance/form
+ if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==SPELL_CAST_OK)
+ return; // and remove only not compatible at form change
+ }
+
+ if (item)
+ RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells, not only at-equipped
+ else
+ RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
+ }
+}
+
+void Player::UpdateEquipSpellsAtFormChange()
+{
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if(m_items[i] && !m_items[i]->IsBroken())
+ {
+ ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
+ ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
+ }
+ }
+
+ // item set bonuses not dependent from item broken state
+ for (size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
+ {
+ ItemSetEffect* eff = ItemSetEff[setindex];
+ if(!eff)
+ continue;
+
+ for (uint32 y=0; y<8; ++y)
+ {
+ SpellEntry const* spellInfo = eff->spells[y];
+ if(!spellInfo)
+ continue;
+
+ ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
+ ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
+ }
+ }
+}
+void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx)
+{
+ if (!target || !target->isAlive() || target == this)
+ return;
+
+ for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ // If usable, try to cast item spell
+ if (Item * item = GetItemByPos(INVENTORY_SLOT_BAG_0,i))
+ if (!item->IsBroken())
+ if (ItemPrototype const *proto = item->GetProto())
+ {
+ // Additional check for weapons
+ if (proto->Class == ITEM_CLASS_WEAPON)
+ {
+ // offhand item cannot proc from main hand hit etc
+ EquipmentSlots slot;
+ switch (attType)
+ {
+ case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
+ case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
+ case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
+ default: slot = EQUIPMENT_SLOT_END; break;
+ }
+ if (slot != i)
+ continue;
+ // Check if item is useable (forms or disarm)
+ if (attType == BASE_ATTACK)
+ if (!IsUseEquipedWeapon(true))
+ continue;
+ }
+ CastItemCombatSpell(target, attType, procVictim, procEx, item, proto);
+ }
+ }
+}
+
+void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemPrototype const * proto)
+{
+ // Can do effect if any damage done to target
+ if (procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
+ //if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
+ {
+ for (uint8 i = 0; i < 5; ++i)
+ {
+ _Spell const& spellData = proto->Spells[i];
+
+ // no spell
+ if (!spellData.SpellId)
+ continue;
+
+ // wrong triggering type
+ if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
+ continue;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
+ if (!spellInfo)
+ {
+ sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
+ continue;
+ }
+
+ // not allow proc extra attack spell at extra attack
+ if (m_extraAttacks && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_ADD_EXTRA_ATTACKS))
+ return;
+
+ float chance = spellInfo->procChance;
+
+ if (spellData.SpellPPMRate)
+ {
+ if (spellData.SpellId == 52781) // Persuasive Strike
+ {
+ switch (target->GetEntry())
+ {
+ default:
+ return;
+ case 28939:
+ case 28940:
+ case 28610:
+ break;
+ }
+ }
+ uint32 WeaponSpeed = GetAttackTime(attType);
+ chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate, spellInfo);
+ }
+ else if (chance > 100.0f)
+ {
+ chance = GetWeaponProcChance();
+ }
+
+ if (roll_chance_f(chance))
+ CastSpell(target, spellInfo->Id, true, item);
+ }
+ }
+
+ // item combat enchantments
+ for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
+ {
+ uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
+ SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if(!pEnchant) continue;
+ for (uint8 s = 0; s < 3; ++s)
+ {
+ if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
+ continue;
+
+ SpellEnchantProcEntry const* entry = spellmgr.GetSpellEnchantProcEvent(enchant_id);
+
+ if (entry && entry->procEx)
+ {
+ // Check hit/crit/dodge/parry requirement
+ if((entry->procEx & procEx) == 0)
+ continue;
+ }
+ else
+ {
+ // Can do effect if any damage done to target
+ if (!(procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
+ //if (!(damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
+ continue;
+ }
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
+ if (!spellInfo)
+ {
+ sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
+ continue;
+ }
+
+ float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
+
+ if (entry)
+ {
+ if(entry->PPMChance)
+ chance = GetPPMProcChance(proto->Delay, entry->PPMChance, spellInfo);
+ else if(entry->customChance)
+ chance = entry->customChance;
+ }
+
+ // Apply spell mods
+ ApplySpellMod(pEnchant->spellid[s],SPELLMOD_CHANCE_OF_SUCCESS,chance);
+
+ if (roll_chance_f(chance))
+ {
+ if(IsPositiveSpell(pEnchant->spellid[s]))
+ CastSpell(this, pEnchant->spellid[s], true, item);
+ else
+ CastSpell(target, pEnchant->spellid[s], true, item);
+ }
+ }
+ }
+}
+
+void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
+{
+ ItemPrototype const* proto = item->GetProto();
+ // special learning case
+ if (proto->Spells[0].SpellId == 483 || proto->Spells[0].SpellId == 55884)
+ {
+ uint32 learn_spell_id = proto->Spells[0].SpellId;
+ uint32 learning_spell_id = proto->Spells[1].SpellId;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
+ if (!spellInfo)
+ {
+ sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
+ SendEquipError(EQUIP_ERR_NONE,item,NULL);
+ return;
+ }
+
+ Spell *spell = new Spell(this, spellInfo,false);
+ spell->m_CastItem = item;
+ spell->m_cast_count = cast_count; //set count of casts
+ spell->m_currentBasePoints[0] = learning_spell_id;
+ spell->prepare(&targets);
+ return;
+ }
+
+ // use triggered flag only for items with many spell casts and for not first cast
+ uint8 count = 0;
+
+ // item spells casted at use
+ for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
+ {
+ _Spell const& spellData = proto->Spells[i];
+
+ // no spell
+ if (!spellData.SpellId)
+ continue;
+
+ // wrong triggering type
+ if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
+ continue;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
+ if(!spellInfo)
+ {
+ sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
+ continue;
+ }
+
+ Spell *spell = new Spell(this, spellInfo, (count > 0));
+ spell->m_CastItem = item;
+ spell->m_cast_count = cast_count; // set count of casts
+ spell->m_glyphIndex = glyphIndex; // glyph index
+ spell->prepare(&targets);
+
+ ++count;
+ }
+
+ // Item enchantments spells casted at use
+ for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
+ {
+ uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
+ SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if (!pEnchant)
+ continue;
+ for (uint8 s = 0; s < 3; ++s)
+ {
+ if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
+ continue;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
+ if (!spellInfo)
+ {
+ sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
+ continue;
+ }
+
+ Spell *spell = new Spell(this, spellInfo, (count > 0));
+ spell->m_CastItem = item;
+ spell->m_cast_count = cast_count; // set count of casts
+ spell->m_glyphIndex = glyphIndex; // glyph index
+ spell->prepare(&targets);
+
+ ++count;
+ }
+ }
+}
+
+void Player::_RemoveAllItemMods()
+{
+ sLog.outDebug("_RemoveAllItemMods start.");
+
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i])
+ {
+ ItemPrototype const *proto = m_items[i]->GetProto();
+ if (!proto)
+ continue;
+
+ // item set bonuses not dependent from item broken state
+ if (proto->ItemSet)
+ RemoveItemsSetItem(this,proto);
+
+ if (m_items[i]->IsBroken())
+ continue;
+
+ ApplyItemEquipSpell(m_items[i], false);
+ ApplyEnchantment(m_items[i], false);
+ }
+ }
+
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i])
+ {
+ if (m_items[i]->IsBroken())
+ continue;
+ ItemPrototype const *proto = m_items[i]->GetProto();
+ if (!proto)
+ continue;
+
+ uint32 attacktype = Player::GetAttackBySlot(i);
+ if (attacktype < MAX_ATTACK)
+ _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
+
+ _ApplyItemBonuses(proto,i, false);
+
+ if (i == EQUIPMENT_SLOT_RANGED)
+ _ApplyAmmoBonuses();
+ }
+ }
+
+ sLog.outDebug("_RemoveAllItemMods complete.");
+}
+
+void Player::_ApplyAllItemMods()
+{
+ sLog.outDebug("_ApplyAllItemMods start.");
+
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i])
+ {
+ if (m_items[i]->IsBroken())
+ continue;
+
+ ItemPrototype const *proto = m_items[i]->GetProto();
+ if (!proto)
+ continue;
+
+ uint32 attacktype = Player::GetAttackBySlot(i);
+ if (attacktype < MAX_ATTACK)
+ _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
+
+ _ApplyItemBonuses(proto,i, true);
+
+ if (i == EQUIPMENT_SLOT_RANGED)
+ _ApplyAmmoBonuses();
+ }
+ }
+
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i])
+ {
+ ItemPrototype const *proto = m_items[i]->GetProto();
+ if (!proto)
+ continue;
+
+ // item set bonuses not dependent from item broken state
+ if (proto->ItemSet)
+ AddItemsSetItem(this,m_items[i]);
+
+ if (m_items[i]->IsBroken())
+ continue;
+
+ ApplyItemEquipSpell(m_items[i],true);
+ ApplyEnchantment(m_items[i], true);
+ }
+ }
+
+ sLog.outDebug("_ApplyAllItemMods complete.");
+}
+
+void Player::_ApplyAllLevelScaleItemMods(bool apply)
+{
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i])
+ {
+ if (m_items[i]->IsBroken())
+ continue;
+
+ ItemPrototype const *proto = m_items[i]->GetProto();
+ if (!proto)
+ continue;
+
+ _ApplyItemBonuses(proto,i, apply, true);
+ }
+ }
+}
+
+void Player::_ApplyAmmoBonuses()
+{
+ // check ammo
+ uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
+ if (!ammo_id)
+ return;
+
+ float currentAmmoDPS;
+
+ ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
+ if (!ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
+ currentAmmoDPS = 0.0f;
+ else
+ currentAmmoDPS = (ammo_proto->Damage[0].DamageMin + ammo_proto->Damage[0].DamageMax) / 2;
+
+ if (currentAmmoDPS == GetAmmoDPS())
+ return;
+
+ m_ammoDPS = currentAmmoDPS;
+
+ if (CanModifyStats())
+ UpdateDamagePhysical(RANGED_ATTACK);
+}
+
+bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
+{
+ if (!ammo_proto)
+ return false;
+
+ // check ranged weapon
+ Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
+ if (!weapon || weapon->IsBroken())
+ return false;
+
+ ItemPrototype const* weapon_proto = weapon->GetProto();
+ if (!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
+ return false;
+
+ // check ammo ws. weapon compatibility
+ switch (weapon_proto->SubClass)
+ {
+ case ITEM_SUBCLASS_WEAPON_BOW:
+ case ITEM_SUBCLASS_WEAPON_CROSSBOW:
+ if (ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
+ return false;
+ break;
+ case ITEM_SUBCLASS_WEAPON_GUN:
+ if (ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
+ return false;
+ break;
+ default:
+ return false;
+ }
+
+ return true;
+}
+
+/* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
+ Called by remove insignia spell effect */
+void Player::RemovedInsignia(Player* looterPlr)
+{
+ if (!GetBattleGroundId())
+ return;
+
+ // If not released spirit, do it !
+ if (m_deathTimer > 0)
+ {
+ m_deathTimer = 0;
+ BuildPlayerRepop();
+ RepopAtGraveyard();
+ }
+
+ Corpse *corpse = GetCorpse();
+ if (!corpse)
+ return;
+
+ // We have to convert player corpse to bones, not to be able to resurrect there
+ // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
+ Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
+ if (!bones)
+ return;
+
+ // Now we must make bones lootable, and send player loot
+ bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
+
+ // We store the level of our player in the gold field
+ // We retrieve this information at Player::SendLoot()
+ bones->loot.gold = getLevel();
+ bones->lootRecipient = looterPlr;
+ looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
+}
+
+void Player::SendLootRelease( uint64 guid )
+{
+ WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
+ data << uint64(guid) << uint8(1);
+ SendDirectMessage( &data );
+}
+
+void Player::SendLoot(uint64 guid, LootType loot_type)
+{
+ if (uint64 lguid = GetLootGUID())
+ m_session->DoLootRelease(lguid);
+
+ Loot *loot = 0;
+ PermissionTypes permission = ALL_PERMISSION;
+
+ sLog.outDebug("Player::SendLoot");
+ if (IS_GAMEOBJECT_GUID(guid))
+ {
+ sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
+ GameObject *go = GetMap()->GetGameObject(guid);
+
+ // not check distance for GO in case owned GO (fishing bobber case, for example)
+ // And permit out of range GO with no owner in case fishing hole
+ if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
+ {
+ SendLootRelease(guid);
+ return;
+ }
+
+ loot = &go->loot;
+
+ if (go->getLootState() == GO_READY)
+ {
+ uint32 lootid = go->GetGOInfo()->GetLootId();
+
+ //TODO: fix this big hack
+ if((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
+ if( BattleGround *bg = GetBattleGround())
+ if(bg->GetTypeID() == BATTLEGROUND_AV)
+ if(!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(),GetTeam())))
+ {
+ SendLootRelease(guid);
+ return;
+ }
+
+ if (lootid)
+ {
+ sLog.outDebug(" if(lootid)");
+ loot->clear();
+ loot->FillLoot(lootid, LootTemplates_Gameobject, this, false, false, go->GetLootMode());
+ }
+
+ if (loot_type == LOOT_FISHING)
+ go->getFishLoot(loot,this);
+
+ go->SetLootState(GO_ACTIVATED);
+ }
+ }
+ else if (IS_ITEM_GUID(guid))
+ {
+ Item *item = GetItemByGuid(guid);
+
+ if (!item)
+ {
+ SendLootRelease(guid);
+ return;
+ }
+
+ loot = &item->loot;
+
+ if (!item->m_lootGenerated)
+ {
+ item->m_lootGenerated = true;
+ loot->clear();
+
+ switch (loot_type)
+ {
+ case LOOT_DISENCHANTING:
+ loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true);
+ break;
+ case LOOT_PROSPECTING:
+ loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true);
+ break;
+ case LOOT_MILLING:
+ loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true);
+ break;
+ default:
+ loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true);
+ loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
+ break;
+ }
+ }
+ }
+ else if (IS_CORPSE_GUID(guid)) // remove insignia
+ {
+ Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
+
+ if (!bones || !(loot_type == LOOT_CORPSE || loot_type == LOOT_INSIGNIA) || bones->GetType() != CORPSE_BONES)
+ {
+ SendLootRelease(guid);
+ return;
+ }
+
+ loot = &bones->loot;
+
+ if (!bones->lootForBody)
+ {
+ bones->lootForBody = true;
+ uint32 pLevel = bones->loot.gold;
+ bones->loot.clear();
+ if (BattleGround *bg = GetBattleGround())
+ if (bg->GetTypeID() == BATTLEGROUND_AV)
+ loot->FillLoot(1, LootTemplates_Creature, this, true);
+ // It may need a better formula
+ // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
+ bones->loot.gold = uint32(urand(50, 150) * 0.016f * pow(float(pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY));
+ }
+
+ if (bones->lootRecipient != this)
+ permission = NONE_PERMISSION;
+ }
+ else
+ {
+ Creature *creature = GetMap()->GetCreature(guid);
+
+ // must be in range and creature must be alive for pickpocket and must be dead for another loot
+ if (!creature || creature->isAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
+ {
+ SendLootRelease(guid);
+ return;
+ }
+
+ if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
+ {
+ SendLootRelease(guid);
+ return;
+ }
+
+ loot = &creature->loot;
+
+ if (loot_type == LOOT_PICKPOCKETING)
+ {
+ if (!creature->lootForPickPocketed)
+ {
+ creature->lootForPickPocketed = true;
+ loot->clear();
+
+ if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
+ loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
+
+ // Generate extra money for pick pocket loot
+ const uint32 a = urand(0, creature->getLevel()/2);
+ const uint32 b = urand(0, getLevel()/2);
+ loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
+ }
+ }
+ else
+ {
+ // the player whose group may loot the corpse
+ Player *recipient = creature->GetLootRecipient();
+ if (!recipient)
+ {
+ creature->SetLootRecipient(this);
+ recipient = this;
+ }
+
+ if (creature->lootForPickPocketed)
+ {
+ creature->lootForPickPocketed = false;
+ loot->clear();
+ }
+
+ if (!creature->lootForBody)
+ {
+ creature->lootForBody = true;
+ loot->clear();
+
+ if (uint32 lootid = creature->GetCreatureInfo()->lootid)
+ loot->FillLoot(lootid, LootTemplates_Creature, recipient, false, false, creature->GetLootMode());
+
+ loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
+
+ if (Group* group = recipient->GetGroup())
+ {
+ group->UpdateLooterGuid(creature,true);
+
+ switch (group->GetLootMethod())
+ {
+ case GROUP_LOOT:
+ // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
+ group->GroupLoot(recipient->GetGUID(), loot, creature);
+ break;
+ case NEED_BEFORE_GREED:
+ group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
+ break;
+ case MASTER_LOOT:
+ group->MasterLoot(recipient->GetGUID(), loot, creature);
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ // possible only if creature->lootForBody && loot->empty() at spell cast check
+ if (loot_type == LOOT_SKINNING)
+ {
+ loot->clear();
+ loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false);
+ }
+ // set group rights only for loot_type != LOOT_SKINNING
+ else
+ {
+ if(Group* group = GetGroup())
+ {
+ if (group == recipient->GetGroup())
+ {
+ if (group->GetLootMethod() == FREE_FOR_ALL)
+ permission = ALL_PERMISSION;
+ else if (group->GetLooterGuid() == GetGUID())
+ {
+ if (group->GetLootMethod() == MASTER_LOOT)
+ permission = MASTER_PERMISSION;
+ else
+ permission = ALL_PERMISSION;
+ }
+ else
+ permission = GROUP_PERMISSION;
+ }
+ else
+ permission = NONE_PERMISSION;
+ }
+ else if (recipient == this)
+ permission = ALL_PERMISSION;
+ else
+ permission = NONE_PERMISSION;
+ }
+ }
+ }
+
+ SetLootGUID(guid);
+
+ // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
+ switch (loot_type)
+ {
+ case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break;
+ case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
+ default: break;
+ }
+
+ // need know merged fishing/corpse loot type for achievements
+ loot->loot_type = loot_type;
+
+ WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
+
+ data << uint64(guid);
+ data << uint8(loot_type);
+ data << LootView(*loot, this, permission);
+
+ SendDirectMessage(&data);
+
+ // add 'this' player as one of the players that are looting 'loot'
+ if (permission != NONE_PERMISSION)
+ loot->AddLooter(GetGUID());
+
+ if (loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid))
+ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
+}
+
+void Player::SendNotifyLootMoneyRemoved()
+{
+ WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
+ GetSession()->SendPacket( &data );
+}
+
+void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
+{
+ WorldPacket data(SMSG_LOOT_REMOVED, 1);
+ data << uint8(lootSlot);
+ GetSession()->SendPacket( &data );
+}
+
+void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
+{
+ WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
+ data << Field;
+ data << Value;
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
+{
+ // data depends on zoneid/mapid...
+ BattleGround* bg = GetBattleGround();
+ uint16 NumberOfFields = 0;
+ uint32 mapid = GetMapId();
+ OutdoorPvP * pvp = sOutdoorPvPMgr.GetOutdoorPvPToZoneId(zoneid);
+
+ sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map: %u, Zone: %u", mapid, zoneid);
+
+ // may be exist better way to do this...
+ switch (zoneid)
+ {
+ case 0:
+ case 1:
+ case 4:
+ case 8:
+ case 10:
+ case 11:
+ case 12:
+ case 36:
+ case 38:
+ case 40:
+ case 41:
+ case 51:
+ case 267:
+ case 1519:
+ case 1537:
+ case 2257:
+ case 2918:
+ NumberOfFields = 8;
+ break;
+ case 139:
+ NumberOfFields = 41;
+ break;
+ case 1377:
+ NumberOfFields = 15;
+ break;
+ case 2597:
+ NumberOfFields = 83;
+ break;
+ case 3277:
+ NumberOfFields = 16;
+ break;
+ case 3358:
+ case 3820:
+ NumberOfFields = 40;
+ break;
+ case 3483:
+ NumberOfFields = 27;
+ break;
+ case 3518:
+ NumberOfFields = 39;
+ break;
+ case 3519:
+ NumberOfFields = 38;
+ break;
+ case 3521:
+ NumberOfFields = 37;
+ break;
+ case 3698:
+ case 3702:
+ case 3968:
+ NumberOfFields = 11;
+ break;
+ case 4378:
+ NumberOfFields = 11;
+ break;
+ case 3703:
+ NumberOfFields = 11;
+ break;
+ case 4384:
+ NumberOfFields = 30;
+ break;
+ default:
+ NumberOfFields = 12;
+ break;
+ }
+
+ WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
+ data << uint32(mapid); // mapid
+ data << uint32(zoneid); // zone id
+ data << uint32(areaid); // area id, new 2.1.0
+ data << uint16(NumberOfFields); // count of uint64 blocks
+ data << uint32(0x8d8) << uint32(0x0); // 1
+ data << uint32(0x8d7) << uint32(0x0); // 2
+ data << uint32(0x8d6) << uint32(0x0); // 3
+ data << uint32(0x8d5) << uint32(0x0); // 4
+ data << uint32(0x8d4) << uint32(0x0); // 5
+ data << uint32(0x8d3) << uint32(0x0); // 6
+ // 7 1 - Arena season in progress, 0 - end of season
+ data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
+ // 8 Arena season id
+ data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
+
+ if(mapid == 530) // Outland
+ {
+ data << uint32(0x9bf) << uint32(0x0); // 7
+ data << uint32(0x9bd) << uint32(0xF); // 8
+ data << uint32(0x9bb) << uint32(0xF); // 9
+ }
+ switch(zoneid)
+ {
+ case 1:
+ case 11:
+ case 12:
+ case 38:
+ case 40:
+ case 51:
+ case 1519:
+ case 1537:
+ case 2257:
+ break;
+ case 139: // EPL
+ {
+ if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_EP)
+ pvp->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x97a) << uint32(0x0); // 10 2426
+ data << uint32(0x917) << uint32(0x0); // 11 2327
+ data << uint32(0x918) << uint32(0x0); // 12 2328
+ data << uint32(0x97b) << uint32(0x32); // 13 2427
+ data << uint32(0x97c) << uint32(0x32); // 14 2428
+ data << uint32(0x933) << uint32(0x1); // 15 2355
+ data << uint32(0x946) << uint32(0x0); // 16 2374
+ data << uint32(0x947) << uint32(0x0); // 17 2375
+ data << uint32(0x948) << uint32(0x0); // 18 2376
+ data << uint32(0x949) << uint32(0x0); // 19 2377
+ data << uint32(0x94a) << uint32(0x0); // 20 2378
+ data << uint32(0x94b) << uint32(0x0); // 21 2379
+ data << uint32(0x932) << uint32(0x0); // 22 2354
+ data << uint32(0x934) << uint32(0x0); // 23 2356
+ data << uint32(0x935) << uint32(0x0); // 24 2357
+ data << uint32(0x936) << uint32(0x0); // 25 2358
+ data << uint32(0x937) << uint32(0x0); // 26 2359
+ data << uint32(0x938) << uint32(0x0); // 27 2360
+ data << uint32(0x939) << uint32(0x1); // 28 2361
+ data << uint32(0x930) << uint32(0x1); // 29 2352
+ data << uint32(0x93a) << uint32(0x0); // 30 2362
+ data << uint32(0x93b) << uint32(0x0); // 31 2363
+ data << uint32(0x93c) << uint32(0x0); // 32 2364
+ data << uint32(0x93d) << uint32(0x0); // 33 2365
+ data << uint32(0x944) << uint32(0x0); // 34 2372
+ data << uint32(0x945) << uint32(0x0); // 35 2373
+ data << uint32(0x931) << uint32(0x1); // 36 2353
+ data << uint32(0x93e) << uint32(0x0); // 37 2366
+ data << uint32(0x931) << uint32(0x1); // 38 2367 ?? grey horde not in dbc! send for consistency's sake, and to match field count
+ data << uint32(0x940) << uint32(0x0); // 39 2368
+ data << uint32(0x941) << uint32(0x0); // 7 2369
+ data << uint32(0x942) << uint32(0x0); // 8 2370
+ data << uint32(0x943) << uint32(0x0); // 9 2371
+ }
+ }
+ break;
+ case 1377: // Silithus
+ {
+ if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_SI)
+ pvp->FillInitialWorldStates(data);
+ else
+ {
+ // states are always shown
+ data << uint32(2313) << uint32(0x0); // 7 ally silityst gathered
+ data << uint32(2314) << uint32(0x0); // 8 horde silityst gathered
+ data << uint32(2317) << uint32(0x0); // 9 max silithyst
+ }
+ // dunno about these... aq opening event maybe?
+ data << uint32(2322) << uint32(0x0); // 10 sandworm N
+ data << uint32(2323) << uint32(0x0); // 11 sandworm S
+ data << uint32(2324) << uint32(0x0); // 12 sandworm SW
+ data << uint32(2325) << uint32(0x0); // 13 sandworm E
+ }
+ break;
+ case 2597: // AV
+ if (bg && bg->GetTypeID() == BATTLEGROUND_AV)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x7ae) << uint32(0x1); // 7 snowfall n
+ data << uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc
+ data << uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac
+ data << uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a
+ data << uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused
+ data << uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused
+ data << uint32(0x567) << uint32(0x1); // 13 frostwolfe c
+ data << uint32(0x566) << uint32(0x1); // 14 frostwolfw c
+ data << uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally
+ data << uint32(0x544) << uint32(0x0); // 16 ice grave a_a
+ data << uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c
+ data << uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c
+ data << uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a
+ data << uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a
+ data << uint32(0x574) << uint32(0x0); // 21 1396 unk
+ data << uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused
+ data << uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused
+ data << uint32(0x56f) << uint32(0x0); // 24 1391 unk
+ data << uint32(0x56e) << uint32(0x0); // 25 iceblood a
+ data << uint32(0x56d) << uint32(0x0); // 26 towerp a
+ data << uint32(0x56c) << uint32(0x0); // 27 frostwolfe a
+ data << uint32(0x56b) << uint32(0x0); // 28 froswolfw a
+ data << uint32(0x56a) << uint32(0x1); // 29 1386 unk
+ data << uint32(0x569) << uint32(0x1); // 30 iceblood c
+ data << uint32(0x568) << uint32(0x1); // 31 towerp c
+ data << uint32(0x565) << uint32(0x0); // 32 stoneh tower a
+ data << uint32(0x564) << uint32(0x0); // 33 icewing tower a
+ data << uint32(0x563) << uint32(0x0); // 34 dunn a
+ data << uint32(0x562) << uint32(0x0); // 35 duns a
+ data << uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused
+ data << uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused
+ data << uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused
+ data << uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused
+ data << uint32(0x55d) << uint32(0x0); // 40 stone tower d
+ data << uint32(0x3c6) << uint32(0x0); // 41 966 unk
+ data << uint32(0x3c4) << uint32(0x0); // 42 964 unk
+ data << uint32(0x3c2) << uint32(0x0); // 43 962 unk
+ data << uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c
+ data << uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c
+ data << uint32(0x3b6) << uint32(0x0); // 46 950 unk
+ data << uint32(0x55c) << uint32(0x0); // 47 icewing tower d
+ data << uint32(0x55b) << uint32(0x0); // 48 dunn d
+ data << uint32(0x55a) << uint32(0x0); // 49 duns d
+ data << uint32(0x559) << uint32(0x0); // 50 1369 unk
+ data << uint32(0x558) << uint32(0x0); // 51 iceblood d
+ data << uint32(0x557) << uint32(0x0); // 52 towerp d
+ data << uint32(0x556) << uint32(0x0); // 53 frostwolfe d
+ data << uint32(0x555) << uint32(0x0); // 54 frostwolfw d
+ data << uint32(0x554) << uint32(0x1); // 55 stoneh tower c
+ data << uint32(0x553) << uint32(0x1); // 56 icewing tower c
+ data << uint32(0x552) << uint32(0x1); // 57 dunn c
+ data << uint32(0x551) << uint32(0x1); // 58 duns c
+ data << uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde
+ data << uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally
+ data << uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral
+ data << uint32(0x54c) << uint32(0x0); // 62 mine (S) horde
+ data << uint32(0x54b) << uint32(0x0); // 63 mine (S) ally
+ data << uint32(0x545) << uint32(0x0); // 64 iceblood h_a
+ data << uint32(0x543) << uint32(0x1); // 65 iceblod h_c
+ data << uint32(0x542) << uint32(0x0); // 66 iceblood a_c
+ data << uint32(0x540) << uint32(0x0); // 67 snowfall h_a
+ data << uint32(0x53f) << uint32(0x0); // 68 snowfall a_a
+ data << uint32(0x53e) << uint32(0x0); // 69 snowfall h_c
+ data << uint32(0x53d) << uint32(0x0); // 70 snowfall a_c
+ data << uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a
+ data << uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a
+ data << uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c
+ data << uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c
+ data << uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a
+ data << uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a
+ data << uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a
+ data << uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a
+ data << uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a
+ data << uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c
+ data << uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c
+ }
+ break;
+ case 3277: // WS
+ if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
+ data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
+ data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
+ data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
+ data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
+ data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
+ data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
+ data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
+ }
+ break;
+ case 3358: // AB
+ if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
+ data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
+ data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
+ data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
+ data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
+ data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
+ data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
+ data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
+ data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
+ data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
+ data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
+ data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
+ data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
+ data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
+ data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
+ data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
+ data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
+ data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
+ data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
+ data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
+ data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
+ data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
+ data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
+ data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
+ data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
+ data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
+ data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
+ data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
+ data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
+ data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
+ data << uint32(0x745) << uint32(0x2); // 37 1861 unk
+ data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
+ }
+ break;
+ case 3820: // EY
+ if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
+ data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
+ data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
+ data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
+ data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
+ data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
+ data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
+ data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
+ data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
+ data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
+ data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
+ data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
+ data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
+ data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
+ data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
+ data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
+ data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
+ data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
+ data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
+ data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
+ data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
+ data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
+ data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
+ data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
+ data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
+ data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
+ data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
+ data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
+ data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
+ data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
+ data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
+ data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
+ // and some more ... unknown
+ }
+ break;
+ // any of these needs change! the client remembers the prev setting!
+ // ON EVERY ZONE LEAVE, RESET THE OLD ZONE'S WORLD STATE, BUT AT LEAST THE UI STUFF!
+ case 3483: // Hellfire Peninsula
+ {
+ if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_HP)
+ pvp->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x9ba) << uint32(0x1); // 10 // add ally tower main gui icon // maybe should be sent only on login?
+ data << uint32(0x9b9) << uint32(0x1); // 11 // add horde tower main gui icon // maybe should be sent only on login?
+ data << uint32(0x9b5) << uint32(0x0); // 12 // show neutral broken hill icon // 2485
+ data << uint32(0x9b4) << uint32(0x1); // 13 // show icon above broken hill // 2484
+ data << uint32(0x9b3) << uint32(0x0); // 14 // show ally broken hill icon // 2483
+ data << uint32(0x9b2) << uint32(0x0); // 15 // show neutral overlook icon // 2482
+ data << uint32(0x9b1) << uint32(0x1); // 16 // show the overlook arrow // 2481
+ data << uint32(0x9b0) << uint32(0x0); // 17 // show ally overlook icon // 2480
+ data << uint32(0x9ae) << uint32(0x0); // 18 // horde pvp objectives captured // 2478
+ data << uint32(0x9ac) << uint32(0x0); // 19 // ally pvp objectives captured // 2476
+ data << uint32(2475) << uint32(100); //: ally / horde slider grey area // show only in direct vicinity!
+ data << uint32(2474) << uint32(50); //: ally / horde slider percentage, 100 for ally, 0 for horde // show only in direct vicinity!
+ data << uint32(2473) << uint32(0); //: ally / horde slider display // show only in direct vicinity!
+ data << uint32(0x9a8) << uint32(0x0); // 20 // show the neutral stadium icon // 2472
+ data << uint32(0x9a7) << uint32(0x0); // 21 // show the ally stadium icon // 2471
+ data << uint32(0x9a6) << uint32(0x1); // 22 // show the horde stadium icon // 2470
+ }
+ }
+ break;
+ case 3518:
+ {
+ if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA)
+ pvp->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(2503) << uint32(0x0); // 10
+ data << uint32(2502) << uint32(0x0); // 11
+ data << uint32(2493) << uint32(0x0); // 12
+ data << uint32(2491) << uint32(0x0); // 13
+
+ data << uint32(2495) << uint32(0x0); // 14
+ data << uint32(2494) << uint32(0x0); // 15
+ data << uint32(2497) << uint32(0x0); // 16
+
+ data << uint32(2762) << uint32(0x0); // 17
+ data << uint32(2662) << uint32(0x0); // 18
+ data << uint32(2663) << uint32(0x0); // 19
+ data << uint32(2664) << uint32(0x0); // 20
+
+ data << uint32(2760) << uint32(0x0); // 21
+ data << uint32(2670) << uint32(0x0); // 22
+ data << uint32(2668) << uint32(0x0); // 23
+ data << uint32(2669) << uint32(0x0); // 24
+
+ data << uint32(2761) << uint32(0x0); // 25
+ data << uint32(2667) << uint32(0x0); // 26
+ data << uint32(2665) << uint32(0x0); // 27
+ data << uint32(2666) << uint32(0x0); // 28
+
+ data << uint32(2763) << uint32(0x0); // 29
+ data << uint32(2659) << uint32(0x0); // 30
+ data << uint32(2660) << uint32(0x0); // 31
+ data << uint32(2661) << uint32(0x0); // 32
+
+ data << uint32(2671) << uint32(0x0); // 33
+ data << uint32(2676) << uint32(0x0); // 34
+ data << uint32(2677) << uint32(0x0); // 35
+ data << uint32(2672) << uint32(0x0); // 36
+ data << uint32(2673) << uint32(0x0); // 37
+ }
+ }
+ break;
+ case 3519: // Terokkar Forest
+ {
+ if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF)
+ pvp->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0xa41) << uint32(0x0); // 10 // 2625 capture bar pos
+ data << uint32(0xa40) << uint32(0x14); // 11 // 2624 capture bar neutral
+ data << uint32(0xa3f) << uint32(0x0); // 12 // 2623 show capture bar
+ data << uint32(0xa3e) << uint32(0x0); // 13 // 2622 horde towers controlled
+ data << uint32(0xa3d) << uint32(0x5); // 14 // 2621 ally towers controlled
+ data << uint32(0xa3c) << uint32(0x0); // 15 // 2620 show towers controlled
+ data << uint32(0xa88) << uint32(0x0); // 16 // 2696 SE Neu
+ data << uint32(0xa87) << uint32(0x0); // 17 // SE Horde
+ data << uint32(0xa86) << uint32(0x0); // 18 // SE Ally
+ data << uint32(0xa85) << uint32(0x0); // 19 //S Neu
+ data << uint32(0xa84) << uint32(0x0); // 20 S Horde
+ data << uint32(0xa83) << uint32(0x0); // 21 S Ally
+ data << uint32(0xa82) << uint32(0x0); // 22 NE Neu
+ data << uint32(0xa81) << uint32(0x0); // 23 NE Horde
+ data << uint32(0xa80) << uint32(0x0); // 24 NE Ally
+ data << uint32(0xa7e) << uint32(0x0); // 25 // 2686 N Neu
+ data << uint32(0xa7d) << uint32(0x0); // 26 N Horde
+ data << uint32(0xa7c) << uint32(0x0); // 27 N Ally
+ data << uint32(0xa7b) << uint32(0x0); // 28 NW Ally
+ data << uint32(0xa7a) << uint32(0x0); // 29 NW Horde
+ data << uint32(0xa79) << uint32(0x0); // 30 NW Neutral
+ data << uint32(0x9d0) << uint32(0x5); // 31 // 2512 locked time remaining seconds first digit
+ data << uint32(0x9ce) << uint32(0x0); // 32 // 2510 locked time remaining seconds second digit
+ data << uint32(0x9cd) << uint32(0x0); // 33 // 2509 locked time remaining minutes
+ data << uint32(0x9cc) << uint32(0x0); // 34 // 2508 neutral locked time show
+ data << uint32(0xad0) << uint32(0x0); // 35 // 2768 horde locked time show
+ data << uint32(0xacf) << uint32(0x1); // 36 // 2767 ally locked time show
+ }
+ }
+ break;
+ case 3521: // Zangarmarsh
+ {
+ if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM)
+ pvp->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x9e1) << uint32(0x0); // 10 //2529
+ data << uint32(0x9e0) << uint32(0x0); // 11
+ data << uint32(0x9df) << uint32(0x0); // 12
+ data << uint32(0xa5d) << uint32(0x1); // 13 //2653
+ data << uint32(0xa5c) << uint32(0x0); // 14 //2652 east beacon neutral
+ data << uint32(0xa5b) << uint32(0x1); // 15 horde
+ data << uint32(0xa5a) << uint32(0x0); // 16 ally
+ data << uint32(0xa59) << uint32(0x1); // 17 // 2649 Twin spire graveyard horde 12???
+ data << uint32(0xa58) << uint32(0x0); // 18 ally 14 ???
+ data << uint32(0xa57) << uint32(0x0); // 19 neutral 7???
+ data << uint32(0xa56) << uint32(0x0); // 20 // 2646 west beacon neutral
+ data << uint32(0xa55) << uint32(0x1); // 21 horde
+ data << uint32(0xa54) << uint32(0x0); // 22 ally
+ data << uint32(0x9e7) << uint32(0x0); // 23 // 2535
+ data << uint32(0x9e6) << uint32(0x0); // 24
+ data << uint32(0x9e5) << uint32(0x0); // 25
+ data << uint32(0xa00) << uint32(0x0); // 26 // 2560
+ data << uint32(0x9ff) << uint32(0x1); // 27
+ data << uint32(0x9fe) << uint32(0x0); // 28
+ data << uint32(0x9fd) << uint32(0x0); // 29
+ data << uint32(0x9fc) << uint32(0x1); // 30
+ data << uint32(0x9fb) << uint32(0x0); // 31
+ data << uint32(0xa62) << uint32(0x0); // 32 // 2658
+ data << uint32(0xa61) << uint32(0x1); // 33
+ data << uint32(0xa60) << uint32(0x1); // 34
+ data << uint32(0xa5f) << uint32(0x0); // 35
+ }
+ }
+ break;
+ case 3698: // Nagrand Arena
+ if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0xa0f) << uint32(0x0); // 7
+ data << uint32(0xa10) << uint32(0x0); // 8
+ data << uint32(0xa11) << uint32(0x0); // 9 show
+ }
+ break;
+ case 3702: // Blade's Edge Arena
+ if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x9f0) << uint32(0x0); // 7 gold
+ data << uint32(0x9f1) << uint32(0x0); // 8 green
+ data << uint32(0x9f3) << uint32(0x0); // 9 show
+ }
+ break;
+ case 3968: // Ruins of Lordaeron
+ if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0xbb8) << uint32(0x0); // 7 gold
+ data << uint32(0xbb9) << uint32(0x0); // 8 green
+ data << uint32(0xbba) << uint32(0x0); // 9 show
+ }
+ break;
+ case 4378: // Dalaran Sewers
+ if (bg && bg->GetTypeID() == BATTLEGROUND_DS)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(3601) << uint32(0x0); // 7 gold
+ data << uint32(3600) << uint32(0x0); // 8 green
+ data << uint32(3610) << uint32(0x0); // 9 show
+ }
+ break;
+ case 3703: // Shattrath City
+ case 4384: // SA
+ if (bg && bg->GetTypeID() == BATTLEGROUND_SA)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ // 1-3 A defend, 4-6 H defend, 7-9 unk defend, 1 - ok, 2 - half destroyed, 3 - destroyed
+ data << uint32(0xf09) << uint32(0x0); // 7 3849 Gate of Temple
+ data << uint32(0xe36) << uint32(0x0); // 8 3638 Gate of Yellow Moon
+ data << uint32(0xe27) << uint32(0x0); // 9 3623 Gate of Green Emerald
+ data << uint32(0xe24) << uint32(0x0); // 10 3620 Gate of Blue Sapphire
+ data << uint32(0xe21) << uint32(0x0); // 11 3617 Gate of Red Sun
+ data << uint32(0xe1e) << uint32(0x0); // 12 3614 Gate of Purple Ametyst
+
+ data << uint32(0xdf3) << uint32(0x0); // 13 3571 bonus timer (1 - on, 0 - off)
+ data << uint32(0xded) << uint32(0x0); // 14 3565 Horde Attacker
+ data << uint32(0xdec) << uint32(0x0); // 15 3564 Alliance Attacker
+ // End Round (timer), better explain this by example, eg. ends in 19:59 -> A:BC
+ data << uint32(0xde9) << uint32(0x0); // 16 3561 C
+ data << uint32(0xde8) << uint32(0x0); // 17 3560 B
+ data << uint32(0xde7) << uint32(0x0); // 18 3559 A
+ data << uint32(0xe35) << uint32(0x0); // 19 3637 East g - Horde control
+ data << uint32(0xe34) << uint32(0x0); // 20 3636 West g - Horde control
+ data << uint32(0xe33) << uint32(0x0); // 21 3635 South g - Horde control
+ data << uint32(0xe32) << uint32(0x0); // 22 3634 East g - Alliance control
+ data << uint32(0xe31) << uint32(0x0); // 23 3633 West g - Alliance control
+ data << uint32(0xe30) << uint32(0x0); // 24 3632 South g - Alliance control
+ data << uint32(0xe2f) << uint32(0x0); // 25 3631 Chamber of Ancients - Horde control
+ data << uint32(0xe2e) << uint32(0x0); // 26 3630 Chamber of Ancients - Alliance control
+ data << uint32(0xe2d) << uint32(0x0); // 27 3629 Beach1 - Horde control
+ data << uint32(0xe2c) << uint32(0x0); // 28 3628 Beach2 - Horde control
+ data << uint32(0xe2b) << uint32(0x0); // 29 3627 Beach1 - Alliance control
+ data << uint32(0xe2a) << uint32(0x0); // 30 3626 Beach2 - Alliance control
+ // and many unks...
+ }
+ break;
+ case 4406: // Ring of Valor
+ if (bg && bg->GetTypeID() == BATTLEGROUND_RV)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0xe10) << uint32(0x0); // 7 gold
+ data << uint32(0xe11) << uint32(0x0); // 8 green
+ data << uint32(0xe1a) << uint32(0x0); // 9 show
+ }
+ break;
+ default:
+ data << uint32(0x914) << uint32(0x0); // 7
+ data << uint32(0x913) << uint32(0x0); // 8
+ data << uint32(0x912) << uint32(0x0); // 9
+ data << uint32(0x915) << uint32(0x0); // 10
+ break;
+ }
+ GetSession()->SendPacket(&data);
+}
+
+uint32 Player::GetXPRestBonus(uint32 xp)
+{
+ uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
+
+ if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
+ rested_bonus = xp;
+
+ SetRestBonus( GetRestBonus() - rested_bonus);
+
+ sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
+ return rested_bonus;
+}
+
+void Player::SetBindPoint(uint64 guid)
+{
+ WorldPacket data(SMSG_BINDER_CONFIRM, 8);
+ data << uint64(guid);
+ GetSession()->SendPacket( &data );
+}
+
+void Player::SendTalentWipeConfirm(uint64 guid)
+{
+ WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
+ data << uint64(guid);
+ uint32 cost = sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST) ? 0 : resetTalentsCost();
+ data << cost;
+ GetSession()->SendPacket( &data );
+}
+
+void Player::SendPetSkillWipeConfirm()
+{
+ Pet* pet = GetPet();
+ if (!pet)
+ return;
+ WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
+ data << pet->GetGUID();
+ data << uint32(pet->resetTalentsCost());
+ GetSession()->SendPacket( &data );
+}
+
+/*********************************************************/
+/*** STORAGE SYSTEM ***/
+/*********************************************************/
+
+void Player::SetVirtualItemSlot( uint8 i, Item* item)
+{
+ assert(i < 3);
+ if (i < 2 && item)
+ {
+ if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
+ return;
+ uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
+ if (charges == 0)
+ return;
+ if (charges > 1)
+ item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
+ else if (charges <= 1)
+ {
+ ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
+ item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
+ }
+ }
+}
+
+void Player::SetSheath( SheathState sheathed )
+{
+ switch (sheathed)
+ {
+ case SHEATH_STATE_UNARMED: // no prepared weapon
+ SetVirtualItemSlot(0,NULL);
+ SetVirtualItemSlot(1,NULL);
+ SetVirtualItemSlot(2,NULL);
+ break;
+ case SHEATH_STATE_MELEE: // prepared melee weapon
+ {
+ SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
+ SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
+ SetVirtualItemSlot(2,NULL);
+ }; break;
+ case SHEATH_STATE_RANGED: // prepared ranged weapon
+ SetVirtualItemSlot(0,NULL);
+ SetVirtualItemSlot(1,NULL);
+ SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
+ break;
+ default:
+ SetVirtualItemSlot(0,NULL);
+ SetVirtualItemSlot(1,NULL);
+ SetVirtualItemSlot(2,NULL);
+ break;
+ }
+ Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players...
+}
+
+uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
+{
+ uint8 pClass = getClass();
+
+ uint8 slots[4];
+ slots[0] = NULL_SLOT;
+ slots[1] = NULL_SLOT;
+ slots[2] = NULL_SLOT;
+ slots[3] = NULL_SLOT;
+ switch (proto->InventoryType)
+ {
+ case INVTYPE_HEAD:
+ slots[0] = EQUIPMENT_SLOT_HEAD;
+ break;
+ case INVTYPE_NECK:
+ slots[0] = EQUIPMENT_SLOT_NECK;
+ break;
+ case INVTYPE_SHOULDERS:
+ slots[0] = EQUIPMENT_SLOT_SHOULDERS;
+ break;
+ case INVTYPE_BODY:
+ slots[0] = EQUIPMENT_SLOT_BODY;
+ break;
+ case INVTYPE_CHEST:
+ slots[0] = EQUIPMENT_SLOT_CHEST;
+ break;
+ case INVTYPE_ROBE:
+ slots[0] = EQUIPMENT_SLOT_CHEST;
+ break;
+ case INVTYPE_WAIST:
+ slots[0] = EQUIPMENT_SLOT_WAIST;
+ break;
+ case INVTYPE_LEGS:
+ slots[0] = EQUIPMENT_SLOT_LEGS;
+ break;
+ case INVTYPE_FEET:
+ slots[0] = EQUIPMENT_SLOT_FEET;
+ break;
+ case INVTYPE_WRISTS:
+ slots[0] = EQUIPMENT_SLOT_WRISTS;
+ break;
+ case INVTYPE_HANDS:
+ slots[0] = EQUIPMENT_SLOT_HANDS;
+ break;
+ case INVTYPE_FINGER:
+ slots[0] = EQUIPMENT_SLOT_FINGER1;
+ slots[1] = EQUIPMENT_SLOT_FINGER2;
+ break;
+ case INVTYPE_TRINKET:
+ slots[0] = EQUIPMENT_SLOT_TRINKET1;
+ slots[1] = EQUIPMENT_SLOT_TRINKET2;
+ break;
+ case INVTYPE_CLOAK:
+ slots[0] = EQUIPMENT_SLOT_BACK;
+ break;
+ case INVTYPE_WEAPON:
+ {
+ slots[0] = EQUIPMENT_SLOT_MAINHAND;
+
+ // suggest offhand slot only if know dual wielding
+ // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
+ if (CanDualWield())
+ slots[1] = EQUIPMENT_SLOT_OFFHAND;
+ break;
+ };
+ case INVTYPE_SHIELD:
+ slots[0] = EQUIPMENT_SLOT_OFFHAND;
+ break;
+ case INVTYPE_RANGED:
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ case INVTYPE_2HWEAPON:
+ slots[0] = EQUIPMENT_SLOT_MAINHAND;
+ if (Item *mhWeapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
+ if (ItemPrototype const *mhWeaponProto = mhWeapon->GetProto())
+ if (mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF)
+ {
+ const_cast<Player *>(this)->AutoUnequipOffhandIfNeed(true);
+ break;
+ }
+ if (CanDualWield() && CanTitanGrip() && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF)
+ slots[1] = EQUIPMENT_SLOT_OFFHAND;
+ break;
+ case INVTYPE_TABARD:
+ slots[0] = EQUIPMENT_SLOT_TABARD;
+ break;
+ case INVTYPE_WEAPONMAINHAND:
+ slots[0] = EQUIPMENT_SLOT_MAINHAND;
+ break;
+ case INVTYPE_WEAPONOFFHAND:
+ slots[0] = EQUIPMENT_SLOT_OFFHAND;
+ break;
+ case INVTYPE_HOLDABLE:
+ slots[0] = EQUIPMENT_SLOT_OFFHAND;
+ break;
+ case INVTYPE_THROWN:
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ case INVTYPE_RANGEDRIGHT:
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ case INVTYPE_BAG:
+ slots[0] = INVENTORY_SLOT_BAG_START + 0;
+ slots[1] = INVENTORY_SLOT_BAG_START + 1;
+ slots[2] = INVENTORY_SLOT_BAG_START + 2;
+ slots[3] = INVENTORY_SLOT_BAG_START + 3;
+ break;
+ case INVTYPE_RELIC:
+ {
+ switch(proto->SubClass)
+ {
+ case ITEM_SUBCLASS_ARMOR_LIBRAM:
+ if (pClass == CLASS_PALADIN)
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ case ITEM_SUBCLASS_ARMOR_IDOL:
+ if (pClass == CLASS_DRUID)
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ case ITEM_SUBCLASS_ARMOR_TOTEM:
+ if (pClass == CLASS_SHAMAN)
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ case ITEM_SUBCLASS_ARMOR_MISC:
+ if (pClass == CLASS_WARLOCK)
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ case ITEM_SUBCLASS_ARMOR_SIGIL:
+ if (pClass == CLASS_DEATH_KNIGHT)
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ }
+ break;
+ }
+ default:
+ return NULL_SLOT;
+ }
+
+ if (slot != NULL_SLOT)
+ {
+ if (swap || !GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
+ for (uint8 i = 0; i < 4; ++i)
+ if (slots[i] == slot)
+ return slot;
+ }
+ else
+ {
+ // search free slot at first
+ for (uint8 i = 0; i < 4; ++i)
+ if (slots[i] != NULL_SLOT && !GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i]))
+ // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
+ if(slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
+ return slots[i];
+
+ // if not found free and can swap return first appropriate from used
+ for (uint8 i = 0; i < 4; ++i)
+ if (slots[i] != NULL_SLOT && swap)
+ return slots[i];
+ }
+
+ // no free position
+ return NULL_SLOT;
+}
+
+uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
+{
+ uint32 tempcount = 0;
+
+ uint8 res = EQUIP_ERR_OK;
+
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->GetEntry() == item)
+ {
+ uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
+ if (ires == EQUIP_ERR_OK)
+ {
+ tempcount += pItem->GetCount();
+ if (tempcount >= count)
+ return EQUIP_ERR_OK;
+ }
+ else
+ res = ires;
+ }
+
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
+ if (pItem->GetEntry() == item)
+ {
+ tempcount += pItem->GetCount();
+ if (tempcount >= count)
+ return EQUIP_ERR_OK;
+ }
+
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
+ if (pItem->GetEntry() == item)
+ {
+ tempcount += pItem->GetCount();
+ if(tempcount >= count)
+ return EQUIP_ERR_OK;
+ }
+
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i))
+ for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
+ if (Item *pItem = GetItemByPos(i, j))
+ if (pItem->GetEntry() == item)
+ {
+ tempcount += pItem->GetCount();
+ if (tempcount >= count)
+ return EQUIP_ERR_OK;
+ }
+
+ // not found req. item count and have unequippable items
+ return res;
+}
+
+uint32 Player::GetItemCount(uint32 item, bool inBankAlso, Item* skipItem) const
+{
+ uint32 count = 0;
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
+ if (pItem != skipItem && pItem->GetEntry() == item)
+ count += pItem->GetCount();
+
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
+ if (pItem != skipItem && pItem->GetEntry() == item)
+ count += pItem->GetCount();
+
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ count += pBag->GetItemCount(item,skipItem);
+
+ if(skipItem && skipItem->GetProto()->GemProperties)
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
+ if (pItem != skipItem && pItem->GetProto()->Socket[0].Color)
+ count += pItem->GetGemCountWithID(item);
+
+ if (inBankAlso)
+ {
+ for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
+ if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
+ if (pItem != skipItem && pItem->GetEntry() == item)
+ count += pItem->GetCount();
+
+ for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
+ if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i))
+ count += pBag->GetItemCount(item,skipItem);
+
+ if (skipItem && skipItem->GetProto()->GemProperties)
+ for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem != skipItem && pItem->GetProto()->Socket[0].Color)
+ count += pItem->GetGemCountWithID(item);
+ }
+
+ return count;
+}
+
+Item* Player::GetItemByGuid( uint64 guid ) const
+{
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->GetGUID() == guid)
+ return pItem;
+
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
+ if (pItem->GetGUID() == guid)
+ return pItem;
+
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
+ if (Item* pItem = pBag->GetItemByPos(j))
+ if (pItem->GetGUID() == guid)
+ return pItem;
+
+ for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
+ if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
+ if (Item* pItem = pBag->GetItemByPos(j))
+ if (pItem->GetGUID() == guid)
+ return pItem;
+
+ return NULL;
+}
+
+Item* Player::GetItemByPos( uint16 pos ) const
+{
+ uint8 bag = pos >> 8;
+ uint8 slot = pos & 255;
+ return GetItemByPos( bag, slot );
+}
+
+Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
+{
+ if (bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) ))
+ return m_items[slot];
+ else if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
+ || (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END))
+ {
+ if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag))
+ return pBag->GetItemByPos(slot);
+ }
+ return NULL;
+}
+
+Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable /*= false*/) const
+{
+ uint16 slot;
+ switch (attackType)
+ {
+ case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
+ case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
+ case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
+ default: return NULL;
+ }
+
+ Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, slot);
+ if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
+ return NULL;
+
+ if (!useable)
+ return item;
+
+ if (item->IsBroken() || IsInFeralForm())
+ return NULL;
+
+ return item;
+}
+
+Item* Player::GetShield(bool useable) const
+{
+ Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
+ if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
+ return NULL;
+
+ if (!useable)
+ return item;
+
+ if (item->IsBroken())
+ return NULL;
+
+ return item;
+}
+
+uint8 Player::GetAttackBySlot( uint8 slot )
+{
+ switch(slot)
+ {
+ case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
+ case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
+ case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
+ default: return MAX_ATTACK;
+ }
+}
+
+bool Player::IsInventoryPos( uint8 bag, uint8 slot )
+{
+ if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
+ return true;
+ if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
+ return true;
+ if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
+ return true;
+ if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END ) )
+ return true;
+ return false;
+}
+
+bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
+{
+ if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
+ return true;
+ if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
+ return true;
+ return false;
+}
+
+bool Player::IsBankPos( uint8 bag, uint8 slot )
+{
+ if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
+ return true;
+ if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
+ return true;
+ if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
+ return true;
+ return false;
+}
+
+bool Player::IsBagPos( uint16 pos )
+{
+ uint8 bag = pos >> 8;
+ uint8 slot = pos & 255;
+ if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
+ return true;
+ if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
+ return true;
+ return false;
+}
+
+bool Player::IsValidPos( uint8 bag, uint8 slot )
+{
+ // post selected
+ if(bag == NULL_BAG)
+ return true;
+
+ if (bag == INVENTORY_SLOT_BAG_0)
+ {
+ // any post selected
+ if (slot == NULL_SLOT)
+ return true;
+
+ // equipment
+ if (slot < EQUIPMENT_SLOT_END)
+ return true;
+
+ // bag equip slots
+ if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
+ return true;
+
+ // backpack slots
+ if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
+ return true;
+
+ // keyring slots
+ if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
+ return true;
+
+ // bank main slots
+ if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
+ return true;
+
+ // bank bag slots
+ if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
+ return true;
+
+ return false;
+ }
+
+ // bag content slots
+ if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
+ {
+ Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
+ if(!pBag)
+ return false;
+
+ // any post selected
+ if (slot == NULL_SLOT)
+ return true;
+
+ return slot < pBag->GetBagSize();
+ }
+
+ // bank bag content slots
+ if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
+ {
+ Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
+ if(!pBag)
+ return false;
+
+ // any post selected
+ if (slot == NULL_SLOT)
+ return true;
+
+ return slot < pBag->GetBagSize();
+ }
+
+ // where this?
+ return false;
+}
+
+bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
+{
+ uint32 tempcount = 0;
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ {
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->GetEntry() == item )
+ {
+ tempcount += pItem->GetCount();
+ if( tempcount >= count )
+ return true;
+ }
+ }
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ {
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->GetEntry() == item )
+ {
+ tempcount += pItem->GetCount();
+ if( tempcount >= count )
+ return true;
+ }
+ }
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ Item* pItem = GetItemByPos( i, j );
+ if( pItem && pItem->GetEntry() == item )
+ {
+ tempcount += pItem->GetCount();
+ if( tempcount >= count )
+ return true;
+ }
+ }
+ }
+ }
+
+ if(inBankAlso)
+ {
+ for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
+ {
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->GetEntry() == item )
+ {
+ tempcount += pItem->GetCount();
+ if( tempcount >= count )
+ return true;
+ }
+ }
+ for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
+ {
+ if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ Item* pItem = GetItemByPos( i, j );
+ if( pItem && pItem->GetEntry() == item )
+ {
+ tempcount += pItem->GetCount();
+ if( tempcount >= count )
+ return true;
+ }
+ }
+ }
+ }
+ }
+
+ return false;
+}
+
+bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot ) const
+{
+ uint32 tempcount = 0;
+ for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ if(i == except_slot)
+ continue;
+
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->GetEntry() == item)
+ {
+ tempcount += pItem->GetCount();
+ if( tempcount >= count )
+ return true;
+ }
+ }
+
+ ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
+ if (pProto && pProto->GemProperties)
+ {
+ for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ if(i == except_slot)
+ continue;
+
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->GetProto()->Socket[0].Color)
+ {
+ tempcount += pItem->GetGemCountWithID(item);
+ if( tempcount >= count )
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const
+{
+ uint32 tempcount = 0;
+ for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ if(i == except_slot)
+ continue;
+
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if (!pItem)
+ continue;
+
+ ItemPrototype const *pProto = pItem->GetProto();
+ if (!pProto)
+ continue;
+
+ if (pProto->ItemLimitCategory == limitCategory)
+ {
+ tempcount += pItem->GetCount();
+ if( tempcount >= count )
+ return true;
+ }
+
+ if( pProto->Socket[0].Color)
+ {
+ tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
+ if( tempcount >= count )
+ return true;
+ }
+ }
+
+ return false;
+}
+
+uint8 Player::CountItemWithLimitCategory(uint32 limitCategory, Item* skipItem) const
+{
+ uint8 tempcount = 0;
+ for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ {
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if (!pItem)
+ continue;
+
+ if (pItem == skipItem)
+ continue;
+
+ ItemPrototype const *pProto = pItem->GetProto();
+ if (pProto && pProto->ItemLimitCategory == limitCategory)
+ tempcount += pItem->GetCount();
+ }
+
+ for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ {
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if (!pItem)
+ continue;
+
+ if (pItem == skipItem)
+ continue;
+
+ ItemPrototype const *pProto = pItem->GetProto();
+ if (pProto && pProto->ItemLimitCategory == limitCategory)
+ tempcount += pItem->GetCount();
+ }
+
+ for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if (!pBag)
+ continue;
+
+ for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
+ {
+ Item *pItem = GetItemByPos( i, j );
+
+ if (!pItem)
+ continue;
+
+ if (pItem == skipItem)
+ continue;
+
+ if (pItem->GetProto()->ItemLimitCategory == limitCategory)
+ tempcount += pItem->GetCount();
+ }
+ }
+
+ for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
+ {
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if (!pItem)
+ continue;
+
+ if (pItem == skipItem)
+ continue;
+
+ ItemPrototype const *pProto = pItem->GetProto();
+ if (pProto && pProto->ItemLimitCategory == limitCategory)
+ tempcount += pItem->GetCount();
+ }
+
+ for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
+ {
+ Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if (!pBag)
+ continue;
+
+ for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
+ {
+ Item *pItem = GetItemByPos( i, j );
+
+ if(!pItem)
+ continue;
+
+ if(pItem == skipItem)
+ continue;
+
+ if(pItem->GetProto()->ItemLimitCategory == limitCategory)
+ tempcount += pItem->GetCount();
+ }
+ }
+
+ return tempcount;
+}
+
+uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
+{
+ ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
+ if (!pProto)
+ {
+ if(no_space_count)
+ *no_space_count = count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ if (pItem && pItem->m_lootGenerated)
+ return EQUIP_ERR_ALREADY_LOOTED;
+
+ // no maximum
+ if (pProto->MaxCount <= 0 && pProto->ItemLimitCategory == 0 || pProto->MaxCount == 2147483647)
+ return EQUIP_ERR_OK;
+
+ uint32 curcount;
+ if (pProto->ItemLimitCategory)
+ curcount = CountItemWithLimitCategory(pProto->ItemLimitCategory,pItem);
+ else
+ curcount = GetItemCount(pProto->ItemId,true,pItem);
+
+ if ((curcount + count > uint32(pProto->MaxCount)) && !(pProto->ItemLimitCategory))
+ {
+ if (no_space_count)
+ *no_space_count = count +curcount - pProto->MaxCount;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ if (pProto->ItemLimitCategory && pProto->Class!=ITEM_CLASS_GEM) // gem have equip check (maybe sort by bonding?)
+ {
+ ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory);
+ if (!limitEntry)
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+
+ if (curcount + count > limitEntry->maxCount)
+ {
+ if (no_space_count)
+ *no_space_count = count + curcount - limitEntry->maxCount;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; // attempt add too many limit category items
+ }
+ }
+
+ return EQUIP_ERR_OK;
+}
+
+bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
+{
+ Item *pItem;
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ {
+ pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
+ return true;
+ }
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ {
+ pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
+ return true;
+ }
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
+ {
+ pItem = GetUseableItemByPos( i, j );
+ if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
+{
+ Item* pItem2 = GetItemByPos( bag, slot );
+
+ // ignore move item (this slot will be empty at move)
+ if (pItem2==pSrcItem)
+ pItem2 = NULL;
+
+ uint32 need_space;
+
+ // empty specific slot - check item fit to slot
+ if (!pItem2 || swap)
+ {
+ if (bag == INVENTORY_SLOT_BAG_0)
+ {
+ // keyring case
+ if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ // currencytoken case
+ if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ // prevent cheating
+ if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+ }
+ else
+ {
+ Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
+ if (!pBag)
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ ItemPrototype const* pBagProto = pBag->GetProto();
+ if (!pBagProto)
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ if (slot >= pBagProto->ContainerSlots)
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ if (!ItemCanGoIntoBag(pProto,pBagProto))
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+ }
+
+ // non empty stack with space
+ need_space = pProto->GetMaxStackSize();
+ }
+ // non empty slot, check item type
+ else
+ {
+ // check item type
+ if (pItem2->GetEntry() != pProto->ItemId)
+ return EQUIP_ERR_ITEM_CANT_STACK;
+
+ // check free space
+ if (pItem2->GetCount() >= pProto->GetMaxStackSize())
+ return EQUIP_ERR_ITEM_CANT_STACK;
+
+ // free stack space or infinity
+ need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
+ }
+
+ if (need_space > count)
+ need_space = count;
+
+ ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
+ if (!newPosition.isContainedIn(dest))
+ {
+ dest.push_back(newPosition);
+ count -= need_space;
+ }
+ return EQUIP_ERR_OK;
+}
+
+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
+{
+ // skip specific bag already processed in first called _CanStoreItem_InBag
+ if (bag==skip_bag)
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
+ if (!pBag)
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ ItemPrototype const* pBagProto = pBag->GetProto();
+ if (!pBagProto)
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ // specialized bag mode or non-specilized
+ if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER))
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ if (!ItemCanGoIntoBag(pProto,pBagProto))
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
+ if (j==skip_slot)
+ continue;
+
+ Item* pItem2 = GetItemByPos( bag, j );
+
+ // ignore move item (this slot will be empty at move)
+ if (pItem2==pSrcItem)
+ pItem2 = NULL;
+
+ // if merge skip empty, if !merge skip non-empty
+ if ((pItem2!=NULL)!=merge)
+ continue;
+
+ if (pItem2)
+ {
+ if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
+ {
+ uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
+ if(need_space > count)
+ need_space = count;
+
+ ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
+ if (!newPosition.isContainedIn(dest))
+ {
+ dest.push_back(newPosition);
+ count -= need_space;
+
+ if (count==0)
+ return EQUIP_ERR_OK;
+ }
+ }
+ }
+ else
+ {
+ uint32 need_space = pProto->GetMaxStackSize();
+ if (need_space > count)
+ need_space = count;
+
+ ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
+ if (!newPosition.isContainedIn(dest))
+ {
+ dest.push_back(newPosition);
+ count -= need_space;
+
+ if (count==0)
+ return EQUIP_ERR_OK;
+ }
+ }
+ }
+ return EQUIP_ERR_OK;
+}
+
+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
+{
+ for (uint32 j = slot_begin; j < slot_end; j++)
+ {
+ // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
+ if (INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
+ continue;
+
+ Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
+
+ // ignore move item (this slot will be empty at move)
+ if (pItem2==pSrcItem)
+ pItem2 = NULL;
+
+ // if merge skip empty, if !merge skip non-empty
+ if ((pItem2!=NULL)!=merge)
+ continue;
+
+ if (pItem2)
+ {
+ if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
+ {
+ uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
+ if (need_space > count)
+ need_space = count;
+ ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
+ if (!newPosition.isContainedIn(dest))
+ {
+ dest.push_back(newPosition);
+ count -= need_space;
+
+ if (count==0)
+ return EQUIP_ERR_OK;
+ }
+ }
+ }
+ else
+ {
+ uint32 need_space = pProto->GetMaxStackSize();
+ if (need_space > count)
+ need_space = count;
+
+ ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
+ if (!newPosition.isContainedIn(dest))
+ {
+ dest.push_back(newPosition);
+ count -= need_space;
+
+ if (count==0)
+ return EQUIP_ERR_OK;
+ }
+ }
+ }
+ return EQUIP_ERR_OK;
+}
+
+uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
+{
+ sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
+
+ ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
+ if (!pProto)
+ {
+ if (no_space_count)
+ *no_space_count = count;
+ return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
+ }
+
+ if (pItem && pItem->IsBindedNotWith(this))
+ {
+ if (no_space_count)
+ *no_space_count = count;
+ return EQUIP_ERR_DONT_OWN_THAT_ITEM;
+ }
+
+ // check count of items (skip for auto move for same player from bank)
+ uint32 no_similar_count = 0; // can't store this amount similar items
+ uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (count==no_similar_count)
+ {
+ if (no_space_count)
+ *no_space_count = no_similar_count;
+ return res;
+ }
+ count -= no_similar_count;
+ }
+
+ // in specific slot
+ if (bag != NULL_BAG && slot != NULL_SLOT)
+ {
+ res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+
+ // not specific slot or have space for partly store only in specific slot
+
+ // in specific bag
+ if (bag != NULL_BAG)
+ {
+ // search stack in bag for merge to
+ if (pProto->Stackable != 1)
+ {
+ if (bag == INVENTORY_SLOT_BAG_0) // inventory
+ {
+ res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ else // equipped bag
+ {
+ // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
+ res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
+ if (res!=EQUIP_ERR_OK)
+ res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
+
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ }
+
+ // search free slot in bag for place to
+ if(bag == INVENTORY_SLOT_BAG_0) // inventory
+ {
+ // search free slot - keyring case
+ if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
+ {
+ uint32 keyringSize = GetMaxKeyringSize();
+ res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
+ {
+ res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+
+ res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ else // equipped bag
+ {
+ res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
+ if (res!=EQUIP_ERR_OK)
+ res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
+
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ }
+
+ // not specific bag or have space for partly store only in specific bag
+
+ // search stack for merge to
+ if (pProto->Stackable != 1)
+ {
+ res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ if (pProto->BagFamily)
+ {
+ for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ continue;
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ }
+
+ for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ continue;
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ }
+
+ // search free slot - special bag case
+ if (pProto->BagFamily)
+ {
+ if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
+ {
+ uint32 keyringSize = GetMaxKeyringSize();
+ res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
+ {
+ res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+
+ for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ continue;
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ }
+
+ // search free slot
+ res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
+ if (res!=EQUIP_ERR_OK)
+ continue;
+
+ if (count==0)
+ {
+ if (no_similar_count==0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+
+ return EQUIP_ERR_INVENTORY_FULL;
+}
+
+//////////////////////////////////////////////////////////////////////////
+uint8 Player::CanStoreItems( Item **pItems,int count) const
+{
+ Item *pItem2;
+
+ // fill space table
+ int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
+ int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
+ int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
+ int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
+
+ memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
+ memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
+ memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
+ memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
+
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ {
+ pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+
+ if (pItem2 && !pItem2->IsInTrade())
+ {
+ inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
+ }
+ }
+
+ for (uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
+ {
+ pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+
+ if (pItem2 && !pItem2->IsInTrade())
+ {
+ inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
+ }
+ }
+
+ for (uint8 i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
+ {
+ pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+
+ if (pItem2 && !pItem2->IsInTrade())
+ {
+ inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
+ }
+ }
+
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ pItem2 = GetItemByPos( i, j );
+ if (pItem2 && !pItem2->IsInTrade())
+ {
+ inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
+ }
+ }
+ }
+ }
+
+ // check free space for all items
+ for (int k = 0; k < count; ++k)
+ {
+ Item *pItem = pItems[k];
+
+ // no item
+ if (!pItem) continue;
+
+ sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
+ ItemPrototype const *pProto = pItem->GetProto();
+
+ // strange item
+ if( !pProto )
+ return EQUIP_ERR_ITEM_NOT_FOUND;
+
+ // item it 'bind'
+ if(pItem->IsBindedNotWith(this))
+ return EQUIP_ERR_DONT_OWN_THAT_ITEM;
+
+ Bag *pBag;
+ ItemPrototype const *pBagProto;
+
+ // item is 'one item only'
+ uint8 res = CanTakeMoreSimilarItems(pItem);
+ if(res != EQUIP_ERR_OK)
+ return res;
+
+ // search stack for merge to
+ if( pProto->Stackable != 1 )
+ {
+ bool b_found = false;
+
+ for (int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t)
+ {
+ pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
+ if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
+ {
+ inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
+ b_found = true;
+ break;
+ }
+ }
+ if (b_found) continue;
+
+ for (int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
+ {
+ pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
+ if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
+ {
+ inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
+ b_found = true;
+ break;
+ }
+ }
+ if (b_found) continue;
+
+ for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
+ {
+ pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
+ if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
+ {
+ inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
+ b_found = true;
+ break;
+ }
+ }
+ if (b_found) continue;
+
+ for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
+ {
+ pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
+ if( pBag && ItemCanGoIntoBag(pItem->GetProto(), pBag->GetProto()))
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ pItem2 = GetItemByPos( t, j );
+ if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
+ {
+ inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
+ b_found = true;
+ break;
+ }
+ }
+ }
+ }
+ if (b_found) continue;
+ }
+
+ // special bag case
+ if( pProto->BagFamily )
+ {
+ bool b_found = false;
+ if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
+ {
+ uint32 keyringSize = GetMaxKeyringSize();
+ for (uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
+ {
+ if( inv_keys[t-KEYRING_SLOT_START] == 0 )
+ {
+ inv_keys[t-KEYRING_SLOT_START] = 1;
+ b_found = true;
+ break;
+ }
+ }
+ }
+
+ if (b_found) continue;
+
+ if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
+ {
+ for (uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
+ {
+ if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
+ {
+ inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
+ b_found = true;
+ break;
+ }
+ }
+ }
+
+ if (b_found) continue;
+
+ for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
+ {
+ pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
+ if( pBag )
+ {
+ pBagProto = pBag->GetProto();
+
+ // not plain container check
+ if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
+ ItemCanGoIntoBag(pProto,pBagProto) )
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
+ {
+ inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
+ b_found = true;
+ break;
+ }
+ }
+ }
+ }
+ }
+ if (b_found) continue;
+ }
+
+ // search free slot
+ bool b_found = false;
+ for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
+ {
+ if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
+ {
+ inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
+ b_found = true;
+ break;
+ }
+ }
+ if (b_found) continue;
+
+ // search free slot in bags
+ for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
+ {
+ pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
+ if( pBag )
+ {
+ pBagProto = pBag->GetProto();
+
+ // special bag already checked
+ if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
+ continue;
+
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
+ {
+ inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
+ b_found = true;
+ break;
+ }
+ }
+ }
+ }
+
+ // no free slot found?
+ if (!b_found)
+ return EQUIP_ERR_INVENTORY_FULL;
+ }
+
+ return EQUIP_ERR_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
+{
+ dest = 0;
+ Item *pItem = Item::CreateItem( item, 1, this );
+ if( pItem )
+ {
+ uint8 result = CanEquipItem(slot, dest, pItem, swap );
+ delete pItem;
+ return result;
+ }
+
+ return EQUIP_ERR_ITEM_NOT_FOUND;
+}
+
+uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
+{
+ dest = 0;
+ if( pItem )
+ {
+ sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
+ ItemPrototype const *pProto = pItem->GetProto();
+ if( pProto )
+ {
+ if(pItem->IsBindedNotWith(this))
+ return EQUIP_ERR_DONT_OWN_THAT_ITEM;
+
+ // check count of items (skip for auto move for same player from bank)
+ uint8 res = CanTakeMoreSimilarItems(pItem);
+ if(res != EQUIP_ERR_OK)
+ return res;
+
+ // check this only in game
+ if(not_loading)
+ {
+ // May be here should be more stronger checks; STUNNED checked
+ // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
+ if (hasUnitState(UNIT_STAT_STUNNED))
+ return EQUIP_ERR_YOU_ARE_STUNNED;
+
+ // do not allow equipping gear except weapons, offhands, projectiles, relics in
+ // - combat
+ // - in-progress arenas
+ if( !pProto->CanChangeEquipStateInCombat() )
+ {
+ if( isInCombat() )
+ return EQUIP_ERR_NOT_IN_COMBAT;
+
+ if(BattleGround* bg = GetBattleGround())
+ if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
+ return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
+ }
+
+ if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
+ return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
+
+ if(IsNonMeleeSpellCasted(false))
+ return EQUIP_ERR_CANT_DO_RIGHT_NOW;
+ }
+
+ ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0;
+ // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
+ if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel())
+ return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
+
+ uint8 eslot = FindEquipSlot( pProto, slot, swap );
+ if (eslot == NULL_SLOT)
+ return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
+
+ uint8 msg = CanUseItem(pItem , not_loading);
+ if (msg != EQUIP_ERR_OK)
+ return msg;
+ if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
+ return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
+
+ // if swap ignore item (equipped also)
+ if (uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
+ return res2;
+
+ // check unique-equipped special item classes
+ if (pProto->Class == ITEM_CLASS_QUIVER)
+ {
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ {
+ if (pBag != pItem)
+ {
+ if (ItemPrototype const* pBagProto = pBag->GetProto())
+ {
+ if (pBagProto->Class==pProto->Class && (!swap || pBag->GetSlot() != eslot))
+ return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
+ ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
+ : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
+ }
+ }
+ }
+ }
+ }
+
+ uint32 type = pProto->InventoryType;
+
+ if (eslot == EQUIPMENT_SLOT_OFFHAND)
+ {
+ if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
+ {
+ if (!CanDualWield())
+ return EQUIP_ERR_CANT_DUAL_WIELD;
+ }
+ else if (type == INVTYPE_2HWEAPON)
+ {
+ if (!CanDualWield() || !CanTitanGrip())
+ return EQUIP_ERR_CANT_DUAL_WIELD;
+ }
+
+ if (IsTwoHandUsed())
+ return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
+ }
+
+ // equip two-hand weapon case (with possible unequip 2 items)
+ if (type == INVTYPE_2HWEAPON)
+ {
+ if (eslot == EQUIPMENT_SLOT_OFFHAND)
+ {
+ if (!CanTitanGrip())
+ return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
+ }
+ else if (eslot != EQUIPMENT_SLOT_MAINHAND)
+ return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
+
+ if (!CanTitanGrip())
+ {
+ // offhand item must can be stored in inventory for offhand item and it also must be unequipped
+ Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
+ ItemPosCountVec off_dest;
+ if (offItem && (!not_loading ||
+ CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
+ CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ))
+ return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
+ }
+ }
+ dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
+ return EQUIP_ERR_OK;
+ }
+ }
+
+ return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
+}
+
+uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
+{
+ // Applied only to equipped items and bank bags
+ if(!IsEquipmentPos(pos) && !IsBagPos(pos))
+ return EQUIP_ERR_OK;
+
+ Item* pItem = GetItemByPos(pos);
+
+ // Applied only to existed equipped item
+ if( !pItem )
+ return EQUIP_ERR_OK;
+
+ sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
+
+ ItemPrototype const *pProto = pItem->GetProto();
+ if( !pProto )
+ return EQUIP_ERR_ITEM_NOT_FOUND;
+
+ // do not allow unequipping gear except weapons, offhands, projectiles, relics in
+ // - combat
+ // - in-progress arenas
+ if( !pProto->CanChangeEquipStateInCombat() )
+ {
+ if( isInCombat() )
+ return EQUIP_ERR_NOT_IN_COMBAT;
+
+ if(BattleGround* bg = GetBattleGround())
+ if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
+ return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
+ }
+
+ if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
+ return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
+
+ return EQUIP_ERR_OK;
+}
+
+uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
+{
+ if (!pItem)
+ return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
+
+ if (pItem->m_lootGenerated)
+ {
+ GetSession()->DoLootRelease(GetLootGUID());
+ return EQUIP_ERR_OK;
+ }
+
+ uint32 count = pItem->GetCount();
+
+ sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
+ ItemPrototype const *pProto = pItem->GetProto();
+ if (!pProto)
+ return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
+
+ if (pItem->IsBindedNotWith(this))
+ return EQUIP_ERR_DONT_OWN_THAT_ITEM;
+
+ // check count of items (skip for auto move for same player from bank)
+ uint8 res = CanTakeMoreSimilarItems(pItem);
+ if (res != EQUIP_ERR_OK)
+ return res;
+
+ // in specific slot
+ if (bag != NULL_BAG && slot != NULL_SLOT)
+ {
+ if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
+ {
+ if (!pItem->IsBag())
+ return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
+
+ if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
+ return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
+
+ if (uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK)
+ return cantuse;
+ }
+
+ res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
+ if (res!=EQUIP_ERR_OK)
+ return res;
+
+ if (count==0)
+ return EQUIP_ERR_OK;
+ }
+
+ // not specific slot or have space for partly store only in specific slot
+
+ // in specific bag
+ if( bag != NULL_BAG )
+ {
+ if( pProto->InventoryType == INVTYPE_BAG )
+ {
+ Bag *pBag = (Bag*)pItem;
+ if( pBag && !pBag->IsEmpty() )
+ return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
+ }
+
+ // search stack in bag for merge to
+ if( pProto->Stackable != 1 )
+ {
+ if( bag == INVENTORY_SLOT_BAG_0 )
+ {
+ res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
+ if(res!=EQUIP_ERR_OK)
+ return res;
+
+ if(count==0)
+ return EQUIP_ERR_OK;
+ }
+ else
+ {
+ res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
+ if(res!=EQUIP_ERR_OK)
+ res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
+
+ if(res!=EQUIP_ERR_OK)
+ return res;
+
+ if(count==0)
+ return EQUIP_ERR_OK;
+ }
+ }
+
+ // search free slot in bag
+ if( bag == INVENTORY_SLOT_BAG_0 )
+ {
+ res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
+ if(res!=EQUIP_ERR_OK)
+ return res;
+
+ if(count==0)
+ return EQUIP_ERR_OK;
+ }
+ else
+ {
+ res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
+ if(res != EQUIP_ERR_OK)
+ res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
+
+ if(res != EQUIP_ERR_OK)
+ return res;
+
+ if(count == 0)
+ return EQUIP_ERR_OK;
+ }
+ }
+
+ // not specific bag or have space for partly store only in specific bag
+
+ // search stack for merge to
+ if( pProto->Stackable != 1 )
+ {
+ // in slots
+ res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
+ if(res != EQUIP_ERR_OK)
+ return res;
+
+ if(count == 0)
+ return EQUIP_ERR_OK;
+
+ // in special bags
+ if( pProto->BagFamily )
+ {
+ for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
+ if(res!=EQUIP_ERR_OK)
+ continue;
+
+ if(count==0)
+ return EQUIP_ERR_OK;
+ }
+ }
+
+ for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
+ if(res!=EQUIP_ERR_OK)
+ continue;
+
+ if(count==0)
+ return EQUIP_ERR_OK;
+ }
+ }
+
+ // search free place in special bag
+ if( pProto->BagFamily )
+ {
+ for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
+ if(res!=EQUIP_ERR_OK)
+ continue;
+
+ if(count==0)
+ return EQUIP_ERR_OK;
+ }
+ }
+
+ // search free space
+ res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
+ if(res!=EQUIP_ERR_OK)
+ return res;
+
+ if(count==0)
+ return EQUIP_ERR_OK;
+
+ for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
+ if(res!=EQUIP_ERR_OK)
+ continue;
+
+ if(count==0)
+ return EQUIP_ERR_OK;
+ }
+ return EQUIP_ERR_BANK_FULL;
+}
+
+uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
+{
+ if (pItem)
+ {
+ sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
+
+ if (!isAlive() && not_loading)
+ return EQUIP_ERR_YOU_ARE_DEAD;
+
+ //if (isStunned())
+ // return EQUIP_ERR_YOU_ARE_STUNNED;
+
+ ItemPrototype const *pProto = pItem->GetProto();
+ if (pProto)
+ {
+ if (pItem->IsBindedNotWith(this))
+ return EQUIP_ERR_DONT_OWN_THAT_ITEM;
+
+ if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
+ return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
+
+ if (pItem->GetSkill() != 0)
+ {
+ bool allowEquip = false;
+ uint32 itemSkill = pItem->GetSkill();
+ // Armor that is binded to account can "morph" from plate to mail, etc. if skill is not learned yet.
+ if (pProto->Quality == ITEM_QUALITY_HEIRLOOM && pProto->Class == ITEM_CLASS_ARMOR && !HasSkill(itemSkill))
+ {
+ // TODO: when you right-click already equipped item it throws EQUIP_ERR_NO_REQUIRED_PROFICIENCY.
+
+ // In fact it's a visual bug, everything works properly... I need sniffs of operations with
+ // binded to account items from off server.
+
+ switch (this->getClass())
+ {
+ case CLASS_HUNTER:
+ case CLASS_SHAMAN:
+ allowEquip = (itemSkill == SKILL_MAIL);
+ break;
+ case CLASS_PALADIN:
+ allowEquip = (itemSkill == SKILL_PLATE_MAIL);
+ break;
+ }
+ }
+ if (!allowEquip && GetSkillValue(itemSkill) == 0)
+ return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
+ }
+
+ if (pProto->RequiredSkill != 0)
+ {
+ if (GetSkillValue( pProto->RequiredSkill ) == 0)
+ return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
+
+ if (GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank)
+ return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
+ }
+
+ if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell))
+ return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
+
+ if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
+ return EQUIP_ERR_CANT_EQUIP_REPUTATION;
+
+ if (getLevel() < pProto->RequiredLevel)
+ return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
+
+ return EQUIP_ERR_OK;
+ }
+ }
+ return EQUIP_ERR_ITEM_NOT_FOUND;
+}
+
+bool Player::CanUseItem( ItemPrototype const *pProto )
+{
+ // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
+
+ if( pProto )
+ {
+ if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
+ return false;
+ if( pProto->RequiredSkill != 0 )
+ {
+ if( GetSkillValue( pProto->RequiredSkill ) == 0 )
+ return false;
+ else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
+ return false;
+ }
+ if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
+ return false;
+ if( getLevel() < pProto->RequiredLevel )
+ return false;
+ return true;
+ }
+ return false;
+}
+
+uint8 Player::CanUseAmmo( uint32 item ) const
+{
+ sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
+ if( !isAlive() )
+ return EQUIP_ERR_YOU_ARE_DEAD;
+ //if( isStunned() )
+ // return EQUIP_ERR_YOU_ARE_STUNNED;
+ ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
+ if( pProto )
+ {
+ if( pProto->InventoryType!= INVTYPE_AMMO )
+ return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
+ if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
+ return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
+ if( pProto->RequiredSkill != 0 )
+ {
+ if( GetSkillValue( pProto->RequiredSkill ) == 0 )
+ return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
+ else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
+ return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
+ }
+ if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
+ return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
+ /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
+ return EQUIP_ERR_CANT_EQUIP_REPUTATION;
+ */
+ if( getLevel() < pProto->RequiredLevel )
+ return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
+
+ // Requires No Ammo
+ if(HasAura(46699))
+ return EQUIP_ERR_BAG_FULL6;
+
+ return EQUIP_ERR_OK;
+ }
+ return EQUIP_ERR_ITEM_NOT_FOUND;
+}
+
+void Player::SetAmmo( uint32 item )
+{
+ if(!item)
+ return;
+
+ // already set
+ if( GetUInt32Value(PLAYER_AMMO_ID) == item )
+ return;
+
+ // check ammo
+ if(item)
+ {
+ uint8 msg = CanUseAmmo( item );
+ if( msg != EQUIP_ERR_OK )
+ {
+ SendEquipError( msg, NULL, NULL );
+ return;
+ }
+ }
+
+ SetUInt32Value(PLAYER_AMMO_ID, item);
+
+ _ApplyAmmoBonuses();
+}
+
+void Player::RemoveAmmo()
+{
+ SetUInt32Value(PLAYER_AMMO_ID, 0);
+
+ m_ammoDPS = 0.0f;
+
+ if(CanModifyStats())
+ UpdateDamagePhysical(RANGED_ATTACK);
+}
+
+// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
+Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
+{
+ uint32 count = 0;
+ for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
+ count += itr->count;
+
+ Item *pItem = Item::CreateItem( item, count, this );
+ if( pItem )
+ {
+ ItemAddedQuestCheck( item, count );
+ if(randomPropertyId)
+ pItem->SetItemRandomProperties(randomPropertyId);
+ pItem = StoreItem( dest, pItem, update );
+ }
+ return pItem;
+}
+
+Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
+{
+ if( !pItem )
+ return NULL;
+
+ Item* lastItem = pItem;
+ uint32 entry = pItem->GetEntry();
+ for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end();)
+ {
+ uint16 pos = itr->pos;
+ uint32 count = itr->count;
+
+ ++itr;
+
+ if(itr == dest.end())
+ {
+ lastItem = _StoreItem(pos,pItem,count,false,update);
+ break;
+ }
+
+ lastItem = _StoreItem(pos,pItem,count,true,update);
+ }
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
+ return lastItem;
+}
+
+// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
+Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
+{
+ if( !pItem )
+ return NULL;
+
+ uint8 bag = pos >> 8;
+ uint8 slot = pos & 255;
+
+ sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u, guid = %u", bag, slot, pItem->GetEntry(), count, pItem->GetGUIDLow());
+
+ Item *pItem2 = GetItemByPos( bag, slot );
+
+ if (!pItem2)
+ {
+ if (clone)
+ pItem = pItem->CloneItem(count, this);
+ else
+ pItem->SetCount(count);
+
+ if (!pItem)
+ return NULL;
+
+ if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
+ pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
+ (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
+ pItem->SetBinding( true );
+
+ if (bag == INVENTORY_SLOT_BAG_0)
+ {
+ m_items[slot] = pItem;
+ SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() );
+ pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
+ pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
+
+ pItem->SetSlot( slot );
+ pItem->SetContainer( NULL );
+
+ // need update known currency
+ if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
+ UpdateKnownCurrencies(pItem->GetEntry(), true);
+
+ if (IsInWorld() && update)
+ {
+ pItem->AddToWorld();
+ pItem->SendUpdateToPlayer( this );
+ }
+
+ pItem->SetState(ITEM_CHANGED, this);
+ }
+ else if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
+ {
+ pBag->StoreItem( slot, pItem, update );
+ if( IsInWorld() && update )
+ {
+ pItem->AddToWorld();
+ pItem->SendUpdateToPlayer( this );
+ }
+ pItem->SetState(ITEM_CHANGED, this);
+ pBag->SetState(ITEM_CHANGED, this);
+ }
+
+ AddEnchantmentDurations(pItem);
+ AddItemDurations(pItem);
+
+ return pItem;
+ }
+ else
+ {
+ if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
+ pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
+ (pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
+ pItem2->SetBinding( true );
+
+ pItem2->SetCount( pItem2->GetCount() + count );
+ if (IsInWorld() && update)
+ pItem2->SendUpdateToPlayer( this );
+
+ if (!clone)
+ {
+ // delete item (it not in any slot currently)
+ if (IsInWorld() && update)
+ {
+ pItem->RemoveFromWorld();
+ pItem->DestroyForPlayer( this );
+ }
+
+ RemoveEnchantmentDurations(pItem);
+ RemoveItemDurations(pItem);
+
+ pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
+ pItem->SetState(ITEM_REMOVED, this);
+ }
+
+ // AddItemDurations(pItem2); - pItem2 already have duration listed for player
+ AddEnchantmentDurations(pItem2);
+
+ pItem2->SetState(ITEM_CHANGED, this);
+
+ return pItem2;
+ }
+}
+
+Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
+{
+ if (Item *pItem = Item::CreateItem( item, 1, this ))
+ {
+ ItemAddedQuestCheck( item, 1 );
+ return EquipItem( pos, pItem, update );
+ }
+
+ return NULL;
+}
+
+Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
+{
+ AddEnchantmentDurations(pItem);
+ AddItemDurations(pItem);
+
+ uint8 bag = pos >> 8;
+ uint8 slot = pos & 255;
+
+ Item *pItem2 = GetItemByPos( bag, slot );
+
+ if( !pItem2 )
+ {
+ VisualizeItem( slot, pItem);
+
+ if(isAlive())
+ {
+ ItemPrototype const *pProto = pItem->GetProto();
+
+ // item set bonuses applied only at equip and removed at unequip, and still active for broken items
+ if(pProto && pProto->ItemSet)
+ AddItemsSetItem(this, pItem);
+
+ _ApplyItemMods(pItem, slot, true);
+
+ if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
+ {
+ uint32 cooldownSpell = 6119;
+
+ if (getClass() == CLASS_ROGUE)
+ cooldownSpell = 6123;
+
+ SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
+
+ if (!spellProto)
+ sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
+ else
+ {
+ m_weaponChangeTimer = spellProto->StartRecoveryTime;
+
+ WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
+ data << uint64(GetGUID());
+ data << uint8(1);
+ data << uint32(cooldownSpell);
+ data << uint32(0);
+ GetSession()->SendPacket(&data);
+ }
+ }
+ }
+
+ if( IsInWorld() && update )
+ {
+ pItem->AddToWorld();
+ pItem->SendUpdateToPlayer( this );
+ }
+
+ ApplyEquipCooldown(pItem);
+
+ // update expertise and armor penetration - passive auras may need it
+
+ if( slot == EQUIPMENT_SLOT_MAINHAND )
+ UpdateExpertise(BASE_ATTACK);
+
+ else if( slot == EQUIPMENT_SLOT_OFFHAND )
+ UpdateExpertise(OFF_ATTACK);
+
+ switch(slot)
+ {
+ case EQUIPMENT_SLOT_MAINHAND:
+ case EQUIPMENT_SLOT_OFFHAND:
+ case EQUIPMENT_SLOT_RANGED:
+ RecalculateRating(CR_ARMOR_PENETRATION);
+ default:
+ break;
+ }
+ }
+ else
+ {
+ pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
+ if( IsInWorld() && update )
+ pItem2->SendUpdateToPlayer( this );
+
+ // delete item (it not in any slot currently)
+ //pItem->DeleteFromDB();
+ if( IsInWorld() && update )
+ {
+ pItem->RemoveFromWorld();
+ pItem->DestroyForPlayer( this );
+ }
+
+ RemoveEnchantmentDurations(pItem);
+ RemoveItemDurations(pItem);
+
+ pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
+ pItem->SetState(ITEM_REMOVED, this);
+ pItem2->SetState(ITEM_CHANGED, this);
+
+ ApplyEquipCooldown(pItem2);
+
+ return pItem2;
+ }
+
+ // only for full equip instead adding to stack
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
+
+ return pItem;
+}
+
+void Player::QuickEquipItem( uint16 pos, Item *pItem)
+{
+ if( pItem )
+ {
+ AddEnchantmentDurations(pItem);
+ AddItemDurations(pItem);
+
+ uint8 slot = pos & 255;
+ VisualizeItem( slot, pItem);
+
+ if( IsInWorld() )
+ {
+ pItem->AddToWorld();
+ pItem->SendUpdateToPlayer( this );
+ }
+
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
+ }
+}
+
+void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
+{
+ if(pItem)
+ {
+ SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry());
+ SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
+ SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT));
+ }
+ else
+ {
+ SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0);
+ SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0);
+ }
+}
+
+void Player::VisualizeItem( uint8 slot, Item *pItem)
+{
+ if(!pItem)
+ return;
+
+ // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
+ if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
+ pItem->SetBinding( true );
+
+ sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
+
+ m_items[slot] = pItem;
+ SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() );
+ pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
+ pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
+ pItem->SetSlot( slot );
+ pItem->SetContainer( NULL );
+
+ if( slot < EQUIPMENT_SLOT_END )
+ SetVisibleItemSlot(slot, pItem);
+
+ pItem->SetState(ITEM_CHANGED, this);
+}
+
+void Player::RemoveItem(uint8 bag, uint8 slot, bool update)
+{
+ // note: removeitem does not actually change the item
+ // it only takes the item out of storage temporarily
+ // note2: if removeitem is to be used for delinking
+ // the item must be removed from the player's updatequeue
+
+ Item *pItem = GetItemByPos(bag, slot);
+ if (pItem)
+ {
+ sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
+
+ RemoveEnchantmentDurations(pItem);
+ RemoveItemDurations(pItem);
+
+ if (bag == INVENTORY_SLOT_BAG_0)
+ {
+ if (slot < INVENTORY_SLOT_BAG_END)
+ {
+ ItemPrototype const *pProto = pItem->GetProto();
+ // item set bonuses applied only at equip and removed at unequip, and still active for broken items
+
+ if(pProto && pProto->ItemSet)
+ RemoveItemsSetItem(this, pProto);
+
+ _ApplyItemMods(pItem, slot, false);
+
+ // remove item dependent auras and casts (only weapon and armor slots)
+ if(slot < EQUIPMENT_SLOT_END)
+ {
+ RemoveItemDependentAurasAndCasts(pItem);
+
+ // remove held enchantments, update expertise
+ if (slot == EQUIPMENT_SLOT_MAINHAND)
+ {
+ if (pItem->GetItemSuffixFactor())
+ {
+ pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
+ pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
+ }
+ else
+ {
+ pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
+ pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
+ }
+
+ UpdateExpertise(BASE_ATTACK);
+ }
+ else if (slot == EQUIPMENT_SLOT_OFFHAND)
+ UpdateExpertise(OFF_ATTACK);
+ // update armor penetration - passive auras may need it
+ switch(slot)
+ {
+ case EQUIPMENT_SLOT_MAINHAND:
+ case EQUIPMENT_SLOT_OFFHAND:
+ case EQUIPMENT_SLOT_RANGED:
+ RecalculateRating(CR_ARMOR_PENETRATION);
+ default:
+ break;
+ }
+ }
+ }
+ // need update known currency
+ else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
+ UpdateKnownCurrencies(pItem->GetEntry(), false);
+
+ m_items[slot] = NULL;
+ SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
+
+ if (slot < EQUIPMENT_SLOT_END)
+ SetVisibleItemSlot(slot, NULL);
+ }
+ else
+ {
+ if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
+ pBag->RemoveItem(slot, update);
+ }
+ pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0);
+ // pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0); not clear owner at remove (it will be set at store). This used in mail and auction code
+ pItem->SetSlot(NULL_SLOT);
+ if(IsInWorld() && update)
+ pItem->SendUpdateToPlayer(this);
+ }
+}
+
+// Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
+void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
+{
+ if(Item* it = GetItemByPos(bag,slot))
+ {
+ ItemRemovedQuestCheck(it->GetEntry(), it->GetCount());
+ RemoveItem(bag, slot, update);
+ it->RemoveFromUpdateQueueOf(this);
+ if(it->IsInWorld())
+ {
+ it->RemoveFromWorld();
+ it->DestroyForPlayer(this);
+ }
+ }
+}
+
+// Common operation need to add item from inventory without delete in trade, guild bank, mail....
+void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
+{
+ // update quest counters
+ ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
+
+ // store item
+ Item* pLastItem = StoreItem(dest, pItem, update);
+
+ // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
+ if(pLastItem == pItem)
+ {
+ // update owner for last item (this can be original item with wrong owner
+ if(pLastItem->GetOwnerGUID() != GetGUID())
+ pLastItem->SetOwnerGUID(GetGUID());
+
+ // if this original item then it need create record in inventory
+ // in case trade we already have item in other player inventory
+ pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
+ }
+}
+
+void Player::DestroyItem(uint8 bag, uint8 slot, bool update)
+{
+ Item *pItem = GetItemByPos(bag, slot);
+ if(pItem)
+ {
+ sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
+
+ // start from destroy contained items (only equipped bag can have its)
+ if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
+ {
+ for (uint8 i = 0; i < MAX_BAG_SIZE; ++i)
+ DestroyItem(slot, i, update);
+ }
+
+ if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
+ CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
+
+ RemoveEnchantmentDurations(pItem);
+ RemoveItemDurations(pItem);
+
+ ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
+
+ if (bag == INVENTORY_SLOT_BAG_0)
+ {
+ SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
+
+ // equipment and equipped bags can have applied bonuses
+ if (slot < INVENTORY_SLOT_BAG_END)
+ {
+ ItemPrototype const *pProto = pItem->GetProto();
+
+ // item set bonuses applied only at equip and removed at unequip, and still active for broken items
+ if (pProto && pProto->ItemSet)
+ RemoveItemsSetItem(this, pProto);
+
+ _ApplyItemMods(pItem, slot, false);
+ }
+
+ if ( slot < EQUIPMENT_SLOT_END )
+ {
+ // remove item dependent auras and casts (only weapon and armor slots)
+ RemoveItemDependentAurasAndCasts(pItem);
+
+ // update expertise and armor penetration - passive auras may need it
+ switch (slot)
+ {
+ case EQUIPMENT_SLOT_MAINHAND:
+ case EQUIPMENT_SLOT_OFFHAND:
+ case EQUIPMENT_SLOT_RANGED:
+ RecalculateRating(CR_ARMOR_PENETRATION);
+ default:
+ break;
+ }
+
+ if (slot == EQUIPMENT_SLOT_MAINHAND)
+ UpdateExpertise(BASE_ATTACK);
+ else if (slot == EQUIPMENT_SLOT_OFFHAND)
+ UpdateExpertise(OFF_ATTACK);
+
+ // equipment visual show
+ SetVisibleItemSlot(slot, NULL);
+ }
+ // need update known currency
+ else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
+ UpdateKnownCurrencies(pItem->GetEntry(), false);
+
+ m_items[slot] = NULL;
+ }
+ else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
+ pBag->RemoveItem(slot, update);
+
+ if (IsInWorld() && update)
+ {
+ pItem->RemoveFromWorld();
+ pItem->DestroyForPlayer(this);
+ }
+
+ //pItem->SetOwnerGUID(0);
+ pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0);
+ pItem->SetSlot(NULL_SLOT);
+ pItem->SetState(ITEM_REMOVED, this);
+ }
+}
+
+void Player::DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check)
+{
+ sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
+ uint32 remcount = 0;
+
+ // in inventory
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ {
+ if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ {
+ if (pItem->GetEntry() == item)
+ {
+ if (pItem->GetCount() + remcount <= count)
+ {
+ // all items in inventory can unequipped
+ remcount += pItem->GetCount();
+ DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+
+ if (remcount >= count)
+ return;
+ }
+ else
+ {
+ ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
+ pItem->SetCount(pItem->GetCount() - count + remcount);
+ if (IsInWorld() & update)
+ pItem->SendUpdateToPlayer( this );
+ pItem->SetState(ITEM_CHANGED, this);
+ return;
+ }
+ }
+ }
+ }
+
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ {
+ if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ {
+ if (pItem->GetEntry() == item)
+ {
+ if (pItem->GetCount() + remcount <= count)
+ {
+ // all keys can be unequipped
+ remcount += pItem->GetCount();
+ DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+
+ if (remcount >= count)
+ return;
+ }
+ else
+ {
+ ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
+ pItem->SetCount( pItem->GetCount() - count + remcount );
+ if (IsInWorld() & update)
+ pItem->SendUpdateToPlayer( this );
+ pItem->SetState(ITEM_CHANGED, this);
+ return;
+ }
+ }
+ }
+ }
+
+ // in inventory bags
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ if(Item* pItem = pBag->GetItemByPos(j))
+ {
+ if (pItem->GetEntry() == item)
+ {
+ // all items in bags can be unequipped
+ if (pItem->GetCount() + remcount <= count)
+ {
+ remcount += pItem->GetCount();
+ DestroyItem( i, j, update );
+
+ if (remcount >= count)
+ return;
+ }
+ else
+ {
+ ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
+ pItem->SetCount( pItem->GetCount() - count + remcount );
+ if (IsInWorld() && update)
+ pItem->SendUpdateToPlayer( this );
+ pItem->SetState(ITEM_CHANGED, this);
+ return;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // in equipment and bag list
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ {
+ if (pItem && pItem->GetEntry() == item)
+ {
+ if (pItem->GetCount() + remcount <= count)
+ {
+ if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK )
+ {
+ remcount += pItem->GetCount();
+ DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+
+ if (remcount >= count)
+ return;
+ }
+ }
+ else
+ {
+ ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
+ pItem->SetCount( pItem->GetCount() - count + remcount );
+ if (IsInWorld() & update)
+ pItem->SendUpdateToPlayer( this );
+ pItem->SetState(ITEM_CHANGED, this);
+ return;
+ }
+ }
+ }
+ }
+}
+
+void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
+{
+ sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
+
+ // in inventory
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
+ DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
+ DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+
+ // in inventory bags
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ if (Item* pItem = pBag->GetItemByPos(j))
+ if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
+ DestroyItem(i, j, update);
+
+ // in equipment and bag list
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
+ if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
+ DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+}
+
+void Player::DestroyConjuredItems( bool update )
+{
+ // used when entering arena
+ // destroys all conjured items
+ sLog.outDebug( "STORAGE: DestroyConjuredItems" );
+
+ // in inventory
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if (pItem->IsConjuredConsumable())
+ DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+
+ // in inventory bags
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ if (Item* pItem = pBag->GetItemByPos(j))
+ if (pItem->IsConjuredConsumable())
+ DestroyItem( i, j, update);
+
+ // in equipment and bag list
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
+ if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if (pItem->IsConjuredConsumable())
+ DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+}
+
+Item* Player::GetItemByEntry(uint32 entry) const
+{
+ // in inventory
+ for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ {
+ if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if (pItem->GetEntry() == entry)
+ return pItem;
+ }
+
+
+ for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ {
+ for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
+ {
+ if (Item* pItem = pBag->GetItemByPos(j))
+ if (pItem->GetEntry()==entry)
+ return pItem;
+ }
+ }
+ }
+
+
+ for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if (pItem->GetEntry()==entry)
+ return pItem;
+ }
+
+ return NULL;
+}
+
+void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
+{
+ if(!pItem)
+ return;
+
+ sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
+
+ if( pItem->GetCount() <= count )
+ {
+ count -= pItem->GetCount();
+
+ DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
+ }
+ else
+ {
+ ItemRemovedQuestCheck( pItem->GetEntry(), count);
+ pItem->SetCount( pItem->GetCount() - count );
+ count = 0;
+ if( IsInWorld() & update )
+ pItem->SendUpdateToPlayer( this );
+ pItem->SetState(ITEM_CHANGED, this);
+ }
+}
+
+void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
+{
+ uint8 srcbag = src >> 8;
+ uint8 srcslot = src & 255;
+
+ uint8 dstbag = dst >> 8;
+ uint8 dstslot = dst & 255;
+
+ Item *pSrcItem = GetItemByPos( srcbag, srcslot );
+ if( !pSrcItem )
+ {
+ SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
+ return;
+ }
+
+ // not let split all items (can be only at cheating)
+ if(pSrcItem->GetCount() == count)
+ {
+ SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
+ return;
+ }
+
+ // not let split more existed items (can be only at cheating)
+ if(pSrcItem->GetCount() < count)
+ {
+ SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
+ return;
+ }
+
+ if(pSrcItem->m_lootGenerated) // prevent split looting item (item
+ {
+ //best error message found for attempting to split while looting
+ SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
+ return;
+ }
+
+ sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
+ Item *pNewItem = pSrcItem->CloneItem( count, this );
+ if( !pNewItem )
+ {
+ SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
+ return;
+ }
+
+ if( IsInventoryPos( dst ) )
+ {
+ // change item amount before check (for unique max count check)
+ pSrcItem->SetCount( pSrcItem->GetCount() - count );
+
+ ItemPosCountVec dest;
+ uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
+ if( msg != EQUIP_ERR_OK )
+ {
+ delete pNewItem;
+ pSrcItem->SetCount( pSrcItem->GetCount() + count );
+ SendEquipError( msg, pSrcItem, NULL );
+ return;
+ }
+
+ if( IsInWorld() )
+ pSrcItem->SendUpdateToPlayer( this );
+ pSrcItem->SetState(ITEM_CHANGED, this);
+ StoreItem( dest, pNewItem, true);
+ }
+ else if( IsBankPos ( dst ) )
+ {
+ // change item amount before check (for unique max count check)
+ pSrcItem->SetCount( pSrcItem->GetCount() - count );
+
+ ItemPosCountVec dest;
+ uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
+ if( msg != EQUIP_ERR_OK )
+ {
+ delete pNewItem;
+ pSrcItem->SetCount( pSrcItem->GetCount() + count );
+ SendEquipError( msg, pSrcItem, NULL );
+ return;
+ }
+
+ if( IsInWorld() )
+ pSrcItem->SendUpdateToPlayer( this );
+ pSrcItem->SetState(ITEM_CHANGED, this);
+ BankItem( dest, pNewItem, true);
+ }
+ else if( IsEquipmentPos ( dst ) )
+ {
+ // change item amount before check (for unique max count check), provide space for splitted items
+ pSrcItem->SetCount( pSrcItem->GetCount() - count );
+
+ uint16 dest;
+ uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
+ if( msg != EQUIP_ERR_OK )
+ {
+ delete pNewItem;
+ pSrcItem->SetCount( pSrcItem->GetCount() + count );
+ SendEquipError( msg, pSrcItem, NULL );
+ return;
+ }
+
+ if( IsInWorld() )
+ pSrcItem->SendUpdateToPlayer( this );
+ pSrcItem->SetState(ITEM_CHANGED, this);
+ EquipItem( dest, pNewItem, true);
+ AutoUnequipOffhandIfNeed();
+ }
+}
+
+void Player::SwapItem( uint16 src, uint16 dst )
+{
+ uint8 srcbag = src >> 8;
+ uint8 srcslot = src & 255;
+
+ uint8 dstbag = dst >> 8;
+ uint8 dstslot = dst & 255;
+
+ Item *pSrcItem = GetItemByPos( srcbag, srcslot );
+ Item *pDstItem = GetItemByPos( dstbag, dstslot );
+
+ if( !pSrcItem )
+ return;
+
+ sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
+
+ if(!isAlive() )
+ {
+ SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
+ return;
+ }
+
+ // SRC checks
+
+ if(pSrcItem->m_lootGenerated) // prevent swap looting item
+ {
+ //best error message found for attempting to swap while looting
+ SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
+ return;
+ }
+
+ // check unequip potability for equipped items and bank bags
+ if(IsEquipmentPos ( src ) || IsBagPos ( src ))
+ {
+ // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
+ uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty()));
+ if(msg != EQUIP_ERR_OK)
+ {
+ SendEquipError( msg, pSrcItem, pDstItem );
+ return;
+ }
+ }
+
+ // prevent put equipped/bank bag in self
+ if( IsBagPos ( src ) && srcslot == dstbag)
+ {
+ SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
+ return;
+ }
+
+ // DST checks
+
+ if (pDstItem)
+ {
+ if(pDstItem->m_lootGenerated) // prevent swap looting item
+ {
+ //best error message found for attempting to swap while looting
+ SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
+ return;
+ }
+
+ // check unequip potability for equipped items and bank bags
+ if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
+ {
+ // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
+ uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty()));
+ if(msg != EQUIP_ERR_OK)
+ {
+ SendEquipError( msg, pSrcItem, pDstItem );
+ return;
+ }
+ }
+ }
+
+ // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
+ // or swap empty bag with another empty or not empty bag (with items exchange)
+
+ // Move case
+ if( !pDstItem )
+ {
+ if( IsInventoryPos( dst ) )
+ {
+ ItemPosCountVec dest;
+ uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
+ if( msg != EQUIP_ERR_OK )
+ {
+ SendEquipError( msg, pSrcItem, NULL );
+ return;
+ }
+
+ RemoveItem(srcbag, srcslot, true);
+ StoreItem( dest, pSrcItem, true);
+ }
+ else if( IsBankPos ( dst ) )
+ {
+ ItemPosCountVec dest;
+ uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
+ if( msg != EQUIP_ERR_OK )
+ {
+ SendEquipError( msg, pSrcItem, NULL );
+ return;
+ }
+
+ RemoveItem(srcbag, srcslot, true);
+ BankItem( dest, pSrcItem, true);
+ }
+ else if( IsEquipmentPos ( dst ) )
+ {
+ uint16 dest;
+ uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
+ if( msg != EQUIP_ERR_OK )
+ {
+ SendEquipError( msg, pSrcItem, NULL );
+ return;
+ }
+
+ RemoveItem(srcbag, srcslot, true);
+ EquipItem(dest, pSrcItem, true);
+ AutoUnequipOffhandIfNeed();
+ }
+
+ return;
+ }
+
+ // attempt merge to / fill target item
+ if(!pSrcItem->IsBag() && !pDstItem->IsBag())
+ {
+ uint8 msg;
+ ItemPosCountVec sDest;
+ uint16 eDest;
+ if( IsInventoryPos( dst ) )
+ msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
+ else if( IsBankPos ( dst ) )
+ msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
+ else if( IsEquipmentPos ( dst ) )
+ msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
+ else
+ return;
+
+ // can be merge/fill
+ if(msg == EQUIP_ERR_OK)
+ {
+ if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
+ {
+ RemoveItem(srcbag, srcslot, true);
+
+ if( IsInventoryPos( dst ) )
+ StoreItem( sDest, pSrcItem, true);
+ else if( IsBankPos ( dst ) )
+ BankItem( sDest, pSrcItem, true);
+ else if( IsEquipmentPos ( dst ) )
+ {
+ EquipItem( eDest, pSrcItem, true);
+ AutoUnequipOffhandIfNeed();
+ }
+ }
+ else
+ {
+ pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
+ pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize());
+ pSrcItem->SetState(ITEM_CHANGED, this);
+ pDstItem->SetState(ITEM_CHANGED, this);
+ if( IsInWorld() )
+ {
+ pSrcItem->SendUpdateToPlayer( this );
+ pDstItem->SendUpdateToPlayer( this );
+ }
+ }
+ return;
+ }
+ }
+
+ // impossible merge/fill, do real swap
+ uint8 msg;
+
+ // check src->dest move possibility
+ ItemPosCountVec sDest;
+ uint16 eDest = 0;
+ if( IsInventoryPos( dst ) )
+ msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
+ else if( IsBankPos( dst ) )
+ msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
+ else if( IsEquipmentPos( dst ) )
+ {
+ msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
+ if( msg == EQUIP_ERR_OK )
+ msg = CanUnequipItem( eDest, true );
+ }
+
+ if( msg != EQUIP_ERR_OK )
+ {
+ SendEquipError( msg, pSrcItem, pDstItem );
+ return;
+ }
+
+ // check dest->src move possibility
+ ItemPosCountVec sDest2;
+ uint16 eDest2 = 0;
+ if( IsInventoryPos( src ) )
+ msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
+ else if( IsBankPos( src ) )
+ msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
+ else if( IsEquipmentPos( src ) )
+ {
+ msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
+ if( msg == EQUIP_ERR_OK )
+ msg = CanUnequipItem( eDest2, true);
+ }
+
+ if( msg != EQUIP_ERR_OK )
+ {
+ SendEquipError( msg, pDstItem, pSrcItem );
+ return;
+ }
+
+ // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
+ if(pSrcItem->IsBag() && pDstItem->IsBag())
+ {
+ Bag* emptyBag = NULL;
+ Bag* fullBag = NULL;
+ if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src))
+ {
+ emptyBag = (Bag*)pSrcItem;
+ fullBag = (Bag*)pDstItem;
+ }
+ else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst))
+ {
+ emptyBag = (Bag*)pDstItem;
+ fullBag = (Bag*)pSrcItem;
+ }
+
+ // bag swap (with items exchange) case
+ if(emptyBag && fullBag)
+ {
+ ItemPrototype const* emptyProto = emptyBag->GetProto();
+
+ uint32 count = 0;
+
+ for (uint32 i=0; i < fullBag->GetBagSize(); ++i)
+ {
+ Item *bagItem = fullBag->GetItemByPos(i);
+ if (!bagItem)
+ continue;
+
+ ItemPrototype const* bagItemProto = bagItem->GetProto();
+ if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emptyProto))
+ {
+ // one from items not go to empty target bag
+ SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
+ return;
+ }
+
+ ++count;
+ }
+
+ if (count > emptyBag->GetBagSize())
+ {
+ // too small targeted bag
+ SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem );
+ return;
+ }
+
+ // Items swap
+ count = 0; // will pos in new bag
+ for (uint32 i = 0; i< fullBag->GetBagSize(); ++i)
+ {
+ Item *bagItem = fullBag->GetItemByPos(i);
+ if (!bagItem)
+ continue;
+
+ fullBag->RemoveItem(i, true);
+ emptyBag->StoreItem(count, bagItem, true);
+ bagItem->SetState(ITEM_CHANGED, this);
+
+ ++count;
+ }
+ }
+ }
+
+ // now do moves, remove...
+ RemoveItem(dstbag, dstslot, false);
+ RemoveItem(srcbag, srcslot, false);
+
+ // add to dest
+ if (IsInventoryPos(dst))
+ StoreItem(sDest, pSrcItem, true);
+ else if (IsBankPos(dst))
+ BankItem(sDest, pSrcItem, true);
+ else if (IsEquipmentPos(dst))
+ EquipItem(eDest, pSrcItem, true);
+
+ // add to src
+ if (IsInventoryPos(src))
+ StoreItem(sDest2, pDstItem, true);
+ else if (IsBankPos(src))
+ BankItem(sDest2, pDstItem, true);
+ else if (IsEquipmentPos(src))
+ EquipItem(eDest2, pDstItem, true);
+
+ // if player is moving bags and is looting an item inside this bag
+ // release the loot
+ if (GetLootGUID())
+ {
+ bool released = false;
+ if (IsBagPos(src))
+ {
+ Bag* bag = (Bag*)pSrcItem;
+ for(int i=0; i < bag->GetBagSize(); ++i)
+ {
+ if (Item *bagItem = bag->GetItemByPos(i))
+ {
+ if (bagItem->m_lootGenerated)
+ {
+ m_session->DoLootRelease(GetLootGUID());
+ released = true; // so we don't need to look at dstBag
+ break;
+ }
+ }
+ }
+ }
+
+ if (!released && IsBagPos(dst) && pDstItem)
+ {
+ Bag* bag = (Bag*)pDstItem;
+ for(int i=0; i < bag->GetBagSize(); ++i)
+ {
+ if (Item *bagItem = bag->GetItemByPos(i))
+ {
+ if (bagItem->m_lootGenerated)
+ {
+ m_session->DoLootRelease(GetLootGUID());
+ released = true; // not realy needed here
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ AutoUnequipOffhandIfNeed();
+}
+
+void Player::AddItemToBuyBackSlot( Item *pItem )
+{
+ if (pItem)
+ {
+ uint32 slot = m_currentBuybackSlot;
+ // if current back slot non-empty search oldest or free
+ if (m_items[slot])
+ {
+ uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
+ uint32 oldest_slot = BUYBACK_SLOT_START;
+
+ for (uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
+ {
+ // found empty
+ if (!m_items[i])
+ {
+ slot = i;
+ break;
+ }
+
+ uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
+
+ if (oldest_time > i_time)
+ {
+ oldest_time = i_time;
+ oldest_slot = i;
+ }
+ }
+
+ // find oldest
+ slot = oldest_slot;
+ }
+
+ RemoveItemFromBuyBackSlot( slot, true );
+ sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
+
+ m_items[slot] = pItem;
+ time_t base = time(NULL);
+ uint32 etime = uint32(base - m_logintime + (30 * 3600));
+ uint32 eslot = slot - BUYBACK_SLOT_START;
+
+ SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID() );
+ if (ItemPrototype const *pProto = pItem->GetProto())
+ SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
+ else
+ SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
+ SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
+
+ // move to next (for non filled list is move most optimized choice)
+ if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1)
+ ++m_currentBuybackSlot;
+ }
+}
+
+Item* Player::GetItemFromBuyBackSlot( uint32 slot )
+{
+ sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
+ if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
+ return m_items[slot];
+ return NULL;
+}
+
+void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
+{
+ sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
+ if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
+ {
+ Item *pItem = m_items[slot];
+ if (pItem)
+ {
+ pItem->RemoveFromWorld();
+ if(del)
+ pItem->SetState(ITEM_REMOVED, this);
+ }
+
+ m_items[slot] = NULL;
+
+ uint32 eslot = slot - BUYBACK_SLOT_START;
+ SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0);
+ SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
+ SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);
+
+ // if current backslot is filled set to now free slot
+ if(m_items[m_currentBuybackSlot])
+ m_currentBuybackSlot = slot;
+ }
+}
+
+void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
+{
+ sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg);
+ WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18));
+ data << uint8(msg);
+
+ if (msg != EQUIP_ERR_OK)
+ {
+ data << uint64(pItem ? pItem->GetGUID() : 0);
+ data << uint64(pItem2 ? pItem2->GetGUID() : 0);
+ data << uint8(0); // not 0 there...
+
+ if (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
+ {
+ uint8 level = 0;
+
+ if (pItem)
+ if (ItemPrototype const* proto = pItem->GetProto())
+ level = proto->RequiredLevel;
+
+ data << uint32(level); // new 2.4.0
+ }
+ }
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
+{
+ sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
+ WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
+ data << uint64(pCreature ? pCreature->GetGUID() : 0);
+ data << uint32(item);
+ if (param > 0)
+ data << uint32(param);
+ data << uint8(msg);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
+{
+ sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
+ WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
+ data << uint64(pCreature ? pCreature->GetGUID() : 0);
+ data << uint64(guid);
+ if (param > 0)
+ data << uint32(param);
+ data << uint8(msg);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::ClearTrade()
+{
+ tradeGold = 0;
+ acceptTrade = false;
+ for (uint8 i = 0; i < TRADE_SLOT_COUNT; i++)
+ tradeItems[i] = 0;
+}
+
+void Player::TradeCancel(bool sendback)
+{
+ if (pTrader)
+ {
+ // send yellow "Trade canceled" message to both traders
+ WorldSession* ws;
+ ws = GetSession();
+ if (sendback)
+ ws->SendCancelTrade();
+ ws = pTrader->GetSession();
+ if (!ws->PlayerLogout())
+ ws->SendCancelTrade();
+
+ // cleanup
+ ClearTrade();
+ pTrader->ClearTrade();
+ // prevent loss of reference
+ pTrader->pTrader = NULL;
+ pTrader = NULL;
+ }
+}
+
+void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
+{
+ if (m_itemDuration.empty())
+ return;
+
+ sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time, realtimeonly);
+
+ for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end();)
+ {
+ Item* item = *itr;
+ ++itr; // current element can be erased in UpdateDuration
+
+ if ((realtimeonly && item->GetProto()->Duration < 0) || !realtimeonly)
+ item->UpdateDuration(this,time);
+ }
+}
+
+void Player::UpdateEnchantTime(uint32 time)
+{
+ for (EnchantDurationList::iterator itr = m_enchantDuration.begin(),next; itr != m_enchantDuration.end(); itr=next)
+ {
+ assert(itr->item);
+ next = itr;
+ if (!itr->item->GetEnchantmentId(itr->slot))
+ {
+ next = m_enchantDuration.erase(itr);
+ }
+ else if (itr->leftduration <= time)
+ {
+ ApplyEnchantment(itr->item, itr->slot, false, false);
+ itr->item->ClearEnchantment(itr->slot);
+ next = m_enchantDuration.erase(itr);
+ }
+ else if (itr->leftduration > time)
+ {
+ itr->leftduration -= time;
+ ++next;
+ }
+ }
+}
+
+void Player::AddEnchantmentDurations(Item *item)
+{
+ for (int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x)
+ {
+ if (!item->GetEnchantmentId(EnchantmentSlot(x)))
+ continue;
+
+ uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
+ if (duration > 0)
+ AddEnchantmentDuration(item, EnchantmentSlot(x), duration);
+ }
+}
+
+void Player::RemoveEnchantmentDurations(Item *item)
+{
+ for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();)
+ {
+ if (itr->item == item)
+ {
+ // save duration in item
+ item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration);
+ itr = m_enchantDuration.erase(itr);
+ }
+ else
+ ++itr;
+ }
+}
+
+void Player::RemoveArenaEnchantments(EnchantmentSlot slot)
+{
+ // remove enchantments from equipped items first to clean up the m_enchantDuration list
+ for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next)
+ {
+ next = itr;
+ if (itr->slot == slot)
+ {
+ if (itr->item && itr->item->GetEnchantmentId(slot))
+ {
+ // Poisons and DK runes are enchants which are allowed on arenas
+ if (spellmgr.IsArenaAllowedEnchancment(itr->item->GetEnchantmentId(slot)))
+ {
+ ++next;
+ continue;
+ }
+ // remove from stats
+ ApplyEnchantment(itr->item, slot, false, false);
+ // remove visual
+ itr->item->ClearEnchantment(slot);
+ }
+ // remove from update list
+ next = m_enchantDuration.erase(itr);
+ }
+ else
+ ++next;
+ }
+
+ // remove enchants from inventory items
+ // NOTE: no need to remove these from stats, since these aren't equipped
+ // in inventory
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->GetEnchantmentId(slot))
+ pItem->ClearEnchantment(slot);
+
+ // in inventory bags
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ if (Item* pItem = pBag->GetItemByPos(j))
+ if (pItem->GetEnchantmentId(slot))
+ pItem->ClearEnchantment(slot);
+}
+
+// duration == 0 will remove item enchant
+void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
+{
+ if (!item)
+ return;
+
+ if (slot >= MAX_ENCHANTMENT_SLOT)
+ return;
+
+ for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
+ {
+ if (itr->item == item && itr->slot == slot)
+ {
+ itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration);
+ m_enchantDuration.erase(itr);
+ break;
+ }
+ }
+ if (item && duration > 0 )
+ {
+ GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(), slot, uint32(duration/1000));
+ m_enchantDuration.push_back(EnchantDuration(item, slot, duration));
+ }
+}
+
+void Player::ApplyEnchantment(Item *item,bool apply)
+{
+ for (uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
+ ApplyEnchantment(item, EnchantmentSlot(slot), apply);
+}
+
+void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition)
+{
+ if (!item)
+ return;
+
+ if (!item->IsEquipped())
+ return;
+
+ if (!CanUseAttackType(Player::GetAttackBySlot(item->GetSlot())))
+ return;
+
+ if (slot >= MAX_ENCHANTMENT_SLOT)
+ return;
+
+ uint32 enchant_id = item->GetEnchantmentId(slot);
+ if (!enchant_id)
+ return;
+
+ SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if (!pEnchant)
+ return;
+
+ if (!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
+ return;
+
+ if ((pEnchant->requiredLevel) > ((Player*)this)->getLevel())
+ return;
+
+ if ((pEnchant->requiredSkill) > 0)
+ {
+ if ((pEnchant->requiredSkillValue) > (((Player*)this)->GetSkillValue(pEnchant->requiredSkill)))
+ return;
+ }
+
+ if (!item->IsBroken())
+ {
+ for (int s = 0; s < 3; ++s)
+ {
+ uint32 enchant_display_type = pEnchant->type[s];
+ uint32 enchant_amount = pEnchant->amount[s];
+ uint32 enchant_spell_id = pEnchant->spellid[s];
+
+ switch(enchant_display_type)
+ {
+ case ITEM_ENCHANTMENT_TYPE_NONE:
+ break;
+ case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
+ // processed in Player::CastItemCombatSpell
+ break;
+ case ITEM_ENCHANTMENT_TYPE_DAMAGE:
+ if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
+ HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
+ else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
+ HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
+ else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
+ HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
+ break;
+ case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
+ if (enchant_spell_id)
+ {
+ if (apply)
+ {
+ int32 basepoints = 0;
+ // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
+ if (item->GetItemRandomPropertyId())
+ {
+ ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
+ if (item_rand)
+ {
+ // Search enchant_amount
+ for (int k = 0; k < 3; ++k)
+ {
+ if(item_rand->enchant_id[k] == enchant_id)
+ {
+ basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
+ break;
+ }
+ }
+ }
+ }
+ // Cast custom spell vs all equal basepoints getted from enchant_amount
+ if (basepoints)
+ CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item);
+ else
+ CastSpell(this, enchant_spell_id, true, item);
+ }
+ else
+ RemoveAurasDueToItemSpell(item, enchant_spell_id);
+ }
+ break;
+ case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
+ if (!enchant_amount)
+ {
+ ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
+ if(item_rand)
+ {
+ for (int k = 0; k < 3; ++k)
+ {
+ if(item_rand->enchant_id[k] == enchant_id)
+ {
+ enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
+ break;
+ }
+ }
+ }
+ }
+
+ HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
+ break;
+ case ITEM_ENCHANTMENT_TYPE_STAT:
+ {
+ if (!enchant_amount)
+ {
+ ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
+ if(item_rand_suffix)
+ {
+ for (int k = 0; k < 3; ++k)
+ {
+ if(item_rand_suffix->enchant_id[k] == enchant_id)
+ {
+ enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
+ break;
+ }
+ }
+ }
+ }
+
+ sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
+ switch (enchant_spell_id)
+ {
+ case ITEM_MOD_MANA:
+ sLog.outDebug("+ %u MANA",enchant_amount);
+ HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply);
+ break;
+ case ITEM_MOD_HEALTH:
+ sLog.outDebug("+ %u HEALTH",enchant_amount);
+ HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply);
+ break;
+ case ITEM_MOD_AGILITY:
+ sLog.outDebug("+ %u AGILITY",enchant_amount);
+ HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
+ ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
+ break;
+ case ITEM_MOD_STRENGTH:
+ sLog.outDebug("+ %u STRENGTH",enchant_amount);
+ HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
+ ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
+ break;
+ case ITEM_MOD_INTELLECT:
+ sLog.outDebug("+ %u INTELLECT",enchant_amount);
+ HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
+ ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
+ break;
+ case ITEM_MOD_SPIRIT:
+ sLog.outDebug("+ %u SPIRIT",enchant_amount);
+ HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
+ ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
+ break;
+ case ITEM_MOD_STAMINA:
+ sLog.outDebug("+ %u STAMINA",enchant_amount);
+ HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
+ ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
+ break;
+ case ITEM_MOD_DEFENSE_SKILL_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
+ sLog.outDebug("+ %u DEFENCE", enchant_amount);
+ break;
+ case ITEM_MOD_DODGE_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
+ sLog.outDebug("+ %u DODGE", enchant_amount);
+ break;
+ case ITEM_MOD_PARRY_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
+ sLog.outDebug("+ %u PARRY", enchant_amount);
+ break;
+ case ITEM_MOD_BLOCK_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
+ sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
+ break;
+ case ITEM_MOD_HIT_MELEE_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
+ sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
+ break;
+ case ITEM_MOD_HIT_RANGED_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
+ sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
+ break;
+ case ITEM_MOD_HIT_SPELL_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
+ sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
+ break;
+ case ITEM_MOD_CRIT_MELEE_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
+ sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
+ break;
+ case ITEM_MOD_CRIT_RANGED_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
+ sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
+ break;
+ case ITEM_MOD_CRIT_SPELL_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
+ sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
+ break;
+// Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
+// in Enchantments
+// case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
+// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
+// break;
+// case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
+// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
+// break;
+// case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
+// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
+// break;
+// case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
+// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
+// break;
+// case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
+// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
+// break;
+// case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
+// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
+// break;
+// case ITEM_MOD_HASTE_MELEE_RATING:
+// ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
+// break;
+// case ITEM_MOD_HASTE_RANGED_RATING:
+// ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
+// break;
+ case ITEM_MOD_HASTE_SPELL_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
+ break;
+ case ITEM_MOD_HIT_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
+ ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
+ ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
+ sLog.outDebug("+ %u HIT", enchant_amount);
+ break;
+ case ITEM_MOD_CRIT_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
+ ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
+ ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
+ sLog.outDebug("+ %u CRITICAL", enchant_amount);
+ break;
+// Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
+// case ITEM_MOD_HIT_TAKEN_RATING:
+// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
+// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
+// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
+// break;
+// case ITEM_MOD_CRIT_TAKEN_RATING:
+// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
+// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
+// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
+// break;
+ case ITEM_MOD_RESILIENCE_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
+ ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
+ ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
+ sLog.outDebug("+ %u RESILIENCE", enchant_amount);
+ break;
+ case ITEM_MOD_HASTE_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
+ ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
+ ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
+ sLog.outDebug("+ %u HASTE", enchant_amount);
+ break;
+ case ITEM_MOD_EXPERTISE_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
+ sLog.outDebug("+ %u EXPERTISE", enchant_amount);
+ break;
+ case ITEM_MOD_ATTACK_POWER:
+ HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
+ HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
+ sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
+ break;
+ case ITEM_MOD_RANGED_ATTACK_POWER:
+ HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
+ sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
+ break;
+// case ITEM_MOD_FERAL_ATTACK_POWER:
+// ((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply);
+ sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount);
+ break;
+ case ITEM_MOD_MANA_REGENERATION:
+ ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply);
+ sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
+ break;
+ case ITEM_MOD_ARMOR_PENETRATION_RATING:
+ ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
+ sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
+ break;
+ case ITEM_MOD_SPELL_POWER:
+ ((Player*)this)->ApplySpellPowerBonus(enchant_amount, apply);
+ sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
+ break;
+ case ITEM_MOD_HEALTH_REGEN:
+ ((Player*)this)->ApplyHealthRegenBonus(enchant_amount, apply);
+ sLog.outDebug("+ %u HEALTH_REGENERATION", enchant_amount);
+ break;
+ case ITEM_MOD_SPELL_HEALING_DONE: // deprecated
+ case ITEM_MOD_SPELL_DAMAGE_DONE: // deprecated
+ default:
+ break;
+ }
+ break;
+ }
+ case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
+ {
+ if(getClass() == CLASS_SHAMAN)
+ {
+ float addValue = 0.0f;
+ if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
+ {
+ addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
+ HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
+ }
+ else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
+ {
+ addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
+ HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
+ }
+ }
+ break;
+ }
+ case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
+ // processed in Player::CastItemUseSpell
+ break;
+ case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
+ // nothing do..
+ break;
+ default:
+ sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
+ break;
+ } /*switch(enchant_display_type)*/
+ } /*for*/
+ }
+
+ // visualize enchantment at player and equipped items
+ if(slot == PERM_ENCHANTMENT_SLOT)
+ SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0);
+
+ if(slot == TEMP_ENCHANTMENT_SLOT)
+ SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0);
+
+ if(apply_dur)
+ {
+ if(apply)
+ {
+ // set duration
+ uint32 duration = item->GetEnchantmentDuration(slot);
+ if(duration > 0)
+ AddEnchantmentDuration(item, slot, duration);
+ }
+ else
+ {
+ // duration == 0 will remove EnchantDuration
+ AddEnchantmentDuration(item, slot, 0);
+ }
+ }
+}
+
+void Player::SendEnchantmentDurations()
+{
+ for (EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
+ {
+ GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000);
+ }
+}
+
+void Player::SendItemDurations()
+{
+ for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
+ {
+ (*itr)->SendTimeUpdate(this);
+ }
+}
+
+void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
+{
+ if(!item) // prevent crash
+ return;
+
+ // last check 2.0.10
+ WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
+ data << uint64(GetGUID()); // player GUID
+ data << uint32(received); // 0=looted, 1=from npc
+ data << uint32(created); // 0=received, 1=created
+ data << uint32(1); // always 0x01 (probably meant to be count of listed items)
+ data << uint8(item->GetBagSlot()); // bagslot
+ // item slot, but when added to stack: 0xFFFFFFFF
+ data << uint32((item->GetCount() == count) ? item->GetSlot() : -1);
+ data << uint32(item->GetEntry()); // item id
+ data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
+ data << int32(item->GetItemRandomPropertyId()); // random item property id
+ data << uint32(count); // count of items
+ data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory
+
+ if (broadcast && GetGroup())
+ GetGroup()->BroadcastPacket(&data, true);
+ else
+ GetSession()->SendPacket(&data);
+}
+
+/*********************************************************/
+/*** GOSSIP SYSTEM ***/
+/*********************************************************/
+
+void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId)
+{
+ PlayerMenu* pMenu = PlayerTalkClass;
+ pMenu->ClearMenus();
+
+ pMenu->GetGossipMenu().SetMenuId(menuId);
+
+ GossipMenuItemsMapBounds pMenuItemBounds = objmgr.GetGossipMenuItemsMapBounds(menuId);
+
+ // if default menuId and no menu options exist for this, use options from default options
+ if (pMenuItemBounds.first == pMenuItemBounds.second && menuId == GetDefaultGossipMenuForSource(pSource))
+ pMenuItemBounds = objmgr.GetGossipMenuItemsMapBounds(0);
+
+ for(GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr)
+ {
+ bool bCanTalk = true;
+
+ if (itr->second.cond_1 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_1))
+ continue;
+
+ if (itr->second.cond_2 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_2))
+ continue;
+
+ if (itr->second.cond_3 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_3))
+ continue;
+
+ if (pSource->GetTypeId() == TYPEID_UNIT)
+ {
+ Creature *pCreature = (Creature*)pSource;
+
+ uint32 npcflags = pCreature->GetUInt32Value(UNIT_NPC_FLAGS);
+
+ if (!(itr->second.npc_option_npcflag & npcflags))
+ continue;
+
+ switch(itr->second.option_id)
+ {
+ case GOSSIP_OPTION_QUESTGIVER:
+ PrepareQuestMenu(pSource->GetGUID());
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_ARMORER:
+ bCanTalk = false; // added in special mode
+ break;
+ case GOSSIP_OPTION_SPIRITHEALER:
+ if (!isDead())
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_VENDOR:
+ {
+ VendorItemData const* vItems = pCreature->GetVendorItems();
+ if (!vItems || vItems->Empty())
+ {
+ sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature->GetGUIDLow(), pCreature->GetEntry());
+ bCanTalk = false;
+ }
+ break;
+ }
+ case GOSSIP_OPTION_TRAINER:
+ if (!pCreature->isCanTrainingOf(this, false))
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_LEARNDUALSPEC:
+ if(!(GetSpecsCount() == 1 && pCreature->isCanTrainingAndResetTalentsOf(this) && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL))))
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_UNLEARNTALENTS:
+ if (!pCreature->isCanTrainingAndResetTalentsOf(this))
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_UNLEARNPETSKILLS:
+ if (!GetPet() || GetPet()->getPetType() != HUNTER_PET || GetPet()->m_spells.size() <= 1 || pCreature->GetCreatureInfo()->trainer_type != TRAINER_TYPE_PETS || pCreature->GetCreatureInfo()->trainer_class != CLASS_HUNTER)
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_TAXIVENDOR:
+ if (GetSession()->SendLearnNewTaxiNode(pCreature))
+ return;
+ break;
+ case GOSSIP_OPTION_BATTLEFIELD:
+ if (!pCreature->isCanInteractWithBattleMaster(this, false))
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_STABLEPET:
+ if (getClass() != CLASS_HUNTER)
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_GOSSIP:
+ case GOSSIP_OPTION_SPIRITGUIDE:
+ case GOSSIP_OPTION_INNKEEPER:
+ case GOSSIP_OPTION_BANKER:
+ case GOSSIP_OPTION_PETITIONER:
+ case GOSSIP_OPTION_TABARDDESIGNER:
+ case GOSSIP_OPTION_AUCTIONEER:
+ break; // no checks
+ case GOSSIP_OPTION_OUTDOORPVP:
+ if (!sOutdoorPvPMgr.CanTalkTo(this, pCreature, itr->second))
+ bCanTalk = false;
+ break;
+ default:
+ sLog.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature->GetEntry(), itr->second.option_id, itr->second.menu_id);
+ bCanTalk = false;
+ break;
+ }
+ }
+ else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
+ {
+ GameObject *pGo = (GameObject*)pSource;
+
+ switch(itr->second.option_id)
+ {
+ case GOSSIP_OPTION_QUESTGIVER:
+ if (pGo->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
+ PrepareQuestMenu(pSource->GetGUID());
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_GOSSIP:
+ if (pGo->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && pGo->GetGoType() != GAMEOBJECT_TYPE_GOOBER)
+ bCanTalk = false;
+ break;
+ default:
+ bCanTalk = false;
+ break;
+ }
+ }
+
+ if (bCanTalk)
+ {
+ std::string strOptionText = itr->second.option_text;
+ std::string strBoxText = itr->second.box_text;
+
+ int loc_idx = GetSession()->GetSessionDbLocaleIndex();
+
+ if (loc_idx >= 0)
+ {
+ uint32 idxEntry = MAKE_PAIR32(menuId, itr->second.id);
+
+ if (GossipMenuItemsLocale const *no = objmgr.GetGossipMenuItemsLocale(idxEntry))
+ {
+ if (no->OptionText.size() > (size_t)loc_idx && !no->OptionText[loc_idx].empty())
+ strOptionText = no->OptionText[loc_idx];
+
+ if (no->BoxText.size() > (size_t)loc_idx && !no->BoxText[loc_idx].empty())
+ strBoxText = no->BoxText[loc_idx];
+ }
+ }
+
+ pMenu->GetGossipMenu().AddMenuItem(itr->second.option_icon, strOptionText, 0, itr->second.option_id, strBoxText, itr->second.box_money, itr->second.box_coded);
+ pMenu->GetGossipMenu().AddGossipMenuItemData(itr->second.action_menu_id, itr->second.action_poi_id, itr->second.action_script_id);
+ }
+ }
+
+ // some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-)
+ /*if (pMenu->Empty())
+ {
+ if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER))
+ {
+ // output error message if need
+ pCreature->isCanTrainingOf(this, true);
+ }
+
+ if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
+ {
+ // output error message if need
+ pCreature->isCanInteractWithBattleMaster(this, true);
+ }
+ }*/
+}
+
+void Player::SendPreparedGossip(WorldObject *pSource)
+{
+ if (!pSource)
+ return;
+
+ if (pSource->GetTypeId() == TYPEID_UNIT)
+ {
+ // in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
+ if (!((Creature*)pSource)->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty())
+ {
+ SendPreparedQuest(pSource->GetGUID());
+ return;
+ }
+ }
+ else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
+ {
+ // probably need to find a better way here
+ if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty())
+ {
+ SendPreparedQuest(pSource->GetGUID());
+ return;
+ }
+ }
+
+ // in case non empty gossip menu (that not included quests list size) show it
+ // (quest entries from quest menu will be included in list)
+
+ uint32 textId = GetGossipTextId(pSource);
+
+ if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId())
+ textId = GetGossipTextId(menuId);
+
+ PlayerTalkClass->SendGossipMenu(textId, pSource->GetGUID());
+}
+
+void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 menuId)
+{
+ GossipMenu& gossipmenu = PlayerTalkClass->GetGossipMenu();
+
+ if (gossipListId >= gossipmenu.MenuItemCount())
+ return;
+
+ // if not same, then something funky is going on
+ if (menuId != gossipmenu.GetMenuId())
+ return;
+
+ uint32 gossipOptionId = gossipmenu.GetItem(gossipListId).m_gOptionId;
+ uint64 guid = pSource->GetGUID();
+
+ if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
+ {
+ if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER)
+ {
+ sLog.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource->GetEntry());
+ return;
+ }
+ }
+
+ GossipMenuItemData pMenuData = gossipmenu.GetItemData(gossipListId);
+
+ switch(gossipOptionId)
+ {
+ case GOSSIP_OPTION_GOSSIP:
+ {
+ if (pMenuData.m_gAction_menu)
+ {
+ PrepareGossipMenu(pSource, pMenuData.m_gAction_menu);
+ SendPreparedGossip(pSource);
+ }
+
+ if (pMenuData.m_gAction_poi)
+ PlayerTalkClass->SendPointOfInterest(pMenuData.m_gAction_poi);
+
+ if (pMenuData.m_gAction_script)
+ {
+ if (pSource->GetTypeId() == TYPEID_UNIT)
+ GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, this, pSource);
+ else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
+ GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, pSource, this);
+ }
+ break;
+ }
+ case GOSSIP_OPTION_OUTDOORPVP:
+ sOutdoorPvPMgr.HandleGossipOption(this, pSource->GetGUID(), gossipListId);
+ break;
+ case GOSSIP_OPTION_SPIRITHEALER:
+ if (isDead())
+ ((Creature*)pSource)->CastSpell(((Creature*)pSource),17251,true,NULL,NULL,GetGUID());
+ break;
+ case GOSSIP_OPTION_QUESTGIVER:
+ PrepareQuestMenu(guid);
+ SendPreparedQuest(guid);
+ break;
+ case GOSSIP_OPTION_VENDOR:
+ case GOSSIP_OPTION_ARMORER:
+ GetSession()->SendListInventory(guid);
+ break;
+ case GOSSIP_OPTION_STABLEPET:
+ GetSession()->SendStablePet(guid);
+ break;
+ case GOSSIP_OPTION_TRAINER:
+ GetSession()->SendTrainerList(guid);
+ break;
+ case GOSSIP_OPTION_LEARNDUALSPEC:
+ if(GetSpecsCount() == 1 && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL)))
+ {
+ if (GetMoney() < 10000000)
+ {
+ SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
+ PlayerTalkClass->CloseGossip();
+ break;
+ }
+ else
+ {
+ ModifyMoney(-10000000);
+
+ // Cast spells that teach dual spec
+ // Both are also ImplicitTarget self and must be cast by player
+ this->CastSpell(this, 63680, true, NULL, NULL, this->GetGUID());
+ this->CastSpell(this, 63624, true, NULL, NULL, this->GetGUID());
+
+ // Should show another Gossip text with "Congratulations..."
+ PlayerTalkClass->CloseGossip();
+ }
+ }
+ break;
+ case GOSSIP_OPTION_UNLEARNTALENTS:
+ PlayerTalkClass->CloseGossip();
+ SendTalentWipeConfirm(guid);
+ break;
+ case GOSSIP_OPTION_UNLEARNPETSKILLS:
+ PlayerTalkClass->CloseGossip();
+ SendPetSkillWipeConfirm();
+ break;
+ case GOSSIP_OPTION_TAXIVENDOR:
+ GetSession()->SendTaxiMenu(((Creature*)pSource));
+ break;
+ case GOSSIP_OPTION_INNKEEPER:
+ PlayerTalkClass->CloseGossip();
+ SetBindPoint(guid);
+ break;
+ case GOSSIP_OPTION_BANKER:
+ GetSession()->SendShowBank(guid);
+ break;
+ case GOSSIP_OPTION_PETITIONER:
+ PlayerTalkClass->CloseGossip();
+ GetSession()->SendPetitionShowList(guid);
+ break;
+ case GOSSIP_OPTION_TABARDDESIGNER:
+ PlayerTalkClass->CloseGossip();
+ GetSession()->SendTabardVendorActivate(guid);
+ break;
+ case GOSSIP_OPTION_AUCTIONEER:
+ GetSession()->SendAuctionHello(guid, ((Creature*)pSource));
+ break;
+ case GOSSIP_OPTION_SPIRITGUIDE:
+ PrepareGossipMenu(pSource);
+ SendPreparedGossip(pSource);
+ break;
+ case GOSSIP_OPTION_BATTLEFIELD:
+ {
+ BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(pSource->GetEntry());
+
+ if (bgTypeId == BATTLEGROUND_TYPE_NONE)
+ {
+ sLog.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow());
+ return;
+ }
+
+ GetSession()->SendBattlegGroundList(guid, bgTypeId);
+ break;
+ }
+ }
+}
+
+uint32 Player::GetGossipTextId(WorldObject *pSource)
+{
+ if (!pSource || pSource->GetTypeId() != TYPEID_UNIT || !((Creature*)pSource)->GetDBTableGUIDLow())
+ return DEFAULT_GOSSIP_MESSAGE;
+
+ if (uint32 pos = objmgr.GetNpcGossip(((Creature*)pSource)->GetDBTableGUIDLow()))
+ return pos;
+
+ return DEFAULT_GOSSIP_MESSAGE;
+}
+
+uint32 Player::GetGossipTextId(uint32 menuId)
+{
+ uint32 textId = DEFAULT_GOSSIP_MESSAGE;
+
+ if (!menuId)
+ return textId;
+
+ GossipMenusMapBounds pMenuBounds = objmgr.GetGossipMenusMapBounds(menuId);
+
+ for(GossipMenusMap::const_iterator itr = pMenuBounds.first; itr != pMenuBounds.second; ++itr)
+ {
+ if (objmgr.IsPlayerMeetToCondition(this, itr->second.cond_1) && objmgr.IsPlayerMeetToCondition(this, itr->second.cond_2))
+ textId = itr->second.text_id;
+ }
+
+ return textId;
+}
+
+uint32 Player::GetDefaultGossipMenuForSource(WorldObject *pSource)
+{
+ if (pSource->GetTypeId() == TYPEID_UNIT)
+ return ((Creature*)pSource)->GetCreatureInfo()->GossipMenuId;
+ else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
+ return((GameObject*)pSource)->GetGOInfo()->GetGossipMenuId();
+
+ return 0;
+}
+
+/*********************************************************/
+/*** QUEST SYSTEM ***/
+/*********************************************************/
+
+void Player::PrepareQuestMenu( uint64 guid )
+{
+ Object *pObject;
+ QuestRelations* pObjectQR;
+ QuestRelations* pObjectQIR;
+
+ // pets also can have quests
+ Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
+ if( pCreature )
+ {
+ pObject = (Object*)pCreature;
+ pObjectQR = &objmgr.mCreatureQuestRelations;
+ pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
+ }
+ else
+ {
+ //we should obtain map pointer from GetMap() in 99% of cases. Special case
+ //only for quests which cast teleport spells on player
+ Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
+ ASSERT(_map);
+ GameObject *pGameObject = _map->GetGameObject(guid);
+ if( pGameObject )
+ {
+ pObject = (Object*)pGameObject;
+ pObjectQR = &objmgr.mGOQuestRelations;
+ pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
+ }
+ else
+ return;
+ }
+
+ QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
+ qm.ClearMenu();
+
+ for (QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
+ {
+ uint32 quest_id = i->second;
+ QuestStatus status = GetQuestStatus( quest_id );
+ if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
+ qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
+ else if ( status == QUEST_STATUS_INCOMPLETE )
+ qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
+ //else if (status == QUEST_STATUS_AVAILABLE )
+ // qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
+ }
+
+ for (QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
+ {
+ uint32 quest_id = i->second;
+ Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
+ if(!pQuest) continue;
+
+ QuestStatus status = GetQuestStatus( quest_id );
+
+ if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
+ qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
+ else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
+ qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
+ }
+}
+
+void Player::SendPreparedQuest(uint64 guid)
+{
+ QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
+ if (questMenu.Empty())
+ return;
+
+ QuestMenuItem const& qmi0 = questMenu.GetItem(0);
+
+ uint32 status = qmi0.m_qIcon;
+
+ // single element case
+ if (questMenu.MenuItemCount() == 1)
+ {
+ // Auto open -- maybe also should verify there is no greeting
+ uint32 quest_id = qmi0.m_qId;
+ Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
+
+ if (pQuest)
+ {
+ if (status == DIALOG_STATUS_UNK2 && !GetQuestRewardStatus(quest_id))
+ PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
+ else if (status == DIALOG_STATUS_UNK2)
+ PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
+ // Send completable on repeatable and autoCompletable quest if player don't have quest
+ // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not)
+ else if (pQuest->IsAutoComplete() && pQuest->IsRepeatable() && !pQuest->IsDaily())
+ PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanCompleteRepeatableQuest(pQuest), true);
+ else
+ PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, guid, true);
+ }
+ }
+ // multiply entries
+ else
+ {
+ QEmote qe;
+ qe._Delay = 0;
+ qe._Emote = 0;
+ std::string title = "";
+
+ // need pet case for some quests
+ Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
+ if (pCreature)
+ {
+ uint32 textid = GetGossipTextId(pCreature);
+ GossipText const* gossiptext = objmgr.GetGossipText(textid);
+ if (!gossiptext)
+ {
+ qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
+ qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
+ title = "";
+ }
+ else
+ {
+ qe = gossiptext->Options[0].Emotes[0];
+
+ if(!gossiptext->Options[0].Text_0.empty())
+ {
+ title = gossiptext->Options[0].Text_0;
+
+ int loc_idx = GetSession()->GetSessionDbLocaleIndex();
+ if (loc_idx >= 0)
+ {
+ NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
+ if (nl)
+ {
+ if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
+ title = nl->Text_0[0][loc_idx];
+ }
+ }
+ }
+ else
+ {
+ title = gossiptext->Options[0].Text_1;
+
+ int loc_idx = GetSession()->GetSessionDbLocaleIndex();
+ if (loc_idx >= 0)
+ {
+ NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
+ if (nl)
+ {
+ if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
+ title = nl->Text_1[0][loc_idx];
+ }
+ }
+ }
+ }
+ }
+ PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid);
+ }
+}
+
+bool Player::IsActiveQuest( uint32 quest_id ) const
+{
+ QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
+
+ return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
+}
+
+Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
+{
+ Object *pObject;
+ QuestRelations* pObjectQR;
+ QuestRelations* pObjectQIR;
+
+ Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
+ if( pCreature )
+ {
+ pObject = (Object*)pCreature;
+ pObjectQR = &objmgr.mCreatureQuestRelations;
+ pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
+ }
+ else
+ {
+ //we should obtain map pointer from GetMap() in 99% of cases. Special case
+ //only for quests which cast teleport spells on player
+ Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
+ ASSERT(_map);
+ GameObject *pGameObject = _map->GetGameObject(guid);
+ if( pGameObject )
+ {
+ pObject = (Object*)pGameObject;
+ pObjectQR = &objmgr.mGOQuestRelations;
+ pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
+ }
+ else
+ return NULL;
+ }
+
+ uint32 nextQuestID = pQuest->GetNextQuestInChain();
+ for (QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
+ {
+ if (itr->second == nextQuestID)
+ return objmgr.GetQuestTemplate(nextQuestID);
+ }
+
+ return NULL;
+}
+
+bool Player::CanSeeStartQuest( Quest const *pQuest )
+{
+ if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
+ SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
+ SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
+ SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
+ {
+ return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
+ }
+
+ return false;
+}
+
+bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
+{
+ return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
+ && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
+ && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
+ && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
+ && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
+ && SatisfyQuestDay( pQuest, msg );
+}
+
+bool Player::CanAddQuest( Quest const *pQuest, bool msg )
+{
+ if( !SatisfyQuestLog( msg ) )
+ return false;
+
+ uint32 srcitem = pQuest->GetSrcItemId();
+ if( srcitem > 0 )
+ {
+ uint32 count = pQuest->GetSrcItemCount();
+ ItemPosCountVec dest;
+ uint8 msg2 = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
+
+ // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
+ if( msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
+ return true;
+ else if( msg2 != EQUIP_ERR_OK )
+ {
+ SendEquipError( msg2, NULL, NULL );
+ return false;
+ }
+ }
+ return true;
+}
+
+bool Player::CanCompleteQuest( uint32 quest_id )
+{
+ if( quest_id )
+ {
+ QuestStatusData& q_status = mQuestStatus[quest_id];
+ if( q_status.m_status == QUEST_STATUS_COMPLETE )
+ return false; // not allow re-complete quest
+
+ Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
+
+ if(!qInfo)
+ return false;
+
+ // auto complete quest
+ if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
+ return true;
+
+ if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
+ {
+
+ if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
+ {
+ for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
+ {
+ if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
+ return false;
+ }
+ }
+
+ if ( qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO) )
+ {
+ for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
+ {
+ if( qInfo->ReqCreatureOrGOId[i] == 0 )
+ continue;
+
+ if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
+ return false;
+ }
+ }
+
+ if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
+ return false;
+
+ if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) && q_status.m_timer == 0 )
+ return false;
+
+ if ( qInfo->GetRewOrReqMoney() < 0 )
+ {
+ if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
+ return false;
+ }
+
+ uint32 repFacId = qInfo->GetRepObjectiveFaction();
+ if ( repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
+ return false;
+
+ uint32 repFacId2 = qInfo->GetRepObjectiveFaction2();
+ if ( repFacId2 && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue2() )
+ return false;
+
+ return true;
+ }
+ }
+ return false;
+}
+
+bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
+{
+ // Solve problem that player don't have the quest and try complete it.
+ // if repeatable she must be able to complete event if player don't have it.
+ // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
+ if( !CanTakeQuest(pQuest, false) )
+ return false;
+
+ if (pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER) )
+ for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
+ if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
+ return false;
+
+ if( !CanRewardQuest(pQuest, false) )
+ return false;
+
+ return true;
+}
+
+bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
+{
+ // not auto complete quest and not completed quest (only cheating case, then ignore without message)
+ if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
+ return false;
+
+ // daily quest can't be rewarded (25 daily quest already completed)
+ if(!SatisfyQuestDay(pQuest,true))
+ return false;
+
+ // rewarded and not repeatable quest (only cheating case, then ignore without message)
+ if(GetQuestRewardStatus(pQuest->GetQuestId()))
+ return false;
+
+ // prevent receive reward with quest items in bank
+ if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
+ {
+ for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
+ {
+ if( pQuest->ReqItemCount[i]!= 0 &&
+ GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
+ {
+ if(msg)
+ SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
+ return false;
+ }
+ }
+ }
+
+ // prevent receive reward with low money and GetRewOrReqMoney() < 0
+ if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
+ return false;
+
+ return true;
+}
+
+bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
+{
+ // prevent receive reward with quest items in bank or for not completed quest
+ if(!CanRewardQuest(pQuest,msg))
+ return false;
+
+ if ( pQuest->GetRewChoiceItemsCount() > 0 )
+ {
+ if( pQuest->RewChoiceItemId[reward] )
+ {
+ ItemPosCountVec dest;
+ uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
+ if( res != EQUIP_ERR_OK )
+ {
+ SendEquipError( res, NULL, NULL );
+ return false;
+ }
+ }
+ }
+
+ if ( pQuest->GetRewItemsCount() > 0 )
+ {
+ for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
+ {
+ if( pQuest->RewItemId[i] )
+ {
+ ItemPosCountVec dest;
+ uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
+ if( res != EQUIP_ERR_OK )
+ {
+ SendEquipError( res, NULL, NULL );
+ return false;
+ }
+ }
+ }
+ }
+
+ return true;
+}
+
+void Player::AddQuest( Quest const *pQuest, Object *questGiver )
+{
+ uint16 log_slot = FindQuestSlot( 0 );
+ assert(log_slot < MAX_QUEST_LOG_SIZE);
+
+ uint32 quest_id = pQuest->GetQuestId();
+
+ // if not exist then created with set uState==NEW and rewarded=false
+ QuestStatusData& questStatusData = mQuestStatus[quest_id];
+
+ // check for repeatable quests status reset
+ questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
+ questStatusData.m_explored = false;
+
+ if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
+ {
+ for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
+ questStatusData.m_itemcount[i] = 0;
+ }
+
+ if ( pQuest->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO) )
+ {
+ for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
+ questStatusData.m_creatureOrGOcount[i] = 0;
+ }
+
+ GiveQuestSourceItem( pQuest );
+ AdjustQuestReqItemCount( pQuest, questStatusData );
+
+ if( pQuest->GetRepObjectiveFaction() )
+ if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
+ GetReputationMgr().SetVisible(factionEntry);
+
+ if( pQuest->GetRepObjectiveFaction2() )
+ if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction2()))
+ GetReputationMgr().SetVisible(factionEntry);
+
+ uint32 qtime = 0;
+ if( pQuest->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) )
+ {
+ uint32 limittime = pQuest->GetLimitTime();
+
+ // shared timed quest
+ if(questGiver && questGiver->GetTypeId() == TYPEID_PLAYER)
+ limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS;
+
+ AddTimedQuest( quest_id );
+ questStatusData.m_timer = limittime * IN_MILISECONDS;
+ qtime = static_cast<uint32>(time(NULL)) + limittime;
+ }
+ else
+ questStatusData.m_timer = 0;
+
+ SetQuestSlot(log_slot, quest_id, qtime);
+
+ if (questStatusData.uState != QUEST_NEW)
+ questStatusData.uState = QUEST_CHANGED;
+
+ //starting initial quest script
+ if(questGiver && pQuest->GetQuestStartScript()!=0)
+ GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
+
+ // Some spells applied at quest activation
+ SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true);
+ if(saBounds.first != saBounds.second)
+ {
+ uint32 zone, area;
+ GetZoneAndAreaId(zone,area);
+
+ for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
+ if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
+ if( !HasAura(itr->second->spellId) )
+ CastSpell(this,itr->second->spellId,true);
+ }
+
+ UpdateForQuestWorldObjects();
+}
+
+void Player::CompleteQuest( uint32 quest_id )
+{
+ if( quest_id )
+ {
+ SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
+
+ uint16 log_slot = FindQuestSlot( quest_id );
+ if( log_slot < MAX_QUEST_LOG_SIZE)
+ SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
+
+ if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
+ {
+ if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
+ RewardQuest(qInfo,0,this,false);
+ else
+ SendQuestComplete( quest_id );
+ }
+ }
+}
+
+void Player::IncompleteQuest( uint32 quest_id )
+{
+ if( quest_id )
+ {
+ SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
+
+ uint16 log_slot = FindQuestSlot( quest_id );
+ if( log_slot < MAX_QUEST_LOG_SIZE)
+ RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
+ }
+}
+
+void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
+{
+ //this THING should be here to protect code from quest, which cast on player far teleport as a reward
+ //should work fine, cause far teleport will be executed in Player::Update()
+ SetCanDelayTeleport(true);
+
+ uint32 quest_id = pQuest->GetQuestId();
+
+ for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
+ if (pQuest->ReqItemId[i])
+ DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
+
+ for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
+ {
+ if (pQuest->ReqSourceId[i])
+ {
+ uint32 count = pQuest->ReqSourceCount[i];
+ DestroyItemCount(pQuest->ReqSourceId[i], count ? count : 9999, true);
+ }
+ }
+
+ RemoveTimedQuest(quest_id);
+
+ if (pQuest->GetRewChoiceItemsCount() > 0)
+ {
+ if (uint32 itemId = pQuest->RewChoiceItemId[reward])
+ {
+ ItemPosCountVec dest;
+ if (CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK)
+ {
+ Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
+ SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
+ }
+ }
+ }
+
+ if (pQuest->GetRewItemsCount() > 0)
+ {
+ for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
+ {
+ if (uint32 itemId = pQuest->RewItemId[i])
+ {
+ ItemPosCountVec dest;
+ if (CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewItemCount[i] ) == EQUIP_ERR_OK)
+ {
+ Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
+ SendNewItem(item, pQuest->RewItemCount[i], true, false);
+ }
+ }
+ }
+ }
+
+ RewardReputation(pQuest);
+
+ uint16 log_slot = FindQuestSlot(quest_id);
+ if (log_slot < MAX_QUEST_LOG_SIZE)
+ SetQuestSlot(log_slot, 0);
+
+ QuestStatusData& q_status = mQuestStatus[quest_id];
+
+ // Not give XP in case already completed once repeatable quest
+ uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
+
+ // handle SPELL_AURA_MOD_XP_QUEST_PCT auras
+ Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_QUEST_PCT);
+ for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
+ XP = uint32(XP*(1.0f + (*i)->GetAmount() / 100.0f));
+
+ if (getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
+ GiveXP(XP, NULL);
+ else
+ {
+ uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY));
+ ModifyMoney(money);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
+ }
+
+ // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
+ if (pQuest->GetRewOrReqMoney())
+ {
+ ModifyMoney(pQuest->GetRewOrReqMoney());
+
+ if (pQuest->GetRewOrReqMoney() > 0)
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
+ }
+
+ // honor reward
+ if (pQuest->GetRewHonorableKills())
+ RewardHonor(NULL, 0, Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
+
+ // title reward
+ if (pQuest->GetCharTitleId())
+ {
+ if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
+ SetTitle(titleEntry);
+ }
+
+ if (pQuest->GetBonusTalents())
+ {
+ m_questRewardTalentCount+=pQuest->GetBonusTalents();
+ InitTalentForLevel();
+ }
+
+ // Send reward mail
+ if (uint32 mail_template_id = pQuest->GetRewMailTemplateId())
+ MailDraft(mail_template_id).SendMailTo(this, questGiver, MAIL_CHECK_MASK_NONE, pQuest->GetRewMailDelaySecs());
+
+ if (pQuest->IsDaily())
+ {
+ SetDailyQuestStatus(quest_id);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
+ }
+
+ if (!pQuest->IsRepeatable())
+ SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
+ else
+ SetQuestStatus(quest_id, QUEST_STATUS_NONE);
+
+ q_status.m_rewarded = true;
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+
+ if (announce)
+ SendQuestReward( pQuest, XP, questGiver );
+
+ // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
+ if (pQuest->GetRewSpellCast() > 0)
+ CastSpell( this, pQuest->GetRewSpellCast(), true);
+ else if ( pQuest->GetRewSpell() > 0)
+ CastSpell( this, pQuest->GetRewSpell(), true);
+
+ if (pQuest->GetZoneOrSort() > 0)
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort());
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId());
+
+ uint32 zone = 0;
+ uint32 area = 0;
+
+ // remove auras from spells with quest reward state limitations
+ SpellAreaForQuestMapBounds saEndBounds = spellmgr.GetSpellAreaForQuestEndMapBounds(quest_id);
+ if(saEndBounds.first != saEndBounds.second)
+ {
+ GetZoneAndAreaId(zone,area);
+
+ for (SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr)
+ if(!itr->second->IsFitToRequirements(this,zone,area))
+ RemoveAurasDueToSpell(itr->second->spellId);
+ }
+
+ // Some spells applied at quest reward
+ SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,false);
+ if(saBounds.first != saBounds.second)
+ {
+ if(!zone || !area)
+ GetZoneAndAreaId(zone,area);
+
+ for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
+ if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
+ if( !HasAura(itr->second->spellId) )
+ CastSpell(this,itr->second->spellId,true);
+ }
+
+ //lets remove flag for delayed teleports
+ SetCanDelayTeleport(false);
+}
+
+void Player::FailQuest(uint32 questId)
+{
+ if (Quest const* pQuest = objmgr.GetQuestTemplate(questId))
+ {
+ SetQuestStatus(questId, QUEST_STATUS_FAILED);
+
+ uint16 log_slot = FindQuestSlot(questId);
+
+ if (log_slot < MAX_QUEST_LOG_SIZE)
+ {
+ SetQuestSlotTimer(log_slot, 1);
+ SetQuestSlotState(log_slot, QUEST_STATE_FAIL);
+ }
+
+ if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
+ {
+ QuestStatusData& q_status = mQuestStatus[questId];
+
+ RemoveTimedQuest(questId);
+ q_status.m_timer = 0;
+
+ SendQuestTimerFailed(questId);
+ }
+ else
+ SendQuestFailed(questId);
+
+ // Destroy quest items on quest failure.
+ for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
+ if (pQuest->ReqItemId[i] > 0 && pQuest->ReqItemCount[i] > 0)
+ // Destroy items recieved on starting the quest.
+ DestroyItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true, true);
+ for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
+ if (pQuest->ReqSourceId[i] > 0 && pQuest->ReqSourceCount[i] > 0)
+ // Destroy items recieved during the quest.
+ DestroyItemCount(pQuest->ReqSourceId[i], pQuest->ReqSourceCount[i], true, true);
+ }
+}
+
+bool Player::SatisfyQuestSkillOrClass(Quest const* qInfo, bool msg)
+{
+ int32 zoneOrSort = qInfo->GetZoneOrSort();
+ int32 skillOrClass = qInfo->GetSkillOrClass();
+
+ // skip zone zoneOrSort and 0 case skillOrClass
+ if (zoneOrSort >= 0 && skillOrClass == 0)
+ return true;
+
+ int32 questSort = -zoneOrSort;
+ uint8 reqSortClass = ClassByQuestSort(questSort);
+
+ // check class sort cases in zoneOrSort
+ if( reqSortClass != 0 && getClass() != reqSortClass)
+ {
+ if (msg)
+ SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
+ return false;
+ }
+
+ // check class
+ if (skillOrClass < 0)
+ {
+ uint8 reqClass = -int32(skillOrClass);
+ if (getClass() != reqClass)
+ {
+ if (msg)
+ SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
+ return false;
+ }
+ }
+ // check skill
+ else if(skillOrClass > 0)
+ {
+ uint32 reqSkill = skillOrClass;
+ if(GetSkillValue(reqSkill) < qInfo->GetRequiredSkillValue())
+ {
+ if (msg)
+ SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
+ return false;
+ }
+ }
+
+ return true;
+}
+
+bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg)
+{
+ if (getLevel() < qInfo->GetMinLevel())
+ {
+ if(msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+ return false;
+ }
+ return true;
+}
+
+bool Player::SatisfyQuestLog(bool msg)
+{
+ // exist free slot
+ if (FindQuestSlot(0) < MAX_QUEST_LOG_SIZE)
+ return true;
+
+ if (msg)
+ {
+ WorldPacket data(SMSG_QUESTLOG_FULL, 0);
+ GetSession()->SendPacket(&data);
+ sLog.outDebug("WORLD: Sent QUEST_LOG_FULL_MESSAGE");
+ }
+ return false;
+}
+
+bool Player::SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg)
+{
+ // No previous quest (might be first quest in a series)
+ if (qInfo->prevQuests.empty())
+ return true;
+
+ for (Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter)
+ {
+ uint32 prevId = abs(*iter);
+
+ QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
+ Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
+
+ if (qPrevInfo && i_prevstatus != mQuestStatus.end())
+ {
+ // If any of the positive previous quests completed, return true
+ if (*iter > 0 && i_prevstatus->second.m_rewarded)
+ {
+ // skip one-from-all exclusive group
+ if (qPrevInfo->GetExclusiveGroup() >= 0)
+ return true;
+
+ // each-from-all exclusive group ( < 0)
+ // can be start if only all quests in prev quest exclusive group completed and rewarded
+ ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
+ ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
+
+ assert(iter2 != end); // always must be found if qPrevInfo->ExclusiveGroup != 0
+
+ for (; iter2 != end; ++iter2)
+ {
+ uint32 exclude_Id = iter2->second;
+
+ // skip checked quest id, only state of other quests in group is interesting
+ if (exclude_Id == prevId)
+ continue;
+
+ QuestStatusMap::iterator i_exstatus = mQuestStatus.find(exclude_Id);
+
+ // alternative quest from group also must be completed and rewarded(reported)
+ if (i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded)
+ {
+ if (msg)
+ SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
+ return false;
+ }
+ }
+ return true;
+ }
+ // If any of the negative previous quests active, return true
+ if (*iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
+ || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
+ {
+ // skip one-from-all exclusive group
+ if (qPrevInfo->GetExclusiveGroup() >= 0)
+ return true;
+
+ // each-from-all exclusive group ( < 0)
+ // can be start if only all quests in prev quest exclusive group active
+ ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
+ ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
+
+ assert(iter2 != end); // always must be found if qPrevInfo->ExclusiveGroup != 0
+
+ for (; iter2 != end; ++iter2)
+ {
+ uint32 exclude_Id = iter2->second;
+
+ // skip checked quest id, only state of other quests in group is interesting
+ if (exclude_Id == prevId)
+ continue;
+
+ QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
+
+ // alternative quest from group also must be active
+ if (i_exstatus == mQuestStatus.end() ||
+ i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
+ (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)))
+ {
+ if (msg)
+ SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
+ return false;
+ }
+ }
+ return true;
+ }
+ }
+ }
+
+ // Has only positive prev. quests in non-rewarded state
+ // and negative prev. quests in non-active state
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+
+ return false;
+}
+
+bool Player::SatisfyQuestRace(Quest const* qInfo, bool msg)
+{
+ uint32 reqraces = qInfo->GetRequiredRaces();
+ if (reqraces == 0)
+ return true;
+ if ((reqraces & getRaceMask()) == 0)
+ {
+ if (msg)
+ SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
+ return false;
+ }
+ return true;
+}
+
+bool Player::SatisfyQuestReputation(Quest const* qInfo, bool msg)
+{
+ uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
+ if (fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+ return false;
+ }
+
+ uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
+ if (fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+ return false;
+ }
+
+ return true;
+}
+
+bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
+{
+ QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
+ if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
+ {
+ if( msg )
+ SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
+ return false;
+ }
+ return true;
+}
+
+bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg)
+{
+ if (!m_timedquests.empty() && qInfo->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED);
+ return false;
+ }
+ return true;
+}
+
+bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
+{
+ // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
+ if(qInfo->GetExclusiveGroup() <= 0)
+ return true;
+
+ ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
+ ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
+
+ assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
+
+ for (; iter != end; ++iter)
+ {
+ uint32 exclude_Id = iter->second;
+
+ // skip checked quest id, only state of other quests in group is interesting
+ if(exclude_Id == qInfo->GetQuestId())
+ continue;
+
+ // not allow have daily quest if daily quest from exclusive group already recently completed
+ Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
+ if( !SatisfyQuestDay(Nquest, false) )
+ {
+ if( msg )
+ SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
+ return false;
+ }
+
+ QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
+
+ // alternative quest already started or completed
+ if( i_exstatus != mQuestStatus.end()
+ && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
+ {
+ if( msg )
+ SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
+ return false;
+ }
+ }
+ return true;
+}
+
+bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
+{
+ if(!qInfo->GetNextQuestInChain())
+ return true;
+
+ // next quest in chain already started or completed
+ QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
+ if( itr != mQuestStatus.end()
+ && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
+ {
+ if( msg )
+ SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
+ return false;
+ }
+
+ // check for all quests further up the chain
+ // only necessary if there are quest chains with more than one quest that can be skipped
+ //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
+ return true;
+}
+
+bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
+{
+ // No previous quest in chain
+ if( qInfo->prevChainQuests.empty())
+ return true;
+
+ for (Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
+ {
+ uint32 prevId = *iter;
+
+ QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
+
+ if( i_prevstatus != mQuestStatus.end() )
+ {
+ // If any of the previous quests in chain active, return false
+ if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
+ || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
+ {
+ if( msg )
+ SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
+ return false;
+ }
+ }
+
+ // check for all quests further down the chain
+ // only necessary if there are quest chains with more than one quest that can be skipped
+ //if( !SatisfyQuestPrevChain( prevId, msg ) )
+ // return false;
+ }
+
+ // No previous quest in chain active
+ return true;
+}
+
+bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
+{
+ if(!qInfo->IsDaily())
+ return true;
+
+ bool have_slot = false;
+ for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
+ {
+ uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
+ if(qInfo->GetQuestId()==id)
+ return false;
+
+ if(!id)
+ have_slot = true;
+ }
+
+ if(!have_slot)
+ {
+ if( msg )
+ SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
+ return false;
+ }
+
+ return true;
+}
+
+bool Player::GiveQuestSourceItem( Quest const *pQuest )
+{
+ uint32 srcitem = pQuest->GetSrcItemId();
+ if( srcitem > 0 )
+ {
+ uint32 count = pQuest->GetSrcItemCount();
+ if( count <= 0 )
+ count = 1;
+
+ ItemPosCountVec dest;
+ uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
+ if( msg == EQUIP_ERR_OK )
+ {
+ Item * item = StoreNewItem(dest, srcitem, true);
+ SendNewItem(item, count, true, false);
+ return true;
+ }
+ // player already have max amount required item, just report success
+ else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
+ return true;
+ else
+ SendEquipError( msg, NULL, NULL );
+ return false;
+ }
+
+ return true;
+}
+
+bool Player::TakeQuestSourceItem(uint32 quest_id, bool msg)
+{
+ Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
+ if (qInfo)
+ {
+ uint32 srcitem = qInfo->GetSrcItemId();
+ if (srcitem > 0)
+ {
+ uint32 count = qInfo->GetSrcItemCount();
+ if (count <= 0)
+ count = 1;
+
+ // exist one case when destroy source quest item not possible:
+ // non un-equippable item (equipped non-empty bag, for example)
+ uint8 res = CanUnequipItems(srcitem,count);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (msg)
+ SendEquipError(res, NULL, NULL);
+ return false;
+ }
+
+ DestroyItemCount(srcitem, count, true, true);
+ }
+ }
+ return true;
+}
+
+bool Player::GetQuestRewardStatus(uint32 quest_id) const
+{
+ Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
+ if (qInfo)
+ {
+ // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
+ QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
+ if(itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
+ && !qInfo->IsRepeatable())
+ return itr->second.m_rewarded;
+
+ return false;
+ }
+ return false;
+}
+
+QuestStatus Player::GetQuestStatus(uint32 quest_id) const
+{
+ if (quest_id)
+ {
+ QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
+ if (itr != mQuestStatus.end())
+ return itr->second.m_status;
+ }
+ return QUEST_STATUS_NONE;
+}
+
+bool Player::CanShareQuest(uint32 quest_id) const
+{
+ Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
+ if (qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE))
+ {
+ QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
+ if (itr != mQuestStatus.end())
+ return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
+ }
+ return false;
+}
+
+void Player::SetQuestStatus(uint32 quest_id, QuestStatus status)
+{
+ if (Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
+ {
+ QuestStatusData& q_status = mQuestStatus[quest_id];
+
+ q_status.m_status = status;
+
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+ }
+
+ UpdateForQuestWorldObjects();
+}
+
+// not used in Trinity, but used in scripting code
+uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
+{
+ Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
+ if (!qInfo)
+ return 0;
+
+ for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
+ if ( qInfo->ReqCreatureOrGOId[j] == entry )
+ return mQuestStatus[quest_id].m_creatureOrGOcount[j];
+
+ return 0;
+}
+
+void Player::AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData)
+{
+ if (pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER))
+ {
+ for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
+ {
+ uint32 reqitemcount = pQuest->ReqItemCount[i];
+ if (reqitemcount != 0)
+ {
+ uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
+
+ questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount);
+ if (questStatusData.uState != QUEST_NEW)
+ questStatusData.uState = QUEST_CHANGED;
+ }
+ }
+ }
+}
+
+uint16 Player::FindQuestSlot( uint32 quest_id ) const
+{
+ for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ if (GetQuestSlotQuestId(i) == quest_id)
+ return i;
+
+ return MAX_QUEST_LOG_SIZE;
+}
+
+void Player::AreaExploredOrEventHappens(uint32 questId)
+{
+ if (questId)
+ {
+ uint16 log_slot = FindQuestSlot(questId);
+ if (log_slot < MAX_QUEST_LOG_SIZE)
+ {
+ QuestStatusData& q_status = mQuestStatus[questId];
+
+ if (!q_status.m_explored)
+ {
+ q_status.m_explored = true;
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+ }
+ }
+ if (CanCompleteQuest(questId))
+ CompleteQuest(questId);
+ }
+}
+
+//not used in Trinityd, function for external script library
+void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
+{
+ if (Group *pGroup = GetGroup())
+ {
+ for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *pGroupGuy = itr->getSource();
+
+ // for any leave or dead (with not released body) group member at appropriate distance
+ if (pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse())
+ pGroupGuy->AreaExploredOrEventHappens(questId);
+ }
+ }
+ else
+ AreaExploredOrEventHappens(questId);
+}
+
+void Player::ItemAddedQuestCheck( uint32 entry, uint32 count)
+{
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if (questid == 0)
+ continue;
+
+ QuestStatusData& q_status = mQuestStatus[questid];
+
+ if (q_status.m_status != QUEST_STATUS_INCOMPLETE)
+ continue;
+
+ Quest const* qInfo = objmgr.GetQuestTemplate(questid);
+ if( !qInfo || !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
+ continue;
+
+ for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
+ {
+ uint32 reqitem = qInfo->ReqItemId[j];
+ if (reqitem == entry)
+ {
+ uint32 reqitemcount = qInfo->ReqItemCount[j];
+ uint32 curitemcount = q_status.m_itemcount[j];
+ if (curitemcount < reqitemcount)
+ {
+ uint32 additemcount = curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount;
+ q_status.m_itemcount[j] += additemcount;
+ if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
+
+ SendQuestUpdateAddItem(qInfo, j, additemcount);
+ }
+ if ( CanCompleteQuest( questid))
+ CompleteQuest( questid );
+ return;
+ }
+ }
+ }
+ UpdateForQuestWorldObjects();
+}
+
+void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count)
+{
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if(!questid)
+ continue;
+ Quest const* qInfo = objmgr.GetQuestTemplate(questid);
+ if (!qInfo)
+ continue;
+ if( !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
+ continue;
+
+ for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
+ {
+ uint32 reqitem = qInfo->ReqItemId[j];
+ if (reqitem == entry)
+ {
+ QuestStatusData& q_status = mQuestStatus[questid];
+
+ uint32 reqitemcount = qInfo->ReqItemCount[j];
+ uint32 curitemcount;
+ if (q_status.m_status != QUEST_STATUS_COMPLETE)
+ curitemcount = q_status.m_itemcount[j];
+ else
+ curitemcount = GetItemCount(entry,true);
+ if (curitemcount < reqitemcount + count)
+ {
+ uint32 remitemcount = curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount;
+ q_status.m_itemcount[j] = curitemcount - remitemcount;
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+
+ IncompleteQuest(questid);
+ }
+ return;
+ }
+ }
+ }
+ UpdateForQuestWorldObjects();
+}
+
+void Player::KilledMonster(CreatureInfo const* cInfo, uint64 guid)
+{
+ if (cInfo->Entry)
+ KilledMonsterCredit(cInfo->Entry,guid);
+
+ for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i)
+ if (cInfo->KillCredit[i])
+ KilledMonsterCredit(cInfo->KillCredit[i],guid);
+}
+
+void Player::KilledMonsterCredit(uint32 entry, uint64 guid)
+{
+ uint32 addkillcount = 1;
+ uint32 real_entry = entry;
+ if (guid)
+ {
+ Creature *killed = GetMap()->GetCreature(guid);
+ if (killed && killed->GetEntry())
+ real_entry = killed->GetEntry();
+ }
+
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, real_entry, addkillcount);
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if (!questid)
+ continue;
+
+ Quest const* qInfo = objmgr.GetQuestTemplate(questid);
+ if (!qInfo)
+ continue;
+ // just if !ingroup || !noraidgroup || raidgroup
+ QuestStatusData& q_status = mQuestStatus[questid];
+ if(q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
+ {
+ if (qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST))
+ {
+ for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
+ {
+ // skip GO activate objective or none
+ if (qInfo->ReqCreatureOrGOId[j] <= 0)
+ continue;
+
+ // skip Cast at creature objective
+ if (qInfo->ReqSpell[j] != 0)
+ continue;
+
+ uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
+
+ if (reqkill == entry)
+ {
+ uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
+ uint32 curkillcount = q_status.m_creatureOrGOcount[j];
+ if (curkillcount < reqkillcount)
+ {
+ q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+
+ SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
+ }
+ if (CanCompleteQuest(questid))
+ CompleteQuest(questid);
+
+ // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
+ continue;
+ }
+ }
+ }
+ }
+ }
+}
+
+void Player::CastedCreatureOrGO(uint32 entry, uint64 guid, uint32 spell_id)
+{
+ bool isCreature = IS_CRE_OR_VEH_GUID(guid);
+
+ uint32 addCastCount = 1;
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if(!questid)
+ continue;
+
+ Quest const* qInfo = objmgr.GetQuestTemplate(questid);
+ if (!qInfo)
+ continue;
+
+ QuestStatusData& q_status = mQuestStatus[questid];
+
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ if (qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST))
+ {
+ for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
+ {
+ // skip kill creature objective (0) or wrong spell casts
+ if (qInfo->ReqSpell[j] != spell_id)
+ continue;
+
+ uint32 reqTarget = 0;
+
+ if (isCreature)
+ {
+ // creature activate objectives
+ if (qInfo->ReqCreatureOrGOId[j] > 0)
+ {
+ // checked at quest_template loading
+ reqTarget = qInfo->ReqCreatureOrGOId[j];
+ if (reqTarget != entry) // if entry doesn't match, check for killcredits referenced in template
+ {
+ CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(entry);
+ for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i)
+ if (cinfo->KillCredit[i] == reqTarget)
+ entry = cinfo->KillCredit[i];
+ }
+ }
+ }
+ else
+ {
+ // GO activate objective
+ if (qInfo->ReqCreatureOrGOId[j] < 0)
+ // checked at quest_template loading
+ reqTarget = - qInfo->ReqCreatureOrGOId[j];
+ }
+
+ // other not this creature/GO related objectives
+ if (reqTarget != entry)
+ continue;
+
+ uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
+ uint32 curCastCount = q_status.m_creatureOrGOcount[j];
+ if (curCastCount < reqCastCount)
+ {
+ q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+
+ SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curCastCount, addCastCount);
+ }
+
+ if (CanCompleteQuest(questid))
+ CompleteQuest(questid);
+
+ // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
+ break;
+ }
+ }
+ }
+ }
+}
+
+void Player::TalkedToCreature(uint32 entry, uint64 guid)
+{
+ uint32 addTalkCount = 1;
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if (!questid)
+ continue;
+
+ Quest const* qInfo = objmgr.GetQuestTemplate(questid);
+ if (!qInfo)
+ continue;
+
+ QuestStatusData& q_status = mQuestStatus[questid];
+
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO))
+ {
+ for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
+ {
+ // skip spell casts and Gameobject objectives
+ if (qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
+ continue;
+
+ uint32 reqTarget = 0;
+
+ if (qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
+ // checked at quest_template loading
+ reqTarget = qInfo->ReqCreatureOrGOId[j];
+ else
+ continue;
+
+ if (reqTarget == entry)
+ {
+ uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
+ uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
+ if (curTalkCount < reqTalkCount)
+ {
+ q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+
+ SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curTalkCount, addTalkCount);
+ }
+ if (CanCompleteQuest(questid))
+ CompleteQuest(questid);
+
+ // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
+ continue;
+ }
+ }
+ }
+ }
+ }
+}
+
+void Player::MoneyChanged( uint32 count )
+{
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if (!questid)
+ continue;
+
+ Quest const* qInfo = objmgr.GetQuestTemplate(questid);
+ if (qInfo && qInfo->GetRewOrReqMoney() < 0)
+ {
+ QuestStatusData& q_status = mQuestStatus[questid];
+
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ if (int32(count) >= -qInfo->GetRewOrReqMoney())
+ {
+ if (CanCompleteQuest(questid))
+ CompleteQuest(questid);
+ }
+ }
+ else if (q_status.m_status == QUEST_STATUS_COMPLETE)
+ {
+ if (int32(count) < -qInfo->GetRewOrReqMoney())
+ IncompleteQuest(questid);
+ }
+ }
+ }
+}
+
+void Player::ReputationChanged(FactionEntry const* factionEntry)
+{
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ if(uint32 questid = GetQuestSlotQuestId(i))
+ {
+ if (Quest const* qInfo = objmgr.GetQuestTemplate(questid))
+ {
+ if (qInfo->GetRepObjectiveFaction() == factionEntry->ID)
+ {
+ QuestStatusData& q_status = mQuestStatus[questid];
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
+ if (CanCompleteQuest(questid))
+ CompleteQuest(questid);
+ }
+ else if(q_status.m_status == QUEST_STATUS_COMPLETE)
+ {
+ if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
+ IncompleteQuest(questid);
+ }
+ }
+ }
+ }
+ }
+}
+
+void Player::ReputationChanged2(FactionEntry const* factionEntry)
+{
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ if(uint32 questid = GetQuestSlotQuestId(i))
+ {
+ if (Quest const* qInfo = objmgr.GetQuestTemplate(questid))
+ {
+ if (qInfo->GetRepObjectiveFaction2() == factionEntry->ID)
+ {
+ QuestStatusData& q_status = mQuestStatus[questid];
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue2())
+ if (CanCompleteQuest(questid))
+ CompleteQuest(questid);
+ }
+ else if(q_status.m_status == QUEST_STATUS_COMPLETE)
+ {
+ if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue2())
+ IncompleteQuest(questid);
+ }
+ }
+ }
+ }
+ }
+}
+
+bool Player::HasQuestForItem(uint32 itemid) const
+{
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if (questid == 0)
+ continue;
+
+ QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
+ if(qs_itr == mQuestStatus.end())
+ continue;
+
+ QuestStatusData const& q_status = qs_itr->second;
+
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ Quest const* qinfo = objmgr.GetQuestTemplate(questid);
+ if (!qinfo)
+ continue;
+
+ // hide quest if player is in raid-group and quest is no raid quest
+ if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
+ if (!InBattleGround()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later
+ continue;
+
+ // There should be no mixed ReqItem/ReqSource drop
+ // This part for ReqItem drop
+ for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
+ {
+ if (itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j])
+ return true;
+ }
+ // This part - for ReqSource
+ for (uint8 j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j)
+ {
+ // examined item is a source item
+ if (qinfo->ReqSourceId[j] == itemid)
+ {
+ ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
+
+ // 'unique' item
+ if (pProto->MaxCount && GetItemCount(itemid,true) < pProto->MaxCount)
+ return true;
+
+ // allows custom amount drop when not 0
+ if (qinfo->ReqSourceCount[j])
+ {
+ if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
+ return true;
+ } else if (GetItemCount(itemid,true) < pProto->Stackable)
+ return true;
+ }
+ }
+ }
+ }
+ return false;
+}
+
+void Player::SendQuestComplete(uint32 quest_id)
+{
+ if(quest_id)
+ {
+ WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4);
+ data << uint32(quest_id);
+ GetSession()->SendPacket(&data);
+ sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id);
+ }
+}
+
+void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
+{
+ uint32 questid = pQuest->GetQuestId();
+ sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
+ gameeventmgr.HandleQuestComplete(questid);
+ WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
+ data << uint32(questid);
+
+ if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
+ {
+ data << uint32(XP);
+ data << uint32(pQuest->GetRewOrReqMoney());
+ }
+ else
+ {
+ data << uint32(0);
+ data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
+ }
+
+ data << uint32(10*Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
+ data << uint32(pQuest->GetBonusTalents()); // bonus talents
+ data << uint32(0);
+ GetSession()->SendPacket( &data );
+
+ if (pQuest->GetQuestCompleteScript() != 0)
+ GetMap()->ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
+}
+
+void Player::SendQuestFailed( uint32 quest_id )
+{
+ if( quest_id )
+ {
+ WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
+ data << uint32(quest_id);
+ data << uint32(0); // failed reason (4 for inventory is full)
+ GetSession()->SendPacket( &data );
+ sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
+ }
+}
+
+void Player::SendQuestTimerFailed( uint32 quest_id )
+{
+ if( quest_id )
+ {
+ WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
+ data << uint32(quest_id);
+ GetSession()->SendPacket( &data );
+ sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
+ }
+}
+
+void Player::SendCanTakeQuestResponse( uint32 msg )
+{
+ WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
+ data << uint32(msg);
+ GetSession()->SendPacket( &data );
+ sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
+}
+
+void Player::SendQuestConfirmAccept(const Quest* pQuest, Player* pReceiver)
+{
+ if (pReceiver)
+ {
+ std::string strTitle = pQuest->GetTitle();
+
+ int loc_idx = pReceiver->GetSession()->GetSessionDbLocaleIndex();
+
+ if (loc_idx >= 0)
+ {
+ if (const QuestLocale* pLocale = objmgr.GetQuestLocale(pQuest->GetQuestId()))
+ {
+ if (pLocale->Title.size() > loc_idx && !pLocale->Title[loc_idx].empty())
+ strTitle = pLocale->Title[loc_idx];
+ }
+ }
+
+ WorldPacket data(SMSG_QUEST_CONFIRM_ACCEPT, (4 + strTitle.size() + 8));
+ data << uint32(pQuest->GetQuestId());
+ data << strTitle;
+ data << uint64(GetGUID());
+ pReceiver->GetSession()->SendPacket(&data);
+
+ sLog.outDebug("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT");
+ }
+}
+
+void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
+{
+ if( pPlayer )
+ {
+ WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
+ data << uint64(pPlayer->GetGUID());
+ data << uint8(msg); // valid values: 0-8
+ GetSession()->SendPacket( &data );
+ sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
+ }
+}
+
+void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
+{
+ WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
+ sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
+ //data << pQuest->ReqItemId[item_idx];
+ //data << count;
+ GetSession()->SendPacket( &data );
+}
+
+void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
+{
+ assert(old_count + add_count < 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)");
+
+ int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
+ if (entry < 0)
+ // client expected gameobject template id in form (id|0x80000000)
+ entry = (-entry) | 0x80000000;
+
+ WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
+ sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
+ data << uint32(pQuest->GetQuestId());
+ data << uint32(entry);
+ data << uint32(old_count + add_count);
+ data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
+ data << uint64(guid);
+ GetSession()->SendPacket(&data);
+
+ uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
+ if( log_slot < MAX_QUEST_LOG_SIZE)
+ SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
+}
+
+/*********************************************************/
+/*** LOAD SYSTEM ***/
+/*********************************************************/
+
+bool Player::MinimalLoadFromDB( QueryResult_AutoPtr result, uint32 guid )
+{
+ if (!result)
+ {
+ // 0 1 2 3 4 5 6 7 8 9 10 11
+ result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login, zone, level FROM characters WHERE guid = '%u'",guid);
+ if (!result)
+ return false;
+ }
+
+ Field *fields = result->Fetch();
+
+ if (!LoadValues( fields[1].GetString()))
+ {
+ sLog.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid));
+ return false;
+ }
+
+ // overwrite possible wrong/corrupted guid
+ SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
+
+ m_name = fields[2].GetCppString();
+
+ Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
+ Map *map = MapManager::Instance().CreateMap(fields[6].GetUInt32(), this, 0);
+ SetMap(map);
+
+ // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
+ // this must help in case next save after mass player load after server startup
+ m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
+
+ // the instance id is not needed at character enum
+
+ m_Played_time[PLAYED_TIME_TOTAL] = fields[7].GetUInt32();
+ m_Played_time[PLAYED_TIME_LEVEL] = fields[8].GetUInt32();
+
+ m_atLoginFlags = fields[9].GetUInt32();
+
+ // I don't see these used anywhere ..
+ /*_LoadGroup();
+
+ _LoadBoundInstances();*/
+
+ for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++)
+ m_items[i] = NULL;
+
+ if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
+ m_deathState = DEAD;
+
+ return true;
+}
+
+void Player::_LoadDeclinedNames(QueryResult_AutoPtr result)
+{
+ if(!result)
+ return;
+
+ if(m_declinedname)
+ delete m_declinedname;
+
+ m_declinedname = new DeclinedName;
+ Field *fields = result->Fetch();
+ for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
+ m_declinedname->name[i] = fields[i].GetCppString();
+}
+
+void Player::_LoadArenaTeamInfo(QueryResult_AutoPtr result)
+{
+ // arenateamid, played_week, played_season, personal_rating
+ memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END);
+ if (!result)
+ return;
+
+ do
+ {
+ Field *fields = result->Fetch();
+
+ uint32 arenateamid = fields[0].GetUInt32();
+ uint32 played_week = fields[1].GetUInt32();
+ uint32 played_season = fields[2].GetUInt32();
+ uint32 wons_season = fields[3].GetUInt32();
+ uint32 personal_rating = fields[4].GetUInt32();
+
+ ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
+ if(!aTeam)
+ {
+ sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid);
+ continue;
+ }
+ uint8 arenaSlot = aTeam->GetSlot();
+
+ m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_ID] = arenateamid; // TeamID
+ m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_TYPE] = aTeam->GetType(); // team type
+ m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_MEMBER] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1
+ m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_GAMES_WEEK] = played_week; // Played Week
+ m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_GAMES_SEASON] = played_season; // Played Season
+ m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_WINS_SEASON] = wons_season; // wins season
+ m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING] = personal_rating; // Personal Rating
+
+ }while (result->NextRow());
+}
+
+void Player::_LoadEquipmentSets(QueryResult_AutoPtr result)
+{
+ // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
+ if (!result)
+ return;
+
+ uint32 count = 0;
+ do
+ {
+ Field *fields = result->Fetch();
+
+ EquipmentSet eqSet;
+
+ eqSet.Guid = fields[0].GetUInt64();
+ uint32 index = fields[1].GetUInt32();
+ eqSet.Name = fields[2].GetCppString();
+ eqSet.IconName = fields[3].GetCppString();
+ eqSet.state = EQUIPMENT_SET_UNCHANGED;
+
+ for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ eqSet.Items[i] = fields[4+i].GetUInt32();
+
+ m_EquipmentSets[index] = eqSet;
+
+ ++count;
+
+ if(count >= MAX_EQUIPMENT_SET_INDEX) // client limit
+ break;
+ } while (result->NextRow());
+}
+
+void Player::_LoadBGData(QueryResult_AutoPtr result)
+{
+ if (!result)
+ return;
+
+ // Expecting only one row
+ Field *fields = result->Fetch();
+ /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
+ m_bgData.bgInstanceID = fields[0].GetUInt32();
+ m_bgData.bgTeam = fields[1].GetUInt32();
+ m_bgData.joinPos = WorldLocation(fields[6].GetUInt32(), // Map
+ fields[2].GetFloat(), // X
+ fields[3].GetFloat(), // Y
+ fields[4].GetFloat(), // Z
+ fields[5].GetFloat()); // Orientation
+ m_bgData.taxiPath[0] = fields[7].GetUInt32();
+ m_bgData.taxiPath[1] = fields[8].GetUInt32();
+ m_bgData.mountSpell = fields[9].GetUInt32();
+}
+
+bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
+{
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
+ if(!result)
+ return false;
+
+ Field *fields = result->Fetch();
+
+ x = fields[0].GetFloat();
+ y = fields[1].GetFloat();
+ z = fields[2].GetFloat();
+ o = fields[3].GetFloat();
+ mapid = fields[4].GetUInt32();
+ in_flight = !fields[5].GetCppString().empty();
+
+ return true;
+}
+
+bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
+{
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
+ if( !result )
+ return false;
+
+ Field *fields = result->Fetch();
+
+ data = StrSplit(fields[0].GetCppString(), " ");
+
+ return true;
+}
+
+uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
+{
+ if(index >= data.size())
+ return 0;
+
+ return (uint32)atoi(data[index].c_str());
+}
+
+float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
+{
+ float result;
+ uint32 temp = Player::GetUInt32ValueFromArray(data,index);
+ memcpy(&result, &temp, sizeof(result));
+
+ return result;
+}
+
+uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
+{
+ Tokens data;
+ if(!LoadValuesArrayFromDB(data,guid))
+ return 0;
+
+ return GetUInt32ValueFromArray(data,index);
+}
+
+float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
+{
+ float result;
+ uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
+ memcpy(&result, &temp, sizeof(result));
+
+ return result;
+}
+
+bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
+{
+ //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points, instance_id, speccount, activespec FROM characters WHERE guid = '%u'", guid);
+ QueryResult_AutoPtr result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
+
+ if(!result)
+ {
+ sLog.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid);
+ return false;
+ }
+
+ Field *fields = result->Fetch();
+
+ uint32 dbAccountId = fields[1].GetUInt32();
+
+ // check if the character's account in the db and the logged in account match.
+ // player should be able to load/delete character only with correct account!
+ if( dbAccountId != GetSession()->GetAccountId() )
+ {
+ sLog.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
+ return false;
+ }
+
+ Object::_Create( guid, 0, HIGHGUID_PLAYER );
+
+ m_name = fields[3].GetCppString();
+
+ // check name limitations
+ if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS ||
+ (GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name)))
+ {
+ CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
+ return false;
+ }
+
+ if(!LoadValues( fields[2].GetString()))
+ {
+ sLog.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid));
+ return false;
+ }
+
+ // overwrite possible wrong/corrupted guid
+ SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
+
+ // overwrite some data fields
+ uint32 bytes0 = GetUInt32Value(UNIT_FIELD_BYTES_0) & 0xFF000000;
+ bytes0 |= fields[4].GetUInt8(); // race
+ bytes0 |= fields[5].GetUInt8() << 8; // class
+ bytes0 |= fields[6].GetUInt8() << 16; // gender
+ SetUInt32Value(UNIT_FIELD_BYTES_0, bytes0);
+
+ SetUInt32Value(UNIT_FIELD_LEVEL, fields[7].GetUInt8());
+ SetUInt32Value(PLAYER_XP, fields[8].GetUInt32());
+ SetUInt32Value(PLAYER_FIELD_COINAGE, fields[9].GetUInt32());
+ SetUInt32Value(PLAYER_BYTES, fields[10].GetUInt32());
+ SetUInt32Value(PLAYER_BYTES_2, fields[11].GetUInt32());
+ SetUInt32Value(PLAYER_BYTES_3, (GetUInt32Value(PLAYER_BYTES_3) & ~1) | fields[6].GetUInt8());
+ SetUInt32Value(PLAYER_FLAGS, fields[12].GetUInt32());
+
+ InitDisplayIds();
+
+ // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
+ for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
+ {
+ SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0 );
+ SetVisibleItemSlot(slot, NULL);
+
+ if (m_items[slot])
+ {
+ delete m_items[slot];
+ m_items[slot] = NULL;
+ }
+ }
+
+ // update money limits
+ if(GetMoney() > MAX_MONEY_AMOUNT)
+ SetMoney(MAX_MONEY_AMOUNT);
+
+ sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
+ outDebugValues();
+
+ //Need to call it to initialize m_team (m_team can be calculated from race)
+ //Other way is to saves m_team into characters table.
+ setFactionForRace(getRace());
+
+ // load home bind and check in same time class/race pair, it used later for restore broken positions
+ if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
+ return false;
+
+ InitPrimaryProfessions(); // to max set before any spell loaded
+
+ // init saved position, and fix it later if problematic
+ uint32 transGUID = fields[31].GetUInt32();
+ Relocate(fields[13].GetFloat(),fields[14].GetFloat(),fields[15].GetFloat(),fields[17].GetFloat());
+ uint32 mapId = fields[16].GetUInt32();
+ uint32 instanceId = fields[41].GetFloat();
+
+ uint32 difficulty = fields[39].GetUInt32();
+ if(difficulty >= MAX_DUNGEON_DIFFICULTY)
+ difficulty = DUNGEON_DIFFICULTY_NORMAL;
+ SetDungeonDifficulty(Difficulty(difficulty)); // may be changed in _LoadGroup
+ std::string taxi_nodes = fields[38].GetCppString();
+
+#define RelocateToHomebind(){ mapId = m_homebindMapId; instanceId = 0; Relocate(m_homebindX, m_homebindY, m_homebindZ); }
+
+ _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
+
+ _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
+
+ uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[40].GetUInt32();
+ if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
+ arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
+
+ SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
+
+ // check arena teams integrity
+ for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
+ {
+ uint32 arena_team_id = GetArenaTeamId(arena_slot);
+ if(!arena_team_id)
+ continue;
+
+ if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
+ if(at->HaveMember(GetGUID()))
+ continue;
+
+ // arena team not exist or not member, cleanup fields
+ for (int j = 0; j < 6; ++j)
+ SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arena_slot * ARENA_TEAM_END) + j, 0);
+ }
+
+ _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
+ _LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA));
+
+ MapEntry const * mapEntry = sMapStore.LookupEntry(mapId);
+ if(!mapEntry || !IsPositionValid())
+ {
+ sLog.outError("Player (guidlow %d) have invalid coordinates (MapId: %u X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
+ RelocateToHomebind();
+ }
+ // Player was saved in Arena or Bg
+ else if (mapEntry && mapEntry->IsBattleGroundOrArena())
+ {
+ BattleGround *currentBg = NULL;
+ if(m_bgData.bgInstanceID) //saved in BattleGround
+ currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE);
+
+ bool player_at_bg = currentBg && currentBg->IsPlayerInBattleGround(GetGUID());
+
+ if(player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE)
+ {
+ BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
+ AddBattleGroundQueueId(bgQueueTypeId);
+
+ m_bgData.bgTypeID = currentBg->GetTypeID();
+
+ //join player to battleground group
+ currentBg->EventPlayerLoggedIn(this, GetGUID());
+ currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData.bgTeam);
+
+ SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
+ }
+ // Bg was not found - go to Entry Point
+ else
+ {
+ // leave bg
+ if (player_at_bg)
+ currentBg->RemovePlayerAtLeave(GetGUID(), false, true);
+
+ // Do not look for instance if bg not found
+ const WorldLocation& _loc = GetBattleGroundEntryPoint();
+ mapId = _loc.GetMapId(); instanceId = 0;
+
+ if(mapId == MAPID_INVALID) // Battleground Entry Point not found (???)
+ {
+ sLog.outError("Player (guidlow %d) was in BG in database, but BG was not found, and entry point was invalid! Teleport to default race/class locations.",guid);
+ RelocateToHomebind();
+ }
+ else
+ Relocate(&_loc);
+
+ // We are not in BG anymore
+ m_bgData.bgInstanceID = 0;
+ }
+ }
+ // currently we do not support transport in bg
+ else if (transGUID)
+ {
+ // There are no transports on instances
+ instanceId = 0;
+
+ m_movementInfo.t_x = fields[27].GetFloat();
+ m_movementInfo.t_y = fields[28].GetFloat();
+ m_movementInfo.t_z = fields[29].GetFloat();
+ m_movementInfo.t_o = fields[30].GetFloat();
+
+ if( !Trinity::IsValidMapCoord(
+ GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
+ GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
+ // transport size limited
+ m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
+ {
+ sLog.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
+ guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
+ GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
+
+ RelocateToHomebind();
+ }
+ else
+ {
+ for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
+ {
+ if( (*iter)->GetGUIDLow() == transGUID)
+ {
+ m_transport = *iter;
+ m_transport->AddPassenger(this);
+ mapId = (m_transport->GetMapId());
+ break;
+ }
+ }
+ if(!m_transport)
+ {
+ sLog.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
+ guid,transGUID);
+
+ RelocateToHomebind();
+ }
+ }
+ }
+ // currently we do not support taxi in instance
+ else if (!taxi_nodes.empty())
+ {
+ instanceId = 0;
+
+ // Not finish taxi flight path
+ if(m_bgData.HasTaxiPath())
+ {
+ for (int i = 0; i < 2; ++i)
+ m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]);
+ }
+ else if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam()))
+ {
+ // problems with taxi path loading
+ TaxiNodesEntry const* nodeEntry = NULL;
+ if(uint32 node_id = m_taxi.GetTaxiSource())
+ nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
+
+ if(!nodeEntry) // don't know taxi start node, to homebind
+ {
+ sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
+ RelocateToHomebind();
+ }
+ else // have start node, to it
+ {
+ sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
+ mapId = nodeEntry->map_id;
+ Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
+ }
+ m_taxi.ClearTaxiDestinations();
+ }
+
+ if (uint32 node_id = m_taxi.GetTaxiSource())
+ {
+ // save source node as recall coord to prevent recall and fall from sky
+ TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
+ if (nodeEntry && nodeEntry->map_id == GetMapId())
+ {
+ assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
+ mapId = nodeEntry->map_id;
+ Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
+ }
+
+ // flight will started later
+ }
+ }
+
+ // Map could be changed before
+ mapEntry = sMapStore.LookupEntry(mapId);
+ // client without expansion support
+ if(mapEntry && GetSession()->Expansion() < mapEntry->Expansion())
+ {
+ sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), mapId);
+ RelocateToHomebind();
+ }
+
+ // fix crash (because of if(Map *map = _FindMap(instanceId)) in MapInstanced::CreateInstance)
+ if(instanceId)
+ if(InstanceSave * save = GetInstanceSave(mapId, mapEntry->IsRaid()))
+ if(save->GetInstanceId() != instanceId)
+ instanceId = 0;
+
+ // NOW player must have valid map
+ // load the player's map here if it's not already loaded
+ Map *map = MapManager::Instance().CreateMap(mapId, this, instanceId);
+
+ if (!map)
+ {
+ instanceId = 0;
+ AreaTrigger const* at = objmgr.GetGoBackTrigger(mapId);
+ if(at)
+ {
+ sLog.outError("Player (guidlow %d) is teleported to gobacktrigger (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
+ Relocate(at->target_X, at->target_Y, at->target_Z, GetOrientation());
+ mapId = at->target_mapId;
+ }
+ else
+ {
+ sLog.outError("Player (guidlow %d) is teleported to home (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
+ RelocateToHomebind();
+ }
+
+ map = MapManager::Instance().CreateMap(mapId, this, 0);
+ if(!map)
+ {
+ PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
+ mapId = info->mapId;
+ Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
+ 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());
+ map = MapManager::Instance().CreateMap(mapId, this, 0);
+ if (!map)
+ {
+ sLog.outError("ERROR: Player (guidlow %d) has invalid default map coordinates (X: %f Y: %f Z: %f O: %f). or instance couldn't be created",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
+ return false;
+ }
+ }
+ }
+
+ // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
+ if(instanceId && !sInstanceSaveManager.GetInstanceSave(instanceId))
+ {
+ AreaTrigger const* at = objmgr.GetMapEntranceTrigger(mapId);
+ if(at)
+ Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
+ else
+ {
+ sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), mapId);
+ RelocateToHomebind();
+ }
+ }
+
+ SetMap(map);
+
+ // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
+ // this must help in case next save after mass player load after server startup
+ m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
+
+ SaveRecallPosition();
+
+ time_t now = time(NULL);
+ time_t logoutTime = time_t(fields[23].GetUInt64());
+
+ // since last logout (in seconds)
+ uint32 time_diff = uint32(now - logoutTime); //uint64 is excessive for a time_diff in seconds.. uint32 allows for 136~ year difference.
+
+ // set value, including drunk invisibility detection
+ // calculate sobering. after 15 minutes logged out, the player will be sober again
+ float soberFactor;
+ if (time_diff > 15*MINUTE)
+ soberFactor = 0;
+ else
+ soberFactor = 1-time_diff/(15.0f*MINUTE);
+ uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
+ SetDrunkValue(newDrunkenValue);
+
+ m_rest_bonus = fields[22].GetFloat();
+ //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
+ float bubble0 = 0.031;
+ //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
+ float bubble1 = 0.125;
+
+ if (time_diff > 0)
+ {
+ float bubble = fields[24].GetUInt32() > 0
+ ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
+ : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
+
+ SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
+ }
+
+ m_cinematic = fields[19].GetUInt32();
+ m_Played_time[PLAYED_TIME_TOTAL]= fields[20].GetUInt32();
+ m_Played_time[PLAYED_TIME_LEVEL]= fields[21].GetUInt32();
+
+ m_resetTalentsCost = fields[25].GetUInt32();
+ m_resetTalentsTime = time_t(fields[26].GetUInt64());
+
+ // reserve some flags
+ uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
+
+ if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM))
+ SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
+
+ m_taxi.LoadTaxiMask(fields[18].GetString()); // must be before InitTaxiNodesForLevel
+
+ uint32 extraflags = fields[32].GetUInt32();
+
+ m_stableSlots = fields[33].GetUInt32();
+ if (m_stableSlots > MAX_PET_STABLES)
+ {
+ sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots));
+ m_stableSlots = MAX_PET_STABLES;
+ }
+
+ m_atLoginFlags = fields[34].GetUInt32();
+
+ // Honor system
+ // Update Honor kills data
+ m_lastHonorUpdateTime = logoutTime;
+ UpdateHonorFields();
+
+ m_deathExpireTime = (time_t)fields[37].GetUInt64();
+ if (m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
+ m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
+
+ // clear channel spell data (if saved at channel spell casting)
+ SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
+ SetUInt32Value(UNIT_CHANNEL_SPELL,0);
+
+ // clear charm/summon related fields
+ SetUInt64Value(UNIT_FIELD_SUMMONEDBY, 0);
+ SetUInt64Value(UNIT_FIELD_CHARMEDBY, 0);
+ SetUInt64Value(UNIT_FIELD_CHARM, 0);
+ SetUInt64Value(UNIT_FIELD_SUMMON, 0);
+ SetUInt64Value(PLAYER_FARSIGHT, 0);
+ SetCreatorGUID(0);
+
+ RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FORCE_MOVE);
+
+ // reset some aura modifiers before aura apply
+ SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
+ SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
+
+ // make sure the unit is considered out of combat for proper loading
+ ClearInCombat();
+
+ // make sure the unit is considered not in duel for proper loading
+ SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
+ SetUInt32Value(PLAYER_DUEL_TEAM, 0);
+
+ // remember loaded power/health values to restore after stats initialization and modifier applying
+ uint32 savedHealth = GetHealth();
+ uint32 savedPower[MAX_POWERS];
+ for (uint8 i = 0; i < MAX_POWERS; ++i)
+ savedPower[i] = GetPower(Powers(i));
+
+ // reset stats before loading any modifiers
+ InitStatsForLevel();
+ InitGlyphsForLevel();
+ InitTaxiNodesForLevel();
+ InitRunes();
+
+ // load skills after InitStatsForLevel because it triggering aura apply also
+ _LoadSkills(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSKILLS));
+
+ // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
+
+ //mails are loaded only when needed ;-) - when player in game click on mailbox.
+ //_LoadMail();
+
+ m_specsCount = fields[42].GetUInt8();
+ m_activeSpec = fields[43].GetUInt8();
+
+ // sanity check
+ if (m_specsCount > MAX_TALENT_SPECS || m_activeSpec > MAX_TALENT_SPEC ||
+ m_specsCount < MIN_TALENT_SPECS || m_activeSpec < MIN_TALENT_SPEC)
+ {
+ m_activeSpec = 0;
+ sLog.outError("Player %s(GUID: %u) has SpecCount = %u and ActiveSpec = %u.", GetName(), GetGUIDLow(), m_specsCount, m_activeSpec);
+ }
+
+ _LoadTalents(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTALENTS));
+ _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
+
+ _LoadGlyphs(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGLYPHS));
+ _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
+ _LoadGlyphAuras();
+ // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
+ if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
+ m_deathState = DEAD;
+
+ // after spell load, learn rewarded spell if need also
+ _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
+ _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
+
+ // after spell and quest load
+ InitTalentForLevel();
+ learnDefaultSpells();
+
+ // must be before inventory (some items required reputation check)
+ m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
+
+ _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
+
+ // update items with duration and realtime
+ UpdateItemDuration(time_diff, true);
+
+ _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS), true);
+
+ // unread mails and next delivery time, actual mails not loaded
+ _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
+
+ m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
+
+ // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
+ // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
+ if (uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
+ if(!HasTitle(curTitle))
+ SetUInt32Value(PLAYER_CHOSEN_TITLE, 0);
+
+ // has to be called after last Relocate() in Player::LoadFromDB
+ SetFallInformation(0, GetPositionZ());
+
+ _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
+
+ // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
+ // Do now before stats re-calculation cleanup for ghost state unexpected auras
+ if (!isAlive())
+ RemoveAllAurasOnDeath();
+
+ //apply all stat bonuses from items and auras
+ SetCanModifyStats(true);
+ UpdateAllStats();
+
+ // restore remembered power/health values (but not more max values)
+ SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
+ for (uint8 i = 0; i < MAX_POWERS; ++i)
+ SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
+
+ sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
+ outDebugValues();
+
+ // GM state
+ if (GetSession()->GetSecurity() > SEC_PLAYER)
+ {
+ switch (sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
+ {
+ default:
+ case 0: break; // disable
+ case 1: SetGameMaster(true); break; // enable
+ case 2: // save state
+ if(extraflags & PLAYER_EXTRA_GM_ON)
+ SetGameMaster(true);
+ break;
+ }
+
+ switch (sWorld.getConfig(CONFIG_GM_VISIBLE_STATE))
+ {
+ default:
+ case 0: SetGMVisible(false); break; // invisible
+ case 1: break; // visible
+ case 2: // save state
+ if(extraflags & PLAYER_EXTRA_GM_INVISIBLE)
+ SetGMVisible(false);
+ break;
+ }
+
+ /*switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
+ {
+ default:
+ case 0: break; // disable
+ case 1: SetAcceptTicket(true); break; // enable
+ case 2: // save state
+ if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
+ SetAcceptTicket(true);
+ break;
+ }*/
+
+ switch (sWorld.getConfig(CONFIG_GM_CHAT))
+ {
+ default:
+ case 0: break; // disable
+ case 1: SetGMChat(true); break; // enable
+ case 2: // save state
+ if(extraflags & PLAYER_EXTRA_GM_CHAT)
+ SetGMChat(true);
+ break;
+ }
+
+ switch (sWorld.getConfig(CONFIG_GM_WISPERING_TO))
+ {
+ default:
+ case 0: break; // disable
+ case 1: SetAcceptWhispers(true); break; // enable
+ case 2: // save state
+ if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
+ SetAcceptWhispers(true);
+ break;
+ }
+ }
+
+ _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
+
+ m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
+ m_achievementMgr.CheckAllAchievementCriteria();
+
+ _LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS));
+
+ return true;
+}
+
+bool Player::isAllowedToLoot(Creature* creature)
+{
+ if (creature->isDead() && !creature->IsDamageEnoughForLootingAndReward())
+ return false;
+
+ if (Player* recipient = creature->GetLootRecipient())
+ {
+ if (recipient == this)
+ return true;
+ if (Group* otherGroup = recipient->GetGroup())
+ {
+ Group* thisGroup = GetGroup();
+ if (!thisGroup)
+ return false;
+ return thisGroup == otherGroup;
+ }
+ return false;
+ }
+ else
+ // prevent other players from looting if the recipient got disconnected
+ return !creature->hasLootRecipient();
+}
+
+void Player::_LoadActions(QueryResult_AutoPtr result, bool startup)
+{
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ uint8 button = fields[0].GetUInt8();
+ uint32 action = fields[1].GetUInt32();
+ uint8 type = fields[2].GetUInt8();
+
+ if(ActionButton* ab = addActionButton(button, action, type))
+ {
+ ab->uState = ACTIONBUTTON_UNCHANGED;
+ if(!startup) // Switching specs
+ ab->canRemoveByClient = false;
+ }
+ else
+ {
+ sLog.outError( " ...at loading, and will deleted in DB also");
+
+ // Will deleted in DB at next save (it can create data until save but marked as deleted)
+ m_actionButtons[button].uState = ACTIONBUTTON_DELETED;
+ }
+ }
+ while (result->NextRow());
+ }
+}
+
+void Player::_LoadAuras(QueryResult_AutoPtr result, uint32 timediff)
+{
+ sLog.outDebug("Loading auras for player %u",GetGUIDLow());
+
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_mask,recalculate_mask,stackcount,amount0,amount1,amount2,base_amount0,base_amount1,base_amount2,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
+
+ if (result)
+ {
+ do
+ {
+ int32 damage[3];
+ int32 baseDamage[3];
+ Field *fields = result->Fetch();
+ uint64 caster_guid = fields[0].GetUInt64();
+ uint32 spellid = fields[1].GetUInt32();
+ uint8 effmask = fields[2].GetUInt8();
+ uint8 recalculatemask = fields[3].GetUInt8();
+ uint8 stackcount = fields[4].GetUInt8();
+ damage[0] = fields[5].GetInt32();
+ damage[1] = fields[6].GetInt32();
+ damage[2] = fields[7].GetInt32();
+ baseDamage[0] = fields[8].GetInt32();
+ baseDamage[1] = fields[9].GetInt32();
+ baseDamage[2] = fields[10].GetInt32();
+ int32 maxduration = fields[11].GetInt32();
+ int32 remaintime = fields[12].GetInt32();
+ uint8 remaincharges = fields[13].GetUInt8();
+
+ SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
+ if (!spellproto)
+ {
+ sLog.outError("Unknown aura (spellid %u), ignore.",spellid);
+ continue;
+ }
+
+ // negative effects should continue counting down after logout
+ if (remaintime != -1 && !IsPositiveSpell(spellid))
+ {
+ if (remaintime/IN_MILISECONDS <= int32(timediff))
+ continue;
+
+ remaintime -= timediff*IN_MILISECONDS;
+ }
+
+ // prevent wrong values of remaincharges
+ if (spellproto->procCharges)
+ {
+ if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
+ remaincharges = spellproto->procCharges;
+ }
+ else
+ remaincharges = 0;
+
+ if (Aura * aura = Aura::TryCreate(spellproto, effmask, this, NULL, &baseDamage[0], NULL, caster_guid))
+ {
+ if (!aura->CanBeSaved())
+ {
+ aura->Remove();
+ continue;
+ }
+ aura->SetLoadedState(maxduration,remaintime,remaincharges,stackcount,recalculatemask,&damage[0]);
+ aura->ApplyForTargets();
+ sLog.outDetail("Added aura spellid %u, effectmask %u", spellproto->Id, effmask);
+ }
+ }
+ while (result->NextRow());
+ }
+
+ if (getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT))
+ CastSpell(this, 2457, true);
+}
+
+void Player::_LoadGlyphAuras()
+{
+ for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
+ {
+ if (uint32 glyph = GetGlyph(i))
+ {
+ if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
+ {
+ if (GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i)))
+ {
+ if (gp->TypeFlags == gs->TypeFlags)
+ {
+ CastSpell(this, gp->SpellId, true);
+ continue;
+ }
+ else
+ sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
+ }
+ else
+ sLog.outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i);
+ }
+ else
+ sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);
+
+ // On any error remove glyph
+ SetGlyph(i, 0);
+ }
+ }
+}
+
+void Player::LoadCorpse()
+{
+ if (isAlive())
+ ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
+ else
+ {
+ if (Corpse *corpse = GetCorpse())
+ ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
+ else
+ //Prevent Dead Player login without corpse
+ ResurrectPlayer(0.5f);
+ }
+}
+
+void Player::_LoadInventory(QueryResult_AutoPtr result, uint32 timediff)
+{
+ //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());
+ std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
+ //NOTE: the "order by `bag`" is important because it makes sure
+ //the bagMap is filled before items in the bags are loaded
+ //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
+ //expected to be equipped before offhand items (TODO: fixme)
+
+ uint32 zone = GetZoneId();
+
+ if (result)
+ {
+ std::list<Item*> problematicItems;
+
+ // prevent items from being added to the queue when stored
+ m_itemUpdateQueueBlocked = true;
+ do
+ {
+ Field *fields = result->Fetch();
+ uint32 bag_guid = fields[1].GetUInt32();
+ uint8 slot = fields[2].GetUInt8();
+ uint32 item_guid = fields[3].GetUInt32();
+ uint32 item_id = fields[4].GetUInt32();
+
+ ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
+
+ if (!proto)
+ {
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
+ CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
+ sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
+ continue;
+ }
+
+ Item *item = NewItemOrBag(proto);
+
+ if (!item->LoadFromDB(item_guid, GetGUID(), result))
+ {
+ sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
+ item->FSetState(ITEM_REMOVED);
+ item->SaveToDB(); // it also deletes item object !
+ continue;
+ }
+
+ // not allow have in alive state item limited to another map/zone
+ if (isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone))
+ {
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
+ item->FSetState(ITEM_REMOVED);
+ item->SaveToDB(); // it also deletes item object !
+ continue;
+ }
+
+ // "Conjured items disappear if you are logged out for more than 15 minutes"
+ if (timediff > 15*MINUTE && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED))
+ {
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
+ item->FSetState(ITEM_REMOVED);
+ item->SaveToDB(); // it also deletes item object !
+ continue;
+ }
+
+ bool success = true;
+
+ if (!bag_guid)
+ {
+ // the item is not in a bag
+ item->SetContainer(NULL);
+ item->SetSlot(slot);
+
+ if (IsInventoryPos(INVENTORY_SLOT_BAG_0, slot))
+ {
+ ItemPosCountVec dest;
+ if (CanStoreItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false) == EQUIP_ERR_OK)
+ item = StoreItem(dest, item, true);
+ else
+ success = false;
+ }
+ else if (IsEquipmentPos(INVENTORY_SLOT_BAG_0, slot))
+ {
+ uint16 dest;
+ if (CanEquipItem(slot, dest, item, false, false) == EQUIP_ERR_OK)
+ QuickEquipItem(dest, item);
+ else
+ success = false;
+ }
+ else if (IsBankPos(INVENTORY_SLOT_BAG_0, slot))
+ {
+ ItemPosCountVec dest;
+ if (CanBankItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false, false) == EQUIP_ERR_OK)
+ item = BankItem(dest, item, true);
+ else
+ success = false;
+ }
+
+ if (success)
+ {
+ // store bags that may contain items in them
+ if (item->IsBag() && IsBagPos(item->GetPos()))
+ bagMap[item_guid] = (Bag*)item;
+ }
+ }
+ else
+ {
+ item->SetSlot(NULL_SLOT);
+ // the item is in a bag, find the bag
+ std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid);
+ if (itr != bagMap.end())
+ {
+ ItemPosCountVec dest;
+ uint8 result = CanStoreItem(itr->second->GetSlot(), slot, dest, item);
+ if (result == EQUIP_ERR_OK)
+ itr->second->StoreItem(slot, item, true);
+ else
+ {
+ sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by reason %u.", GetName(),item_guid, item_id, bag_guid, slot, result);
+ success = false;
+ }
+ }
+ else
+ success = false;
+ }
+
+ // item's state may have changed after stored
+ if (success)
+ item->SetState(ITEM_UNCHANGED, this);
+ else
+ {
+ 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);
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
+ problematicItems.push_back(item);
+ }
+ } while (result->NextRow());
+
+ m_itemUpdateQueueBlocked = false;
+
+ // send by mail problematic items
+ while (!problematicItems.empty())
+ {
+ std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
+
+ // fill mail
+ MailDraft draft(subject);
+
+ for (uint8 i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
+ {
+ Item* item = problematicItems.front();
+ problematicItems.pop_front();
+
+ draft.AddItem(item);
+ }
+
+ draft.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM));
+ }
+ }
+ //if(isAlive())
+ _ApplyAllItemMods();
+}
+
+// load mailed item which should receive current player
+void Player::_LoadMailedItems(Mail *mail)
+{
+ // data needs to be at first place for Item::LoadFromDB
+ QueryResult_AutoPtr 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);
+ if (!result)
+ return;
+
+ do
+ {
+ Field *fields = result->Fetch();
+ uint32 item_guid_low = fields[1].GetUInt32();
+ uint32 item_template = fields[2].GetUInt32();
+
+ mail->AddItem(item_guid_low, item_template);
+
+ ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
+
+ if (!proto)
+ {
+ sLog.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID);
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
+ CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
+ continue;
+ }
+
+ Item *item = NewItemOrBag(proto);
+
+ if (!item->LoadFromDB(item_guid_low, 0, result))
+ {
+ sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
+ item->FSetState(ITEM_REMOVED);
+ item->SaveToDB(); // it also deletes item object !
+ continue;
+ }
+
+ AddMItem(item);
+ } while (result->NextRow());
+}
+
+void Player::_LoadMailInit(QueryResult_AutoPtr resultUnread, QueryResult_AutoPtr resultDelivery)
+{
+ //set a count of unread mails
+ //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
+ if (resultUnread)
+ {
+ Field *fieldMail = resultUnread->Fetch();
+ unReadMails = fieldMail[0].GetUInt8();
+ }
+
+ // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
+ //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
+ if (resultDelivery)
+ {
+ Field *fieldMail = resultDelivery->Fetch();
+ m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
+ }
+}
+
+void Player::_LoadMail()
+{
+ m_mail.clear();
+ //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
+ QueryResult_AutoPtr 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());
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+ Mail *m = new Mail;
+ m->messageID = fields[0].GetUInt32();
+ m->messageType = fields[1].GetUInt8();
+ m->sender = fields[2].GetUInt32();
+ m->receiver = fields[3].GetUInt32();
+ m->subject = fields[4].GetCppString();
+ m->itemTextId = fields[5].GetUInt32();
+ bool has_items = fields[6].GetBool();
+ m->expire_time = (time_t)fields[7].GetUInt64();
+ m->deliver_time = (time_t)fields[8].GetUInt64();
+ m->money = fields[9].GetUInt32();
+ m->COD = fields[10].GetUInt32();
+ m->checked = fields[11].GetUInt32();
+ m->stationery = fields[12].GetUInt8();
+ m->mailTemplateId = fields[13].GetInt16();
+
+ if (m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
+ {
+ sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
+ m->mailTemplateId = 0;
+ }
+
+ m->state = MAIL_STATE_UNCHANGED;
+
+ if (has_items)
+ _LoadMailedItems(m);
+
+ m_mail.push_back(m);
+ } while (result->NextRow());
+ }
+ m_mailsLoaded = true;
+}
+
+void Player::LoadPet()
+{
+ //fixme: the pet should still be loaded if the player is not in world
+ // just not added to the map
+ if (IsInWorld())
+ {
+ Pet *pet = new Pet(this);
+ if (!pet->LoadPetFromDB(this,0,0,true))
+ delete pet;
+ }
+}
+
+void Player::_LoadQuestStatus(QueryResult_AutoPtr result)
+{
+ mQuestStatus.clear();
+
+ uint16 slot = 0;
+
+ //// 0 1 2 3 4 5 6 7 8 9 10 11 12
+ //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());
+
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ uint32 quest_id = fields[0].GetUInt32();
+ // used to be new, no delete?
+ Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
+ if (pQuest)
+ {
+ // find or create
+ QuestStatusData& questStatusData = mQuestStatus[quest_id];
+
+ uint32 qstatus = fields[1].GetUInt32();
+ if (qstatus < MAX_QUEST_STATUS)
+ questStatusData.m_status = QuestStatus(qstatus);
+ else
+ {
+ questStatusData.m_status = QUEST_STATUS_NONE;
+ sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
+ }
+
+ questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
+ questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
+
+ time_t quest_time = time_t(fields[4].GetUInt64());
+
+ if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE)
+ {
+ AddTimedQuest(quest_id);
+
+ if (quest_time <= sWorld.GetGameTime())
+ questStatusData.m_timer = 1;
+ else
+ questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * IN_MILISECONDS;
+ }
+ else
+ quest_time = 0;
+
+ questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
+ questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
+ questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
+ questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
+ questStatusData.m_itemcount[0] = fields[9].GetUInt32();
+ questStatusData.m_itemcount[1] = fields[10].GetUInt32();
+ questStatusData.m_itemcount[2] = fields[11].GetUInt32();
+ questStatusData.m_itemcount[3] = fields[12].GetUInt32();
+
+ questStatusData.uState = QUEST_UNCHANGED;
+
+ // add to quest log
+ if (slot < MAX_QUEST_LOG_SIZE &&
+ ((questStatusData.m_status == QUEST_STATUS_INCOMPLETE ||
+ questStatusData.m_status == QUEST_STATUS_COMPLETE ||
+ questStatusData.m_status == QUEST_STATUS_FAILED) &&
+ (!questStatusData.m_rewarded || pQuest->IsRepeatable())))
+ {
+ SetQuestSlot(slot, quest_id, quest_time);
+
+ if (questStatusData.m_status == QUEST_STATUS_COMPLETE)
+ SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
+
+ if (questStatusData.m_status == QUEST_STATUS_FAILED)
+ SetQuestSlotState(slot, QUEST_STATE_FAIL);
+
+ for (uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
+ if (questStatusData.m_creatureOrGOcount[idx])
+ SetQuestSlotCounter(slot, idx, questStatusData.m_creatureOrGOcount[idx]);
+
+ ++slot;
+ }
+
+ if (questStatusData.m_rewarded)
+ {
+ // learn rewarded spell if unknown
+ learnQuestRewardedSpells(pQuest);
+
+ // set rewarded title if any
+ if (pQuest->GetCharTitleId())
+ {
+ if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
+ SetTitle(titleEntry);
+ }
+
+ if(pQuest->GetBonusTalents())
+ m_questRewardTalentCount += pQuest->GetBonusTalents();
+ }
+
+ sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
+ }
+ }
+ while (result->NextRow());
+ }
+
+ // clear quest log tail
+ for (uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i)
+ SetQuestSlot(i, 0);
+}
+
+void Player::_LoadDailyQuestStatus(QueryResult_AutoPtr result)
+{
+ for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
+ SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
+
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
+
+ if (result)
+ {
+ uint32 quest_daily_idx = 0;
+
+ do
+ {
+ if (quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
+ {
+ sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
+ break;
+ }
+
+ Field *fields = result->Fetch();
+
+ uint32 quest_id = fields[0].GetUInt32();
+
+ // save _any_ from daily quest times (it must be after last reset anyway)
+ m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
+
+ Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
+ if (!pQuest)
+ continue;
+
+ SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
+ ++quest_daily_idx;
+
+ sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
+ }
+ while (result->NextRow());
+ }
+
+ m_DailyQuestChanged = false;
+}
+
+void Player::_LoadSpells(QueryResult_AutoPtr result)
+{
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
+
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ addSpell(fields[0].GetUInt32(), fields[1].GetBool(), false, false, fields[2].GetBool());
+ }
+ while (result->NextRow());
+ }
+}
+
+void Player::_LoadGroup(QueryResult_AutoPtr result)
+{
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
+ if (result)
+ {
+ uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
+ if (Group* group = objmgr.GetGroupByLeader(leaderGuid))
+ {
+ uint8 subgroup = group->GetMemberGroup(GetGUID());
+ SetGroup(group, subgroup);
+ if (getLevel() >= LEVELREQUIREMENT_HEROIC)
+ {
+ // the group leader may change the instance difficulty while the player is offline
+ SetDungeonDifficulty(group->GetDungeonDifficulty());
+ SetRaidDifficulty(group->GetRaidDifficulty());
+ }
+ }
+ }
+}
+
+void Player::_LoadBoundInstances(QueryResult_AutoPtr result)
+{
+ for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
+ m_boundInstances[i].clear();
+
+ Group *group = GetGroup();
+
+ //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));
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+ bool perm = fields[1].GetBool();
+ uint32 mapId = fields[2].GetUInt32();
+ uint32 instanceId = fields[0].GetUInt32();
+ uint8 difficulty = fields[3].GetUInt8();
+
+ time_t resetTime = (time_t)fields[4].GetUInt64();
+ // the resettime for normal instances is only saved when the InstanceSave is unloaded
+ // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
+ // and in that case it is not used
+
+ MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
+ if (!mapEntry || !mapEntry->IsDungeon())
+ {
+ sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId);
+ CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
+ continue;
+ }
+
+ if(difficulty >= MAX_DIFFICULTY)
+ {
+ sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
+ CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
+ continue;
+ }
+
+ MapDifficulty const* mapDiff = GetMapDifficultyData(mapId,Difficulty(difficulty));
+ if(!mapDiff)
+ {
+ sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
+ CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
+ continue;
+ }
+
+
+ if (!perm && group)
+ {
+ 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);
+ CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
+ continue;
+ }
+
+ // since non permanent binds are always solo bind, they can always be reset
+ if (InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, Difficulty(difficulty), resetTime, !perm, true))
+ BindToInstance(save, perm, true);
+ } while (result->NextRow());
+ }
+}
+
+InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty)
+{
+ // some instances only have one difficulty
+ MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
+ if(!mapDiff)
+ return NULL;
+
+ BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
+ if (itr != m_boundInstances[difficulty].end())
+ return &itr->second;
+ else
+ return NULL;
+}
+
+InstanceSave * Player::GetInstanceSave(uint32 mapid, bool raid)
+{
+ InstancePlayerBind *pBind = GetBoundInstance(mapid, GetDifficulty(raid));
+ InstanceSave *pSave = pBind ? pBind->save : NULL;
+ if (!pBind || !pBind->perm)
+ if(Group *group = GetGroup())
+ if(InstanceGroupBind *groupBind = group->GetBoundInstance(this))
+ pSave = groupBind->save;
+
+ return pSave;
+}
+
+void Player::UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload)
+{
+ BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
+ UnbindInstance(itr, difficulty, unload);
+}
+
+void Player::UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload)
+{
+ if (itr != m_boundInstances[difficulty].end())
+ {
+ if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
+ itr->second.save->RemovePlayer(this); // save can become invalid
+ m_boundInstances[difficulty].erase(itr++);
+ }
+}
+
+InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
+{
+ if(save)
+ {
+ InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
+ if (bind.save)
+ {
+ // update the save when the group kills a boss
+ if (permanent != bind.perm || save != bind.save)
+ 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());
+ }
+ else
+ if (!load)
+ CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
+
+ if (bind.save != save)
+ {
+ if(bind.save)
+ bind.save->RemovePlayer(this);
+ save->AddPlayer(this);
+ }
+
+ if (permanent)
+ save->SetCanReset(false);
+
+ bind.save = save;
+ bind.perm = permanent;
+ 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());
+ return &bind;
+ }
+ else
+ return NULL;
+}
+
+void Player::SendRaidInfo()
+{
+ uint32 counter = 0;
+
+ WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
+
+ size_t p_counter = data.wpos();
+ data << uint32(counter); // placeholder
+
+ time_t now = time(NULL);
+
+ for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
+ {
+ for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
+ {
+ if(itr->second.perm)
+ {
+ InstanceSave *save = itr->second.save;
+ data << uint32(save->GetMapId()); // map id
+ data << uint32(save->GetDifficulty()); // difficulty
+ data << uint64(save->GetInstanceId()); // instance id
+ data << uint8(1); // expired = 0
+ data << uint8(0); // extended = 1
+ data << uint32(save->GetResetTime() - now); // reset time
+ ++counter;
+ }
+ }
+ }
+ data.put<uint32>(p_counter, counter);
+ GetSession()->SendPacket(&data);
+}
+
+/*
+- called on every successful teleportation to a map
+*/
+void Player::SendSavedInstances()
+{
+ bool hasBeenSaved = false;
+ WorldPacket data;
+
+ for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
+ {
+ for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
+ {
+ if (itr->second.perm) // only permanent binds are sent
+ {
+ hasBeenSaved = true;
+ break;
+ }
+ }
+ }
+
+ //Send opcode 811. true or false means, whether you have current raid/heroic instances
+ data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
+ data << uint32(hasBeenSaved);
+ GetSession()->SendPacket(&data);
+
+ if (!hasBeenSaved)
+ return;
+
+ for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
+ {
+ for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
+ {
+ if (itr->second.perm)
+ {
+ data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
+ data << uint32(itr->second.save->GetMapId());
+ GetSession()->SendPacket(&data);
+ }
+ }
+ }
+}
+
+/// convert the player's binds to the group
+void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
+{
+ bool has_binds = false;
+ bool has_solo = false;
+
+ if(player)
+ {
+ player_guid = player->GetGUID();
+ if (!group)
+ group = player->GetGroup();
+ }
+ assert(player_guid);
+
+ // copy all binds to the group, when changing leader it's assumed the character
+ // will not have any solo binds
+
+ if (player)
+ {
+ for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
+ {
+ for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
+ {
+ has_binds = true;
+ if (group)
+ group->BindToInstance(itr->second.save, itr->second.perm, true);
+ // permanent binds are not removed
+ if (!itr->second.perm)
+ {
+ // increments itr in call
+ player->UnbindInstance(itr, Difficulty(i), true);
+ has_solo = true;
+ }
+ else
+ ++itr;
+ }
+ }
+ }
+
+ // if the player's not online we don't know what binds it has
+ 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));
+ // the following should not get executed when changing leaders
+ if(!player || has_solo)
+ CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
+}
+
+bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report)
+{
+ if (!isGameMaster() && ar)
+ {
+ uint8 LevelMin = 0;
+ uint8 LevelMax = 0;
+
+ if (!sWorld.getConfig(CONFIG_INSTANCE_IGNORE_LEVEL))
+ {
+ if (ar->levelMin && getLevel() < ar->levelMin)
+ LevelMin = ar->levelMin;
+ if(ar->heroicLevelMin && GetDungeonDifficulty() == DUNGEON_DIFFICULTY_HEROIC && getLevel() < ar->heroicLevelMin)
+ LevelMin = ar->heroicLevelMin;
+ if (ar->levelMax && getLevel() > ar->levelMax)
+ LevelMax = ar->levelMax;
+ }
+
+ uint32 missingItem = 0;
+ if (ar->item)
+ {
+ if (!HasItemCount(ar->item, 1) &&
+ (!ar->item2 || !HasItemCount(ar->item2, 1)))
+ missingItem = ar->item;
+ }
+ else if(ar->item2 && !HasItemCount(ar->item2, 1))
+ missingItem = ar->item2;
+
+ MapEntry const* mapEntry = sMapStore.LookupEntry(target_map);
+ if(!mapEntry)
+ return false;
+
+ bool isNormalTargetMap = mapEntry->IsRaid()
+ ? (GetRaidDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
+ : (GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL);
+
+ uint32 missingKey = 0;
+ uint32 missingHeroicQuest = 0;
+ if(!isNormalTargetMap)
+ {
+ if (ar->heroicKey)
+ {
+ if (!HasItemCount(ar->heroicKey, 1) &&
+ (!ar->heroicKey2 || !HasItemCount(ar->heroicKey2, 1)))
+ missingKey = ar->heroicKey;
+ }
+ else if (ar->heroicKey2 && !HasItemCount(ar->heroicKey2, 1))
+ missingKey = ar->heroicKey2;
+
+ if (ar->heroicQuest && !GetQuestRewardStatus(ar->heroicQuest))
+ missingHeroicQuest = ar->heroicQuest;
+ }
+
+ uint32 missingQuest = 0;
+ if(ar->quest && !GetQuestRewardStatus(ar->quest))
+ missingQuest = ar->quest;
+
+ if (LevelMin || LevelMax || missingItem || missingKey || missingQuest || missingHeroicQuest)
+ {
+ if (report)
+ {
+ if (missingItem)
+ GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED_AND_ITEM), LevelMin, objmgr.GetItemPrototype(missingItem)->Name1);
+ else if (missingKey)
+ SendTransferAborted(target_map, TRANSFER_ABORT_DIFFICULTY, isNormalTargetMap ? DUNGEON_DIFFICULTY_NORMAL : DUNGEON_DIFFICULTY_HEROIC);
+ else if (missingHeroicQuest)
+ GetSession()->SendAreaTriggerMessage(ar->heroicQuestFailedText.c_str());
+ else if (missingQuest)
+ GetSession()->SendAreaTriggerMessage(ar->questFailedText.c_str());
+ else if (LevelMin)
+ GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED), LevelMin);
+ }
+ return false;
+ }
+ }
+ return true;
+}
+
+bool Player::_LoadHomeBind(QueryResult_AutoPtr result)
+{
+ PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
+ if (!info)
+ {
+ sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
+ return false;
+ }
+
+ bool ok = false;
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
+ if (result)
+ {
+ Field *fields = result->Fetch();
+ m_homebindMapId = fields[0].GetUInt32();
+ m_homebindZoneId = fields[1].GetUInt16();
+ m_homebindX = fields[2].GetFloat();
+ m_homebindY = fields[3].GetFloat();
+ m_homebindZ = fields[4].GetFloat();
+
+ MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
+
+ // accept saved data only for valid position (and non instanceable), and accessable
+ if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
+ !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
+ ok = true;
+ else
+ CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
+ }
+
+ if (!ok)
+ {
+ m_homebindMapId = info->mapId;
+ m_homebindZoneId = info->zoneId;
+ m_homebindX = info->positionX;
+ m_homebindY = info->positionY;
+ m_homebindZ = info->positionZ;
+
+ 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);
+ }
+
+ DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
+ m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
+
+ return true;
+}
+
+/*********************************************************/
+/*** SAVE SYSTEM ***/
+/*********************************************************/
+
+void Player::SaveToDB()
+{
+ // delay auto save at any saves (manual, in code, or autosave)
+ m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
+
+ //lets allow only players in world to be saved
+ if (IsBeingTeleportedFar())
+ {
+ ScheduleDelayedOperation(DELAYED_SAVE_PLAYER);
+ return;
+ }
+
+ // first save/honor gain after midnight will also update the player's honor fields
+ UpdateHonorFields();
+
+ sLog.outDebug("The value of player %s at save: ", m_name.c_str());
+ outDebugValues();
+
+ std::string sql_name = m_name;
+ CharacterDatabase.escape_string(sql_name);
+
+ std::ostringstream ss;
+ ss << "REPLACE INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
+ "map, instance_id, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
+ "taximask, online, 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, "
+ "death_expire_time, taxi_path, arena_pending_points, latency, speccount, activespec) VALUES ("
+ << GetGUIDLow() << ", "
+ << GetSession()->GetAccountId() << ", '"
+ << sql_name << "', "
+ << uint32(getRace()) << ", "
+ << uint32(getClass()) << ", "
+ << uint32(getGender()) << ", "
+ << uint32(getLevel()) << ", "
+ << GetUInt32Value(PLAYER_XP) << ", "
+ << GetMoney() << ", "
+ << GetUInt32Value(PLAYER_BYTES) << ", "
+ << GetUInt32Value(PLAYER_BYTES_2) << ", "
+ << GetUInt32Value(PLAYER_FLAGS) << ", ";
+
+ if (!IsBeingTeleported())
+ {
+ ss << GetMapId() << ", "
+ << (uint32)GetInstanceId() << ", "
+ << (uint32)GetDungeonDifficulty() << ", "
+ << finiteAlways(GetPositionX()) << ", "
+ << finiteAlways(GetPositionY()) << ", "
+ << finiteAlways(GetPositionZ()) << ", "
+ << finiteAlways(GetOrientation()) << ", '";
+ }
+ else
+ {
+ ss << GetTeleportDest().GetMapId() << ", "
+ << (uint32)0 << ", "
+ << (uint32)GetDungeonDifficulty() << ", "
+ << finiteAlways(GetTeleportDest().GetPositionX()) << ", "
+ << finiteAlways(GetTeleportDest().GetPositionY()) << ", "
+ << finiteAlways(GetTeleportDest().GetPositionZ()) << ", "
+ << finiteAlways(GetTeleportDest().GetOrientation()) << ", '";
+ }
+
+ uint16 i;
+ for (i = 0; i < m_valuesCount; ++i)
+ ss << GetUInt32Value(i) << " ";
+
+ ss << "', ";
+
+ ss << m_taxi << ", "; // string with TaxiMaskSize numbers
+
+ ss << (IsInWorld() ? 1 : 0) << ", ";
+
+ ss << m_cinematic << ", ";
+
+ ss << m_Played_time[PLAYED_TIME_TOTAL] << ", ";
+ ss << m_Played_time[PLAYED_TIME_LEVEL] << ", ";
+
+ ss << finiteAlways(m_rest_bonus) << ", ";
+ ss << (uint64)time(NULL) << ", ";
+ ss << (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0) << ", ";
+ //save, far from tavern/city
+ //save, but in tavern/city
+ ss << m_resetTalentsCost << ", ";
+ ss << (uint64)m_resetTalentsTime << ", ";
+
+ ss << finiteAlways(m_movementInfo.t_x) << ", ";
+ ss << finiteAlways(m_movementInfo.t_y) << ", ";
+ ss << finiteAlways(m_movementInfo.t_z) << ", ";
+ ss << finiteAlways(m_movementInfo.t_o) << ", ";
+ if (m_transport)
+ ss << m_transport->GetGUIDLow();
+ else
+ ss << "0";
+ ss << ", ";
+
+ ss << m_ExtraFlags << ", ";
+
+ ss << uint32(m_stableSlots) << ", "; // to prevent save uint8 as char
+
+ ss << uint32(m_atLoginFlags) << ", ";
+
+ ss << GetZoneId() << ", ";
+
+ ss << (uint64)m_deathExpireTime << ", '";
+
+ ss << m_taxi.SaveTaxiDestinationsToString() << "', ";
+ ss << "'0', "; // arena_pending_points
+ ss << GetSession()->GetLatency();
+ ss << ", ";
+ ss << uint32(m_specsCount);
+ ss << ", ";
+ ss << uint32(m_activeSpec);
+ ss << ")";
+
+ CharacterDatabase.BeginTransaction();
+
+ CharacterDatabase.Execute( ss.str().c_str() );
+
+ if (m_mailsUpdated) //save mails only when needed
+ _SaveMail();
+
+ _SaveBGData();
+ _SaveInventory();
+ _SaveQuestStatus();
+ _SaveDailyQuestStatus();
+ _SaveTalents();
+ _SaveSpells();
+ _SaveSpellCooldowns();
+ _SaveActions();
+ _SaveAuras();
+ _SaveSkills();
+ m_achievementMgr.SaveToDB();
+ m_reputationMgr.SaveToDB();
+ _SaveEquipmentSets();
+ GetSession()->SaveTutorialsData(); // changed only while character in game
+ _SaveGlyphs();
+
+ CharacterDatabase.CommitTransaction();
+
+ // save pet (hunter pet level and experience and all type pets health/mana).
+ if (Pet* pet = GetPet())
+ pet->SavePetToDB(PET_SAVE_AS_CURRENT);
+}
+
+// fast save function for item/money cheating preventing - save only inventory and money state
+void Player::SaveInventoryAndGoldToDB()
+{
+ _SaveInventory();
+ SaveGoldToDB();
+}
+
+void Player::SaveGoldToDB()
+{
+ CharacterDatabase.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
+}
+
+void Player::_SaveActions()
+{
+ for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end();)
+ {
+ switch (itr->second.uState)
+ {
+ case ACTIONBUTTON_NEW:
+ CharacterDatabase.PExecute("INSERT INTO character_action (guid,spec,button,action,type) VALUES ('%u', '%u', '%u', '%u', '%u')",
+ GetGUIDLow(), (uint32)m_activeSpec, (uint32)itr->first, (uint32)itr->second.GetAction(), (uint32)itr->second.GetType() );
+ itr->second.uState = ACTIONBUTTON_UNCHANGED;
+ ++itr;
+ break;
+ case ACTIONBUTTON_CHANGED:
+ CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid = '%u' AND button = '%u' AND spec = '%u'",
+ (uint32)itr->second.GetAction(), (uint32)itr->second.GetType(), GetGUIDLow(), (uint32)itr->first, (uint32)m_activeSpec);
+ itr->second.uState = ACTIONBUTTON_UNCHANGED;
+ ++itr;
+ break;
+ case ACTIONBUTTON_DELETED:
+ CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u' and spec = '%u'", GetGUIDLow(), (uint32)itr->first, (uint32)m_activeSpec );
+ m_actionButtons.erase(itr++);
+ break;
+ default:
+ ++itr;
+ break;
+ }
+ }
+}
+
+void Player::_SaveAuras()
+{
+ CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
+
+ for (AuraMap::const_iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end() ; ++itr)
+ {
+ if (!itr->second->CanBeSaved())
+ continue;
+
+ Aura * aura = itr->second;
+
+ int32 damage[MAX_SPELL_EFFECTS];
+ int32 baseDamage[MAX_SPELL_EFFECTS];
+ uint8 effMask = 0;
+ uint8 recalculateMask = 0;
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ {
+ if (aura->GetEffect(i))
+ {
+ baseDamage[i] = aura->GetEffect(i)->GetBaseAmount();
+ damage[i] = aura->GetEffect(i)->GetAmount();
+ effMask |= (1<<i);
+ if (aura->GetEffect(i)->CanBeRecalculated())
+ recalculateMask |= (1<<i);
+ }
+ else
+ {
+ baseDamage[i] = NULL;
+ damage[i] = NULL;
+ }
+ }
+
+ CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_mask,recalculate_mask,stackcount,amount0,amount1,amount2,base_amount0,base_amount1,base_amount2,maxduration,remaintime,remaincharges) "
+ "VALUES ('%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%d', '%d', '%d', '%d', '%d', '%d', '%d', '%d', '%u')",
+ GetGUIDLow(), itr->second->GetCasterGUID(), itr->second->GetId(), effMask, recalculateMask,
+ itr->second->GetStackAmount(), damage[0], damage[1], damage[2], baseDamage[0], baseDamage[1], baseDamage[2],
+ itr->second->GetMaxDuration(), itr->second->GetDuration(),itr->second->GetCharges());
+ }
+}
+
+void Player::_SaveInventory()
+{
+ // force items in buyback slots to new state
+ // and remove those that aren't already
+ for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i)
+ {
+ Item *item = m_items[i];
+ if (!item || item->GetState() == ITEM_NEW)
+ continue;
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
+ CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
+ m_items[i]->FSetState(ITEM_NEW);
+ }
+
+ // update enchantment durations
+ for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
+ itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
+
+ // if no changes
+ if (m_itemUpdateQueue.empty())
+ return;
+
+ // do not save if the update queue is corrupt
+ bool error = false;
+ for (size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
+ {
+ Item *item = m_itemUpdateQueue[i];
+ if(!item || item->GetState() == ITEM_REMOVED) continue;
+ Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
+
+ if (test == NULL)
+ {
+ sLog.outCrash("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d (state %d) are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), (int32)item->GetState());
+ //error = true;
+ //now some items in bags cannot be saved but after cleansup they appear again
+ }
+ else if (test != item)
+ {
+ 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());
+ error = true;
+ }
+ }
+
+ if (error)
+ {
+ sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
+ ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
+ return;
+ }
+
+ for (size_t i = 0; i < m_itemUpdateQueue.size(); i++)
+ {
+ Item *item = m_itemUpdateQueue[i];
+ if(!item) continue;
+
+ Bag *container = item->GetContainer();
+ uint32 bag_guid = container ? container->GetGUIDLow() : 0;
+
+ switch(item->GetState())
+ {
+ case ITEM_NEW:
+ 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());
+ break;
+ case ITEM_CHANGED:
+ 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());
+ break;
+ case ITEM_REMOVED:
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
+ break;
+ case ITEM_UNCHANGED:
+ break;
+ }
+
+ item->SaveToDB(); // item have unchanged inventory record and can be save standalone
+ }
+ m_itemUpdateQueue.clear();
+}
+
+void Player::_SaveMail()
+{
+ if (!m_mailsLoaded)
+ return;
+
+ for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
+ {
+ Mail *m = (*itr);
+ if (m->state == MAIL_STATE_CHANGED)
+ {
+ CharacterDatabase.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD "', deliver_time = '" UI64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
+ m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
+ if(m->removedItems.size())
+ {
+ for (std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
+ m->removedItems.clear();
+ }
+ m->state = MAIL_STATE_UNCHANGED;
+ }
+ else if (m->state == MAIL_STATE_DELETED)
+ {
+ if (m->HasItems())
+ for (std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
+ CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
+ if (m->itemTextId)
+ CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
+ CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
+ }
+ }
+
+ //deallocate deleted mails...
+ for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();)
+ {
+ if ((*itr)->state == MAIL_STATE_DELETED)
+ {
+ Mail* m = *itr;
+ m_mail.erase(itr);
+ delete m;
+ itr = m_mail.begin();
+ }
+ else
+ ++itr;
+ }
+
+ m_mailsUpdated = false;
+}
+
+void Player::_SaveQuestStatus()
+{
+ // we don't need transactions here.
+ for (QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
+ {
+ switch (i->second.uState)
+ {
+ case QUEST_NEW :
+ CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
+ "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
+ GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS+ sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]);
+ break;
+ case QUEST_CHANGED :
+ CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
+ i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first );
+ break;
+ case QUEST_UNCHANGED:
+ break;
+ };
+ i->second.uState = QUEST_UNCHANGED;
+ }
+}
+
+void Player::_SaveDailyQuestStatus()
+{
+ if(!m_DailyQuestChanged)
+ return;
+
+ m_DailyQuestChanged = false;
+
+ // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
+
+ // we don't need transactions here.
+ CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
+ for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
+ if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
+ CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD "')",
+ GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
+}
+
+void Player::_SaveSkills()
+{
+ // we don't need transactions here.
+ for( SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); )
+ {
+ if(itr->second.uState == SKILL_UNCHANGED)
+ {
+ ++itr;
+ continue;
+ }
+
+ if(itr->second.uState == SKILL_DELETED)
+ {
+ CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), itr->first );
+ mSkillStatus.erase(itr++);
+ continue;
+ }
+
+ uint32 valueData = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos));
+ uint16 value = SKILL_VALUE(valueData);
+ uint16 max = SKILL_MAX(valueData);
+
+ switch (itr->second.uState)
+ {
+ case SKILL_NEW:
+ CharacterDatabase.PExecute("INSERT INTO character_skills (guid, skill, value, max) VALUES ('%u', '%u', '%u', '%u')",
+ GetGUIDLow(), itr->first, value, max);
+ break;
+ case SKILL_CHANGED:
+ CharacterDatabase.PExecute("UPDATE character_skills SET value = '%u',max = '%u'WHERE guid = '%u' AND skill = '%u' ",
+ value, max, GetGUIDLow(), itr->first );
+ break;
+ };
+ itr->second.uState = SKILL_UNCHANGED;
+
+ ++itr;
+ }
+}
+
+void Player::_SaveSpells()
+{
+ for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
+ {
+ if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
+ CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
+
+ // add only changed/new not dependent spells
+ if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED))
+ CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0);
+
+ if (itr->second->state == PLAYERSPELL_REMOVED)
+ {
+ delete itr->second;
+ m_spells.erase(itr++);
+ }
+ else
+ {
+ itr->second->state = PLAYERSPELL_UNCHANGED;
+ ++itr;
+ }
+
+ }
+}
+
+void Player::outDebugValues() const
+{
+ if(!sLog.IsOutDebug()) // optimize disabled debug output
+ return;
+
+ sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
+ sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
+ sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
+ sLog.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA));
+ sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
+ sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
+ sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
+ sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
+ sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
+ sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
+ sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
+ sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
+}
+
+/*********************************************************/
+/*** FLOOD FILTER SYSTEM ***/
+/*********************************************************/
+
+void Player::UpdateSpeakTime()
+{
+ // ignore chat spam protection for GMs in any mode
+ if(GetSession()->GetSecurity() > SEC_PLAYER)
+ return;
+
+ time_t current = time (NULL);
+ if(m_speakTime > current)
+ {
+ uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
+ if(!max_count)
+ return;
+
+ ++m_speakCount;
+ if(m_speakCount >= max_count)
+ {
+ // prevent overwrite mute time, if message send just before mutes set, for example.
+ time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
+ if(GetSession()->m_muteTime < new_mute)
+ GetSession()->m_muteTime = new_mute;
+
+ m_speakCount = 0;
+ }
+ }
+ else
+ m_speakCount = 0;
+
+ m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
+}
+
+bool Player::CanSpeak() const
+{
+ return GetSession()->m_muteTime <= time (NULL);
+}
+
+/*********************************************************/
+/*** LOW LEVEL FUNCTIONS:Notifiers ***/
+/*********************************************************/
+
+void Player::SendAttackSwingNotInRange()
+{
+ WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
+ GetSession()->SendPacket( &data );
+}
+
+void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
+{
+ std::ostringstream ss;
+ ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
+ << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
+ << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
+ << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
+ sLog.outDebug(ss.str().c_str());
+ CharacterDatabase.Execute(ss.str().c_str());
+}
+
+void Player::SaveDataFieldToDB()
+{
+ std::ostringstream ss;
+ ss<<"UPDATE characters SET data='";
+
+ for (uint16 i = 0; i < m_valuesCount; i++ )
+ {
+ ss << GetUInt32Value(i) << " ";
+ }
+ ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
+
+ CharacterDatabase.Execute(ss.str().c_str());
+}
+
+bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
+{
+ std::ostringstream ss2;
+ ss2<<"UPDATE characters SET data='";
+ uint32 i=0;
+ for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
+ {
+ ss2<<tokens[i]<<" ";
+ }
+ ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
+
+ return CharacterDatabase.Execute(ss2.str().c_str());
+}
+
+void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
+{
+ char buf[11];
+ snprintf(buf,11,"%u",value);
+
+ if(index >= tokens.size())
+ return;
+
+ tokens[index] = buf;
+}
+
+void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
+{
+ Tokens tokens;
+ if(!LoadValuesArrayFromDB(tokens,guid))
+ return;
+
+ if(index >= tokens.size())
+ return;
+
+ char buf[11];
+ snprintf(buf,11,"%u",value);
+ tokens[index] = buf;
+
+ SaveValuesArrayInDB(tokens,guid);
+}
+
+void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
+{
+ uint32 temp;
+ memcpy(&temp, &value, sizeof(value));
+ Player::SetUInt32ValueInDB(index, temp, guid);
+}
+
+void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
+{
+ // 0
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid));
+ if(!result)
+ return;
+
+ Field* fields = result->Fetch();
+
+ uint32 player_bytes2 = fields[0].GetUInt32();
+ player_bytes2 &= ~0xFF;
+ player_bytes2 |= facialHair;
+
+ CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, GUID_LOPART(guid));
+}
+
+void Player::SendAttackSwingDeadTarget()
+{
+ WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
+ GetSession()->SendPacket( &data );
+}
+
+void Player::SendAttackSwingCantAttack()
+{
+ WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
+ GetSession()->SendPacket( &data );
+}
+
+void Player::SendAttackSwingCancelAttack()
+{
+ WorldPacket data(SMSG_CANCEL_COMBAT, 0);
+ GetSession()->SendPacket( &data );
+}
+
+void Player::SendAttackSwingBadFacingAttack()
+{
+ WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
+ GetSession()->SendPacket( &data );
+}
+
+void Player::SendAutoRepeatCancel(Unit *target)
+{
+ WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size());
+ data.append(target->GetPackGUID()); // may be it's target guid
+ GetSession()->SendPacket( &data );
+}
+
+void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
+{
+ WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
+ data << Area;
+ data << Experience;
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendDungeonDifficulty(bool IsInGroup)
+{
+ uint8 val = 0x00000001;
+ WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
+ data << (uint32)GetDungeonDifficulty();
+ data << uint32(val);
+ data << uint32(IsInGroup);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendRaidDifficulty(bool IsInGroup)
+{
+ uint8 val = 0x00000001;
+ WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12);
+ data << uint32(GetRaidDifficulty());
+ data << uint32(val);
+ data << uint32(IsInGroup);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendResetFailedNotify(uint32 mapid)
+{
+ WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
+ data << uint32(mapid);
+ GetSession()->SendPacket(&data);
+}
+
+/// Reset all solo instances and optionally send a message on success for each
+void Player::ResetInstances(uint8 method, bool isRaid)
+{
+ // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
+
+ // we assume that when the difficulty changes, all instances that can be reset will be
+ Difficulty diff = GetDifficulty(isRaid);
+
+ for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end(); )
+ {
+ InstanceSave *p = itr->second.save;
+ const MapEntry *entry = sMapStore.LookupEntry(itr->first);
+ if(!entry || entry->IsRaid() != isRaid || !p->CanReset())
+ {
+ ++itr;
+ continue;
+ }
+
+ if(method == INSTANCE_RESET_ALL)
+ {
+ // the "reset all instances" method can only reset normal maps
+ if(entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC)
+ {
+ ++itr;
+ continue;
+ }
+ }
+
+ // if the map is loaded, reset it
+ Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
+ if(map && map->IsDungeon())
+ if(!((InstanceMap*)map)->Reset(method))
+ {
+ ++itr;
+ continue;
+ }
+
+ // since this is a solo instance there should not be any players inside
+ if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
+ SendResetInstanceSuccess(p->GetMapId());
+
+ p->DeleteFromDB();
+ m_boundInstances[diff].erase(itr++);
+
+ // the following should remove the instance save from the manager and delete it as well
+ p->RemovePlayer(this);
+ }
+}
+
+void Player::SendResetInstanceSuccess(uint32 MapId)
+{
+ WorldPacket data(SMSG_INSTANCE_RESET, 4);
+ data << MapId;
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
+{
+ // TODO: find what other fail reasons there are besides players in the instance
+ WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
+ data << reason;
+ data << MapId;
+ GetSession()->SendPacket(&data);
+}
+
+/*********************************************************/
+/*** Update timers ***/
+/*********************************************************/
+
+///checks the 15 afk reports per 5 minutes limit
+void Player::UpdateAfkReport(time_t currTime)
+{
+ if(m_bgData.bgAfkReportedTimer <= currTime)
+ {
+ m_bgData.bgAfkReportedCount = 0;
+ m_bgData.bgAfkReportedTimer = currTime+5*MINUTE;
+ }
+}
+
+void Player::UpdateContestedPvP(uint32 diff)
+{
+ if(!m_contestedPvPTimer||isInCombat())
+ return;
+ if(m_contestedPvPTimer <= diff)
+ {
+ ResetContestedPvP();
+ }
+ else
+ m_contestedPvPTimer -= diff;
+}
+
+void Player::UpdatePvPFlag(time_t currTime)
+{
+ if(!IsPvP())
+ return;
+ if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
+ return;
+
+ UpdatePvP(false);
+}
+
+void Player::UpdateDuelFlag(time_t currTime)
+{
+ if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
+ return;
+
+ SetUInt32Value(PLAYER_DUEL_TEAM, 1);
+ duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
+
+ duel->startTimer = 0;
+ duel->startTime = currTime;
+ duel->opponent->duel->startTimer = 0;
+ duel->opponent->duel->startTime = currTime;
+}
+
+Pet* Player::GetPet() const
+{
+ if(uint64 pet_guid = GetPetGUID())
+ {
+ if(!IS_PET_GUID(pet_guid))
+ return NULL;
+
+ Pet* pet = ObjectAccessor::GetPet(pet_guid);
+
+ if (!pet)
+ return NULL;
+
+ if(IsInWorld() && pet)
+ return pet;
+
+ //there may be a guardian in slot
+ //sLog.outError("Player::GetPet: Pet %u not exist.",GUID_LOPART(pet_guid));
+ //const_cast<Player*>(this)->SetPetGUID(0);
+ }
+
+ return NULL;
+}
+
+void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
+{
+ if(!pet)
+ pet = GetPet();
+
+ if(pet)
+ {
+ sLog.outDebug("RemovePet %u, %u, %u", pet->GetEntry(), mode, returnreagent);
+
+ if(pet->m_removed)
+ return;
+ }
+
+ if(returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleGround())
+ {
+ //returning of reagents only for players, so best done here
+ uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
+
+ if(spellInfo)
+ {
+ for (uint32 i = 0; i < 7; ++i)
+ {
+ if(spellInfo->Reagent[i] > 0)
+ {
+ ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
+ uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
+ if( msg == EQUIP_ERR_OK )
+ {
+ Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
+ if(IsInWorld())
+ SendNewItem(item,spellInfo->ReagentCount[i],true,false);
+ }
+ }
+ }
+ }
+ m_temporaryUnsummonedPetNumber = 0;
+ }
+
+ if(!pet || pet->GetOwnerGUID()!=GetGUID())
+ return;
+
+ pet->CombatStop();
+
+ if(returnreagent)
+ {
+ switch(pet->GetEntry())
+ {
+ //warlock pets except imp are removed(?) when logging out
+ case 1860:
+ case 1863:
+ case 417:
+ case 17252:
+ mode = PET_SAVE_NOT_IN_SLOT;
+ break;
+ }
+ }
+
+ // only if current pet in slot
+ pet->SavePetToDB(mode);
+
+ SetMinion(pet, false);
+
+ pet->AddObjectToRemoveList();
+ pet->m_removed = true;
+
+ if(pet->isControlled())
+ {
+ WorldPacket data(SMSG_PET_SPELLS, 8);
+ data << uint64(0);
+ GetSession()->SendPacket(&data);
+
+ if(GetGroup())
+ SetGroupUpdateFlag(GROUP_UPDATE_PET);
+ }
+}
+
+void Player::StopCastingCharm()
+{
+ Unit* charm = GetCharm();
+ if(!charm)
+ return;
+
+ if(charm->GetTypeId() == TYPEID_UNIT)
+ {
+ if(((Creature*)charm)->HasUnitTypeMask(UNIT_MASK_PUPPET))
+ ((Puppet*)charm)->UnSummon();
+ else if(charm->IsVehicle())
+ ExitVehicle();
+ }
+ if(GetCharmGUID())
+ charm->RemoveCharmAuras();
+
+ if(GetCharmGUID())
+ {
+ sLog.outCrash("Player %s (GUID: " UI64FMTD " is not able to uncharm unit (GUID: " UI64FMTD " Entry: %u, Type: %u)", GetName(), GetGUID(), GetCharmGUID(), charm->GetEntry(), charm->GetTypeId());
+ if(charm->GetCharmerGUID())
+ {
+ sLog.outCrash("Charmed unit has charmer guid " UI64FMTD, charm->GetCharmerGUID());
+ assert(false);
+ }
+ else
+ SetCharm(charm, false);
+ }
+}
+
+void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
+{
+ *data << (uint8)msgtype;
+ *data << (uint32)language;
+ *data << (uint64)GetGUID();
+ *data << (uint32)language; //language 2.1.0 ?
+ *data << (uint64)GetGUID();
+ *data << (uint32)(text.length()+1);
+ *data << text;
+ *data << (uint8)chatTag();
+}
+
+void Player::Say(const std::string& text, const uint32 language)
+{
+ WorldPacket data(SMSG_MESSAGECHAT, 200);
+ BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
+ SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
+
+ if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
+ sLog.outChat("[SAY] Player %s says (language %u): %s",
+ GetName(), language, text.c_str());
+}
+
+void Player::Yell(const std::string& text, const uint32 language)
+{
+ WorldPacket data(SMSG_MESSAGECHAT, 200);
+ BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
+ SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
+
+ if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
+ sLog.outChat("[YELL] Player %s yells (language %u): %s",
+ GetName(), language, text.c_str());
+}
+
+void Player::TextEmote(const std::string& text)
+{
+ WorldPacket data(SMSG_MESSAGECHAT, 200);
+ BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
+ SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT));
+
+ if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
+ sLog.outChat("[TEXTEMOTE] Player %s emotes: %s",
+ GetName(), text.c_str());
+}
+
+void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
+{
+ if (language != LANG_ADDON) // if not addon data
+ language = LANG_UNIVERSAL; // whispers should always be readable
+
+ Player *rPlayer = objmgr.GetPlayer(receiver);
+
+ if(sWorld.getConfig(CONFIG_CHATLOG_WHISPER))
+ sLog.outChat("[WHISPER] Player %s tells %s: %s",
+ GetName(), rPlayer->GetName(), text.c_str());
+
+ // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
+ if(!rPlayer->isDND() || isGameMaster())
+ {
+ WorldPacket data(SMSG_MESSAGECHAT, 200);
+ BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
+ rPlayer->GetSession()->SendPacket(&data);
+
+ // not send confirmation for addon messages
+ if (language != LANG_ADDON)
+ {
+ data.Initialize(SMSG_MESSAGECHAT, 200);
+ rPlayer->BuildPlayerChat(&data, CHAT_MSG_WHISPER_INFORM, text, language);
+ GetSession()->SendPacket(&data);
+ }
+ }
+ else
+ {
+ // announce to player that player he is whispering to is dnd and cannot receive his message
+ ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
+ }
+
+ if(!isAcceptWhispers() && !isGameMaster() && !rPlayer->isGameMaster())
+ {
+ SetAcceptWhispers(true);
+ ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
+ }
+
+ // announce to player that player he is whispering to is afk
+ if(rPlayer->isAFK())
+ ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
+
+ // if player whisper someone, auto turn of dnd to be able to receive an answer
+ if(isDND() && !rPlayer->isGameMaster())
+ ToggleDND();
+}
+
+void Player::PetSpellInitialize()
+{
+ Pet* pet = GetPet();
+
+ if(!pet)
+ return;
+
+ sLog.outDebug("Pet Spells Groups");
+
+ CharmInfo *charmInfo = pet->GetCharmInfo();
+
+ WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
+ data << uint64(pet->GetGUID());
+ data << uint16(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
+ data << uint32(0);
+ data << uint8(pet->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
+
+ // action bar loop
+ charmInfo->BuildActionBar(&data);
+
+ size_t spellsCountPos = data.wpos();
+
+ // spells count
+ uint8 addlist = 0;
+ data << uint8(addlist); // placeholder
+
+ if (pet->IsPermanentPetFor(this))
+ {
+ // spells loop
+ for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
+ {
+ if(itr->second.state == PETSPELL_REMOVED)
+ continue;
+
+ data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first,itr->second.active));
+ ++addlist;
+ }
+ }
+
+ data.put<uint8>(spellsCountPos, addlist);
+
+ uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
+ data << uint8(cooldownsCount);
+
+ time_t curTime = time(NULL);
+
+ for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
+ {
+ time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
+
+ data << uint32(itr->first); // spellid
+ data << uint16(0); // spell category?
+ data << uint32(cooldown); // cooldown
+ data << uint32(0); // category cooldown
+ }
+
+ for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
+ {
+ time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
+
+ data << uint32(itr->first); // spellid
+ data << uint16(0); // spell category?
+ data << uint32(0); // cooldown
+ data << uint32(cooldown); // category cooldown
+ }
+
+ data.hexlike();
+
+ GetSession()->SendPacket(&data);
+}
+
+void Player::PossessSpellInitialize()
+{
+ Unit* charm = GetCharm();
+ if(!charm)
+ return;
+
+ CharmInfo *charmInfo = charm->GetCharmInfo();
+
+ if(!charmInfo)
+ {
+ sLog.outError("Player::PossessSpellInitialize(): charm ("UI64FMTD") has no charminfo!", charm->GetGUID());
+ return;
+ }
+
+ WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
+ data << uint64(charm->GetGUID());
+ data << uint16(0);
+ data << uint32(0);
+ data << uint32(0);
+
+ charmInfo->BuildActionBar(&data);
+
+ data << uint8(0); // spells count
+ data << uint8(0); // cooldowns count
+
+ GetSession()->SendPacket(&data);
+}
+
+void Player::VehicleSpellInitialize()
+{
+ Creature* veh = GetVehicleCreatureBase();
+ if(!veh)
+ return;
+
+ // GetPosition_ is not a member of 'Vehicle', SetPosition is a member of 'Player': SetPosition(GetVehicle()->GetPositionX(), GetVehicle()->GetPositionY(), GetVehicle()->GetPositionZ(), GetVehicle()->GetOrientation());
+
+ // GetPosition_ is not a member of 'Vehicle', SetPosition is a member of 'Player': SetPosition(GetVehicle()->GetPositionX(), GetVehicle()->GetPositionY(), GetVehicle()->GetPositionZ(), GetVehicle()->GetOrientation());
+
+ WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*10+1+1);
+ data << uint64(veh->GetGUID());
+ data << uint16(0);
+ data << uint32(0);
+ data << uint32(0x00000101);
+
+ for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
+ {
+ uint32 spellId = ((Creature*)veh)->m_spells[i];
+ if(!spellId)
+ continue;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
+ if(!spellInfo)
+ continue;
+
+ if(IsPassiveSpell(spellId))
+ {
+ veh->CastSpell(veh, spellId, true);
+ data << uint16(0) << uint8(0) << uint8(i+8);
+ }
+ else
+ data << uint32(MAKE_UNIT_ACTION_BUTTON(spellId,i+8));
+ }
+
+ for (uint32 i = CREATURE_MAX_SPELLS; i < MAX_SPELL_CONTROL_BAR; ++i)
+ data << uint16(0) << uint8(0) << uint8(i+8);
+
+ data << uint8(0);
+ data << uint8(0);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::CharmSpellInitialize()
+{
+ Unit* charm = GetFirstControlled();
+ if(!charm)
+ return;
+
+ CharmInfo *charmInfo = charm->GetCharmInfo();
+ if(!charmInfo)
+ {
+ sLog.outError("Player::CharmSpellInitialize(): the player's charm ("UI64FMTD") has no charminfo!", charm->GetGUID());
+ return;
+ }
+
+ uint8 addlist = 0;
+ if(charm->GetTypeId() != TYPEID_PLAYER)
+ {
+ CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
+ //if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
+ {
+ for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
+ {
+ if(charmInfo->GetCharmSpell(i)->GetAction())
+ ++addlist;
+ }
+ }
+ }
+
+ WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1);
+ data << uint64(charm->GetGUID());
+ data << uint16(0);
+ data << uint32(0);
+
+ if(charm->GetTypeId() != TYPEID_PLAYER)
+ data << uint8(((Creature*)charm)->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
+ else
+ data << uint8(0) << uint8(0) << uint16(0);
+
+ charmInfo->BuildActionBar(&data);
+
+ data << uint8(addlist);
+
+ if(addlist)
+ {
+ for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
+ {
+ CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
+ if(cspell->GetAction())
+ data << uint32(cspell->packedData);
+ }
+ }
+
+ data << uint8(0); // cooldowns count
+
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendRemoveControlBar()
+{
+ WorldPacket data(SMSG_PET_SPELLS, 8);
+ data << uint64(0);
+ GetSession()->SendPacket(&data);
+}
+
+bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell * spell)
+{
+ if (!mod || !spellInfo)
+ return false;
+
+ // Mod out of charges
+ if (spell && mod->charges == -1 && spell->m_appliedMods.find(mod->ownerAura) == spell->m_appliedMods.end())
+ return false;
+
+ return spellmgr.IsAffectedByMod(spellInfo, mod);
+}
+
+void Player::AddSpellMod(SpellModifier* mod, bool apply)
+{
+ sLog.outDebug("Player::AddSpellMod %d", mod->spellId);
+ uint16 Opcode = (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
+
+ int i = 0;
+ flag96 _mask = 0;
+ for (int eff = 0; eff < 96; ++eff)
+ {
+ if (eff != 0 && eff%32 == 0)
+ _mask[i++] = 0;
+
+ _mask[i] = uint32(1) << (eff-(32*i));
+ if (mod->mask & _mask)
+ {
+ int32 val = 0;
+ for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
+ {
+ if ((*itr)->type == mod->type && (*itr)->mask & _mask)
+ val += (*itr)->value;
+ }
+ val += apply ? mod->value : -(mod->value);
+ WorldPacket data(Opcode, (1+1+4));
+ data << uint8(eff);
+ data << uint8(mod->op);
+ data << int32(val);
+ SendDirectMessage(&data);
+ }
+ }
+
+ if (apply)
+ m_spellMods[mod->op].push_back(mod);
+ else
+ {
+ m_spellMods[mod->op].remove(mod);
+ // mods bound to aura will be removed in AuraEffect::~AuraEffect
+ if (!mod->ownerAura)
+ delete mod;
+ }
+}
+
+// Restore spellmods in case of failed cast
+void Player::RestoreSpellMods(Spell * spell)
+{
+ if (!spell || spell->m_appliedMods.empty())
+ return;
+
+ for (uint8 i=0; i<MAX_SPELLMOD; ++i)
+ {
+ for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end(); ++itr)
+ {
+ SpellModifier *mod = *itr;
+
+ // spellmods without aura set cannot be charged
+ if (!mod->ownerAura || !mod->ownerAura->GetCharges())
+ continue;
+
+ // check if mod affected this spell
+ Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
+ if (iterMod == spell->m_appliedMods.end())
+ continue;
+
+ // remove from list
+ spell->m_appliedMods.erase(iterMod);
+
+ // add mod charges back to mod
+ if (mod->charges == -1)
+ mod->charges = 1;
+ else
+ mod->charges++;
+
+ // Do not set more spellmods than avalible
+ if (mod->ownerAura->GetCharges() < mod->charges)
+ mod->charges = mod->ownerAura->GetCharges();
+
+ // Skip this check for now - aura charges may change due to various reason
+ // TODO: trac these changes correctly
+ //assert (mod->ownerAura->GetCharges() <= mod->charges);
+ }
+ }
+}
+
+void Player::RemoveSpellMods(Spell * spell)
+{
+ if (!spell)
+ return;
+ std::set <Aura *> checkedSpells;
+
+ AuraEffectList const & auraList = GetAuraEffectsByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE);
+ for (AuraEffectList::const_iterator itr = auraList.begin(); itr != auraList.end();)
+ {
+ AuraEffect * aurEff = *itr;
+ Aura * aura = aurEff->GetBase();
+ ++itr;
+ if (!aura->GetCharges())
+ continue;
+
+ SpellEntry const * spellInfo = aura->GetSpellProto();
+
+ if (spellInfo->SpellFamilyName != spell->m_spellInfo->SpellFamilyName ||
+ checkedSpells.find(aura) != checkedSpells.end())
+ continue;
+
+ if (spell->m_spellInfo->SpellFamilyFlags & spellInfo->EffectSpellClassMask[aurEff->GetEffIndex()]
+ // this is for fingers of frost, look at spell::finish part, a charge will be taken by the triggering spell
+ && aura->GetDuration() != aura->GetMaxDuration())
+ {
+ checkedSpells.insert(aura);
+ spell->m_appliedMods.erase(aura);
+ if (aura->DropCharge())
+ itr = auraList.begin();
+ }
+ }
+
+ if (spell->m_appliedMods.empty())
+ return;
+
+ for (uint8 i=0; i<MAX_SPELLMOD; ++i)
+ {
+ for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
+ {
+ SpellModifier *mod = *itr;
+ ++itr;
+
+ // spellmods without aura set cannot be charged
+ if (!mod->ownerAura || !mod->ownerAura->GetCharges())
+ continue;
+
+ // check if mod affected this spell
+ Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
+ if (iterMod == spell->m_appliedMods.end())
+ continue;
+
+ // remove from list
+ spell->m_appliedMods.erase(iterMod);
+
+ if (mod->ownerAura->DropCharge())
+ itr = m_spellMods[i].begin();
+ }
+ }
+}
+
+void Player::DropModCharge(SpellModifier * mod, Spell * spell)
+{
+ if (spell && mod->ownerAura && mod->charges > 0 )
+ {
+ --mod->charges;
+ if (mod->charges == 0)
+ {
+ mod->charges = -1;
+ }
+ spell->m_appliedMods.insert(mod->ownerAura);
+ }
+}
+
+void Player::SetSpellModTakingSpell(Spell * spell, bool apply)
+{
+ if (!spell || (m_spellModTakingSpell && m_spellModTakingSpell != spell))
+ return;
+
+ if (apply && spell->getState() == SPELL_STATE_FINISHED)
+ return;
+
+ m_spellModTakingSpell = apply ? spell : NULL;
+}
+
+// send Proficiency
+void Player::SendProficiency(uint8 pr1, uint32 pr2)
+{
+ WorldPacket data(SMSG_SET_PROFICIENCY, 8);
+ data << pr1 << pr2;
+ GetSession()->SendPacket (&data);
+}
+
+void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
+{
+ QueryResult_AutoPtr result = QueryResult_AutoPtr(NULL);
+ if(type==10)
+ result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
+ else
+ result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
+ if(result)
+ {
+ 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.
+ { // and SendPetitionQueryOpcode reads data from the DB
+ Field *fields = result->Fetch();
+ uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
+ uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
+
+ // send update if charter owner in game
+ Player* owner = objmgr.GetPlayer(ownerguid);
+ if(owner)
+ owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
+
+ } while ( result->NextRow() );
+
+ if(type==10)
+ CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
+ else
+ CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
+ }
+
+ CharacterDatabase.BeginTransaction();
+ if(type == 10)
+ {
+ CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
+ CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
+ }
+ else
+ {
+ CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
+ CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
+ }
+ CharacterDatabase.CommitTransaction();
+}
+
+void Player::LeaveAllArenaTeams(uint64 guid)
+{
+ QueryResult_AutoPtr 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));
+ if(!result)
+ return;
+
+ do
+ {
+ Field *fields = result->Fetch();
+ uint32 at_id = fields[0].GetUInt32();
+ if(at_id != 0)
+ {
+ ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
+ if(at)
+ at->DelMember(guid);
+ }
+ } while (result->NextRow());
+}
+
+void Player::SetRestBonus (float rest_bonus_new)
+{
+ // Prevent resting on max level
+ if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
+ rest_bonus_new = 0;
+
+ if(rest_bonus_new < 0)
+ rest_bonus_new = 0;
+
+ float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
+
+ if(rest_bonus_new > rest_bonus_max)
+ m_rest_bonus = rest_bonus_max;
+ else
+ m_rest_bonus = rest_bonus_new;
+
+ // update data for client
+ if(m_rest_bonus>10)
+ SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
+ else if(m_rest_bonus<=1)
+ SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
+
+ //RestTickUpdate
+ SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
+}
+
+void Player::HandleStealthedUnitsDetection()
+{
+ std::list<Unit*> stealthedUnits;
+ Trinity::AnyStealthedCheck u_check;
+ Trinity::UnitListSearcher<Trinity::AnyStealthedCheck > searcher(this, stealthedUnits, u_check);
+ VisitNearbyObject(GetMap()->GetVisibilityDistance(), searcher);
+
+ for (std::list<Unit*>::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i)
+ {
+ if((*i)==this)
+ continue;
+
+ bool hasAtClient = HaveAtClient((*i));
+ bool hasDetected = canSeeOrDetect(*i, true);
+
+ if (hasDetected)
+ {
+ if(!hasAtClient)
+ {
+ (*i)->SendUpdateToPlayer(this);
+ m_clientGUIDs.insert((*i)->GetGUID());
+
+ #ifdef TRINITY_DEBUG
+ if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
+ sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
+ #endif
+
+ // target aura duration for caster show only if target exist at caster client
+ // send data at target visibility change (adding to client)
+ SendInitialVisiblePackets(*i);
+ }
+ }
+ else
+ {
+ if(hasAtClient)
+ {
+ (*i)->DestroyForPlayer(this);
+ m_clientGUIDs.erase((*i)->GetGUID());
+ }
+ }
+ }
+}
+
+bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/)
+{
+ if(nodes.size() < 2)
+ return false;
+
+ // not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root
+ if(GetSession()->isLogingOut() || isInCombat() || hasUnitState(UNIT_STAT_STUNNED) || hasUnitState(UNIT_STAT_ROOT))
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIPLAYERBUSY);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+
+ if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
+ return false;
+
+ // taximaster case
+ if(npc)
+ {
+ // not let cheating with start flight mounted
+ if(IsMounted())
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+
+ if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+
+ // 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
+ if(IsNonMeleeSpellCasted(false))
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIPLAYERBUSY);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+ }
+ // cast case or scripted call case
+ else
+ {
+ RemoveAurasByType(SPELL_AURA_MOUNTED);
+
+ if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
+ RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
+
+ if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL))
+ if (spell->m_spellInfo->Id != spellid)
+ InterruptSpell(CURRENT_GENERIC_SPELL,false);
+
+ InterruptSpell(CURRENT_AUTOREPEAT_SPELL,false);
+
+ if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL))
+ if (spell->m_spellInfo->Id != spellid)
+ InterruptSpell(CURRENT_CHANNELED_SPELL,true);
+ }
+
+ uint32 sourcenode = nodes[0];
+
+ // starting node too far away (cheat?)
+ TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
+ if (!node)
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXINOSUCHPATH);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+
+ // check node starting pos data set case if provided
+ if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f)
+ {
+ if (node->map_id != GetMapId() ||
+ (node->x - GetPositionX())*(node->x - GetPositionX())+
+ (node->y - GetPositionY())*(node->y - GetPositionY())+
+ (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
+ (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE))
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXITOOFARAWAY);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+ }
+ // node must have pos if taxi master case (npc != NULL)
+ else if (npc)
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+
+ // Prepare to flight start now
+
+ // stop combat at start taxi flight if any
+ CombatStop();
+
+ StopCastingCharm();
+ StopCastingBindSight();
+ ExitVehicle();
+
+ // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
+ TradeCancel(true);
+
+ // clean not finished taxi path if any
+ m_taxi.ClearTaxiDestinations();
+
+ // 0 element current node
+ m_taxi.AddTaxiDestination(sourcenode);
+
+ // fill destinations path tail
+ uint32 sourcepath = 0;
+ uint32 totalcost = 0;
+
+ uint32 prevnode = sourcenode;
+ uint32 lastnode = 0;
+
+ for (uint32 i = 1; i < nodes.size(); ++i)
+ {
+ uint32 path, cost;
+
+ lastnode = nodes[i];
+ objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
+
+ if(!path)
+ {
+ m_taxi.ClearTaxiDestinations();
+ return false;
+ }
+
+ totalcost += cost;
+
+ if(prevnode == sourcenode)
+ sourcepath = path;
+
+ m_taxi.AddTaxiDestination(lastnode);
+
+ prevnode = lastnode;
+ }
+
+ // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
+ //
+ // Hack-Fix for Alliance not being able to use Acherus taxi. There is
+ // only one mount ID for both sides. Probably not good to use 315 in case DBC nodes
+ // change but I couldn't find a suitable alternative. OK to use class because only DK
+ // can use this taxi.
+ uint32 mount_display_id = objmgr.GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == NULL || (sourcenode == 315 && getClass() == CLASS_DEATH_KNIGHT));
+
+ // in spell case allow 0 model
+ if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0)
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
+ GetSession()->SendPacket(&data);
+ m_taxi.ClearTaxiDestinations();
+ return false;
+ }
+
+ uint32 money = GetMoney();
+
+ if (npc)
+ totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
+
+ if(money < totalcost)
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXINOTENOUGHMONEY);
+ GetSession()->SendPacket(&data);
+ m_taxi.ClearTaxiDestinations();
+ return false;
+ }
+
+ //Checks and preparations done, DO FLIGHT
+ ModifyMoney(-(int32)totalcost);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1);
+
+ // prevent stealth flight
+ //RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
+
+ if (sWorld.getConfig(CONFIG_INSTANT_TAXI))
+ {
+ TaxiNodesEntry const* lastnode = sTaxiNodesStore.LookupEntry(nodes[nodes.size()-1]);
+ m_taxi.ClearTaxiDestinations();
+ TeleportTo(lastnode->map_id, lastnode->x, lastnode->y, lastnode->z, GetOrientation());
+ return false;
+ }
+ else
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIOK);
+ GetSession()->SendPacket(&data);
+ sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
+ GetSession()->SendDoFlight(mount_display_id, sourcepath);
+ }
+ return true;
+}
+
+bool Player::ActivateTaxiPathTo( uint32 taxi_path_id, uint32 spellid /*= 0*/ )
+{
+ TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id);
+ if(!entry)
+ return false;
+
+ std::vector<uint32> nodes;
+
+ nodes.resize(2);
+ nodes[0] = entry->from;
+ nodes[1] = entry->to;
+
+ return ActivateTaxiPathTo(nodes,NULL,spellid);
+}
+
+void Player::CleanupAfterTaxiFlight()
+{
+ m_taxi.ClearTaxiDestinations(); // not destinations, clear source node
+ Unmount();
+ RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
+ getHostilRefManager().setOnlineOfflineState(true);
+}
+
+void Player::ContinueTaxiFlight()
+{
+ uint32 sourceNode = m_taxi.GetTaxiSource();
+ if (!sourceNode)
+ return;
+
+ sLog.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() );
+
+ uint32 mountDisplayId = objmgr.GetTaxiMountDisplayId(sourceNode, GetTeam(),true);
+ uint32 path = m_taxi.GetCurrentTaxiPath();
+
+ // search appropriate start path node
+ uint32 startNode = 0;
+
+ TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path];
+
+ float distPrev = MAP_SIZE*MAP_SIZE;
+ float distNext =
+ (nodeList[0].x-GetPositionX())*(nodeList[0].x-GetPositionX())+
+ (nodeList[0].y-GetPositionY())*(nodeList[0].y-GetPositionY())+
+ (nodeList[0].z-GetPositionZ())*(nodeList[0].z-GetPositionZ());
+
+ for (uint32 i = 1; i < nodeList.size(); ++i)
+ {
+ TaxiPathNode const& node = nodeList[i];
+ TaxiPathNode const& prevNode = nodeList[i-1];
+
+ // skip nodes at another map
+ if(node.mapid != GetMapId())
+ continue;
+
+ distPrev = distNext;
+
+ distNext =
+ (node.x-GetPositionX())*(node.x-GetPositionX())+
+ (node.y-GetPositionY())*(node.y-GetPositionY())+
+ (node.z-GetPositionZ())*(node.z-GetPositionZ());
+
+ float distNodes =
+ (node.x-prevNode.x)*(node.x-prevNode.x)+
+ (node.y-prevNode.y)*(node.y-prevNode.y)+
+ (node.z-prevNode.z)*(node.z-prevNode.z);
+
+ if(distNext + distPrev < distNodes)
+ {
+ startNode = i;
+ break;
+ }
+ }
+
+ GetSession()->SendDoFlight(mountDisplayId, path, startNode);
+}
+
+void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
+{
+ // last check 2.0.10
+ WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
+ data << GetGUID();
+ data << uint8(0x0); // flags (0x1, 0x2)
+ time_t curTime = time(NULL);
+ for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
+ {
+ if (itr->second->state == PLAYERSPELL_REMOVED)
+ continue;
+ uint32 unSpellId = itr->first;
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
+ if (!spellInfo)
+ {
+ ASSERT(spellInfo);
+ continue;
+ }
+
+ // Not send cooldown for this spells
+ if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
+ continue;
+
+ if(spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE)
+ continue;
+
+ if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
+ {
+ data << uint32(unSpellId);
+ data << uint32(unTimeMs); // in m.secs
+ AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILISECONDS);
+ }
+ }
+ GetSession()->SendPacket(&data);
+}
+
+void Player::InitDataForForm(bool reapplyMods)
+{
+ SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
+ if(ssEntry && ssEntry->attackSpeed)
+ {
+ SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
+ SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
+ SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
+ }
+ else
+ SetRegularAttackTime();
+
+ switch(m_form)
+ {
+ case FORM_GHOUL:
+ case FORM_CAT:
+ {
+ if(getPowerType()!=POWER_ENERGY)
+ setPowerType(POWER_ENERGY);
+ break;
+ }
+ case FORM_BEAR:
+ case FORM_DIREBEAR:
+ {
+ if(getPowerType()!=POWER_RAGE)
+ setPowerType(POWER_RAGE);
+ break;
+ }
+ default: // 0, for example
+ {
+ ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
+ if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
+ setPowerType(Powers(cEntry->powerType));
+ break;
+ }
+ }
+
+ // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
+ if (!reapplyMods)
+ UpdateEquipSpellsAtFormChange();
+
+ UpdateAttackPowerAndDamage();
+ UpdateAttackPowerAndDamage(true);
+}
+
+void Player::InitDisplayIds()
+{
+ PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
+ if(!info)
+ {
+ sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
+ return;
+ }
+
+ uint8 gender = getGender();
+ switch(gender)
+ {
+ case GENDER_FEMALE:
+ SetDisplayId(info->displayId_f );
+ SetNativeDisplayId(info->displayId_f );
+ break;
+ case GENDER_MALE:
+ SetDisplayId(info->displayId_m );
+ SetNativeDisplayId(info->displayId_m );
+ break;
+ default:
+ sLog.outError("Invalid gender %u for player",gender);
+ return;
+ }
+}
+
+// Return true is the bought item has a max count to force refresh of window by caller
+bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint8 bag, uint8 slot)
+{
+ // cheating attempt
+ if (count < 1) count = 1;
+
+ // cheating attempt
+ if(slot > MAX_BAG_SIZE && slot !=NULL_SLOT)
+ return false;
+
+ if (!isAlive())
+ return false;
+
+ ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
+ if (!pProto)
+ {
+ SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
+ return false;
+ }
+
+ Creature *pCreature = GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR);
+ if (!pCreature)
+ {
+ sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
+ SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
+ return false;
+ }
+
+ VendorItemData const* vItems = pCreature->GetVendorItems();
+ if(!vItems || vItems->Empty())
+ {
+ SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
+ return false;
+ }
+
+ size_t vendor_slot = vItems->FindItemSlot(item);
+ if (vendor_slot >= vItems->GetItemCount())
+ {
+ SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
+ return false;
+ }
+
+ VendorItem const* crItem = vItems->m_items[vendor_slot];
+
+ // check current item amount if it limited
+ if (crItem->maxcount != 0)
+ {
+ if (pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
+ {
+ SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
+ return false;
+ }
+ }
+
+ if (pProto->RequiredReputationFaction && (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank))
+ {
+ SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
+ return false;
+ }
+ else if (!pProto->RequiredReputationFaction && pProto->RequiredReputationRank > 0)
+ {
+ if (uint32(GetReputationRank(pCreature->getFactionTemplateEntry()->faction)) < pProto->RequiredReputationRank)
+ {
+ SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
+ return false;
+ }
+ }
+
+ if (crItem->ExtendedCost)
+ {
+ ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
+ if (!iece)
+ {
+ sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
+ return false;
+ }
+
+ // honor points price
+ if (GetHonorPoints() < (iece->reqhonorpoints * count))
+ {
+ SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
+ return false;
+ }
+
+ // arena points price
+ if (GetArenaPoints() < (iece->reqarenapoints * count))
+ {
+ SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
+ return false;
+ }
+
+ // item base price
+ for (uint8 i = 0; i < 5; ++i)
+ {
+ if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
+ {
+ SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
+ return false;
+ }
+ }
+
+ // check for personal arena rating requirement
+ if( GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating )
+ {
+ // probably not the proper equip err
+ SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
+ return false;
+ }
+ }
+
+ int32 price = pProto->BuyPrice * count;
+
+ // reputation discount
+ price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
+
+ if (GetMoney() < price)
+ {
+ SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
+ return false;
+ }
+
+ if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
+ {
+ ItemPosCountVec dest;
+ uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
+ if (msg != EQUIP_ERR_OK)
+ {
+ SendEquipError( msg, NULL, NULL );
+ return false;
+ }
+
+ ModifyMoney( -(int32)price );
+ uint32 arenaPoints = 0;
+ uint32 honorPoints = 0;
+ uint32 extendedCost[5] = {0,0,0,0,0};
+ uint32 extendedCostCount[5] = {0,0,0,0,0};
+
+ if (crItem->ExtendedCost) // case for new honor system
+ {
+ ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
+ if (iece->reqhonorpoints)
+ {
+ honorPoints = iece->reqhonorpoints * count;
+ ModifyHonorPoints( - int32(honorPoints) );
+ }
+ if (iece->reqarenapoints)
+ {
+ arenaPoints = iece->reqarenapoints * count;
+ ModifyArenaPoints( - int32(arenaPoints) );
+ }
+ for (uint8 i = 0; i < 5; ++i)
+ {
+ if (iece->reqitem[i])
+ {
+ DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
+ extendedCost[i] = iece->reqitem[i];
+ extendedCostCount[i] = iece->reqitemcount[i];
+ }
+ }
+ }
+
+ if (Item *it = StoreNewItem( dest, item, true ))
+ {
+ uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
+
+ WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
+ data << uint64(pCreature->GetGUID());
+ data << uint32(vendor_slot+1); // numbered from 1 at client
+ data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
+ data << uint32(count);
+ GetSession()->SendPacket(&data);
+ SendNewItem(it, pProto->BuyCount*count, true, false, false);
+
+ // Item Refund system, only works for non stackable items with extendedcost
+ if(count == 1 && crItem->ExtendedCost )
+ {
+ it->SetPaidArenaPoints(arenaPoints);
+ it->SetPaidHonorPoints(honorPoints);
+ it->SetRefundExpiryTime( time(NULL)+(HOUR*2) );
+ for (uint8 i = 0; i < 5; ++i)
+ it->SetPaidExtendedCost(i, extendedCost[i], extendedCostCount[i]);
+ }
+ }
+ }
+ else if (IsEquipmentPos(bag, slot))
+ {
+ if (pProto->BuyCount * count != 1)
+ {
+ SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
+ return false;
+ }
+
+ uint16 dest;
+ uint8 msg = CanEquipNewItem( slot, dest, item, false );
+ if (msg != EQUIP_ERR_OK)
+ {
+ SendEquipError( msg, NULL, NULL );
+ return false;
+ }
+
+ ModifyMoney( -(int32)price );
+ if (crItem->ExtendedCost) // case for new honor system
+ {
+ ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
+ if (iece->reqhonorpoints)
+ ModifyHonorPoints( - int32(iece->reqhonorpoints));
+ if (iece->reqarenapoints)
+ ModifyArenaPoints( - int32(iece->reqarenapoints));
+ for (uint8 i = 0; i < 5; ++i)
+ {
+ if(iece->reqitem[i])
+ DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
+ }
+ }
+
+ if (Item *it = EquipNewItem( dest, item, true ))
+ {
+ uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
+
+ WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
+ data << uint64(pCreature->GetGUID());
+ data << uint32(vendor_slot + 1); // numbered from 1 at client
+ data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
+ data << uint32(count);
+ GetSession()->SendPacket(&data);
+
+ SendNewItem(it, pProto->BuyCount*count, true, false, false);
+
+ AutoUnequipOffhandIfNeed();
+ }
+ }
+ else
+ {
+ SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
+ return false;
+ }
+
+ return crItem->maxcount != 0;
+}
+
+uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot)
+{
+ // returns the maximal personal arena rating that can be used to purchase items requiring this condition
+ // the personal rating of the arena team must match the required limit as well
+ // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
+ uint32 max_personal_rating = 0;
+ for (uint8 i = minarenaslot; i < MAX_ARENA_SLOT; ++i)
+ {
+ if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
+ {
+ uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING);
+ uint32 t_rating = at->GetRating();
+ p_rating = p_rating < t_rating ? p_rating : t_rating;
+ if(max_personal_rating < p_rating)
+ max_personal_rating = p_rating;
+ }
+ }
+ return max_personal_rating;
+}
+
+void Player::UpdateHomebindTime(uint32 time)
+{
+ // GMs never get homebind timer online
+ if (m_InstanceValid || isGameMaster())
+ {
+ if(m_HomebindTimer) // instance valid, but timer not reset
+ {
+ // hide reminder
+ WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
+ data << uint32(0);
+ data << uint32(0);
+ GetSession()->SendPacket(&data);
+ }
+ // instance is valid, reset homebind timer
+ m_HomebindTimer = 0;
+ }
+ else if (m_HomebindTimer > 0)
+ {
+ if (time >= m_HomebindTimer)
+ {
+ // teleport to nearest graveyard
+ SetPhaseMask(1,true);
+ RepopAtGraveyard();
+ }
+ else
+ m_HomebindTimer -= time;
+ }
+ else
+ {
+ // instance is invalid, start homebind timer
+ m_HomebindTimer = 60000;
+ // send message to player
+ WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
+ data << uint32(m_HomebindTimer);
+ data << uint32(1);
+ GetSession()->SendPacket(&data);
+ sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
+ SetPhaseMask(2,true);
+ }
+}
+
+void Player::UpdatePvPState(bool onlyFFA)
+{
+ // TODO: should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled?
+ if(!pvpInfo.inNoPvPArea && !isGameMaster()
+ && (pvpInfo.inFFAPvPArea || sWorld.IsFFAPvPRealm()))
+ {
+ if(!HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
+ {
+ SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
+ for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
+ (*itr)->SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
+ }
+ }
+ else if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
+ {
+ RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
+ for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
+ (*itr)->RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
+ }
+
+ if(onlyFFA)
+ return;
+
+ if(pvpInfo.inHostileArea) // in hostile area
+ {
+ if(!IsPvP() || pvpInfo.endTimer != 0)
+ UpdatePvP(true, true);
+ }
+ else // in friendly area
+ {
+ if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
+ pvpInfo.endTimer = time(0); // start toggle-off
+ }
+}
+
+void Player::UpdatePvP(bool state, bool override)
+{
+ if(!state || override)
+ {
+ SetPvP(state);
+ pvpInfo.endTimer = 0;
+ }
+ else
+ {
+ if(pvpInfo.endTimer != 0)
+ pvpInfo.endTimer = time(NULL);
+ else
+ SetPvP(state);
+ }
+}
+
+void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
+{
+ // init cooldown values
+ uint32 cat = 0;
+ int32 rec = -1;
+ int32 catrec = -1;
+
+ // some special item spells without correct cooldown in SpellInfo
+ // cooldown information stored in item prototype
+ // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
+
+ if(itemId)
+ {
+ if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
+ {
+ for (uint8 idx = 0; idx < 5; ++idx)
+ {
+ if(proto->Spells[idx].SpellId == spellInfo->Id)
+ {
+ cat = proto->Spells[idx].SpellCategory;
+ rec = proto->Spells[idx].SpellCooldown;
+ catrec = proto->Spells[idx].SpellCategoryCooldown;
+ break;
+ }
+ }
+ }
+ }
+
+ // if no cooldown found above then base at DBC data
+ if(rec < 0 && catrec < 0)
+ {
+ cat = spellInfo->Category;
+ rec = spellInfo->RecoveryTime;
+ catrec = spellInfo->CategoryRecoveryTime;
+ }
+
+ time_t curTime = time(NULL);
+
+ time_t catrecTime;
+ time_t recTime;
+
+ // overwrite time for selected category
+ if(infinityCooldown)
+ {
+ // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
+ // but not allow ignore until reset or re-login
+ catrecTime = catrec > 0 ? curTime+infinityCooldownDelay : 0;
+ recTime = rec > 0 ? curTime+infinityCooldownDelay : catrecTime;
+ }
+ else
+ {
+ // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
+ // prevent 0 cooldowns set by another way
+ if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != 75))
+ rec = GetAttackTime(RANGED_ATTACK);
+
+ // Now we have cooldown data (if found any), time to apply mods
+ if(rec > 0)
+ ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
+
+ if(catrec > 0)
+ ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
+
+ // replace negative cooldowns by 0
+ if (rec < 0) rec = 0;
+ if (catrec < 0) catrec = 0;
+
+ // no cooldown after applying spell mods
+ if( rec == 0 && catrec == 0)
+ return;
+
+ catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0;
+ recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime;
+ }
+
+ // self spell cooldown
+ if(recTime > 0)
+ AddSpellCooldown(spellInfo->Id, itemId, recTime);
+
+ // category spells
+ if (cat && catrec > 0)
+ {
+ SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
+ if(i_scstore != sSpellCategoryStore.end())
+ {
+ for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
+ {
+ if(*i_scset == spellInfo->Id) // skip main spell, already handled above
+ continue;
+
+ AddSpellCooldown(*i_scset, itemId, catrecTime);
+ }
+ }
+ }
+}
+
+void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
+{
+ SpellCooldown sc;
+ sc.end = end_time;
+ sc.itemid = itemid;
+ m_spellCooldowns[spellid] = sc;
+}
+
+void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell)
+{
+ // start cooldowns at server side, if any
+ AddSpellAndCategoryCooldowns(spellInfo,itemId,spell);
+
+ // Send activate cooldown timer (possible 0) at client side
+ WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
+ data << uint32(spellInfo->Id);
+ data << uint64(GetGUID());
+ SendDirectMessage(&data);
+}
+
+void Player::UpdatePotionCooldown(Spell* spell)
+{
+ // no potion used i combat or still in combat
+ if(!m_lastPotionId || isInCombat())
+ return;
+
+ // Call not from spell cast, send cooldown event for item spells if no in combat
+ if(!spell)
+ {
+ // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
+ if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
+ for (uint8 idx = 0; idx < 5; ++idx)
+ if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
+ if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
+ SendCooldownEvent(spellInfo,m_lastPotionId);
+ }
+ // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
+ else
+ SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
+
+ m_lastPotionId = 0;
+}
+
+ //slot to be excluded while counting
+bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
+{
+ if(!enchantmentcondition)
+ return true;
+
+ SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
+
+ if(!Condition)
+ return true;
+
+ uint8 curcount[4] = {0, 0, 0, 0};
+
+ //counting current equipped gem colors
+ for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ if (i == slot)
+ continue;
+ Item *pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (pItem2 && !pItem2->IsBroken() && pItem2->GetProto()->Socket[0].Color)
+ {
+ for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
+ {
+ uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
+ if(!enchant_id)
+ continue;
+
+ SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if(!enchantEntry)
+ continue;
+
+ uint32 gemid = enchantEntry->GemID;
+ if(!gemid)
+ continue;
+
+ ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
+ if(!gemProto)
+ continue;
+
+ GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
+ if(!gemProperty)
+ continue;
+
+ uint8 GemColor = gemProperty->color;
+
+ for (uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
+ {
+ if(tmpcolormask & GemColor)
+ ++curcount[b];
+ }
+ }
+ }
+ }
+
+ bool activate = true;
+
+ for (uint8 i = 0; i < 5; i++)
+ {
+ if(!Condition->Color[i])
+ continue;
+
+ uint32 _cur_gem = curcount[Condition->Color[i] - 1];
+
+ // if have <CompareColor> use them as count, else use <value> from Condition
+ uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
+
+ switch(Condition->Comparator[i])
+ {
+ case 2: // requires less <color> than (<value> || <comparecolor>) gems
+ activate &= (_cur_gem < _cmp_gem) ? true : false;
+ break;
+ case 3: // requires more <color> than (<value> || <comparecolor>) gems
+ activate &= (_cur_gem > _cmp_gem) ? true : false;
+ break;
+ case 5: // requires at least <color> than (<value> || <comparecolor>) gems
+ activate &= (_cur_gem >= _cmp_gem) ? true : false;
+ break;
+ }
+ }
+
+ 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");
+
+ return activate;
+}
+
+void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
+{
+ //cycle all equipped items
+ for (uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
+ {
+ //enchants for the slot being socketed are handled by Player::ApplyItemMods
+ if(slot == exceptslot)
+ continue;
+
+ Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
+
+ if(!pItem || !pItem->GetProto()->Socket[0].Color)
+ continue;
+
+ for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
+ {
+ uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
+ if(!enchant_id)
+ continue;
+
+ SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if(!enchantEntry)
+ continue;
+
+ uint32 condition = enchantEntry->EnchantmentCondition;
+ if(condition)
+ {
+ //was enchant active with/without item?
+ bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
+ //should it now be?
+ if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
+ {
+ // ignore item gem conditions
+ //if state changed, (dis)apply enchant
+ ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
+ }
+ }
+ }
+ }
+}
+
+ //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
+void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
+{
+ //cycle all equipped items
+ for (int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
+ {
+ //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
+ if(slot == exceptslot)
+ continue;
+
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
+
+ if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
+ continue;
+
+ //cycle all (gem)enchants
+ for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
+ {
+ uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
+ if(!enchant_id) //if no enchant go to next enchant(slot)
+ continue;
+
+ SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if(!enchantEntry)
+ continue;
+
+ //only metagems to be (de)activated, so only enchants with condition
+ uint32 condition = enchantEntry->EnchantmentCondition;
+ if(condition)
+ ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
+ }
+ }
+}
+
+void Player::SetBattleGroundEntryPoint()
+{
+ // Taxi path store
+ if (!m_taxi.empty())
+ {
+ m_bgData.mountSpell = 0;
+ m_bgData.taxiPath[0] = m_taxi.GetTaxiSource();
+ m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination();
+
+ // On taxi we don't need check for dungeon
+ m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
+ return;
+ }
+ else
+ {
+ m_bgData.ClearTaxiPath();
+
+ // Mount spell id storing
+ if (IsMounted())
+ {
+ AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOUNTED);
+ if (!auras.empty())
+ m_bgData.mountSpell = (*auras.begin())->GetId();
+ }
+ else
+ m_bgData.mountSpell = 0;
+
+ // If map is dungeon find linked graveyard
+ if(GetMap()->IsDungeon())
+ {
+ if (const WorldSafeLocsEntry* entry = objmgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
+ {
+ m_bgData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f);
+ return;
+ }
+ else
+ sLog.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
+ }
+ // If new entry point is not BG or arena set it
+ else if (!GetMap()->IsBattleGroundOrArena())
+ {
+ m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
+ return;
+ }
+ }
+
+ // In error cases use homebind position
+ m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f);
+}
+
+void Player::LeaveBattleground(bool teleportToEntryPoint)
+{
+ if(BattleGround *bg = GetBattleGround())
+ {
+ bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
+
+ // call after remove to be sure that player resurrected for correct cast
+ if( bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER) )
+ {
+ if( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN )
+ {
+ //lets check if player was teleported from BG and schedule delayed Deserter spell cast
+ if(IsBeingTeleportedFar())
+ {
+ ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER);
+ return;
+ }
+
+ CastSpell(this, 26013, true); // Deserter
+ }
+ }
+ }
+}
+
+bool Player::CanJoinToBattleground() const
+{
+ // check Deserter debuff
+ if (HasAura(26013))
+ return false;
+
+ return true;
+}
+
+bool Player::CanReportAfkDueToLimit()
+{
+ // a player can complain about 15 people per 5 minutes
+ if(m_bgData.bgAfkReportedCount++ >= 15)
+ return false;
+
+ return true;
+}
+
+///This player has been blamed to be inactive in a battleground
+void Player::ReportedAfkBy(Player* reporter)
+{
+ BattleGround *bg = GetBattleGround();
+ if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
+ return;
+
+ // check if player has 'Idle' or 'Inactive' debuff
+ if(m_bgData.bgAfkReporter.find(reporter->GetGUIDLow())==m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit())
+ {
+ m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow());
+ // 3 players have to complain to apply debuff
+ if(m_bgData.bgAfkReporter.size() >= 3)
+ {
+ // cast 'Idle' spell
+ CastSpell(this, 43680, true);
+ m_bgData.bgAfkReporter.clear();
+ }
+ }
+}
+
+WorldLocation Player::GetStartPosition() const
+{
+ PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
+ uint32 mapId = info->mapId;
+ if (getClass() == CLASS_DEATH_KNIGHT && HasSpell(50977))
+ mapId = 0;
+ return WorldLocation(mapId, info->positionX, info->positionY, info->positionZ, 0);
+}
+
+bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance) const
+{
+ // Always can see self
+ if (m_mover == u || this == u)
+ return true;
+
+ // phased visibility (both must phased in same way)
+ if(!InSamePhase(u))
+ return false;
+
+ // player visible for other player if not logout and at same transport
+ // including case when player is out of world
+ bool at_same_transport =
+ GetTransport() && u->GetTypeId() == TYPEID_PLAYER
+ && !GetSession()->PlayerLogout() && !((Player*)u)->GetSession()->PlayerLogout()
+ && !GetSession()->PlayerLoading() && !((Player*)u)->GetSession()->PlayerLoading()
+ && GetTransport() == ((Player*)u)->GetTransport();
+
+ // not in world
+ if(!at_same_transport && (!IsInWorld() || !u->IsInWorld()))
+ return false;
+
+ // forbidden to seen (at GM respawn command)
+ //if(u->GetVisibility() == VISIBILITY_RESPAWN)
+ // return false;
+
+ Map& _map = *u->GetMap();
+ // Grid dead/alive checks
+ // non visible at grid for any stealth state
+ if(!u->IsVisibleInGridForPlayer(this))
+ return false;
+
+ // always seen by owner
+ if(uint64 guid = u->GetCharmerOrOwnerGUID())
+ if(GetGUID() == guid)
+ return true;
+
+ if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT))
+ if(u->GetGUID() == guid)
+ return true;
+
+ // different visible distance checks
+ if(isInFlight()) // what see player in flight
+ {
+ if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
+ return false;
+ }
+ else if(!u->isAlive()) // distance for show body
+ {
+ if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
+ return false;
+ }
+ else if(u->GetTypeId() == TYPEID_PLAYER) // distance for show player
+ {
+ // Players far than max visible distance for player or not in our map are not visible too
+ if (!at_same_transport && !m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
+ return false;
+ }
+ else if(u->GetCharmerOrOwnerGUID()) // distance for show pet/charmed
+ {
+ // Pet/charmed far than max visible distance for player or not in our map are not visible too
+ if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
+ return false;
+ }
+ else // distance for show creature
+ {
+ // Units farther than max visible distance for creature or not in our map are not visible too
+ if (!m_seer->IsWithinDistInMap(u
+ , u->isActiveObject() ? (MAX_VISIBILITY_DISTANCE - (inVisibleList ? 0.0f : World::GetVisibleUnitGreyDistance()))
+ : (_map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f))
+ , is3dDistance))
+ return false;
+ }
+
+ if(u->GetVisibility() == VISIBILITY_OFF)
+ {
+ // GMs see any players, not higher GMs and all units
+ if(isGameMaster())
+ {
+ if(u->GetTypeId() == TYPEID_PLAYER)
+ return ((Player *)u)->GetSession()->GetSecurity() <= GetSession()->GetSecurity();
+ else
+ return true;
+ }
+ return false;
+ }
+
+ // GM's can see everyone with invisibilitymask with less or equal security level
+ if(m_mover->m_invisibilityMask || u->m_invisibilityMask)
+ {
+ if(isGameMaster())
+ {
+ if(u->GetTypeId() == TYPEID_PLAYER)
+ return ((Player*)u)->GetSession()->GetSecurity() <= GetSession()->GetSecurity();
+ else
+ return true;
+ }
+
+ // player see other player with stealth/invisibility only if he in same group or raid or same team (raid/team case dependent from conf setting)
+ if(!m_mover->canDetectInvisibilityOf(u))
+ if(!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(((Player*)u))))
+ return false;
+ }
+
+ // GM invisibility checks early, invisibility if any detectable, so if not stealth then visible
+ if(u->GetVisibility() == VISIBILITY_GROUP_STEALTH && !isGameMaster())
+ {
+ // if player is dead then he can't detect anyone in any cases
+ //do not know what is the use of this detect
+ // stealth and detected and visible for some seconds
+ if(!isAlive())
+ detect = false;
+ if(m_DetectInvTimer < 300 || !HaveAtClient(u))
+ if(!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(((Player*)u))))
+ if(!detect || !m_mover->canDetectStealthOf(u, GetDistance(u)))
+ return false;
+ }
+
+ // If use this server will be too laggy
+ // Now check is target visible with LoS
+ //return u->IsWithinLOS(GetPositionX(),GetPositionY(),GetPositionZ());
+ return true;
+}
+
+bool Player::IsVisibleInGridForPlayer( Player const * pl ) const
+{
+ // gamemaster in GM mode see all, including ghosts
+ if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
+ return true;
+
+ // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
+ if (InBattleGround())
+ {
+ if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
+ return false;
+ return true;
+ }
+
+ // Live player see live player or dead player with not realized corpse
+ if(pl->isAlive() || pl->m_deathTimer > 0)
+ {
+ return isAlive() || m_deathTimer > 0;
+ }
+
+ // Ghost see other friendly ghosts, that's for sure
+ if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
+ return true;
+
+ // Dead player see live players near own corpse
+ if(isAlive())
+ {
+ Corpse *corpse = pl->GetCorpse();
+ if(corpse)
+ {
+ // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
+ if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
+ return true;
+ }
+ }
+
+ // and not see any other
+ return false;
+}
+
+bool Player::IsVisibleGloballyFor( Player* u ) const
+{
+ if(!u)
+ return false;
+
+ // Always can see self
+ if (u==this)
+ return true;
+
+ // Visible units, always are visible for all players
+ if (GetVisibility() == VISIBILITY_ON)
+ return true;
+
+ // GMs are visible for higher gms (or players are visible for gms)
+ if (u->GetSession()->GetSecurity() > SEC_PLAYER)
+ return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
+
+ // non faction visibility non-breakable for non-GMs
+ if (GetVisibility() == VISIBILITY_OFF)
+ return false;
+
+ // non-gm stealth/invisibility not hide from global player lists
+ return true;
+}
+
+template<class T>
+inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target, std::set<Unit*>& v)
+{
+ s64.insert(target->GetGUID());
+}
+
+template<>
+inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target, std::set<Unit*>& v)
+{
+ if(!target->IsTransport())
+ s64.insert(target->GetGUID());
+}
+
+template<>
+inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, Creature* target, std::set<Unit*>& v)
+{
+ s64.insert(target->GetGUID());
+ v.insert(target);
+}
+
+template<>
+inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, Player* target, std::set<Unit*>& v)
+{
+ s64.insert(target->GetGUID());
+ v.insert(target);
+}
+
+template<class T>
+inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/)
+{
+}
+
+template<>
+inline void BeforeVisibilityDestroy<Creature>(Creature* t, Player* p)
+{
+ if (p->GetPetGUID()==t->GetGUID() && ((Creature*)t)->isPet())
+ ((Pet*)t)->Remove(PET_SAVE_NOT_IN_SLOT, true);
+}
+
+void Player::UpdateVisibilityOf(WorldObject* target)
+{
+ if(HaveAtClient(target))
+ {
+ if(!target->isVisibleForInState(this, true))
+ {
+ if (target->GetTypeId()==TYPEID_UNIT)
+ BeforeVisibilityDestroy<Creature>((Creature*)target,this);
+
+ target->DestroyForPlayer(this);
+ m_clientGUIDs.erase(target->GetGUID());
+
+ #ifdef TRINITY_DEBUG
+ if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
+ sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
+ #endif
+ }
+ }
+ else
+ {
+ if(target->isVisibleForInState(this,false))
+ {
+ //if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle)
+ // UpdateVisibilityOf(((Unit*)target)->m_Vehicle);
+
+ target->SendUpdateToPlayer(this);
+ m_clientGUIDs.insert(target->GetGUID());
+
+ #ifdef TRINITY_DEBUG
+ if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
+ sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
+ #endif
+
+ // target aura duration for caster show only if target exist at caster client
+ // send data at target visibility change (adding to client)
+ if(target->isType(TYPEMASK_UNIT))
+ SendInitialVisiblePackets((Unit*)target);
+ }
+ }
+}
+
+void Player::SendInitialVisiblePackets(Unit* target)
+{
+ SendAurasForTarget(target);
+ if(target->isAlive())
+ {
+ if(target->GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
+ target->SendMonsterMoveWithSpeedToCurrentDestination(this);
+ if(target->hasUnitState(UNIT_STAT_MELEE_ATTACKING) && target->getVictim())
+ target->SendMeleeAttackStart(target->getVictim());
+ }
+}
+
+template<class T>
+void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& visibleNow)
+{
+ if(HaveAtClient(target))
+ {
+ if(!target->isVisibleForInState(this,true))
+ {
+ BeforeVisibilityDestroy<T>(target,this);
+
+ target->BuildOutOfRangeUpdateBlock(&data);
+ m_clientGUIDs.erase(target->GetGUID());
+
+ #ifdef TRINITY_DEBUG
+ if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
+ 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));
+ #endif
+ }
+ }
+ else //if(visibleNow.size() < 30 || target->GetTypeId() == TYPEID_UNIT && ((Creature*)target)->IsVehicle())
+ {
+ if(target->isVisibleForInState(this,false))
+ {
+ //if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle)
+ // UpdateVisibilityOf(((Unit*)target)->m_Vehicle, data, visibleNow);
+
+ target->BuildCreateUpdateBlockForPlayer(&data, this);
+ UpdateVisibilityOf_helper(m_clientGUIDs,target,visibleNow);
+
+ #ifdef TRINITY_DEBUG
+ if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
+ 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));
+ #endif
+ }
+ }
+}
+
+template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, std::set<Unit*>& visibleNow);
+template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, std::set<Unit*>& visibleNow);
+template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, std::set<Unit*>& visibleNow);
+template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, std::set<Unit*>& visibleNow);
+template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, std::set<Unit*>& visibleNow);
+
+void Player::InitPrimaryProfessions()
+{
+ SetFreePrimaryProfessions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
+}
+
+Unit * Player::GetSelectedUnit() const
+{
+ if(m_curSelection)
+ return ObjectAccessor::GetUnit(*this, m_curSelection);
+ return NULL;
+}
+
+Player * Player::GetSelectedPlayer() const
+{
+ if(m_curSelection)
+ return ObjectAccessor::GetPlayer(*this, m_curSelection);
+ return NULL;
+}
+
+void Player::SendComboPoints()
+{
+ Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
+ if (combotarget)
+ {
+ WorldPacket data;
+ if(m_mover != this)
+ {
+ data.Initialize(SMSG_PET_UPDATE_COMBO_POINTS, m_mover->GetPackGUID().size()+combotarget->GetPackGUID().size()+1);
+ data.append(m_mover->GetPackGUID());
+ }
+ else
+ data.Initialize(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
+ data.append(combotarget->GetPackGUID());
+ data << uint8(m_comboPoints);
+ GetSession()->SendPacket(&data);
+ }
+}
+
+void Player::AddComboPoints(Unit* target, int8 count, Spell * spell)
+{
+ if(!count)
+ return;
+
+ int8 * comboPoints = spell ? &spell->m_comboPointGain : &m_comboPoints;
+
+ // without combo points lost (duration checked in aura)
+ RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
+
+ if (target->GetGUID() == m_comboTarget)
+ *comboPoints += count;
+ else
+ {
+ if (m_comboTarget)
+ if (Unit* target2 = ObjectAccessor::GetUnit(*this, m_comboTarget))
+ target2->RemoveComboPointHolder(GetGUIDLow());
+
+ // Spells will always add value to m_comboPoints eventualy, so it must be cleared first
+ if (spell)
+ m_comboPoints = 0;
+
+ m_comboTarget = target->GetGUID();
+ *comboPoints = count;
+
+ target->AddComboPointHolder(GetGUIDLow());
+ }
+
+ if (*comboPoints > 5)
+ *comboPoints = 5;
+ else if (*comboPoints < 0)
+ *comboPoints = 0;
+
+ if (!spell)
+ SendComboPoints();
+}
+
+void Player::GainSpellComboPoints(int8 count)
+{
+ if(!count)
+ return;
+
+ m_comboPoints += count;
+ if (m_comboPoints > 5) m_comboPoints = 5;
+ else if (m_comboPoints < 0) m_comboPoints = 0;
+
+ SendComboPoints();
+}
+
+void Player::ClearComboPoints()
+{
+ if(!m_comboTarget)
+ return;
+
+ // without combopoints lost (duration checked in aura)
+ RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
+
+ m_comboPoints = 0;
+
+ SendComboPoints();
+
+ if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
+ target->RemoveComboPointHolder(GetGUIDLow());
+
+ m_comboTarget = 0;
+}
+
+void Player::SetGroup(Group *group, int8 subgroup)
+{
+ if(group == NULL)
+ m_group.unlink();
+ else
+ {
+ // never use SetGroup without a subgroup unless you specify NULL for group
+ assert(subgroup >= 0);
+ m_group.link(group, this);
+ m_group.setSubGroup((uint8)subgroup);
+ }
+}
+
+void Player::SendInitialPacketsBeforeAddToMap()
+{
+ GetSocial()->SendSocialList();
+
+ // guild bank list wtf?
+
+ // Homebind
+ WorldPacket data(SMSG_BINDPOINTUPDATE, 5*4);
+ data << m_homebindX << m_homebindY << m_homebindZ;
+ data << (uint32) m_homebindMapId;
+ data << (uint32) m_homebindZoneId;
+ GetSession()->SendPacket(&data);
+
+ // SMSG_SET_PROFICIENCY
+ // SMSG_SET_PCT_SPELL_MODIFIER
+ // SMSG_SET_FLAT_SPELL_MODIFIER
+ // SMSG_UPDATE_AURA_DURATION
+
+ SendTalentsInfoData(false);
+
+ // SMSG_INSTANCE_DIFFICULTY
+
+ SendInitialSpells();
+
+ data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
+ data << uint32(0); // count, for(count) uint32;
+ GetSession()->SendPacket(&data);
+
+ SendInitialActionButtons();
+ m_reputationMgr.SendInitialReputations();
+ m_achievementMgr.SendAllAchievementData();
+
+ SendEquipmentSetList();
+
+ data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4);
+ data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
+ data << (float)0.01666667f; // game speed
+ data << uint32(0); // added in 3.1.2
+ GetSession()->SendPacket( &data );
+
+ GetReputationMgr().SendForceReactions(); // SMSG_SET_FORCED_REACTIONS
+
+ // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
+ // SMSG_PET_GUIDS
+ // SMSG_UPDATE_WORLD_STATE
+ // SMSG_POWER_UPDATE
+
+}
+
+void Player::SendInitialPacketsAfterAddToMap()
+{
+ // update zone
+ uint32 newzone, newarea;
+ GetZoneAndAreaId(newzone,newarea);
+ UpdateZone(newzone,newarea); // also call SendInitWorldStates();
+
+ ResetTimeSync();
+ SendTimeSync();
+
+ CastSpell(this, 836, true); // LOGINEFFECT
+
+ // set some aura effects that send packet to player client after add player to map
+ // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
+ // same auras state lost at far teleport, send it one more time in this case also
+ static const AuraType auratypes[] =
+ {
+ SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
+ SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
+ SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED, SPELL_AURA_NONE
+ };
+ for (AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
+ {
+ Unit::AuraEffectList const& auraList = GetAuraEffectsByType(*itr);
+ if(!auraList.empty())
+ auraList.front()->HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true);
+ }
+
+ if(HasAuraType(SPELL_AURA_MOD_STUN))
+ SetMovement(MOVE_ROOT);
+
+ // manual send package (have code in HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); that don't must be re-applied.
+ if(HasAuraType(SPELL_AURA_MOD_ROOT))
+ {
+ WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
+ data2.append(GetPackGUID());
+ data2 << (uint32)2;
+ SendMessageToSet(&data2,true);
+ }
+
+ SendAurasForTarget(this);
+ SendEnchantmentDurations(); // must be after add to map
+ SendItemDurations(); // must be after add to map
+}
+
+void Player::SendUpdateToOutOfRangeGroupMembers()
+{
+ if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
+ return;
+ if(Group* group = GetGroup())
+ group->UpdatePlayerOutOfRange(this);
+
+ m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
+ m_auraRaidUpdateMask = 0;
+ if(Pet *pet = GetPet())
+ pet->ResetAuraUpdateMaskForRaid();
+}
+
+void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
+{
+ WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
+ data << uint32(mapid);
+ data << uint8(reason); // transfer abort reason
+ switch(reason)
+ {
+ case TRANSFER_ABORT_INSUF_EXPAN_LVL:
+ case TRANSFER_ABORT_DIFFICULTY:
+ case TRANSFER_ABORT_UNIQUE_MESSAGE:
+ case TRANSFER_ABORT_ZONE_IN_COMBAT:
+ case TRANSFER_ABORT_MAX_PLAYERS:
+ data << uint8(arg);
+ break;
+ }
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendInstanceResetWarning( uint32 mapid, Difficulty difficulty, uint32 time )
+{
+ // type of warning, based on the time remaining until reset
+ uint32 type;
+ if(time > 3600)
+ type = RAID_INSTANCE_WELCOME;
+ else if(time > 900 && time <= 3600)
+ type = RAID_INSTANCE_WARNING_HOURS;
+ else if(time > 300 && time <= 900)
+ type = RAID_INSTANCE_WARNING_MIN;
+ else
+ type = RAID_INSTANCE_WARNING_MIN_SOON;
+
+ WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4);
+ data << uint32(type);
+ data << uint32(mapid);
+ data << uint32(difficulty); // difficulty
+ data << uint32(time);
+ if(type == RAID_INSTANCE_WELCOME)
+ {
+ data << uint8(0); // is your (1)
+ data << uint8(0); // is extended (1), ignored if prev field is 0
+ }
+ GetSession()->SendPacket(&data);
+}
+
+void Player::ApplyEquipCooldown( Item * pItem )
+{
+ for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
+ {
+ _Spell const& spellData = pItem->GetProto()->Spells[i];
+
+ // no spell
+ if( !spellData.SpellId )
+ continue;
+
+ // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
+ if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
+ continue;
+
+ AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
+
+ WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
+ data << pItem->GetGUID();
+ data << uint32(spellData.SpellId);
+ GetSession()->SendPacket(&data);
+ }
+}
+
+void Player::resetSpells(bool myClassOnly)
+{
+ // not need after this call
+ if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
+ RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS,true);
+
+ // make full copy of map (spells removed and marked as deleted at another spell remove
+ // and we can't use original map for safe iterative with visit each spell at loop end
+ PlayerSpellMap smap = GetSpellMap();
+
+ uint32 family;
+
+ if(myClassOnly)
+ {
+ ChrClassesEntry const* clsEntry = sChrClassesStore.LookupEntry(getClass());
+ if(!clsEntry)
+ return;
+ family = clsEntry->spellfamily;
+ }
+
+ for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter)
+ {
+ if(myClassOnly)
+ {
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(iter->first);
+ if(!spellInfo)
+ continue;
+
+ // skip server-side/triggered spells
+ if(spellInfo->spellLevel == 0)
+ continue;
+
+ // skip wrong class/race skills
+ if(!IsSpellFitByClassAndRace(spellInfo->Id))
+ continue;
+
+ // skip other spell families
+ if(spellInfo->SpellFamilyName != family)
+ continue;
+
+ // skip spells with first rank learned as talent (and all talents then also)
+ uint32 first_rank = spellmgr.GetFirstSpellInChain(spellInfo->Id);
+ if(GetTalentSpellCost(first_rank) > 0)
+ continue;
+
+ // skip broken spells
+ if(!SpellMgr::IsSpellValid(spellInfo,this,false))
+ continue;
+ }
+ removeSpell(iter->first,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
+ }
+
+ learnDefaultSpells();
+ learnQuestRewardedSpells();
+}
+
+void Player::learnDefaultSpells()
+{
+ // learn default race/class spells
+ PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
+ for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr)
+ {
+ uint32 tspell = *itr;
+ sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
+ if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
+ addSpell(tspell,true,true,true,false);
+ else // but send in normal spell in game learn case
+ learnSpell(tspell,true);
+ }
+}
+
+void Player::learnQuestRewardedSpells(Quest const* quest)
+{
+ int32 spell_id = quest->GetRewSpellCast();
+ uint32 src_spell_id = quest->GetSrcSpell();
+
+ // skip quests without rewarded spell
+ if( !spell_id )
+ return;
+
+ // if RewSpellCast = -1 we remove aura do to SrcSpell from player.
+ if (spell_id == -1 && src_spell_id)
+ {
+ this->RemoveAurasDueToSpell(src_spell_id);
+ return;
+ }
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
+ if(!spellInfo)
+ return;
+
+ // check learned spells state
+ bool found = false;
+ for (uint8 i = 0; i < 3; ++i)
+ {
+ if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
+ {
+ found = true;
+ break;
+ }
+ }
+
+ // skip quests with not teaching spell or already known spell
+ if(!found)
+ return;
+
+ // prevent learn non first rank unknown profession and second specialization for same profession)
+ uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
+ if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
+ {
+ // not have first rank learned (unlearned prof?)
+ uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
+ if( !HasSpell(first_spell) )
+ return;
+
+ SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
+ if(!learnedInfo)
+ return;
+
+ SpellsRequiringSpellMapBounds spellsRequired = spellmgr.GetSpellsRequiredForSpellBounds(learned_0);
+ for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequired.first; itr2 != spellsRequired.second; ++itr2)
+ {
+ uint32 profSpell = itr2->second;
+
+ // specialization
+ if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0 && profSpell)
+ {
+ // search other specialization for same prof
+ for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
+ {
+ if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
+ continue;
+
+ SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
+ if(!itrInfo)
+ return;
+
+ // compare only specializations
+ if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
+ continue;
+
+ // compare same chain spells
+ if (spellmgr.IsSpellRequiringSpell(itr->first, profSpell))
+ return;
+ }
+ }
+ }
+ }
+
+ CastSpell( this, spell_id, true);
+}
+
+void Player::learnQuestRewardedSpells()
+{
+ // learn spells received from quest completing
+ for (QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
+ {
+ // skip no rewarded quests
+ if(!itr->second.m_rewarded)
+ continue;
+
+ Quest const* quest = objmgr.GetQuestTemplate(itr->first);
+ if( !quest )
+ continue;
+
+ learnQuestRewardedSpells(quest);
+ }
+}
+
+void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )
+{
+ uint32 raceMask = getRaceMask();
+ uint32 classMask = getClassMask();
+ for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
+ {
+ SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
+ if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
+ continue;
+ // Check race if set
+ if (pAbility->racemask && !(pAbility->racemask & raceMask))
+ continue;
+ // Check class if set
+ if (pAbility->classmask && !(pAbility->classmask & classMask))
+ continue;
+
+ if (sSpellStore.LookupEntry(pAbility->spellId))
+ {
+ // need unlearn spell
+ if (skill_value < pAbility->req_skill_value)
+ removeSpell(pAbility->spellId);
+ // need learn
+ else if (!IsInWorld())
+ addSpell(pAbility->spellId,true,true,true,false);
+ else
+ learnSpell(pAbility->spellId,true);
+ }
+ }
+}
+
+void Player::SendAurasForTarget(Unit *target)
+{
+ if(!target || target->GetVisibleAuras()->empty()) // speedup things
+ return;
+
+ WorldPacket data(SMSG_AURA_UPDATE_ALL);
+ data.append(target->GetPackGUID());
+
+ Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
+ for (Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
+ {
+ AuraApplication * auraApp = itr->second;
+ Aura * aura = auraApp->GetBase();
+ data << uint8(auraApp->GetSlot());
+ data << uint32(aura->GetId());
+
+ // flags
+ uint32 flags = auraApp->GetFlags();
+ if (aura->GetMaxDuration() > 0)
+ flags |= AFLAG_DURATION;
+ data << uint8(flags);
+ // level
+ data << uint8(aura->GetCasterLevel());
+ // charges
+ data << uint8(aura->GetStackAmount() > 1 ? aura->GetStackAmount() : (aura->GetCharges()) ? aura->GetCharges() : 1);
+
+ if(!(flags & AFLAG_CASTER))
+ data.appendPackGUID(aura->GetCasterGUID());
+
+ if(flags & AFLAG_DURATION) // include aura duration
+ {
+ data << uint32(aura->GetMaxDuration());
+ data << uint32(aura->GetDuration());
+ }
+ }
+
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SetDailyQuestStatus( uint32 quest_id )
+{
+ for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
+ {
+ if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
+ {
+ SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
+ m_lastDailyQuestTime = time(NULL); // last daily quest time
+ m_DailyQuestChanged = true;
+ break;
+ }
+ }
+}
+
+void Player::ResetDailyQuestStatus()
+{
+ for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
+ SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
+
+ // DB data deleted in caller
+ m_DailyQuestChanged = false;
+ m_lastDailyQuestTime = 0;
+}
+
+BattleGround* Player::GetBattleGround() const
+{
+ if(GetBattleGroundId()==0)
+ return NULL;
+
+ return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID);
+}
+
+bool Player::InArena() const
+{
+ BattleGround *bg = GetBattleGround();
+ if(!bg || !bg->isArena())
+ return false;
+
+ return true;
+}
+
+bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
+{
+ // get a template bg instead of running one
+ BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
+ if(!bg)
+ return false;
+
+ // limit check leel to dbc compatible level range
+ uint32 level = getLevel();
+ if (level > DEFAULT_MAX_LEVEL)
+ level = DEFAULT_MAX_LEVEL;
+
+ if(level < bg->GetMinLevel() || level > bg->GetMaxLevel())
+ return false;
+
+ return true;
+}
+
+float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
+{
+ FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
+ if (!vendor_faction || !vendor_faction->faction)
+ return 1.0f;
+
+ ReputationRank rank = GetReputationRank(vendor_faction->faction);
+ if (rank <= REP_NEUTRAL)
+ return 1.0f;
+
+ return 1.0f - 0.05f* (rank - REP_NEUTRAL);
+}
+
+bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
+{
+ uint32 racemask = getRaceMask();
+ uint32 classmask = getClassMask();
+
+ SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
+ if (bounds.first==bounds.second)
+ return true;
+
+ for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
+ {
+ // skip wrong race skills
+ if (_spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
+ continue;
+
+ // skip wrong class skills
+ if (_spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
+ continue;
+
+ return true;
+ }
+
+ return false;
+}
+
+bool Player::HasQuestForGO(int32 GOId) const
+{
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if (questid == 0)
+ continue;
+
+ QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
+ if (qs_itr == mQuestStatus.end())
+ continue;
+
+ QuestStatusData const& qs = qs_itr->second;
+
+ if (qs.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ Quest const* qinfo = objmgr.GetQuestTemplate(questid);
+ if (!qinfo)
+ continue;
+
+ if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
+ continue;
+
+ for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
+ {
+ if (qinfo->ReqCreatureOrGOId[j] >= 0) //skip non GO case
+ continue;
+
+ if ((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+void Player::UpdateForQuestWorldObjects()
+{
+ if (m_clientGUIDs.empty())
+ return;
+
+ UpdateData udata;
+ WorldPacket packet;
+ for (ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
+ {
+ if (IS_GAMEOBJECT_GUID(*itr))
+ {
+ if (GameObject *obj = HashMapHolder<GameObject>::Find(*itr))
+ obj->BuildValuesUpdateBlockForPlayer(&udata,this);
+ }
+ else if (IS_CRE_OR_VEH_GUID(*itr))
+ {
+ Creature *obj = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr);
+ if (!obj)
+ continue;
+
+ // check if this unit requires quest specific flags
+ if(!obj->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
+ continue;
+
+ SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(obj->GetEntry());
+ for (SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr)
+ if(_itr->second.questStart || _itr->second.questEnd)
+ {
+ obj->BuildCreateUpdateBlockForPlayer(&udata,this);
+ break;
+ }
+ }
+ }
+ udata.BuildPacket(&packet);
+ GetSession()->SendPacket(&packet);
+}
+
+void Player::SummonIfPossible(bool agree)
+{
+ if (!agree)
+ {
+ m_summon_expire = 0;
+ return;
+ }
+
+ // expire and auto declined
+ if (m_summon_expire < time(NULL))
+ return;
+
+ // stop taxi flight at summon
+ if (isInFlight())
+ {
+ GetMotionMaster()->MovementExpired();
+ CleanupAfterTaxiFlight();
+ }
+
+ // drop flag at summon
+ // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
+ if (BattleGround *bg = GetBattleGround())
+ bg->EventPlayerDroppedFlag(this);
+
+ m_summon_expire = 0;
+
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1);
+
+ TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
+}
+
+void Player::RemoveItemDurations(Item *item)
+{
+ for (ItemDurationList::iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
+ {
+ if(*itr == item)
+ {
+ m_itemDuration.erase(itr);
+ break;
+ }
+ }
+}
+
+void Player::AddItemDurations(Item *item)
+{
+ if (item->GetUInt32Value(ITEM_FIELD_DURATION))
+ {
+ m_itemDuration.push_back(item);
+ item->SendTimeUpdate(this);
+ }
+}
+
+void Player::AutoUnequipOffhandIfNeed(bool force /*= false*/)
+{
+ Item *offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
+ if (!offItem)
+ return;
+
+ // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
+ if (!force && (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed())))
+ return;
+
+ ItemPosCountVec off_dest;
+ uint8 off_msg = CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false);
+ if (off_msg == EQUIP_ERR_OK)
+ {
+ RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
+ StoreItem(off_dest, offItem, true);
+ }
+ else
+ {
+ MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
+ CharacterDatabase.BeginTransaction();
+ offItem->DeleteFromInventoryDB(); // deletes item from character's inventory
+ offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
+ CharacterDatabase.CommitTransaction();
+
+ std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
+ MailDraft(subject).AddItem(offItem).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM));
+ }
+}
+
+OutdoorPvP * Player::GetOutdoorPvP() const
+{
+ return sOutdoorPvPMgr.GetOutdoorPvPToZoneId(GetZoneId());
+}
+
+bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
+{
+ if (spellInfo->EquippedItemClass < 0)
+ return true;
+
+ // scan other equipped items for same requirements (mostly 2 daggers/etc)
+ // for optimize check 2 used cases only
+ switch (spellInfo->EquippedItemClass)
+ {
+ case ITEM_CLASS_WEAPON:
+ {
+ for (uint8 i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
+ if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
+ return true;
+ break;
+ }
+ case ITEM_CLASS_ARMOR:
+ {
+ // tabard not have dependent spells
+ for (uint8 i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
+ if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
+ return true;
+
+ // shields can be equipped to offhand slot
+ if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
+ if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
+ return true;
+
+ // ranged slot can have some armor subclasses
+ if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
+ if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
+ return true;
+
+ break;
+ }
+ default:
+ sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
+ break;
+ }
+
+ return false;
+}
+
+bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
+{
+ // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
+ if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
+ HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
+ return true;
+
+ // Check no reagent use mask
+ flag96 noReagentMask;
+ noReagentMask[0] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1);
+ noReagentMask[1] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+1);
+ noReagentMask[2] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+2);
+ if (spellInfo->SpellFamilyFlags & noReagentMask)
+ return true;
+
+ return false;
+}
+
+void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
+{
+ for (AuraMap::iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end();)
+ {
+ Aura * aura = itr->second;
+
+ // skip passive (passive item dependent spells work in another way) and not self applied auras
+ SpellEntry const* spellInfo = aura->GetSpellProto();
+ if(aura->IsPassive() || aura->GetCasterGUID() != GetGUID())
+ {
+ ++itr;
+ continue;
+ }
+
+ // skip if not item dependent or have alternative item
+ if(HasItemFitToSpellReqirements(spellInfo,pItem))
+ {
+ ++itr;
+ continue;
+ }
+
+ // no alt item, remove aura, restart check
+ RemoveOwnedAura(itr);
+ }
+
+ // currently casted spells can be dependent from item
+ for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
+ if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i)))
+ if (spell->getState()!=SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(spell->m_spellInfo,pItem) )
+ InterruptSpell(CurrentSpellTypes(i));
+}
+
+uint32 Player::GetResurrectionSpellId()
+{
+ // search priceless resurrection possibilities
+ uint32 prio = 0;
+ uint32 spell_id = 0;
+ AuraEffectList const& dummyAuras = GetAuraEffectsByType(SPELL_AURA_DUMMY);
+ for (AuraEffectList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
+ {
+ // Soulstone Resurrection // prio: 3 (max, non death persistent)
+ if (prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
+ {
+ switch ((*itr)->GetId())
+ {
+ case 20707: spell_id = 3026; break; // rank 1
+ case 20762: spell_id = 20758; break; // rank 2
+ case 20763: spell_id = 20759; break; // rank 3
+ case 20764: spell_id = 20760; break; // rank 4
+ case 20765: spell_id = 20761; break; // rank 5
+ case 27239: spell_id = 27240; break; // rank 6
+ case 47883: spell_id = 47882; break; // rank 7
+ default:
+ sLog.outError("Unhandled spell %u: S.Resurrection",(*itr)->GetId());
+ continue;
+ }
+
+ prio = 3;
+ }
+ // Twisting Nether // prio: 2 (max)
+ else if ((*itr)->GetId()==23701 && roll_chance_i(10))
+ {
+ prio = 2;
+ spell_id = 23700;
+ }
+ }
+
+ // Reincarnation (passive spell) // prio: 1 // Glyph of Renewed Life
+ if (prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasAura(58059) || HasItemCount(17030,1)))
+ spell_id = 21169;
+
+ return spell_id;
+}
+
+// Used in triggers for check "Only to targets that grant experience or honor" req
+bool Player::isHonorOrXPTarget(Unit* pVictim)
+{
+ uint8 v_level = pVictim->getLevel();
+ uint8 k_grey = Trinity::XP::GetGrayLevel(getLevel());
+
+ // Victim level less gray level
+ if(v_level <= k_grey)
+ return false;
+
+ if(pVictim->GetTypeId() == TYPEID_UNIT)
+ {
+ if (((Creature*)pVictim)->isTotem() ||
+ ((Creature*)pVictim)->isPet() ||
+ ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
+ return false;
+ }
+ return true;
+}
+
+bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
+{
+ bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
+
+ // prepare data for near group iteration (PvP and !PvP cases)
+ uint32 xp = 0;
+ bool honored_kill = false;
+
+ if(Group *pGroup = GetGroup())
+ {
+ uint32 count = 0;
+ uint32 sum_level = 0;
+ Player* member_with_max_level = NULL;
+ Player* not_gray_member_with_max_level = NULL;
+
+ pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
+
+ if(member_with_max_level)
+ {
+ // PvP kills doesn't yield experience
+ // also no XP gained if there is no member below gray level
+ xp = (PvP || !not_gray_member_with_max_level || GetVehicle()) ? 0 : Trinity::XP::Gain(not_gray_member_with_max_level, pVictim);
+
+ /// skip in check PvP case (for speed, not used)
+ bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
+ bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
+ float group_rate = Trinity::XP::xp_in_group_rate(count,is_raid);
+
+ for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player* pGroupGuy = itr->getSource();
+ if(!pGroupGuy)
+ continue;
+
+ if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
+ continue; // member (alive or dead) or his corpse at req. distance
+
+ // honor can be in PvP and !PvP (racial leader) cases (for alive)
+ if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count, -1, true) && pGroupGuy==this)
+ honored_kill = true;
+
+ // xp and reputation only in !PvP case
+ if(!PvP)
+ {
+ float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
+
+ // if is in dungeon then all receive full reputation at kill
+ // rewarded any alive/dead/near_corpse group member
+ pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
+
+ // XP updated only for alive group member
+ if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
+ pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
+ {
+ uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
+
+ // handle SPELL_AURA_MOD_XP_PCT auras
+ Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT);
+ for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
+ itr_xp = uint32(itr_xp*(1.0f + (*i)->GetAmount() / 100.0f));
+
+ pGroupGuy->GiveXP(itr_xp, pVictim);
+ if(Pet* pet = pGroupGuy->GetPet())
+ pet->GivePetXP(itr_xp/2);
+ }
+
+ // quest objectives updated only for alive group member or dead but with not released body
+ if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
+ {
+ // normal creature (not pet/etc) can be only in !PvP case
+ if(pVictim->GetTypeId() == TYPEID_UNIT)
+ pGroupGuy->KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID());
+ }
+ }
+ }
+ }
+ }
+ else // if (!pGroup)
+ {
+ xp = (PvP || GetVehicle()) ? 0 : Trinity::XP::Gain(this, pVictim);
+
+ // honor can be in PvP and !PvP (racial leader) cases
+ if(RewardHonor(pVictim,1, -1, true))
+ honored_kill = true;
+
+ // xp and reputation only in !PvP case
+ if(!PvP)
+ {
+ RewardReputation(pVictim,1);
+
+ // handle SPELL_AURA_MOD_XP_PCT auras
+ Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT);
+ for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
+ xp = uint32(xp*(1.0f + (*i)->GetAmount() / 100.0f));
+
+ GiveXP(xp, pVictim);
+
+ if(Pet* pet = GetPet())
+ pet->GivePetXP(xp);
+
+ // normal creature (not pet/etc) can be only in !PvP case
+ if(pVictim->GetTypeId() == TYPEID_UNIT)
+ KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID());
+ }
+ }
+ return xp || honored_kill;
+}
+
+void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource)
+{
+ if (!pRewardSource)
+ return;
+ uint64 creature_guid = (pRewardSource->GetTypeId() == TYPEID_UNIT) ? pRewardSource->GetGUID() : uint64(0);
+
+ // prepare data for near group iteration
+ if(Group *pGroup = GetGroup())
+ {
+ for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player* pGroupGuy = itr->getSource();
+ if(!pGroupGuy)
+ continue;
+
+ if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
+ continue; // member (alive or dead) or his corpse at req. distance
+
+ // quest objectives updated only for alive group member or dead but with not released body
+ if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
+ pGroupGuy->KilledMonsterCredit(creature_id, creature_guid);
+ }
+ }
+ else // if (!pGroup)
+ KilledMonsterCredit(creature_id, creature_guid);
+}
+
+bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
+{
+ if (!pRewardSource)
+ return false;
+ const WorldObject* player = GetCorpse();
+ if(!player || isAlive())
+ player = this;
+
+ if(player->GetMapId() != pRewardSource->GetMapId() || player->GetInstanceId() != pRewardSource->GetInstanceId())
+ return false;
+
+ return pRewardSource->GetDistance(player) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
+}
+
+uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
+{
+ Item* item = GetWeaponForAttack(attType,true);
+
+ // unarmed only with base attack
+ if(attType != BASE_ATTACK && !item)
+ return 0;
+
+ // weapon skill or (unarmed for base attack and for fist weapons)
+ uint32 skill = (item && item->GetSkill() != SKILL_FIST_WEAPONS) ? item->GetSkill() : uint32(SKILL_UNARMED);
+ return GetBaseSkillValue(skill);
+}
+
+void Player::ResurectUsingRequestData()
+{
+ /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
+ if(IS_PLAYER_GUID(m_resurrectGUID))
+ TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
+
+ //we cannot resurrect player when we triggered far teleport
+ //player will be resurrected upon teleportation
+ if(IsBeingTeleportedFar())
+ {
+ ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER);
+ return;
+ }
+
+ ResurrectPlayer(0.0f,false);
+
+ if(GetMaxHealth() > m_resurrectHealth)
+ SetHealth( m_resurrectHealth );
+ else
+ SetHealth( GetMaxHealth() );
+
+ if(GetMaxPower(POWER_MANA) > m_resurrectMana)
+ SetPower(POWER_MANA, m_resurrectMana );
+ else
+ SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
+
+ SetPower(POWER_RAGE, 0 );
+
+ SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
+
+ SpawnCorpseBones();
+}
+
+void Player::SetClientControl(Unit* target, uint8 allowMove)
+{
+ WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
+ data.append(target->GetPackGUID());
+ data << uint8(allowMove);
+ GetSession()->SendPacket(&data);
+ if(target == this)
+ SetMover(this);
+}
+
+void Player::UpdateZoneDependentAuras( uint32 newZone )
+{
+ // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
+ SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newZone);
+ for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
+ if(itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0))
+ if( !HasAura(itr->second->spellId) )
+ CastSpell(this,itr->second->spellId,true);
+}
+
+void Player::UpdateAreaDependentAuras( uint32 newArea )
+{
+ // remove auras from spells with area limitations
+ for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();)
+ {
+ // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
+ if(spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK)
+ RemoveOwnedAura(iter);
+ else
+ ++iter;
+ }
+
+ // some auras applied at subzone enter
+ SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newArea);
+ for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
+ if(itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea))
+ if( !HasAura(itr->second->spellId) )
+ CastSpell(this,itr->second->spellId,true);
+
+ if(newArea == 4273 && GetVehicle() && GetPositionX() > 400) // Ulduar
+ {
+ switch(GetVehicleBase()->GetEntry())
+ {
+ case 33062:
+ case 33109:
+ case 33060:
+ GetVehicle()->Dismiss();
+ break;
+ }
+ }
+}
+
+uint32 Player::GetCorpseReclaimDelay(bool pvp) const
+{
+ if(pvp)
+ {
+ if(!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP))
+ return copseReclaimDelay[0];
+ }
+ else if(!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
+ return 0;
+
+ time_t now = time(NULL);
+ // 0..2 full period
+ // should be ceil(x)-1 but not floor(x)
+ uint32 count = (now < m_deathExpireTime - 1) ? (m_deathExpireTime - 1 - now)/DEATH_EXPIRE_STEP : 0;
+ return copseReclaimDelay[count];
+}
+
+void Player::UpdateCorpseReclaimDelay()
+{
+ bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
+
+ if ((pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
+ (!pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) ))
+ return;
+
+ time_t now = time(NULL);
+ if(now < m_deathExpireTime)
+ {
+ // full and partly periods 1..3
+ uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
+ if(count < MAX_DEATH_COUNT)
+ m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
+ else
+ m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
+ }
+ else
+ m_deathExpireTime = now+DEATH_EXPIRE_STEP;
+}
+
+void Player::SendCorpseReclaimDelay(bool load)
+{
+ Corpse* corpse = GetCorpse();
+ if(load && !corpse)
+ return;
+
+ bool pvp;
+ if(corpse)
+ pvp = (corpse->GetType() == CORPSE_RESURRECTABLE_PVP);
+ else
+ pvp = (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH);
+
+ uint32 delay;
+ if(load)
+ {
+ if(corpse->GetGhostTime() > m_deathExpireTime)
+ return;
+
+ uint32 count;
+ if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
+ !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
+ {
+ count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
+ if(count>=MAX_DEATH_COUNT)
+ count = MAX_DEATH_COUNT-1;
+ }
+ else
+ count=0;
+
+ time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
+
+ time_t now = time(NULL);
+ if(now >= expected_time)
+ return;
+
+ delay = expected_time-now;
+ }
+ else
+ delay = GetCorpseReclaimDelay(pvp);
+
+ if(!delay) return;
+
+ //! corpse reclaim delay 30 * 1000ms or longer at often deaths
+ WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
+ data << uint32(delay*IN_MILISECONDS);
+ GetSession()->SendPacket( &data );
+}
+
+Player* Player::GetNextRandomRaidMember(float radius)
+{
+ Group *pGroup = GetGroup();
+ if(!pGroup)
+ return NULL;
+
+ std::vector<Player*> nearMembers;
+ nearMembers.reserve(pGroup->GetMembersCount());
+
+ for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player* Target = itr->getSource();
+
+ // IsHostileTo check duel and controlled by enemy
+ if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
+ !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
+ nearMembers.push_back(Target);
+ }
+
+ if (nearMembers.empty())
+ return NULL;
+
+ uint32 randTarget = urand(0,nearMembers.size()-1);
+ return nearMembers[randTarget];
+}
+
+PartyResult Player::CanUninviteFromGroup() const
+{
+ const Group* grp = GetGroup();
+ if(!grp)
+ return PARTY_RESULT_YOU_NOT_IN_GROUP;
+
+ if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
+ return PARTY_RESULT_YOU_NOT_LEADER;
+
+ if(InBattleGround())
+ return PARTY_RESULT_INVITE_RESTRICTED;
+
+ return PARTY_RESULT_OK;
+}
+
+void Player::SetBattleGroundRaid(Group* group, int8 subgroup)
+{
+ //we must move references from m_group to m_originalGroup
+ SetOriginalGroup(GetGroup(), GetSubGroup());
+
+ m_group.unlink();
+ m_group.link(group, this);
+ m_group.setSubGroup((uint8)subgroup);
+}
+
+void Player::RemoveFromBattleGroundRaid()
+{
+ //remove existing reference
+ m_group.unlink();
+ if( Group* group = GetOriginalGroup() )
+ {
+ m_group.link(group, this);
+ m_group.setSubGroup(GetOriginalSubGroup());
+ }
+ SetOriginalGroup(NULL);
+}
+
+void Player::SetOriginalGroup(Group *group, int8 subgroup)
+{
+ if( group == NULL )
+ m_originalGroup.unlink();
+ else
+ {
+ // never use SetOriginalGroup without a subgroup unless you specify NULL for group
+ assert(subgroup >= 0);
+ m_originalGroup.link(group, this);
+ m_originalGroup.setSubGroup((uint8)subgroup);
+ }
+}
+
+void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
+{
+ LiquidData liquid_status;
+ ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
+ if (!res)
+ {
+ m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWARER_INDARKWATER);
+ // Small hack for enable breath in WMO
+ if (IsInWater())
+ m_MirrorTimerFlags|=UNDERWATER_INWATER;
+ return;
+ }
+
+ // All liquids type - check under water position
+ if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME))
+ {
+ if ( res & LIQUID_MAP_UNDER_WATER)
+ m_MirrorTimerFlags |= UNDERWATER_INWATER;
+ else
+ m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
+ }
+
+ // Allow travel in dark water on taxi or transport
+ if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !isInFlight() && !GetTransport())
+ m_MirrorTimerFlags |= UNDERWARER_INDARKWATER;
+ else
+ m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER;
+
+ // in lava check, anywhere in lava level
+ if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA)
+ {
+ if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
+ m_MirrorTimerFlags |= UNDERWATER_INLAVA;
+ else
+ m_MirrorTimerFlags &= ~UNDERWATER_INLAVA;
+ }
+ // in slime check, anywhere in slime level
+ if (liquid_status.type&MAP_LIQUID_TYPE_SLIME)
+ {
+ if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
+ m_MirrorTimerFlags |= UNDERWATER_INSLIME;
+ else
+ m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
+ }
+}
+
+void Player::SetCanParry( bool value )
+{
+ if(m_canParry==value)
+ return;
+
+ m_canParry = value;
+ UpdateParryPercentage();
+}
+
+void Player::SetCanBlock( bool value )
+{
+ if(m_canBlock==value)
+ return;
+
+ m_canBlock = value;
+ UpdateBlockPercentage();
+}
+
+bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
+{
+ for (ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end(); ++itr)
+ if(itr->pos == pos)
+ return true;
+ return false;
+}
+
+//***********************************
+//-------------TRINITY---------------
+//***********************************
+
+void Player::StopCastingBindSight()
+{
+ if(WorldObject* target = GetViewpoint())
+ {
+ if(target->isType(TYPEMASK_UNIT))
+ {
+ ((Unit*)target)->RemoveAura(SPELL_AURA_BIND_SIGHT, GetGUID());
+ ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS, GetGUID());
+ ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS_PET, GetGUID());
+ }
+ }
+}
+
+void Player::SetViewpoint(WorldObject* target, bool apply)
+{
+ if(apply)
+ {
+ sLog.outDebug("Player::CreateViewpoint: Player %s create seer %u (TypeId: %u).", GetName(), target->GetEntry(), target->GetTypeId());
+
+ if(!AddUInt64Value(PLAYER_FARSIGHT, target->GetGUID()))
+ {
+ sLog.outCrash("Player::CreateViewpoint: Player %s cannot add new viewpoint!", GetName());
+ return;
+ }
+
+ // farsight dynobj or puppet may be very far away
+ UpdateVisibilityOf(target);
+
+ if(target->isType(TYPEMASK_UNIT) && !GetVehicle())
+ ((Unit*)target)->AddPlayerToVision(this);
+ }
+ else
+ {
+ sLog.outDebug("Player::CreateViewpoint: Player %s remove seer", GetName());
+
+ if(!RemoveUInt64Value(PLAYER_FARSIGHT, target->GetGUID()))
+ {
+ sLog.outCrash("Player::CreateViewpoint: Player %s cannot remove current viewpoint!", GetName());
+ return;
+ }
+
+ if(target->isType(TYPEMASK_UNIT) && !GetVehicle())
+ ((Unit*)target)->RemovePlayerFromVision(this);
+
+ //must immediately set seer back otherwise may crash
+ m_seer = this;
+
+ //WorldPacket data(SMSG_CLEAR_FAR_SIGHT_IMMEDIATE, 0);
+ //GetSession()->SendPacket(&data);
+ }
+}
+
+WorldObject* Player::GetViewpoint() const
+{
+ if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT))
+ return (WorldObject*)ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_SEER);
+ return NULL;
+}
+
+bool Player::CanUseBattleGroundObject()
+{
+ // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
+ // maybe gameobject code should handle that ForceReaction usage
+ // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
+ return ( //InBattleGround() && // in battleground - not need, check in other cases
+ //!IsMounted() && - not correct, player is dismounted when he clicks on flag
+ //player cannot use object when he is invulnerable (immune)
+ !isTotalImmune() && // not totally immune
+ //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
+ !HasStealthAura() && // not stealthed
+ !HasInvisibilityAura() && // not invisible
+ !HasAura(SPELL_RECENTLY_DROPPED_FLAG) && // can't pickup
+ isAlive() // live player
+ );
+}
+
+bool Player::CanCaptureTowerPoint()
+{
+ return ( !HasStealthAura() && // not stealthed
+ !HasInvisibilityAura() && // not invisible
+ isAlive() // live player
+ );
+}
+
+uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin )
+
+{
+ uint8 level = getLevel();
+
+ if(level > GT_MAX_LEVEL)
+ level = GT_MAX_LEVEL; // max level in this dbc
+
+ uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
+ uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
+ uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
+ uint8 skincolor = GetByteValue(PLAYER_BYTES, 0);
+
+ if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair) && (!newSkin || (newSkin->hair_id == skincolor)))
+ return 0;
+
+ GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
+
+ if(!bsc) // shouldn't happen
+ return 0xFFFFFFFF;
+
+ float cost = 0;
+
+ if(hairstyle != newhairstyle)
+ cost += bsc->cost; // full price
+
+ if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
+ cost += bsc->cost * 0.5f; // +1/2 of price
+
+ if(facialhair != newfacialhair)
+ cost += bsc->cost * 0.75f; // +3/4 of price
+
+ if(newSkin && skincolor != newSkin->hair_id)
+ cost += bsc->cost * 0.75f; // +5/6 of price
+
+ return uint32(cost);
+}
+
+void Player::InitGlyphsForLevel()
+{
+ for (uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
+ if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
+ if(gs->Order)
+ SetGlyphSlot(gs->Order - 1, gs->Id);
+
+ uint8 level = getLevel();
+ uint32 value = 0;
+
+ // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
+ if(level >= 15)
+ value |= (0x01 | 0x02);
+ if(level >= 30)
+ value |= 0x08;
+ if(level >= 50)
+ value |= 0x04;
+ if(level >= 70)
+ value |= 0x10;
+ if(level >= 80)
+ value |= 0x20;
+
+ SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
+}
+
+bool Player::isTotalImmune()
+{
+ AuraEffectList const& immune = GetAuraEffectsByType(SPELL_AURA_SCHOOL_IMMUNITY);
+
+ uint32 immuneMask = 0;
+ for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
+ {
+ immuneMask |= (*itr)->GetMiscValue();
+ if( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity
+ return true;
+ }
+ return false;
+}
+
+bool Player::HasTitle(uint32 bitIndex)
+{
+ if (bitIndex > MAX_TITLE_INDEX)
+ return false;
+
+ uint32 fieldIndexOffset = bitIndex / 32;
+ uint32 flag = 1 << (bitIndex % 32);
+ return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
+}
+
+void Player::SetTitle(CharTitlesEntry const* title, bool lost)
+{
+ uint32 fieldIndexOffset = title->bit_index / 32;
+ uint32 flag = 1 << (title->bit_index % 32);
+
+ if(lost)
+ {
+ if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
+ return;
+
+ RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
+ }
+ else
+ {
+ if(HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
+ return;
+
+ SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
+ }
+
+ WorldPacket data(SMSG_TITLE_EARNED, 4 + 4);
+ data << uint32(title->bit_index);
+ data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost
+ GetSession()->SendPacket(&data);
+}
+
+/*-----------------------TRINITY--------------------------*/
+bool Player::isTotalImmunity()
+{
+ AuraEffectList const& immune = GetAuraEffectsByType(SPELL_AURA_SCHOOL_IMMUNITY);
+
+ for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
+ {
+ if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_ALL) !=0) // total immunity
+ {
+ return true;
+ }
+ if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) !=0) // physical damage immunity
+ {
+ for (AuraEffectList::const_iterator i = immune.begin(); i != immune.end(); ++i)
+ {
+ if (((*i)->GetMiscValue() & SPELL_SCHOOL_MASK_MAGIC) !=0) // magic immunity
+ {
+ return true;
+ }
+ }
+ }
+ }
+ return false;
+}
+
+void Player::UpdateCharmedAI()
+{
+ //This should only called in Player::Update
+ Creature *charmer = (Creature*)GetCharmer();
+
+ //kill self if charm aura has infinite duration
+ if(charmer->IsInEvadeMode())
+ {
+ AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOD_CHARM);
+ for (AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
+ if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent())
+ {
+ charmer->DealDamage(this, GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
+ return;
+ }
+ }
+
+ if(!charmer->isInCombat())
+ GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+
+ Unit *target = getVictim();
+ if(!target || !charmer->canAttack(target))
+ {
+ target = charmer->SelectNearestTarget();
+ if(!target)
+ return;
+
+ GetMotionMaster()->MoveChase(target);
+ Attack(target, true);
+ }
+}
+
+uint32 Player::GetRuneBaseCooldown(uint8 index)
+{
+ uint8 rune = GetBaseRune(index);
+ uint32 cooldown = RUNE_COOLDOWN;
+
+ AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
+ for(AuraEffectList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)
+ {
+ if((*i)->GetMiscValue() == POWER_RUNE && (*i)->GetMiscValueB() == rune)
+ cooldown = cooldown*(100-(*i)->GetAmount())/100;
+ }
+
+ return cooldown;
+}
+
+void Player::RemoveRunesByAuraEffect(AuraEffect const * aura)
+{
+ for(uint8 i = 0; i < MAX_RUNES; ++i)
+ {
+ if (m_runes->runes[i].ConvertAura == aura)
+ {
+ ConvertRune(i, GetBaseRune(i));
+ SetRuneConvertAura(i, NULL);
+ }
+ }
+}
+
+void Player::RestoreBaseRune(uint8 index)
+{
+ AuraEffect const * aura = m_runes->runes[index].ConvertAura;
+ ConvertRune(index, GetBaseRune(index));
+ SetRuneConvertAura(index, NULL);
+ // Don't drop passive talents providing rune convertion
+ if (!aura || aura->GetAuraType() != SPELL_AURA_CONVERT_RUNE)
+ return;
+ for(uint8 i = 0; i < MAX_RUNES; ++i)
+ {
+ if (aura == m_runes->runes[i].ConvertAura)
+ return;
+ }
+ aura->GetBase()->Remove();
+}
+
+void Player::ConvertRune(uint8 index, RuneType newType)
+{
+ SetCurrentRune(index, newType);
+
+ WorldPacket data(SMSG_CONVERT_RUNE, 2);
+ data << uint8(index);
+ data << uint8(newType);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::ResyncRunes(uint8 count)
+{
+ WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
+ for (uint32 i = 0; i < count; ++i)
+ {
+ data << uint8(GetCurrentRune(i)); // rune type
+ data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255)
+ }
+ GetSession()->SendPacket(&data);
+}
+
+void Player::AddRunePower(uint8 index)
+{
+ WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
+ data << uint32(1 << index); // mask (0x00-0x3F probably)
+ GetSession()->SendPacket(&data);
+}
+
+static RuneType runeSlotTypes[MAX_RUNES] = {
+ /*0*/ RUNE_BLOOD,
+ /*1*/ RUNE_BLOOD,
+ /*2*/ RUNE_UNHOLY,
+ /*3*/ RUNE_UNHOLY,
+ /*4*/ RUNE_FROST,
+ /*5*/ RUNE_FROST
+};
+
+void Player::InitRunes()
+{
+ if(getClass() != CLASS_DEATH_KNIGHT)
+ return;
+
+ m_runes = new Runes;
+
+ m_runes->runeState = 0;
+ m_runes->lastUsedRune = RUNE_BLOOD;
+
+ for (uint32 i = 0; i < MAX_RUNES; ++i)
+ {
+ SetBaseRune(i, runeSlotTypes[i]); // init base types
+ SetCurrentRune(i, runeSlotTypes[i]); // init current types
+ SetRuneCooldown(i, 0); // reset cooldowns
+ SetRuneConvertAura(i, NULL);
+ m_runes->SetRuneState(i);
+ }
+
+ for (uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
+ SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
+}
+
+bool Player::IsBaseRuneSlotsOnCooldown(RuneType runeType) const
+{
+ for (uint32 i = 0; i < MAX_RUNES; ++i)
+ if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0)
+ return false;
+
+ return true;
+}
+
+void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast)
+{
+ Loot loot;
+ loot.FillLoot (loot_id,store,this,true);
+
+ uint32 max_slot = loot.GetMaxSlotInLootFor(this);
+ for (uint32 i = 0; i < max_slot; ++i)
+ {
+ LootItem* lootItem = loot.LootItemInSlot(i,this);
+
+ ItemPosCountVec dest;
+ uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
+ if(msg != EQUIP_ERR_OK && slot != NULL_SLOT)
+ msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
+ if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
+ msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
+ if(msg != EQUIP_ERR_OK)
+ {
+ SendEquipError( msg, NULL, NULL );
+ continue;
+ }
+
+ Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
+ SendNewItem(pItem, lootItem->count, false, false, broadcast);
+ }
+}
+
+uint32 Player::CalculateTalentsPoints() const
+{
+ uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9;
+
+ if(getClass() != CLASS_DEATH_KNIGHT || GetMapId() != 609)
+ return uint32(base_talent * sWorld.getRate(RATE_TALENT));
+
+ uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55;
+ talentPointsForLevel += m_questRewardTalentCount;
+
+ if(talentPointsForLevel > base_talent)
+ talentPointsForLevel = base_talent;
+
+ return uint32(talentPointsForLevel * sWorld.getRate(RATE_TALENT));
+}
+
+bool Player::IsKnowHowFlyIn(uint32 mapid, uint32 zone) const
+{
+ // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
+ uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone);
+ return v_map != 571 || HasSpell(54197); // Cold Weather Flying
+}
+
+void Player::learnSpellHighRank(uint32 spellid)
+{
+ learnSpell(spellid,false);
+
+ if(uint32 next = spellmgr.GetNextSpellInChain(spellid))
+ learnSpellHighRank(next);
+}
+
+void Player::_LoadSkills(QueryResult_AutoPtr result)
+{
+ // 0 1 2
+ // SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid));
+
+ uint32 count = 0;
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ uint16 skill = fields[0].GetUInt16();
+ uint16 value = fields[1].GetUInt16();
+ uint16 max = fields[2].GetUInt16();
+
+ SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(skill);
+ if(!pSkill)
+ {
+ sLog.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill);
+ continue;
+ }
+
+ // set fixed skill ranges
+ switch(GetSkillRangeType(pSkill,false))
+ {
+ case SKILL_RANGE_LANGUAGE: // 300..300
+ value = max = 300;
+ break;
+ case SKILL_RANGE_MONO: // 1..1, grey monolite bar
+ value = max = 1;
+ break;
+ default:
+ break;
+ }
+ if(value == 0)
+ {
+ sLog.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill);
+ CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill );
+ continue;
+ }
+
+ // enable unlearn button for primary professions only
+ if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
+ SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,1));
+ else
+ SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,0));
+
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),MAKE_SKILL_VALUE(value, max));
+ SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0);
+
+ mSkillStatus.insert(SkillStatusMap::value_type(skill, SkillStatusData(count, SKILL_UNCHANGED)));
+
+ learnSkillRewardedSpells(skill, value);
+
+ ++count;
+
+ if(count >= PLAYER_MAX_SKILLS) // client limit
+ {
+ sLog.outError("Character %u has more than %u skills.", PLAYER_MAX_SKILLS);
+ break;
+ }
+ } while (result->NextRow());
+ }
+
+ for (; count < PLAYER_MAX_SKILLS; ++count)
+ {
+ SetUInt32Value(PLAYER_SKILL_INDEX(count), 0);
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),0);
+ SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0);
+ }
+
+ // special settings
+ if (getClass() == CLASS_DEATH_KNIGHT)
+ {
+ uint8 base_level = std::min(getLevel(),uint8(sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL)));
+ if (base_level < 1)
+ base_level = 1;
+ uint16 base_skill = (base_level-1)*5; // 270 at starting level 55
+ if (base_skill < 1)
+ base_skill = 1; // skill mast be known and then > 0 in any case
+
+ if (GetPureSkillValue(SKILL_FIRST_AID) < base_skill)
+ SetSkill(SKILL_FIRST_AID,base_skill, base_skill);
+ if (GetPureSkillValue(SKILL_AXES) < base_skill)
+ SetSkill(SKILL_AXES, base_skill,base_skill);
+ if (GetPureSkillValue(SKILL_DEFENSE) < base_skill)
+ SetSkill(SKILL_DEFENSE, base_skill,base_skill);
+ if (GetPureSkillValue(SKILL_POLEARMS) < base_skill)
+ SetSkill(SKILL_POLEARMS, base_skill,base_skill);
+ if (GetPureSkillValue(SKILL_SWORDS) < base_skill)
+ SetSkill(SKILL_SWORDS, base_skill,base_skill);
+ if (GetPureSkillValue(SKILL_2H_AXES) < base_skill)
+ SetSkill(SKILL_2H_AXES, base_skill,base_skill);
+ if (GetPureSkillValue(SKILL_2H_SWORDS) < base_skill)
+ SetSkill(SKILL_2H_SWORDS, base_skill,base_skill);
+ if (GetPureSkillValue(SKILL_UNARMED) < base_skill)
+ SetSkill(SKILL_UNARMED, base_skill,base_skill);
+ }
+}
+
+uint32 Player::GetPhaseMaskForSpawn() const
+{
+ uint32 phase = PHASEMASK_NORMAL;
+ if (!isGameMaster())
+ phase = GetPhaseMask();
+ else
+ {
+ AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE);
+ if (!phases.empty())
+ phase = phases.front()->GetMiscValue();
+ }
+
+ // some aura phases include 1 normal map in addition to phase itself
+ if (uint32 n_phase = phase & ~PHASEMASK_NORMAL)
+ return n_phase;
+
+ return PHASEMASK_NORMAL;
+}
+
+uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
+{
+ ItemPrototype const* pProto = pItem->GetProto();
+
+ // proto based limitations
+ if (uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count))
+ return res;
+
+ // check unique-equipped on gems
+ for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
+ {
+ uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
+ if (!enchant_id)
+ continue;
+ SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if (!enchantEntry)
+ continue;
+
+ ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
+ if (!pGem)
+ continue;
+
+ // include for check equip another gems with same limit category for not equipped item (and then not counted)
+ uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
+ ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;
+
+ if (uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count))
+ return res;
+ }
+
+ return EQUIP_ERR_OK;
+}
+
+uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const
+{
+ // check unique-equipped on item
+ if (itemProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
+ {
+ // there is an equip limit on this item
+ if (HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot))
+ return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
+ }
+
+ // check unique-equipped limit
+ if (itemProto->ItemLimitCategory)
+ {
+ ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
+ if (!limitEntry)
+ return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
+
+ if (limit_count > limitEntry->maxCount)
+ return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; // attempt add too many limit category items (gems)
+
+ // there is an equip limit on this item
+ if (HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot))
+ return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
+ }
+
+ return EQUIP_ERR_OK;
+}
+
+void Player::HandleFall(MovementInfo const& movementInfo)
+{
+ // calculate total z distance of the fall
+ float z_diff = m_lastFallZ - movementInfo.z;
+ //sLog.outDebug("zDiff = %f", z_diff);
+
+ //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
+ // 14.57 can be calculated by resolving damageperc formula below to 0
+ if (z_diff >= 14.57f && !isDead() && !isGameMaster() &&
+ !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
+ !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL) )
+ {
+ //Safe fall, fall height reduction
+ int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
+
+ float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
+
+ if (damageperc > 0)
+ {
+ uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL));
+
+ float height = movementInfo.z;
+ UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
+
+ if (damage > 0)
+ {
+ //Prevent fall damage from being more than the player maximum health
+ if (damage > GetMaxHealth())
+ damage = GetMaxHealth();
+
+ // Gust of Wind
+ if (HasAura(43621))
+ damage = GetMaxHealth()/2;
+
+ uint32 original_health = GetHealth();
+ uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage);
+
+ // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
+ if (isAlive() && final_damage < original_health)
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
+ }
+
+ //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
+ DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall);
+ }
+ }
+ RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_LANDING); // No fly zone - Parachute
+}
+
+void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/ )
+{
+ GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1, miscvalue2, unit, time);
+}
+
+void Player::CompletedAchievement(AchievementEntry const* entry)
+{
+ GetAchievementMgr().CompletedAchievement(entry);
+}
+
+void Player::LearnTalent(uint32 talentId, uint32 talentRank)
+{
+ uint32 CurTalentPoints = GetFreeTalentPoints();
+
+ if(CurTalentPoints == 0)
+ return;
+
+ if (talentRank >= MAX_TALENT_RANK)
+ return;
+
+ TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentId );
+
+ if(!talentInfo)
+ return;
+
+ TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
+
+ if(!talentTabInfo)
+ return;
+
+ // prevent learn talent for different class (cheating)
+ if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
+ return;
+
+ // find current max talent rank (0~5)
+ uint8 curtalent_maxrank = 0; // 0 = not learned any rank
+ for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
+ {
+ if(talentInfo->RankID[rank] && HasSpell(talentInfo->RankID[rank]))
+ {
+ curtalent_maxrank = (rank + 1);
+ break;
+ }
+ }
+
+ // we already have same or higher talent rank learned
+ if(curtalent_maxrank >= (talentRank + 1))
+ return;
+
+ // check if we have enough talent points
+ if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
+ return;
+
+ // Check if it requires another talent
+ if (talentInfo->DependsOn > 0)
+ {
+ if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
+ {
+ bool hasEnoughRank = false;
+ for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++)
+ {
+ if (depTalentInfo->RankID[rank] != 0)
+ if (HasSpell(depTalentInfo->RankID[rank]))
+ hasEnoughRank = true;
+ }
+ if (!hasEnoughRank)
+ return;
+ }
+ }
+
+ // Find out how many points we have in this field
+ uint32 spentPoints = 0;
+
+ uint32 tTab = talentInfo->TalentTab;
+ if (talentInfo->Row > 0)
+ {
+ uint32 numRows = sTalentStore.GetNumRows();
+ for (uint32 i = 0; i < numRows; i++) // Loop through all talents.
+ {
+ // Someday, someone needs to revamp
+ const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
+ if (tmpTalent) // the way talents are tracked
+ {
+ if (tmpTalent->TalentTab == tTab)
+ {
+ for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++)
+ {
+ if (tmpTalent->RankID[rank] != 0)
+ {
+ if (HasSpell(tmpTalent->RankID[rank]))
+ {
+ spentPoints += (rank + 1);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // not have required min points spent in talent tree
+ if(spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
+ return;
+
+ // spell not set in talent.dbc
+ uint32 spellid = talentInfo->RankID[talentRank];
+ if( spellid == 0 )
+ {
+ sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
+ return;
+ }
+
+ // already known
+ if(HasSpell(spellid))
+ return;
+
+ // learn! (other talent ranks will unlearned at learning)
+ learnSpell(spellid, false);
+ AddTalent(spellid, m_activeSpec, true);
+
+ sLog.outDetail("TalentID: %u Rank: %u Spell: %u Spec: %u\n", talentId, talentRank, spellid, m_activeSpec);
+
+ // update free talent points
+ SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
+}
+
+void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
+{
+ Pet *pet = GetPet();
+
+ if(!pet)
+ return;
+
+ if(petGuid != pet->GetGUID())
+ return;
+
+ uint32 CurTalentPoints = pet->GetFreeTalentPoints();
+
+ if(CurTalentPoints == 0)
+ return;
+
+ if (talentRank >= MAX_PET_TALENT_RANK)
+ return;
+
+ TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
+
+ if(!talentInfo)
+ return;
+
+ TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
+
+ if(!talentTabInfo)
+ return;
+
+ CreatureInfo const *ci = pet->GetCreatureInfo();
+
+ if(!ci)
+ return;
+
+ CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
+
+ if(!pet_family)
+ return;
+
+ if(pet_family->petTalentType < 0) // not hunter pet
+ return;
+
+ // prevent learn talent for different family (cheating)
+ if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
+ return;
+
+ // find current max talent rank (0~5)
+ uint8 curtalent_maxrank = 0; // 0 = not learned any rank
+ for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
+ {
+ if(talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank]))
+ {
+ curtalent_maxrank = (rank + 1);
+ break;
+ }
+ }
+
+ // we already have same or higher talent rank learned
+ if(curtalent_maxrank >= (talentRank + 1))
+ return;
+
+ // check if we have enough talent points
+ if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
+ return;
+
+ // Check if it requires another talent
+ if (talentInfo->DependsOn > 0)
+ {
+ if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
+ {
+ bool hasEnoughRank = false;
+ for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++)
+ {
+ if (depTalentInfo->RankID[rank] != 0)
+ if (pet->HasSpell(depTalentInfo->RankID[rank]))
+ hasEnoughRank = true;
+ }
+ if (!hasEnoughRank)
+ return;
+ }
+ }
+
+ // Find out how many points we have in this field
+ uint32 spentPoints = 0;
+
+ uint32 tTab = talentInfo->TalentTab;
+ if (talentInfo->Row > 0)
+ {
+ uint32 numRows = sTalentStore.GetNumRows();
+ for (uint32 i = 0; i < numRows; ++i) // Loop through all talents.
+ {
+ // Someday, someone needs to revamp
+ const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
+ if (tmpTalent) // the way talents are tracked
+ {
+ if (tmpTalent->TalentTab == tTab)
+ {
+ for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++)
+ {
+ if (tmpTalent->RankID[rank] != 0)
+ {
+ if (pet->HasSpell(tmpTalent->RankID[rank]))
+ {
+ spentPoints += (rank + 1);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // not have required min points spent in talent tree
+ if(spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
+ return;
+
+ // spell not set in talent.dbc
+ uint32 spellid = talentInfo->RankID[talentRank];
+ if( spellid == 0 )
+ {
+ sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
+ return;
+ }
+
+ // already known
+ if(pet->HasSpell(spellid))
+ return;
+
+ // learn! (other talent ranks will unlearned at learning)
+ pet->learnSpell(spellid);
+ sLog.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
+
+ // update free talent points
+ pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
+}
+
+void Player::UpdateKnownCurrencies(uint32 itemId, bool apply)
+{
+ if(CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId))
+ {
+ if(apply)
+ SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
+ else
+ RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
+ }
+}
+
+void Player::UpdateFallInformationIfNeed( MovementInfo const& minfo,uint16 opcode )
+{
+ if (m_lastFallTime >= minfo.fallTime || m_lastFallZ <=minfo.z || opcode == MSG_MOVE_FALL_LAND)
+ SetFallInformation(minfo.fallTime, minfo.z);
+}
+
+void Player::UnsummonPetTemporaryIfAny()
+{
+ Pet* pet = GetPet();
+ if(!pet)
+ return;
+
+ if(!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() )
+ {
+ m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
+ m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL);
+ }
+
+ RemovePet(pet, PET_SAVE_AS_CURRENT);
+}
+
+void Player::ResummonPetTemporaryUnSummonedIfAny()
+{
+ if(!m_temporaryUnsummonedPetNumber)
+ return;
+
+ // not resummon in not appropriate state
+ if(IsPetNeedBeTemporaryUnsummoned())
+ return;
+
+ if(GetPetGUID())
+ return;
+
+ Pet* NewPet = new Pet(this);
+ if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
+ delete NewPet;
+
+ m_temporaryUnsummonedPetNumber = 0;
+}
+
+bool Player::canSeeSpellClickOn(Creature const *c) const
+{
+ if(!c->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
+ return false;
+
+ SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(c->GetEntry());
+ if(clickPair.first == clickPair.second)
+ return true;
+
+ for (SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
+ if(itr->second.IsFitToRequirements(this, c))
+ return true;
+
+ return false;
+}
+
+void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
+{
+ *data << uint32(GetFreeTalentPoints()); // unspentTalentPoints
+ *data << uint8(m_specsCount); // talent group count (0, 1 or 2)
+ *data << uint8(m_activeSpec); // talent group index (0 or 1)
+
+ if(m_specsCount)
+ {
+ // loop through all specs (only 1 for now)
+ for (uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx)
+ {
+ uint8 talentIdCount = 0;
+ size_t pos = data->wpos();
+ *data << uint8(talentIdCount); // [PH], talentIdCount
+
+ // find class talent tabs (all players have 3 talent tabs)
+ uint32 const* talentTabIds = GetTalentTabPages(getClass());
+
+ for (uint8 i = 0; i < 3; ++i)
+ {
+ uint32 talentTabId = talentTabIds[i];
+
+ for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
+ {
+ TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
+ if(!talentInfo)
+ continue;
+
+ // skip another tab talents
+ if(talentInfo->TalentTab != talentTabId)
+ continue;
+
+ // find max talent rank (0~4)
+ int8 curtalent_maxrank = -1;
+ for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
+ {
+ if(talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], specIdx))
+ {
+ curtalent_maxrank = rank;
+ break;
+ }
+ }
+
+ // not learned talent
+ if(curtalent_maxrank < 0)
+ continue;
+
+ *data << uint32(talentInfo->TalentID); // Talent.dbc
+ *data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
+
+ ++talentIdCount;
+ }
+ }
+
+ data->put<uint8>(pos, talentIdCount); // put real count
+
+ *data << uint8(MAX_GLYPH_SLOT_INDEX); // glyphs count
+
+ for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
+ *data << uint16(m_Glyphs[specIdx][i]); // GlyphProperties.dbc
+ }
+ }
+}
+
+void Player::BuildPetTalentsInfoData(WorldPacket *data)
+{
+ uint32 unspentTalentPoints = 0;
+ size_t pointsPos = data->wpos();
+ *data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints
+
+ uint8 talentIdCount = 0;
+ size_t countPos = data->wpos();
+ *data << uint8(talentIdCount); // [PH], talentIdCount
+
+ Pet *pet = GetPet();
+ if(!pet)
+ return;
+
+ unspentTalentPoints = pet->GetFreeTalentPoints();
+
+ data->put<uint32>(pointsPos, unspentTalentPoints); // put real points
+
+ CreatureInfo const *ci = pet->GetCreatureInfo();
+ if(!ci)
+ return;
+
+ CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
+ if(!pet_family || pet_family->petTalentType < 0)
+ return;
+
+ for (uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
+ {
+ TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId );
+ if(!talentTabInfo)
+ continue;
+
+ if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
+ continue;
+
+ for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
+ {
+ TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
+ if(!talentInfo)
+ continue;
+
+ // skip another tab talents
+ if(talentInfo->TalentTab != talentTabId)
+ continue;
+
+ // find max talent rank (0~4)
+ int8 curtalent_maxrank = -1;
+ for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
+ {
+ if(talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank]))
+ {
+ curtalent_maxrank = rank;
+ break;
+ }
+ }
+
+ // not learned talent
+ if(curtalent_maxrank < 0)
+ continue;
+
+ *data << uint32(talentInfo->TalentID); // Talent.dbc
+ *data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
+
+ ++talentIdCount;
+ }
+
+ data->put<uint8>(countPos, talentIdCount); // put real count
+
+ break;
+ }
+}
+
+void Player::SendTalentsInfoData(bool pet)
+{
+ WorldPacket data(SMSG_TALENTS_INFO, 50);
+ data << uint8(pet ? 1 : 0);
+ if(pet)
+ BuildPetTalentsInfoData(&data);
+ else
+ BuildPlayerTalentsInfoData(&data);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::BuildEnchantmentsInfoData(WorldPacket *data)
+{
+ uint32 slotUsedMask = 0;
+ size_t slotUsedMaskPos = data->wpos();
+ *data << uint32(slotUsedMask); // slotUsedMask < 0x80000
+
+ for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+
+ if(!item)
+ continue;
+
+ slotUsedMask |= (1 << i);
+
+ *data << uint32(item->GetEntry()); // item entry
+
+ uint16 enchantmentMask = 0;
+ size_t enchantmentMaskPos = data->wpos();
+ *data << uint16(enchantmentMask); // enchantmentMask < 0x1000
+
+ for (uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
+ {
+ uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j));
+
+ if(!enchId)
+ continue;
+
+ enchantmentMask |= (1 << j);
+
+ *data << uint16(enchId); // enchantmentId?
+ }
+
+ data->put<uint16>(enchantmentMaskPos, enchantmentMask);
+
+ *data << uint16(0); // unknown
+ data->appendPackGUID(item->GetUInt64Value(ITEM_FIELD_CREATOR)); // item creator
+ *data << uint32(0); // seed?
+ }
+
+ data->put<uint32>(slotUsedMaskPos, slotUsedMask);
+}
+
+void Player::SendEquipmentSetList()
+{
+ uint32 count = 0;
+ WorldPacket data(SMSG_EQUIPMENT_SET_LIST, 4);
+ size_t count_pos = data.wpos();
+ data << uint32(count); // count placeholder
+ for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
+ {
+ if(itr->second.state==EQUIPMENT_SET_DELETED)
+ continue;
+ data.appendPackGUID(itr->second.Guid);
+ data << uint32(itr->first);
+ data << itr->second.Name;
+ data << itr->second.IconName;
+ for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ data.appendPackGUID(MAKE_NEW_GUID(itr->second.Items[i], 0, HIGHGUID_ITEM));
+
+ ++count; // client have limit but it checked at loading and set
+ }
+ data.put<uint32>(count_pos, count);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset)
+{
+ if(eqset.Guid != 0)
+ {
+ bool found = false;
+
+ for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
+ {
+ if((itr->second.Guid == eqset.Guid) && (itr->first == index))
+ {
+ found = true;
+ break;
+ }
+ }
+
+ if(!found) // something wrong...
+ {
+ sLog.outError("Player %s tried to save equipment set "UI64FMTD" (index %u), but that equipment set not found!", GetName(), eqset.Guid, index);
+ return;
+ }
+ }
+
+ EquipmentSet& eqslot = m_EquipmentSets[index];
+
+ EquipmentSetUpdateState old_state = eqslot.state;
+
+ eqslot = eqset;
+
+ if(eqset.Guid == 0)
+ {
+ eqslot.Guid = objmgr.GenerateEquipmentSetGuid();
+
+ WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1);
+ data << uint32(index);
+ data.appendPackGUID(eqslot.Guid);
+ GetSession()->SendPacket(&data);
+ }
+
+ eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED;
+}
+
+void Player::_SaveEquipmentSets()
+{
+ for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();)
+ {
+ uint32 index = itr->first;
+ EquipmentSet& eqset = itr->second;
+ switch(eqset.state)
+ {
+ case EQUIPMENT_SET_UNCHANGED:
+ ++itr;
+ break; // nothing do
+ case EQUIPMENT_SET_CHANGED:
+ CharacterDatabase.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD"' AND setindex='%u'",
+ eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
+ eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18], GetGUIDLow(), eqset.Guid, index);
+ eqset.state = EQUIPMENT_SET_UNCHANGED;
+ ++itr;
+ break;
+ case EQUIPMENT_SET_NEW:
+ CharacterDatabase.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
+ GetGUIDLow(), eqset.Guid, index, eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
+ eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18]);
+ eqset.state = EQUIPMENT_SET_UNCHANGED;
+ ++itr;
+ break;
+ case EQUIPMENT_SET_DELETED:
+ CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD, eqset.Guid);
+ m_EquipmentSets.erase(itr++);
+ break;
+ }
+ }
+}
+
+void Player::_SaveBGData()
+{
+ CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow());
+ if (m_bgData.bgInstanceID)
+ {
+ /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
+ CharacterDatabase.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')",
+ GetGUIDLow(), m_bgData.bgInstanceID, m_bgData.bgTeam, m_bgData.joinPos.GetPositionX(), m_bgData.joinPos.GetPositionY(), m_bgData.joinPos.GetPositionZ(),
+ m_bgData.joinPos.GetOrientation(), m_bgData.joinPos.GetMapId(), m_bgData.taxiPath[0], m_bgData.taxiPath[1], m_bgData.mountSpell);
+ }
+}
+
+void Player::DeleteEquipmentSet(uint64 setGuid)
+{
+ for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
+ {
+ if(itr->second.Guid == setGuid)
+ {
+ if(itr->second.state == EQUIPMENT_SET_NEW)
+ m_EquipmentSets.erase(itr);
+ else
+ itr->second.state = EQUIPMENT_SET_DELETED;
+ break;
+ }
+ }
+}
+
+void Player::RemoveAtLoginFlag( AtLoginFlags f, bool in_db_also /*= false*/ )
+{
+ m_atLoginFlags &= ~f;
+
+ if(in_db_also)
+ CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f), GetGUIDLow());
+}
+
+void Player::SendClearCooldown( uint32 spell_id, Unit* target )
+{
+ WorldPacket data(SMSG_CLEAR_COOLDOWN, 4+8);
+ data << uint32(spell_id);
+ data << uint64(target->GetGUID());
+ SendDirectMessage(&data);
+}
+
+void Player::ResetMap()
+{
+ // this may be called during Map::Update
+ // after decrement+unlink, ++m_mapRefIter will continue correctly
+ // when the first element of the list is being removed
+ // nocheck_prev will return the padding element of the RefManager
+ // instead of NULL in the case of prev
+ GetMap()->UpdateIteratorBack(this);
+ Unit::ResetMap();
+ GetMapRef().unlink();
+}
+
+void Player::SetMap(Map * map)
+{
+ Unit::SetMap(map);
+ m_mapRef.link(map, this);
+}
+
+void Player::_LoadGlyphs(QueryResult_AutoPtr result)
+{
+ // SetPQuery(PLAYER_LOGIN_QUERY_LOADGLYPHS, "SELECT spec, glyph1, glyph2, glyph3, glyph4, glyph5, glyph6 from character_glyphs WHERE guid = '%u'", GUID_LOPART(m_guid));
+ if (!result)
+ return;
+
+ do
+ {
+ Field *fields = result->Fetch();
+
+ uint8 spec = fields[0].GetUInt8();
+ if (spec >= m_specsCount)
+ continue;
+
+ m_Glyphs[spec][0] = fields[1].GetUInt32();
+ m_Glyphs[spec][1] = fields[2].GetUInt32();
+ m_Glyphs[spec][2] = fields[3].GetUInt32();
+ m_Glyphs[spec][3] = fields[4].GetUInt32();
+ m_Glyphs[spec][4] = fields[5].GetUInt32();
+ m_Glyphs[spec][5] = fields[6].GetUInt32();
+
+ } while (result->NextRow());
+}
+
+void Player::_SaveGlyphs()
+{
+ CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid='%u'",GetGUIDLow());
+ for (uint8 spec = 0; spec < m_specsCount; ++spec)
+ {
+ CharacterDatabase.PExecute("INSERT INTO character_glyphs VALUES('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
+ GetGUIDLow(), spec, m_Glyphs[spec][0], m_Glyphs[spec][1], m_Glyphs[spec][2], m_Glyphs[spec][3], m_Glyphs[spec][4], m_Glyphs[spec][5]);
+ }
+}
+
+void Player::_LoadTalents(QueryResult_AutoPtr result)
+{
+ // SetPQuery(PLAYER_LOGIN_QUERY_LOADTALENTS, "SELECT spell, spec FROM character_talent WHERE guid = '%u'", GUID_LOPART(m_guid));
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ AddTalent(fields[0].GetUInt32(), fields[1].GetUInt32(), false);
+ }
+ while( result->NextRow() );
+ }
+}
+
+void Player::_SaveTalents()
+{
+ for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
+ {
+ for (PlayerTalentMap::iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end();)
+ {
+ if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
+ CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' and spell = '%u' and spec = '%u'", GetGUIDLow(), itr->first, itr->second->spec);
+
+ if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
+ CharacterDatabase.PExecute("INSERT INTO character_talent (guid,spell,spec) VALUES ('%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->spec);
+
+ if (itr->second->state == PLAYERSPELL_REMOVED)
+ {
+ delete itr->second;
+ m_talents[i]->erase(itr++);
+ }
+ else
+ {
+ itr->second->state = PLAYERSPELL_UNCHANGED;
+ ++itr;
+ }
+ }
+ }
+}
+
+void Player::UpdateSpecCount(uint8 count)
+{
+ if (GetSpecsCount() == count)
+ return;
+
+ if (count == MIN_TALENT_SPECS)
+ {
+ _SaveActions(); // make sure the button list is cleaned up
+ // active spec becomes only spec?
+ CharacterDatabase.PExecute("DELETE FROM character_action WHERE spec<>'%u' AND guid='%u'",m_activeSpec, GetGUIDLow());
+ m_activeSpec = 0;
+ }
+ else if (count == MAX_TALENT_SPECS)
+ {
+ _SaveActions(); // make sure the button list is cleaned up
+ for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); ++itr)
+ CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,spec) VALUES ('%u', '%u', '%u', '%u', '%u')",
+ GetGUIDLow(), uint32(itr->first), uint32(itr->second.GetAction()), uint32(itr->second.GetType()), 1);
+ }
+ else
+ return;
+
+ SetSpecsCount(count);
+
+ SendTalentsInfoData(false);
+}
+
+void Player::ActivateSpec(uint8 spec)
+{
+ if (GetActiveSpec() == spec)
+ return;
+
+ if (GetSpecsCount() != MAX_TALENT_SPECS)
+ return;
+
+ if (GetMap()->IsBattleGround() && !HasAura(44521)) // In BattleGround with no Preparation buff
+ return;
+
+ _SaveActions();
+
+ if (IsNonMeleeSpellCasted(false))
+ InterruptNonMeleeSpells(false);
+
+ // "Hunter pets should have their talents refunded when a hunter switches talent specs, even if they are dismissed at the time."
+ if (getClass() == CLASS_HUNTER)
+ Pet::resetTalentsForAllPetsOf(this, GetPet());
+
+ UnsummonPetTemporaryIfAny();
+ ClearComboPointHolders();
+ ClearAllReactives();
+ UnsummonAllTotems();
+ RemoveAllControlled();
+ /*RemoveAllAurasOnDeath();
+ if (GetPet())
+ GetPet()->RemoveAllAurasOnDeath();*/
+
+ //RemoveAllAuras(this->GetGUID(), NULL, false, true); // removes too many auras
+ //ExitVehicle(); // should be impossible to switch specs from inside a vehicle..
+
+ for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
+ {
+ TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
+
+ if (!talentInfo)
+ continue;
+
+ TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
+
+ if (!talentTabInfo)
+ continue;
+
+ // unlearn only talents for character class
+ // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
+ // to prevent unexpected lost normal learned spell skip another class talents
+ if ((getClassMask() & talentTabInfo->ClassMask) == 0)
+ continue;
+
+ for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
+ {
+ // skip non-existant talent ranks
+ if (talentInfo->RankID[rank] == 0)
+ continue;
+ removeSpell(talentInfo->RankID[rank], true); // removes the talent, and all dependant, learned, and chained spells..
+ if (const SpellEntry *_spellEntry = sSpellStore.LookupEntry(talentInfo->RankID[rank]))
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) // search through the SpellEntry for valid trigger spells
+ if (_spellEntry->EffectTriggerSpell[i] > 0 && _spellEntry->Effect[i] == SPELL_EFFECT_LEARN_SPELL)
+ removeSpell(_spellEntry->EffectTriggerSpell[i], true); // and remove any spells that the talent teaches
+ // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted
+ //PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]);
+ //if (plrTalent != m_talents[m_activeSpec]->end())
+ // plrTalent->second->state = PLAYERSPELL_REMOVED;
+ }
+ }
+
+ // set glyphs
+ for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
+ // remove secondary glyph
+ if (uint32 oldglyph = m_Glyphs[m_activeSpec][slot])
+ if (GlyphPropertiesEntry const *old_gp = sGlyphPropertiesStore.LookupEntry(oldglyph))
+ RemoveAurasDueToSpell(old_gp->SpellId);
+
+ SetActiveSpec(spec);
+ uint32 spentTalents = 0;
+
+ for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
+ {
+ TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
+
+ if (!talentInfo)
+ continue;
+
+ TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
+
+ if (!talentTabInfo)
+ continue;
+
+ // learn only talents for character class
+ if ((getClassMask() & talentTabInfo->ClassMask) == 0)
+ continue;
+
+ // learn highest talent rank that exists in newly activated spec
+ for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
+ {
+ // skip non-existant talent ranks
+ if (talentInfo->RankID[rank] == 0)
+ continue;
+ // if the talent can be found in the newly activated PlayerTalentMap
+ if (HasTalent(talentInfo->RankID[rank], m_activeSpec))
+ {
+ learnSpell(talentInfo->RankID[rank], false); // add the talent to the PlayerSpellMap
+ spentTalents += (rank + 1); // increment the spentTalents count
+ }
+ }
+ }
+
+ // set glyphs
+ for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
+ {
+ uint32 glyph = m_Glyphs[m_activeSpec][slot];
+
+ // apply primary glyph
+ if (glyph)
+ if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
+ CastSpell(this, gp->SpellId, true);
+
+ SetGlyph(slot, glyph);
+ }
+
+ m_usedTalentCount = spentTalents;
+ InitTalentForLevel();
+
+ // Let client clear his current Actions
+ SendActionButtons(2);
+ m_actionButtons.clear();
+ if (QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' AND spec = '%u' ORDER BY button", GetGUIDLow(), m_activeSpec))
+ _LoadActions(result, false);
+
+ ResummonPetTemporaryUnSummonedIfAny();
+ SendActionButtons(1);
+
+ Powers pw = getPowerType();
+ if (pw != POWER_MANA)
+ SetPower(POWER_MANA, 0); // Mana must be 0 even if it isn't the active power type.
+
+ SetPower(pw, 0);
+}
+
+void Player::ResetTimeSync()
+{
+ m_timeSyncCount = 0;
+ m_timeSyncTimer = 0;
+}
+
+void Player::SendTimeSync()
+{
+ WorldPacket data(SMSG_TIME_SYNC_REQ, 4);
+ data << uint32(m_timeSyncCount++);
+ GetSession()->SendPacket(&data);
+
+ // Send another opcode in 10s again
+ m_timeSyncTimer = 10000;
+}
+
+void Player::SetReputation(uint32 factionentry, uint32 value)
+{
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(factionentry),value);
+}
+uint32 Player::GetReputation(uint32 factionentry)
+{
+ return GetReputationMgr().GetReputation(sFactionStore.LookupEntry(factionentry));
+}
+std::string Player::GetGuildName()
+{
+ return objmgr.GetGuildById(GetGuildId())->GetName();
+}
+
+void Player::SendDuelCountdown(uint32 counter)
+{
+ WorldPacket data(SMSG_DUEL_COUNTDOWN, 4);
+ data << uint32(counter); // seconds
+ GetSession()->SendPacket(&data);
+}
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