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-rw-r--r--src/game/Player.cpp594
1 files changed, 375 insertions, 219 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp
index 11ffba972a3..b00273b65c4 100644
--- a/src/game/Player.cpp
+++ b/src/game/Player.cpp
@@ -54,6 +54,7 @@
#include "Transports.h"
#include "Weather.h"
#include "BattleGround.h"
+#include "BattleGroundAV.h"
#include "BattleGroundMgr.h"
#include "OutdoorPvP.h"
#include "OutdoorPvPMgr.h"
@@ -545,7 +546,7 @@ bool Player::Create( uint32 guidlow, std::string name, uint8 race, uint8 class_,
}
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE );
- SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f );
+ SetFloatValue(UNIT_FIELD_COMBATREACH, DEFAULT_WORLD_OBJECT_SIZE );
switch(gender)
{
@@ -565,7 +566,9 @@ bool Player::Create( uint32 guidlow, std::string name, uint8 race, uint8 class_,
setFactionForRace(m_race);
- SetUInt32Value(UNIT_FIELD_BYTES_0, ( ( race ) | ( class_ << 8 ) | ( gender << 16 ) | ( powertype << 24 ) ) );
+ uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
+
+ SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
SetUInt32Value(UNIT_FIELD_BYTES_1, unitfield);
SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_UNK3 | UNIT_BYTE2_FLAG_UNK5 );
SetUInt32Value(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
@@ -590,18 +593,14 @@ bool Player::Create( uint32 guidlow, std::string name, uint8 race, uint8 class_,
SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
// set starting level
- if(GetSession()->GetSecurity() >= SEC_MODERATOR)
- SetUInt32Value( UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_GM_START_LEVEL) );
+ if (GetSession()->GetSecurity() >= SEC_MODERATOR)
+ SetUInt32Value (UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_GM_LEVEL));
else
- SetUInt32Value( UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_PLAYER_LEVEL) );
- // set starting gold
- SetUInt32Value( PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_PLAYER_START_GOLD) );
-
- // set starting honor
- SetUInt32Value( PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_PLAYER_START_HONOR) );
+ SetUInt32Value (UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_PLAYER_LEVEL));
- // set starting arena pts
- SetUInt32Value( PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_PLAYER_START_ARENAPTS) );
+ 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))
@@ -673,8 +672,10 @@ bool Player::Create( uint32 guidlow, std::string name, uint8 race, uint8 class_,
SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
}
+ // original spells
learnDefaultSpells(true);
+ // original action bar
std::list<uint16>::const_iterator action_itr[4];
for(int i=0; i<4; i++)
action_itr[i] = info->action[i].begin();
@@ -691,37 +692,59 @@ bool Player::Create( uint32 guidlow, std::string name, uint8 race, uint8 class_,
++action_itr[i];
}
- for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
+ // original items
+ CharStartOutfitEntry const* oEntry = NULL;
+ for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
{
- uint32 titem_id = item_id_itr->item_id;
- uint32 titem_amount = item_id_itr->item_amount;
-
- sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
-
- // attempt equip
- uint16 eDest;
- uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, titem_amount, false );
- if( msg == EQUIP_ERR_OK )
+ if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
{
- EquipNewItem( eDest, titem_id, titem_amount, true);
- AutoUnequipOffhandIfNeed();
- continue; // equipped, to next
+ if(entry->RaceClassGender == RaceClassGender)
+ {
+ oEntry = entry;
+ break;
+ }
}
+ }
- // attempt store
- ItemPosCountVec sDest;
- // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
- msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
- if( msg == EQUIP_ERR_OK )
+ if(oEntry)
+ {
+ for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
{
- StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
- continue; // stored, to next
- }
+ if(oEntry->ItemId[j] <= 0)
+ continue;
+
+ uint32 item_id = oEntry->ItemId[j];
- // 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,race,class_,msg);
+ ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
+ if(!iProto)
+ {
+ sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass());
+ continue;
+ }
+
+ uint32 count = iProto->Stackable; // max stack by default (mostly 1)
+ if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
+ {
+ switch(iProto->Spells[0].SpellCategory)
+ {
+ case 11: // food
+ if(iProto->Stackable > 4)
+ count = 4;
+ break;
+ case 59: // drink
+ if(iProto->Stackable > 2)
+ count = 2;
+ break;
+ }
+ }
+
+ StoreNewItemInBestSlot(item_id, count);
+ }
}
+ for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
+ StoreNewItemInBestSlot(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
@@ -760,6 +783,35 @@ bool Player::Create( uint32 guidlow, std::string name, uint8 race, uint8 class_,
return true;
}
+bool Player::StoreNewItemInBestSlot(uint32 titem_id, uint32 titem_amount)
+{
+ sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
+
+ // attempt equip
+ uint16 eDest;
+ uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, titem_amount, false );
+ if( msg == EQUIP_ERR_OK )
+ {
+ EquipNewItem( eDest, titem_id, titem_amount, true);
+ AutoUnequipOffhandIfNeed();
+ 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)
+ 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::StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue)
{
uint32 BreathRegen = (uint32)-1;
@@ -827,8 +879,8 @@ void Player::HandleDrowning()
if(!m_isunderwater)
return;
- //if players is GM, have waterbreath, dead or breathing is disabled
- if(sWorld.getConfig(CONFIG_DISABLE_BREATHING) || waterbreath || isGameMaster() || !isAlive())
+ //if player is GM, have waterbreath, is dead or if breathing is disabled then return
+ if(waterbreath || isGameMaster() || !isAlive() || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
{
StopMirrorTimer(BREATH_TIMER);
m_isunderwater = 0;
@@ -839,7 +891,7 @@ void Player::HandleDrowning()
AuraList const& mModWaterBreathing = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING);
for(AuraList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
- UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifier()->m_amount) / 100.0f);
+ UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetModifierValue()) / 100.0f);
if ((m_isunderwater & 0x01) && !(m_isunderwater & 0x80) && isAlive())
{
@@ -1015,6 +1067,13 @@ void Player::Update( uint32 p_time )
CheckExploreSystem();
+ 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));
@@ -1040,10 +1099,9 @@ void Player::Update( uint32 p_time )
}
}
- if (hasUnitState(UNIT_STAT_MELEE_ATTACKING))
+ if (hasUnitState(UNIT_STAT_MELEE_ATTACKING) && !hasUnitState(UNIT_STAT_CASTING))
{
- Unit *pVictim = getVictim();
- if( !IsNonMeleeSpellCasted(false) && pVictim)
+ if(Unit *pVictim = getVictim())
{
// default combat reach 10
// TODO add weapon,skill check
@@ -1353,7 +1411,7 @@ void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
*p_data << GetPositionY();
*p_data << GetPositionZ();
- *p_data << GetUInt32Value(PLAYER_GUILDID); // guild id
+ *p_data << (result ? result->Fetch()[13].GetUInt32() : 0);
uint32 char_flags = 0;
if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
@@ -1366,7 +1424,7 @@ void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
char_flags |= CHARACTER_FLAG_RENAME;
// always send the flag if declined names aren't used
// to let the client select a default method of declining the name
- if(!sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) || (result && result->Fetch()[13].GetCppString() != ""))
+ if(!sWorld.getConfig(CONFIG_DECLINED_NAMES_USED) || (result && result->Fetch()[14].GetCppString() != ""))
char_flags |= CHARACTER_FLAG_DECLINED;
*p_data << (uint32)char_flags; // character flags
@@ -1885,7 +1943,7 @@ void Player::Regenerate(Powers power)
AuraList const& ModPowerRegenPCTAuras = GetAurasByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
for(AuraList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
if ((*i)->GetModifier()->m_miscvalue == power)
- addvalue *= ((*i)->GetModifier()->m_amount + 100) / 100.0f;
+ addvalue *= ((*i)->GetModifierValue() + 100) / 100.0f;
}
if (power != POWER_RAGE)
@@ -1926,7 +1984,7 @@ void Player::RegenerateHealth()
{
AuraList const& mModHealthRegenPct = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
for(AuraList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
- addvalue *= (100.0f + (*i)->GetModifier()->m_amount) / 100.0f;
+ addvalue *= (100.0f + (*i)->GetModifierValue()) / 100.0f;
}
else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
@@ -2123,7 +2181,7 @@ void Player::GiveXP(uint32 xp, Unit* victim)
// handle SPELL_AURA_MOD_XP_PCT auras
Unit::AuraList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT);
for(Unit::AuraList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i)
- xp = uint32(xp*(1.0f + (*i)->GetModifier()->m_amount / 100.0f));
+ xp = uint32(xp*(1.0f + (*i)->GetModifierValue() / 100.0f));
// XP resting bonus for kill
uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
@@ -2183,7 +2241,7 @@ void Player::GiveLevel(uint32 level)
if(getLevel()!= level)
m_Played_time[1] = 0; // Level Played Time reset
SetLevel(level);
- UpdateMaxSkills();
+ UpdateSkillsForLevel ();
// save base values (bonuses already included in stored stats
for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
@@ -2259,7 +2317,7 @@ void Player::InitStatsForLevel(bool reapplyMods)
SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
SetUInt32Value(PLAYER_NEXT_LEVEL_XP, Trinity::XP::xp_to_level(getLevel()));
- UpdateMaxSkills ();
+ UpdateSkillsForLevel ();
// set default cast time multiplier
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
@@ -3789,7 +3847,7 @@ void Player::ResurrectPlayer(float restore_percent, bool applySickness)
// some items limited to specific map
DestroyZoneLimitedItem( true, GetZoneId());
- if(!applySickness || getLevel() <= 10)
+ if(!applySickness)
return;
//Characters from level 1-10 are not affected by resurrection sickness.
@@ -4160,7 +4218,7 @@ void Player::RepopAtGraveyard()
// Special handle for battleground maps
BattleGround *bg = sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
- if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY))
+ if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY || bg->GetTypeID() == BATTLEGROUND_AV))
ClosestGrave = bg->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
else
ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
@@ -4842,6 +4900,7 @@ void Player::UpdateWeaponSkill (WeaponAttackType attType)
void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, MeleeHitOutcome outcome, bool defence)
{
+/* Not need, this checked on call this func from trigger system
switch(outcome)
{
case MELEE_HIT_CRIT:
@@ -4854,7 +4913,7 @@ void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, MeleeHi
default:
break;
}
-
+*/
uint32 plevel = getLevel(); // if defense than pVictim == attacker
uint32 greylevel = Trinity::XP::GetGrayLevel(plevel);
uint32 moblevel = pVictim->getLevelForTarget(this);
@@ -4909,9 +4968,12 @@ void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
}
}
-void Player::UpdateMaxSkills()
+void Player::UpdateSkillsForLevel()
{
uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
+ uint32 maxSkill = GetMaxSkillValueForLevel();
+
+ bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
@@ -4929,11 +4991,15 @@ void Player::UpdateMaxSkills()
uint32 max = SKILL_MAX(data);
uint32 val = SKILL_VALUE(data);
- // update only level dependent max skill values
- if(max!=1 && max != maxconfskill)
+ /// update only level dependent max skill values
+ if(max!=1)
{
- uint32 max_Skill = GetMaxSkillValueForLevel();
- SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,max_Skill));
+ /// miximize skill always
+ if(alwaysMaxSkill)
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(maxSkill,maxSkill));
+ /// update max skill value if current max skill not maximized
+ else if(max != maxconfskill)
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,maxSkill));
}
}
}
@@ -5265,6 +5331,10 @@ bool Player::SetPosition(float x, float y, float z, float orientation, bool tele
x = GetPositionX();
y = GetPositionY();
z = GetPositionZ();
+
+ // group update
+ if(GetGroup() && (old_x != x || old_y != y))
+ SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
}
// code block for underwater state update
@@ -5272,10 +5342,6 @@ bool Player::SetPosition(float x, float y, float z, float orientation, bool tele
CheckExploreSystem();
- // group update
- if(GetGroup())
- SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
-
return true;
}
@@ -5956,6 +6022,18 @@ void Player::UpdateHonorFields()
///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(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
return false;
@@ -6758,7 +6836,7 @@ void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attac
if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
{
- HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
+ HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifierValue()), apply);
}
}
@@ -6792,7 +6870,7 @@ void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType att
if (item->IsFitToSpellRequirements(aura->GetSpellProto()))
{
- HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
+ HandleStatModifier(unitMod, unitModType, float(aura->GetModifierValue()),apply);
}
}
@@ -7215,6 +7293,16 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
{
uint32 lootid = go->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)");
@@ -7291,6 +7379,8 @@ void Player::SendLoot(uint64 guid, LootType loot_type)
bones->lootForBody = true;
uint32 pLevel = bones->loot.gold;
bones->loot.clear();
+ if(GetBattleGround()->GetTypeID() == BATTLEGROUND_AV)
+ loot->FillLoot(1, LootTemplates_Creature, this);
// 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) );
@@ -7664,81 +7754,86 @@ void Player::SendInitWorldStates(bool forceZone, uint32 forceZoneId)
}
break;
case 2597: // AV
- data << uint32(0x7ae) << uint32(0x1); // 7
- data << uint32(0x532) << uint32(0x1); // 8
- data << uint32(0x531) << uint32(0x0); // 9
- data << uint32(0x52e) << uint32(0x0); // 10
- data << uint32(0x571) << uint32(0x0); // 11
- data << uint32(0x570) << uint32(0x0); // 12
- data << uint32(0x567) << uint32(0x1); // 13
- data << uint32(0x566) << uint32(0x1); // 14
- data << uint32(0x550) << uint32(0x1); // 15
- data << uint32(0x544) << uint32(0x0); // 16
- data << uint32(0x536) << uint32(0x0); // 17
- data << uint32(0x535) << uint32(0x1); // 18
- data << uint32(0x518) << uint32(0x0); // 19
- data << uint32(0x517) << uint32(0x0); // 20
- data << uint32(0x574) << uint32(0x0); // 21
- data << uint32(0x573) << uint32(0x0); // 22
- data << uint32(0x572) << uint32(0x0); // 23
- data << uint32(0x56f) << uint32(0x0); // 24
- data << uint32(0x56e) << uint32(0x0); // 25
- data << uint32(0x56d) << uint32(0x0); // 26
- data << uint32(0x56c) << uint32(0x0); // 27
- data << uint32(0x56b) << uint32(0x0); // 28
- data << uint32(0x56a) << uint32(0x1); // 29
- data << uint32(0x569) << uint32(0x1); // 30
- data << uint32(0x568) << uint32(0x1); // 13
- data << uint32(0x565) << uint32(0x0); // 32
- data << uint32(0x564) << uint32(0x0); // 33
- data << uint32(0x563) << uint32(0x0); // 34
- data << uint32(0x562) << uint32(0x0); // 35
- data << uint32(0x561) << uint32(0x0); // 36
- data << uint32(0x560) << uint32(0x0); // 37
- data << uint32(0x55f) << uint32(0x0); // 38
- data << uint32(0x55e) << uint32(0x0); // 39
- data << uint32(0x55d) << uint32(0x0); // 40
- data << uint32(0x3c6) << uint32(0x4); // 41
- data << uint32(0x3c4) << uint32(0x6); // 42
- data << uint32(0x3c2) << uint32(0x4); // 43
- data << uint32(0x516) << uint32(0x1); // 44
- data << uint32(0x515) << uint32(0x0); // 45
- data << uint32(0x3b6) << uint32(0x6); // 46
- data << uint32(0x55c) << uint32(0x0); // 47
- data << uint32(0x55b) << uint32(0x0); // 48
- data << uint32(0x55a) << uint32(0x0); // 49
- data << uint32(0x559) << uint32(0x0); // 50
- data << uint32(0x558) << uint32(0x0); // 51
- data << uint32(0x557) << uint32(0x0); // 52
- data << uint32(0x556) << uint32(0x0); // 53
- data << uint32(0x555) << uint32(0x0); // 54
- data << uint32(0x554) << uint32(0x1); // 55
- data << uint32(0x553) << uint32(0x1); // 56
- data << uint32(0x552) << uint32(0x1); // 57
- data << uint32(0x551) << uint32(0x1); // 58
- data << uint32(0x54f) << uint32(0x0); // 59
- data << uint32(0x54e) << uint32(0x0); // 60
- data << uint32(0x54d) << uint32(0x1); // 61
- data << uint32(0x54c) << uint32(0x0); // 62
- data << uint32(0x54b) << uint32(0x0); // 63
- data << uint32(0x545) << uint32(0x0); // 64
- data << uint32(0x543) << uint32(0x1); // 65
- data << uint32(0x542) << uint32(0x0); // 66
- data << uint32(0x540) << uint32(0x0); // 67
- data << uint32(0x53f) << uint32(0x0); // 68
- data << uint32(0x53e) << uint32(0x0); // 69
- data << uint32(0x53d) << uint32(0x0); // 70
- data << uint32(0x53c) << uint32(0x0); // 71
- data << uint32(0x53b) << uint32(0x0); // 72
- data << uint32(0x53a) << uint32(0x1); // 73
- data << uint32(0x539) << uint32(0x0); // 74
- data << uint32(0x538) << uint32(0x0); // 75
- data << uint32(0x537) << uint32(0x0); // 76
- data << uint32(0x534) << uint32(0x0); // 77
- data << uint32(0x533) << uint32(0x0); // 78
- data << uint32(0x530) << uint32(0x0); // 79
- data << uint32(0x52f) << uint32(0x0); // 80
- data << uint32(0x52d) << uint32(0x1); // 81
+ 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)
@@ -11911,7 +12006,7 @@ void Player::SendPreparedQuest( uint64 guid )
else if( status == DIALOG_STATUS_INCOMPLETE )
PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, false, true );
// Send completable on repeatable quest if player don't have quest
- else if( pQuest->IsRepeatable() )
+ else if( pQuest->IsRepeatable() && !pQuest->IsDaily() )
PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true );
else
PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true );
@@ -12153,7 +12248,7 @@ bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
return false;
- // daily quest can't be rewarded (10 daily quest already completed)
+ // daily quest can't be rewarded (25 daily quest already completed)
if(!SatisfyQuestDay(pQuest,true))
return false;
@@ -12754,6 +12849,15 @@ bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
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
@@ -13350,7 +13454,8 @@ bool Player::HasQuestForItem( uint32 itemid ) const
// hide quest if player is in raid-group and quest is no raid quest
if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
- continue;
+ 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
@@ -14266,7 +14371,7 @@ void Player::_LoadAuras(QueryResult *result, uint32 timediff)
damage = aura->GetModifier()->m_amount;
aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
AddAura(aura);
- sLog.outString("Added aura spellid %u, effect %u", spellproto->Id, effindex);
+ sLog.outDetail("Added aura spellid %u, effect %u", spellproto->Id, effindex);
}
}
while( result->NextRow() );
@@ -14632,7 +14737,8 @@ void Player::_LoadQuestStatus(QueryResult *result)
// add to quest log
if( slot < MAX_QUEST_LOG_SIZE &&
( questStatusData.m_status==QUEST_STATUS_INCOMPLETE ||
- questStatusData.m_status==QUEST_STATUS_COMPLETE && !questStatusData.m_rewarded ) )
+ questStatusData.m_status==QUEST_STATUS_COMPLETE &&
+ (!questStatusData.m_rewarded || pQuest->IsDaily()) ) )
{
SetQuestSlot(slot,quest_id,quest_time);
@@ -15289,7 +15395,8 @@ void Player::SaveToDB()
void Player::SaveInventoryAndGoldToDB()
{
_SaveInventory();
- SetUInt32ValueInDB(PLAYER_FIELD_COINAGE,GetMoney(),GetGUID());
+ //money is in data field
+ SaveDataFieldToDB();
}
void Player::_SaveActions()
@@ -15359,7 +15466,7 @@ void Player::_SaveAuras()
{
CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,stackcount,amount,maxduration,remaintime,remaincharges) "
"VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%u', '%d', '%d', '%d', '%d')",
- GetGUIDLow(), itr2->second->GetCasterGUID(), (uint32)itr2->second->GetId(), (uint32)itr2->second->GetEffIndex(), stackCounter, itr2->second->GetModifier()->m_amount,int(itr2->second->GetAuraMaxDuration()),int(itr2->second->GetAuraDuration()),int(itr2->second->m_procCharges));
+ GetGUIDLow(), itr2->second->GetCasterGUID(), (uint32)itr2->second->GetId(), (uint32)itr2->second->GetEffIndex(), (uint32)itr2->second->GetStackAmount(), itr2->second->GetModifier()->m_amount,int(itr2->second->GetAuraMaxDuration()),int(itr2->second->GetAuraDuration()),int(itr2->second->m_procCharges));
}
}
}
@@ -15368,6 +15475,7 @@ void Player::_SaveAuras()
break;
}
+ //TODO: if need delete this
if (lastEffectPair == itr->first)
stackCounter++;
else
@@ -15680,6 +15788,20 @@ void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint
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;
@@ -17376,17 +17498,18 @@ bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList) cons
return false;
}
- // 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;
- }
-
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;
+ }
// 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_invisibilityMask || u->m_invisibilityMask) && !canDetectInvisibilityOf(u))
@@ -18045,6 +18168,7 @@ uint32 Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id)
return 10*(queue_id+2)-1;
}
+//TODO make this more generic - current implementation is wrong
uint32 Player::GetBattleGroundQueueIdFromLevel() const
{
uint32 level = getLevel();
@@ -18700,70 +18824,70 @@ bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
//-------------TRINITY---------------
//***********************************
-void Player::HandleFallDamage(MovementInfo& movementInfo)
-{
- //Players with Feather Fall or low fall time, or physical immunity (charges used) are ignored
- if (!isInFlight() && movementInfo.fallTime > 1100 && !isDead() && !isGameMaster() &&
- !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
- !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL,true) )
- {
- //Safe fall, fall time reduction
- int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
- uint32 fall_time = (movementInfo.fallTime > (safe_fall*10)) ? movementInfo.fallTime - (safe_fall*10) : 0;
-
- if(fall_time > 1100) //Prevent damage if fall time < 1100
- {
- //Fall Damage calculation
- float fallperc = float(fall_time)/1100;
- uint32 damage = (uint32)(((fallperc*fallperc -1) / 9 * 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 (GetDummyAura(43621))
- damage = GetMaxHealth()/2;
-
- EnvironmentalDamage(GetGUID(), DAMAGE_FALL, damage);
- }
-
- //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);
- }
- }
-}
-
-void Player::HandleFallUnderMap()
-{
- if(InBattleGround() && GetBattleGround()
- && GetBattleGround()->HandlePlayerUnderMap(this))
- {
- // do nothing, the handle already did if returned true
- }
- else
- {
- // NOTE: this is actually called many times while falling
- // even after the player has been teleported away
- // TODO: discard movement packets after the player is rooted
- if(isAlive())
- {
- EnvironmentalDamage(GetGUID(),DAMAGE_FALL_TO_VOID, GetMaxHealth());
- // change the death state to CORPSE to prevent the death timer from
- // starting in the next player update
- KillPlayer();
- BuildPlayerRepop();
- }
-
- // cancel the death timer here if started
- RepopAtGraveyard();
- }
-}
+void Player::HandleFallDamage(MovementInfo& movementInfo)
+{
+ //Players with Feather Fall or low fall time, or physical immunity (charges used) are ignored
+ if (!isInFlight() && movementInfo.fallTime > 1100 && !isDead() && !isGameMaster() &&
+ !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
+ !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL,true) )
+ {
+ //Safe fall, fall time reduction
+ int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
+ uint32 fall_time = (movementInfo.fallTime > (safe_fall*10)) ? movementInfo.fallTime - (safe_fall*10) : 0;
+
+ if(fall_time > 1100) //Prevent damage if fall time < 1100
+ {
+ //Fall Damage calculation
+ float fallperc = float(fall_time)/1100;
+ uint32 damage = (uint32)(((fallperc*fallperc -1) / 9 * 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 (GetDummyAura(43621))
+ damage = GetMaxHealth()/2;
+
+ EnvironmentalDamage(GetGUID(), DAMAGE_FALL, damage);
+ }
+
+ //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);
+ }
+ }
+}
+
+void Player::HandleFallUnderMap()
+{
+ if(InBattleGround() && GetBattleGround()
+ && GetBattleGround()->HandlePlayerUnderMap(this))
+ {
+ // do nothing, the handle already did if returned true
+ }
+ else
+ {
+ // NOTE: this is actually called many times while falling
+ // even after the player has been teleported away
+ // TODO: discard movement packets after the player is rooted
+ if(isAlive())
+ {
+ EnvironmentalDamage(GetGUID(),DAMAGE_FALL_TO_VOID, GetMaxHealth());
+ // change the death state to CORPSE to prevent the death timer from
+ // starting in the next player update
+ KillPlayer();
+ BuildPlayerRepop();
+ }
+
+ // cancel the death timer here if started
+ RepopAtGraveyard();
+ }
+}
void Player::Possess(Unit *target)
{
@@ -18936,8 +19060,8 @@ void Player::RemovePossess(bool attack)
if(attack)
target->AddThreat(this, 1000000.0f);
}
- // Delete the assigned possessed AI
- ((Creature*)target)->DeletePossessedAI();
+ // Disable the assigned possessed AI
+ ((Creature*)target)->DisablePossessedAI();
}
}
@@ -19024,3 +19148,35 @@ bool Player::isTotalImmunity()
}
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())
+ {
+ AuraList const& auras = GetAurasByType(SPELL_AURA_MOD_CHARM);
+ for(AuraList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
+ if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->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);
+ }
+} \ No newline at end of file