diff options
Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r-- | src/game/Player.cpp | 36263 |
1 files changed, 18133 insertions, 18130 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp index f93b44ba732..9ba6404cb5f 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -1,18130 +1,18133 @@ -/* - * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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 "ObjectMgr.h" -#include "SpellMgr.h" -#include "World.h" -#include "WorldPacket.h" -#include "WorldSession.h" -#include "UpdateMask.h" -#include "Player.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 "SpellAuras.h" -#include "Util.h" -#include "Transports.h" -#include "Weather.h" -#include "BattleGround.h" -#include "BattleGroundMgr.h" -#include "ArenaTeam.h" -#include "Chat.h" -#include "Database/DatabaseImpl.h" -#include "Spell.h" -#include "SocialMgr.h" - -#include <cmath> - -#define ZONE_UPDATE_INTERVAL 1000 - -#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 -}; - -// 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 level) -{ - // 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, " "); - - int 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 << sTaxiNodesMask[i]; // all existed nodes - } - else - { - for (uint8 i=0; i<TaxiMaskSize; i++) - data << uint32(m_taximask[i]); // known nodes - } -} - -bool PlayerTaxi::LoadTaxiDestinationsFromString( std::string values ) -{ - 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; - } - - 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; -} - -//== Player ==================================================== - -const int32 Player::ReputationRank_Length[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000}; - -UpdateMask Player::updateVisualBits; - -Player::Player (WorldSession *session): Unit() -{ - m_transport = 0; - - 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; - if(GetSession()->GetSecurity() >= SEC_GAMEMASTER) - SetAcceptTicket(true); - - // players always and GM if set in config accept whispers by default - if(GetSession()->GetSecurity() == SEC_PLAYER || sWorld.getConfig(CONFIG_GM_WISPERING_TO)) - SetAcceptWhispers(true); - - m_curSelection = 0; - m_lootGuid = 0; - - m_comboTarget = 0; - m_comboPoints = 0; - - m_usedTalentCount = 0; - - m_regenTimer = 0; - m_weaponChangeTimer = 0; - - m_zoneUpdateId = 0; - m_zoneUpdateTimer = 0; - - m_areaUpdateId = 0; - - m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE); - - // 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); - - clearResurrectRequestData(); - - m_SpellModRemoveCount = 0; - - 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_auraUpdateMask = 0; - - duel = NULL; - - m_GuildIdInvited = 0; - m_ArenaTeamIdInvited = 0; - - m_atLoginFlags = AT_LOGIN_NONE; - - m_dontMove = false; - - pTrader = 0; - ClearTrade(); - - m_cinematic = 0; - - PlayerTalkClass = new PlayerMenu( GetSession() ); - m_currentBuybackSlot = BUYBACK_SLOT_START; - - for ( int aX = 0 ; aX < 8 ; aX++ ) - m_Tutorials[ aX ] = 0x00; - m_TutorialsChanged = false; - - m_DailyQuestChanged = false; - m_lastDailyQuestTime = 0; - - m_regenTimer = 0; - m_weaponChangeTimer = 0; - m_breathTimer = 0; - m_isunderwater = 0; - m_isInWater = false; - m_drunkTimer = 0; - m_drunk = 0; - m_restTime = 0; - m_deathTimer = 0; - m_deathExpireTime = 0; - - m_swingErrorMsg = 0; - - m_DetectInvTimer = 1000; - - m_bgBattleGroundID = 0; - for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++) - { - m_bgBattleGroundQueueID[j].bgType = 0; - m_bgBattleGroundQueueID[j].invited = false; - } - m_bgTeam = 0; - - m_logintime = time(NULL); - m_Last_tick = m_logintime; - m_WeaponProficiency = 0; - m_ArmorProficiency = 0; - m_canParry = false; - m_canDualWield = false; - m_ammoDPS = 0.0f; - - m_temporaryUnsummonedPetNumber = 0; - //cache for UNIT_CREATED_BY_SPELL to allow - //returning reagests for temporarily removed pets - //when dying/logging out - m_oldpetspell = 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 (int 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 = DIFFICULTY_NORMAL; - - for (int i = 0; i < BASEMOD_END; i++) - { - m_auraBaseMod[i][FLAT_MOD] = 0.0f; - m_auraBaseMod[i][PCT_MOD] = 1.0f; - } - - // 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_miniPet = 0; - m_bgAfkReportedTimer = 0; - m_contestedPvPTimer = 0; - - m_declinedname = NULL; -} - -Player::~Player () -{ - CleanupsBeforeDelete(); - - if(m_uint32Values) // only for fully created Object - { - sSocialMgr.RemovePlayerSocial(GetGUIDLow()); - } - - // Note: buy back item already deleted from DB when player was saved - for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i) - { - if(m_items[i]) - delete m_items[i]; - } - CleanupChannels(); - - for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) - delete itr->second; - - //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; - - if (m_transport) - { - m_transport->RemovePassenger(this); - } - - for(size_t x = 0; x < ItemSetEff.size(); x++) - if(ItemSetEff[x]) - delete ItemSetEff[x]; - - // clean up player-instance binds, may unload some instance saves - for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++) - for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) - itr->second.save->RemovePlayer(this); - - delete m_declinedname; -} - -void Player::CleanupsBeforeDelete() -{ - if(m_uint32Values) // only for fully created Object - { - TradeCancel(false); - DuelComplete(DUEL_INTERUPTED); - } - Unit::CleanupsBeforeDelete(); -} - -bool Player::Create( uint32 guidlow, std::string name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId ) -{ - 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 (int i = 0; i < PLAYER_SLOTS_COUNT; i++) - m_items[i] = NULL; - - //for(int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; j++) - //{ - // SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1+j*2,0); - // SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1+j,0); - // SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1+j,0); - //} - - m_race = race; - m_class = class_; - - SetMapId(info->mapId); - 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; - } - - uint8 powertype = cEntry->powerType; - - uint32 unitfield; - - switch(powertype) - { - case POWER_ENERGY: - case POWER_MANA: - unitfield = 0x00000000; - break; - case POWER_RAGE: - unitfield = 0x00110000; - break; - default: - sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_); - return false; - } - - SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE ); - SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f ); - - 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 false; - break; - } - - setFactionForRace(m_race); - - SetUInt32Value(UNIT_FIELD_BYTES_0, ( ( race ) | ( class_ << 8 ) | ( gender << 16 ) | ( 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 ); - SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client - - //-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 - SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 ); - SetUInt32Value( PLAYER_FIELD_KILLS, 0 ); - SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 ); - SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 ); - SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 ); - - // set starting level - SetUInt32Value( UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_PLAYER_LEVEL) ); - - // Played time - m_Last_tick = time(NULL); - m_Played_time[0] = 0; - m_Played_time[1] = 0; - - // base stats and related field values - InitStatsForLevel(); - InitTaxiNodesForLevel(); - InitTalentForLevel(); - InitPrimaryProffesions(); // 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 intelect) - SetPower(POWER_MANA,GetMaxPower(POWER_MANA)); - } - - learnDefaultSpells(true); - - std::list<uint16>::const_iterator action_itr[4]; - for(int i=0; i<4; i++) - action_itr[i] = info->action[i].begin(); - - for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();) - { - uint16 taction[4]; - for(int i=0; i<4 ;i++) - taction[i] = (*action_itr[i]); - - addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]); - - for(int i=0; i<4 ;i++) - ++action_itr[i]; - } - - UpdateBlockPercentage(); - - for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++) - { - 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 ) - { - EquipNewItem( eDest, titem_id, titem_amount, true); - AutoUnequipOffhandIfNeed(); - continue; // equipped, to next - } - - // 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) ); - continue; // stored, to next - } - - // 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); - } - - // 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(int 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 - uint8 msg = CanUseAmmo( pItem->GetProto()->ItemId ); - if( msg == EQUIP_ERR_OK ) - SetAmmo( pItem->GetProto()->ItemId ); - } - } - } - // all item positions resolved - - return true; -} - -void Player::StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue) -{ - uint32 BreathRegen = (uint32)-1; - - WorldPacket data(SMSG_START_MIRROR_TIMER, (21)); - data << (uint32)Type; - data << MaxValue; - data << MaxValue; - data << BreathRegen; - data << (uint8)0; - data << (uint32)0; // spell id - GetSession()->SendPacket(&data); -} - -void Player::ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen) -{ - if(Type==BREATH_TIMER) - m_breathTimer = ((MaxValue + 1000) - CurrentValue) / Regen; - - 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) -{ - if(Type==BREATH_TIMER) - m_breathTimer = 0; - - WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4); - data << (uint32)Type; - GetSession()->SendPacket( &data ); -} - -void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage) -{ - WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21)); - data << (uint64)guid; - data << (uint8)(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL); - data << (uint32)damage; - data << (uint32)0; - data << (uint32)0; - //m_session->SendPacket(&data); - //Let other players see that you get damage - SendMessageToSet(&data, true); - DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false); - - if(type==DAMAGE_FALL && !isAlive()) // 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 data(SMSG_DURABILITY_DAMAGE_DEATH, 0); - GetSession()->SendPacket(&data); - } -} - -void Player::HandleDrowning() -{ - if(!m_isunderwater) - return; - - //if have water breath , then remove bar - if(waterbreath || isGameMaster() || !isAlive()) - { - StopMirrorTimer(BREATH_TIMER); - m_isunderwater = 0; - return; - } - - uint32 UnderWaterTime = 1*MINUTE*1000; // default leangthL 1 min - - 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); - - if ((m_isunderwater & 0x01) && !(m_isunderwater & 0x80) && isAlive()) - { - //single trigger timer - if (!(m_isunderwater & 0x02)) - { - m_isunderwater|= 0x02; - m_breathTimer = UnderWaterTime + 1000; - } - //single trigger "Breathbar" - if ( m_breathTimer <= UnderWaterTime && !(m_isunderwater & 0x04)) - { - m_isunderwater|= 0x04; - StartMirrorTimer(BREATH_TIMER, UnderWaterTime); - } - //continius trigger drowning "Damage" - if ((m_breathTimer == 0) && (m_isunderwater & 0x01)) - { - //TODO: Check this formula - uint64 guid = GetGUID(); - uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1); - - EnvironmentalDamage(guid, DAMAGE_DROWNING,damage); - m_breathTimer = 2000; - } - } - //single trigger retract bar - else if (!(m_isunderwater & 0x01) && !(m_isunderwater & 0x08) && (m_isunderwater & 0x02) && (m_breathTimer > 0) && isAlive()) - { - m_isunderwater = 0x08; - - uint32 BreathRegen = 10; - ModifyMirrorTimer(BREATH_TIMER, UnderWaterTime, m_breathTimer,BreathRegen); - m_isunderwater = 0x10; - } - //remove bar - else if ((m_breathTimer < 50) && !(m_isunderwater & 0x01) && (m_isunderwater == 0x10)) - { - StopMirrorTimer(BREATH_TIMER); - m_isunderwater = 0; - } -} - -void Player::HandleLava() -{ - bool ValidArea = false; - - if ((m_isunderwater & 0x80) && isAlive()) - { - //Single trigger Set BreathTimer - if (!(m_isunderwater & 0x80)) - { - m_isunderwater|= 0x04; - m_breathTimer = 1000; - } - //Reset BreathTimer and still in the lava - if (!m_breathTimer) - { - uint64 guid = GetGUID(); - uint32 damage = urand(600, 700); // TODO: Get more detailed information about lava damage - uint32 dmgZone = GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table - - // Deal lava damage only in lava zones. - switch(dmgZone) - { - case 0x8D: - ValidArea = false; - break; - case 0x94: - ValidArea = false; - break; - case 0x2CE: - ValidArea = false; - break; - case 0x2CF: - ValidArea = false; - break; - default: - if (dmgZone / 5 & 0x408) - ValidArea = true; - } - - // if is valid area and is not gamemaster then deal damage - if ( ValidArea && !isGameMaster() ) - EnvironmentalDamage(guid, DAMAGE_LAVA, damage); - - m_breathTimer = 1000; - } - - } - //Death timer disabled and WaterFlags reset - else if (m_deathState == DEAD) - { - m_breathTimer = 0; - m_isunderwater = 0; - } -} - -///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 << 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; - } - - Unit::Update( p_time ); - - // update player only attacks - if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK)) - { - setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) ); - } - - if(uint32 off_att = getAttackTimer(OFF_ATTACK)) - { - setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) ); - } - - time_t now = time (NULL); - - UpdatePvPFlag(now); - - UpdateContestedPvP(p_time); - - UpdateDuelFlag(now); - - CheckDuelDistance(now); - - UpdateAfkReport(now); - - CheckExploreSystem(); - - // 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 FailTimedQuest - FailTimedQuest( 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)) - { - Unit *pVictim = getVictim(); - if( !IsNonMeleeSpellCasted(false) && pVictim) - { - // default combat reach 10 - // TODO add weapon,skill check - - float pldistance = ATTACK_DISTANCE; - - if (isAttackReady(BASE_ATTACK)) - { - if(!IsWithinDistInMap(pVictim, pldistance)) - { - 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()) - { - uint32 off_att = getAttackTimer(OFF_ATTACK); - if(off_att < ATTACK_DISPLAY_DELAY) - setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY); - } - AttackerStateUpdate(pVictim, BASE_ATTACK); - resetAttackTimer(BASE_ATTACK); - } - } - - if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK)) - { - if(!IsWithinDistInMap(pVictim, pldistance)) - { - 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 - uint32 base_att = getAttackTimer(BASE_ATTACK); - if(base_att < 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_regenTimer > 0) - { - if(p_time >= m_regenTimer) - m_regenTimer = 0; - else - m_regenTimer -= p_time; - } - - 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 = GetZoneId(); - if( m_zoneUpdateId != newzone ) - UpdateZone(newzone); // also update area - else - { - // use area updates as well - // needed for free far all arenas for example - uint32 newarea = GetAreaId(); - if( m_areaUpdateId != newarea ) - UpdateArea(newarea); - - m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL; - } - } - else - m_zoneUpdateTimer -= p_time; - } - - if (isAlive()) - { - 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; - } - } - - //Breathtimer - if(m_breathTimer > 0) - { - if(p_time >= m_breathTimer) - m_breathTimer = 0; - else - m_breathTimer -= p_time; - - } - - //Handle Water/drowning - HandleDrowning(); - - //Handle lava - HandleLava(); - - //Handle detect stealth players - if (m_DetectInvTimer > 0) - { - if (p_time >= m_DetectInvTimer) - { - m_DetectInvTimer = 3000; - HandleStealthedUnitsDetection(); - } - else - m_DetectInvTimer -= p_time; - } - - // Played time - if (now > m_Last_tick) - { - uint32 elapsed = uint32(now - m_Last_tick); - m_Played_time[0] += elapsed; // Total played time - m_Played_time[1] += elapsed; // Level played time - m_Last_tick = now; - } - - if (m_drunk) - { - m_drunkTimer += p_time; - - if (m_drunkTimer > 10000) - 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 && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE)) - { - RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true); - return; - } -} - -void Player::setDeathState(DeathState s) -{ - uint32 ressSpellId = 0; - - bool cur = isAlive(); - - if(s == JUST_DIED && cur) - { - // 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); - - // remove uncontrolled pets - RemoveMiniPet(); - RemoveGuardians(); - - // save value before aura remove in Unit::setDeathState - ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL); - - // passive spell - if(!ressSpellId) - ressSpellId = GetResurrectionSpellId(); - } - 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,SPELL_ID_PASSIVE_BATTLE_STANCE,true); - } -} - -void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data ) -{ - *p_data << GetGUID(); - *p_data << m_name; - - *p_data << getRace(); - uint8 pClass = getClass(); - *p_data << pClass; - *p_data << getGender(); - - uint32 bytes = GetUInt32Value(PLAYER_BYTES); - *p_data << uint8(bytes); - *p_data << uint8(bytes >> 8); - *p_data << uint8(bytes >> 16); - *p_data << uint8(bytes >> 24); - - bytes = GetUInt32Value(PLAYER_BYTES_2); - *p_data << uint8(bytes); - - *p_data << uint8(getLevel()); // player level - // do not use GetMap! it will spawn a new instance since the bound instances are not loaded - uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY()); - - *p_data << zoneId; - *p_data << GetMapId(); - - *p_data << GetPositionX(); - *p_data << GetPositionY(); - *p_data << GetPositionZ(); - - *p_data << GetUInt32Value(PLAYER_GUILDID); // guild id - - uint32 char_flags = 0; - if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM)) - char_flags |= CHARACTER_FLAG_HIDE_HELM; - if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK)) - char_flags |= CHARACTER_FLAG_HIDE_CLOAK; - if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) - char_flags |= CHARACTER_FLAG_GHOST; - if(HasAtLoginFlag(AT_LOGIN_RENAME)) - 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()[12].GetCppString() != "")) - char_flags |= CHARACTER_FLAG_DECLINED; - - *p_data << (uint32)char_flags; // character flags - - *p_data << (uint8)1; // unknown - - // 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 && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER)) - { - Field* fields = result->Fetch(); - - uint32 entry = fields[9].GetUInt32(); - CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry); - if(cInfo) - { - petDisplayId = fields[10].GetUInt32(); - petLevel = fields[11].GetUInt32(); - petFamily = cInfo->family; - } - } - - *p_data << (uint32)petDisplayId; - *p_data << (uint32)petLevel; - *p_data << (uint32)petFamily; - } - - /*ItemPrototype const *items[EQUIPMENT_SLOT_END]; - for (int i = 0; i < EQUIPMENT_SLOT_END; i++) - items[i] = NULL; - - QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow()); - if (result) - { - do - { - Field *fields = result->Fetch(); - uint8 slot = fields[0].GetUInt8() & 255; - uint32 item_id = fields[1].GetUInt32(); - if( slot >= EQUIPMENT_SLOT_END ) - continue; - - items[slot] = objmgr.GetItemPrototype(item_id); - if(!items[slot]) - { - sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id ); - continue; - } - } while (result->NextRow()); - delete result; - }*/ - - for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++) - { - uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET); - uint32 item_id = GetUInt32Value(visualbase); - const ItemPrototype * proto = objmgr.GetItemPrototype(item_id); - SpellItemEnchantmentEntry const *enchant = NULL; - - for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++) - { - uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot); - if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId)) - break; - } - - if (proto != NULL) - { - *p_data << (uint32)proto->DisplayInfoID; - *p_data << (uint8)proto->InventoryType; - *p_data << (uint32)(enchant?enchant->aura_id:0); - } - else - { - *p_data << (uint32)0; - *p_data << (uint8)0; - *p_data << (uint32)0; // enchant? - } - } - *p_data << (uint32)0; // first bag display id - *p_data << (uint8)0; // first bag inventory type - *p_data << (uint32)0; // enchant? -} - -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(isGameMaster()) - return 4; - else if(isDND()) - return 3; - if(isAFK()) - return 1; - else - return 0; -} - -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; - } - - // 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)... - if(!InBattleGround() && mEntry->IsBattleGround() && !GetSession()->GetSecurity()) - return false; - - bool tbc = GetSession()->IsTBC() && sWorld.getConfig(CONFIG_EXPANSION) > 0; - - // normal client and TBC map - if(!tbc && mEntry->IsExpansionMap()) - { - sLog.outDebug("Player %s using Normal client and tried teleport to non existing map %u", GetName(), mapid); - - if(GetTransport()) - RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :) - - SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL1); - - return false; // normal client can't teleport to this map... - } - else if(tbc) // can teleport to any existing map - { - sLog.outDebug("Player %s have TBC client and will teleported to map %u", GetName(), mapid); - } - else - { - sLog.outDebug("Player %s have normal client and will teleported to standard map %u", GetName(), mapid); - } - /* - only TBC (no 0x80000 and 0x10 flags...) - 3604590=0x37006E=0x200000 + 0x100000 + 0x40000 + 0x20000 + 0x10000 + 0x40 + 0x20 + 0x8 + 0x4 + 0x2 - - Kharazan (normal/TBC??), but not have 0x10 flag (accessible by normal client?) - 4128878=0x3F006E=0x200000 + 0x100000 + 0x80000 + 0x40000 + 0x20000 + 0x10000 + 0x40 + 0x20 + 0x8 + 0x4 + 0x2 - - normal+TBC maps - 4128894=0x3F007E=0x200000 + 0x100000 + 0x80000 + 0x40000 + 0x20000 + 0x10000 + 0x40 + 0x20 + 0x10 + 0x8 + 0x4 + 0x2 - - normal+TBC maps - 8323198=0x7F007E=0x400000 + 0x200000 + 0x100000 + 0x80000 + 0x40000 + 0x20000 + 0x10000 + 0x40 + 0x20 + 0x10 + 0x8 + 0x4 + 0x2 - */ - - // if we were on a transport, leave - if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport) - { - 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; - } - - SetSemaphoreTeleport(true); - - // The player was ported to another map and looses the duel immediatly. - // We have to perform this check before the teleport, otherwise the - // ObjectAccessor won't find the flag. - if (duel && this->GetMapId()!=mapid) - { - GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER)); - if (obj) - DuelComplete(DUEL_FLED); - } - - // reset movement flags at teleport, because player will continue move with these flags after teleport - SetUnitMovementFlags(0); - - if ((this->GetMapId() == mapid) && (!m_transport)) - { - // prepare zone change detect - uint32 old_zone = GetZoneId(); - - // near teleport - if(!GetSession()->PlayerLogout()) - { - WorldPacket data; - BuildTeleportAckMsg(&data, x, y, z, orientation); - GetSession()->SendPacket(&data); - SetPosition( x, y, z, orientation, true); - } - else - // this will be used instead of the current location in SaveToDB - m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); - - //BuildHeartBeatMsg(&data); - //SendMessageToSet(&data, true); - if (!(options & TELE_TO_NOT_UNSUMMON_PET)) - { - //same map, only remove pet if out of range - if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE)) - { - if(pet->isControlled() && !pet->isTemporarySummoned() ) - m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber(); - else - m_temporaryUnsummonedPetNumber = 0; - - RemovePet(pet, PET_SAVE_NOT_IN_SLOT); - } - } - - if(!(options & TELE_TO_NOT_LEAVE_COMBAT)) - CombatStop(); - - if (!(options & TELE_TO_NOT_UNSUMMON_PET)) - { - // resummon pet - if(pet && m_temporaryUnsummonedPetNumber) - { - Pet* NewPet = new Pet; - if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true)) - delete NewPet; - - m_temporaryUnsummonedPetNumber = 0; - } - } - - SetSemaphoreTeleport(false); - - if(!GetSession()->PlayerLogout()) - UpdateZone(GetZoneId()); - - // new zone - if(old_zone != GetZoneId()) - { - // honorless target - if(pvpInfo.inHostileArea) - CastSpell(this, 2479, true); - } - } - else - { - // far teleport to another map - Map* oldmap = IsInWorld() ? MapManager::Instance().GetMap(GetMapId(), this) : 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)) - { - SetSemaphoreTeleport(false); - 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)) - { - 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) - { - //leaving map -> delete pet right away (doing this later will cause problems) - if(pet->isControlled() && !pet->isTemporarySummoned()) - m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber(); - else - m_temporaryUnsummonedPetNumber = 0; - - RemovePet(pet, PET_SAVE_NOT_IN_SLOT); - } - - // 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); - - 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); - // if the player is saved before worldportack (at logout for example) - // this will be used instead of the current location in SaveToDB - - RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP); - - // move packet sent by client always after far teleport - // SetPosition(final_x, final_y, final_z, final_o, true); - SetDontMove(true); - - // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet - } - else - return false; - } - return true; -} - -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(int 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 - Uncharm(); - UnsummonAllTotems(); - RemoveMiniPet(); - RemoveGuardians(); - } - - for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++) - { - if(m_items[i]) - m_items[i]->RemoveFromWorld(); - } - - ///- 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(); -} - -void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker ) -{ - float addRage; - - float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911; - - if(attacker) - { - addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2); - - // talent who gave more rage on attack - addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f; - } - else - { - addRage = damage/rageconversion*2.5; - - // Berserker Rage effect - if(HasAura(18499,0)) - addRage *= 1.3; - } - - addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME); - - ModifyPower(POWER_RAGE, uint32(addRage*10)); -} - -void Player::RegenerateAll() -{ - if (m_regenTimer != 0) - return; - uint32 regenDelay = 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(); - if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN)) - Regenerate(POWER_RAGE); - } - - Regenerate( POWER_ENERGY ); - - Regenerate( POWER_MANA ); - - m_regenTimer = regenDelay; -} - -void Player::Regenerate(Powers power) -{ - uint32 curValue = GetPower(power); - uint32 maxValue = GetMaxPower(power); - - float addvalue = 0.0f; - - switch (power) - { - case POWER_MANA: - { - bool recentCast = IsUnderLastManaUseEffect(); - float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA); - if (recentCast) - { - // Mangos Updates Mana in intervals of 2s, which is correct - addvalue = GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT) * ManaIncreaseRate * 2.00f; - } - else - { - addvalue = GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN) * ManaIncreaseRate * 2.00f; - } - } break; - case POWER_RAGE: // Regenerate rage - { - float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS); - addvalue = 30 * RageDecreaseRate; // 3 rage by tick - } break; - case POWER_ENERGY: // Regenerate energy (rogue) - addvalue = 20; - break; - case POWER_FOCUS: - case POWER_HAPPINESS: - break; - } - - // Mana regen calculated in Player::UpdateManaRegen() - // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras - if(power != POWER_MANA) - { - 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; - } - - if (power != POWER_RAGE) - { - curValue += uint32(addvalue); - if (curValue > maxValue) - curValue = maxValue; - } - else - { - if(curValue <= uint32(addvalue)) - curValue = 0; - else - curValue -= uint32(addvalue); - } - SetPower(power, curValue); -} - -void Player::RegenerateHealth() -{ - uint32 curValue = GetHealth(); - uint32 maxValue = GetMaxHealth(); - - if (curValue >= maxValue) return; - - float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH); - - 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()) - { - 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; - } - 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); - - 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; -} - -bool Player::IsUnderWater() const -{ - return IsInWater() && - GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->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); - - RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP); - ResetContestedPvP(); - - getHostilRefManager().setOnlineOfflineState(false); - CombatStop(); - } - else - { - m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON; - setFactionForRace(getRace()); - RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); - - // restore FFA PvP Server state - if(sWorld.IsFFAPvPRealm()) - SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP); - - // restore FFA PvP area state, remove not allowed for GM mounts - UpdateArea(m_areaUpdateId); - - getHostilRefManager().setOnlineOfflineState(true); - } - - ObjectAccessor::UpdateVisibilityForPlayer(this); -} - -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() -{ - if(GetGroupInvite()) // uninvited invitee - { - Group* group = GetGroupInvite(); - 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; - - uint32 level = getLevel(); - - // XP to money conversion processed in Player::RewardQuest - if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) - return; - - // 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 resting bonus for kill - uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0; - - 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); - } - - SetUInt32Value(PLAYER_XP, newXP); -} - -// Update player to next level -// Current player experience not update (must be update by caller) -void Player::GiveLevel(uint32 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); - // end for - for(int 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, MaNGOS::XP::xp_to_level(level)); - - //update level, max level of skills - if(getLevel()!= level) - m_Played_time[1] = 0; // Level Played Time reset - SetLevel(level); - UpdateMaxSkills(); - - // save base values (bonuses already included in stored stats - for(int i = STAT_STRENGTH; i < MAX_STATS; ++i) - SetCreateStat(Stats(i), info.stats[i]); - - SetCreateHealth(classInfo.basehealth); - SetCreateMana(classInfo.basemana); - - InitTalentForLevel(); - InitTaxiNodesForLevel(); - - UpdateAllStats(); - - // 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); - - // give level to summoned pet - Pet* pet = GetPet(); - if(pet && pet->getPetType()==SUMMON_PET) - pet->GivePetLevel(level); -} - -void Player::InitTalentForLevel() -{ - uint32 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 - { - uint32 talentPointsForLevel = uint32((level-9)*sWorld.getRate(RATE_TALENT)); - // 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); - } -} - -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, MaNGOS::XP::xp_to_level(getLevel())); - - UpdateMaxSkills (); - - // 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(int i = STAT_STRENGTH; i < MAX_STATS; ++i) - SetCreateStat(Stats(i), info.stats[i]); - - for(int 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 (int 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 ); - - SetUInt32Value(UNIT_FIELD_ATTACK_POWER, 0 ); - SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 ); - SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f); - SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 ); - SetUInt32Value(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); - - // Base parry percents - SetFloatValue(PLAYER_PARRY_PERCENTAGE, 5.0f); - - //Base block percentage - SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 5.0f); - - 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 (int 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(int i = 0; i < MAX_SPELL_SCHOOL; ++i) - { - SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f); - SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f); - } - // Init data for form but skip reapply item mods for form - InitDataForForm(reapplyMods); - - // save new stats - for (int 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_DISABLE_ROTATE | 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 - - // 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_FLAGS_FFA_PVP); - - SetByteValue(UNIT_FIELD_BYTES_1, 2, 0x00); // one form stealth modified bytes - - // 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); -} - -void Player::SendInitialSpells() -{ - 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 << uint16(itr->first); - //data << uint16(itr->second->slotId); - 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 << uint16(itr->first); - - time_t cooldown = 0; - time_t curTime = time(NULL); - if(itr->second.end > curTime) - cooldown = (itr->second.end-curTime)*1000; - - data << uint16(itr->second.itemid); // cast item id - data << uint16(sEntry->Category); // spell category - if(sEntry->Category) // may be wrong, but anyway better than nothing... - { - data << uint32(0); - data << uint32(cooldown); - } - else - { - data << uint32(cooldown); - data << uint32(0); - } - } - - 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, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count) -{ - WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0)))); - data << (uint32) mailId; - data << (uint32) mailAction; - data << (uint32) mailError; - if ( mailError == MAIL_ERR_BAG_FULL ) - 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::addSpell(uint32 spell_id, bool active, bool learning, bool loading, uint16 slot_id, bool disabled) -{ - SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); - if (!spellInfo) - { - // do character spell book cleanup (all characters) - if(loading && !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(loading && !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 disabled_case = false; - bool superceded_old = false; - - PlayerSpellMap::iterator itr = m_spells.find(spell_id); - if (itr != m_spells.end()) - { - // update active state for known spell - if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled) - { - itr->second->active = active; - - // loading && !learning == explicitly load from DB and then exist in it already and set correctly - if(loading && !learning) - itr->second->state = PLAYERSPELL_UNCHANGED; - else if(itr->second->state != PLAYERSPELL_NEW) - itr->second->state = PLAYERSPELL_CHANGED; - - if(!active) - { - WorldPacket data(SMSG_REMOVED_SPELL, 4); - data << uint16(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(loading && !learning) - 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(int i=0; i <5; ++i) - { - // skip learning spell and no rank spell case - uint32 rankSpellId = talentInfo->RankID[i]; - if(!rankSpellId || rankSpellId==spell_id) - continue; - - // skip unknown ranks - if(!HasSpell(rankSpellId)) - continue; - - removeSpell(rankSpellId); - } - } - } - // non talent spell: learn low ranks (recursive call) - else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id)) - { - if(loading) // at spells loading, no output, but allow save - addSpell(prev_spell,active,true,loading,SPELL_WITHOUT_SLOT_ID,disabled); - else // at normal learning - learnSpell(prev_spell); - } - - PlayerSpell *newspell = new PlayerSpell; - newspell->active = active; - newspell->state = state; - 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 itr = m_spells.begin(); itr != m_spells.end(); ++itr ) - { - if(itr->second->state == PLAYERSPELL_REMOVED) continue; - SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first); - if(!i_spellInfo) continue; - - if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) ) - { - if(itr->second->active) - { - if(spellmgr.IsHighRankOfSpell(spell_id,itr->first)) - { - if(!loading) // not send spell (re-/over-)learn packets at loading - { - WorldPacket data(SMSG_SUPERCEDED_SPELL, (4)); - data << uint16(itr->first); - data << uint16(spell_id); - GetSession()->SendPacket( &data ); - } - - // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new) - itr->second->active = false; - itr->second->state = PLAYERSPELL_CHANGED; - superceded_old = true; // new spell replace old in action bars and spell book. - } - else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id)) - { - if(!loading) // not send spell (re-/over-)learn packets at loading - { - WorldPacket data(SMSG_SUPERCEDED_SPELL, (4)); - data << uint16(spell_id); - data << uint16(itr->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; - } - } - } - } - } - - uint16 tmpslot=slot_id; - - if (tmpslot == SPELL_WITHOUT_SLOT_ID) - { - uint16 maxid = 0; - PlayerSpellMap::iterator itr; - for (itr = m_spells.begin(); itr != m_spells.end(); ++itr) - { - if(itr->second->state == PLAYERSPELL_REMOVED) - continue; - if (itr->second->slotId > maxid) - maxid = itr->second->slotId; - } - tmpslot = maxid + 1; - } - - newspell->slotId = tmpslot; - 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 spell doesn't require a stance or the player is in the required stance - if( ( !spellInfo->Stances && - spell_id != 5420 && spell_id != 5419 && spell_id != 7376 && - spell_id != 7381 && spell_id != 21156 && spell_id != 21009 && - spell_id != 21178 && spell_id != 33948 && spell_id != 40121 ) || - m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))) || - (spell_id == 5420 && m_form == FORM_TREE) || - (spell_id == 5419 && m_form == FORM_TRAVEL) || - (spell_id == 7376 && m_form == FORM_DEFENSIVESTANCE) || - (spell_id == 7381 && m_form == FORM_BERSERKERSTANCE) || - (spell_id == 21156 && m_form == FORM_BATTLESTANCE)|| - (spell_id == 21178 && (m_form == FORM_BEAR || m_form == FORM_DIREBEAR) ) || - (spell_id == 33948 && m_form == FORM_FLIGHT) || - (spell_id == 40121 && m_form == FORM_FLIGHT_EPIC) ) - //Check CasterAuraStates - if (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState))) - 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 = GetFreePrimaryProffesionPoints()) - { - if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id)) - SetFreePrimaryProffesions(freeProfs-1); - } - - // add dependent skills - uint16 maxskill = GetMaxSkillValueForLevel(); - - SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(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 - SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id); - SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id); - - for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_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 || - // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL - pSkill->id==SKILL_POISONS && _spell_idx->second->max_value==0 || - // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL - pSkill->id==SKILL_LOCKPICKING && _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 - SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id); - SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id); - - for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr) - { - if(!itr->second.autoLearned) - { - if(loading) // at spells loading, no output, but allow save - addSpell(itr->second.spell,true,true,loading); - else // at normal learning - learnSpell(itr->second.spell); - } - } - - // 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::learnSpell(uint32 spell_id) -{ - 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); - - // learn all disabled higher ranks (recursive) - SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext(); - for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i) - { - PlayerSpellMap::iterator iter = m_spells.find(i->second); - if (disabled && iter != m_spells.end() && iter->second->disabled) - learnSpell(i->second); - } - - // prevent duplicated entires in spell book - if(!learning) - return; - - WorldPacket data(SMSG_LEARNED_SPELL, 4); - data << uint32(spell_id); - GetSession()->SendPacket(&data); -} - -void Player::removeSpell(uint32 spell_id, bool disabled) -{ - PlayerSpellMap::iterator itr = m_spells.find(spell_id); - if (itr == m_spells.end()) - return; - - if(itr->second->state == PLAYERSPELL_REMOVED || disabled && itr->second->disabled) - return; - - // unlearn non talent higher ranks (recursive) - SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext(); - for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2) - if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second)) - removeSpell(itr2->second,disabled); - - // removing - WorldPacket data(SMSG_REMOVED_SPELL, 4); - data << uint16(spell_id); - GetSession()->SendPacket(&data); - - 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 - if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id)) - 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 = GetFreePrimaryProffesionPoints()+1; - if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL)) - SetFreePrimaryProffesions(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 - SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id); - SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id); - - for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_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 || - // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL - pSkill->id==SKILL_POISONS && _spell_idx->second->max_value==0 || - // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL - pSkill->id==SKILL_LOCKPICKING && _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 - SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id); - SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id); - - for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2) - removeSpell(itr2->second.spell, disabled); -} - -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 15 mins - if( entry && - entry->RecoveryTime <= 15 * MINUTE * 1000 && - entry->CategoryRecoveryTime <= 15 * MINUTE * 1000 ) - { - // notify player - WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8)); - data << uint32(itr->first); - data << GetGUID(); - GetSession()->SendPacket(&data); - // remove cooldown - m_spellCooldowns.erase(itr); - } - } -} - -void Player::RemoveAllSpellCooldown() -{ - if(!m_spellCooldowns.empty()) - { - for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr) - { - WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8)); - data << uint32(itr->first); - data << uint64(GetGUID()); - GetSession()->SendPacket(&data); - } - m_spellCooldowns.clear(); - } -} - -void Player::_LoadSpellCooldowns(QueryResult *result) -{ - m_spellCooldowns.clear(); - - //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 have 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() ); - - delete result; - } -} - -void Player::_SaveSpellCooldowns() -{ - CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow()); - - time_t curTime = time(NULL); - - // 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 - { - CharacterDatabase.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD "')", GetGUIDLow(), itr->first, itr->second.itemid, uint64(itr->second.end)); - ++itr; - } - } -} - -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)) - { - m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS; - CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow()); - } - - uint32 level = getLevel(); - uint32 talentPointsForLevel = level < 10 ? 0 : uint32((level-9)*sWorld.getRate(RATE_TALENT)); - - if (m_usedTalentCount == 0) - { - SetFreeTalentPoints(talentPointsForLevel); - return false; - } - - uint32 cost = 0; - - if(!no_cost) - { - cost = resetTalentsCost(); - - if (GetMoney() < cost) - { - SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0); - return false; - } - } - - for (unsigned int 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 (int j = 0; j < 5; j++) - { - for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();) - { - if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled) - { - ++itr; - continue; - } - - // remove learned spells (all ranks) - uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first); - - // unlearn if first rank is talent or learned by talent - if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId)) - { - removeSpell(itr->first,!IsPassiveSpell(itr->first)); - itr = GetSpellMap().begin(); - continue; - } - else - ++itr; - } - } - } - - SetFreeTalentPoints(talentPointsForLevel); - - if(!no_cost) - { - ModifyMoney(-(int32)cost); - - 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); - - return true; -} - -bool Player::_removeSpell(uint16 spell_id) -{ - PlayerSpellMap::iterator itr = m_spells.find(spell_id); - if (itr != m_spells.end()) - { - delete itr->second; - m_spells.erase(itr); - return true; - } - return false; -} - -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_SCALE_X); - - updateVisualBits.SetBit(UNIT_FIELD_CHARM); - updateVisualBits.SetBit(UNIT_FIELD_CHARM+1); - - updateVisualBits.SetBit(UNIT_FIELD_SUMMON); - updateVisualBits.SetBit(UNIT_FIELD_SUMMON+1); - - updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY); - - updateVisualBits.SetBit(UNIT_FIELD_TARGET); - updateVisualBits.SetBit(UNIT_FIELD_TARGET+1); - - updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT); - updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT+1); - - 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_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_LEVEL); - updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE); - updateVisualBits.SetBit(UNIT_FIELD_BYTES_0); - updateVisualBits.SetBit(UNIT_FIELD_FLAGS); - updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2); - for(uint16 i = UNIT_FIELD_AURA; i < UNIT_FIELD_AURASTATE; ++i) - updateVisualBits.SetBit(i); - updateVisualBits.SetBit(UNIT_FIELD_AURASTATE); - updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME); - updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1); - updateVisualBits.SetBit(UNIT_FIELD_RANGEDATTACKTIME); - 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_MOUNTDISPLAYID); - 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_BYTES_2); - - updateVisualBits.SetBit(PLAYER_FLAGS); - updateVisualBits.SetBit(PLAYER_BYTES); - updateVisualBits.SetBit(PLAYER_BYTES_2); - updateVisualBits.SetBit(PLAYER_BYTES_3); - updateVisualBits.SetBit(PLAYER_GUILDID); - updateVisualBits.SetBit(PLAYER_GUILDRANK); - updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP); - updateVisualBits.SetBit(PLAYER_DUEL_TEAM); - updateVisualBits.SetBit(PLAYER_DUEL_ARBITER); - updateVisualBits.SetBit(PLAYER_DUEL_ARBITER+1); - - // 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+=4) - updateVisualBits.SetBit(i); - - for(uint16 i = 0; i < INVENTORY_SLOT_BAG_END; i++) - { - updateVisualBits.SetBit((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + i*2)); - updateVisualBits.SetBit((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (i*2) + 1)); - } - //Players visible items are not inventory stuff - //431) = 884 (0x374) = main weapon - for(uint16 i = 0; i < EQUIPMENT_SLOT_END; i++) - { - // item creator - updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + (i*MAX_VISIBLE_ITEM_OFFSET) + 0); - updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + (i*MAX_VISIBLE_ITEM_OFFSET) + 1); - - uint16 visual_base = PLAYER_VISIBLE_ITEM_1_0 + (i*MAX_VISIBLE_ITEM_OFFSET); - - // item entry - updateVisualBits.SetBit(visual_base + 0); - - // item enchantment IDs - for(uint8 j = 0; j < MAX_INSPECTED_ENCHANTMENT_SLOT; ++j) - updateVisualBits.SetBit(visual_base + 1 + j); - - // random properties - updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (i*MAX_VISIBLE_ITEM_OFFSET)); - updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (i*MAX_VISIBLE_ITEM_OFFSET)); - } - - updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE); - - updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY); - updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + 1); - updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + 2); - updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO); - updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 1); - updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 2); - updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 3); - updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 4); - updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 5); -} - -void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const -{ - for(int i = 0; i < EQUIPMENT_SLOT_END; i++) - { - if(m_items[i] == NULL) - continue; - - m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); - } - - if(target == this) - { - - for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) - { - if(m_items[i] == NULL) - continue; - - m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); - } - for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) - { - if(m_items[i] == NULL) - continue; - - m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); - } - } - - Unit::BuildCreateUpdateBlockForPlayer( data, target ); -} - -void Player::DestroyForPlayer( Player *target ) const -{ - Unit::DestroyForPlayer( target ); - - for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++) - { - if(m_items[i] == NULL) - continue; - - m_items[i]->DestroyForPlayer( target ); - } - - if(target == this) - { - - for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) - { - if(m_items[i] == NULL) - continue; - - m_items[i]->DestroyForPlayer( target ); - } - for(int i = KEYRING_SLOT_START; i < KEYRING_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((uint16)spell); - return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled); -} - -TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const -{ - if (!trainer_spell) - return TRAINER_SPELL_RED; - - if (!trainer_spell->spell) - return TRAINER_SPELL_RED; - - // known spell - if(HasSpell(trainer_spell->spell->Id)) - return TRAINER_SPELL_GRAY; - - // check race/class requirement - if(!IsSpellFitByClassAndRace(trainer_spell->spell->Id)) - return TRAINER_SPELL_RED; - - // check level requirement - if(getLevel() < ( trainer_spell->reqlevel ? trainer_spell->reqlevel : trainer_spell->spell->spellLevel)) - return TRAINER_SPELL_RED; - - if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->spell->Id)) - { - // check prev.rank requirement - if(spell_chain->prev && !HasSpell(spell_chain->prev)) - return TRAINER_SPELL_RED; - - // check additional spell requirement - if(spell_chain->req && !HasSpell(spell_chain->req)) - return TRAINER_SPELL_RED; - } - - // check skill requirement - if(trainer_spell->reqskill && GetBaseSkillValue(trainer_spell->reqskill) < trainer_spell->reqskillvalue) - return TRAINER_SPELL_RED; - - // secondary prof. or not prof. spell - uint32 skill = trainer_spell->spell->EffectMiscValue[1]; - - if(trainer_spell->spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill)) - return TRAINER_SPELL_GREEN; - - // check primary prof. limit - if(spellmgr.IsPrimaryProfessionFirstRankSpell(trainer_spell->spell->Id) && GetFreePrimaryProffesionPoints() == 0) - return TRAINER_SPELL_RED; - - 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); - } - - // the player was uninvited already on logout so just remove from group - QueryResult *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); - delete resultGroup; - 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 - QueryResult *resultMail = CharacterDatabase.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid); - if(resultMail) - { - do - { - Field *fields = resultMail->Fetch(); - - uint32 mail_id = fields[0].GetUInt32(); - uint16 mailTemplateId= fields[1].GetUInt16(); - uint32 sender = fields[2].GetUInt32(); - std::string subject = fields[3].GetCppString(); - uint32 itemTextId = fields[4].GetUInt32(); - uint32 money = fields[5].GetUInt32(); - bool has_items = fields[6].GetBool(); - - //we can return mail now - //so firstly delete the old one - CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id); - - MailItemsInfo mi; - if(has_items) - { - QueryResult *resultItems = CharacterDatabase.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id); - if(resultItems) - { - do - { - Field *fields2 = resultItems->Fetch(); - - uint32 item_guidlow = fields2[0].GetUInt32(); - uint32 item_template = fields2[1].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))) - { - pItem->FSetState(ITEM_REMOVED); - pItem->SaveToDB(); // it also deletes item object ! - continue; - } - - mi.AddItem(item_guidlow, item_template, pItem); - } - while (resultItems->NextRow()); - - delete resultItems; - } - } - - CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id); - - uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); - - WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, 0, mailTemplateId); - } - while (resultMail->NextRow()); - - delete resultMail; - } - - // 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 *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()); - delete resultPets; - } - - CharacterDatabase.PExecute("DELETE FROM characters 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 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 character_ticket WHERE guid = '%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.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() -{ - if(getRace() == RACE_NIGHTELF) - CastSpell(this, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form) - CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?) - - // 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? - - SetByteValue(UNIT_FIELD_BYTES_1, 3, PLAYER_STATE_FLAG_ALWAYS_STAND); -} - -void Player::SendDelayResponse(const uint32 ml_seconds) -{ - WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 ); - data << (uint32)time(NULL); - data << (uint32)0; - GetSession()->SendPacket( &data ); -} - -void Player::ResurrectPlayer(float restore_percent, bool updateToWorld, 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)); - } - - // update visbility - ObjectAccessor::UpdateVisibilityForPlayer(this); - - // some items limited to specific map - DestroyZoneLimitedItem( true, GetZoneId()); - - if(!applySickness || getLevel() <= 10) - 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,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true); - - // not full duration - if(int32(getLevel()) < startLevel+9) - { - int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE; - - for(int i =0; i < 3; ++i) - { - if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i)) - { - Aur->SetAuraDuration(delta*1000); - Aur->UpdateAuraDuration(); - } - } - } - } -} - -void Player::KillPlayer() -{ - 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*1000; - - UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill - - // don't create corpse at this moment, player might be falling - - // update visibility - ObjectAccessor::UpdateObjectVisibility(this); -} - -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, GetMapId(), GetPositionX(), - GetPositionY(), GetPositionZ(), GetOrientation())) - { - 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()) - 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; - uint16 iIventoryType; - uint32 _cfi; - for (int i = 0; i < EQUIPMENT_SLOT_END; i++) - { - if(m_items[i]) - { - iDisplayID = m_items[i]->GetProto()->DisplayInfoID; - iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType; - - _cfi = (uint16(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())) - SaveToDB(); // prevent loading as ghost without corpse -} - -Corpse* Player::GetCorpse() const -{ - return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID()); -} - -void Player::DurabilityLossAll(double percent, bool inventory) -{ - for(int 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(int 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(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - if(ItemPrototype const *pBagProto = pBag->GetProto()) - for(uint32 j = 0; j < pBagProto->ContainerSlots; 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(int 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(int 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(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - if(ItemPrototype const *pBagProto = pBag->GetProto()) - for(uint32 j = 0; j < pBagProto->ContainerSlots; 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(int 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(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++) - for(int 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 = sItemStorage.LookupEntry<ItemPrototype>(item->GetEntry()); - if(!ditemProto) - { - sLog.outError("ERROR: RepairDurability: Unknown item id %u", ditemProto); - return TotalCost; - } - - DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel); - if(!dcost) - { - sLog.outError("ERROR: RepairDurability: Wrong item lvl %u", dcost); - return TotalCost; - } - - DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry((ditemProto->Quality+1)*2); - if(!dQualitymodEntry) - { - sLog.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntry); - return TotalCost; - } - - uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)]; - uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod)); - - costs = uint32(costs * discountMod); - - 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()) - { - ResurrectPlayer(0.5f); - SpawnCorpseBones(); - } - - WorldSafeLocsEntry const *ClosestGrave = NULL; - - // Special handle for battleground maps - BattleGround *bg = sBattleGroundMgr.GetBattleGround(GetBattleGroundId()); - - if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY)) - ClosestGrave = bg->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam()); - 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); - } - } -} - -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(); // stroe 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, bool affectStats) -{ - if(modGroup >= BASEMOD_END || modType >= MOD_END) - { - sLog.outError("ERROR in HandleBaseModValue(): nonexisted 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("ERROR: trial to access nonexisted 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("ERROR: 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 -{ - BaseModGroup modGroup = SHIELD_BLOCK_VALUE; - - float value = GetTotalBaseModValue(modGroup) + GetStat(STAT_STRENGTH)/20 - 1; - - value = (value < 0) ? 0 : value; - - return uint32(value); -} - -float Player::GetMeleeCritFromAgility() -{ - uint32 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 - }; - - uint32 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() -{ - uint32 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 -{ - uint32 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); -} - -uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const -{ - float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.0f; - if (melee>25.0f) melee = 25.0f; - return uint32 (melee * damage /100.0f); -} - -uint32 Player::GetRangedCritDamageReduction(uint32 damage) const -{ - float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.0f; - if (ranged>25.0f) ranged=25.0f; - return uint32 (ranged * damage /100.0f); -} - -uint32 Player::GetSpellCritDamageReduction(uint32 damage) const -{ - float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.0f; - // In wow script resilience limited to 25% - if (spell>25.0f) - spell = 25.0f; - return uint32 (spell * damage / 100.0f); -} - -uint32 Player::GetDotDamageReduction(uint32 damage) const -{ - float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL); - // Dot resilience not limited (limit it by 100%) - if (spellDot > 100.0f) - spellDot = 100.0f; - return uint32 (spellDot * damage / 100.0f); -} - -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() -{ - uint32 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() -{ - uint32 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) -{ - ApplyModUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, value, apply); - - float RatingCoeffecient = GetRatingCoefficient(cr); - float RatingChange = 0.0f; - - 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: - RatingChange = value / RatingCoeffecient; - m_modMeleeHitChance += apply ? RatingChange : -RatingChange; - break; - case CR_HIT_RANGED: - RatingChange = value / RatingCoeffecient; - m_modRangedHitChance += apply ? RatingChange : -RatingChange; - break; - case CR_HIT_SPELL: - RatingChange = value / RatingCoeffecient; - m_modSpellHitChance += apply ? RatingChange : -RatingChange; - 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: - RatingChange = value / RatingCoeffecient; - ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply); - ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply); - break; - case CR_HASTE_RANGED: - RatingChange = value / RatingCoeffecient; - ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply); - break; - case CR_HASTE_SPELL: - RatingChange = value / RatingCoeffecient; - ApplyCastTimePercentMod(RatingChange,apply); - 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; - } -} - -void Player::SetRegularAttackTime() -{ - for(int 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; - - uint16 i=0; - for (; i < PLAYER_MAX_SKILLS; i++) - if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id) - break; - - if(i>=PLAYER_MAX_SKILLS) - return false; - - uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)); - uint32 value = SKILL_VALUE(data); - uint32 max = SKILL_MAX(data); - - if ((!max) || (!value) || (value >= max)) - return false; - - if (value*512 < max*urand(0,512)) - { - uint32 new_value = value+step; - if(new_value > max) - new_value = max; - - SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max)); - 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); - - SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid); - SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid); - - for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_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); - } - - 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: - 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); -} - -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; - } - - uint16 i=0; - for (; i < PLAYER_MAX_SKILLS; i++) - if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break; - if ( i >= PLAYER_MAX_SKILLS ) - return false; - - uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)); - 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(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue)); - 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 - - 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, MeleeHitOutcome outcome, bool defence) -{ - switch(outcome) - { - case MELEE_HIT_CRIT: - case MELEE_HIT_DODGE: - case MELEE_HIT_PARRY: - case MELEE_HIT_BLOCK: - case MELEE_HIT_BLOCK_CRIT: - return; - - default: - break; - } - - uint32 plevel = getLevel(); // if defense than pVictim == attacker - uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel); - uint32 moblevel = pVictim->getLevelForTarget(this); - if(moblevel < greylevel) - return; - - if (moblevel > plevel + 5) - moblevel = plevel + 5; - - uint32 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 *= 0.1f * 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) -{ - for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) - if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid) - { - uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)); - 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(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val)); - else // temporary/item bonus stored in low part - SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus)); - return; - } -} - -void Player::UpdateMaxSkills() -{ - uint16 maxconfskill = sWorld.GetConfigMaxSkillValue(); - - for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) - if (GetUInt32Value(PLAYER_SKILL_INDEX(i))) - { - uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF; - - SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill); - if(!pSkill) - continue; - - if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL) - continue; - - uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)); - uint32 max = SKILL_MAX(data); - uint32 val = SKILL_VALUE(data); - - // update only level dependent max skill values - if(max!=1 && max != maxconfskill) - { - uint32 max_Skill = GetMaxSkillValueForLevel(); - SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,max_Skill)); - } - } -} - -void Player::UpdateSkillsToMaxSkillsForLevel() -{ - for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) - if (GetUInt32Value(PLAYER_SKILL_INDEX(i))) - { - uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF; - if( IsProfessionSkill(pskill) || pskill == SKILL_RIDING ) - continue; - uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)); - - uint32 max = SKILL_MAX(data); - - if(max > 1) - SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max)); - - if(pskill == SKILL_DEFENSE) - { - UpdateBlockPercentage(); - } - } -} - -// 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; - - uint16 i=0; - for (; i < PLAYER_MAX_SKILLS; i++) - if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break; - - if(i<PLAYER_MAX_SKILLS) //has skill - { - if(currVal) - SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal)); - else //remove - { - // clear skill fields - SetUInt32Value(PLAYER_SKILL_INDEX(i),0); - SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0); - SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0); - - // remove spells that depend on this skill when removing the skill - for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next) - { - ++next; - if(itr->second->state == PLAYERSPELL_REMOVED) - continue; - - SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(itr->first); - SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(itr->first); - - for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx) - { - if (_spell_idx->second->skillId == id) - { - // this may remove more than one spell (dependants) - removeSpell(itr->first); - next = m_spells.begin(); - break; - } - } - } - } - } - else if(currVal) //add - { - for (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)); - - // apply skill bonuses - SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0); - - // temporary bonuses - AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL); - for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i) - if ((*i)->GetModifier()->m_miscvalue == int32(id)) - (*i)->ApplyModifier(true); - - // permanent bonuses - AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT); - for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i) - if ((*i)->GetModifier()->m_miscvalue == int32(id)) - (*i)->ApplyModifier(true); - - // Learn all spells for skill - learnSkillRewardedSpells(id); - return; - } - } -} - -bool Player::HasSkill(uint32 skill) const -{ - if(!skill)return false; - for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) - { - if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) - { - return true; - } - } - return false; -} - -uint16 Player::GetSkillValue(uint32 skill) const -{ - if(!skill) - return 0; - - for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) - { - if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) - { - uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)); - - int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)))); - result += SKILL_TEMP_BONUS(bonus); - result += SKILL_PERM_BONUS(bonus); - return result < 0 ? 0 : result; - } - } - return 0; -} - -uint16 Player::GetMaxSkillValue(uint32 skill) const -{ - if(!skill)return 0; - for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) - { - if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) - { - uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)); - - int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)))); - result += SKILL_TEMP_BONUS(bonus); - result += SKILL_PERM_BONUS(bonus); - return result < 0 ? 0 : result; - } - } - return 0; -} - -uint16 Player::GetPureMaxSkillValue(uint32 skill) const -{ - if(!skill)return 0; - for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) - { - if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) - { - return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))); - } - } - return 0; -} - -uint16 Player::GetBaseSkillValue(uint32 skill) const -{ - if(!skill)return 0; - for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) - { - if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) - { - int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)))); - result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i))); - return result < 0 ? 0 : result; - } - } - return 0; -} - -uint16 Player::GetPureSkillValue(uint32 skill) const -{ - if(!skill)return 0; - for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) - { - if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) - { - return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))); - } - } - return 0; -} - -int16 Player::GetSkillTempBonusValue(uint32 skill) const -{ - if(!skill) - return 0; - - for (int i = 0; i < PLAYER_MAX_SKILLS; i++) - { - if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) - { - return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i))); - } - } - - return 0; -} - -void Player::SendInitialActionButtons() -{ - sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() ); - - WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4)); - for(int 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 << uint16(itr->second.action); - data << uint8(itr->second.misc); - data << uint8(itr->second.type); - } - else - { - data << uint32(0); - } - } - - GetSession()->SendPacket( &data ); - sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() ); -} - -void Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc) -{ - if(button >= MAX_ACTION_BUTTONS) - { - sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() ); - return; - } - - // check cheating with adding non-known spells to action bar - if(type==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; - } - - 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; - } - } - - ActionButtonList::iterator buttonItr = m_actionButtons.find(button); - - if (buttonItr==m_actionButtons.end()) - { // just add new button - m_actionButtons[button] = ActionButton(action,type,misc); - } - else - { // change state of current button - ActionButtonUpdateState uState = buttonItr->second.uState; - buttonItr->second = ActionButton(action,type,misc); - if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED; - }; - - sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button ); -} - -void Player::removeActionButton(uint8 button) -{ - ActionButtonList::iterator buttonItr = m_actionButtons.find(button); - if (buttonItr==m_actionButtons.end()) - 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() ); -} - -void Player::SetDontMove(bool dontMove) -{ - m_dontMove = dontMove; -} - -bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport) -{ - // prevent crash when a bad coord is sent by the client - if(!MaNGOS::IsValidMapCoord(x,y,z,orientation)) - { - sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow()); - return false; - } - - Map *m = MapManager::Instance().GetMap(GetMapId(), this); - - const float old_x = GetPositionX(); - const float old_y = GetPositionY(); - const float old_z = GetPositionZ(); - const float old_r = GetOrientation(); - - if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation ) - { - if (teleport || old_x != x || old_y != y || old_z != z) - RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING); - else - RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING); - - // move and update visible state if need - m->PlayerRelocation(this, x, y, z, orientation); - - // reread after Map::Relocation - m = MapManager::Instance().GetMap(GetMapId(), this); - x = GetPositionX(); - y = GetPositionY(); - z = GetPositionZ(); - } - - // code block for underwater state update - UpdateUnderwaterState(m, x, y, z); - - - CheckExploreSystem(); - - // group update - if(GetGroup()) - SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION); - - 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) -{ - MapManager::Instance().GetMap(GetMapId(), this)->MessageBroadcast(this, data, self); -} - -void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self) -{ - MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data, dist, self); -} - -void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only) -{ - MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data, dist, self,own_team_only); -} - -void Player::SendDirectMessage(WorldPacket *data) -{ - GetSession()->SendPacket(data); -} - -void Player::CheckExploreSystem() -{ - if (!isAlive()) - return; - - if (isInFlight()) - return; - - uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY()); - if(areaFlag==0xffff) - return; - int offset = areaFlag / 32; - - if(offset >= 128) - { - sLog.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 64 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset); - 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)); - - 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 team id 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) ); -} - -void Player::UpdateReputation() const -{ - sLog.outDetail( "WORLD: Player::UpdateReputation" ); - - for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr) - { - SendFactionState(&(itr->second)); - } -} - -void Player::SendFactionState(FactionState const* faction) const -{ - if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it - { - WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0 - data << (float) 0; // unk 2.4.0 - data << (uint32) 1; // count - // for - data << (uint32) faction->ReputationListID; - data << (uint32) faction->Standing; - // end for - GetSession()->SendPacket(&data); - } -} - -void Player::SendInitialReputations() -{ - WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5)); - data << uint32 (0x00000080); - - RepListID a = 0; - - for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); itr++) - { - // fill in absent fields - for (; a != itr->first; a++) - { - data << uint8 (0x00); - data << uint32 (0x00000000); - } - - // fill in encountered data - data << uint8 (itr->second.Flags); - data << uint32 (itr->second.Standing); - - ++a; - } - - // fill in absent fields - for (; a != 128; a++) - { - data << uint8 (0x00); - data << uint32 (0x00000000); - } - - GetSession()->SendPacket(&data); -} - -FactionState const* Player::GetFactionState( FactionEntry const* factionEntry) const -{ - FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID); - if (itr != m_factions.end()) - return &itr->second; - - return NULL; -} - -void Player::SetFactionAtWar(FactionState* faction, bool atWar) -{ - // not allow declare war to own faction - if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) ) - return; - - // already set - if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar) - return; - - if( atWar ) - faction->Flags |= FACTION_FLAG_AT_WAR; - else - faction->Flags &= ~FACTION_FLAG_AT_WAR; - - faction->Changed = true; -} - -void Player::SetFactionInactive(FactionState* faction, bool inactive) -{ - // always invisible or hidden faction can't be inactive - if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) ) - return; - - // already set - if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive) - return; - - if(inactive) - faction->Flags |= FACTION_FLAG_INACTIVE; - else - faction->Flags &= ~FACTION_FLAG_INACTIVE; - - faction->Changed = true; -} - -void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId) -{ - FactionTemplateEntry const*factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId); - - if(!factionTemplateEntry) - return; - - SetFactionVisibleForFactionId(factionTemplateEntry->faction); -} - -void Player::SetFactionVisibleForFactionId(uint32 FactionId) -{ - FactionEntry const *factionEntry = sFactionStore.LookupEntry(FactionId); - if(!factionEntry) - return; - - if(factionEntry->reputationListID < 0) - return; - - FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID); - if (itr == m_factions.end()) - return; - - SetFactionVisible(&itr->second); -} - -void Player::SetFactionVisible(FactionState* faction) -{ - // always invisible or hidden faction can't be make visible - if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) - return; - - // already set - if(faction->Flags & FACTION_FLAG_VISIBLE) - return; - - faction->Flags |= FACTION_FLAG_VISIBLE; - faction->Changed = true; - - if(!m_session->PlayerLoading()) - { - // make faction visible in reputation list at client - WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4); - data << faction->ReputationListID; - GetSession()->SendPacket(&data); - } -} - -void Player::SetInitialFactions() -{ - for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++) - { - FactionEntry const *factionEntry = sFactionStore.LookupEntry(i); - - if( factionEntry && (factionEntry->reputationListID >= 0)) - { - FactionState newFaction; - newFaction.ID = factionEntry->ID; - newFaction.ReputationListID = factionEntry->reputationListID; - newFaction.Standing = 0; - newFaction.Flags = GetDefaultReputationFlags(factionEntry); - newFaction.Changed = true; - - m_factions[newFaction.ReputationListID] = newFaction; - } - } -} - -uint32 Player::GetDefaultReputationFlags(const FactionEntry *factionEntry) const -{ - if (!factionEntry) - return 0; - - uint32 raceMask = getRaceMask(); - uint32 classMask = getClassMask(); - for (int i=0; i < 4; i++) - { - if( (factionEntry->BaseRepRaceMask[i] & raceMask) && - (factionEntry->BaseRepClassMask[i]==0 || - (factionEntry->BaseRepClassMask[i] & classMask) ) ) - return factionEntry->ReputationFlags[i]; - } - return 0; -} - -int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const -{ - if (!factionEntry) - return 0; - - uint32 raceMask = getRaceMask(); - uint32 classMask = getClassMask(); - for (int i=0; i < 4; i++) - { - if( (factionEntry->BaseRepRaceMask[i] & raceMask) && - (factionEntry->BaseRepClassMask[i]==0 || - (factionEntry->BaseRepClassMask[i] & classMask) ) ) - return factionEntry->BaseRepValue[i]; - } - - // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0 - return 0; -} - -int32 Player::GetReputation(uint32 faction_id) const -{ - FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id); - - if (!factionEntry) - { - sLog.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id); - return 0; - } - - return GetReputation(factionEntry); -} - -int32 Player::GetReputation(const FactionEntry *factionEntry) const -{ - // Faction without recorded reputation. Just ignore. - if(!factionEntry) - return 0; - - FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID); - if (itr != m_factions.end()) - return GetBaseReputation(factionEntry) + itr->second.Standing; - - return 0; -} - -ReputationRank Player::GetReputationRank(uint32 faction) const -{ - FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction); - if(!factionEntry) - return MIN_REPUTATION_RANK; - - return GetReputationRank(factionEntry); -} - -ReputationRank Player::ReputationToRank(int32 standing) const -{ - int32 Limit = Reputation_Cap + 1; - for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i) - { - Limit -= ReputationRank_Length[i]; - if (standing >= Limit ) - return ReputationRank(i); - } - return MIN_REPUTATION_RANK; -} - -ReputationRank Player::GetReputationRank(const FactionEntry *factionEntry) const -{ - int32 Reputation = GetReputation(factionEntry); - return ReputationToRank(Reputation); -} - -ReputationRank Player::GetBaseReputationRank(const FactionEntry *factionEntry) const -{ - int32 Reputation = GetBaseReputation(factionEntry); - return ReputationToRank(Reputation); -} - -bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation) -{ - FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId); - - if(!factionTemplateEntry) - { - sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId); - return false; - } - - FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction); - - // Faction without recorded reputation. Just ignore. - if(!factionEntry) - return false; - - return ModifyFactionReputation(factionEntry, DeltaReputation); -} - -bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing) -{ - SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID); - if (flist) - { - bool res = false; - for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr) - { - FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr); - if(factionEntryCalc) - res = ModifyOneFactionReputation(factionEntryCalc, standing); - } - return res; - } - else - return ModifyOneFactionReputation(factionEntry, standing); -} - -bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing) -{ - FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID); - if (itr != m_factions.end()) - { - int32 BaseRep = GetBaseReputation(factionEntry); - int32 new_rep = BaseRep + itr->second.Standing + standing; - - if (new_rep > Reputation_Cap) - new_rep = Reputation_Cap; - else - if (new_rep < Reputation_Bottom) - new_rep = Reputation_Bottom; - - if(ReputationToRank(new_rep) <= REP_HOSTILE) - SetFactionAtWar(&itr->second,true); - - itr->second.Standing = new_rep - BaseRep; - itr->second.Changed = true; - - SetFactionVisible(&itr->second); - - for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ ) - { - if(uint32 questid = GetQuestSlotQuestId(i)) - { - Quest const* qInfo = objmgr.GetQuestTemplate(questid); - if( qInfo && qInfo->GetRepObjectiveFaction() == factionEntry->ID ) - { - QuestStatusData& q_status = mQuestStatus[questid]; - if( q_status.m_status == QUEST_STATUS_INCOMPLETE ) - { - if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue()) - if ( CanCompleteQuest( questid ) ) - CompleteQuest( questid ); - } - else if( q_status.m_status == QUEST_STATUS_COMPLETE ) - { - if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue()) - IncompleteQuest( questid ); - } - } - } - } - - SendFactionState(&(itr->second)); - - return true; - } - return false; -} - -bool Player::SetFactionReputation(uint32 FactionTemplateId, int32 standing) -{ - FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId); - - if(!factionTemplateEntry) - { - sLog.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId); - return false; - } - - FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction); - - // Faction without recorded reputation. Just ignore. - if(!factionEntry) - return false; - - return SetFactionReputation(factionEntry, standing); -} - -bool Player::SetFactionReputation(FactionEntry const* factionEntry, int32 standing) -{ - SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID); - if (flist) - { - bool res = false; - for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr) - { - FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr); - if(factionEntryCalc) - res = SetOneFactionReputation(factionEntryCalc, standing); - } - return res; - } - else - return SetOneFactionReputation(factionEntry, standing); -} - -bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing) -{ - FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID); - if (itr != m_factions.end()) - { - if (standing > Reputation_Cap) - standing = Reputation_Cap; - else - if (standing < Reputation_Bottom) - standing = Reputation_Bottom; - - int32 BaseRep = GetBaseReputation(factionEntry); - itr->second.Standing = standing - BaseRep; - itr->second.Changed = true; - - SetFactionVisible(&itr->second); - - if(ReputationToRank(standing) <= REP_HOSTILE) - SetFactionAtWar(&itr->second,true); - - SendFactionState(&(itr->second)); - return true; - } - return false; -} - -//Calculate total reputation percent player gain with quest/creature level -int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest) -{ - // for grey creature kill received 20%, in other case 100. - int32 percent = (!for_quest && (creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100; - - int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN); - - percent += rep > 0 ? repMod : -repMod; - - if(percent <=0) - return 0; - - return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*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; - - ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(pVictim->GetEntry()); - - if(!Rep) - return; - - if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE)) - { - int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false); - donerep1 = int32(donerep1*rate); - FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1); - uint32 current_reputation_rank1 = GetReputationRank(factionEntry1); - if(factionEntry1 && current_reputation_rank1 <= Rep->reputration_max_cap1) - ModifyFactionReputation(factionEntry1, donerep1); - - // Wiki: Team factions value divided by 2 - if(Rep->is_teamaward1) - { - FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team); - if(team1_factionEntry) - ModifyFactionReputation(team1_factionEntry, donerep1 / 2); - } - } - - if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE)) - { - int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false); - donerep2 = int32(donerep2*rate); - FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2); - uint32 current_reputation_rank2 = GetReputationRank(factionEntry2); - if(factionEntry2 && current_reputation_rank2 <= Rep->reputration_max_cap2) - ModifyFactionReputation(factionEntry2, donerep2); - - // Wiki: Team factions value divided by 2 - if(Rep->is_teamaward2) - { - FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team); - if(team2_factionEntry) - ModifyFactionReputation(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(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) - { - if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] ) - { - int32 rep = CalculateReputationGain(pQuest->GetQuestLevel(),pQuest->RewRepValue[i],true); - FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]); - if(factionEntry) - ModifyFactionReputation(factionEntry, rep); - } - } - - // TODO: implement reputation spillover -} - -void Player::UpdateArenaFields(void) -{ - /* arena calcs go here */ -} - -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) -{ - // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens - if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE)) - return false; - - uint64 victim_guid = 0; - uint32 victim_rank = 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(); - - 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. - } - - if(k_level <= 5) - k_grey = 0; - else if( k_level <= 39 ) - k_grey = k_level - 5 - k_level/10; - else - k_grey = k_level - 1 - k_level/5; - - 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_HONORBALE_KILLS, 1, true); - } - 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; - - 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); - 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) -{ - std::ostringstream ss; - ss<<"SELECT guildid FROM guild_member WHERE guid='"<<guid<<"'"; - QueryResult *result = CharacterDatabase.Query( ss.str().c_str() ); - if( result ) - { - uint32 v = result->Fetch()[0].GetUInt32(); - delete result; - return v; - } - else - return 0; -} - -uint32 Player::GetRankFromDB(uint64 guid) -{ - std::ostringstream ss; - ss<<"SELECT rank FROM guild_member WHERE guid='"<<guid<<"'"; - QueryResult *result = CharacterDatabase.Query( ss.str().c_str() ); - if( result ) - { - uint32 v = result->Fetch()[0].GetUInt32(); - delete result; - return v; - } - else - return 0; -} - -uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type) -{ - // need fix it! - QueryResult *result = CharacterDatabase.PQuery("SELECT arenateamid FROM arena_team_member WHERE guid='%u'", GUID_LOPART(guid)); - if(result) - { - // init id to 0, check the arena type before assigning a value to id - uint32 id = 0; - do - { - QueryResult *result2 = CharacterDatabase.PQuery("SELECT type FROM arena_team WHERE arenateamid='%u'", id); - if(result2) - { - uint8 dbtype = (*result2)[0].GetUInt32(); - delete result2; - if(dbtype == type) - { - // if the type matches, we've found the id - id = (*result)[0].GetUInt32(); - break; - } - } - } while(result->NextRow()); - delete result; - return id; - } - // no arenateam for the specified guid, return 0 - return 0; -} - -uint32 Player::GetZoneIdFromDB(uint64 guid) -{ - std::ostringstream ss; - - ss<<"SELECT zone FROM characters WHERE guid='"<<GUID_LOPART(guid)<<"'"; - QueryResult *result = CharacterDatabase.Query( ss.str().c_str() ); - if (!result) - return 0; - Field* fields = result->Fetch(); - uint32 zone = fields[0].GetUInt32(); - delete result; - - if (!zone) - { - // stored zone is zero, use generic and slow zone detection - ss.str(""); - ss<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<<GUID_LOPART(guid)<<"'"; - result = CharacterDatabase.Query(ss.str().c_str()); - if( !result ) - return 0; - fields = result->Fetch(); - uint32 map = fields[0].GetUInt32(); - float posx = fields[1].GetFloat(); - float posy = fields[2].GetFloat(); - delete result; - - zone = MapManager::Instance().GetZoneId(map,posx,posy); - - ss.str(""); - ss << "UPDATE characters SET zone='"<<zone<<"' WHERE guid='"<<GUID_LOPART(guid)<<"'"; - CharacterDatabase.Execute(ss.str().c_str()); - } - - return zone; -} - -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); - - if(area && (area->flags & AREA_FLAG_ARENA)) - { - if(!isGameMaster()) - SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP); - } - else - { - // remove ffa flag only if not ffapvp realm - // removal in sanctuaries and capitals is handled in zone update - if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && !sWorld.IsFFAPvPRealm()) - RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP); - } - - UpdateAreaDependentAuras(newArea); -} - -void Player::UpdateZone(uint32 newZone) -{ - m_zoneUpdateId = newZone; - m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL; - - // zone changed, so area changed as well, update it - UpdateArea(GetAreaId()); - - 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); - } - } - } - - pvpInfo.inHostileArea = - GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE || - GetTeam() == HORDE && zone->team == AREATEAM_ALLY || - sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE || - InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this - - 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 - } - - if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary - { - SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY); - if(sWorld.IsFFAPvPRealm()) - RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP); - } - else - { - RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_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); - - if(sWorld.IsFFAPvPRealm()) - RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP); - } - 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); - - if(sWorld.IsFFAPvPRealm()) - SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP); - } - } - else // not in tavern (leave city then) - { - RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); - SetRestType(REST_TYPE_NO); - - // Set player to FFA PVP when not in rested enviroment. - if(sWorld.IsFFAPvPRealm()) - SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP); - } - } - } - - // 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 ); - - // 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 = ObjectAccessor::GetGameObject(*this, 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); - } - } -} - -void Player::DuelComplete(DuelCompleteType type) -{ - // duel not requested - if(!duel) - return; - - 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); - } - - // cool-down duel spell - /*data.Initialize(SMSG_SPELL_COOLDOWN, 17); - - data<<GetGUID(); - data<<uint8(0x0); - - data<<(uint32)7266; - data<<uint32(0x0); - GetSession()->SendPacket(&data); - data.Initialize(SMSG_SPELL_COOLDOWN, 17); - data<<duel->opponent->GetGUID(); - data<<uint8(0x0); - data<<(uint32)7266; - data<<uint32(0x0); - duel->opponent->GetSession()->SendPacket(&data);*/ - - //Remove Duel Flag object - GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER)); - if(obj) - duel->initiator->RemoveGameObject(obj,true); - - /* remove auras */ - std::vector<uint32> auras2remove; - AuraMap const& vAuras = duel->opponent->GetAuras(); - for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); i++) - { - if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime) - auras2remove.push_back(i->second->GetId()); - } - - for(size_t i=0; i<auras2remove.size(); i++) - duel->opponent->RemoveAurasDueToSpell(auras2remove[i]); - - auras2remove.clear(); - AuraMap const& auras = GetAuras(); - for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); i++) - { - if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime) - auras2remove.push_back(i->second->GetId()); - } - for(size_t i=0; i<auras2remove.size(); i++) - RemoveAurasDueToSpell(auras2remove[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(); - - //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; - - // not apply/remove mods for broken item - if(item->IsBroken()) - return; - - ItemPrototype const *proto = item->GetProto(); - - if(!proto) - return; - - sLog.outDetail("applying mods for item %u ",item->GetGUIDLow()); - - uint32 attacktype = Player::GetAttackBySlot(slot); - 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); - - 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); - - sLog.outDebug("_ApplyItemMods complete."); -} - -void Player::_ApplyItemBonuses(ItemPrototype const *proto,uint8 slot,bool apply) -{ - if(slot >= INVENTORY_SLOT_BAG_END || !proto) - return; - - for (int i = 0; i < 10; i++) - { - float val = float (proto->ItemStat[i].ItemStatValue); - - if(val==0) - continue; - - switch (proto->ItemStat[i].ItemStatType) - { - 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, val, apply); - break; - case ITEM_MOD_STRENGTH: //modify strength - HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply); - ApplyStatBuffMod(STAT_STRENGTH, val, apply); - break; - case ITEM_MOD_INTELLECT: //modify intellect - HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply); - ApplyStatBuffMod(STAT_INTELLECT, val, apply); - break; - case ITEM_MOD_SPIRIT: //modify spirit - HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply); - ApplyStatBuffMod(STAT_SPIRIT, val, apply); - break; - case ITEM_MOD_STAMINA: //modify stamina - HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply); - ApplyStatBuffMod(STAT_STAMINA, 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; - } - } - - if (proto->Armor) - HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), 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; - } - - if (proto->Damage[0].DamageMin > 0 ) - { - damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE; - SetBaseWeaponDamage(attType, MINDAMAGE, damage); - //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE)); - } - - if (proto->Damage[0].DamageMax > 0 ) - { - damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE; - SetBaseWeaponDamage(attType, MAXDAMAGE, damage); - } - - if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND)) - 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) -{ - AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT); - for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr) - _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply); - - AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE); - for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr) - _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply); - - AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE); - for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr) - _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply); -} - -void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* 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->IsFitToSpellRequirements(aura->GetSpellProto())) - { - HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply); - } -} - -void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply) -{ - // ignore spell mods for not wands - Modifier const* modifier = aura->GetModifier(); - if((modifier->m_miscvalue & 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(modifier->m_auraname) - { - 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->IsFitToSpellRequirements(aura->GetSpellProto())) - { - HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply); - } -} - -void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change) -{ - if(!item) - return; - - ItemPrototype const *proto = item->GetProto(); - if(!proto) - return; - - for (int i = 0; i < 5; 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)!=0) - return; - - if(form_change) // check aura active state from other form - { - bool found = false; - for (int k=0; k < 3; ++k) - { - spellEffectPair spair = spellEffectPair(spellInfo->Id, k); - for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter) - { - if(!item || iter->second->GetCastItemGUID() == item->GetGUID()) - { - found = true; - break; - } - } - if(found) - break; - } - - if(found) // and skip re-cast already active aura at form change - 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)==0) - 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 (int 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(Item *item,Unit* Target, WeaponAttackType attType) -{ - if(!item || item->IsBroken()) - return; - - ItemPrototype const *proto = item->GetProto(); - if(!proto) - return; - - if (!Target || Target == this ) - return; - - for (int 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) - { - uint32 WeaponSpeed = GetAttackTime(attType); - chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate); - } - else if(chance > 100.0f) - { - chance = GetWeaponProcChance(); - } - - if (roll_chance_f(chance)) - this->CastSpell(Target, spellInfo->Id, true, item); - } - - // item combat enchantments - for(int 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 (int s=0;s<3;s++) - { - if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL) - 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 (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::_RemoveAllItemMods() -{ - sLog.outDebug("_RemoveAllItemMods start."); - - for (int 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 (int 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 (int 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 (int 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::_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; - - 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()); - 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); -} - -/*Loot type MUST be -1-corpse, go -2-skinning -3-Fishing -*/ - -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) -{ - Loot *loot = 0; - PermissionTypes permission = ALL_PERMISSION; - - sLog.outDebug("Player::SendLoot"); - if (IS_GAMEOBJECT_GUID(guid)) - { - sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)"); - GameObject *go = - ObjectAccessor::GetGameObject(*this, 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->GetLootId(); - - if(lootid) - { - sLog.outDebug(" if(lootid)"); - loot->clear(); - loot->FillLoot(lootid, LootTemplates_Gameobject, this); - } - - if(loot_type == LOOT_FISHING) - go->getFishLoot(loot); - - go->SetLootState(GO_ACTIVATED); - } - } - else if (IS_ITEM_GUID(guid)) - { - Item *item = GetItemByGuid( guid ); - - if (!item) - { - SendLootRelease(guid); - return; - } - - if(loot_type == LOOT_DISENCHANTING) - { - loot = &item->loot; - - if(!item->m_lootGenerated) - { - item->m_lootGenerated = true; - loot->clear(); - loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this); - } - } - else if(loot_type == LOOT_PROSPECTING) - { - loot = &item->loot; - - if(!item->m_lootGenerated) - { - item->m_lootGenerated = true; - loot->clear(); - loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this); - } - } - else - { - loot = &item->loot; - - if(!item->m_lootGenerated) - { - item->m_lootGenerated = true; - loot->clear(); - loot->FillLoot(item->GetEntry(), LootTemplates_Item, this); - - loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot); - } - } - } - 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(); - // 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 = ObjectAccessor::GetCreature(*this, 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); - - // 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); - - 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); - } - // 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); - - QuestItemList *q_list = 0; - if (permission != NONE_PERMISSION) - { - QuestItemMap const& lootPlayerQuestItems = loot->GetPlayerQuestItems(); - QuestItemMap::const_iterator itr = lootPlayerQuestItems.find(GetGUIDLow()); - if (itr == lootPlayerQuestItems.end()) - q_list = loot->FillQuestLoot(this); - else - q_list = itr->second; - } - - QuestItemList *ffa_list = 0; - if (permission != NONE_PERMISSION) - { - QuestItemMap const& lootPlayerFFAItems = loot->GetPlayerFFAItems(); - QuestItemMap::const_iterator itr = lootPlayerFFAItems.find(GetGUIDLow()); - if (itr == lootPlayerFFAItems.end()) - ffa_list = loot->FillFFALoot(this); - else - ffa_list = itr->second; - } - - QuestItemList *conditional_list = 0; - if (permission != NONE_PERMISSION) - { - QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = loot->GetPlayerNonQuestNonFFAConditionalItems(); - QuestItemMap::const_iterator itr = lootPlayerNonQuestNonFFAConditionalItems.find(GetGUIDLow()); - if (itr == lootPlayerNonQuestNonFFAConditionalItems.end()) - conditional_list = loot->FillNonQuestNonFFAConditionalLoot(this); - else - conditional_list = itr->second; - } - - // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING and LOOT_INSIGNIA unsupported by client, sending LOOT_SKINNING instead - if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA) - loot_type = LOOT_SKINNING; - - if(loot_type == LOOT_FISHINGHOLE) - loot_type = LOOT_FISHING; - - WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size - - data << uint64(guid); - data << uint8(loot_type); - data << LootView(*loot, q_list, ffa_list, conditional_list, 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() -{ - // data depends on zoneid/mapid... - BattleGround* bg = GetBattleGround(); - uint16 NumberOfFields = 0; - uint32 mapid = GetMapId(); - uint32 zoneid = GetZoneId(); - uint32 areaid = GetAreaId(); - 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 = 6; - break; - case 2597: - NumberOfFields = 81; - break; - case 3277: - NumberOfFields = 14; - break; - case 3358: - case 3820: - NumberOfFields = 38; - break; - case 3483: - NumberOfFields = 22; - break; - case 3519: - NumberOfFields = 36; - break; - case 3521: - NumberOfFields = 35; - break; - case 3698: - case 3702: - case 3968: - NumberOfFields = 9; - break; - case 3703: - NumberOfFields = 9; - break; - default: - NumberOfFields = 10; - 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 - 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 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 - 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 uncontroled (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; - case 3483: // Hellfire Peninsula - data << uint32(0x9ba) << uint32(0x1); // 10 - data << uint32(0x9b9) << uint32(0x1); // 11 - data << uint32(0x9b5) << uint32(0x0); // 12 - data << uint32(0x9b4) << uint32(0x1); // 13 - data << uint32(0x9b3) << uint32(0x0); // 14 - data << uint32(0x9b2) << uint32(0x0); // 15 - data << uint32(0x9b1) << uint32(0x1); // 16 - data << uint32(0x9b0) << uint32(0x0); // 17 - data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured - data << uint32(0x9ac) << uint32(0x0); // 19 - data << uint32(0x9a8) << uint32(0x0); // 20 - data << uint32(0x9a7) << uint32(0x0); // 21 - data << uint32(0x9a6) << uint32(0x1); // 22 - break; - case 3519: // Terokkar Forest - data << uint32(0xa41) << uint32(0x0); // 10 - data << uint32(0xa40) << uint32(0x14); // 11 - data << uint32(0xa3f) << uint32(0x0); // 12 - data << uint32(0xa3e) << uint32(0x0); // 13 - data << uint32(0xa3d) << uint32(0x5); // 14 - data << uint32(0xa3c) << uint32(0x0); // 15 - data << uint32(0xa87) << uint32(0x0); // 16 - data << uint32(0xa86) << uint32(0x0); // 17 - data << uint32(0xa85) << uint32(0x0); // 18 - data << uint32(0xa84) << uint32(0x0); // 19 - data << uint32(0xa83) << uint32(0x0); // 20 - data << uint32(0xa82) << uint32(0x0); // 21 - data << uint32(0xa81) << uint32(0x0); // 22 - data << uint32(0xa80) << uint32(0x0); // 23 - data << uint32(0xa7e) << uint32(0x0); // 24 - data << uint32(0xa7d) << uint32(0x0); // 25 - data << uint32(0xa7c) << uint32(0x0); // 26 - data << uint32(0xa7b) << uint32(0x0); // 27 - data << uint32(0xa7a) << uint32(0x0); // 28 - data << uint32(0xa79) << uint32(0x0); // 29 - data << uint32(0x9d0) << uint32(0x5); // 30 - data << uint32(0x9ce) << uint32(0x0); // 31 - data << uint32(0x9cd) << uint32(0x0); // 32 - data << uint32(0x9cc) << uint32(0x0); // 33 - data << uint32(0xa88) << uint32(0x0); // 34 - data << uint32(0xad0) << uint32(0x0); // 35 - data << uint32(0xacf) << uint32(0x1); // 36 - break; - case 3521: // Zangarmarsh - data << uint32(0x9e1) << uint32(0x0); // 10 - data << uint32(0x9e0) << uint32(0x0); // 11 - data << uint32(0x9df) << uint32(0x0); // 12 - data << uint32(0xa5d) << uint32(0x1); // 13 - data << uint32(0xa5c) << uint32(0x0); // 14 - data << uint32(0xa5b) << uint32(0x1); // 15 - data << uint32(0xa5a) << uint32(0x0); // 16 - data << uint32(0xa59) << uint32(0x1); // 17 - data << uint32(0xa58) << uint32(0x0); // 18 - data << uint32(0xa57) << uint32(0x0); // 19 - data << uint32(0xa56) << uint32(0x0); // 20 - data << uint32(0xa55) << uint32(0x1); // 21 - data << uint32(0xa54) << uint32(0x0); // 22 - data << uint32(0x9e7) << uint32(0x0); // 23 - data << uint32(0x9e6) << uint32(0x0); // 24 - data << uint32(0x9e5) << uint32(0x0); // 25 - data << uint32(0xa00) << uint32(0x0); // 26 - 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 - data << uint32(0xa61) << uint32(0x1); // 33 - data << uint32(0xa60) << uint32(0x1); // 34 - data << uint32(0xa5f) << uint32(0x0); // 35 - break; - case 3698: // Nagrand Arena - data << uint32(0xa0f) << uint32(0x0); // 7 - data << uint32(0xa10) << uint32(0x0); // 8 - data << uint32(0xa11) << uint32(0x0); // 9 - break; - case 3702: // Blade's Edge Arena - data << uint32(0x9f0) << uint32(0x0); // 7 - data << uint32(0x9f1) << uint32(0x0); // 8 - data << uint32(0x9f3) << uint32(0x0); // 9 - break; - case 3968: // Ruins of Lordaeron - data << uint32(0xbb8) << uint32(0x0); // 7 - data << uint32(0xbb9) << uint32(0x0); // 8 - data << uint32(0xbba) << uint32(0x0); // 9 - break; - case 3703: // Shattrath City - 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); - data << uint32(resetTalentsCost()); - 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( uint32 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; - } - SetByteValue(UNIT_FIELD_BYTES_2, 0, 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; - 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_1; - slots[1] = INVENTORY_SLOT_BAG_2; - slots[2] = INVENTORY_SLOT_BAG_3; - slots[3] = INVENTORY_SLOT_BAG_4; - 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; - } - break; - } - default : - return NULL_SLOT; - } - - if( slot != NULL_SLOT ) - { - if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) ) - { - for (int i = 0; i < 4; i++) - { - if ( slots[i] == slot ) - return slot; - } - } - } - else - { - // search free slot at first - for (int i = 0; i < 4; i++) - { - if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) ) - { - // in case 2hand equipped weapon offhand slot empty but not free - if(slots[i]==EQUIPMENT_SLOT_OFFHAND) - { - Item* mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND ); - if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON) - return slots[i]; - } - else - return slots[i]; - } - } - - // if not found free and can swap return first appropriate from used - for (int 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 -{ - Item *pItem; - uint32 tempcount = 0; - - uint8 res = EQUIP_ERR_OK; - - for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) - { - pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && 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(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) - { - pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetEntry() == item ) - { - tempcount += pItem->GetCount(); - if( tempcount >= count ) - return EQUIP_ERR_OK; - } - } - for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) - { - pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetEntry() == item ) - { - tempcount += pItem->GetCount(); - if( tempcount >= count ) - return EQUIP_ERR_OK; - } - } - Bag *pBag; - ItemPrototype const *pBagProto; - for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pBag ) - { - pBagProto = pBag->GetProto(); - if( pBagProto ) - { - for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) - { - pItem = GetItemByPos( i, j ); - if( pItem && 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(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) - { - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem != skipItem && pItem->GetEntry() == item ) - count += pItem->GetCount(); - } - for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) - { - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem != skipItem && pItem->GetEntry() == item ) - count += 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 ) - count += pBag->GetItemCount(item,skipItem); - } - - if(skipItem && skipItem->GetProto()->GemProperties) - { - for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) - { - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color ) - count += pItem->GetGemCountWithID(item); - } - } - - if(inBankAlso) - { - for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++) - { - Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem != skipItem && pItem->GetEntry() == item ) - count += 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 ) - count += pBag->GetItemCount(item,skipItem); - } - - if(skipItem && skipItem->GetProto()->GemProperties) - { - for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++) - { - Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color ) - count += pItem->GetGemCountWithID(item); - } - } - } - - return count; -} - -Item* Player::GetItemByGuid( uint64 guid ) const -{ - for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) - { - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetGUID() == guid ) - return pItem; - } - for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) - { - Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetGUID() == guid ) - return pItem; - } - - for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pBag ) - { - ItemPrototype const *pBagProto = pBag->GetProto(); - if( pBagProto ) - { - for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) - { - Item* pItem = pBag->GetItemByPos( j ); - if( pItem && pItem->GetGUID() == guid ) - return pItem; - } - } - } - } - for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) - { - Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pBag ) - { - ItemPrototype const *pBagProto = pBag->GetProto(); - if( pBagProto ) - { - for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) - { - Item* pItem = pBag->GetItemByPos( j ); - if( pItem && 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 < KEYRING_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 ) - { - Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); - if ( pBag ) - return pBag->GetItemByPos(slot); - } - return NULL; -} - -Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) 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 = GetItemByPos(INVENTORY_SLOT_BAG_0, slot); - if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON) - return NULL; - - if(!useable) - return item; - - if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) ) - return NULL; - - return item; -} - -Item* Player::GetShield(bool useable) const -{ - Item* item = GetItemByPos(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; -} - -uint32 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::HasBankBagSlot( uint8 slot ) const -{ - uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START; - if( slot < maxslot ) - return true; - return false; -} - -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 < KEYRING_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::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const -{ - uint32 tempcount = 0; - for(int 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(int i = KEYRING_SLOT_START; i < KEYRING_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(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - { - if(ItemPrototype const *pBagProto = pBag->GetProto()) - { - for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) - { - Item* pItem = GetItemByPos( i, j ); - if( pItem && pItem->GetEntry() == item ) - { - tempcount += pItem->GetCount(); - if( tempcount >= count ) - return true; - } - } - } - } - } - - if(inBankAlso) - { - for(int 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(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) - { - if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - { - if(ItemPrototype const *pBagProto = pBag->GetProto()) - { - for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) - { - Item* pItem = GetItemByPos( i, j ); - if( pItem && pItem->GetEntry() == item ) - { - tempcount += pItem->GetCount(); - if( tempcount >= count ) - return true; - } - } - } - } - } - } - - return false; -} - -Item* Player::GetItemOrItemWithGemEquipped( uint32 item ) const -{ - Item *pItem; - for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) - { - pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetEntry() == item ) - return pItem; - } - - ItemPrototype const *pProto = objmgr.GetItemPrototype(item); - if (pProto && pProto->GemProperties) - { - for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) - { - pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetProto()->Socket[0].Color ) - { - if (pItem->GetGemCountWithID(item) > 0 ) - return pItem; - } - } - } - - return NULL; -} - -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; - } - - // no maximum - if(pProto->MaxCount == 0) - return EQUIP_ERR_OK; - - uint32 curcount = GetItemCount(pProto->ItemId,true,pItem); - - if( curcount + count > pProto->MaxCount ) - { - if(no_space_count) - *no_space_count = count +curcount - pProto->MaxCount; - return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; - } - - 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 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) - return true; - } - for(uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i) - { - pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) - return true; - } - Bag *pBag; - ItemPrototype const *pBagProto; - for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) - { - pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pBag ) - { - pBagProto = pBag->GetProto(); - if( pBagProto ) - { - for(uint32 j = 0; j < pBagProto->ContainerSlots; ++j) - { - pItem = GetItemByPos( 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; - - // 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( !ItemCanGoIntoBag(pProto,pBagProto) ) - return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; - } - - // non empty stack with space - need_space = pProto->Stackable; - } - // 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->Stackable) - return EQUIP_ERR_ITEM_CANT_STACK; - - need_space = pProto->Stackable - 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 < pBagProto->ContainerSlots; 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->Stackable ) - { - uint32 need_space = pProto->Stackable - 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->Stackable; - 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->Stackable ) - { - uint32 need_space = pProto->Stackable - 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->Stackable; - 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(GetGUID())) - { - 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 spece 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,KEYRING_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 (specilized/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(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,KEYRING_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(int 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(int 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; - } - } - - for(int 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(int 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]; - - 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)); - - for(int 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(int 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(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - Bag *pBag; - ItemPrototype const *pBagProto; - - pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pBag ) - { - pBagProto = pBag->GetProto(); - - if( pBagProto ) - { - for(uint32 j = 0; j < pBagProto->ContainerSlots; 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(GetGUID())) - 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->Stackable ) - { - inv_keys[t-KEYRING_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->Stackable ) - { - 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 ) - { - pBagProto = pBag->GetProto(); - if( pBagProto ) - { - for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) - { - pItem2 = GetItemByPos( t, j ); - if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->Stackable ) - { - 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; - - 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 < pBagProto->ContainerSlots; 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(); - if( pBagProto && ItemCanGoIntoBag(pProto,pBagProto)) - { - for(uint32 j = 0; j < pBagProto->ContainerSlots; 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, uint32 count, bool swap ) const -{ - dest = 0; - Item *pItem = Item::CreateItem( item, count, 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(GetGUID())) - 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; - - // 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 - - 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; - - // check unique-equipped on item - if (pProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED) - { - // there is an equip limit on this item - Item* tItem = GetItemOrItemWithGemEquipped(pProto->ItemId); - if (tItem && (!swap || tItem->GetSlot() != eslot ) ) - return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; - } - - // 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 && (pGem->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)) - { - Item* tItem = GetItemOrItemWithGemEquipped(enchantEntry->GemID); - if(tItem && (!swap || tItem->GetSlot() != eslot )) - return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; - } - } - - // check unique-equipped special item classes - if (pProto->Class == ITEM_CLASS_QUIVER) - { - for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) - { - if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) ) - { - if( ItemPrototype const* pBagProto = pBag->GetProto() ) - { - if( pBagProto->Class==pProto->Class && pBagProto->SubClass==pProto->SubClass && - (!swap || pBag->GetSlot() != eslot ) ) - { - if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH) - return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH; - else - return 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; - } - - Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND ); - if(mainItem) - { - if(mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON) - 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_MAINHAND) - return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; - - // offhand item must can be stored in inventitory 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; - } - } - if( !swap ) - return EQUIP_ERR_ITEM_NOT_FOUND; - else - return 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; - - 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(GetGUID()) ) - 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( pProto->InventoryType == INVTYPE_BAG ) - { - Bag *pBag = (Bag*)pItem; - if( pBag ) - { - if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) - { - if( !HasBankBagSlot( slot ) ) - return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT; - if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK ) - return cantuse; - } - else - { - if( !pBag->IsEmpty() ) - return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; - } - } - } - else - { - if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) - return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT; - } - - 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 spece 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 spece 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(int 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(int 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(int 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(int 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(GetGUID()) ) - 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 ) - { - if( GetSkillValue( pItem->GetSkill() ) == 0 ) - return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; - } - 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( 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( GetReputation() < pProto->RequiredReputation ) - return EQUIP_ERR_CANT_EQUIP_REPUTATION; - */ - if( getLevel() < pProto->RequiredLevel ) - return EQUIP_ERR_CANT_EQUIP_LEVEL_I; - - // Requires No Ammo - if(GetDummyAura(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; - - 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); - } - - 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", bag, slot, pItem->GetEntry(), count); - - 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( (uint16)(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( IsInWorld() && update ) - { - pItem->AddToWorld(); - pItem->SendUpdateToPlayer( this ); - } - - pItem->SetState(ITEM_CHANGED, this); - } - else - { - Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); - if( pBag ) - { - 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, uint32 count, bool update ) -{ - Item *pItem = Item::CreateItem( item, count, this ); - if( pItem ) - { - ItemAddedQuestCheck( item, count ); - Item * retItem = EquipItem( pos, pItem, update ); - - return retItem; - } - return NULL; -} - -Item* Player::EquipItem( uint16 pos, Item *pItem, bool update ) -{ - if( pItem ) - { - 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) - { - m_weaponChangeTimer = DEFAULT_SWITCH_WEAPON; - if (getClass() == CLASS_ROGUE) - m_weaponChangeTimer = ROGUE_SWITCH_WEAPON; - } - } - - if( IsInWorld() && update ) - { - pItem->AddToWorld(); - pItem->SendUpdateToPlayer( this ); - } - - ApplyEquipCooldown(pItem); - - if( slot == EQUIPMENT_SLOT_MAINHAND ) - UpdateExpertise(BASE_ATTACK); - else if( slot == EQUIPMENT_SLOT_OFFHAND ) - UpdateExpertise(OFF_ATTACK); - } - 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; - } - } - - 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 ); - } - } -} - -void Player::SetVisibleItemSlot(uint8 slot, Item *pItem) -{ - // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2 - // PLAYER_VISIBLE_ITEM_i_0 // Size: 12 - // entry // Size: 1 - // inspected enchantments // Size: 6 - // ? // Size: 5 - // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor) - // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1 - // // = 16 - - if(pItem) - { - SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR)); - - int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET); - SetUInt32Value(VisibleBase + 0, pItem->GetEntry()); - - for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i) - SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i))); - - // Use SetInt16Value to prevent set high part to FFFF for negative value - SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId()); - SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor()); - } - else - { - SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0); - - int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET); - SetUInt32Value(VisibleBase + 0, 0); - - for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i) - SetUInt32Value(VisibleBase + 1 + i, 0); - - SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0); - SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 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( (uint16)(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 - 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); - } - } - } - - m_items[slot] = NULL; - SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0); - - if ( slot < EQUIPMENT_SLOT_END ) - SetVisibleItemSlot(slot,NULL); - } - else - { - Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); - if( pBag ) - 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 ); - - if( slot == EQUIPMENT_SLOT_MAINHAND ) - UpdateExpertise(BASE_ATTACK); - else if( slot == EQUIPMENT_SLOT_OFFHAND ) - UpdateExpertise(OFF_ATTACK); - } -} - -// 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 laready 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 (int 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()); - - ItemPrototype const *pProto = pItem->GetProto(); - - RemoveEnchantmentDurations(pItem); - RemoveItemDurations(pItem); - - ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() ); - - if( bag == INVENTORY_SLOT_BAG_0 ) - { - - SetUInt64Value((uint16)(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); - - // equipment visual show - SetVisibleItemSlot(slot,NULL); - } - - 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); - Item *pItem; - ItemPrototype const *pProto; - uint32 remcount = 0; - - // in inventory - for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) - { - pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && 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 - { - pProto = pItem->GetProto(); - ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); - pItem->SetCount( pItem->GetCount() - count + remcount ); - if( IsInWorld() & update ) - pItem->SendUpdateToPlayer( this ); - pItem->SetState(ITEM_CHANGED, this); - return; - } - } - } - for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) - { - pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && 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 - { - pProto = pItem->GetProto(); - 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 - Bag *pBag; - ItemPrototype const *pBagProto; - for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pBag ) - { - pBagProto = pBag->GetProto(); - if( pBagProto ) - { - for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) - { - pItem = pBag->GetItemByPos(j); - if( pItem && 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 - { - pProto = pItem->GetProto(); - 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(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) - { - 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 - { - pProto = pItem->GetProto(); - 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(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) - { - Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) ) - DestroyItem( INVENTORY_SLOT_BAG_0, i, update); - } - for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) - { - Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) ) - DestroyItem( INVENTORY_SLOT_BAG_0, i, update); - } - - // in inventory bags - for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pBag ) - { - ItemPrototype const *pBagProto = pBag->GetProto(); - if( pBagProto ) - { - for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) - { - Item* pItem = pBag->GetItemByPos(j); - if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) ) - DestroyItem( i, j, update); - } - } - } - } - - // in equipment and bag list - for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) - { - Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) ) - DestroyItem( INVENTORY_SLOT_BAG_0, i, update); - } -} - -void Player::DestroyConjuredItems( bool update ) -{ - // used when entering arena - // distroys all conjured items - sLog.outDebug( "STORAGE: DestroyConjuredItems" ); - - // in inventory - for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) - { - Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetProto() && - (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) && - (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) ) - DestroyItem( INVENTORY_SLOT_BAG_0, i, update); - } - - // in inventory bags - for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pBag ) - { - ItemPrototype const *pBagProto = pBag->GetProto(); - if( pBagProto ) - { - for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) - { - Item* pItem = pBag->GetItemByPos(j); - if( pItem && pItem->GetProto() && - (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) && - (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) ) - DestroyItem( i, j, update); - } - } - } - } - - // in equipment and bag list - for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) - { - Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetProto() && - (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) && - (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) ) - DestroyItem( INVENTORY_SLOT_BAG_0, i, update); - } -} - -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; - } - - 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 - uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst )); - 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; - } - - 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(); - } - } - else // 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 - uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) ); - if(msg != EQUIP_ERR_OK) - { - SendEquipError( msg, pSrcItem, pDstItem ); - return; - } - } - - // attempt merge to / fill target item - { - 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()->Stackable ) - { - 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()->Stackable ); - pDstItem->SetCount( pSrcItem->GetProto()->Stackable ); - 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; - 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; - 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; - } - - // 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); - - 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() ); - ItemPrototype const *pProto = pItem->GetProto(); - if( pProto ) - 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) - { - 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) - { - uint32 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(int i = 0; i < TRADE_SLOT_COUNT; i++) - tradeItems[i] = NULL_SLOT; -} - -void Player::TradeCancel(bool sendback) -{ - if(pTrader) - { - // send yellow "Trade cancelled" 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::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::RemoveAllEnchantments(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)) - { - // 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(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) - { - Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pItem && pItem->GetEnchantmentId(slot) ) - pItem->ClearEnchantment(slot); - } - - // in inventory bags - for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) - { - Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); - if( pBag ) - { - ItemPrototype const *pBagProto = pBag->GetProto(); - if( pBagProto ) - { - for(uint32 j = 0; j < pBagProto->ContainerSlots; j++) - { - Item* pItem = pBag->GetItemByPos(j); - if( pItem && 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(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; - - 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 = int32(enchant_amount); - // Random Property Exist - try found basepoints for spell (basepoints depencs from item suffix factor) - if (item->GetItemRandomPropertyId() !=0 && !enchant_amount) - { - 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_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; - 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; - } - default: - sLog.outError("Unknown item enchantment display type: %d",enchant_display_type); - break; - } /*switch(enchant_display_type)*/ - } /*for*/ - - // visualize enchantment at player and equipped items - if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT) - { - int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET); - SetUInt32Value(VisibleBase + 1 + slot, 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::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::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 << 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 << uint32(item->GetItemRandomPropertyId()); // random item property id - data << uint32(count); // count of items - data << GetItemCount(item->GetEntry()); // count of items in inventory - - if (broadcast && GetGroup()) - GetGroup()->BroadcastPacket(&data); - else - GetSession()->SendPacket(&data); -} - -/*********************************************************/ -/*** QUEST SYSTEM ***/ -/*********************************************************/ - -void Player::PrepareQuestMenu( uint64 guid ) -{ - Object *pObject; - QuestRelations* pObjectQR; - QuestRelations* pObjectQIR; - Creature *pCreature = ObjectAccessor::GetCreature(*this, guid); - if( pCreature ) - { - pObject = (Object*)pCreature; - pObjectQR = &objmgr.mCreatureQuestRelations; - pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations; - } - else - { - GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, 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_REWARD_REP); - else if ( status == QUEST_STATUS_INCOMPLETE ) - qm->AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE); - 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_REWARD_REP); - else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) ) - qm->AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE); - } -} - -void Player::SendPreparedQuest( uint64 guid ) -{ - QuestMenu* pQuestMenu = PlayerTalkClass->GetQuestMenu(); - if( !pQuestMenu || pQuestMenu->MenuItemCount() < 1 ) - return; - - uint32 status = pQuestMenu->GetItem(0).m_qIcon; - if ( pQuestMenu->MenuItemCount() == 1 ) - { - // Auto open -- maybe also should verify there is no greeting - uint32 quest_id = pQuestMenu->GetItem(0).m_qId; - Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); - if ( pQuest ) - { - if( status == DIALOG_STATUS_REWARD_REP && !GetQuestRewardStatus( quest_id ) ) - PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true ); - 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() ) - PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanCompleteRepeatableQuest(pQuest), true ); - else - PlayerTalkClass->SendQuestGiverQuestDetails( pQuest, guid, true ); - } - } - else - { - QEmote qe; - qe._Delay = 0; - qe._Emote = 0; - std::string title = ""; - Creature *pCreature = ObjectAccessor::GetCreature(*this, guid); - if( pCreature ) - { - uint32 textid = pCreature->GetNpcTextId(); - GossipText * 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::GetCreature(*this, guid); - if( pCreature ) - { - pObject = (Object*)pCreature; - pObjectQR = &objmgr.mCreatureQuestRelations; - pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations; - } - else - { - GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, 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 msg = 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( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS ) - return true; - else if( msg != EQUIP_ERR_OK ) - { - SendEquipError( msg, 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_MANGOS_FLAGS_DELIVER ) ) - { - for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++) - { - if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] ) - return false; - } - } - - if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) ) - { - for(int 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_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored ) - return false; - - if ( qInfo->HasFlag( QUEST_MANGOS_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 && GetReputation(repFacId) < qInfo->GetRepObjectiveValue() ) - 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_MANGOS_FLAGS_DELIVER) ) - for(int i = 0; i < QUEST_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 (10 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_MANGOS_FLAGS_DELIVER ) ) - { - for(int i = 0; i < QUEST_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]; - if (questStatusData.uState != QUEST_NEW) - questStatusData.uState = QUEST_CHANGED; - - // check for repeatable quests status reset - questStatusData.m_status = QUEST_STATUS_INCOMPLETE; - questStatusData.m_explored = false; - - if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) ) - { - for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++) - questStatusData.m_itemcount[i] = 0; - } - - if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) ) - { - for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++) - questStatusData.m_creatureOrGOcount[i] = 0; - } - - GiveQuestSourceItem( pQuest ); - AdjustQuestReqItemCount( pQuest ); - - if( pQuest->GetRepObjectiveFaction() ) - SetFactionVisibleForFactionId(pQuest->GetRepObjectiveFaction()); - - uint32 qtime = 0; - if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) ) - { - uint32 limittime = pQuest->GetLimitTime(); - - // shared timed quest - if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER) - limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / 1000; - - AddTimedQuest( quest_id ); - questStatusData.m_timer = limittime * 1000; - qtime = static_cast<uint32>(time(NULL)) + limittime; - } - else - questStatusData.m_timer = 0; - - SetQuestSlot(log_slot, quest_id, qtime); - - //starting initial quest script - if(questGiver && pQuest->GetQuestStartScript()!=0) - sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this); - - UpdateForQuestsGO(); -} - -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 ) -{ - uint32 quest_id = pQuest->GetQuestId(); - - for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++ ) - { - if ( pQuest->ReqItemId[i] ) - DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true); - } - - //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) ) - // SetTimedQuest( 0 ); - m_timedquests.erase(pQuest->GetQuestId()); - - if ( pQuest->GetRewChoiceItemsCount() > 0 ) - { - if( pQuest->RewChoiceItemId[reward] ) - { - ItemPosCountVec dest; - if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK ) - { - Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true); - SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false); - } - } - } - - if ( pQuest->GetRewItemsCount() > 0 ) - { - for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i) - { - if( pQuest->RewItemId[i] ) - { - ItemPosCountVec dest; - if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK ) - { - Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true); - SendNewItem(item, pQuest->RewItemCount[i], true, false); - } - } - } - } - - RewardReputation( pQuest ); - - if( pQuest->GetRewSpellCast() > 0 ) - CastSpell( this, pQuest->GetRewSpellCast(), true); - else if( pQuest->GetRewSpell() > 0) - CastSpell( this, pQuest->GetRewSpell(), true); - - 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)); - - if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ) - GiveXP( XP , NULL ); - else - ModifyMoney( int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)) ); - - // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative - ModifyMoney( pQuest->GetRewOrReqMoney() ); - - // title reward - if(pQuest->GetCharTitleId()) - { - if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId())) - SetFlag64(PLAYER__FIELD_KNOWN_TITLES, (uint64(1) << titleEntry->bit_index)); - } - - // Send reward mail - if(pQuest->GetRewMailTemplateId()) - { - MailMessageType mailType; - uint32 senderGuidOrEntry; - switch(questGiver->GetTypeId()) - { - case TYPEID_UNIT: - mailType = MAIL_CREATURE; - senderGuidOrEntry = questGiver->GetEntry(); - break; - case TYPEID_GAMEOBJECT: - mailType = MAIL_GAMEOBJECT; - senderGuidOrEntry = questGiver->GetEntry(); - break; - case TYPEID_ITEM: - mailType = MAIL_ITEM; - senderGuidOrEntry = questGiver->GetEntry(); - break; - case TYPEID_PLAYER: - mailType = MAIL_NORMAL; - senderGuidOrEntry = questGiver->GetGUIDLow(); - break; - default: - mailType = MAIL_NORMAL; - senderGuidOrEntry = GetGUIDLow(); - break; - } - - Loot questMailLoot; - - questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this); - - // fill mail - MailItemsInfo mi; // item list preparing - - for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.items.size(); ++i) - { - if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this)) - { - if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this)) - { - item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted - mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item); - } - } - } - - for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.quest_items.size(); ++i) - { - if(LootItem* lootitem = questMailLoot.LootItemInSlot(i+questMailLoot.items.size(),this)) - { - if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this)) - { - item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted - mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item); - } - } - } - - WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId()); - } - - if(pQuest->IsDaily()) - SetDailyQuestStatus(quest_id); - - if ( !pQuest->IsRepeatable() ) - SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE); - else - SetQuestStatus(quest_id, QUEST_STATUS_NONE); - - q_status.m_rewarded = true; - - if(announce) - SendQuestReward( pQuest, XP, questGiver ); - - if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; -} - -void Player::FailQuest( uint32 quest_id ) -{ - if( quest_id ) - { - IncompleteQuest( quest_id ); - - uint16 log_slot = FindQuestSlot( quest_id ); - if( log_slot < MAX_QUEST_LOG_SIZE) - { - SetQuestSlotTimer(log_slot, 1 ); - SetQuestSlotState(log_slot,QUEST_STATE_FAIL); - } - SendQuestFailed( quest_id ); - } -} - -void Player::FailTimedQuest( uint32 quest_id ) -{ - if( quest_id ) - { - QuestStatusData& q_status = mQuestStatus[quest_id]; - - if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; - q_status.m_timer = 0; - - IncompleteQuest( quest_id ); - - uint16 log_slot = FindQuestSlot( quest_id ); - if( log_slot < MAX_QUEST_LOG_SIZE) - { - SetQuestSlotTimer(log_slot, 1 ); - SetQuestSlotState(log_slot,QUEST_STATE_FAIL); - } - SendQuestTimerFailed( quest_id ); - } -} - -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 complited and rewarded - ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup()); - ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup()); - - assert(iter!=end); // always must be found if qPrevInfo->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 == 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 iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup()); - ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup()); - - assert(iter!=end); // always must be found if qPrevInfo->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 == 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 && GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue()) - { - if( msg ) - SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); - return false; - } - - uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep - if(fIdMax && 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 ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_MANGOS_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; - - 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 ) -{ - Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); - if( qInfo ) - { - if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE ) - { - if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) ) - m_timedquests.erase(qInfo->GetQuestId()); - } - - QuestStatusData& q_status = mQuestStatus[quest_id]; - - q_status.m_status = status; - if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; - } - - UpdateForQuestsGO(); -} - -// not used in MaNGOS, 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 (int 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 ) -{ - if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) ) - { - for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++) - { - uint32 reqitemcount = pQuest->ReqItemCount[i]; - if( reqitemcount != 0 ) - { - uint32 quest_id = pQuest->GetQuestId(); - uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true); - - QuestStatusData& q_status = mQuestStatus[quest_id]; - q_status.m_itemcount[i] = std::min(curitemcount, reqitemcount); - if (q_status.uState != QUEST_NEW) q_status.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 mangosd, 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( int 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_MANGOS_FLAGS_DELIVER ) ) - continue; - - for (int j = 0; j < QUEST_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; - } - } - } - UpdateForQuestsGO(); -} - -void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count ) -{ - for( int 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_MANGOS_FLAGS_DELIVER ) ) - continue; - - for (int j = 0; j < QUEST_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; - } - } - } - UpdateForQuestsGO(); -} - -void Player::KilledMonster( uint32 entry, uint64 guid ) -{ - uint32 addkillcount = 1; - for( int 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_MANGOS_FLAGS_KILL_OR_CAST) ) - { - for (int 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_CREATURE_GUID(guid); - - uint32 addCastCount = 1; - for( int 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_MANGOS_FLAGS_KILL_OR_CAST ) ) - { - for (int 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]; - } - 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( int 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_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) ) - { - for (int 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( int 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 ); - } - } - } -} - -bool Player::HasQuestForItem( uint32 itemid ) const -{ - for( QuestStatusMap::const_iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i ) - { - QuestStatusData const& q_status = i->second; - - if (q_status.m_status == QUEST_STATUS_INCOMPLETE) - { - Quest const* qinfo = objmgr.GetQuestTemplate(i->first); - 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) - continue; - - // There should be no mixed ReqItem/ReqSource drop - // This part for ReqItem drop - for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) - { - if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] ) - return true; - } - // This part - for ReqSource - for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++) - { - // examined item is a source item - if (qinfo->ReqSourceId[j] == itemid && qinfo->ReqSourceRef[j] > 0 && qinfo->ReqSourceRef[j] <= QUEST_OBJECTIVES_COUNT) - { - uint32 idx = qinfo->ReqSourceRef[j]-1; - - // total count of created ReqItems and SourceItems is less than ReqItemCount - if(qinfo->ReqItemId[idx] != 0 && - q_status.m_itemcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqItemCount[idx] * qinfo->ReqSourceCount[j]) - return true; - - // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount - if (qinfo->ReqCreatureOrGOId[idx] != 0) - { - if(q_status.m_creatureOrGOcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqCreatureOrGOCount[idx] * qinfo->ReqSourceCount[j]) - return true; - } - // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case - else if(qinfo->ReqSpell[idx] != 0) - { - // not casted and need more reagents/item for use. - if(!q_status.m_explored && GetItemCount(itemid,true) < qinfo->ReqSourceCount[j]) - return true; - } - } - } - } - } - return false; -} - -void Player::SendQuestComplete( uint32 quest_id ) -{ - if( quest_id ) - { - WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 ); - data << 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 ); - WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4+4+pQuest->GetRewItemsCount()*8) ); - data << questid; - data << uint32(0x03); - - if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ) - { - data << XP; - data << uint32(pQuest->GetRewOrReqMoney()); - } - else - { - data << uint32(0); - data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY))); - } - data << uint32(0); // new 2.3.0, HonorPoints? - data << uint32( pQuest->GetRewItemsCount() ); // max is 5 - - for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i) - { - if ( pQuest->RewItemId[i] > 0 ) - data << pQuest->RewItemId[i] << pQuest->RewItemCount[i]; - else - data << uint32(0) << uint32(0); - } - GetSession()->SendPacket( &data ); - - if (pQuest->GetQuestCompleteScript() != 0) - sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this); -} - -void Player::SendQuestFailed( uint32 quest_id ) -{ - if( quest_id ) - { - WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4 ); - data << quest_id; - 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 << 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::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, (4+4) ); - 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 < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)"); - - 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 *result, uint32 guid ) -{ - bool delete_result = true; - if(!result) - { - // 0 1 2 3 4 5 6 7 8 - result = CharacterDatabase.PQuery("SELECT data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid); - if(!result) return false; - } - else delete_result = false; - - Field *fields = result->Fetch(); - - if(!LoadValues( fields[0].GetString())) - { - sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid)); - if(delete_result) delete result; - return false; - } - - // overwrite possible wrong/corrupted guid - SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); - - m_name = fields[1].GetCppString(); - - Relocate(fields[2].GetFloat(),fields[3].GetFloat(),fields[4].GetFloat()); - SetMapId(fields[5].GetUInt32()); - // the instance id is not needed at character enum - - m_Played_time[0] = fields[6].GetUInt32(); - m_Played_time[1] = fields[7].GetUInt32(); - - m_atLoginFlags = fields[8].GetUInt32(); - - // I don't see these used anywhere .. - /*_LoadGroup(); - - _LoadBoundInstances();*/ - - if (delete_result) delete result; - - for (int 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* result) -{ - if(!result) - return; - - if(m_declinedname) - delete m_declinedname; - - m_declinedname = new DeclinedName; - Field *fields = result->Fetch(); - for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i) - m_declinedname->name[i] = fields[i].GetCppString(); - - delete result; -} - -bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid) -{ - QueryResult *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(); - - delete result; - return true; -} - -bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid) -{ - QueryResult *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(), " "); - - delete result; - - 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 - //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, gmstate, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty FROM characters WHERE guid = '%u'", guid); - QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM); - - if(!result) - { - sLog.outError("ERROR: 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("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId); - delete result; - return false; - } - - Object::_Create( guid, 0, HIGHGUID_PLAYER ); - - m_name = fields[3].GetCppString(); - - // check name limitations - if(!ObjectMgr::IsValidName(m_name) || GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name)) - { - delete result; - 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("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid)); - delete result; - return false; - } - - // overwrite possible wrong/corrupted guid - SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); - - // 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( (uint16)(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(); - - m_race = fields[4].GetUInt8(); - //Need to call it to initialize m_team (m_team can be calculated from m_race) - //Other way is to saves m_team into characters table. - setFactionForRace(m_race); - SetCharm(0); - - m_class = fields[5].GetUInt8(); - - PlayerInfo const *info = objmgr.GetPlayerInfo(m_race, m_class); - if(!info) - { - sLog.outError("Player have incorrect race/class pair. Can't be loaded."); - delete result; - return false; - } - - InitPrimaryProffesions(); // to max set before any spell loaded - - uint32 transGUID = fields[24].GetUInt32(); - Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat()); - SetMapId(fields[9].GetUInt32()); - SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup - - _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP)); - - // 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 * 6 + j, 0); - } - - _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES)); - - if(!IsPositionValid()) - { - 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()); - - SetMapId(info->mapId); - Relocate(info->positionX,info->positionY,info->positionZ,0.0f); - - transGUID = 0; - - m_movementInfo.t_x = 0.0f; - m_movementInfo.t_y = 0.0f; - m_movementInfo.t_z = 0.0f; - m_movementInfo.t_o = 0.0f; - } - - // load the player's map here if it's not already loaded - Map *map = GetMap(); - // since the player may not be bound to the map yet, make sure subsequent - // getmap calls won't create new maps - SetInstanceId(map->GetInstanceId()); - - SaveRecallPosition(); - - if (transGUID != 0) - { - m_movementInfo.t_x = fields[20].GetFloat(); - m_movementInfo.t_y = fields[21].GetFloat(); - m_movementInfo.t_z = fields[22].GetFloat(); - m_movementInfo.t_o = fields[23].GetFloat(); - - if( !MaNGOS::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("ERROR: 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); - - SetMapId(info->mapId); - Relocate(info->positionX,info->positionY,info->positionZ,0.0f); - - m_movementInfo.t_x = 0.0f; - m_movementInfo.t_y = 0.0f; - m_movementInfo.t_z = 0.0f; - m_movementInfo.t_o = 0.0f; - - transGUID = 0; - } - } - - if (transGUID != 0) - { - 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); - SetMapId(m_transport->GetMapId()); - break; - } - } - - if(!m_transport) - { - sLog.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.", - guid,transGUID); - - SetMapId(info->mapId); - Relocate(info->positionX,info->positionY,info->positionZ,0.0f); - - m_movementInfo.t_x = 0.0f; - m_movementInfo.t_y = 0.0f; - m_movementInfo.t_z = 0.0f; - m_movementInfo.t_o = 0.0f; - - transGUID = 0; - } - } - - time_t now = time(NULL); - time_t logoutTime = time_t(fields[16].GetUInt64()); - - // since last logout (in seconds) - uint64 time_diff = uint64(now - logoutTime); - - // 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[15].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((int32)fields[16].GetUInt32() > 0) - { - float bubble = fields[17].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[12].GetUInt32(); - m_Played_time[0]= fields[13].GetUInt32(); - m_Played_time[1]= fields[14].GetUInt32(); - - m_resetTalentsCost = fields[18].GetUInt32(); - m_resetTalentsTime = time_t(fields[19].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[11].GetString() ); // must be before InitTaxiNodesForLevel - - uint32 gmstate = fields[25].GetUInt32(); - - m_stableSlots = fields[26].GetUInt32(); - if(m_stableSlots > 2) - { - sLog.outError("Player can have not more 2 stable slots, but have in DB %u",uint32(m_stableSlots)); - m_stableSlots = 2; - } - - m_atLoginFlags = fields[27].GetUInt32(); - - // Honor system - // Update Honor kills data - m_lastHonorUpdateTime = logoutTime; - UpdateHonorFields(); - - m_deathExpireTime = (time_t)fields[30].GetUInt64(); - if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP) - m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1; - - std::string taxi_nodes = fields[31].GetCppString(); - - delete result; - - // 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_CHARM,0); - SetUInt64Value(UNIT_FIELD_SUMMON,0); - SetUInt64Value(UNIT_FIELD_CHARMEDBY,0); - SetUInt64Value(UNIT_FIELD_SUMMONEDBY,0); - SetUInt64Value(UNIT_FIELD_CREATEDBY,0); - - // reset some aura modifiers before aura apply - SetUInt64Value(PLAYER_FARSIGHT, 0); - SetUInt32Value(PLAYER_TRACK_CREATURES, 0 ); - SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 ); - - // reset skill modifiers and set correct unlearn flags - for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++) - { - SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0); - - // set correct unlearn bit - uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF; - if(!id) continue; - - SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id); - if(!pSkill) continue; - - // 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)); - } - - // 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(uint32 i = 0; i < MAX_POWERS; ++i) - savedPower[i] = GetPower(Powers(i)); - - // reset stats before loading any modifiers - InitStatsForLevel(); - InitTaxiNodesForLevel(); - - // 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(); - - _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff); - - // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura) - if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) ) - m_deathState = DEAD; - - _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS)); - - // after spell load - InitTalentForLevel(); - learnSkillRewardedSpells(); - - // after spell load, learn rewarded spell if need also - _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS)); - _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS)); - - _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS)); - - // must be before inventory (some items required reputation check) - _LoadReputation(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)); - - // 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()); - - if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND))) - return false; - - // 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(!HasFlag64(PLAYER__FIELD_KNOWN_TITLES,uint64(1) << curTitle)) - SetUInt32Value(PLAYER_CHOSEN_TITLE,0); - } - - // Not finish taxi flight path - if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes)) - { - // 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()); - SetMapId(m_homebindMapId); - Relocate( m_homebindX, m_homebindY, m_homebindZ,0.0f); - SaveRecallPosition(); // save as recall also to prevent recall and fall from sky - } - else // have start node, to it - { - sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow()); - SetMapId(nodeEntry->map_id); - Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f); - SaveRecallPosition(); // save as recall also to prevent recall and fall from sky - } - m_taxi.ClearTaxiDestinations(); - } - else 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); - assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString - m_recallMap = nodeEntry->map_id; - m_recallX = nodeEntry->x; - m_recallY = nodeEntry->y; - m_recallZ = nodeEntry->z; - - // flight will started later - } - - _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(uint32 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)) - { - case 0: // disable - break; - case 1: // enable - SetGameMaster(true); - break; - case 2: // save state - if(gmstate) - SetGameMaster(true); - break; - default: - break; - } - } - - //Unmount Player from previous mount, so speed bug with mount is no more... - if(IsMounted()) - { - Unmount(); - RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); - } - - _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES)); - - return true; -} - -bool Player::isAllowedToLoot(Creature* creature) -{ - 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 *result) -{ - m_actionButtons.clear(); - - //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow()); - - if(result) - { - do - { - Field *fields = result->Fetch(); - - uint8 button = fields[0].GetUInt8(); - - addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8()); - - m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED; - } - while( result->NextRow() ); - - delete result; - } -} - -void Player::_LoadAuras(QueryResult *result, uint32 timediff) -{ - m_Auras.clear(); - for (int i = 0; i < TOTAL_AURAS; i++) - m_modAuras[i].clear(); - - // all aura related fields - for(int i = UNIT_FIELD_AURA; i <= UNIT_FIELD_AURASTATE; ++i) - SetUInt32Value(i, 0); - - //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow()); - - if(result) - { - do - { - Field *fields = result->Fetch(); - uint64 caster_guid = fields[0].GetUInt64(); - uint32 spellid = fields[1].GetUInt32(); - uint32 effindex = fields[2].GetUInt32(); - int32 damage = (int32)fields[3].GetUInt32(); - int32 maxduration = (int32)fields[4].GetUInt32(); - int32 remaintime = (int32)fields[5].GetUInt32(); - int32 remaincharges = (int32)fields[6].GetUInt32(); - - SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid); - if(!spellproto) - { - sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex); - continue; - } - - if(effindex >= 3) - { - sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex); - continue; - } - - // negative effects should continue counting down after logout - if (remaintime != -1 && !IsPositiveEffect(spellid, effindex)) - { - if(remaintime <= int32(timediff)) - continue; - - remaintime -= timediff; - } - - // prevent wrong values of remaincharges - if(spellproto->procCharges) - { - if(remaincharges <= 0 || remaincharges > spellproto->procCharges) - remaincharges = spellproto->procCharges; - } - else - remaincharges = -1; - - //do not load single target auras (unless they were cast by the player) - if (caster_guid != GetGUID() && IsSingleTargetSpell(spellproto)) - continue; - - Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL); - if(!damage) - damage = aura->GetModifier()->m_amount; - aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges); - AddAura(aura); - } - while( result->NextRow() ); - - delete result; - } - - if(m_class == CLASS_WARRIOR) - CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true); -} - -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 *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 becaue 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*60) && (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()) - itr->second->StoreItem(slot, item, true ); - 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()); - - delete result; - m_itemUpdateQueueBlocked = false; - - // send by mail problematic items - while(!problematicItems.empty()) - { - // fill mail - MailItemsInfo mi; // item list prepering - - for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i) - { - Item* item = problematicItems.front(); - problematicItems.pop_front(); - - mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item); - } - - std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM); - - WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE); - } - } - //if(isAlive()) - _ApplyAllItemMods(); -} - -// load mailed item which should receive current player -void Player::_LoadMailedItems(Mail *mail) -{ - QueryResult* result = CharacterDatabase.PQuery("SELECT item_guid, item_template FROM mail_items WHERE mail_id='%u'", mail->messageID); - if(!result) - return; - - do - { - Field *fields = result->Fetch(); - uint32 item_guid_low = fields[0].GetUInt32(); - uint32 item_template = fields[1].GetUInt32(); - - mail->AddItem(item_guid_low, item_template); - - ItemPrototype const *proto = objmgr.GetItemPrototype(item_template); - - if(!proto) - { - sLog.outError( "Player %u have unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID); - 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)) - { - 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()); - - delete result; -} - -void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *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 <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime); - if (resultUnread) - { - Field *fieldMail = resultUnread->Fetch(); - unReadMails = fieldMail[0].GetUInt8(); - delete resultUnread; - } - - // 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(); - delete resultDelivery; - } -} - -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 *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() ); - delete result; - } - 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; - if(!pet->LoadPetFromDB(this,0,0,true)) - delete pet; - } -} - -void Player::_LoadQuestStatus(QueryResult *result) -{ - mQuestStatus.clear(); - - uint32 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_MANGOS_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()) * 1000; - } - 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_rewarded ) ) - { - SetQuestSlot(slot,quest_id,quest_time); - - if(questStatusData.m_status == QUEST_STATUS_COMPLETE) - SetQuestSlotState(slot,QUEST_STATE_COMPLETE); - - 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())) - SetFlag64(PLAYER__FIELD_KNOWN_TITLES, (uint64(1) << titleEntry->bit_index)); - } - } - - sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow()); - } - } - while( result->NextRow() ); - - delete result; - } - - // clear quest log tail - for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i ) - SetQuestSlot(i,0); -} - -void Player::_LoadDailyQuestStatus(QueryResult *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() ); - - delete result; - } - - m_DailyQuestChanged = false; -} - -void Player::_LoadReputation(QueryResult *result) -{ - m_factions.clear(); - - // Set initial reputations (so everything is nifty before DB data load) - SetInitialFactions(); - - //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow()); - - if(result) - { - do - { - Field *fields = result->Fetch(); - - FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32()); - if( factionEntry && (factionEntry->reputationListID >= 0)) - { - FactionState* faction = &m_factions[factionEntry->reputationListID]; - - // update standing to current - faction->Standing = int32(fields[1].GetUInt32()); - - uint32 dbFactionFlags = fields[2].GetUInt32(); - - if( dbFactionFlags & FACTION_FLAG_VISIBLE ) - SetFactionVisible(faction); // have internal checks for forced invisibility - - if( dbFactionFlags & FACTION_FLAG_INACTIVE) - SetFactionInactive(faction,true); // have internal checks for visibility requirement - - if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war - SetFactionAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED - else // DB not at war - { - // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN) - if( faction->Flags & FACTION_FLAG_VISIBLE ) - SetFactionAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED - } - - // set atWar for hostile - if(GetReputationRank(factionEntry) <= REP_HOSTILE) - SetFactionAtWar(faction,true); - - // reset changed flag if values similar to saved in DB - if(faction->Flags==dbFactionFlags) - faction->Changed = false; - } - } - while( result->NextRow() ); - - delete result; - } -} - -void Player::_LoadSpells(QueryResult *result) -{ - for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) - delete itr->second; - m_spells.clear(); - - //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow()); - - if(result) - { - do - { - Field *fields = result->Fetch(); - - addSpell(fields[0].GetUInt16(), fields[2].GetBool(), false, true, fields[1].GetUInt16(), fields[3].GetBool()); - } - while( result->NextRow() ); - - delete result; - } -} - -void Player::_LoadTutorials(QueryResult *result) -{ - //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid); - - if(result) - { - do - { - Field *fields = result->Fetch(); - - for (int iI=0; iI<8; iI++) - m_Tutorials[iI] = fields[iI].GetUInt32(); - } - while( result->NextRow() ); - - delete result; - } - - m_TutorialsChanged = false; -} - -void Player::_LoadGroup(QueryResult *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); - delete result; - Group* group = objmgr.GetGroupByLeader(leaderGuid); - if(group) - { - 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 - SetDifficulty(group->GetDifficulty()); - } - } - } -} - -void Player::_LoadBoundInstances(QueryResult *result) -{ - for(uint8 i = 0; i < TOTAL_DIFFICULTIES; 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 - - 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 - InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true); - if(save) BindToInstance(save, perm, true); - } while(result->NextRow()); - delete result; - } -} - -InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty) -{ - // some instances only have one difficulty - const MapEntry* entry = sMapStore.LookupEntry(mapid); - if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL; - - BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); - if(itr != m_boundInstances[difficulty].end()) - return &itr->second; - else - return NULL; -} - -void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload) -{ - BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); - UnbindInstance(itr, difficulty, unload); -} - -void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 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() -{ - WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4); - - uint32 counter = 0, i; - for(i = 0; i < TOTAL_DIFFICULTIES; i++) - for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); itr++) - if(itr->second.perm) counter++; - - data << counter; - for(i = 0; i < TOTAL_DIFFICULTIES; 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 << (save->GetMapId()); - data << (uint32)(save->GetResetTime() - time(NULL)); - data << save->GetInstanceId(); - data << uint32(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 < TOTAL_DIFFICULTIES; 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 flase 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 < TOTAL_DIFFICULTIES; 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 < TOTAL_DIFFICULTIES; 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) - { - player->UnbindInstance(itr, i, true); // increments itr - 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::_LoadHomeBind(QueryResult *result) -{ - 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(); - delete result; - - // accept saved data only for valid position (and non instanceable) - if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) && - !sMapStore.LookupEntry(m_homebindMapId)->Instanceable() ) - { - ok = true; - } - else - CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow()); - } - - if(!ok) - { - PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass()); - if(!info) return false; - - 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\n", - 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); - - // first save/honor gain after midnight will also update the player's honor fields - UpdateHonorFields(); - - // Must saved before enter into BattleGround - if(InBattleGround()) - return; - - int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0; - //save, far from tavern/city - //save, but in tavern/city - sLog.outDebug("The value of player %s at save: ", m_name.c_str()); - outDebugValues(); - - // save state (after auras removing), if aura remove some flags then it must set it back by self) - uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1); - uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2); - uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS); - uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS); - uint32 tmp_displayid = GetDisplayId(); - - // Set player sit state to standing on save, also stealth and shifted form - SetByteValue(UNIT_FIELD_BYTES_1, 0, 0); // stand state - SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift - SetByteValue(UNIT_FIELD_BYTES_1, 3, 0); // stand flags? - RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_ROTATE); - SetDisplayId(GetNativeDisplayId()); - - bool inworld = IsInWorld(); - - CharacterDatabase.BeginTransaction(); - - CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow()); - - std::string sql_name = m_name; - CharacterDatabase.escape_string(sql_name); - - std::ostringstream ss; - ss << "INSERT INTO characters (guid,account,name,race,class," - "map, 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, gmstate, stable_slots, at_login, zone, " - "death_expire_time, taxi_path) VALUES (" - << GetGUIDLow() << ", " - << GetSession()->GetAccountId() << ", '" - << sql_name << "', " - << m_race << ", " - << m_class << ", "; - - bool save_to_dest = false; - if(IsBeingTeleported()) - { - // don't save to battlegrounds or arenas - const MapEntry *entry = sMapStore.LookupEntry(GetTeleportDest().mapid); - if(entry && entry->map_type != MAP_BATTLEGROUND && entry->map_type != MAP_ARENA) - save_to_dest = true; - } - - if(!save_to_dest) - { - ss << GetMapId() << ", " - << (uint32)GetDifficulty() << ", " - << finiteAlways(GetPositionX()) << ", " - << finiteAlways(GetPositionY()) << ", " - << finiteAlways(GetPositionZ()) << ", " - << finiteAlways(GetOrientation()) << ", '"; - } - else - { - ss << GetTeleportDest().mapid << ", " - << (uint32)GetDifficulty() << ", " - << finiteAlways(GetTeleportDest().x) << ", " - << finiteAlways(GetTeleportDest().y) << ", " - << finiteAlways(GetTeleportDest().z) << ", " - << finiteAlways(GetTeleportDest().o) << ", '"; - } - - uint16 i; - for( i = 0; i < m_valuesCount; i++ ) - { - ss << GetUInt32Value(i) << " "; - } - - ss << "', '"; - - for( i = 0; i < 8; i++ ) - ss << m_taxi.GetTaximask(i) << " "; - - ss << "', "; - ss << (inworld ? 1 : 0); - - ss << ", "; - ss << m_cinematic; - - ss << ", "; - ss << m_Played_time[0]; - ss << ", "; - ss << m_Played_time[1]; - - ss << ", "; - ss << finiteAlways(m_rest_bonus); - ss << ", "; - ss << (uint64)time(NULL); - ss << ", "; - ss << is_save_resting; - ss << ", "; - ss << m_resetTalentsCost; - ss << ", "; - ss << (uint64)m_resetTalentsTime; - - ss << ", "; - ss << finiteAlways(m_movementInfo.t_x); - ss << ", "; - ss << finiteAlways(m_movementInfo.t_y); - ss << ", "; - ss << finiteAlways(m_movementInfo.t_z); - ss << ", "; - ss << finiteAlways(m_movementInfo.t_o); - ss << ", "; - if (m_transport) - ss << m_transport->GetGUIDLow(); - else - ss << "0"; - - ss << ", "; - ss << (isGameMaster()? 1 : 0); - - ss << ", "; - ss << uint32(m_stableSlots); // to prevent save uint8 as char - - ss << ", "; - ss << uint32(m_atLoginFlags); - - ss << ", "; - ss << GetZoneId(); - - ss << ", "; - ss << (uint64)m_deathExpireTime; - - ss << ", '"; - ss << m_taxi.SaveTaxiDestinationsToString(); - ss << "' )"; - - CharacterDatabase.Execute( ss.str().c_str() ); - - if(m_mailsUpdated) //save mails only when needed - _SaveMail(); - - _SaveInventory(); - _SaveQuestStatus(); - _SaveDailyQuestStatus(); - _SaveTutorials(); - _SaveSpells(); - _SaveSpellCooldowns(); - _SaveActions(); - _SaveAuras(); - _SaveReputation(); - - CharacterDatabase.CommitTransaction(); - - // restore state (before aura apply, if aura remove flag then aura must set it ack by self) - SetDisplayId(tmp_displayid); - SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes); - SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2); - SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags); - SetUInt32Value(PLAYER_FLAGS, tmp_pflags); - - // 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(); - SetUInt32ValueInDB(PLAYER_FIELD_COINAGE,GetMoney(),GetGUID()); -} - -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,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')", - GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc ); - itr->second.uState = ACTIONBUTTON_UNCHANGED; - ++itr; - break; - case ACTIONBUTTON_CHANGED: - CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ", - (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first ); - itr->second.uState = ACTIONBUTTON_UNCHANGED; - ++itr; - break; - case ACTIONBUTTON_DELETED: - CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first ); - m_actionButtons.erase(itr++); - break; - default: - ++itr; - break; - }; - } -} - -void Player::_SaveAuras() -{ - CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow()); - - AuraMap const& auras = GetAuras(); - for(AuraMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr) - { - SpellEntry const *spellInfo = itr->second->GetSpellProto(); - - //skip all auras from spells that are passive or need a shapeshift - if (itr->second->IsPassive() || itr->second->IsRemovedOnShapeLost()) - continue; - - //do not save single target auras (unless they were cast by the player) - if (itr->second->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo)) - continue; - - uint8 i; - // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras - for (i = 0; i < 3; i++) - if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT || - spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH) - break; - - if (i == 3) - { - CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u' and spell = '%u' and effect_index= '%u'",GetGUIDLow(),(uint32)(*itr).second->GetId(), (uint32)(*itr).second->GetEffIndex()); - CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges) " - "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%d', '%d', '%d', '%d')", - GetGUIDLow(), itr->second->GetCasterGUID(), (uint32)(*itr).second->GetId(), (uint32)(*itr).second->GetEffIndex(), (*itr).second->GetModifier()->m_amount,int((*itr).second->GetAuraMaxDuration()),int((*itr).second->GetAuraDuration()),int((*itr).second->m_procCharges)); - } - } -} - -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.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow()); - error = true; - } - 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 = '" I64FMTD "', deliver_time = '" I64FMTD "',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', '" I64FMTD "', '%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 / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]); - break; - case QUEST_CHANGED : - CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" I64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ", - i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first ); - 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','" I64FMTD "')", - GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime)); -} - -void Player::_SaveReputation() -{ - for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr) - { - if (itr->second.Changed) - { - CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr->second.ID); - CharacterDatabase.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags); - itr->second.Changed = false; - } - } -} - -void Player::_SaveSpells() -{ - for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next) - { - ++next; - 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); - if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED) - CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,slot,active,disabled) VALUES ('%u', '%u', '%u','%u','%u')", GetGUIDLow(), itr->first, itr->second->slotId,itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0); - - if (itr->second->state == PLAYERSPELL_REMOVED) - _removeSpell(itr->first); - else - itr->second->state = PLAYERSPELL_UNCHANGED; - } -} - -void Player::_SaveTutorials() -{ - if(!m_TutorialsChanged) - return; - - uint32 Rows=0; - // it's better than rebuilding indexes multiple times - QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID ); - if(result) - { - Rows = result->Fetch()[0].GetUInt32(); - delete result; - } - - if (Rows) - { - CharacterDatabase.PExecute("UPDATE character_tutorial SET tut0='%u', tut1='%u', tut2='%u', tut3='%u', tut4='%u', tut5='%u', tut6='%u', tut7='%u' WHERE account = '%u' AND realmid = '%u'", - m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7], GetSession()->GetAccountId(), realmID ); - } - else - { - CharacterDatabase.PExecute("INSERT INTO character_tutorial (account,realmid,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetSession()->GetAccountId(), realmID, m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7]); - }; - - m_TutorialsChanged = false; -} - -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\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT)); - 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()); -} - -bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid) -{ - std::ostringstream ss2; - ss2<<"UPDATE characters SET data='"; - int 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::SendAttackSwingNotStanding() -{ - WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0); - GetSession()->SendPacket( &data ); -} - -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() -{ - WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, 0); - GetSession()->SendPacket( &data ); -} - -void Player::PlaySound(uint32 Sound, bool OnlySelf) -{ - WorldPacket data(SMSG_PLAY_SOUND, 4); - data << Sound; - if (OnlySelf) - GetSession()->SendPacket( &data ); - else - SendMessageToSet( &data, true ); -} - -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)GetDifficulty(); - 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) -{ - // 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 - uint8 dif = GetDifficulty(); - - for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();) - { - InstanceSave *p = itr->second.save; - const MapEntry *entry = sMapStore.LookupEntry(itr->first); - if(!entry || !p->CanReset()) - { - ++itr; - continue; - } - - if(method == INSTANCE_RESET_ALL) - { - // the "reset all instances" method can only reset normal maps - if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID) - { - ++itr; - continue; - } - } - - // if the map is loaded, reset it - Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId()); - if(map && map->IsDungeon()) - ((InstanceMap*)map)->Reset(method); - - // 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[dif].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_bgAfkReportedTimer <= currTime) - { - m_bgAfkReportedCount = 0; - m_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; -} - -void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent) -{ - if(!pet) - pet = GetPet(); - - if(returnreagent && (pet || m_temporaryUnsummonedPetNumber)) - { - //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; - - // only if current pet in slot - switch(pet->getPetType()) - { - case MINI_PET: - m_miniPet = 0; - break; - case GUARDIAN_PET: - m_guardianPets.erase(pet->GetGUID()); - break; - default: - if(GetPetGUID()==pet->GetGUID()) - SetPet(0); - break; - } - - 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; - } - } - - pet->SavePetToDB(mode); - - pet->CleanupsBeforeDelete(); - 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::RemoveMiniPet() -{ - if(Pet* pet = GetMiniPet()) - { - pet->Remove(PET_SAVE_AS_DELETED); - m_miniPet = 0; - } -} - -Pet* Player::GetMiniPet() -{ - if(!m_miniPet) - return NULL; - return ObjectAccessor::GetPet(m_miniPet); -} - -void Player::RemoveGuardians() -{ - while(!m_guardianPets.empty()) - { - uint64 guid = *m_guardianPets.begin(); - if(Pet* pet = ObjectAccessor::GetPet(guid)) - pet->Remove(PET_SAVE_AS_DELETED); - - m_guardianPets.erase(guid); - } -} - -bool Player::HasGuardianWithEntry(uint32 entry) -{ - // pet guid middle part is entry (and creature also) - // and in guardian list must be guardians with same entry _always_ - for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr) - if(GUID_ENPART(*itr)==entry) - return true; - - return false; -} - -void Player::Uncharm() -{ - Unit* charm = GetCharm(); - if(!charm) - return; - - charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM); - charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS); -} - -void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, std::string text, uint32 language) const -{ - bool pre = (msgtype==CHAT_MSG_EMOTE); - - *data << (uint8)msgtype; - *data << (uint32)language; - *data << (uint64)GetGUID(); - *data << (uint32)language; //language 2.1.0 ? - *data << (uint64)GetGUID(); - *data << (uint32)(text.length()+1+(pre?3:0)); - if(pre) - data->append("%s ",3); - *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); -} - -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); -} - -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) ); -} - -void Player::Whisper(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); - - // 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); - - data.Initialize(SMSG_MESSAGECHAT, 200); - rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, 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()) - { - 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) - { - uint8 addlist = 0; - - sLog.outDebug("Pet Spells Groups"); - - CreatureInfo const *cinfo = pet->GetCreatureInfo(); - - if(pet->isControlled() && (pet->getPetType() == HUNTER_PET || cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)) - { - for(PetSpellMap::iterator itr = pet->m_spells.begin();itr != pet->m_spells.end();itr++) - { - if(itr->second->state == PETSPELL_REMOVED) - continue; - ++addlist; - } - } - - // first line + actionbar + spellcount + spells + last adds - WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25); - - CharmInfo *charmInfo = pet->GetCharmInfo(); - - //16 - data << (uint64)pet->GetGUID() << uint32(0x00000000) << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0); - - for(uint32 i = 0; i < 10; i++) //40 - { - data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type); - } - - data << uint8(addlist); //1 - - if(addlist && pet->isControlled()) - { - for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr) - { - if(itr->second->state == PETSPELL_REMOVED) - continue; - - data << uint16(itr->first); - data << uint16(itr->second->active); // pet spell active state isn't boolean - } - } - - //data << uint8(0x01) << uint32(0x6010) << uint32(0x01) << uint32(0x05) << uint16(0x00); //15 - uint8 count = 3; //1+8+8+8=25 - - // if count = 0, then end of packet... - data << count; - // uint32 value is spell id... - // uint64 value is constant 0, unknown... - data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3 - //data << uint32(0x5fd1) << uint64(0); // if count = 2 - data << uint32(0x8e8c) << uint64(0); // if count = 3 - data << uint32(0x8e8b) << uint64(0); // if count = 3 - - GetSession()->SendPacket(&data); - } -} - -void Player::PossessSpellInitialize() -{ - Unit* charm = GetCharm(); - - if(!charm) - return; - - CharmInfo *charmInfo = charm->GetCharmInfo(); - - if(!charmInfo) - { - sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID()); - return; - } - - uint8 addlist = 0; - WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds - - //16 - data << (uint64)charm->GetGUID() << uint32(0x00000000) << uint8(0) << uint8(0) << uint16(0); - - for(uint32 i = 0; i < 10; i++) //40 - { - data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type); - } - - data << uint8(addlist); //1 - - uint8 count = 3; - data << count; - data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3 - data << uint32(0x8e8c) << uint64(0); // if count = 3 - data << uint32(0x8e8b) << uint64(0); // if count = 3 - - GetSession()->SendPacket(&data); -} - -void Player::CharmSpellInitialize() -{ - Unit* charm = GetCharm(); - - if(!charm) - return; - - CharmInfo *charmInfo = charm->GetCharmInfo(); - if(!charmInfo) - { - sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") 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 < CREATURE_MAX_SPELLS; ++i) - { - if(charmInfo->GetCharmSpell(i)->spellId) - ++addlist; - } - } - } - - WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds - - data << (uint64)charm->GetGUID() << uint32(0x00000000); - - if(charm->GetTypeId() != TYPEID_PLAYER) - data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()); - else - data << uint8(0) << uint8(0); - - data << uint16(0); - - for(uint32 i = 0; i < 10; i++) //40 - { - data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type); - } - - data << uint8(addlist); //1 - - if(addlist) - { - for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) - { - CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i); - if(cspell->spellId) - { - data << uint16(cspell->spellId); - data << uint16(cspell->active); - } - } - } - - uint8 count = 3; - data << count; - data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3 - data << uint32(0x8e8c) << uint64(0); // if count = 3 - data << uint32(0x8e8b) << uint64(0); // if count = 3 - - GetSession()->SendPacket(&data); -} - -int32 Player::GetTotalFlatMods(uint32 spellId, SpellModOp op) -{ - SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); - if (!spellInfo) return 0; - int32 total = 0; - for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr) - { - SpellModifier *mod = *itr; - - if(!IsAffectedBySpellmod(spellInfo,mod)) - continue; - - if (mod->type == SPELLMOD_FLAT) - total += mod->value; - } - return total; -} - -int32 Player::GetTotalPctMods(uint32 spellId, SpellModOp op) -{ - SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); - if (!spellInfo) return 0; - int32 total = 0; - for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr) - { - SpellModifier *mod = *itr; - - if(!IsAffectedBySpellmod(spellInfo,mod)) - continue; - - if (mod->type == SPELLMOD_PCT) - total += mod->value; - } - return total; -} - -bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell) -{ - if (!mod || !spellInfo) - return false; - - if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish - { - // prevent apply to any spell except spell that trigger expire - if(spell) - { - if(mod->lastAffected != spell) - return false; - } - else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id)) - return false; - } - - return spellmgr.IsAffectedBySpell(spellInfo,mod->spellId,mod->effectId,mod->mask); -} - -void Player::AddSpellMod(SpellModifier* mod, bool apply) -{ - uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER; - - for(int eff=0;eff<64;++eff) - { - uint64 _mask = uint64(1) << eff; - 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 - { - if (mod->charges == -1) - --m_SpellModRemoveCount; - m_spellMods[mod->op].remove(mod); - delete mod; - } -} - -void Player::RemoveSpellMods(Spell const* spell) -{ - if(!spell || (m_SpellModRemoveCount == 0)) - return; - - for(int i=0;i<MAX_SPELLMOD;++i) - { - for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();) - { - SpellModifier *mod = *itr; - ++itr; - - if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL)) - { - RemoveAurasDueToSpell(mod->spellId); - if (m_spellMods[i].empty()) - break; - else - itr = m_spellMods[i].begin(); - } - } - } -} - -// 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 *result = 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() ); - - delete result; - - 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::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; - - CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY())); - Cell cell(p); - cell.data.Part.reserved = ALL_DISTRICT; - cell.SetNoCreate(); - - MaNGOS::AnyStealthedCheck u_check; - MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(stealthedUnits, u_check); - - TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher); - TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher); - - CellLock<GridReadGuard> cell_lock(cell, p); - cell_lock->Visit(cell_lock, world_unit_searcher, *MapManager::Instance().GetMap(GetMapId(), this)); - cell_lock->Visit(cell_lock, grid_unit_searcher, *MapManager::Instance().GetMap(GetMapId(), this)); - - for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();) - { - if((*i)==this) - { - i = stealthedUnits.erase(i); - continue; - } - - if ((*i)->isVisibleForOrDetect(this,true)) - { - - (*i)->SendUpdateToPlayer(this); - m_clientGUIDs.insert((*i)->GetGUID()); - - #ifdef MANGOS_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) - if((*i)!=this && (*i)->isType(TYPEMASK_UNIT)) - SendAuraDurationsForTarget(*i); - - i = stealthedUnits.erase(i); - continue; - } - - ++i; - } -} - -bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_id, Creature* npc) -{ - if(nodes.size() < 2) - return false; - - // 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(GetSession()->isLogingOut() || - (!m_currentSpells[CURRENT_GENERIC_SPELL] || - m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Effect[0] != SPELL_EFFECT_SEND_TAXI)&& - IsNonMeleeSpellCasted(false) || - isInCombat()) - { - 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; - - uint32 sourcenode = nodes[0]; - - // starting node too far away (cheat?) - TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode); - if( !node || 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_TAXIUNSPECIFIEDSERVERERROR); - GetSession()->SendPacket(&data); - return false; - } - - // Prepare to flight start now - - // stop combat at start taxi flight if any - CombatStop(); - - // 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; - } - - if(!mount_id) // if not provide then attempt use default. - mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam()); - - if (mount_id == 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); - - // prevent stealth flight - RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH); - - WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); - data << uint32(ERR_TAXIOK); - GetSession()->SendPacket(&data); - - sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY"); - - GetSession()->SendDoFlight(mount_id, sourcepath); - - return true; -} - -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); - 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((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs ) - { - data << unSpellId; - data << unTimeMs; // in m.secs - AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/1000); - } - } - 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_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); -} - -// 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, uint64 bagguid, uint8 slot) -{ - // cheating attempt - if(count < 1) count = 1; - - 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 = ObjectAccessor::GetNPCIfCanInteractWith(*this, 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; - } - - // load vendor items if not yet - pCreature->LoadGoods(); - - CreatureItem* crItem = pCreature->FindItem(item); - if(!crItem) - { - SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); - return false; - } - - if( crItem->maxcount != 0 && crItem->count < count ) - { - SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0); - return false; - } - - if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < 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->reqpersonalarenarating ) - { - // probably not the proper equip err - SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL); - return false; - } - } - - uint32 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; - } - - uint8 bag = 0; // init for case invalid bagGUID - - if (bagguid != NULL_BAG && slot != NULL_SLOT) - { - Bag *pBag; - if( bagguid == GetGUID() ) - { - bag = INVENTORY_SLOT_BAG_0; - } - else - { - for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++) - { - pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i); - if( pBag ) - { - if( bagguid == pBag->GetGUID() ) - { - bag = i; - break; - } - } - } - } - } - - if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_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 ); - if(crItem->ExtendedCost) // case for new honor system - { - ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost); - if(iece->reqhonorpoints) - ModifyHonorPoints( - int32(iece->reqhonorpoints * count)); - if(iece->reqarenapoints) - ModifyArenaPoints( - int32(iece->reqarenapoints * count)); - for (uint8 i = 0; i < 5; ++i) - { - if(iece->reqitem[i]) - DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true); - } - } - - if(Item *it = StoreNewItem( dest, item, true )) - { - if( crItem->maxcount != 0 ) - crItem->count -= pProto->BuyCount * count; - - WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4)); - data << pCreature->GetGUID(); - data << (uint32)crItem->id; // entry - data << (uint32)crItem->count; - data << (uint32)count; - GetSession()->SendPacket(&data); - - SendNewItem(it, count, true, false, false); - } - } - else if( IsEquipmentPos( bag, slot ) ) - { - uint16 dest; - uint8 msg = CanEquipNewItem( slot, dest, item, pProto->BuyCount * count, 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, pProto->BuyCount * count, true )) - { - if( crItem->maxcount != 0 ) - crItem->count -= pProto->BuyCount * count; - - WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4)); - data << pCreature->GetGUID(); - data << (uint32)crItem->id; // entry - data << (uint32)crItem->count; - data << (uint32)count; - GetSession()->SendPacket(&data); - - SendNewItem(it, count, true, false, false); - - AutoUnequipOffhandIfNeed(); - } - } - else - { - SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL ); - return false; - } - - return crItem->maxcount!=0?true:false; -} - -uint32 Player::GetMaxPersonalArenaRatingRequirement() -{ - // 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(int i = 0; i < MAX_ARENA_SLOT; ++i) - { - if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i))) - { - uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5); - 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 homebind location - TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation()); - } - 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 << 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()); - } -} - -void Player::UpdatePvP(bool state, bool ovrride) -{ - if(!state || ovrride) - { - SetPvP(state); - if(Pet* pet = GetPet()) - pet->SetPvP(state); - if(Unit* charmed = GetCharm()) - charmed->SetPvP(state); - - pvpInfo.endTimer = 0; - } - else - { - if(pvpInfo.endTimer != 0) - pvpInfo.endTimer = time(NULL); - else - { - SetPvP(state); - - if(Pet* pet = GetPet()) - pet->SetPvP(state); - if(Unit* charmed = GetCharm()) - charmed->SetPvP(state); - } - } -} - -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) -{ - if ( !(spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) ) - return; - - // Get spell cooldwn - int32 cooldown = GetSpellRecoveryTime(spellInfo); - // Apply spellmods - ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, cooldown); - if (cooldown < 0) - cooldown = 0; - // Add cooldown - AddSpellCooldown(spellInfo->Id, 0, time(NULL) + cooldown / 1000); - // Send activate - WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8)); - data << spellInfo->Id; - data << GetGUID(); - SendDirectMessage(&data); -} - //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->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(int 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::LeaveBattleground(bool teleportToEntryPoint) -{ - if(BattleGround *bg = GetBattleGround()) - { - bool need_debuf = bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER); - - bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true); - - // call after remove to be sure that player resurrected for correct cast - if(need_debuf) - CastSpell(this, 26013, true); // Deserter - } -} - -bool Player::CanJoinToBattleground() const -{ - // check Deserter debuff - if(GetDummyAura(26013)) - return false; - - return true; -} - -bool Player::CanReportAfkDueToLimit() -{ - // a player can complain about 15 people per 5 minutes - if(m_bgAfkReportedCount >= 15) - return false; - ++m_bgAfkReportedCount; - 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_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit()) - { - m_bgAfkReporter.insert(reporter->GetGUIDLow()); - // 3 players have to complain to apply debuff - if(m_bgAfkReporter.size() >= 3) - { - // cast 'Idle' spell - CastSpell(this, 43680, true); - m_bgAfkReporter.clear(); - } - } -} - -bool Player::IsVisibleInGridForPlayer( Player* 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; -} - -void Player::UpdateVisibilityOf(WorldObject* target) -{ - if(HaveAtClient(target)) - { - if(!target->isVisibleForInState(this,true)) - { - target->DestroyForPlayer(this); - m_clientGUIDs.erase(target->GetGUID()); - - #ifdef MANGOS_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)) - { - target->SendUpdateToPlayer(this); - if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport()) - m_clientGUIDs.insert(target->GetGUID()); - - #ifdef MANGOS_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!=this && target->isType(TYPEMASK_UNIT)) - SendAuraDurationsForTarget((Unit*)target); - - if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive()) - ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this); - } - } -} - -template<class T> -inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target) -{ - s64.insert(target->GetGUID()); -} - -template<> -inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target) -{ - if(!target->IsTransport()) - s64.insert(target->GetGUID()); -} - -template<class T> -void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow) -{ - if(HaveAtClient(target)) - { - if(!target->isVisibleForInState(this,true)) - { - target->BuildOutOfRangeUpdateBlock(&data); - m_clientGUIDs.erase(target->GetGUID()); - - #ifdef MANGOS_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(target->isVisibleForInState(this,false)) - { - visibleNow.insert(target); - target->BuildUpdate(data_updates); - target->BuildCreateUpdateBlockForPlayer(&data, this); - UpdateVisibilityOf_helper(m_clientGUIDs,target); - - #ifdef MANGOS_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, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow); -template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow); -template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow); -template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow); -template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow); - -void Player::InitPrimaryProffesions() -{ - SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL)); -} - -void Player::SendComboPoints() -{ - Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget); - if (combotarget) - { - WorldPacket data(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) -{ - if(!count) - return; - - // without combo points lost (duration checked in aura) - RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS); - - if(target->GetGUID() == m_comboTarget) - { - m_comboPoints += count; - } - else - { - if(m_comboTarget) - if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget)) - target->RemoveComboPointHolder(GetGUIDLow()); - - m_comboTarget = target->GetGUID(); - m_comboPoints = count; - - target->AddComboPointHolder(GetGUIDLow()); - } - - if (m_comboPoints > 5) m_comboPoints = 5; - if (m_comboPoints < 0) m_comboPoints = 0; - - SendComboPoints(); -} - -void Player::ClearComboPoints() -{ - if(!m_comboTarget) - return; - - // without combopoints lost (duration checked in aura) - RemoveSpellsCausingAura(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() -{ - WorldPacket data(SMSG_SET_REST_START, 4); - data << uint32(0); // unknown, may be rest state time or expirience - GetSession()->SendPacket(&data); - - // Homebind - data.Initialize(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_UPDATE_AURA_DURATION - - // tutorial stuff - data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4); - for (int i = 0; i < 8; ++i) - data << uint32( GetTutorialInt(i) ); - GetSession()->SendPacket(&data); - - SendInitialSpells(); - - data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4); - data << uint32(0); // count, for(count) uint32; - GetSession()->SendPacket(&data); - - SendInitialActionButtons(); - SendInitialReputations(); - UpdateZone(GetZoneId()); - SendInitWorldStates(); - - // SMSG_SET_AURA_SINGLE - - data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8); - data << uint32(secsToTimeBitFields(sWorld.GetGameTime())); - data << (float)0.01666667f; // game speed - GetSession()->SendPacket( &data ); -} - -void Player::SendInitialPacketsAfterAddToMap() -{ - 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_NONE - }; - for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr) - { - Unit::AuraList const& auraList = GetAurasByType(*itr); - if(!auraList.empty()) - auraList.front()->ApplyModifier(true,true); - } - - if(HasAuraType(SPELL_AURA_MOD_STUN)) - SetMovement(MOVE_ROOT); - - // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied. - if(HasAuraType(SPELL_AURA_MOD_ROOT)) - { - WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10); - data.append(GetPackGUID()); - data << (uint32)2; - SendMessageToSet(&data,true); - } - - 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_auraUpdateMask = 0; - if(Pet *pet = GetPet()) - pet->ResetAuraUpdateMask(); -} - -void Player::SendTransferAborted(uint32 mapid, uint16 reason) -{ - WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2); - data << uint32(mapid); - data << uint16(reason); // transfer abort reason - GetSession()->SendPacket(&data); -} - -void Player::SendInstanceResetWarning(uint32 mapid, 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); - data << uint32(type); - data << uint32(mapid); - data << uint32(time); - GetSession()->SendPacket(&data); -} - -void Player::ApplyEquipCooldown( Item * pItem ) -{ - for(int i = 0; i <5; ++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() -{ - // not need after this call - if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) - { - m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS; - CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow()); - } - - // 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(); - - for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter) - removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already - - learnDefaultSpells(); - learnQuestRewardedSpells(); -} - -void Player::learnDefaultSpells(bool loading) -{ - // learn default race/class spells - PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass()); - std::list<CreateSpellPair>::const_iterator spell_itr; - for (spell_itr = info->spell.begin(); spell_itr!=info->spell.end(); ++spell_itr) - { - uint16 tspell = spell_itr->first; - if (tspell) - { - sLog.outDebug("PLAYER: Adding initial spell, id = %u",tspell); - if(loading || !spell_itr->second) // not care about passive spells or loading case - addSpell(tspell,spell_itr->second); - else // but send in normal spell in game learn case - learnSpell(tspell); - } - } -} - -void Player::learnQuestRewardedSpells(Quest const* quest) -{ - uint32 spell_id = quest->GetRewSpellCast(); - - // skip quests without rewarded spell - if( !spell_id ) - return; - - SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); - if(!spellInfo) - return; - - // check learned spells state - bool found = false; - for(int 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; - - // specialization - if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0) - { - // 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.GetFirstSpellInChain(itr->first) != first_spell) - continue; - - // now we have 2 specialization, learn possible only if found is lesser specialization rank - if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first)) - 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 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 (SpellEntry const* spellentry = sSpellStore.LookupEntry(pAbility->spellId)) - { - // Ok need learn spell - learnSpell(pAbility->spellId); - } - } -} - -void Player::learnSkillRewardedSpells() -{ - for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) - { - if(!GetUInt32Value(PLAYER_SKILL_INDEX(i))) - continue; - - uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF; - - learnSkillRewardedSpells(pskill); - } -} - -void Player::SendAuraDurationsForTarget(Unit* target) -{ - for(Unit::AuraMap::const_iterator itr = target->GetAuras().begin(); itr != target->GetAuras().end(); ++itr) - { - Aura* aura = itr->second; - if(aura->GetAuraSlot() >= MAX_AURAS || aura->IsPassive() || aura->GetCasterGUID()!=GetGUID()) - continue; - - aura->SendAuraDurationForCaster(this); - } -} - -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()); -} - -bool Player::InArena() const -{ - BattleGround *bg = GetBattleGround(); - if(!bg || !bg->isArena()) - return false; - - return true; -} - -bool Player::GetBGAccessByLevel(uint32 bgTypeId) const -{ - BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId); - if(!bg) - return false; - - if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel()) - return false; - - return true; -} - -uint32 Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id) -{ - if(queue_id < 1) - return 0; - - if(queue_id >=6) - queue_id = 6; - - return 10*(queue_id+1); -} - -uint32 Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id) -{ - if(queue_id >=6) - return 255; // hardcoded max level - - return 10*(queue_id+2)-1; -} - -uint32 Player::GetBattleGroundQueueIdFromLevel() const -{ - uint32 level = getLevel(); - if(level <= 19) - return 0; - else if (level > 69) - return 6; - else - return level/10 - 1; // 20..29 -> 1, 30-39 -> 2, ... -} - -float Player::GetReputationPriceDiscount( Creature const* pCreature ) const -{ - FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry(); - if(!vendor_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(); - - SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id); - SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id); - - for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx) - { - // skip wrong race skills - if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0) - return false; - - // skip wrong class skills - if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0) - return false; - } - return true; -} - -bool Player::HasQuestForGO(int32 GOId) -{ - for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i ) - { - QuestStatusData qs=i->second; - if (qs.m_status == QUEST_STATUS_INCOMPLETE) - { - Quest const* qinfo = objmgr.GetQuestTemplate(i->first); - if(!qinfo) - continue; - - if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID) - continue; - - for (int 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::UpdateForQuestsGO() -{ - 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)) - { - GameObject *obj = HashMapHolder<GameObject>::Find(*itr); - if(obj) - obj->BuildValuesUpdateBlockForPlayer(&udata,this); - } - } - 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(); - m_taxi.ClearTaxiDestinations(); - } - - // drop flag at summon - if(BattleGround *bg = GetBattleGround()) - bg->EventPlayerDroppedFlag(this); - - m_summon_expire = 0; - - 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() -{ - Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND ); - if(!offItem) - return; - - Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND ); - - if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON) - 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 - { - sLog.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow()); - } -} - -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(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i) - if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo)) - return true; - break; - } - case ITEM_CLASS_ARMOR: - { - // tabard not have dependent spells - for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i) - if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) - if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo)) - return true; - - // shields can be equipped to offhand slot - if(Item *item = GetItemByPos( 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 = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED)) - if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo)) - return true; - - break; - } - default: - sLog.outError("HasItemFitToSpellReqirements: Not handeled spell reqirement for item class %u",spellInfo->EquippedItemClass); - break; - } - - return false; -} - -void Player::RemoveItemDependentAurasAndCasts( Item * pItem ) -{ - AuraMap& auras = GetAuras(); - for(AuraMap::iterator itr = auras.begin(); itr != auras.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 - RemoveAurasDueToSpell(aura->GetId()); - itr = auras.begin(); - } - - // currently casted spells can be dependent from item - for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++) - { - if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED && - !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) ) - InterruptSpell(i); - } -} - -uint32 Player::GetResurrectionSpellId() -{ - // search priceless resurrection possabilities - uint32 prio = 0; - uint32 spell_id = 0; - AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY); - for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr) - { - // Soulstone Resurrection // prio: 3 (max, non death persistent) - if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual == 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 - 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 - if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1)) - spell_id = 21169; - - return spell_id; -} - -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; - - pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level); - - if(member_with_max_level) - { - xp = PvP ? 0 : MaNGOS::XP::Gain(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 = MaNGOS::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) && 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()) - { - uint32 itr_xp = uint32(xp*rate); - - 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(pVictim->GetEntry(), pVictim->GetGUID()); - } - } - } - } - } - else // if (!pGroup) - { - xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim); - - // honor can be in PvP and !PvP (racial leader) cases - if(RewardHonor(pVictim,1)) - honored_kill = true; - - // xp and reputation only in !PvP case - if(!PvP) - { - RewardReputation(pVictim,1); - 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(pVictim->GetEntry(),pVictim->GetGUID()); - } - } - return xp || honored_kill; -} - -bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const -{ - if(pRewardSource->GetDistance(this) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE)) - return true; - - if(isAlive()) - return false; - - Corpse* corpse = GetCorpse(); - if(!corpse) - return false; - - return pRewardSource->GetDistance(corpse) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE); -} - -uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const -{ - Item* item = GetWeaponForAttack(attType,true); - - // unarmmed only with base attack - if(attType != BASE_ATTACK && !item) - return 0; - - // weapon skill or (unarmed for base attack) - uint32 skill = item ? item->GetSkill() : SKILL_UNARMED; - return GetBaseSkillValue(skill); -} - -void Player::ResurectUsingRequestData() -{ - 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(); - - TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation()); -} - -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); -} - -void Player::UpdateZoneDependentAuras( uint32 newZone ) -{ - // remove new continent flight forms - if( !isGameMaster() && - GetVirtualMapForMapAndZone(GetMapId(),newZone) != 530) - { - RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED); - RemoveSpellsCausingAura(SPELL_AURA_FLY); - } - - // Some spells applied at enter into zone (with subzones) - // Human Illusion - // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP); - if ( newZone == 2367 ) // Old Hillsbrad Foothills - { - uint32 spellid = 0; - // all horde races - if( GetTeam() == HORDE ) - spellid = getGender() == GENDER_FEMALE ? 35481 : 35480; - // and some alliance races - else if( getRace() == RACE_NIGHTELF || getRace() == RACE_DRAENEI ) - spellid = getGender() == GENDER_FEMALE ? 35483 : 35482; - - if(spellid && !HasAura(spellid,0) ) - CastSpell(this,spellid,true); - } -} - -void Player::UpdateAreaDependentAuras( uint32 newArea ) -{ - // remove auras from spells with area limitations - for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();) - { - // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date - if(!IsSpellAllowedInLocation(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea)) - RemoveAura(iter); - else - ++iter; - } - - // unmount if enter in this subzone - if( newArea == 35) - RemoveSpellsCausingAura(SPELL_AURA_MOUNTED); - // Dragonmaw Illusion - else if( newArea == 3759 || newArea == 3966 || newArea == 3939 ) - { - if( GetDummyAura(40214) ) - { - if( !HasAura(40216,0) ) - CastSpell(this,40216,true); - if( !HasAura(42016,0) ) - CastSpell(this,42016,true); - } - } -} - -uint32 Player::GetCorpseReclaimDelay(bool pvp) const -{ - if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) || - !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) ) - { - return copseReclaimDelay[0]; - } - - time_t now = time(NULL); - // 0..2 full period - uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - 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(!corpse) - return; - - uint32 delay; - if(load) - { - if(corpse->GetGhostTime() > m_deathExpireTime) - return; - - bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP; - - 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(corpse->GetType()==CORPSE_RESURRECTABLE_PVP); - - //! corpse reclaim delay 30 * 1000ms or longer at often deaths - WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4); - data << uint32(delay*1000); - 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]; -} - -void Player::UpdateUnderwaterState( Map* m, float x, float y, float z ) -{ - float water_z = m->GetWaterLevel(x,y); - float height_z = m->GetHeight(x,y,z, false); // use .map base surface height - uint8 flag1 = m->GetTerrainType(x,y); - - //!Underwater check, not in water if underground or above water level - if (height_z <= INVALID_HEIGHT || z < (height_z-2) || z > (water_z - 2) ) - m_isunderwater &= 0x7A; - else if ((z < (water_z - 2)) && (flag1 & 0x01)) - m_isunderwater |= 0x01; - - //!in lava check, anywhere under lava level - if ((height_z <= INVALID_HEIGHT || z < (height_z - 0)) && (flag1 == 0x00) && IsInWater()) - m_isunderwater |= 0x80; -} - -bool ItemPosCount::isContainedIn(ItemPosCountVec &vec) -{ - for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr) - { - if(itr->pos == this->pos/* && itr->count == this.count*/) - { - return true; - } - } - return false; -} - +/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.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 "ObjectMgr.h"
+#include "SpellMgr.h"
+#include "World.h"
+#include "WorldPacket.h"
+#include "WorldSession.h"
+#include "UpdateMask.h"
+#include "Player.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 "SpellAuras.h"
+#include "Util.h"
+#include "Transports.h"
+#include "Weather.h"
+#include "BattleGround.h"
+#include "BattleGroundMgr.h"
+#include "ArenaTeam.h"
+#include "Chat.h"
+#include "Database/DatabaseImpl.h"
+#include "Spell.h"
+#include "SocialMgr.h"
+
+#include <cmath>
+
+#define ZONE_UPDATE_INTERVAL 1000
+
+#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
+};
+
+// 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 level)
+{
+ // 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, " ");
+
+ int 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 << sTaxiNodesMask[i]; // all existed nodes
+ }
+ else
+ {
+ for (uint8 i=0; i<TaxiMaskSize; i++)
+ data << uint32(m_taximask[i]); // known nodes
+ }
+}
+
+bool PlayerTaxi::LoadTaxiDestinationsFromString( std::string values )
+{
+ 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;
+ }
+
+ 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;
+}
+
+//== Player ====================================================
+
+const int32 Player::ReputationRank_Length[MAX_REPUTATION_RANK] = {36000, 3000, 3000, 3000, 6000, 12000, 21000, 1000};
+
+UpdateMask Player::updateVisualBits;
+
+Player::Player (WorldSession *session): Unit()
+{
+ m_transport = 0;
+
+ 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;
+ if(GetSession()->GetSecurity() >= SEC_GAMEMASTER)
+ SetAcceptTicket(true);
+
+ // players always and GM if set in config accept whispers by default
+ if(GetSession()->GetSecurity() == SEC_PLAYER || sWorld.getConfig(CONFIG_GM_WISPERING_TO))
+ SetAcceptWhispers(true);
+
+ m_curSelection = 0;
+ m_lootGuid = 0;
+
+ m_comboTarget = 0;
+ m_comboPoints = 0;
+
+ m_usedTalentCount = 0;
+
+ m_regenTimer = 0;
+ m_weaponChangeTimer = 0;
+
+ m_zoneUpdateId = 0;
+ m_zoneUpdateTimer = 0;
+
+ m_areaUpdateId = 0;
+
+ m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
+
+ // 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);
+
+ clearResurrectRequestData();
+
+ m_SpellModRemoveCount = 0;
+
+ 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_auraUpdateMask = 0;
+
+ duel = NULL;
+
+ m_GuildIdInvited = 0;
+ m_ArenaTeamIdInvited = 0;
+
+ m_atLoginFlags = AT_LOGIN_NONE;
+
+ m_dontMove = false;
+
+ pTrader = 0;
+ ClearTrade();
+
+ m_cinematic = 0;
+
+ PlayerTalkClass = new PlayerMenu( GetSession() );
+ m_currentBuybackSlot = BUYBACK_SLOT_START;
+
+ for ( int aX = 0 ; aX < 8 ; aX++ )
+ m_Tutorials[ aX ] = 0x00;
+ m_TutorialsChanged = false;
+
+ m_DailyQuestChanged = false;
+ m_lastDailyQuestTime = 0;
+
+ m_regenTimer = 0;
+ m_weaponChangeTimer = 0;
+ m_breathTimer = 0;
+ m_isunderwater = 0;
+ m_isInWater = false;
+ m_drunkTimer = 0;
+ m_drunk = 0;
+ m_restTime = 0;
+ m_deathTimer = 0;
+ m_deathExpireTime = 0;
+
+ m_swingErrorMsg = 0;
+
+ m_DetectInvTimer = 1000;
+
+ m_bgBattleGroundID = 0;
+ for (int j=0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; j++)
+ {
+ m_bgBattleGroundQueueID[j].bgType = 0;
+ m_bgBattleGroundQueueID[j].invited = false;
+ }
+ m_bgTeam = 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_ammoDPS = 0.0f;
+
+ m_temporaryUnsummonedPetNumber = 0;
+ //cache for UNIT_CREATED_BY_SPELL to allow
+ //returning reagests for temporarily removed pets
+ //when dying/logging out
+ m_oldpetspell = 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 (int 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 = DIFFICULTY_NORMAL;
+
+ for (int i = 0; i < BASEMOD_END; i++)
+ {
+ m_auraBaseMod[i][FLAT_MOD] = 0.0f;
+ m_auraBaseMod[i][PCT_MOD] = 1.0f;
+ }
+
+ // 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_miniPet = 0;
+ m_bgAfkReportedTimer = 0;
+ m_contestedPvPTimer = 0;
+
+ m_declinedname = NULL;
+}
+
+Player::~Player ()
+{
+ CleanupsBeforeDelete();
+
+ if(m_uint32Values) // only for fully created Object
+ {
+ sSocialMgr.RemovePlayerSocial(GetGUIDLow());
+ }
+
+ // Note: buy back item already deleted from DB when player was saved
+ for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)
+ {
+ if(m_items[i])
+ delete m_items[i];
+ }
+ CleanupChannels();
+
+ for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
+ delete itr->second;
+
+ //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;
+
+ if (m_transport)
+ {
+ m_transport->RemovePassenger(this);
+ }
+
+ for(size_t x = 0; x < ItemSetEff.size(); x++)
+ if(ItemSetEff[x])
+ delete ItemSetEff[x];
+
+ // clean up player-instance binds, may unload some instance saves
+ for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++)
+ for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
+ itr->second.save->RemovePlayer(this);
+
+ delete m_declinedname;
+}
+
+void Player::CleanupsBeforeDelete()
+{
+ if(m_uint32Values) // only for fully created Object
+ {
+ TradeCancel(false);
+ DuelComplete(DUEL_INTERUPTED);
+ }
+ Unit::CleanupsBeforeDelete();
+}
+
+bool Player::Create( uint32 guidlow, std::string name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId )
+{
+ 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 (int i = 0; i < PLAYER_SLOTS_COUNT; i++)
+ m_items[i] = NULL;
+
+ //for(int j = BUYBACK_SLOT_START; j < BUYBACK_SLOT_END; j++)
+ //{
+ // SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1+j*2,0);
+ // SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1+j,0);
+ // SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1+j,0);
+ //}
+
+ m_race = race;
+ m_class = class_;
+
+ SetMapId(info->mapId);
+ 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;
+ }
+
+ uint8 powertype = cEntry->powerType;
+
+ uint32 unitfield;
+
+ switch(powertype)
+ {
+ case POWER_ENERGY:
+ case POWER_MANA:
+ unitfield = 0x00000000;
+ break;
+ case POWER_RAGE:
+ unitfield = 0x00110000;
+ break;
+ default:
+ sLog.outError("Invalid default powertype %u for player (class %u)",powertype,class_);
+ return false;
+ }
+
+ SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE );
+ SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f );
+
+ 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 false;
+ break;
+ }
+
+ setFactionForRace(m_race);
+
+ SetUInt32Value(UNIT_FIELD_BYTES_0, ( ( race ) | ( class_ << 8 ) | ( gender << 16 ) | ( 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 );
+ SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
+
+ //-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
+ SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
+ SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
+ SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORBALE_KILLS, 0 );
+ SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
+ SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
+
+ // set starting level
+ SetUInt32Value( UNIT_FIELD_LEVEL, sWorld.getConfig(CONFIG_START_PLAYER_LEVEL) );
+
+ // Played time
+ m_Last_tick = time(NULL);
+ m_Played_time[0] = 0;
+ m_Played_time[1] = 0;
+
+ // base stats and related field values
+ InitStatsForLevel();
+ InitTaxiNodesForLevel();
+ InitTalentForLevel();
+ InitPrimaryProffesions(); // 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 intelect)
+ SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
+ }
+
+ learnDefaultSpells(true);
+
+ std::list<uint16>::const_iterator action_itr[4];
+ for(int i=0; i<4; i++)
+ action_itr[i] = info->action[i].begin();
+
+ for (; action_itr[0]!=info->action[0].end() && action_itr[1]!=info->action[1].end();)
+ {
+ uint16 taction[4];
+ for(int i=0; i<4 ;i++)
+ taction[i] = (*action_itr[i]);
+
+ addActionButton((uint8)taction[0], taction[1], (uint8)taction[2], (uint8)taction[3]);
+
+ for(int i=0; i<4 ;i++)
+ ++action_itr[i];
+ }
+
+ for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
+ {
+ 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 )
+ {
+ EquipNewItem( eDest, titem_id, titem_amount, true);
+ AutoUnequipOffhandIfNeed();
+ continue; // equipped, to next
+ }
+
+ // 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) );
+ continue; // stored, to next
+ }
+
+ // 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);
+ }
+
+ // 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(int 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
+ uint8 msg = CanUseAmmo( pItem->GetProto()->ItemId );
+ if( msg == EQUIP_ERR_OK )
+ SetAmmo( pItem->GetProto()->ItemId );
+ }
+ }
+ }
+ // all item positions resolved
+
+ return true;
+}
+
+void Player::StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue)
+{
+ uint32 BreathRegen = (uint32)-1;
+
+ WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
+ data << (uint32)Type;
+ data << MaxValue;
+ data << MaxValue;
+ data << BreathRegen;
+ data << (uint8)0;
+ data << (uint32)0; // spell id
+ GetSession()->SendPacket(&data);
+}
+
+void Player::ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen)
+{
+ if(Type==BREATH_TIMER)
+ m_breathTimer = ((MaxValue + 1000) - CurrentValue) / Regen;
+
+ 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)
+{
+ if(Type==BREATH_TIMER)
+ m_breathTimer = 0;
+
+ WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
+ data << (uint32)Type;
+ GetSession()->SendPacket( &data );
+}
+
+void Player::EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage)
+{
+ WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
+ data << (uint64)guid;
+ data << (uint8)(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
+ data << (uint32)damage;
+ data << (uint32)0;
+ data << (uint32)0;
+ //m_session->SendPacket(&data);
+ //Let other players see that you get damage
+ SendMessageToSet(&data, true);
+ DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
+
+ if(type==DAMAGE_FALL && !isAlive()) // 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 data(SMSG_DURABILITY_DAMAGE_DEATH, 0);
+ GetSession()->SendPacket(&data);
+ }
+}
+
+void Player::HandleDrowning()
+{
+ if(!m_isunderwater)
+ return;
+
+ //if have water breath , then remove bar
+ if(waterbreath || isGameMaster() || !isAlive())
+ {
+ StopMirrorTimer(BREATH_TIMER);
+ m_isunderwater = 0;
+ return;
+ }
+
+ uint32 UnderWaterTime = 1*MINUTE*1000; // default leangthL 1 min
+
+ 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);
+
+ if ((m_isunderwater & 0x01) && !(m_isunderwater & 0x80) && isAlive())
+ {
+ //single trigger timer
+ if (!(m_isunderwater & 0x02))
+ {
+ m_isunderwater|= 0x02;
+ m_breathTimer = UnderWaterTime + 1000;
+ }
+ //single trigger "Breathbar"
+ if ( m_breathTimer <= UnderWaterTime && !(m_isunderwater & 0x04))
+ {
+ m_isunderwater|= 0x04;
+ StartMirrorTimer(BREATH_TIMER, UnderWaterTime);
+ }
+ //continius trigger drowning "Damage"
+ if ((m_breathTimer == 0) && (m_isunderwater & 0x01))
+ {
+ //TODO: Check this formula
+ uint64 guid = GetGUID();
+ uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
+
+ EnvironmentalDamage(guid, DAMAGE_DROWNING,damage);
+ m_breathTimer = 2000;
+ }
+ }
+ //single trigger retract bar
+ else if (!(m_isunderwater & 0x01) && !(m_isunderwater & 0x08) && (m_isunderwater & 0x02) && (m_breathTimer > 0) && isAlive())
+ {
+ m_isunderwater = 0x08;
+
+ uint32 BreathRegen = 10;
+ ModifyMirrorTimer(BREATH_TIMER, UnderWaterTime, m_breathTimer,BreathRegen);
+ m_isunderwater = 0x10;
+ }
+ //remove bar
+ else if ((m_breathTimer < 50) && !(m_isunderwater & 0x01) && (m_isunderwater == 0x10))
+ {
+ StopMirrorTimer(BREATH_TIMER);
+ m_isunderwater = 0;
+ }
+}
+
+void Player::HandleLava()
+{
+ bool ValidArea = false;
+
+ if ((m_isunderwater & 0x80) && isAlive())
+ {
+ //Single trigger Set BreathTimer
+ if (!(m_isunderwater & 0x80))
+ {
+ m_isunderwater|= 0x04;
+ m_breathTimer = 1000;
+ }
+ //Reset BreathTimer and still in the lava
+ if (!m_breathTimer)
+ {
+ uint64 guid = GetGUID();
+ uint32 damage = urand(600, 700); // TODO: Get more detailed information about lava damage
+ uint32 dmgZone = GetZoneId(); // TODO: Find correct "lava dealing zone" flag in Area Table
+
+ // Deal lava damage only in lava zones.
+ switch(dmgZone)
+ {
+ case 0x8D:
+ ValidArea = false;
+ break;
+ case 0x94:
+ ValidArea = false;
+ break;
+ case 0x2CE:
+ ValidArea = false;
+ break;
+ case 0x2CF:
+ ValidArea = false;
+ break;
+ default:
+ if (dmgZone / 5 & 0x408)
+ ValidArea = true;
+ }
+
+ // if is valid area and is not gamemaster then deal damage
+ if ( ValidArea && !isGameMaster() )
+ EnvironmentalDamage(guid, DAMAGE_LAVA, damage);
+
+ m_breathTimer = 1000;
+ }
+
+ }
+ //Death timer disabled and WaterFlags reset
+ else if (m_deathState == DEAD)
+ {
+ m_breathTimer = 0;
+ m_isunderwater = 0;
+ }
+}
+
+///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 << 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;
+ }
+
+ Unit::Update( p_time );
+
+ // update player only attacks
+ if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
+ {
+ setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
+ }
+
+ if(uint32 off_att = getAttackTimer(OFF_ATTACK))
+ {
+ setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
+ }
+
+ time_t now = time (NULL);
+
+ UpdatePvPFlag(now);
+
+ UpdateContestedPvP(p_time);
+
+ UpdateDuelFlag(now);
+
+ CheckDuelDistance(now);
+
+ UpdateAfkReport(now);
+
+ CheckExploreSystem();
+
+ // 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 FailTimedQuest
+ FailTimedQuest( 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))
+ {
+ Unit *pVictim = getVictim();
+ if( !IsNonMeleeSpellCasted(false) && pVictim)
+ {
+ // default combat reach 10
+ // TODO add weapon,skill check
+
+ float pldistance = ATTACK_DISTANCE;
+
+ if (isAttackReady(BASE_ATTACK))
+ {
+ if(!IsWithinDistInMap(pVictim, pldistance))
+ {
+ 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())
+ {
+ uint32 off_att = getAttackTimer(OFF_ATTACK);
+ if(off_att < ATTACK_DISPLAY_DELAY)
+ setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
+ }
+ AttackerStateUpdate(pVictim, BASE_ATTACK);
+ resetAttackTimer(BASE_ATTACK);
+ }
+ }
+
+ if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
+ {
+ if(!IsWithinDistInMap(pVictim, pldistance))
+ {
+ 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
+ uint32 base_att = getAttackTimer(BASE_ATTACK);
+ if(base_att < 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_regenTimer > 0)
+ {
+ if(p_time >= m_regenTimer)
+ m_regenTimer = 0;
+ else
+ m_regenTimer -= p_time;
+ }
+
+ 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 = GetZoneId();
+ if( m_zoneUpdateId != newzone )
+ UpdateZone(newzone); // also update area
+ else
+ {
+ // use area updates as well
+ // needed for free far all arenas for example
+ uint32 newarea = GetAreaId();
+ if( m_areaUpdateId != newarea )
+ UpdateArea(newarea);
+
+ m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
+ }
+ }
+ else
+ m_zoneUpdateTimer -= p_time;
+ }
+
+ if (isAlive())
+ {
+ 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;
+ }
+ }
+
+ //Breathtimer
+ if(m_breathTimer > 0)
+ {
+ if(p_time >= m_breathTimer)
+ m_breathTimer = 0;
+ else
+ m_breathTimer -= p_time;
+
+ }
+
+ //Handle Water/drowning
+ HandleDrowning();
+
+ //Handle lava
+ HandleLava();
+
+ //Handle detect stealth players
+ if (m_DetectInvTimer > 0)
+ {
+ if (p_time >= m_DetectInvTimer)
+ {
+ m_DetectInvTimer = 3000;
+ HandleStealthedUnitsDetection();
+ }
+ else
+ m_DetectInvTimer -= p_time;
+ }
+
+ // Played time
+ if (now > m_Last_tick)
+ {
+ uint32 elapsed = uint32(now - m_Last_tick);
+ m_Played_time[0] += elapsed; // Total played time
+ m_Played_time[1] += elapsed; // Level played time
+ m_Last_tick = now;
+ }
+
+ if (m_drunk)
+ {
+ m_drunkTimer += p_time;
+
+ if (m_drunkTimer > 10000)
+ 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 && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
+ {
+ RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
+ return;
+ }
+}
+
+void Player::setDeathState(DeathState s)
+{
+ uint32 ressSpellId = 0;
+
+ bool cur = isAlive();
+
+ if(s == JUST_DIED && cur)
+ {
+ // 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);
+
+ // remove uncontrolled pets
+ RemoveMiniPet();
+ RemoveGuardians();
+
+ // save value before aura remove in Unit::setDeathState
+ ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
+
+ // passive spell
+ if(!ressSpellId)
+ ressSpellId = GetResurrectionSpellId();
+ }
+ 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,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
+ }
+}
+
+void Player::BuildEnumData( QueryResult * result, WorldPacket * p_data )
+{
+ *p_data << GetGUID();
+ *p_data << m_name;
+
+ *p_data << getRace();
+ uint8 pClass = getClass();
+ *p_data << pClass;
+ *p_data << getGender();
+
+ uint32 bytes = GetUInt32Value(PLAYER_BYTES);
+ *p_data << uint8(bytes);
+ *p_data << uint8(bytes >> 8);
+ *p_data << uint8(bytes >> 16);
+ *p_data << uint8(bytes >> 24);
+
+ bytes = GetUInt32Value(PLAYER_BYTES_2);
+ *p_data << uint8(bytes);
+
+ *p_data << uint8(getLevel()); // player level
+ // do not use GetMap! it will spawn a new instance since the bound instances are not loaded
+ uint32 zoneId = MapManager::Instance().GetZoneId(GetMapId(), GetPositionX(),GetPositionY());
+
+ *p_data << zoneId;
+ *p_data << GetMapId();
+
+ *p_data << GetPositionX();
+ *p_data << GetPositionY();
+ *p_data << GetPositionZ();
+
+ *p_data << GetUInt32Value(PLAYER_GUILDID); // guild id
+
+ uint32 char_flags = 0;
+ if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
+ char_flags |= CHARACTER_FLAG_HIDE_HELM;
+ if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
+ char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
+ if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
+ char_flags |= CHARACTER_FLAG_GHOST;
+ if(HasAtLoginFlag(AT_LOGIN_RENAME))
+ 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()[12].GetCppString() != ""))
+ char_flags |= CHARACTER_FLAG_DECLINED;
+
+ *p_data << (uint32)char_flags; // character flags
+
+ *p_data << (uint8)1; // unknown
+
+ // 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 && isAlive() && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER))
+ {
+ Field* fields = result->Fetch();
+
+ uint32 entry = fields[9].GetUInt32();
+ CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
+ if(cInfo)
+ {
+ petDisplayId = fields[10].GetUInt32();
+ petLevel = fields[11].GetUInt32();
+ petFamily = cInfo->family;
+ }
+ }
+
+ *p_data << (uint32)petDisplayId;
+ *p_data << (uint32)petLevel;
+ *p_data << (uint32)petFamily;
+ }
+
+ /*ItemPrototype const *items[EQUIPMENT_SLOT_END];
+ for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
+ items[i] = NULL;
+
+ QueryResult *result = CharacterDatabase.PQuery("SELECT slot,item_template FROM character_inventory WHERE guid = '%u' AND bag = 0",GetGUIDLow());
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+ uint8 slot = fields[0].GetUInt8() & 255;
+ uint32 item_id = fields[1].GetUInt32();
+ if( slot >= EQUIPMENT_SLOT_END )
+ continue;
+
+ items[slot] = objmgr.GetItemPrototype(item_id);
+ if(!items[slot])
+ {
+ sLog.outError( "Player::BuildEnumData: Player %s have unknown item (id: #%u) in inventory, skipped.", GetName(),item_id );
+ continue;
+ }
+ } while (result->NextRow());
+ delete result;
+ }*/
+
+ for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++)
+ {
+ uint32 visualbase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
+ uint32 item_id = GetUInt32Value(visualbase);
+ const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
+ SpellItemEnchantmentEntry const *enchant = NULL;
+
+ for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot<=TEMP_ENCHANTMENT_SLOT; enchantSlot++)
+ {
+ uint32 enchantId = GetUInt32Value(visualbase+1+enchantSlot);
+ if(enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))
+ break;
+ }
+
+ if (proto != NULL)
+ {
+ *p_data << (uint32)proto->DisplayInfoID;
+ *p_data << (uint8)proto->InventoryType;
+ *p_data << (uint32)(enchant?enchant->aura_id:0);
+ }
+ else
+ {
+ *p_data << (uint32)0;
+ *p_data << (uint8)0;
+ *p_data << (uint32)0; // enchant?
+ }
+ }
+ *p_data << (uint32)0; // first bag display id
+ *p_data << (uint8)0; // first bag inventory type
+ *p_data << (uint32)0; // enchant?
+}
+
+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(isGameMaster())
+ return 4;
+ else if(isDND())
+ return 3;
+ if(isAFK())
+ return 1;
+ else
+ return 0;
+}
+
+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;
+ }
+
+ // 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)...
+ if(!InBattleGround() && mEntry->IsBattleGround() && !GetSession()->GetSecurity())
+ return false;
+
+ bool tbc = GetSession()->IsTBC() && sWorld.getConfig(CONFIG_EXPANSION) > 0;
+
+ // normal client and TBC map
+ if(!tbc && mEntry->IsExpansionMap())
+ {
+ sLog.outDebug("Player %s using Normal client and tried teleport to non existing map %u", GetName(), mapid);
+
+ if(GetTransport())
+ RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
+
+ SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL1);
+
+ return false; // normal client can't teleport to this map...
+ }
+ else if(tbc) // can teleport to any existing map
+ {
+ sLog.outDebug("Player %s have TBC client and will teleported to map %u", GetName(), mapid);
+ }
+ else
+ {
+ sLog.outDebug("Player %s have normal client and will teleported to standard map %u", GetName(), mapid);
+ }
+ /*
+ only TBC (no 0x80000 and 0x10 flags...)
+ 3604590=0x37006E=0x200000 + 0x100000 + 0x40000 + 0x20000 + 0x10000 + 0x40 + 0x20 + 0x8 + 0x4 + 0x2
+
+ Kharazan (normal/TBC??), but not have 0x10 flag (accessible by normal client?)
+ 4128878=0x3F006E=0x200000 + 0x100000 + 0x80000 + 0x40000 + 0x20000 + 0x10000 + 0x40 + 0x20 + 0x8 + 0x4 + 0x2
+
+ normal+TBC maps
+ 4128894=0x3F007E=0x200000 + 0x100000 + 0x80000 + 0x40000 + 0x20000 + 0x10000 + 0x40 + 0x20 + 0x10 + 0x8 + 0x4 + 0x2
+
+ normal+TBC maps
+ 8323198=0x7F007E=0x400000 + 0x200000 + 0x100000 + 0x80000 + 0x40000 + 0x20000 + 0x10000 + 0x40 + 0x20 + 0x10 + 0x8 + 0x4 + 0x2
+ */
+
+ // if we were on a transport, leave
+ if (!(options & TELE_TO_NOT_LEAVE_TRANSPORT) && m_transport)
+ {
+ 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;
+ }
+
+ SetSemaphoreTeleport(true);
+
+ // The player was ported to another map and looses the duel immediatly.
+ // We have to perform this check before the teleport, otherwise the
+ // ObjectAccessor won't find the flag.
+ if (duel && this->GetMapId()!=mapid)
+ {
+ GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
+ if (obj)
+ DuelComplete(DUEL_FLED);
+ }
+
+ // reset movement flags at teleport, because player will continue move with these flags after teleport
+ SetUnitMovementFlags(0);
+
+ if ((this->GetMapId() == mapid) && (!m_transport))
+ {
+ // prepare zone change detect
+ uint32 old_zone = GetZoneId();
+
+ // near teleport
+ if(!GetSession()->PlayerLogout())
+ {
+ WorldPacket data;
+ BuildTeleportAckMsg(&data, x, y, z, orientation);
+ GetSession()->SendPacket(&data);
+ SetPosition( x, y, z, orientation, true);
+ }
+ else
+ // this will be used instead of the current location in SaveToDB
+ m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
+
+ //BuildHeartBeatMsg(&data);
+ //SendMessageToSet(&data, true);
+ if (!(options & TELE_TO_NOT_UNSUMMON_PET))
+ {
+ //same map, only remove pet if out of range
+ if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE))
+ {
+ if(pet->isControlled() && !pet->isTemporarySummoned() )
+ m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
+ else
+ m_temporaryUnsummonedPetNumber = 0;
+
+ RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
+ }
+ }
+
+ if(!(options & TELE_TO_NOT_LEAVE_COMBAT))
+ CombatStop();
+
+ if (!(options & TELE_TO_NOT_UNSUMMON_PET))
+ {
+ // resummon pet
+ if(pet && m_temporaryUnsummonedPetNumber)
+ {
+ Pet* NewPet = new Pet;
+ if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
+ delete NewPet;
+
+ m_temporaryUnsummonedPetNumber = 0;
+ }
+ }
+
+ SetSemaphoreTeleport(false);
+
+ if(!GetSession()->PlayerLogout())
+ UpdateZone(GetZoneId());
+
+ // new zone
+ if(old_zone != GetZoneId())
+ {
+ // honorless target
+ if(pvpInfo.inHostileArea)
+ CastSpell(this, 2479, true);
+ }
+ }
+ else
+ {
+ // far teleport to another map
+ Map* oldmap = IsInWorld() ? MapManager::Instance().GetMap(GetMapId(), this) : 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))
+ {
+ SetSemaphoreTeleport(false);
+ 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))
+ {
+ 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)
+ {
+ //leaving map -> delete pet right away (doing this later will cause problems)
+ if(pet->isControlled() && !pet->isTemporarySummoned())
+ m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
+ else
+ m_temporaryUnsummonedPetNumber = 0;
+
+ RemovePet(pet, PET_SAVE_NOT_IN_SLOT);
+ }
+
+ // 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);
+
+ 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);
+ // if the player is saved before worldportack (at logout for example)
+ // this will be used instead of the current location in SaveToDB
+
+ RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
+
+ // move packet sent by client always after far teleport
+ // SetPosition(final_x, final_y, final_z, final_o, true);
+ SetDontMove(true);
+
+ // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
+ }
+ else
+ return false;
+ }
+ return true;
+}
+
+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(int 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
+ Uncharm();
+ UnsummonAllTotems();
+ RemoveMiniPet();
+ RemoveGuardians();
+ }
+
+ for(int i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; i++)
+ {
+ if(m_items[i])
+ m_items[i]->RemoveFromWorld();
+ }
+
+ ///- 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();
+}
+
+void Player::RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker )
+{
+ float addRage;
+
+ float rageconversion = ((0.0091107836 * getLevel()*getLevel())+3.225598133*getLevel())+4.2652911;
+
+ if(attacker)
+ {
+ addRage = ((damage/rageconversion*7.5 + weaponSpeedHitFactor)/2);
+
+ // talent who gave more rage on attack
+ addRage *= 1.0f + GetTotalAuraModifier(SPELL_AURA_MOD_RAGE_FROM_DAMAGE_DEALT) / 100.0f;
+ }
+ else
+ {
+ addRage = damage/rageconversion*2.5;
+
+ // Berserker Rage effect
+ if(HasAura(18499,0))
+ addRage *= 1.3;
+ }
+
+ addRage *= sWorld.getRate(RATE_POWER_RAGE_INCOME);
+
+ ModifyPower(POWER_RAGE, uint32(addRage*10));
+}
+
+void Player::RegenerateAll()
+{
+ if (m_regenTimer != 0)
+ return;
+ uint32 regenDelay = 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();
+ if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
+ Regenerate(POWER_RAGE);
+ }
+
+ Regenerate( POWER_ENERGY );
+
+ Regenerate( POWER_MANA );
+
+ m_regenTimer = regenDelay;
+}
+
+void Player::Regenerate(Powers power)
+{
+ uint32 curValue = GetPower(power);
+ uint32 maxValue = GetMaxPower(power);
+
+ float addvalue = 0.0f;
+
+ switch (power)
+ {
+ case POWER_MANA:
+ {
+ bool recentCast = IsUnderLastManaUseEffect();
+ float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
+ if (recentCast)
+ {
+ // Mangos Updates Mana in intervals of 2s, which is correct
+ addvalue = GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN_INTERRUPT) * ManaIncreaseRate * 2.00f;
+ }
+ else
+ {
+ addvalue = GetFloatValue(PLAYER_FIELD_MOD_MANA_REGEN) * ManaIncreaseRate * 2.00f;
+ }
+ } break;
+ case POWER_RAGE: // Regenerate rage
+ {
+ float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
+ addvalue = 30 * RageDecreaseRate; // 3 rage by tick
+ } break;
+ case POWER_ENERGY: // Regenerate energy (rogue)
+ addvalue = 20;
+ break;
+ case POWER_FOCUS:
+ case POWER_HAPPINESS:
+ break;
+ }
+
+ // Mana regen calculated in Player::UpdateManaRegen()
+ // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras
+ if(power != POWER_MANA)
+ {
+ 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;
+ }
+
+ if (power != POWER_RAGE)
+ {
+ curValue += uint32(addvalue);
+ if (curValue > maxValue)
+ curValue = maxValue;
+ }
+ else
+ {
+ if(curValue <= uint32(addvalue))
+ curValue = 0;
+ else
+ curValue -= uint32(addvalue);
+ }
+ SetPower(power, curValue);
+}
+
+void Player::RegenerateHealth()
+{
+ uint32 curValue = GetHealth();
+ uint32 maxValue = GetMaxHealth();
+
+ if (curValue >= maxValue) return;
+
+ float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
+
+ 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())
+ {
+ 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;
+ }
+ 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);
+
+ 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;
+}
+
+bool Player::IsUnderWater() const
+{
+ return IsInWater() &&
+ GetPositionZ() < (MapManager::Instance().GetBaseMap(GetMapId())->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);
+
+ RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
+ ResetContestedPvP();
+
+ getHostilRefManager().setOnlineOfflineState(false);
+ CombatStop();
+ }
+ else
+ {
+ m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
+ setFactionForRace(getRace());
+ RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
+
+ // restore FFA PvP Server state
+ if(sWorld.IsFFAPvPRealm())
+ SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
+
+ // restore FFA PvP area state, remove not allowed for GM mounts
+ UpdateArea(m_areaUpdateId);
+
+ getHostilRefManager().setOnlineOfflineState(true);
+ }
+
+ ObjectAccessor::UpdateVisibilityForPlayer(this);
+}
+
+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()
+{
+ if(GetGroupInvite()) // uninvited invitee
+ {
+ Group* group = GetGroupInvite();
+ 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;
+
+ uint32 level = getLevel();
+
+ // XP to money conversion processed in Player::RewardQuest
+ if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
+ return;
+
+ // 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 resting bonus for kill
+ uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
+
+ 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);
+ }
+
+ SetUInt32Value(PLAYER_XP, newXP);
+}
+
+// Update player to next level
+// Current player experience not update (must be update by caller)
+void Player::GiveLevel(uint32 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);
+ // end for
+ for(int 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, MaNGOS::XP::xp_to_level(level));
+
+ //update level, max level of skills
+ if(getLevel()!= level)
+ m_Played_time[1] = 0; // Level Played Time reset
+ SetLevel(level);
+ UpdateMaxSkills();
+
+ // save base values (bonuses already included in stored stats
+ for(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
+ SetCreateStat(Stats(i), info.stats[i]);
+
+ SetCreateHealth(classInfo.basehealth);
+ SetCreateMana(classInfo.basemana);
+
+ InitTalentForLevel();
+ InitTaxiNodesForLevel();
+
+ UpdateAllStats();
+
+ // 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);
+
+ // give level to summoned pet
+ Pet* pet = GetPet();
+ if(pet && pet->getPetType()==SUMMON_PET)
+ pet->GivePetLevel(level);
+}
+
+void Player::InitTalentForLevel()
+{
+ uint32 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
+ {
+ uint32 talentPointsForLevel = uint32((level-9)*sWorld.getRate(RATE_TALENT));
+ // 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);
+ }
+}
+
+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, MaNGOS::XP::xp_to_level(getLevel()));
+
+ UpdateMaxSkills ();
+
+ // 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(int i = STAT_STRENGTH; i < MAX_STATS; ++i)
+ SetCreateStat(Stats(i), info.stats[i]);
+
+ for(int 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 (int 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 );
+
+ SetUInt32Value(UNIT_FIELD_ATTACK_POWER, 0 );
+ SetUInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0 );
+ SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
+ SetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0 );
+ SetUInt32Value(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 (int 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(int i = 0; i < MAX_SPELL_SCHOOL; ++i)
+ {
+ SetFloatValue(UNIT_FIELD_POWER_COST_MODIFIER+i,0.0f);
+ SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
+ }
+ // Init data for form but skip reapply item mods for form
+ InitDataForForm(reapplyMods);
+
+ // save new stats
+ for (int 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_DISABLE_ROTATE | 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
+
+ // 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_FLAGS_FFA_PVP);
+
+ SetByteValue(UNIT_FIELD_BYTES_1, 2, 0x00); // one form stealth modified bytes
+
+ // 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);
+}
+
+void Player::SendInitialSpells()
+{
+ 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 << uint16(itr->first);
+ //data << uint16(itr->second->slotId);
+ 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 << uint16(itr->first);
+
+ time_t cooldown = 0;
+ time_t curTime = time(NULL);
+ if(itr->second.end > curTime)
+ cooldown = (itr->second.end-curTime)*1000;
+
+ data << uint16(itr->second.itemid); // cast item id
+ data << uint16(sEntry->Category); // spell category
+ if(sEntry->Category) // may be wrong, but anyway better than nothing...
+ {
+ data << uint32(0);
+ data << uint32(cooldown);
+ }
+ else
+ {
+ data << uint32(cooldown);
+ data << uint32(0);
+ }
+ }
+
+ 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, uint32 mailAction, uint32 mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
+{
+ WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_BAG_FULL?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
+ data << (uint32) mailId;
+ data << (uint32) mailAction;
+ data << (uint32) mailError;
+ if ( mailError == MAIL_ERR_BAG_FULL )
+ 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::addSpell(uint32 spell_id, bool active, bool learning, bool loading, uint16 slot_id, bool disabled)
+{
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
+ if (!spellInfo)
+ {
+ // do character spell book cleanup (all characters)
+ if(loading && !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(loading && !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 disabled_case = false;
+ bool superceded_old = false;
+
+ PlayerSpellMap::iterator itr = m_spells.find(spell_id);
+ if (itr != m_spells.end())
+ {
+ // update active state for known spell
+ if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
+ {
+ itr->second->active = active;
+
+ // loading && !learning == explicitly load from DB and then exist in it already and set correctly
+ if(loading && !learning)
+ itr->second->state = PLAYERSPELL_UNCHANGED;
+ else if(itr->second->state != PLAYERSPELL_NEW)
+ itr->second->state = PLAYERSPELL_CHANGED;
+
+ if(!active)
+ {
+ WorldPacket data(SMSG_REMOVED_SPELL, 4);
+ data << uint16(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(loading && !learning)
+ 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(int i=0; i <5; ++i)
+ {
+ // skip learning spell and no rank spell case
+ uint32 rankSpellId = talentInfo->RankID[i];
+ if(!rankSpellId || rankSpellId==spell_id)
+ continue;
+
+ // skip unknown ranks
+ if(!HasSpell(rankSpellId))
+ continue;
+
+ removeSpell(rankSpellId);
+ }
+ }
+ }
+ // non talent spell: learn low ranks (recursive call)
+ else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
+ {
+ if(loading) // at spells loading, no output, but allow save
+ addSpell(prev_spell,active,true,loading,SPELL_WITHOUT_SLOT_ID,disabled);
+ else // at normal learning
+ learnSpell(prev_spell);
+ }
+
+ PlayerSpell *newspell = new PlayerSpell;
+ newspell->active = active;
+ newspell->state = state;
+ 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 itr = m_spells.begin(); itr != m_spells.end(); ++itr )
+ {
+ if(itr->second->state == PLAYERSPELL_REMOVED) continue;
+ SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr->first);
+ if(!i_spellInfo) continue;
+
+ if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr->first) )
+ {
+ if(itr->second->active)
+ {
+ if(spellmgr.IsHighRankOfSpell(spell_id,itr->first))
+ {
+ if(!loading) // not send spell (re-/over-)learn packets at loading
+ {
+ WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
+ data << uint16(itr->first);
+ data << uint16(spell_id);
+ GetSession()->SendPacket( &data );
+ }
+
+ // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
+ itr->second->active = false;
+ itr->second->state = PLAYERSPELL_CHANGED;
+ superceded_old = true; // new spell replace old in action bars and spell book.
+ }
+ else if(spellmgr.IsHighRankOfSpell(itr->first,spell_id))
+ {
+ if(!loading) // not send spell (re-/over-)learn packets at loading
+ {
+ WorldPacket data(SMSG_SUPERCEDED_SPELL, (4));
+ data << uint16(spell_id);
+ data << uint16(itr->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;
+ }
+ }
+ }
+ }
+ }
+
+ uint16 tmpslot=slot_id;
+
+ if (tmpslot == SPELL_WITHOUT_SLOT_ID)
+ {
+ uint16 maxid = 0;
+ PlayerSpellMap::iterator itr;
+ for (itr = m_spells.begin(); itr != m_spells.end(); ++itr)
+ {
+ if(itr->second->state == PLAYERSPELL_REMOVED)
+ continue;
+ if (itr->second->slotId > maxid)
+ maxid = itr->second->slotId;
+ }
+ tmpslot = maxid + 1;
+ }
+
+ newspell->slotId = tmpslot;
+ 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 spell doesn't require a stance or the player is in the required stance
+ if( ( !spellInfo->Stances &&
+ spell_id != 5420 && spell_id != 5419 && spell_id != 7376 &&
+ spell_id != 7381 && spell_id != 21156 && spell_id != 21009 &&
+ spell_id != 21178 && spell_id != 33948 && spell_id != 40121 ) ||
+ m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))) ||
+ (spell_id == 5420 && m_form == FORM_TREE) ||
+ (spell_id == 5419 && m_form == FORM_TRAVEL) ||
+ (spell_id == 7376 && m_form == FORM_DEFENSIVESTANCE) ||
+ (spell_id == 7381 && m_form == FORM_BERSERKERSTANCE) ||
+ (spell_id == 21156 && m_form == FORM_BATTLESTANCE)||
+ (spell_id == 21178 && (m_form == FORM_BEAR || m_form == FORM_DIREBEAR) ) ||
+ (spell_id == 33948 && m_form == FORM_FLIGHT) ||
+ (spell_id == 40121 && m_form == FORM_FLIGHT_EPIC) )
+ //Check CasterAuraStates
+ if (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)))
+ 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 = GetFreePrimaryProffesionPoints())
+ {
+ if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
+ SetFreePrimaryProffesions(freeProfs-1);
+ }
+
+ // add dependent skills
+ uint16 maxskill = GetMaxSkillValueForLevel();
+
+ SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(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
+ SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
+ SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
+
+ for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_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 ||
+ // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
+ pSkill->id==SKILL_POISONS && _spell_idx->second->max_value==0 ||
+ // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
+ pSkill->id==SKILL_LOCKPICKING && _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
+ SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
+ SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
+
+ for(SpellLearnSpellMap::const_iterator itr = spell_begin; itr != spell_end; ++itr)
+ {
+ if(!itr->second.autoLearned)
+ {
+ if(loading) // at spells loading, no output, but allow save
+ addSpell(itr->second.spell,true,true,loading);
+ else // at normal learning
+ learnSpell(itr->second.spell);
+ }
+ }
+
+ // 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::learnSpell(uint32 spell_id)
+{
+ 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);
+
+ // learn all disabled higher ranks (recursive)
+ SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
+ for(SpellChainMapNext::const_iterator i = nextMap.lower_bound(spell_id); i != nextMap.upper_bound(spell_id); ++i)
+ {
+ PlayerSpellMap::iterator iter = m_spells.find(i->second);
+ if (disabled && iter != m_spells.end() && iter->second->disabled)
+ learnSpell(i->second);
+ }
+
+ // prevent duplicated entires in spell book
+ if(!learning)
+ return;
+
+ WorldPacket data(SMSG_LEARNED_SPELL, 4);
+ data << uint32(spell_id);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::removeSpell(uint32 spell_id, bool disabled)
+{
+ PlayerSpellMap::iterator itr = m_spells.find(spell_id);
+ if (itr == m_spells.end())
+ return;
+
+ if(itr->second->state == PLAYERSPELL_REMOVED || disabled && itr->second->disabled)
+ return;
+
+ // unlearn non talent higher ranks (recursive)
+ SpellChainMapNext const& nextMap = spellmgr.GetSpellChainNext();
+ for(SpellChainMapNext::const_iterator itr2 = nextMap.lower_bound(spell_id); itr2 != nextMap.upper_bound(spell_id); ++itr2)
+ if(HasSpell(itr2->second) && !GetTalentSpellPos(itr2->second))
+ removeSpell(itr2->second,disabled);
+
+ // removing
+ WorldPacket data(SMSG_REMOVED_SPELL, 4);
+ data << uint16(spell_id);
+ GetSession()->SendPacket(&data);
+
+ 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
+ if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id))
+ 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 = GetFreePrimaryProffesionPoints()+1;
+ if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
+ SetFreePrimaryProffesions(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
+ SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
+ SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
+
+ for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_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 ||
+ // poison special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
+ pSkill->id==SKILL_POISONS && _spell_idx->second->max_value==0 ||
+ // lockpicking special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
+ pSkill->id==SKILL_LOCKPICKING && _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
+ SpellLearnSpellMap::const_iterator spell_begin = spellmgr.GetBeginSpellLearnSpell(spell_id);
+ SpellLearnSpellMap::const_iterator spell_end = spellmgr.GetEndSpellLearnSpell(spell_id);
+
+ for(SpellLearnSpellMap::const_iterator itr2 = spell_begin; itr2 != spell_end; ++itr2)
+ removeSpell(itr2->second.spell, disabled);
+}
+
+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 15 mins
+ if( entry &&
+ entry->RecoveryTime <= 15 * MINUTE * 1000 &&
+ entry->CategoryRecoveryTime <= 15 * MINUTE * 1000 )
+ {
+ // notify player
+ WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
+ data << uint32(itr->first);
+ data << GetGUID();
+ GetSession()->SendPacket(&data);
+ // remove cooldown
+ m_spellCooldowns.erase(itr);
+ }
+ }
+}
+
+void Player::RemoveAllSpellCooldown()
+{
+ if(!m_spellCooldowns.empty())
+ {
+ for(SpellCooldowns::const_iterator itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); ++itr)
+ {
+ WorldPacket data(SMSG_CLEAR_COOLDOWN, (4+8));
+ data << uint32(itr->first);
+ data << uint64(GetGUID());
+ GetSession()->SendPacket(&data);
+ }
+ m_spellCooldowns.clear();
+ }
+}
+
+void Player::_LoadSpellCooldowns(QueryResult *result)
+{
+ m_spellCooldowns.clear();
+
+ //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 have 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() );
+
+ delete result;
+ }
+}
+
+void Player::_SaveSpellCooldowns()
+{
+ CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
+
+ time_t curTime = time(NULL);
+
+ // 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
+ {
+ CharacterDatabase.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" I64FMTD "')", GetGUIDLow(), itr->first, itr->second.itemid, uint64(itr->second.end));
+ ++itr;
+ }
+ }
+}
+
+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))
+ {
+ m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_TALENTS;
+ CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_TALENTS), GetGUIDLow());
+ }
+
+ uint32 level = getLevel();
+ uint32 talentPointsForLevel = level < 10 ? 0 : uint32((level-9)*sWorld.getRate(RATE_TALENT));
+
+ if (m_usedTalentCount == 0)
+ {
+ SetFreeTalentPoints(talentPointsForLevel);
+ return false;
+ }
+
+ uint32 cost = 0;
+
+ if(!no_cost)
+ {
+ cost = resetTalentsCost();
+
+ if (GetMoney() < cost)
+ {
+ SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
+ return false;
+ }
+ }
+
+ for (unsigned int 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 (int j = 0; j < 5; j++)
+ {
+ for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();)
+ {
+ if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled)
+ {
+ ++itr;
+ continue;
+ }
+
+ // remove learned spells (all ranks)
+ uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first);
+
+ // unlearn if first rank is talent or learned by talent
+ if (itrFirstId == talentInfo->RankID[j] || spellmgr.IsSpellLearnToSpell(talentInfo->RankID[j],itrFirstId))
+ {
+ removeSpell(itr->first,!IsPassiveSpell(itr->first));
+ itr = GetSpellMap().begin();
+ continue;
+ }
+ else
+ ++itr;
+ }
+ }
+ }
+
+ SetFreeTalentPoints(talentPointsForLevel);
+
+ if(!no_cost)
+ {
+ ModifyMoney(-(int32)cost);
+
+ 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);
+
+ return true;
+}
+
+bool Player::_removeSpell(uint16 spell_id)
+{
+ PlayerSpellMap::iterator itr = m_spells.find(spell_id);
+ if (itr != m_spells.end())
+ {
+ delete itr->second;
+ m_spells.erase(itr);
+ return true;
+ }
+ return false;
+}
+
+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_SCALE_X);
+
+ updateVisualBits.SetBit(UNIT_FIELD_CHARM);
+ updateVisualBits.SetBit(UNIT_FIELD_CHARM+1);
+
+ updateVisualBits.SetBit(UNIT_FIELD_SUMMON);
+ updateVisualBits.SetBit(UNIT_FIELD_SUMMON+1);
+
+ updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY);
+
+ updateVisualBits.SetBit(UNIT_FIELD_TARGET);
+ updateVisualBits.SetBit(UNIT_FIELD_TARGET+1);
+
+ updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT);
+ updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT+1);
+
+ 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_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_LEVEL);
+ updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
+ updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
+ updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
+ updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
+ for(uint16 i = UNIT_FIELD_AURA; i < UNIT_FIELD_AURASTATE; ++i)
+ updateVisualBits.SetBit(i);
+ updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
+ updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME);
+ updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
+ updateVisualBits.SetBit(UNIT_FIELD_RANGEDATTACKTIME);
+ 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_MOUNTDISPLAYID);
+ 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_BYTES_2);
+
+ updateVisualBits.SetBit(PLAYER_FLAGS);
+ updateVisualBits.SetBit(PLAYER_BYTES);
+ updateVisualBits.SetBit(PLAYER_BYTES_2);
+ updateVisualBits.SetBit(PLAYER_BYTES_3);
+ updateVisualBits.SetBit(PLAYER_GUILDID);
+ updateVisualBits.SetBit(PLAYER_GUILDRANK);
+ updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
+ updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
+ updateVisualBits.SetBit(PLAYER_DUEL_ARBITER);
+ updateVisualBits.SetBit(PLAYER_DUEL_ARBITER+1);
+
+ // 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+=4)
+ updateVisualBits.SetBit(i);
+
+ //Players visible items are not inventory stuff
+ //431) = 884 (0x374) = main weapon
+ for(uint16 i = 0; i < EQUIPMENT_SLOT_END; i++)
+ {
+ // item creator
+ updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + (i*MAX_VISIBLE_ITEM_OFFSET) + 0);
+ updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_CREATOR + (i*MAX_VISIBLE_ITEM_OFFSET) + 1);
+
+ uint16 visual_base = PLAYER_VISIBLE_ITEM_1_0 + (i*MAX_VISIBLE_ITEM_OFFSET);
+
+ // item entry
+ updateVisualBits.SetBit(visual_base + 0);
+
+ // item enchantment IDs
+ for(uint8 j = 0; j < MAX_INSPECTED_ENCHANTMENT_SLOT; ++j)
+ updateVisualBits.SetBit(visual_base + 1 + j);
+
+ // random properties
+ updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (i*MAX_VISIBLE_ITEM_OFFSET));
+ updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (i*MAX_VISIBLE_ITEM_OFFSET));
+ }
+
+ updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
+
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY);
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + 1);
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_DISPLAY + 2);
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO);
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 1);
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 2);
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 3);
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 4);
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_INFO + 5);
+}
+
+void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
+{
+ for(int i = 0; i < EQUIPMENT_SLOT_END; i++)
+ {
+ if(m_items[i] == NULL)
+ continue;
+
+ m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
+ }
+
+ if(target == this)
+ {
+
+ for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
+ {
+ if(m_items[i] == NULL)
+ continue;
+
+ m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
+ }
+ for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
+ {
+ if(m_items[i] == NULL)
+ continue;
+
+ m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
+ }
+ }
+
+ Unit::BuildCreateUpdateBlockForPlayer( data, target );
+}
+
+void Player::DestroyForPlayer( Player *target ) const
+{
+ Unit::DestroyForPlayer( target );
+
+ for(int i = 0; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ if(m_items[i] == NULL)
+ continue;
+
+ m_items[i]->DestroyForPlayer( target );
+ }
+
+ if(target == this)
+ {
+
+ for(int i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
+ {
+ if(m_items[i] == NULL)
+ continue;
+
+ m_items[i]->DestroyForPlayer( target );
+ }
+ for(int i = KEYRING_SLOT_START; i < KEYRING_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((uint16)spell);
+ return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled);
+}
+
+TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
+{
+ if (!trainer_spell)
+ return TRAINER_SPELL_RED;
+
+ if (!trainer_spell->spell)
+ return TRAINER_SPELL_RED;
+
+ // known spell
+ if(HasSpell(trainer_spell->spell))
+ return TRAINER_SPELL_GRAY;
+
+ // check race/class requirement
+ if(!IsSpellFitByClassAndRace(trainer_spell->spell))
+ return TRAINER_SPELL_RED;
+
+ // check level requirement
+ if(getLevel() < trainer_spell->reqlevel)
+ return TRAINER_SPELL_RED;
+
+ if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->spell))
+ {
+ // check prev.rank requirement
+ if(spell_chain->prev && !HasSpell(spell_chain->prev))
+ return TRAINER_SPELL_RED;
+
+ // check additional spell requirement
+ if(spell_chain->req && !HasSpell(spell_chain->req))
+ return TRAINER_SPELL_RED;
+ }
+
+ // check skill requirement
+ if(trainer_spell->reqskill && GetBaseSkillValue(trainer_spell->reqskill) < trainer_spell->reqskillvalue)
+ return TRAINER_SPELL_RED;
+
+ // exist, already checked at loading
+ SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->spell);
+
+ // secondary prof. or not prof. spell
+ uint32 skill = spell->EffectMiscValue[1];
+
+ if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill))
+ return TRAINER_SPELL_GREEN;
+
+ // check primary prof. limit
+ if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && GetFreePrimaryProffesionPoints() == 0)
+ return TRAINER_SPELL_RED;
+
+ 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);
+ }
+
+ // the player was uninvited already on logout so just remove from group
+ QueryResult *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);
+ delete resultGroup;
+ 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
+ QueryResult *resultMail = CharacterDatabase.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid);
+ if(resultMail)
+ {
+ do
+ {
+ Field *fields = resultMail->Fetch();
+
+ uint32 mail_id = fields[0].GetUInt32();
+ uint16 mailTemplateId= fields[1].GetUInt16();
+ uint32 sender = fields[2].GetUInt32();
+ std::string subject = fields[3].GetCppString();
+ uint32 itemTextId = fields[4].GetUInt32();
+ uint32 money = fields[5].GetUInt32();
+ bool has_items = fields[6].GetBool();
+
+ //we can return mail now
+ //so firstly delete the old one
+ CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
+
+ MailItemsInfo mi;
+ if(has_items)
+ {
+ QueryResult *resultItems = CharacterDatabase.PQuery("SELECT item_guid,item_template FROM mail_items WHERE mail_id='%u'", mail_id);
+ if(resultItems)
+ {
+ do
+ {
+ Field *fields2 = resultItems->Fetch();
+
+ uint32 item_guidlow = fields2[0].GetUInt32();
+ uint32 item_template = fields2[1].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)))
+ {
+ pItem->FSetState(ITEM_REMOVED);
+ pItem->SaveToDB(); // it also deletes item object !
+ continue;
+ }
+
+ mi.AddItem(item_guidlow, item_template, pItem);
+ }
+ while (resultItems->NextRow());
+
+ delete resultItems;
+ }
+ }
+
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
+
+ uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
+
+ WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, 0, mailTemplateId);
+ }
+ while (resultMail->NextRow());
+
+ delete resultMail;
+ }
+
+ // 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 *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());
+ delete resultPets;
+ }
+
+ CharacterDatabase.PExecute("DELETE FROM characters 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 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 character_ticket WHERE guid = '%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.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()
+{
+ if(getRace() == RACE_NIGHTELF)
+ CastSpell(this, 20584, true); // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
+ CastSpell(this, 8326, true); // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)
+
+ // 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?
+
+ SetByteValue(UNIT_FIELD_BYTES_1, 3, PLAYER_STATE_FLAG_ALWAYS_STAND);
+}
+
+void Player::SendDelayResponse(const uint32 ml_seconds)
+{
+ WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 );
+ data << (uint32)time(NULL);
+ data << (uint32)0;
+ GetSession()->SendPacket( &data );
+}
+
+void Player::ResurrectPlayer(float restore_percent, bool updateToWorld, 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));
+ }
+
+ // update visbility
+ ObjectAccessor::UpdateVisibilityForPlayer(this);
+
+ // some items limited to specific map
+ DestroyZoneLimitedItem( true, GetZoneId());
+
+ if(!applySickness || getLevel() <= 10)
+ 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,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true);
+
+ // not full duration
+ if(int32(getLevel()) < startLevel+9)
+ {
+ int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
+
+ for(int i =0; i < 3; ++i)
+ {
+ if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,i))
+ {
+ Aur->SetAuraDuration(delta*1000);
+ Aur->UpdateAuraDuration();
+ }
+ }
+ }
+ }
+}
+
+void Player::KillPlayer()
+{
+ 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*1000;
+
+ UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
+
+ // don't create corpse at this moment, player might be falling
+
+ // update visibility
+ ObjectAccessor::UpdateObjectVisibility(this);
+}
+
+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, GetMapId(), GetPositionX(),
+ GetPositionY(), GetPositionZ(), GetOrientation()))
+ {
+ 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())
+ 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;
+ uint16 iIventoryType;
+ uint32 _cfi;
+ for (int i = 0; i < EQUIPMENT_SLOT_END; i++)
+ {
+ if(m_items[i])
+ {
+ iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
+ iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType;
+
+ _cfi = (uint16(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()))
+ SaveToDB(); // prevent loading as ghost without corpse
+}
+
+Corpse* Player::GetCorpse() const
+{
+ return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
+}
+
+void Player::DurabilityLossAll(double percent, bool inventory)
+{
+ for(int 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(int 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(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if(ItemPrototype const *pBagProto = pBag->GetProto())
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; 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(int 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(int 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(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if(ItemPrototype const *pBagProto = pBag->GetProto())
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; 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(int 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(int j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
+ for(int 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 = sItemStorage.LookupEntry<ItemPrototype>(item->GetEntry());
+ if(!ditemProto)
+ {
+ sLog.outError("ERROR: RepairDurability: Unknown item id %u", ditemProto);
+ return TotalCost;
+ }
+
+ DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
+ if(!dcost)
+ {
+ sLog.outError("ERROR: RepairDurability: Wrong item lvl %u", dcost);
+ return TotalCost;
+ }
+
+ DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry((ditemProto->Quality+1)*2);
+ if(!dQualitymodEntry)
+ {
+ sLog.outError("ERROR: RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntry);
+ return TotalCost;
+ }
+
+ uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
+ uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
+
+ costs = uint32(costs * discountMod);
+
+ 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())
+ {
+ ResurrectPlayer(0.5f);
+ SpawnCorpseBones();
+ }
+
+ WorldSafeLocsEntry const *ClosestGrave = NULL;
+
+ // Special handle for battleground maps
+ BattleGround *bg = sBattleGroundMgr.GetBattleGround(GetBattleGroundId());
+
+ if(bg && (bg->GetTypeID() == BATTLEGROUND_AB || bg->GetTypeID() == BATTLEGROUND_EY))
+ ClosestGrave = bg->GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetTeam());
+ 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);
+ }
+ }
+}
+
+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(); // stroe 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, bool affectStats)
+{
+ if(modGroup >= BASEMOD_END || modType >= MOD_END)
+ {
+ sLog.outError("ERROR in HandleBaseModValue(): nonexisted 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("ERROR: trial to access nonexisted 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("ERROR: 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
+{
+ BaseModGroup modGroup = SHIELD_BLOCK_VALUE;
+
+ float value = GetTotalBaseModValue(modGroup) + GetStat(STAT_STRENGTH)/20 - 1;
+
+ value = (value < 0) ? 0 : value;
+
+ return uint32(value);
+}
+
+float Player::GetMeleeCritFromAgility()
+{
+ uint32 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
+ };
+
+ uint32 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()
+{
+ uint32 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
+{
+ uint32 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);
+}
+
+uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const
+{
+ float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.0f;
+ if (melee>25.0f) melee = 25.0f;
+ return uint32 (melee * damage /100.0f);
+}
+
+uint32 Player::GetRangedCritDamageReduction(uint32 damage) const
+{
+ float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.0f;
+ if (ranged>25.0f) ranged=25.0f;
+ return uint32 (ranged * damage /100.0f);
+}
+
+uint32 Player::GetSpellCritDamageReduction(uint32 damage) const
+{
+ float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.0f;
+ // In wow script resilience limited to 25%
+ if (spell>25.0f)
+ spell = 25.0f;
+ return uint32 (spell * damage / 100.0f);
+}
+
+uint32 Player::GetDotDamageReduction(uint32 damage) const
+{
+ float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL);
+ // Dot resilience not limited (limit it by 100%)
+ if (spellDot > 100.0f)
+ spellDot = 100.0f;
+ return uint32 (spellDot * damage / 100.0f);
+}
+
+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()
+{
+ uint32 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()
+{
+ uint32 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)
+{
+ ApplyModUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, value, apply);
+
+ float RatingCoeffecient = GetRatingCoefficient(cr);
+ float RatingChange = 0.0f;
+
+ 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:
+ RatingChange = value / RatingCoeffecient;
+ m_modMeleeHitChance += apply ? RatingChange : -RatingChange;
+ break;
+ case CR_HIT_RANGED:
+ RatingChange = value / RatingCoeffecient;
+ m_modRangedHitChance += apply ? RatingChange : -RatingChange;
+ break;
+ case CR_HIT_SPELL:
+ RatingChange = value / RatingCoeffecient;
+ m_modSpellHitChance += apply ? RatingChange : -RatingChange;
+ 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:
+ RatingChange = value / RatingCoeffecient;
+ ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
+ ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
+ break;
+ case CR_HASTE_RANGED:
+ RatingChange = value / RatingCoeffecient;
+ ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
+ break;
+ case CR_HASTE_SPELL:
+ RatingChange = value / RatingCoeffecient;
+ ApplyCastTimePercentMod(RatingChange,apply);
+ 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;
+ }
+}
+
+void Player::SetRegularAttackTime()
+{
+ for(int 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;
+
+ uint16 i=0;
+ for (; i < PLAYER_MAX_SKILLS; i++)
+ if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id)
+ break;
+
+ if(i>=PLAYER_MAX_SKILLS)
+ return false;
+
+ uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
+ uint32 value = SKILL_VALUE(data);
+ uint32 max = SKILL_MAX(data);
+
+ if ((!max) || (!value) || (value >= max))
+ return false;
+
+ if (value*512 < max*urand(0,512))
+ {
+ uint32 new_value = value+step;
+ if(new_value > max)
+ new_value = max;
+
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max));
+ 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);
+
+ SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spellid);
+ SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spellid);
+
+ for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_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);
+ }
+
+ 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:
+ 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);
+}
+
+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;
+ }
+
+ uint16 i=0;
+ for (; i < PLAYER_MAX_SKILLS; i++)
+ if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break;
+ if ( i >= PLAYER_MAX_SKILLS )
+ return false;
+
+ uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
+ 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(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue));
+ 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
+
+ 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, MeleeHitOutcome outcome, bool defence)
+{
+ switch(outcome)
+ {
+ case MELEE_HIT_CRIT:
+ case MELEE_HIT_DODGE:
+ case MELEE_HIT_PARRY:
+ case MELEE_HIT_BLOCK:
+ case MELEE_HIT_BLOCK_CRIT:
+ return;
+
+ default:
+ break;
+ }
+
+ uint32 plevel = getLevel(); // if defense than pVictim == attacker
+ uint32 greylevel = MaNGOS::XP::GetGrayLevel(plevel);
+ uint32 moblevel = pVictim->getLevelForTarget(this);
+ if(moblevel < greylevel)
+ return;
+
+ if (moblevel > plevel + 5)
+ moblevel = plevel + 5;
+
+ uint32 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 *= 0.1f * 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)
+{
+ for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
+ if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid)
+ {
+ uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
+ 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(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
+ else // temporary/item bonus stored in low part
+ SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
+ return;
+ }
+}
+
+void Player::UpdateMaxSkills()
+{
+ uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
+
+ for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
+ if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
+ {
+ uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
+
+ SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
+ if(!pSkill)
+ continue;
+
+ if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
+ continue;
+
+ uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
+ uint32 max = SKILL_MAX(data);
+ uint32 val = SKILL_VALUE(data);
+
+ // update only level dependent max skill values
+ if(max!=1 && max != maxconfskill)
+ {
+ uint32 max_Skill = GetMaxSkillValueForLevel();
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,max_Skill));
+ }
+ }
+}
+
+void Player::UpdateSkillsToMaxSkillsForLevel()
+{
+ for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
+ if (GetUInt32Value(PLAYER_SKILL_INDEX(i)))
+ {
+ uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
+ if( IsProfessionSkill(pskill) || pskill == SKILL_RIDING )
+ continue;
+ uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i));
+
+ uint32 max = SKILL_MAX(data);
+
+ if(max > 1)
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max));
+
+ 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;
+
+ uint16 i=0;
+ for (; i < PLAYER_MAX_SKILLS; i++)
+ if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break;
+
+ if(i<PLAYER_MAX_SKILLS) //has skill
+ {
+ if(currVal)
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
+ else //remove
+ {
+ // clear skill fields
+ SetUInt32Value(PLAYER_SKILL_INDEX(i),0);
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),0);
+ SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
+
+ // remove spells that depend on this skill when removing the skill
+ for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
+ {
+ ++next;
+ if(itr->second->state == PLAYERSPELL_REMOVED)
+ continue;
+
+ SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(itr->first);
+ SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(itr->first);
+
+ for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
+ {
+ if (_spell_idx->second->skillId == id)
+ {
+ // this may remove more than one spell (dependants)
+ removeSpell(itr->first);
+ next = m_spells.begin();
+ break;
+ }
+ }
+ }
+ }
+ }
+ else if(currVal) //add
+ {
+ for (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));
+
+ // apply skill bonuses
+ SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
+
+ // temporary bonuses
+ AuraList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL);
+ for(AuraList::const_iterator i = mModSkill.begin(); i != mModSkill.end(); ++i)
+ if ((*i)->GetModifier()->m_miscvalue == int32(id))
+ (*i)->ApplyModifier(true);
+
+ // permanent bonuses
+ AuraList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT);
+ for(AuraList::const_iterator i = mModSkillTalent.begin(); i != mModSkillTalent.end(); ++i)
+ if ((*i)->GetModifier()->m_miscvalue == int32(id))
+ (*i)->ApplyModifier(true);
+
+ // Learn all spells for skill
+ learnSkillRewardedSpells(id);
+ return;
+ }
+ }
+}
+
+bool Player::HasSkill(uint32 skill) const
+{
+ if(!skill)return false;
+ for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
+ {
+ if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
+ {
+ return true;
+ }
+ }
+ return false;
+}
+
+uint16 Player::GetSkillValue(uint32 skill) const
+{
+ if(!skill)
+ return 0;
+
+ for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
+ {
+ if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
+ {
+ uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
+
+ int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
+ result += SKILL_TEMP_BONUS(bonus);
+ result += SKILL_PERM_BONUS(bonus);
+ return result < 0 ? 0 : result;
+ }
+ }
+ return 0;
+}
+
+uint16 Player::GetMaxSkillValue(uint32 skill) const
+{
+ if(!skill)return 0;
+ for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
+ {
+ if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
+ {
+ uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i));
+
+ int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
+ result += SKILL_TEMP_BONUS(bonus);
+ result += SKILL_PERM_BONUS(bonus);
+ return result < 0 ? 0 : result;
+ }
+ }
+ return 0;
+}
+
+uint16 Player::GetPureMaxSkillValue(uint32 skill) const
+{
+ if(!skill)return 0;
+ for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
+ {
+ if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
+ {
+ return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
+ }
+ }
+ return 0;
+}
+
+uint16 Player::GetBaseSkillValue(uint32 skill) const
+{
+ if(!skill)return 0;
+ for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
+ {
+ if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
+ {
+ int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))));
+ result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
+ return result < 0 ? 0 : result;
+ }
+ }
+ return 0;
+}
+
+uint16 Player::GetPureSkillValue(uint32 skill) const
+{
+ if(!skill)return 0;
+ for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
+ {
+ if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
+ {
+ return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)));
+ }
+ }
+ return 0;
+}
+
+int16 Player::GetSkillTempBonusValue(uint32 skill) const
+{
+ if(!skill)
+ return 0;
+
+ for (int i = 0; i < PLAYER_MAX_SKILLS; i++)
+ {
+ if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill)
+ {
+ return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)));
+ }
+ }
+
+ return 0;
+}
+
+void Player::SendInitialActionButtons()
+{
+ sLog.outDetail( "Initializing Action Buttons for '%u'", GetGUIDLow() );
+
+ WorldPacket data(SMSG_ACTION_BUTTONS, (MAX_ACTION_BUTTONS*4));
+ for(int 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 << uint16(itr->second.action);
+ data << uint8(itr->second.misc);
+ data << uint8(itr->second.type);
+ }
+ else
+ {
+ data << uint32(0);
+ }
+ }
+
+ GetSession()->SendPacket( &data );
+ sLog.outDetail( "Action Buttons for '%u' Initialized", GetGUIDLow() );
+}
+
+void Player::addActionButton(const uint8 button, const uint16 action, const uint8 type, const uint8 misc)
+{
+ if(button >= MAX_ACTION_BUTTONS)
+ {
+ sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() );
+ return;
+ }
+
+ // check cheating with adding non-known spells to action bar
+ if(type==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;
+ }
+
+ 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;
+ }
+ }
+
+ ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
+
+ if (buttonItr==m_actionButtons.end())
+ { // just add new button
+ m_actionButtons[button] = ActionButton(action,type,misc);
+ }
+ else
+ { // change state of current button
+ ActionButtonUpdateState uState = buttonItr->second.uState;
+ buttonItr->second = ActionButton(action,type,misc);
+ if (uState != ACTIONBUTTON_NEW) buttonItr->second.uState = ACTIONBUTTON_CHANGED;
+ };
+
+ sLog.outDetail( "Player '%u' Added Action '%u' to Button '%u'", GetGUIDLow(), action, button );
+}
+
+void Player::removeActionButton(uint8 button)
+{
+ ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
+ if (buttonItr==m_actionButtons.end())
+ 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() );
+}
+
+void Player::SetDontMove(bool dontMove)
+{
+ m_dontMove = dontMove;
+}
+
+bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
+{
+ // prevent crash when a bad coord is sent by the client
+ if(!MaNGOS::IsValidMapCoord(x,y,z,orientation))
+ {
+ sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow());
+ return false;
+ }
+
+ Map *m = MapManager::Instance().GetMap(GetMapId(), this);
+
+ const float old_x = GetPositionX();
+ const float old_y = GetPositionY();
+ const float old_z = GetPositionZ();
+ const float old_r = GetOrientation();
+
+ if( teleport || old_x != x || old_y != y || old_z != z || old_r != orientation )
+ {
+ if (teleport || old_x != x || old_y != y || old_z != z)
+ RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
+ else
+ RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
+
+ // move and update visible state if need
+ m->PlayerRelocation(this, x, y, z, orientation);
+
+ // reread after Map::Relocation
+ m = MapManager::Instance().GetMap(GetMapId(), this);
+ x = GetPositionX();
+ y = GetPositionY();
+ z = GetPositionZ();
+ }
+
+ // code block for underwater state update
+ UpdateUnderwaterState(m, x, y, z);
+
+
+ CheckExploreSystem();
+
+ // group update
+ if(GetGroup())
+ SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
+
+ 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)
+{
+ MapManager::Instance().GetMap(GetMapId(), this)->MessageBroadcast(this, data, self);
+}
+
+void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
+{
+ MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data, dist, self);
+}
+
+void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
+{
+ MapManager::Instance().GetMap(GetMapId(), this)->MessageDistBroadcast(this, data, dist, self,own_team_only);
+}
+
+void Player::SendDirectMessage(WorldPacket *data)
+{
+ GetSession()->SendPacket(data);
+}
+
+void Player::CheckExploreSystem()
+{
+ if (!isAlive())
+ return;
+
+ if (isInFlight())
+ return;
+
+ uint16 areaFlag=MapManager::Instance().GetBaseMap(GetMapId())->GetAreaFlag(GetPositionX(),GetPositionY());
+ if(areaFlag==0xffff)
+ return;
+ int offset = areaFlag / 32;
+
+ if(offset >= 128)
+ {
+ sLog.outError("ERROR: Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 64 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
+ 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));
+
+ 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 team id 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) );
+}
+
+void Player::UpdateReputation() const
+{
+ sLog.outDetail( "WORLD: Player::UpdateReputation" );
+
+ for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
+ {
+ SendFactionState(&(itr->second));
+ }
+}
+
+void Player::SendFactionState(FactionState const* faction) const
+{
+ if(faction->Flags & FACTION_FLAG_VISIBLE) //If faction is visible then update it
+ {
+ WorldPacket data(SMSG_SET_FACTION_STANDING, (16)); // last check 2.4.0
+ data << (float) 0; // unk 2.4.0
+ data << (uint32) 1; // count
+ // for
+ data << (uint32) faction->ReputationListID;
+ data << (uint32) faction->Standing;
+ // end for
+ GetSession()->SendPacket(&data);
+ }
+}
+
+void Player::SendInitialReputations()
+{
+ WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
+ data << uint32 (0x00000080);
+
+ RepListID a = 0;
+
+ for (FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); itr++)
+ {
+ // fill in absent fields
+ for (; a != itr->first; a++)
+ {
+ data << uint8 (0x00);
+ data << uint32 (0x00000000);
+ }
+
+ // fill in encountered data
+ data << uint8 (itr->second.Flags);
+ data << uint32 (itr->second.Standing);
+
+ ++a;
+ }
+
+ // fill in absent fields
+ for (; a != 128; a++)
+ {
+ data << uint8 (0x00);
+ data << uint32 (0x00000000);
+ }
+
+ GetSession()->SendPacket(&data);
+}
+
+FactionState const* Player::GetFactionState( FactionEntry const* factionEntry) const
+{
+ FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
+ if (itr != m_factions.end())
+ return &itr->second;
+
+ return NULL;
+}
+
+void Player::SetFactionAtWar(FactionState* faction, bool atWar)
+{
+ // not allow declare war to own faction
+ if(atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) )
+ return;
+
+ // already set
+ if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar)
+ return;
+
+ if( atWar )
+ faction->Flags |= FACTION_FLAG_AT_WAR;
+ else
+ faction->Flags &= ~FACTION_FLAG_AT_WAR;
+
+ faction->Changed = true;
+}
+
+void Player::SetFactionInactive(FactionState* faction, bool inactive)
+{
+ // always invisible or hidden faction can't be inactive
+ if(inactive && ((faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) || !(faction->Flags & FACTION_FLAG_VISIBLE) ) )
+ return;
+
+ // already set
+ if(((faction->Flags & FACTION_FLAG_INACTIVE) != 0) == inactive)
+ return;
+
+ if(inactive)
+ faction->Flags |= FACTION_FLAG_INACTIVE;
+ else
+ faction->Flags &= ~FACTION_FLAG_INACTIVE;
+
+ faction->Changed = true;
+}
+
+void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId)
+{
+ FactionTemplateEntry const*factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
+
+ if(!factionTemplateEntry)
+ return;
+
+ SetFactionVisibleForFactionId(factionTemplateEntry->faction);
+}
+
+void Player::SetFactionVisibleForFactionId(uint32 FactionId)
+{
+ FactionEntry const *factionEntry = sFactionStore.LookupEntry(FactionId);
+ if(!factionEntry)
+ return;
+
+ if(factionEntry->reputationListID < 0)
+ return;
+
+ FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
+ if (itr == m_factions.end())
+ return;
+
+ SetFactionVisible(&itr->second);
+}
+
+void Player::SetFactionVisible(FactionState* faction)
+{
+ // always invisible or hidden faction can't be make visible
+ if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN))
+ return;
+
+ // already set
+ if(faction->Flags & FACTION_FLAG_VISIBLE)
+ return;
+
+ faction->Flags |= FACTION_FLAG_VISIBLE;
+ faction->Changed = true;
+
+ if(!m_session->PlayerLoading())
+ {
+ // make faction visible in reputation list at client
+ WorldPacket data(SMSG_SET_FACTION_VISIBLE, 4);
+ data << faction->ReputationListID;
+ GetSession()->SendPacket(&data);
+ }
+}
+
+void Player::SetInitialFactions()
+{
+ for(unsigned int i = 1; i < sFactionStore.GetNumRows(); i++)
+ {
+ FactionEntry const *factionEntry = sFactionStore.LookupEntry(i);
+
+ if( factionEntry && (factionEntry->reputationListID >= 0))
+ {
+ FactionState newFaction;
+ newFaction.ID = factionEntry->ID;
+ newFaction.ReputationListID = factionEntry->reputationListID;
+ newFaction.Standing = 0;
+ newFaction.Flags = GetDefaultReputationFlags(factionEntry);
+ newFaction.Changed = true;
+
+ m_factions[newFaction.ReputationListID] = newFaction;
+ }
+ }
+}
+
+uint32 Player::GetDefaultReputationFlags(const FactionEntry *factionEntry) const
+{
+ if (!factionEntry)
+ return 0;
+
+ uint32 raceMask = getRaceMask();
+ uint32 classMask = getClassMask();
+ for (int i=0; i < 4; i++)
+ {
+ if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
+ (factionEntry->BaseRepClassMask[i]==0 ||
+ (factionEntry->BaseRepClassMask[i] & classMask) ) )
+ return factionEntry->ReputationFlags[i];
+ }
+ return 0;
+}
+
+int32 Player::GetBaseReputation(const FactionEntry *factionEntry) const
+{
+ if (!factionEntry)
+ return 0;
+
+ uint32 raceMask = getRaceMask();
+ uint32 classMask = getClassMask();
+ for (int i=0; i < 4; i++)
+ {
+ if( (factionEntry->BaseRepRaceMask[i] & raceMask) &&
+ (factionEntry->BaseRepClassMask[i]==0 ||
+ (factionEntry->BaseRepClassMask[i] & classMask) ) )
+ return factionEntry->BaseRepValue[i];
+ }
+
+ // in faction.dbc exist factions with (RepListId >=0, listed in character reputation list) with all BaseRepRaceMask[i]==0
+ return 0;
+}
+
+int32 Player::GetReputation(uint32 faction_id) const
+{
+ FactionEntry const *factionEntry = sFactionStore.LookupEntry(faction_id);
+
+ if (!factionEntry)
+ {
+ sLog.outError("Player::GetReputation: Can't get reputation of %s for unknown faction (faction template id) #%u.",GetName(), faction_id);
+ return 0;
+ }
+
+ return GetReputation(factionEntry);
+}
+
+int32 Player::GetReputation(const FactionEntry *factionEntry) const
+{
+ // Faction without recorded reputation. Just ignore.
+ if(!factionEntry)
+ return 0;
+
+ FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
+ if (itr != m_factions.end())
+ return GetBaseReputation(factionEntry) + itr->second.Standing;
+
+ return 0;
+}
+
+ReputationRank Player::GetReputationRank(uint32 faction) const
+{
+ FactionEntry const*factionEntry = sFactionStore.LookupEntry(faction);
+ if(!factionEntry)
+ return MIN_REPUTATION_RANK;
+
+ return GetReputationRank(factionEntry);
+}
+
+ReputationRank Player::ReputationToRank(int32 standing) const
+{
+ int32 Limit = Reputation_Cap + 1;
+ for (int i = MAX_REPUTATION_RANK-1; i >= MIN_REPUTATION_RANK; --i)
+ {
+ Limit -= ReputationRank_Length[i];
+ if (standing >= Limit )
+ return ReputationRank(i);
+ }
+ return MIN_REPUTATION_RANK;
+}
+
+ReputationRank Player::GetReputationRank(const FactionEntry *factionEntry) const
+{
+ int32 Reputation = GetReputation(factionEntry);
+ return ReputationToRank(Reputation);
+}
+
+ReputationRank Player::GetBaseReputationRank(const FactionEntry *factionEntry) const
+{
+ int32 Reputation = GetBaseReputation(factionEntry);
+ return ReputationToRank(Reputation);
+}
+
+bool Player::ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation)
+{
+ FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
+
+ if(!factionTemplateEntry)
+ {
+ sLog.outError("Player::ModifyFactionReputation: Can't update reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
+ return false;
+ }
+
+ FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
+
+ // Faction without recorded reputation. Just ignore.
+ if(!factionEntry)
+ return false;
+
+ return ModifyFactionReputation(factionEntry, DeltaReputation);
+}
+
+bool Player::ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing)
+{
+ SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
+ if (flist)
+ {
+ bool res = false;
+ for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
+ {
+ FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
+ if(factionEntryCalc)
+ res = ModifyOneFactionReputation(factionEntryCalc, standing);
+ }
+ return res;
+ }
+ else
+ return ModifyOneFactionReputation(factionEntry, standing);
+}
+
+bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
+{
+ FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
+ if (itr != m_factions.end())
+ {
+ int32 BaseRep = GetBaseReputation(factionEntry);
+ int32 new_rep = BaseRep + itr->second.Standing + standing;
+
+ if (new_rep > Reputation_Cap)
+ new_rep = Reputation_Cap;
+ else
+ if (new_rep < Reputation_Bottom)
+ new_rep = Reputation_Bottom;
+
+ if(ReputationToRank(new_rep) <= REP_HOSTILE)
+ SetFactionAtWar(&itr->second,true);
+
+ itr->second.Standing = new_rep - BaseRep;
+ itr->second.Changed = true;
+
+ SetFactionVisible(&itr->second);
+
+ for( int i = 0; i < MAX_QUEST_LOG_SIZE; i++ )
+ {
+ if(uint32 questid = GetQuestSlotQuestId(i))
+ {
+ Quest const* qInfo = objmgr.GetQuestTemplate(questid);
+ if( qInfo && qInfo->GetRepObjectiveFaction() == factionEntry->ID )
+ {
+ QuestStatusData& q_status = mQuestStatus[questid];
+ if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
+ {
+ if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
+ if ( CanCompleteQuest( questid ) )
+ CompleteQuest( questid );
+ }
+ else if( q_status.m_status == QUEST_STATUS_COMPLETE )
+ {
+ if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
+ IncompleteQuest( questid );
+ }
+ }
+ }
+ }
+
+ SendFactionState(&(itr->second));
+
+ return true;
+ }
+ return false;
+}
+
+bool Player::SetFactionReputation(uint32 FactionTemplateId, int32 standing)
+{
+ FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
+
+ if(!factionTemplateEntry)
+ {
+ sLog.outError("Player::SetFactionReputation: Can't set reputation of %s for unknown faction (faction template id) #%u.", GetName(), FactionTemplateId);
+ return false;
+ }
+
+ FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction);
+
+ // Faction without recorded reputation. Just ignore.
+ if(!factionEntry)
+ return false;
+
+ return SetFactionReputation(factionEntry, standing);
+}
+
+bool Player::SetFactionReputation(FactionEntry const* factionEntry, int32 standing)
+{
+ SimpleFactionsList const* flist = GetFactionTeamList(factionEntry->ID);
+ if (flist)
+ {
+ bool res = false;
+ for (SimpleFactionsList::const_iterator itr = flist->begin();itr != flist->end();++itr)
+ {
+ FactionEntry const *factionEntryCalc = sFactionStore.LookupEntry(*itr);
+ if(factionEntryCalc)
+ res = SetOneFactionReputation(factionEntryCalc, standing);
+ }
+ return res;
+ }
+ else
+ return SetOneFactionReputation(factionEntry, standing);
+}
+
+bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing)
+{
+ FactionStateList::iterator itr = m_factions.find(factionEntry->reputationListID);
+ if (itr != m_factions.end())
+ {
+ if (standing > Reputation_Cap)
+ standing = Reputation_Cap;
+ else
+ if (standing < Reputation_Bottom)
+ standing = Reputation_Bottom;
+
+ int32 BaseRep = GetBaseReputation(factionEntry);
+ itr->second.Standing = standing - BaseRep;
+ itr->second.Changed = true;
+
+ SetFactionVisible(&itr->second);
+
+ if(ReputationToRank(standing) <= REP_HOSTILE)
+ SetFactionAtWar(&itr->second,true);
+
+ SendFactionState(&(itr->second));
+ return true;
+ }
+ return false;
+}
+
+//Calculate total reputation percent player gain with quest/creature level
+int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
+{
+ // for grey creature kill received 20%, in other case 100.
+ int32 percent = (!for_quest && (creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel()))) ? 20 : 100;
+
+ int32 repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
+
+ percent += rep > 0 ? repMod : -repMod;
+
+ if(percent <=0)
+ return 0;
+
+ return int32(sWorld.getRate(RATE_REPUTATION_GAIN)*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;
+
+ ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(pVictim->GetEntry());
+
+ if(!Rep)
+ return;
+
+ if(Rep->repfaction1 && (!Rep->team_dependent || GetTeam()==ALLIANCE))
+ {
+ int32 donerep1 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue1,false);
+ donerep1 = int32(donerep1*rate);
+ FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(Rep->repfaction1);
+ uint32 current_reputation_rank1 = GetReputationRank(factionEntry1);
+ if(factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
+ ModifyFactionReputation(factionEntry1, donerep1);
+
+ // Wiki: Team factions value divided by 2
+ if(Rep->is_teamaward1)
+ {
+ FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
+ if(team1_factionEntry)
+ ModifyFactionReputation(team1_factionEntry, donerep1 / 2);
+ }
+ }
+
+ if(Rep->repfaction2 && (!Rep->team_dependent || GetTeam()==HORDE))
+ {
+ int32 donerep2 = CalculateReputationGain(pVictim->getLevel(),Rep->repvalue2,false);
+ donerep2 = int32(donerep2*rate);
+ FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(Rep->repfaction2);
+ uint32 current_reputation_rank2 = GetReputationRank(factionEntry2);
+ if(factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
+ ModifyFactionReputation(factionEntry2, donerep2);
+
+ // Wiki: Team factions value divided by 2
+ if(Rep->is_teamaward2)
+ {
+ FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
+ if(team2_factionEntry)
+ ModifyFactionReputation(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(int i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
+ {
+ if(pQuest->RewRepFaction[i] && pQuest->RewRepValue[i] )
+ {
+ int32 rep = CalculateReputationGain(pQuest->GetQuestLevel(),pQuest->RewRepValue[i],true);
+ FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]);
+ if(factionEntry)
+ ModifyFactionReputation(factionEntry, rep);
+ }
+ }
+
+ // TODO: implement reputation spillover
+}
+
+void Player::UpdateArenaFields(void)
+{
+ /* arena calcs go here */
+}
+
+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)
+{
+ // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
+ if(GetDummyAura(SPELL_AURA_PLAYER_INACTIVE))
+ return false;
+
+ uint64 victim_guid = 0;
+ uint32 victim_rank = 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();
+
+ 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.
+ }
+
+ if(k_level <= 5)
+ k_grey = 0;
+ else if( k_level <= 39 )
+ k_grey = k_level - 5 - k_level/10;
+ else
+ k_grey = k_level - 1 - k_level/5;
+
+ 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_HONORBALE_KILLS, 1, true);
+ }
+ 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;
+
+ 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);
+ 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)
+{
+ std::ostringstream ss;
+ ss<<"SELECT guildid FROM guild_member WHERE guid='"<<guid<<"'";
+ QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
+ if( result )
+ {
+ uint32 v = result->Fetch()[0].GetUInt32();
+ delete result;
+ return v;
+ }
+ else
+ return 0;
+}
+
+uint32 Player::GetRankFromDB(uint64 guid)
+{
+ std::ostringstream ss;
+ ss<<"SELECT rank FROM guild_member WHERE guid='"<<guid<<"'";
+ QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
+ if( result )
+ {
+ uint32 v = result->Fetch()[0].GetUInt32();
+ delete result;
+ return v;
+ }
+ else
+ return 0;
+}
+
+uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
+{
+ // need fix it!
+ QueryResult *result = CharacterDatabase.PQuery("SELECT arenateamid FROM arena_team_member WHERE guid='%u'", GUID_LOPART(guid));
+ if(result)
+ {
+ // init id to 0, check the arena type before assigning a value to id
+ uint32 id = 0;
+ do
+ {
+ QueryResult *result2 = CharacterDatabase.PQuery("SELECT type FROM arena_team WHERE arenateamid='%u'", id);
+ if(result2)
+ {
+ uint8 dbtype = (*result2)[0].GetUInt32();
+ delete result2;
+ if(dbtype == type)
+ {
+ // if the type matches, we've found the id
+ id = (*result)[0].GetUInt32();
+ break;
+ }
+ }
+ } while(result->NextRow());
+ delete result;
+ return id;
+ }
+ // no arenateam for the specified guid, return 0
+ return 0;
+}
+
+uint32 Player::GetZoneIdFromDB(uint64 guid)
+{
+ std::ostringstream ss;
+
+ ss<<"SELECT zone FROM characters WHERE guid='"<<GUID_LOPART(guid)<<"'";
+ QueryResult *result = CharacterDatabase.Query( ss.str().c_str() );
+ if (!result)
+ return 0;
+ Field* fields = result->Fetch();
+ uint32 zone = fields[0].GetUInt32();
+ delete result;
+
+ if (!zone)
+ {
+ // stored zone is zero, use generic and slow zone detection
+ ss.str("");
+ ss<<"SELECT map,position_x,position_y FROM characters WHERE guid='"<<GUID_LOPART(guid)<<"'";
+ result = CharacterDatabase.Query(ss.str().c_str());
+ if( !result )
+ return 0;
+ fields = result->Fetch();
+ uint32 map = fields[0].GetUInt32();
+ float posx = fields[1].GetFloat();
+ float posy = fields[2].GetFloat();
+ delete result;
+
+ zone = MapManager::Instance().GetZoneId(map,posx,posy);
+
+ ss.str("");
+ ss << "UPDATE characters SET zone='"<<zone<<"' WHERE guid='"<<GUID_LOPART(guid)<<"'";
+ CharacterDatabase.Execute(ss.str().c_str());
+ }
+
+ return zone;
+}
+
+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);
+
+ if(area && (area->flags & AREA_FLAG_ARENA))
+ {
+ if(!isGameMaster())
+ SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
+ }
+ else
+ {
+ // remove ffa flag only if not ffapvp realm
+ // removal in sanctuaries and capitals is handled in zone update
+ if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP) && !sWorld.IsFFAPvPRealm())
+ RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_FFA_PVP);
+ }
+
+ UpdateAreaDependentAuras(newArea);
+}
+
+void Player::UpdateZone(uint32 newZone)
+{
+ m_zoneUpdateId = newZone;
+ m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
+
+ // zone changed, so area changed as well, update it
+ UpdateArea(GetAreaId());
+
+ 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);
+ }
+ }
+ }
+
+ pvpInfo.inHostileArea =
+ GetTeam() == ALLIANCE && zone->team == AREATEAM_HORDE ||
+ GetTeam() == HORDE && zone->team == AREATEAM_ALLY ||
+ sWorld.IsPvPRealm() && zone->team == AREATEAM_NONE ||
+ InBattleGround(); // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
+
+ 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
+ }
+
+ if(zone->flags & AREA_FLAG_SANCTUARY) // in sanctuary
+ {
+ SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_SANCTUARY);
+ if(sWorld.IsFFAPvPRealm())
+ RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
+ }
+ else
+ {
+ RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_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);
+
+ if(sWorld.IsFFAPvPRealm())
+ RemoveFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
+ }
+ 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);
+
+ if(sWorld.IsFFAPvPRealm())
+ SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
+ }
+ }
+ else // not in tavern (leave city then)
+ {
+ RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
+ SetRestType(REST_TYPE_NO);
+
+ // Set player to FFA PVP when not in rested enviroment.
+ if(sWorld.IsFFAPvPRealm())
+ SetFlag(PLAYER_FLAGS,PLAYER_FLAGS_FFA_PVP);
+ }
+ }
+ }
+
+ // 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 );
+
+ // 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 = ObjectAccessor::GetGameObject(*this, 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);
+ }
+ }
+}
+
+void Player::DuelComplete(DuelCompleteType type)
+{
+ // duel not requested
+ if(!duel)
+ return;
+
+ 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);
+ }
+
+ // cool-down duel spell
+ /*data.Initialize(SMSG_SPELL_COOLDOWN, 17);
+
+ data<<GetGUID();
+ data<<uint8(0x0);
+
+ data<<(uint32)7266;
+ data<<uint32(0x0);
+ GetSession()->SendPacket(&data);
+ data.Initialize(SMSG_SPELL_COOLDOWN, 17);
+ data<<duel->opponent->GetGUID();
+ data<<uint8(0x0);
+ data<<(uint32)7266;
+ data<<uint32(0x0);
+ duel->opponent->GetSession()->SendPacket(&data);*/
+
+ //Remove Duel Flag object
+ GameObject* obj = ObjectAccessor::GetGameObject(*this, GetUInt64Value(PLAYER_DUEL_ARBITER));
+ if(obj)
+ duel->initiator->RemoveGameObject(obj,true);
+
+ /* remove auras */
+ std::vector<uint32> auras2remove;
+ AuraMap const& vAuras = duel->opponent->GetAuras();
+ for (AuraMap::const_iterator i = vAuras.begin(); i != vAuras.end(); i++)
+ {
+ if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
+ auras2remove.push_back(i->second->GetId());
+ }
+
+ for(size_t i=0; i<auras2remove.size(); i++)
+ duel->opponent->RemoveAurasDueToSpell(auras2remove[i]);
+
+ auras2remove.clear();
+ AuraMap const& auras = GetAuras();
+ for (AuraMap::const_iterator i = auras.begin(); i != auras.end(); i++)
+ {
+ if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime)
+ auras2remove.push_back(i->second->GetId());
+ }
+ for(size_t i=0; i<auras2remove.size(); i++)
+ RemoveAurasDueToSpell(auras2remove[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();
+
+ //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;
+
+ // not apply/remove mods for broken item
+ if(item->IsBroken())
+ return;
+
+ ItemPrototype const *proto = item->GetProto();
+
+ if(!proto)
+ return;
+
+ sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
+
+ uint32 attacktype = Player::GetAttackBySlot(slot);
+ 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);
+
+ 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);
+
+ sLog.outDebug("_ApplyItemMods complete.");
+}
+
+void Player::_ApplyItemBonuses(ItemPrototype const *proto,uint8 slot,bool apply)
+{
+ if(slot >= INVENTORY_SLOT_BAG_END || !proto)
+ return;
+
+ for (int i = 0; i < 10; i++)
+ {
+ float val = float (proto->ItemStat[i].ItemStatValue);
+
+ if(val==0)
+ continue;
+
+ switch (proto->ItemStat[i].ItemStatType)
+ {
+ 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, val, apply);
+ break;
+ case ITEM_MOD_STRENGTH: //modify strength
+ HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
+ ApplyStatBuffMod(STAT_STRENGTH, val, apply);
+ break;
+ case ITEM_MOD_INTELLECT: //modify intellect
+ HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
+ ApplyStatBuffMod(STAT_INTELLECT, val, apply);
+ break;
+ case ITEM_MOD_SPIRIT: //modify spirit
+ HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
+ ApplyStatBuffMod(STAT_SPIRIT, val, apply);
+ break;
+ case ITEM_MOD_STAMINA: //modify stamina
+ HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
+ ApplyStatBuffMod(STAT_STAMINA, 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;
+ }
+ }
+
+ if (proto->Armor)
+ HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(proto->Armor), 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;
+ }
+
+ if (proto->Damage[0].DamageMin > 0 )
+ {
+ damage = apply ? proto->Damage[0].DamageMin : BASE_MINDAMAGE;
+ SetBaseWeaponDamage(attType, MINDAMAGE, damage);
+ //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
+ }
+
+ if (proto->Damage[0].DamageMax > 0 )
+ {
+ damage = apply ? proto->Damage[0].DamageMax : BASE_MAXDAMAGE;
+ SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
+ }
+
+ if(!IsUseEquipedWeapon(slot==EQUIPMENT_SLOT_MAINHAND))
+ 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)
+{
+ AuraList const& auraCritList = GetAurasByType(SPELL_AURA_MOD_CRIT_PERCENT);
+ for(AuraList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end();++itr)
+ _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
+
+ AuraList const& auraDamageFlatList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE);
+ for(AuraList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr)
+ _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
+
+ AuraList const& auraDamagePCTList = GetAurasByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
+ for(AuraList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end();++itr)
+ _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
+}
+
+void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* 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->IsFitToSpellRequirements(aura->GetSpellProto()))
+ {
+ HandleBaseModValue(mod, FLAT_MOD, float (aura->GetModifier()->m_amount), apply);
+ }
+}
+
+void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply)
+{
+ // ignore spell mods for not wands
+ Modifier const* modifier = aura->GetModifier();
+ if((modifier->m_miscvalue & 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(modifier->m_auraname)
+ {
+ 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->IsFitToSpellRequirements(aura->GetSpellProto()))
+ {
+ HandleStatModifier(unitMod, unitModType, float(modifier->m_amount),apply);
+ }
+}
+
+void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
+{
+ if(!item)
+ return;
+
+ ItemPrototype const *proto = item->GetProto();
+ if(!proto)
+ return;
+
+ for (int i = 0; i < 5; 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)!=0)
+ return;
+
+ if(form_change) // check aura active state from other form
+ {
+ bool found = false;
+ for (int k=0; k < 3; ++k)
+ {
+ spellEffectPair spair = spellEffectPair(spellInfo->Id, k);
+ for (AuraMap::iterator iter = m_Auras.lower_bound(spair); iter != m_Auras.upper_bound(spair); ++iter)
+ {
+ if(!item || iter->second->GetCastItemGUID() == item->GetGUID())
+ {
+ found = true;
+ break;
+ }
+ }
+ if(found)
+ break;
+ }
+
+ if(found) // and skip re-cast already active aura at form change
+ 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)==0)
+ 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 (int 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(Item *item,Unit* Target, WeaponAttackType attType)
+{
+ if(!item || item->IsBroken())
+ return;
+
+ ItemPrototype const *proto = item->GetProto();
+ if(!proto)
+ return;
+
+ if (!Target || Target == this )
+ return;
+
+ for (int 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)
+ {
+ uint32 WeaponSpeed = GetAttackTime(attType);
+ chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate);
+ }
+ else if(chance > 100.0f)
+ {
+ chance = GetWeaponProcChance();
+ }
+
+ if (roll_chance_f(chance))
+ this->CastSpell(Target, spellInfo->Id, true, item);
+ }
+
+ // item combat enchantments
+ for(int 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 (int s=0;s<3;s++)
+ {
+ if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
+ 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 (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::_RemoveAllItemMods()
+{
+ sLog.outDebug("_RemoveAllItemMods start.");
+
+ for (int 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 (int 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 (int 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 (int 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::_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;
+
+ 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());
+ 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);
+}
+
+/*Loot type MUST be
+1-corpse, go
+2-skinning
+3-Fishing
+*/
+
+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)
+{
+ Loot *loot = 0;
+ PermissionTypes permission = ALL_PERMISSION;
+
+ sLog.outDebug("Player::SendLoot");
+ if (IS_GAMEOBJECT_GUID(guid))
+ {
+ sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
+ GameObject *go =
+ ObjectAccessor::GetGameObject(*this, 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->GetLootId();
+
+ if(lootid)
+ {
+ sLog.outDebug(" if(lootid)");
+ loot->clear();
+ loot->FillLoot(lootid, LootTemplates_Gameobject, this);
+ }
+
+ if(loot_type == LOOT_FISHING)
+ go->getFishLoot(loot);
+
+ go->SetLootState(GO_ACTIVATED);
+ }
+ }
+ else if (IS_ITEM_GUID(guid))
+ {
+ Item *item = GetItemByGuid( guid );
+
+ if (!item)
+ {
+ SendLootRelease(guid);
+ return;
+ }
+
+ if(loot_type == LOOT_DISENCHANTING)
+ {
+ loot = &item->loot;
+
+ if(!item->m_lootGenerated)
+ {
+ item->m_lootGenerated = true;
+ loot->clear();
+ loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this);
+ }
+ }
+ else if(loot_type == LOOT_PROSPECTING)
+ {
+ loot = &item->loot;
+
+ if(!item->m_lootGenerated)
+ {
+ item->m_lootGenerated = true;
+ loot->clear();
+ loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this);
+ }
+ }
+ else
+ {
+ loot = &item->loot;
+
+ if(!item->m_lootGenerated)
+ {
+ item->m_lootGenerated = true;
+ loot->clear();
+ loot->FillLoot(item->GetEntry(), LootTemplates_Item, this);
+
+ loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
+ }
+ }
+ }
+ 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();
+ // 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 = ObjectAccessor::GetCreature(*this, 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);
+
+ // 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);
+
+ 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);
+ }
+ // 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);
+
+ QuestItemList *q_list = 0;
+ if (permission != NONE_PERMISSION)
+ {
+ QuestItemMap const& lootPlayerQuestItems = loot->GetPlayerQuestItems();
+ QuestItemMap::const_iterator itr = lootPlayerQuestItems.find(GetGUIDLow());
+ if (itr == lootPlayerQuestItems.end())
+ q_list = loot->FillQuestLoot(this);
+ else
+ q_list = itr->second;
+ }
+
+ QuestItemList *ffa_list = 0;
+ if (permission != NONE_PERMISSION)
+ {
+ QuestItemMap const& lootPlayerFFAItems = loot->GetPlayerFFAItems();
+ QuestItemMap::const_iterator itr = lootPlayerFFAItems.find(GetGUIDLow());
+ if (itr == lootPlayerFFAItems.end())
+ ffa_list = loot->FillFFALoot(this);
+ else
+ ffa_list = itr->second;
+ }
+
+ QuestItemList *conditional_list = 0;
+ if (permission != NONE_PERMISSION)
+ {
+ QuestItemMap const& lootPlayerNonQuestNonFFAConditionalItems = loot->GetPlayerNonQuestNonFFAConditionalItems();
+ QuestItemMap::const_iterator itr = lootPlayerNonQuestNonFFAConditionalItems.find(GetGUIDLow());
+ if (itr == lootPlayerNonQuestNonFFAConditionalItems.end())
+ conditional_list = loot->FillNonQuestNonFFAConditionalLoot(this);
+ else
+ conditional_list = itr->second;
+ }
+
+ // LOOT_PICKPOCKETING, LOOT_PROSPECTING, LOOT_DISENCHANTING and LOOT_INSIGNIA unsupported by client, sending LOOT_SKINNING instead
+ if(loot_type == LOOT_PICKPOCKETING || loot_type == LOOT_DISENCHANTING || loot_type == LOOT_PROSPECTING || loot_type == LOOT_INSIGNIA)
+ loot_type = LOOT_SKINNING;
+
+ if(loot_type == LOOT_FISHINGHOLE)
+ loot_type = LOOT_FISHING;
+
+ WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
+
+ data << uint64(guid);
+ data << uint8(loot_type);
+ data << LootView(*loot, q_list, ffa_list, conditional_list, 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()
+{
+ // data depends on zoneid/mapid...
+ BattleGround* bg = GetBattleGround();
+ uint16 NumberOfFields = 0;
+ uint32 mapid = GetMapId();
+ uint32 zoneid = GetZoneId();
+ uint32 areaid = GetAreaId();
+ 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 = 6;
+ break;
+ case 2597:
+ NumberOfFields = 81;
+ break;
+ case 3277:
+ NumberOfFields = 14;
+ break;
+ case 3358:
+ case 3820:
+ NumberOfFields = 38;
+ break;
+ case 3483:
+ NumberOfFields = 22;
+ break;
+ case 3519:
+ NumberOfFields = 36;
+ break;
+ case 3521:
+ NumberOfFields = 35;
+ break;
+ case 3698:
+ case 3702:
+ case 3968:
+ NumberOfFields = 9;
+ break;
+ case 3703:
+ NumberOfFields = 9;
+ break;
+ default:
+ NumberOfFields = 10;
+ 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
+ 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 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
+ 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 uncontroled (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;
+ case 3483: // Hellfire Peninsula
+ data << uint32(0x9ba) << uint32(0x1); // 10
+ data << uint32(0x9b9) << uint32(0x1); // 11
+ data << uint32(0x9b5) << uint32(0x0); // 12
+ data << uint32(0x9b4) << uint32(0x1); // 13
+ data << uint32(0x9b3) << uint32(0x0); // 14
+ data << uint32(0x9b2) << uint32(0x0); // 15
+ data << uint32(0x9b1) << uint32(0x1); // 16
+ data << uint32(0x9b0) << uint32(0x0); // 17
+ data << uint32(0x9ae) << uint32(0x0); // 18 horde pvp objectives captured
+ data << uint32(0x9ac) << uint32(0x0); // 19
+ data << uint32(0x9a8) << uint32(0x0); // 20
+ data << uint32(0x9a7) << uint32(0x0); // 21
+ data << uint32(0x9a6) << uint32(0x1); // 22
+ break;
+ case 3519: // Terokkar Forest
+ data << uint32(0xa41) << uint32(0x0); // 10
+ data << uint32(0xa40) << uint32(0x14); // 11
+ data << uint32(0xa3f) << uint32(0x0); // 12
+ data << uint32(0xa3e) << uint32(0x0); // 13
+ data << uint32(0xa3d) << uint32(0x5); // 14
+ data << uint32(0xa3c) << uint32(0x0); // 15
+ data << uint32(0xa87) << uint32(0x0); // 16
+ data << uint32(0xa86) << uint32(0x0); // 17
+ data << uint32(0xa85) << uint32(0x0); // 18
+ data << uint32(0xa84) << uint32(0x0); // 19
+ data << uint32(0xa83) << uint32(0x0); // 20
+ data << uint32(0xa82) << uint32(0x0); // 21
+ data << uint32(0xa81) << uint32(0x0); // 22
+ data << uint32(0xa80) << uint32(0x0); // 23
+ data << uint32(0xa7e) << uint32(0x0); // 24
+ data << uint32(0xa7d) << uint32(0x0); // 25
+ data << uint32(0xa7c) << uint32(0x0); // 26
+ data << uint32(0xa7b) << uint32(0x0); // 27
+ data << uint32(0xa7a) << uint32(0x0); // 28
+ data << uint32(0xa79) << uint32(0x0); // 29
+ data << uint32(0x9d0) << uint32(0x5); // 30
+ data << uint32(0x9ce) << uint32(0x0); // 31
+ data << uint32(0x9cd) << uint32(0x0); // 32
+ data << uint32(0x9cc) << uint32(0x0); // 33
+ data << uint32(0xa88) << uint32(0x0); // 34
+ data << uint32(0xad0) << uint32(0x0); // 35
+ data << uint32(0xacf) << uint32(0x1); // 36
+ break;
+ case 3521: // Zangarmarsh
+ data << uint32(0x9e1) << uint32(0x0); // 10
+ data << uint32(0x9e0) << uint32(0x0); // 11
+ data << uint32(0x9df) << uint32(0x0); // 12
+ data << uint32(0xa5d) << uint32(0x1); // 13
+ data << uint32(0xa5c) << uint32(0x0); // 14
+ data << uint32(0xa5b) << uint32(0x1); // 15
+ data << uint32(0xa5a) << uint32(0x0); // 16
+ data << uint32(0xa59) << uint32(0x1); // 17
+ data << uint32(0xa58) << uint32(0x0); // 18
+ data << uint32(0xa57) << uint32(0x0); // 19
+ data << uint32(0xa56) << uint32(0x0); // 20
+ data << uint32(0xa55) << uint32(0x1); // 21
+ data << uint32(0xa54) << uint32(0x0); // 22
+ data << uint32(0x9e7) << uint32(0x0); // 23
+ data << uint32(0x9e6) << uint32(0x0); // 24
+ data << uint32(0x9e5) << uint32(0x0); // 25
+ data << uint32(0xa00) << uint32(0x0); // 26
+ 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
+ data << uint32(0xa61) << uint32(0x1); // 33
+ data << uint32(0xa60) << uint32(0x1); // 34
+ data << uint32(0xa5f) << uint32(0x0); // 35
+ break;
+ case 3698: // Nagrand Arena
+ data << uint32(0xa0f) << uint32(0x0); // 7
+ data << uint32(0xa10) << uint32(0x0); // 8
+ data << uint32(0xa11) << uint32(0x0); // 9
+ break;
+ case 3702: // Blade's Edge Arena
+ data << uint32(0x9f0) << uint32(0x0); // 7
+ data << uint32(0x9f1) << uint32(0x0); // 8
+ data << uint32(0x9f3) << uint32(0x0); // 9
+ break;
+ case 3968: // Ruins of Lordaeron
+ data << uint32(0xbb8) << uint32(0x0); // 7
+ data << uint32(0xbb9) << uint32(0x0); // 8
+ data << uint32(0xbba) << uint32(0x0); // 9
+ break;
+ case 3703: // Shattrath City
+ 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);
+ data << uint32(resetTalentsCost());
+ 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( uint32 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;
+ }
+ SetByteValue(UNIT_FIELD_BYTES_2, 0, 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;
+ 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_1;
+ slots[1] = INVENTORY_SLOT_BAG_2;
+ slots[2] = INVENTORY_SLOT_BAG_3;
+ slots[3] = INVENTORY_SLOT_BAG_4;
+ 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;
+ }
+ break;
+ }
+ default :
+ return NULL_SLOT;
+ }
+
+ if( slot != NULL_SLOT )
+ {
+ if( swap || !GetItemByPos( INVENTORY_SLOT_BAG_0, slot ) )
+ {
+ for (int i = 0; i < 4; i++)
+ {
+ if ( slots[i] == slot )
+ return slot;
+ }
+ }
+ }
+ else
+ {
+ // search free slot at first
+ for (int i = 0; i < 4; i++)
+ {
+ if ( slots[i] != NULL_SLOT && !GetItemByPos( INVENTORY_SLOT_BAG_0, slots[i] ) )
+ {
+ // in case 2hand equipped weapon offhand slot empty but not free
+ if(slots[i]==EQUIPMENT_SLOT_OFFHAND)
+ {
+ Item* mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
+ if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON)
+ return slots[i];
+ }
+ else
+ return slots[i];
+ }
+ }
+
+ // if not found free and can swap return first appropriate from used
+ for (int 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
+{
+ Item *pItem;
+ uint32 tempcount = 0;
+
+ uint8 res = EQUIP_ERR_OK;
+
+ for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && 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(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ {
+ pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->GetEntry() == item )
+ {
+ tempcount += pItem->GetCount();
+ if( tempcount >= count )
+ return EQUIP_ERR_OK;
+ }
+ }
+ for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
+ {
+ pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->GetEntry() == item )
+ {
+ tempcount += pItem->GetCount();
+ if( tempcount >= count )
+ return EQUIP_ERR_OK;
+ }
+ }
+ Bag *pBag;
+ ItemPrototype const *pBagProto;
+ for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pBag )
+ {
+ pBagProto = pBag->GetProto();
+ if( pBagProto )
+ {
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
+ {
+ pItem = GetItemByPos( i, j );
+ if( pItem && 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(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ {
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem != skipItem && pItem->GetEntry() == item )
+ count += pItem->GetCount();
+ }
+ for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
+ {
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem != skipItem && pItem->GetEntry() == item )
+ count += 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 )
+ count += pBag->GetItemCount(item,skipItem);
+ }
+
+ if(skipItem && skipItem->GetProto()->GemProperties)
+ {
+ for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ {
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
+ count += pItem->GetGemCountWithID(item);
+ }
+ }
+
+ if(inBankAlso)
+ {
+ for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
+ {
+ Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem != skipItem && pItem->GetEntry() == item )
+ count += 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 )
+ count += pBag->GetItemCount(item,skipItem);
+ }
+
+ if(skipItem && skipItem->GetProto()->GemProperties)
+ {
+ for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
+ {
+ Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color )
+ count += pItem->GetGemCountWithID(item);
+ }
+ }
+ }
+
+ return count;
+}
+
+Item* Player::GetItemByGuid( uint64 guid ) const
+{
+ for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ {
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->GetGUID() == guid )
+ return pItem;
+ }
+ for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
+ {
+ Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->GetGUID() == guid )
+ return pItem;
+ }
+
+ for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pBag )
+ {
+ ItemPrototype const *pBagProto = pBag->GetProto();
+ if( pBagProto )
+ {
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
+ {
+ Item* pItem = pBag->GetItemByPos( j );
+ if( pItem && pItem->GetGUID() == guid )
+ return pItem;
+ }
+ }
+ }
+ }
+ for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
+ {
+ Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pBag )
+ {
+ ItemPrototype const *pBagProto = pBag->GetProto();
+ if( pBagProto )
+ {
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
+ {
+ Item* pItem = pBag->GetItemByPos( j );
+ if( pItem && 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 < KEYRING_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 )
+ {
+ Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
+ if ( pBag )
+ return pBag->GetItemByPos(slot);
+ }
+ return NULL;
+}
+
+Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) 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 = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
+ if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
+ return NULL;
+
+ if(!useable)
+ return item;
+
+ if( item->IsBroken() || !IsUseEquipedWeapon(attackType==BASE_ATTACK) )
+ return NULL;
+
+ return item;
+}
+
+Item* Player::GetShield(bool useable) const
+{
+ Item* item = GetItemByPos(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;
+}
+
+uint32 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::HasBankBagSlot( uint8 slot ) const
+{
+ uint32 maxslot = GetByteValue(PLAYER_BYTES_2, 2) + BANK_SLOT_BAG_START;
+ if( slot < maxslot )
+ return true;
+ return false;
+}
+
+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 < KEYRING_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::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
+{
+ uint32 tempcount = 0;
+ for(int 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(int i = KEYRING_SLOT_START; i < KEYRING_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(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ {
+ if(ItemPrototype const *pBagProto = pBag->GetProto())
+ {
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
+ {
+ Item* pItem = GetItemByPos( i, j );
+ if( pItem && pItem->GetEntry() == item )
+ {
+ tempcount += pItem->GetCount();
+ if( tempcount >= count )
+ return true;
+ }
+ }
+ }
+ }
+ }
+
+ if(inBankAlso)
+ {
+ for(int 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(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
+ {
+ if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ {
+ if(ItemPrototype const *pBagProto = pBag->GetProto())
+ {
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
+ {
+ Item* pItem = GetItemByPos( i, j );
+ if( pItem && pItem->GetEntry() == item )
+ {
+ tempcount += pItem->GetCount();
+ if( tempcount >= count )
+ return true;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ return false;
+}
+
+Item* Player::GetItemOrItemWithGemEquipped( uint32 item ) const
+{
+ Item *pItem;
+ for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
+ {
+ pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->GetEntry() == item )
+ return pItem;
+ }
+
+ ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
+ if (pProto && pProto->GemProperties)
+ {
+ for(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
+ {
+ pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->GetProto()->Socket[0].Color )
+ {
+ if (pItem->GetGemCountWithID(item) > 0 )
+ return pItem;
+ }
+ }
+ }
+
+ return NULL;
+}
+
+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;
+ }
+
+ // no maximum
+ if(pProto->MaxCount == 0)
+ return EQUIP_ERR_OK;
+
+ uint32 curcount = GetItemCount(pProto->ItemId,true,pItem);
+
+ if( curcount + count > pProto->MaxCount )
+ {
+ if(no_space_count)
+ *no_space_count = count +curcount - pProto->MaxCount;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ 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 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
+ return true;
+ }
+ for(uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; ++i)
+ {
+ pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
+ return true;
+ }
+ Bag *pBag;
+ ItemPrototype const *pBagProto;
+ for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pBag )
+ {
+ pBagProto = pBag->GetProto();
+ if( pBagProto )
+ {
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; ++j)
+ {
+ pItem = GetItemByPos( 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;
+
+ // 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( !ItemCanGoIntoBag(pProto,pBagProto) )
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+ }
+
+ // non empty stack with space
+ need_space = pProto->Stackable;
+ }
+ // 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->Stackable)
+ return EQUIP_ERR_ITEM_CANT_STACK;
+
+ need_space = pProto->Stackable - 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 < pBagProto->ContainerSlots; 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->Stackable )
+ {
+ uint32 need_space = pProto->Stackable - 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->Stackable;
+ 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->Stackable )
+ {
+ uint32 need_space = pProto->Stackable - 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->Stackable;
+ 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(GetGUID()))
+ {
+ 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 spece 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,KEYRING_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 (specilized/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(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,KEYRING_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(int 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(int 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;
+ }
+ }
+
+ for(int 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(int 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];
+
+ 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));
+
+ for(int 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(int 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(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ Bag *pBag;
+ ItemPrototype const *pBagProto;
+
+ pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pBag )
+ {
+ pBagProto = pBag->GetProto();
+
+ if( pBagProto )
+ {
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; 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(GetGUID()))
+ 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->Stackable )
+ {
+ inv_keys[t-KEYRING_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->Stackable )
+ {
+ 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 )
+ {
+ pBagProto = pBag->GetProto();
+ if( pBagProto )
+ {
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
+ {
+ pItem2 = GetItemByPos( t, j );
+ if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->Stackable )
+ {
+ 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;
+
+ 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 < pBagProto->ContainerSlots; 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();
+ if( pBagProto && ItemCanGoIntoBag(pProto,pBagProto))
+ {
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; 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, uint32 count, bool swap ) const
+{
+ dest = 0;
+ Item *pItem = Item::CreateItem( item, count, 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(GetGUID()))
+ 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;
+
+ // 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
+
+ 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;
+
+ // check unique-equipped on item
+ if (pProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
+ {
+ // there is an equip limit on this item
+ Item* tItem = GetItemOrItemWithGemEquipped(pProto->ItemId);
+ if (tItem && (!swap || tItem->GetSlot() != eslot ) )
+ return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
+ }
+
+ // 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 && (pGem->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED))
+ {
+ Item* tItem = GetItemOrItemWithGemEquipped(enchantEntry->GemID);
+ if(tItem && (!swap || tItem->GetSlot() != eslot ))
+ return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
+ }
+ }
+
+ // check unique-equipped special item classes
+ if (pProto->Class == ITEM_CLASS_QUIVER)
+ {
+ for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if( Item* pBag = GetItemByPos( INVENTORY_SLOT_BAG_0, i ) )
+ {
+ if( ItemPrototype const* pBagProto = pBag->GetProto() )
+ {
+ if( pBagProto->Class==pProto->Class && pBagProto->SubClass==pProto->SubClass &&
+ (!swap || pBag->GetSlot() != eslot ) )
+ {
+ if(pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
+ return EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH;
+ else
+ return 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;
+ }
+
+ Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
+ if(mainItem)
+ {
+ if(mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON)
+ 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_MAINHAND)
+ return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
+
+ // offhand item must can be stored in inventitory 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;
+ }
+ }
+ if( !swap )
+ return EQUIP_ERR_ITEM_NOT_FOUND;
+ else
+ return 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;
+
+ 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(GetGUID()) )
+ 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( pProto->InventoryType == INVTYPE_BAG )
+ {
+ Bag *pBag = (Bag*)pItem;
+ if( pBag )
+ {
+ if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
+ {
+ if( !HasBankBagSlot( slot ) )
+ return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
+ if( uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK )
+ return cantuse;
+ }
+ else
+ {
+ if( !pBag->IsEmpty() )
+ return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
+ }
+ }
+ }
+ else
+ {
+ if( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END )
+ return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
+ }
+
+ 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 spece 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 spece 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(int 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(int 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(int 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(int 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(GetGUID()) )
+ 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 )
+ {
+ if( GetSkillValue( pItem->GetSkill() ) == 0 )
+ return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
+ }
+ 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( 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( GetReputation() < pProto->RequiredReputation )
+ return EQUIP_ERR_CANT_EQUIP_REPUTATION;
+ */
+ if( getLevel() < pProto->RequiredLevel )
+ return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
+
+ // Requires No Ammo
+ if(GetDummyAura(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;
+
+ 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);
+ }
+
+ 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", bag, slot, pItem->GetEntry(), count);
+
+ 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( (uint16)(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( IsInWorld() && update )
+ {
+ pItem->AddToWorld();
+ pItem->SendUpdateToPlayer( this );
+ }
+
+ pItem->SetState(ITEM_CHANGED, this);
+ }
+ else
+ {
+ Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
+ if( pBag )
+ {
+ 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, uint32 count, bool update )
+{
+ Item *pItem = Item::CreateItem( item, count, this );
+ if( pItem )
+ {
+ ItemAddedQuestCheck( item, count );
+ Item * retItem = EquipItem( pos, pItem, update );
+
+ return retItem;
+ }
+ return NULL;
+}
+
+Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
+{
+ if( pItem )
+ {
+ 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)
+ {
+ m_weaponChangeTimer = DEFAULT_SWITCH_WEAPON;
+ if (getClass() == CLASS_ROGUE)
+ m_weaponChangeTimer = ROGUE_SWITCH_WEAPON;
+ }
+ }
+
+ if( IsInWorld() && update )
+ {
+ pItem->AddToWorld();
+ pItem->SendUpdateToPlayer( this );
+ }
+
+ ApplyEquipCooldown(pItem);
+
+ if( slot == EQUIPMENT_SLOT_MAINHAND )
+ UpdateExpertise(BASE_ATTACK);
+ else if( slot == EQUIPMENT_SLOT_OFFHAND )
+ UpdateExpertise(OFF_ATTACK);
+ }
+ 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;
+ }
+ }
+
+ 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 );
+ }
+ }
+}
+
+void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
+{
+ // PLAYER_VISIBLE_ITEM_i_CREATOR // Size: 2
+ // PLAYER_VISIBLE_ITEM_i_0 // Size: 12
+ // entry // Size: 1
+ // inspected enchantments // Size: 6
+ // ? // Size: 5
+ // PLAYER_VISIBLE_ITEM_i_PROPERTIES // Size: 1 (property,suffix factor)
+ // PLAYER_VISIBLE_ITEM_i_PAD // Size: 1
+ // // = 16
+
+ if(pItem)
+ {
+ SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetUInt64Value(ITEM_FIELD_CREATOR));
+
+ int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
+ SetUInt32Value(VisibleBase + 0, pItem->GetEntry());
+
+ for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
+ SetUInt32Value(VisibleBase + 1 + i, pItem->GetEnchantmentId(EnchantmentSlot(i)));
+
+ // Use SetInt16Value to prevent set high part to FFFF for negative value
+ SetInt16Value( PLAYER_VISIBLE_ITEM_1_PROPERTIES + (slot * MAX_VISIBLE_ITEM_OFFSET), 0, pItem->GetItemRandomPropertyId());
+ SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), pItem->GetItemSuffixFactor());
+ }
+ else
+ {
+ SetUInt64Value(PLAYER_VISIBLE_ITEM_1_CREATOR + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
+
+ int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (slot * MAX_VISIBLE_ITEM_OFFSET);
+ SetUInt32Value(VisibleBase + 0, 0);
+
+ for(int i = 0; i < MAX_INSPECTED_ENCHANTMENT_SLOT; ++i)
+ SetUInt32Value(VisibleBase + 1 + i, 0);
+
+ SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 0 + (slot * MAX_VISIBLE_ITEM_OFFSET), 0);
+ SetUInt32Value(PLAYER_VISIBLE_ITEM_1_PROPERTIES + 1 + (slot * MAX_VISIBLE_ITEM_OFFSET), 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( (uint16)(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
+ 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);
+ }
+ }
+ }
+
+ m_items[slot] = NULL;
+ SetUInt64Value((uint16)(PLAYER_FIELD_INV_SLOT_HEAD + (slot*2)), 0);
+
+ if ( slot < EQUIPMENT_SLOT_END )
+ SetVisibleItemSlot(slot,NULL);
+ }
+ else
+ {
+ Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
+ if( pBag )
+ 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 );
+
+ if( slot == EQUIPMENT_SLOT_MAINHAND )
+ UpdateExpertise(BASE_ATTACK);
+ else if( slot == EQUIPMENT_SLOT_OFFHAND )
+ UpdateExpertise(OFF_ATTACK);
+ }
+}
+
+// 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 laready 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 (int 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());
+
+ ItemPrototype const *pProto = pItem->GetProto();
+
+ RemoveEnchantmentDurations(pItem);
+ RemoveItemDurations(pItem);
+
+ ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
+
+ if( bag == INVENTORY_SLOT_BAG_0 )
+ {
+
+ SetUInt64Value((uint16)(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);
+
+ // equipment visual show
+ SetVisibleItemSlot(slot,NULL);
+ }
+
+ 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);
+ Item *pItem;
+ ItemPrototype const *pProto;
+ uint32 remcount = 0;
+
+ // in inventory
+ for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ {
+ pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && 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
+ {
+ pProto = pItem->GetProto();
+ ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
+ pItem->SetCount( pItem->GetCount() - count + remcount );
+ if( IsInWorld() & update )
+ pItem->SendUpdateToPlayer( this );
+ pItem->SetState(ITEM_CHANGED, this);
+ return;
+ }
+ }
+ }
+ for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
+ {
+ pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && 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
+ {
+ pProto = pItem->GetProto();
+ 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
+ Bag *pBag;
+ ItemPrototype const *pBagProto;
+ for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pBag )
+ {
+ pBagProto = pBag->GetProto();
+ if( pBagProto )
+ {
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
+ {
+ pItem = pBag->GetItemByPos(j);
+ if( pItem && 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
+ {
+ pProto = pItem->GetProto();
+ 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(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ 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
+ {
+ pProto = pItem->GetProto();
+ 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(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ {
+ Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
+ DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+ }
+ for(int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
+ {
+ Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
+ DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+ }
+
+ // in inventory bags
+ for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pBag )
+ {
+ ItemPrototype const *pBagProto = pBag->GetProto();
+ if( pBagProto )
+ {
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
+ {
+ Item* pItem = pBag->GetItemByPos(j);
+ if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
+ DestroyItem( i, j, update);
+ }
+ }
+ }
+ }
+
+ // in equipment and bag list
+ for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->IsLimitedToAnotherMapOrZone(GetMapId(),new_zone) )
+ DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+ }
+}
+
+void Player::DestroyConjuredItems( bool update )
+{
+ // used when entering arena
+ // distroys all conjured items
+ sLog.outDebug( "STORAGE: DestroyConjuredItems" );
+
+ // in inventory
+ for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ {
+ Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->GetProto() &&
+ (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
+ (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
+ DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+ }
+
+ // in inventory bags
+ for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pBag )
+ {
+ ItemPrototype const *pBagProto = pBag->GetProto();
+ if( pBagProto )
+ {
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
+ {
+ Item* pItem = pBag->GetItemByPos(j);
+ if( pItem && pItem->GetProto() &&
+ (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
+ (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
+ DestroyItem( i, j, update);
+ }
+ }
+ }
+ }
+
+ // in equipment and bag list
+ for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->GetProto() &&
+ (pItem->GetProto()->Class == ITEM_CLASS_CONSUMABLE) &&
+ (pItem->GetProto()->Flags & ITEM_FLAGS_CONJURED) )
+ DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
+ }
+}
+
+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;
+ }
+
+ 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
+ uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ));
+ 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;
+ }
+
+ 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();
+ }
+ }
+ else // 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
+ uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) );
+ if(msg != EQUIP_ERR_OK)
+ {
+ SendEquipError( msg, pSrcItem, pDstItem );
+ return;
+ }
+ }
+
+ // attempt merge to / fill target item
+ {
+ 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()->Stackable )
+ {
+ 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()->Stackable );
+ pDstItem->SetCount( pSrcItem->GetProto()->Stackable );
+ 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;
+ 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;
+ 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;
+ }
+
+ // 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);
+
+ 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() );
+ ItemPrototype const *pProto = pItem->GetProto();
+ if( pProto )
+ 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)
+ {
+ 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)
+ {
+ uint32 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(int i = 0; i < TRADE_SLOT_COUNT; i++)
+ tradeItems[i] = NULL_SLOT;
+}
+
+void Player::TradeCancel(bool sendback)
+{
+ if(pTrader)
+ {
+ // send yellow "Trade cancelled" 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::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::RemoveAllEnchantments(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))
+ {
+ // 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(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ {
+ Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pItem && pItem->GetEnchantmentId(slot) )
+ pItem->ClearEnchantment(slot);
+ }
+
+ // in inventory bags
+ for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
+ if( pBag )
+ {
+ ItemPrototype const *pBagProto = pBag->GetProto();
+ if( pBagProto )
+ {
+ for(uint32 j = 0; j < pBagProto->ContainerSlots; j++)
+ {
+ Item* pItem = pBag->GetItemByPos(j);
+ if( pItem && 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(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;
+
+ 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 = int32(enchant_amount);
+ // Random Property Exist - try found basepoints for spell (basepoints depencs from item suffix factor)
+ if (item->GetItemRandomPropertyId() !=0 && !enchant_amount)
+ {
+ 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_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;
+ 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;
+ }
+ default:
+ sLog.outError("Unknown item enchantment display type: %d",enchant_display_type);
+ break;
+ } /*switch(enchant_display_type)*/
+ } /*for*/
+
+ // visualize enchantment at player and equipped items
+ if(slot < MAX_INSPECTED_ENCHANTMENT_SLOT)
+ {
+ int VisibleBase = PLAYER_VISIBLE_ITEM_1_0 + (item->GetSlot() * MAX_VISIBLE_ITEM_OFFSET);
+ SetUInt32Value(VisibleBase + 1 + slot, 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::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::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 << 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 << uint32(item->GetItemRandomPropertyId()); // random item property id
+ data << uint32(count); // count of items
+ data << GetItemCount(item->GetEntry()); // count of items in inventory
+
+ if (broadcast && GetGroup())
+ GetGroup()->BroadcastPacket(&data);
+ else
+ GetSession()->SendPacket(&data);
+}
+
+/*********************************************************/
+/*** QUEST SYSTEM ***/
+/*********************************************************/
+
+void Player::PrepareQuestMenu( uint64 guid )
+{
+ Object *pObject;
+ QuestRelations* pObjectQR;
+ QuestRelations* pObjectQIR;
+ Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
+ if( pCreature )
+ {
+ pObject = (Object*)pCreature;
+ pObjectQR = &objmgr.mCreatureQuestRelations;
+ pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
+ }
+ else
+ {
+ GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, 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_REWARD_REP);
+ else if ( status == QUEST_STATUS_INCOMPLETE )
+ qm.AddMenuItem(quest_id, DIALOG_STATUS_INCOMPLETE);
+ 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_REWARD_REP);
+ else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
+ qm.AddMenuItem(quest_id, DIALOG_STATUS_AVAILABLE);
+ }
+}
+
+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_REWARD_REP && !GetQuestRewardStatus( quest_id ) )
+ PlayerTalkClass->SendQuestGiverRequestItems( pQuest, guid, CanRewardQuest(pQuest,false), true );
+ 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() )
+ 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 = "";
+ Creature *pCreature = ObjectAccessor::GetCreature(*this, guid);
+ if( pCreature )
+ {
+ uint32 textid = pCreature->GetNpcTextId();
+ GossipText * 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::GetCreature(*this, guid);
+ if( pCreature )
+ {
+ pObject = (Object*)pCreature;
+ pObjectQR = &objmgr.mCreatureQuestRelations;
+ pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
+ }
+ else
+ {
+ GameObject *pGameObject = ObjectAccessor::GetGameObject(*this, 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 msg = 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( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
+ return true;
+ else if( msg != EQUIP_ERR_OK )
+ {
+ SendEquipError( msg, 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_MANGOS_FLAGS_DELIVER ) )
+ {
+ for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
+ {
+ if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
+ return false;
+ }
+ }
+
+ if ( qInfo->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
+ {
+ for(int 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_MANGOS_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
+ return false;
+
+ if ( qInfo->HasFlag( QUEST_MANGOS_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 && GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
+ 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_MANGOS_FLAGS_DELIVER) )
+ for(int i = 0; i < QUEST_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 (10 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_MANGOS_FLAGS_DELIVER ) )
+ {
+ for(int i = 0; i < QUEST_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];
+ if (questStatusData.uState != QUEST_NEW)
+ questStatusData.uState = QUEST_CHANGED;
+
+ // check for repeatable quests status reset
+ questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
+ questStatusData.m_explored = false;
+
+ if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
+ {
+ for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
+ questStatusData.m_itemcount[i] = 0;
+ }
+
+ if ( pQuest->HasFlag(QUEST_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO) )
+ {
+ for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
+ questStatusData.m_creatureOrGOcount[i] = 0;
+ }
+
+ GiveQuestSourceItem( pQuest );
+ AdjustQuestReqItemCount( pQuest );
+
+ if( pQuest->GetRepObjectiveFaction() )
+ SetFactionVisibleForFactionId(pQuest->GetRepObjectiveFaction());
+
+ uint32 qtime = 0;
+ if( pQuest->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
+ {
+ uint32 limittime = pQuest->GetLimitTime();
+
+ // shared timed quest
+ if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER)
+ limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / 1000;
+
+ AddTimedQuest( quest_id );
+ questStatusData.m_timer = limittime * 1000;
+ qtime = static_cast<uint32>(time(NULL)) + limittime;
+ }
+ else
+ questStatusData.m_timer = 0;
+
+ SetQuestSlot(log_slot, quest_id, qtime);
+
+ //starting initial quest script
+ if(questGiver && pQuest->GetQuestStartScript()!=0)
+ sWorld.ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
+
+ UpdateForQuestsGO();
+}
+
+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 )
+{
+ uint32 quest_id = pQuest->GetQuestId();
+
+ for (int i = 0; i < QUEST_OBJECTIVES_COUNT; i++ )
+ {
+ if ( pQuest->ReqItemId[i] )
+ DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
+ }
+
+ //if( qInfo->HasSpecialFlag( QUEST_FLAGS_TIMED ) )
+ // SetTimedQuest( 0 );
+ m_timedquests.erase(pQuest->GetQuestId());
+
+ if ( pQuest->GetRewChoiceItemsCount() > 0 )
+ {
+ if( pQuest->RewChoiceItemId[reward] )
+ {
+ ItemPosCountVec dest;
+ if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK )
+ {
+ Item* item = StoreNewItem( dest, pQuest->RewChoiceItemId[reward], true);
+ SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
+ }
+ }
+ }
+
+ if ( pQuest->GetRewItemsCount() > 0 )
+ {
+ for (uint32 i=0; i < pQuest->GetRewItemsCount(); ++i)
+ {
+ if( pQuest->RewItemId[i] )
+ {
+ ItemPosCountVec dest;
+ if( CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ) == EQUIP_ERR_OK )
+ {
+ Item* item = StoreNewItem( dest, pQuest->RewItemId[i], true);
+ SendNewItem(item, pQuest->RewItemCount[i], true, false);
+ }
+ }
+ }
+ }
+
+ RewardReputation( pQuest );
+
+ if( pQuest->GetRewSpellCast() > 0 )
+ CastSpell( this, pQuest->GetRewSpellCast(), true);
+ else if( pQuest->GetRewSpell() > 0)
+ CastSpell( this, pQuest->GetRewSpell(), true);
+
+ 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));
+
+ if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
+ GiveXP( XP , NULL );
+ else
+ ModifyMoney( int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)) );
+
+ // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
+ ModifyMoney( pQuest->GetRewOrReqMoney() );
+
+ // title reward
+ if(pQuest->GetCharTitleId())
+ {
+ if(CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
+ SetFlag64(PLAYER__FIELD_KNOWN_TITLES, (uint64(1) << titleEntry->bit_index));
+ }
+
+ // Send reward mail
+ if(pQuest->GetRewMailTemplateId())
+ {
+ MailMessageType mailType;
+ uint32 senderGuidOrEntry;
+ switch(questGiver->GetTypeId())
+ {
+ case TYPEID_UNIT:
+ mailType = MAIL_CREATURE;
+ senderGuidOrEntry = questGiver->GetEntry();
+ break;
+ case TYPEID_GAMEOBJECT:
+ mailType = MAIL_GAMEOBJECT;
+ senderGuidOrEntry = questGiver->GetEntry();
+ break;
+ case TYPEID_ITEM:
+ mailType = MAIL_ITEM;
+ senderGuidOrEntry = questGiver->GetEntry();
+ break;
+ case TYPEID_PLAYER:
+ mailType = MAIL_NORMAL;
+ senderGuidOrEntry = questGiver->GetGUIDLow();
+ break;
+ default:
+ mailType = MAIL_NORMAL;
+ senderGuidOrEntry = GetGUIDLow();
+ break;
+ }
+
+ Loot questMailLoot;
+
+ questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this);
+
+ // fill mail
+ MailItemsInfo mi; // item list preparing
+
+ for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.items.size(); ++i)
+ {
+ if(LootItem* lootitem = questMailLoot.LootItemInSlot(i,this))
+ {
+ if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
+ {
+ item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
+ mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
+ }
+ }
+ }
+
+ for(size_t i = 0; mi.size() < MAX_MAIL_ITEMS && i < questMailLoot.quest_items.size(); ++i)
+ {
+ if(LootItem* lootitem = questMailLoot.LootItemInSlot(i+questMailLoot.items.size(),this))
+ {
+ if(Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this))
+ {
+ item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted
+ mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
+ }
+ }
+ }
+
+ WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId());
+ }
+
+ if(pQuest->IsDaily())
+ SetDailyQuestStatus(quest_id);
+
+ if ( !pQuest->IsRepeatable() )
+ SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
+ else
+ SetQuestStatus(quest_id, QUEST_STATUS_NONE);
+
+ q_status.m_rewarded = true;
+
+ if(announce)
+ SendQuestReward( pQuest, XP, questGiver );
+
+ if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
+}
+
+void Player::FailQuest( uint32 quest_id )
+{
+ if( quest_id )
+ {
+ IncompleteQuest( quest_id );
+
+ uint16 log_slot = FindQuestSlot( quest_id );
+ if( log_slot < MAX_QUEST_LOG_SIZE)
+ {
+ SetQuestSlotTimer(log_slot, 1 );
+ SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
+ }
+ SendQuestFailed( quest_id );
+ }
+}
+
+void Player::FailTimedQuest( uint32 quest_id )
+{
+ if( quest_id )
+ {
+ QuestStatusData& q_status = mQuestStatus[quest_id];
+
+ if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
+ q_status.m_timer = 0;
+
+ IncompleteQuest( quest_id );
+
+ uint16 log_slot = FindQuestSlot( quest_id );
+ if( log_slot < MAX_QUEST_LOG_SIZE)
+ {
+ SetQuestSlotTimer(log_slot, 1 );
+ SetQuestSlotState(log_slot,QUEST_STATE_FAIL);
+ }
+ SendQuestTimerFailed( quest_id );
+ }
+}
+
+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 complited and rewarded
+ ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
+ ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
+
+ assert(iter!=end); // always must be found if qPrevInfo->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 == 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 iter = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
+ ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
+
+ assert(iter!=end); // always must be found if qPrevInfo->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 == 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 && GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
+ {
+ if( msg )
+ SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
+ return false;
+ }
+
+ uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
+ if(fIdMax && 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 ( (find(m_timedquests.begin(), m_timedquests.end(), qInfo->GetQuestId()) != m_timedquests.end()) && qInfo->HasFlag(QUEST_MANGOS_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;
+
+ 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 )
+{
+ Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
+ if( qInfo )
+ {
+ if( status == QUEST_STATUS_NONE || status == QUEST_STATUS_INCOMPLETE || status == QUEST_STATUS_COMPLETE )
+ {
+ if( qInfo->HasFlag( QUEST_MANGOS_FLAGS_TIMED ) )
+ m_timedquests.erase(qInfo->GetQuestId());
+ }
+
+ QuestStatusData& q_status = mQuestStatus[quest_id];
+
+ q_status.m_status = status;
+ if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
+ }
+
+ UpdateForQuestsGO();
+}
+
+// not used in MaNGOS, 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 (int 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 )
+{
+ if ( pQuest->HasFlag( QUEST_MANGOS_FLAGS_DELIVER ) )
+ {
+ for(int i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
+ {
+ uint32 reqitemcount = pQuest->ReqItemCount[i];
+ if( reqitemcount != 0 )
+ {
+ uint32 quest_id = pQuest->GetQuestId();
+ uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
+
+ QuestStatusData& q_status = mQuestStatus[quest_id];
+ q_status.m_itemcount[i] = std::min(curitemcount, reqitemcount);
+ if (q_status.uState != QUEST_NEW) q_status.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 mangosd, 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( int 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_MANGOS_FLAGS_DELIVER ) )
+ continue;
+
+ for (int j = 0; j < QUEST_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;
+ }
+ }
+ }
+ UpdateForQuestsGO();
+}
+
+void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count )
+{
+ for( int 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_MANGOS_FLAGS_DELIVER ) )
+ continue;
+
+ for (int j = 0; j < QUEST_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;
+ }
+ }
+ }
+ UpdateForQuestsGO();
+}
+
+void Player::KilledMonster( uint32 entry, uint64 guid )
+{
+ uint32 addkillcount = 1;
+ for( int 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_MANGOS_FLAGS_KILL_OR_CAST) )
+ {
+ for (int 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_CREATURE_GUID(guid);
+
+ uint32 addCastCount = 1;
+ for( int 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_MANGOS_FLAGS_KILL_OR_CAST ) )
+ {
+ for (int 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];
+ }
+ 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( int 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_MANGOS_FLAGS_KILL_OR_CAST | QUEST_MANGOS_FLAGS_SPEAKTO ) )
+ {
+ for (int 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( int 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 );
+ }
+ }
+ }
+}
+
+bool Player::HasQuestForItem( uint32 itemid ) const
+{
+ for( QuestStatusMap::const_iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
+ {
+ QuestStatusData const& q_status = i->second;
+
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
+ 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)
+ continue;
+
+ // There should be no mixed ReqItem/ReqSource drop
+ // This part for ReqItem drop
+ for (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++)
+ {
+ if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] )
+ return true;
+ }
+ // This part - for ReqSource
+ for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++)
+ {
+ // examined item is a source item
+ if (qinfo->ReqSourceId[j] == itemid && qinfo->ReqSourceRef[j] > 0 && qinfo->ReqSourceRef[j] <= QUEST_OBJECTIVES_COUNT)
+ {
+ uint32 idx = qinfo->ReqSourceRef[j]-1;
+
+ // total count of created ReqItems and SourceItems is less than ReqItemCount
+ if(qinfo->ReqItemId[idx] != 0 &&
+ q_status.m_itemcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqItemCount[idx] * qinfo->ReqSourceCount[j])
+ return true;
+
+ // total count of casted ReqCreatureOrGOs and SourceItems is less than ReqCreatureOrGOCount
+ if (qinfo->ReqCreatureOrGOId[idx] != 0)
+ {
+ if(q_status.m_creatureOrGOcount[idx] * qinfo->ReqSourceCount[j] + GetItemCount(itemid,true) < qinfo->ReqCreatureOrGOCount[idx] * qinfo->ReqSourceCount[j])
+ return true;
+ }
+ // spell with SPELL_EFFECT_QUEST_COMPLETE or SPELL_EFFECT_SEND_EVENT (with script) case
+ else if(qinfo->ReqSpell[idx] != 0)
+ {
+ // not casted and need more reagents/item for use.
+ if(!q_status.m_explored && GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
+ return true;
+ }
+ }
+ }
+ }
+ }
+ return false;
+}
+
+void Player::SendQuestComplete( uint32 quest_id )
+{
+ if( quest_id )
+ {
+ WorldPacket data( SMSG_QUESTUPDATE_COMPLETE, 4 );
+ data << 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 );
+ WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4+4+pQuest->GetRewItemsCount()*8) );
+ data << questid;
+ data << uint32(0x03);
+
+ if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
+ {
+ data << XP;
+ data << uint32(pQuest->GetRewOrReqMoney());
+ }
+ else
+ {
+ data << uint32(0);
+ data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
+ }
+ data << uint32(0); // new 2.3.0, HonorPoints?
+ data << uint32( pQuest->GetRewItemsCount() ); // max is 5
+
+ for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
+ {
+ if ( pQuest->RewItemId[i] > 0 )
+ data << pQuest->RewItemId[i] << pQuest->RewItemCount[i];
+ else
+ data << uint32(0) << uint32(0);
+ }
+ GetSession()->SendPacket( &data );
+
+ if (pQuest->GetQuestCompleteScript() != 0)
+ sWorld.ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
+}
+
+void Player::SendQuestFailed( uint32 quest_id )
+{
+ if( quest_id )
+ {
+ WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4 );
+ data << quest_id;
+ 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 << 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::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, (4+4) );
+ 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 < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)");
+
+ 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 *result, uint32 guid )
+{
+ bool delete_result = true;
+ if(!result)
+ {
+ // 0 1 2 3 4 5 6 7 8
+ result = CharacterDatabase.PQuery("SELECT data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login FROM characters WHERE guid = '%u'",guid);
+ if(!result) return false;
+ }
+ else delete_result = false;
+
+ Field *fields = result->Fetch();
+
+ if(!LoadValues( fields[0].GetString()))
+ {
+ sLog.outError("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
+ if(delete_result) delete result;
+ return false;
+ }
+
+ // overwrite possible wrong/corrupted guid
+ SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
+
+ m_name = fields[1].GetCppString();
+
+ Relocate(fields[2].GetFloat(),fields[3].GetFloat(),fields[4].GetFloat());
+ SetMapId(fields[5].GetUInt32());
+ // the instance id is not needed at character enum
+
+ m_Played_time[0] = fields[6].GetUInt32();
+ m_Played_time[1] = fields[7].GetUInt32();
+
+ m_atLoginFlags = fields[8].GetUInt32();
+
+ // I don't see these used anywhere ..
+ /*_LoadGroup();
+
+ _LoadBoundInstances();*/
+
+ if (delete_result) delete result;
+
+ for (int 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* result)
+{
+ if(!result)
+ return;
+
+ if(m_declinedname)
+ delete m_declinedname;
+
+ m_declinedname = new DeclinedName;
+ Field *fields = result->Fetch();
+ for(int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
+ m_declinedname->name[i] = fields[i].GetCppString();
+
+ delete result;
+}
+
+bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
+{
+ QueryResult *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();
+
+ delete result;
+ return true;
+}
+
+bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
+{
+ QueryResult *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(), " ");
+
+ delete result;
+
+ 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
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, gmstate, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty FROM characters WHERE guid = '%u'", guid);
+ QueryResult *result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
+
+ if(!result)
+ {
+ sLog.outError("ERROR: 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("ERROR: Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
+ delete result;
+ return false;
+ }
+
+ Object::_Create( guid, 0, HIGHGUID_PLAYER );
+
+ m_name = fields[3].GetCppString();
+
+ // check name limitations
+ if(!ObjectMgr::IsValidName(m_name) || GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))
+ {
+ delete result;
+ 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("ERROR: Player #%d have broken data in `data` field. Can't be loaded.",GUID_LOPART(guid));
+ delete result;
+ return false;
+ }
+
+ // overwrite possible wrong/corrupted guid
+ SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
+
+ // 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( (uint16)(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();
+
+ m_race = fields[4].GetUInt8();
+ //Need to call it to initialize m_team (m_team can be calculated from m_race)
+ //Other way is to saves m_team into characters table.
+ setFactionForRace(m_race);
+ SetCharm(0);
+
+ m_class = fields[5].GetUInt8();
+
+ PlayerInfo const *info = objmgr.GetPlayerInfo(m_race, m_class);
+ if(!info)
+ {
+ sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
+ delete result;
+ return false;
+ }
+
+ InitPrimaryProffesions(); // to max set before any spell loaded
+
+ uint32 transGUID = fields[24].GetUInt32();
+ Relocate(fields[6].GetFloat(),fields[7].GetFloat(),fields[8].GetFloat(),fields[10].GetFloat());
+ SetMapId(fields[9].GetUInt32());
+ SetDifficulty(fields[32].GetUInt32()); // may be changed in _LoadGroup
+
+ _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
+
+ // 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 * 6 + j, 0);
+ }
+
+ _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
+
+ if(!IsPositionValid())
+ {
+ 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());
+
+ SetMapId(info->mapId);
+ Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
+
+ transGUID = 0;
+
+ m_movementInfo.t_x = 0.0f;
+ m_movementInfo.t_y = 0.0f;
+ m_movementInfo.t_z = 0.0f;
+ m_movementInfo.t_o = 0.0f;
+ }
+
+ // load the player's map here if it's not already loaded
+ Map *map = GetMap();
+ // since the player may not be bound to the map yet, make sure subsequent
+ // getmap calls won't create new maps
+ SetInstanceId(map->GetInstanceId());
+
+ SaveRecallPosition();
+
+ if (transGUID != 0)
+ {
+ m_movementInfo.t_x = fields[20].GetFloat();
+ m_movementInfo.t_y = fields[21].GetFloat();
+ m_movementInfo.t_z = fields[22].GetFloat();
+ m_movementInfo.t_o = fields[23].GetFloat();
+
+ if( !MaNGOS::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("ERROR: 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);
+
+ SetMapId(info->mapId);
+ Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
+
+ m_movementInfo.t_x = 0.0f;
+ m_movementInfo.t_y = 0.0f;
+ m_movementInfo.t_z = 0.0f;
+ m_movementInfo.t_o = 0.0f;
+
+ transGUID = 0;
+ }
+ }
+
+ if (transGUID != 0)
+ {
+ 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);
+ SetMapId(m_transport->GetMapId());
+ break;
+ }
+ }
+
+ if(!m_transport)
+ {
+ sLog.outError("ERROR: Player (guidlow %d) have invalid transport guid (%u). Teleport to default race/class locations.",
+ guid,transGUID);
+
+ SetMapId(info->mapId);
+ Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
+
+ m_movementInfo.t_x = 0.0f;
+ m_movementInfo.t_y = 0.0f;
+ m_movementInfo.t_z = 0.0f;
+ m_movementInfo.t_o = 0.0f;
+
+ transGUID = 0;
+ }
+ }
+
+ time_t now = time(NULL);
+ time_t logoutTime = time_t(fields[16].GetUInt64());
+
+ // since last logout (in seconds)
+ uint64 time_diff = uint64(now - logoutTime);
+
+ // 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[15].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((int32)fields[16].GetUInt32() > 0)
+ {
+ float bubble = fields[17].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[12].GetUInt32();
+ m_Played_time[0]= fields[13].GetUInt32();
+ m_Played_time[1]= fields[14].GetUInt32();
+
+ m_resetTalentsCost = fields[18].GetUInt32();
+ m_resetTalentsTime = time_t(fields[19].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[11].GetString() ); // must be before InitTaxiNodesForLevel
+
+ uint32 gmstate = fields[25].GetUInt32();
+
+ m_stableSlots = fields[26].GetUInt32();
+ if(m_stableSlots > 2)
+ {
+ sLog.outError("Player can have not more 2 stable slots, but have in DB %u",uint32(m_stableSlots));
+ m_stableSlots = 2;
+ }
+
+ m_atLoginFlags = fields[27].GetUInt32();
+
+ // Honor system
+ // Update Honor kills data
+ m_lastHonorUpdateTime = logoutTime;
+ UpdateHonorFields();
+
+ m_deathExpireTime = (time_t)fields[30].GetUInt64();
+ if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
+ m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
+
+ std::string taxi_nodes = fields[31].GetCppString();
+
+ delete result;
+
+ // 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_CHARM,0);
+ SetUInt64Value(UNIT_FIELD_SUMMON,0);
+ SetUInt64Value(UNIT_FIELD_CHARMEDBY,0);
+ SetUInt64Value(UNIT_FIELD_SUMMONEDBY,0);
+ SetUInt64Value(UNIT_FIELD_CREATEDBY,0);
+
+ // reset some aura modifiers before aura apply
+ SetUInt64Value(PLAYER_FARSIGHT, 0);
+ SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
+ SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
+
+ // reset skill modifiers and set correct unlearn flags
+ for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++)
+ {
+ SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
+
+ // set correct unlearn bit
+ uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
+ if(!id) continue;
+
+ SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
+ if(!pSkill) continue;
+
+ // 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));
+ }
+
+ // 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(uint32 i = 0; i < MAX_POWERS; ++i)
+ savedPower[i] = GetPower(Powers(i));
+
+ // reset stats before loading any modifiers
+ InitStatsForLevel();
+ InitTaxiNodesForLevel();
+
+ // 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();
+
+ _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
+
+ // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
+ if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) )
+ m_deathState = DEAD;
+
+ _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
+
+ // after spell load
+ InitTalentForLevel();
+ learnSkillRewardedSpells();
+
+ // after spell load, learn rewarded spell if need also
+ _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
+ _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
+
+ _LoadTutorials(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTUTORIALS));
+
+ // must be before inventory (some items required reputation check)
+ _LoadReputation(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));
+
+ // 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());
+
+ if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
+ return false;
+
+ // 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(!HasFlag64(PLAYER__FIELD_KNOWN_TITLES,uint64(1) << curTitle))
+ SetUInt32Value(PLAYER_CHOSEN_TITLE,0);
+ }
+
+ // Not finish taxi flight path
+ if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes))
+ {
+ // 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());
+ SetMapId(m_homebindMapId);
+ Relocate( m_homebindX, m_homebindY, m_homebindZ,0.0f);
+ SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
+ }
+ else // have start node, to it
+ {
+ sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
+ SetMapId(nodeEntry->map_id);
+ Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
+ SaveRecallPosition(); // save as recall also to prevent recall and fall from sky
+ }
+ m_taxi.ClearTaxiDestinations();
+ }
+ else 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);
+ assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
+ m_recallMap = nodeEntry->map_id;
+ m_recallX = nodeEntry->x;
+ m_recallY = nodeEntry->y;
+ m_recallZ = nodeEntry->z;
+
+ // flight will started later
+ }
+
+ _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(uint32 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))
+ {
+ case 0: // disable
+ break;
+ case 1: // enable
+ SetGameMaster(true);
+ break;
+ case 2: // save state
+ if(gmstate)
+ SetGameMaster(true);
+ break;
+ default:
+ break;
+ }
+ }
+
+ _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
+
+ return true;
+}
+
+bool Player::isAllowedToLoot(Creature* creature)
+{
+ 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 *result)
+{
+ m_actionButtons.clear();
+
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type,misc FROM character_action WHERE guid = '%u' ORDER BY button",GetGUIDLow());
+
+ if(result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ uint8 button = fields[0].GetUInt8();
+
+ addActionButton(button, fields[1].GetUInt16(), fields[2].GetUInt8(), fields[3].GetUInt8());
+
+ m_actionButtons[button].uState = ACTIONBUTTON_UNCHANGED;
+ }
+ while( result->NextRow() );
+
+ delete result;
+ }
+}
+
+void Player::_LoadAuras(QueryResult *result, uint32 timediff)
+{
+ m_Auras.clear();
+ for (int i = 0; i < TOTAL_AURAS; i++)
+ m_modAuras[i].clear();
+
+ // all aura related fields
+ for(int i = UNIT_FIELD_AURA; i <= UNIT_FIELD_AURASTATE; ++i)
+ SetUInt32Value(i, 0);
+
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
+
+ if(result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+ uint64 caster_guid = fields[0].GetUInt64();
+ uint32 spellid = fields[1].GetUInt32();
+ uint32 effindex = fields[2].GetUInt32();
+ int32 damage = (int32)fields[3].GetUInt32();
+ int32 maxduration = (int32)fields[4].GetUInt32();
+ int32 remaintime = (int32)fields[5].GetUInt32();
+ int32 remaincharges = (int32)fields[6].GetUInt32();
+
+ SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
+ if(!spellproto)
+ {
+ sLog.outError("Unknown aura (spellid %u, effindex %u), ignore.",spellid,effindex);
+ continue;
+ }
+
+ if(effindex >= 3)
+ {
+ sLog.outError("Invalid effect index (spellid %u, effindex %u), ignore.",spellid,effindex);
+ continue;
+ }
+
+ // negative effects should continue counting down after logout
+ if (remaintime != -1 && !IsPositiveEffect(spellid, effindex))
+ {
+ if(remaintime <= int32(timediff))
+ continue;
+
+ remaintime -= timediff;
+ }
+
+ // prevent wrong values of remaincharges
+ if(spellproto->procCharges)
+ {
+ if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
+ remaincharges = spellproto->procCharges;
+ }
+ else
+ remaincharges = -1;
+
+ //do not load single target auras (unless they were cast by the player)
+ if (caster_guid != GetGUID() && IsSingleTargetSpell(spellproto))
+ continue;
+
+ Aura* aura = CreateAura(spellproto, effindex, NULL, this, NULL);
+ if(!damage)
+ damage = aura->GetModifier()->m_amount;
+ aura->SetLoadedState(caster_guid,damage,maxduration,remaintime,remaincharges);
+ AddAura(aura);
+ }
+ while( result->NextRow() );
+
+ delete result;
+ }
+
+ if(m_class == CLASS_WARRIOR)
+ CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,true);
+}
+
+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 *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 becaue 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*60) && (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())
+ itr->second->StoreItem(slot, item, true );
+ 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());
+
+ delete result;
+ m_itemUpdateQueueBlocked = false;
+
+ // send by mail problematic items
+ while(!problematicItems.empty())
+ {
+ // fill mail
+ MailItemsInfo mi; // item list prepering
+
+ for(int i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
+ {
+ Item* item = problematicItems.front();
+ problematicItems.pop_front();
+
+ mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item);
+ }
+
+ std::string subject = GetSession()->GetMangosString(LANG_NOT_EQUIPPED_ITEM);
+
+ WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE);
+ }
+ }
+ //if(isAlive())
+ _ApplyAllItemMods();
+}
+
+// load mailed item which should receive current player
+void Player::_LoadMailedItems(Mail *mail)
+{
+ QueryResult* result = CharacterDatabase.PQuery("SELECT item_guid, item_template FROM mail_items WHERE mail_id='%u'", mail->messageID);
+ if(!result)
+ return;
+
+ do
+ {
+ Field *fields = result->Fetch();
+ uint32 item_guid_low = fields[0].GetUInt32();
+ uint32 item_template = fields[1].GetUInt32();
+
+ mail->AddItem(item_guid_low, item_template);
+
+ ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
+
+ if(!proto)
+ {
+ sLog.outError( "Player %u have unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID);
+ 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))
+ {
+ 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());
+
+ delete result;
+}
+
+void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *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 <= '" I64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
+ if (resultUnread)
+ {
+ Field *fieldMail = resultUnread->Fetch();
+ unReadMails = fieldMail[0].GetUInt8();
+ delete resultUnread;
+ }
+
+ // 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();
+ delete resultDelivery;
+ }
+}
+
+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 *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() );
+ delete result;
+ }
+ 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;
+ if(!pet->LoadPetFromDB(this,0,0,true))
+ delete pet;
+ }
+}
+
+void Player::_LoadQuestStatus(QueryResult *result)
+{
+ mQuestStatus.clear();
+
+ uint32 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_MANGOS_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()) * 1000;
+ }
+ 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_rewarded ) )
+ {
+ SetQuestSlot(slot,quest_id,quest_time);
+
+ if(questStatusData.m_status == QUEST_STATUS_COMPLETE)
+ SetQuestSlotState(slot,QUEST_STATE_COMPLETE);
+
+ 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()))
+ SetFlag64(PLAYER__FIELD_KNOWN_TITLES, (uint64(1) << titleEntry->bit_index));
+ }
+ }
+
+ sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
+ }
+ }
+ while( result->NextRow() );
+
+ delete result;
+ }
+
+ // clear quest log tail
+ for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i )
+ SetQuestSlot(i,0);
+}
+
+void Player::_LoadDailyQuestStatus(QueryResult *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() );
+
+ delete result;
+ }
+
+ m_DailyQuestChanged = false;
+}
+
+void Player::_LoadReputation(QueryResult *result)
+{
+ m_factions.clear();
+
+ // Set initial reputations (so everything is nifty before DB data load)
+ SetInitialFactions();
+
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT faction,standing,flags FROM character_reputation WHERE guid = '%u'",GetGUIDLow());
+
+ if(result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ FactionEntry const *factionEntry = sFactionStore.LookupEntry(fields[0].GetUInt32());
+ if( factionEntry && (factionEntry->reputationListID >= 0))
+ {
+ FactionState* faction = &m_factions[factionEntry->reputationListID];
+
+ // update standing to current
+ faction->Standing = int32(fields[1].GetUInt32());
+
+ uint32 dbFactionFlags = fields[2].GetUInt32();
+
+ if( dbFactionFlags & FACTION_FLAG_VISIBLE )
+ SetFactionVisible(faction); // have internal checks for forced invisibility
+
+ if( dbFactionFlags & FACTION_FLAG_INACTIVE)
+ SetFactionInactive(faction,true); // have internal checks for visibility requirement
+
+ if( dbFactionFlags & FACTION_FLAG_AT_WAR ) // DB at war
+ SetFactionAtWar(faction,true); // have internal checks for FACTION_FLAG_PEACE_FORCED
+ else // DB not at war
+ {
+ // allow remove if visible (and then not FACTION_FLAG_INVISIBLE_FORCED or FACTION_FLAG_HIDDEN)
+ if( faction->Flags & FACTION_FLAG_VISIBLE )
+ SetFactionAtWar(faction,false); // have internal checks for FACTION_FLAG_PEACE_FORCED
+ }
+
+ // set atWar for hostile
+ if(GetReputationRank(factionEntry) <= REP_HOSTILE)
+ SetFactionAtWar(faction,true);
+
+ // reset changed flag if values similar to saved in DB
+ if(faction->Flags==dbFactionFlags)
+ faction->Changed = false;
+ }
+ }
+ while( result->NextRow() );
+
+ delete result;
+ }
+}
+
+void Player::_LoadSpells(QueryResult *result)
+{
+ for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
+ delete itr->second;
+ m_spells.clear();
+
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,slot,active FROM character_spell WHERE guid = '%u'",GetGUIDLow());
+
+ if(result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ addSpell(fields[0].GetUInt16(), fields[2].GetBool(), false, true, fields[1].GetUInt16(), fields[3].GetBool());
+ }
+ while( result->NextRow() );
+
+ delete result;
+ }
+}
+
+void Player::_LoadTutorials(QueryResult *result)
+{
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7 FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetAccountId(), realmid);
+
+ if(result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ for (int iI=0; iI<8; iI++)
+ m_Tutorials[iI] = fields[iI].GetUInt32();
+ }
+ while( result->NextRow() );
+
+ delete result;
+ }
+
+ m_TutorialsChanged = false;
+}
+
+void Player::_LoadGroup(QueryResult *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);
+ delete result;
+ Group* group = objmgr.GetGroupByLeader(leaderGuid);
+ if(group)
+ {
+ 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
+ SetDifficulty(group->GetDifficulty());
+ }
+ }
+ }
+}
+
+void Player::_LoadBoundInstances(QueryResult *result)
+{
+ for(uint8 i = 0; i < TOTAL_DIFFICULTIES; 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
+
+ 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
+ InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true);
+ if(save) BindToInstance(save, perm, true);
+ } while(result->NextRow());
+ delete result;
+ }
+}
+
+InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty)
+{
+ // some instances only have one difficulty
+ const MapEntry* entry = sMapStore.LookupEntry(mapid);
+ if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL;
+
+ BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
+ if(itr != m_boundInstances[difficulty].end())
+ return &itr->second;
+ else
+ return NULL;
+}
+
+void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload)
+{
+ BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
+ UnbindInstance(itr, difficulty, unload);
+}
+
+void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 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()
+{
+ WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
+
+ uint32 counter = 0, i;
+ for(i = 0; i < TOTAL_DIFFICULTIES; i++)
+ for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); itr++)
+ if(itr->second.perm) counter++;
+
+ data << counter;
+ for(i = 0; i < TOTAL_DIFFICULTIES; 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 << (save->GetMapId());
+ data << (uint32)(save->GetResetTime() - time(NULL));
+ data << save->GetInstanceId();
+ data << uint32(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 < TOTAL_DIFFICULTIES; 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 flase 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 < TOTAL_DIFFICULTIES; 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 < TOTAL_DIFFICULTIES; 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)
+ {
+ player->UnbindInstance(itr, i, true); // increments itr
+ 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::_LoadHomeBind(QueryResult *result)
+{
+ 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();
+ delete result;
+
+ // accept saved data only for valid position (and non instanceable)
+ if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
+ !sMapStore.LookupEntry(m_homebindMapId)->Instanceable() )
+ {
+ ok = true;
+ }
+ else
+ CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
+ }
+
+ if(!ok)
+ {
+ PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
+ if(!info) return false;
+
+ 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\n",
+ 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);
+
+ // first save/honor gain after midnight will also update the player's honor fields
+ UpdateHonorFields();
+
+ // Must saved before enter into BattleGround
+ if(InBattleGround())
+ return;
+
+ int is_save_resting = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0;
+ //save, far from tavern/city
+ //save, but in tavern/city
+ sLog.outDebug("The value of player %s at save: ", m_name.c_str());
+ outDebugValues();
+
+ // save state (after auras removing), if aura remove some flags then it must set it back by self)
+ uint32 tmp_bytes = GetUInt32Value(UNIT_FIELD_BYTES_1);
+ uint32 tmp_bytes2 = GetUInt32Value(UNIT_FIELD_BYTES_2);
+ uint32 tmp_flags = GetUInt32Value(UNIT_FIELD_FLAGS);
+ uint32 tmp_pflags = GetUInt32Value(PLAYER_FLAGS);
+ uint32 tmp_displayid = GetDisplayId();
+
+ // Set player sit state to standing on save, also stealth and shifted form
+ SetByteValue(UNIT_FIELD_BYTES_1, 0, 0); // stand state
+ SetByteValue(UNIT_FIELD_BYTES_2, 3, 0); // shapeshift
+ SetByteValue(UNIT_FIELD_BYTES_1, 3, 0); // stand flags?
+ RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_ROTATE);
+ SetDisplayId(GetNativeDisplayId());
+
+ bool inworld = IsInWorld();
+
+ CharacterDatabase.BeginTransaction();
+
+ CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow());
+
+ std::string sql_name = m_name;
+ CharacterDatabase.escape_string(sql_name);
+
+ std::ostringstream ss;
+ ss << "INSERT INTO characters (guid,account,name,race,class,"
+ "map, 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, gmstate, stable_slots, at_login, zone, "
+ "death_expire_time, taxi_path) VALUES ("
+ << GetGUIDLow() << ", "
+ << GetSession()->GetAccountId() << ", '"
+ << sql_name << "', "
+ << m_race << ", "
+ << m_class << ", ";
+
+ bool save_to_dest = false;
+ if(IsBeingTeleported())
+ {
+ // don't save to battlegrounds or arenas
+ const MapEntry *entry = sMapStore.LookupEntry(GetTeleportDest().mapid);
+ if(entry && entry->map_type != MAP_BATTLEGROUND && entry->map_type != MAP_ARENA)
+ save_to_dest = true;
+ }
+
+ if(!save_to_dest)
+ {
+ ss << GetMapId() << ", "
+ << (uint32)GetDifficulty() << ", "
+ << finiteAlways(GetPositionX()) << ", "
+ << finiteAlways(GetPositionY()) << ", "
+ << finiteAlways(GetPositionZ()) << ", "
+ << finiteAlways(GetOrientation()) << ", '";
+ }
+ else
+ {
+ ss << GetTeleportDest().mapid << ", "
+ << (uint32)GetDifficulty() << ", "
+ << finiteAlways(GetTeleportDest().x) << ", "
+ << finiteAlways(GetTeleportDest().y) << ", "
+ << finiteAlways(GetTeleportDest().z) << ", "
+ << finiteAlways(GetTeleportDest().o) << ", '";
+ }
+
+ uint16 i;
+ for( i = 0; i < m_valuesCount; i++ )
+ {
+ ss << GetUInt32Value(i) << " ";
+ }
+
+ ss << "', '";
+
+ for( i = 0; i < 8; i++ )
+ ss << m_taxi.GetTaximask(i) << " ";
+
+ ss << "', ";
+ ss << (inworld ? 1 : 0);
+
+ ss << ", ";
+ ss << m_cinematic;
+
+ ss << ", ";
+ ss << m_Played_time[0];
+ ss << ", ";
+ ss << m_Played_time[1];
+
+ ss << ", ";
+ ss << finiteAlways(m_rest_bonus);
+ ss << ", ";
+ ss << (uint64)time(NULL);
+ ss << ", ";
+ ss << is_save_resting;
+ ss << ", ";
+ ss << m_resetTalentsCost;
+ ss << ", ";
+ ss << (uint64)m_resetTalentsTime;
+
+ ss << ", ";
+ ss << finiteAlways(m_movementInfo.t_x);
+ ss << ", ";
+ ss << finiteAlways(m_movementInfo.t_y);
+ ss << ", ";
+ ss << finiteAlways(m_movementInfo.t_z);
+ ss << ", ";
+ ss << finiteAlways(m_movementInfo.t_o);
+ ss << ", ";
+ if (m_transport)
+ ss << m_transport->GetGUIDLow();
+ else
+ ss << "0";
+
+ ss << ", ";
+ ss << (isGameMaster()? 1 : 0);
+
+ ss << ", ";
+ ss << uint32(m_stableSlots); // to prevent save uint8 as char
+
+ ss << ", ";
+ ss << uint32(m_atLoginFlags);
+
+ ss << ", ";
+ ss << GetZoneId();
+
+ ss << ", ";
+ ss << (uint64)m_deathExpireTime;
+
+ ss << ", '";
+ ss << m_taxi.SaveTaxiDestinationsToString();
+ ss << "' )";
+
+ CharacterDatabase.Execute( ss.str().c_str() );
+
+ if(m_mailsUpdated) //save mails only when needed
+ _SaveMail();
+
+ _SaveInventory();
+ _SaveQuestStatus();
+ _SaveDailyQuestStatus();
+ _SaveTutorials();
+ _SaveSpells();
+ _SaveSpellCooldowns();
+ _SaveActions();
+ _SaveAuras();
+ _SaveReputation();
+
+ CharacterDatabase.CommitTransaction();
+
+ // restore state (before aura apply, if aura remove flag then aura must set it ack by self)
+ SetDisplayId(tmp_displayid);
+ SetUInt32Value(UNIT_FIELD_BYTES_1, tmp_bytes);
+ SetUInt32Value(UNIT_FIELD_BYTES_2, tmp_bytes2);
+ SetUInt32Value(UNIT_FIELD_FLAGS, tmp_flags);
+ SetUInt32Value(PLAYER_FLAGS, tmp_pflags);
+
+ // 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();
+ SetUInt32ValueInDB(PLAYER_FIELD_COINAGE,GetMoney(),GetGUID());
+}
+
+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,button,action,type,misc) VALUES ('%u', '%u', '%u', '%u', '%u')",
+ GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc );
+ itr->second.uState = ACTIONBUTTON_UNCHANGED;
+ ++itr;
+ break;
+ case ACTIONBUTTON_CHANGED:
+ CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u', misc= '%u' WHERE guid= '%u' AND button= '%u' ",
+ (uint32)itr->second.action, (uint32)itr->second.type, (uint32)itr->second.misc, GetGUIDLow(), (uint32)itr->first );
+ itr->second.uState = ACTIONBUTTON_UNCHANGED;
+ ++itr;
+ break;
+ case ACTIONBUTTON_DELETED:
+ CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u'", GetGUIDLow(), (uint32)itr->first );
+ m_actionButtons.erase(itr++);
+ break;
+ default:
+ ++itr;
+ break;
+ };
+ }
+}
+
+void Player::_SaveAuras()
+{
+ CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
+
+ AuraMap const& auras = GetAuras();
+ for(AuraMap::const_iterator itr = auras.begin(); itr != auras.end(); ++itr)
+ {
+ SpellEntry const *spellInfo = itr->second->GetSpellProto();
+
+ //skip all auras from spells that are passive or need a shapeshift
+ if (itr->second->IsPassive() || itr->second->IsRemovedOnShapeLost())
+ continue;
+
+ //do not save single target auras (unless they were cast by the player)
+ if (itr->second->GetCasterGUID() != GetGUID() && IsSingleTargetSpell(spellInfo))
+ continue;
+
+ uint8 i;
+ // or apply at cast SPELL_AURA_MOD_SHAPESHIFT or SPELL_AURA_MOD_STEALTH auras
+ for (i = 0; i < 3; i++)
+ if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_SHAPESHIFT ||
+ spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_STEALTH)
+ break;
+
+ if (i == 3)
+ {
+ CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u' and spell = '%u' and effect_index= '%u'",GetGUIDLow(),(uint32)(*itr).second->GetId(), (uint32)(*itr).second->GetEffIndex());
+ CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_index,amount,maxduration,remaintime,remaincharges) "
+ "VALUES ('%u', '" I64FMTD "' ,'%u', '%u', '%d', '%d', '%d', '%d')",
+ GetGUIDLow(), itr->second->GetCasterGUID(), (uint32)(*itr).second->GetId(), (uint32)(*itr).second->GetEffIndex(), (*itr).second->GetModifier()->m_amount,int((*itr).second->GetAuraMaxDuration()),int((*itr).second->GetAuraDuration()),int((*itr).second->m_procCharges));
+ }
+ }
+}
+
+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.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow());
+ error = true;
+ }
+ 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 = '" I64FMTD "', deliver_time = '" I64FMTD "',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', '" I64FMTD "', '%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 / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]);
+ break;
+ case QUEST_CHANGED :
+ CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" I64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
+ i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / 1000 + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first );
+ 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','" I64FMTD "')",
+ GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
+}
+
+void Player::_SaveReputation()
+{
+ for(FactionStateList::iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
+ {
+ if (itr->second.Changed)
+ {
+ CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u' AND faction='%u'", GetGUIDLow(), itr->second.ID);
+ CharacterDatabase.PExecute("INSERT INTO character_reputation (guid,faction,standing,flags) VALUES ('%u', '%u', '%i', '%u')", GetGUIDLow(), itr->second.ID, itr->second.Standing, itr->second.Flags);
+ itr->second.Changed = false;
+ }
+ }
+}
+
+void Player::_SaveSpells()
+{
+ for (PlayerSpellMap::const_iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end(); itr = next)
+ {
+ ++next;
+ 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);
+ if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
+ CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,slot,active,disabled) VALUES ('%u', '%u', '%u','%u','%u')", GetGUIDLow(), itr->first, itr->second->slotId,itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0);
+
+ if (itr->second->state == PLAYERSPELL_REMOVED)
+ _removeSpell(itr->first);
+ else
+ itr->second->state = PLAYERSPELL_UNCHANGED;
+ }
+}
+
+void Player::_SaveTutorials()
+{
+ if(!m_TutorialsChanged)
+ return;
+
+ uint32 Rows=0;
+ // it's better than rebuilding indexes multiple times
+ QueryResult *result = CharacterDatabase.PQuery("SELECT count(*) AS r FROM character_tutorial WHERE account = '%u' AND realmid = '%u'", GetSession()->GetAccountId(), realmID );
+ if(result)
+ {
+ Rows = result->Fetch()[0].GetUInt32();
+ delete result;
+ }
+
+ if (Rows)
+ {
+ CharacterDatabase.PExecute("UPDATE character_tutorial SET tut0='%u', tut1='%u', tut2='%u', tut3='%u', tut4='%u', tut5='%u', tut6='%u', tut7='%u' WHERE account = '%u' AND realmid = '%u'",
+ m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7], GetSession()->GetAccountId(), realmID );
+ }
+ else
+ {
+ CharacterDatabase.PExecute("INSERT INTO character_tutorial (account,realmid,tut0,tut1,tut2,tut3,tut4,tut5,tut6,tut7) VALUES ('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetSession()->GetAccountId(), realmID, m_Tutorials[0], m_Tutorials[1], m_Tutorials[2], m_Tutorials[3], m_Tutorials[4], m_Tutorials[5], m_Tutorials[6], m_Tutorials[7]);
+ };
+
+ m_TutorialsChanged = false;
+}
+
+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\t\tSPIRIT is: \t\t%f",GetStat(STAT_STAMINA), GetStat(STAT_SPIRIT));
+ 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());
+}
+
+bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
+{
+ std::ostringstream ss2;
+ ss2<<"UPDATE characters SET data='";
+ int 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::SendAttackSwingNotStanding()
+{
+ WorldPacket data(SMSG_ATTACKSWING_NOTSTANDING, 0);
+ GetSession()->SendPacket( &data );
+}
+
+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()
+{
+ WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, 0);
+ GetSession()->SendPacket( &data );
+}
+
+void Player::PlaySound(uint32 Sound, bool OnlySelf)
+{
+ WorldPacket data(SMSG_PLAY_SOUND, 4);
+ data << Sound;
+ if (OnlySelf)
+ GetSession()->SendPacket( &data );
+ else
+ SendMessageToSet( &data, true );
+}
+
+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)GetDifficulty();
+ 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)
+{
+ // 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
+ uint8 dif = GetDifficulty();
+
+ for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();)
+ {
+ InstanceSave *p = itr->second.save;
+ const MapEntry *entry = sMapStore.LookupEntry(itr->first);
+ if(!entry || !p->CanReset())
+ {
+ ++itr;
+ continue;
+ }
+
+ if(method == INSTANCE_RESET_ALL)
+ {
+ // the "reset all instances" method can only reset normal maps
+ if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID)
+ {
+ ++itr;
+ continue;
+ }
+ }
+
+ // if the map is loaded, reset it
+ Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
+ if(map && map->IsDungeon())
+ ((InstanceMap*)map)->Reset(method);
+
+ // 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[dif].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_bgAfkReportedTimer <= currTime)
+ {
+ m_bgAfkReportedCount = 0;
+ m_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;
+}
+
+void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
+{
+ if(!pet)
+ pet = GetPet();
+
+ if(returnreagent && (pet || m_temporaryUnsummonedPetNumber))
+ {
+ //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;
+
+ // only if current pet in slot
+ switch(pet->getPetType())
+ {
+ case MINI_PET:
+ m_miniPet = 0;
+ break;
+ case GUARDIAN_PET:
+ m_guardianPets.erase(pet->GetGUID());
+ break;
+ default:
+ if(GetPetGUID()==pet->GetGUID())
+ SetPet(0);
+ break;
+ }
+
+ 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;
+ }
+ }
+
+ pet->SavePetToDB(mode);
+
+ pet->CleanupsBeforeDelete();
+ 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::RemoveMiniPet()
+{
+ if(Pet* pet = GetMiniPet())
+ {
+ pet->Remove(PET_SAVE_AS_DELETED);
+ m_miniPet = 0;
+ }
+}
+
+Pet* Player::GetMiniPet()
+{
+ if(!m_miniPet)
+ return NULL;
+ return ObjectAccessor::GetPet(m_miniPet);
+}
+
+void Player::RemoveGuardians()
+{
+ while(!m_guardianPets.empty())
+ {
+ uint64 guid = *m_guardianPets.begin();
+ if(Pet* pet = ObjectAccessor::GetPet(guid))
+ pet->Remove(PET_SAVE_AS_DELETED);
+
+ m_guardianPets.erase(guid);
+ }
+}
+
+bool Player::HasGuardianWithEntry(uint32 entry)
+{
+ // pet guid middle part is entry (and creature also)
+ // and in guardian list must be guardians with same entry _always_
+ for(GuardianPetList::const_iterator itr = m_guardianPets.begin(); itr != m_guardianPets.end(); ++itr)
+ if(GUID_ENPART(*itr)==entry)
+ return true;
+
+ return false;
+}
+
+void Player::Uncharm()
+{
+ Unit* charm = GetCharm();
+ if(!charm)
+ return;
+
+ charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_CHARM);
+ charm->RemoveSpellsCausingAura(SPELL_AURA_MOD_POSSESS);
+}
+
+void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, 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);
+}
+
+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);
+}
+
+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) );
+}
+
+void Player::Whisper(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);
+
+ // 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);
+
+ data.Initialize(SMSG_MESSAGECHAT, 200);
+ rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, 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())
+ {
+ 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)
+ {
+ uint8 addlist = 0;
+
+ sLog.outDebug("Pet Spells Groups");
+
+ CreatureInfo const *cinfo = pet->GetCreatureInfo();
+
+ if(pet->isControlled() && (pet->getPetType() == HUNTER_PET || cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK))
+ {
+ for(PetSpellMap::iterator itr = pet->m_spells.begin();itr != pet->m_spells.end();itr++)
+ {
+ if(itr->second->state == PETSPELL_REMOVED)
+ continue;
+ ++addlist;
+ }
+ }
+
+ // first line + actionbar + spellcount + spells + last adds
+ WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);
+
+ CharmInfo *charmInfo = pet->GetCharmInfo();
+
+ //16
+ data << (uint64)pet->GetGUID() << uint32(0x00000000) << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
+
+ for(uint32 i = 0; i < 10; i++) //40
+ {
+ data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
+ }
+
+ data << uint8(addlist); //1
+
+ if(addlist && pet->isControlled())
+ {
+ for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
+ {
+ if(itr->second->state == PETSPELL_REMOVED)
+ continue;
+
+ data << uint16(itr->first);
+ data << uint16(itr->second->active); // pet spell active state isn't boolean
+ }
+ }
+
+ //data << uint8(0x01) << uint32(0x6010) << uint32(0x01) << uint32(0x05) << uint16(0x00); //15
+ uint8 count = 3; //1+8+8+8=25
+
+ // if count = 0, then end of packet...
+ data << count;
+ // uint32 value is spell id...
+ // uint64 value is constant 0, unknown...
+ data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
+ //data << uint32(0x5fd1) << uint64(0); // if count = 2
+ data << uint32(0x8e8c) << uint64(0); // if count = 3
+ data << uint32(0x8e8b) << uint64(0); // if count = 3
+
+ GetSession()->SendPacket(&data);
+ }
+}
+
+void Player::PossessSpellInitialize()
+{
+ Unit* charm = GetCharm();
+
+ if(!charm)
+ return;
+
+ CharmInfo *charmInfo = charm->GetCharmInfo();
+
+ if(!charmInfo)
+ {
+ sLog.outError("Player::PossessSpellInitialize(): charm ("I64FMTD") has no charminfo!", charm->GetGUID());
+ return;
+ }
+
+ uint8 addlist = 0;
+ WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
+
+ //16
+ data << (uint64)charm->GetGUID() << uint32(0x00000000) << uint8(0) << uint8(0) << uint16(0);
+
+ for(uint32 i = 0; i < 10; i++) //40
+ {
+ data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
+ }
+
+ data << uint8(addlist); //1
+
+ uint8 count = 3;
+ data << count;
+ data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
+ data << uint32(0x8e8c) << uint64(0); // if count = 3
+ data << uint32(0x8e8b) << uint64(0); // if count = 3
+
+ GetSession()->SendPacket(&data);
+}
+
+void Player::CharmSpellInitialize()
+{
+ Unit* charm = GetCharm();
+
+ if(!charm)
+ return;
+
+ CharmInfo *charmInfo = charm->GetCharmInfo();
+ if(!charmInfo)
+ {
+ sLog.outError("Player::CharmSpellInitialize(): the player's charm ("I64FMTD") 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 < CREATURE_MAX_SPELLS; ++i)
+ {
+ if(charmInfo->GetCharmSpell(i)->spellId)
+ ++addlist;
+ }
+ }
+ }
+
+ WorldPacket data(SMSG_PET_SPELLS, 16+40+1+4*addlist+25);// first line + actionbar + spellcount + spells + last adds
+
+ data << (uint64)charm->GetGUID() << uint32(0x00000000);
+
+ if(charm->GetTypeId() != TYPEID_PLAYER)
+ data << uint8(charmInfo->GetReactState()) << uint8(charmInfo->GetCommandState());
+ else
+ data << uint8(0) << uint8(0);
+
+ data << uint16(0);
+
+ for(uint32 i = 0; i < 10; i++) //40
+ {
+ data << uint16(charmInfo->GetActionBarEntry(i)->SpellOrAction) << uint16(charmInfo->GetActionBarEntry(i)->Type);
+ }
+
+ data << uint8(addlist); //1
+
+ if(addlist)
+ {
+ for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
+ {
+ CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
+ if(cspell->spellId)
+ {
+ data << uint16(cspell->spellId);
+ data << uint16(cspell->active);
+ }
+ }
+ }
+
+ uint8 count = 3;
+ data << count;
+ data << uint32(0x6010) << uint64(0); // if count = 1, 2 or 3
+ data << uint32(0x8e8c) << uint64(0); // if count = 3
+ data << uint32(0x8e8b) << uint64(0); // if count = 3
+
+ GetSession()->SendPacket(&data);
+}
+
+int32 Player::GetTotalFlatMods(uint32 spellId, SpellModOp op)
+{
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
+ if (!spellInfo) return 0;
+ int32 total = 0;
+ for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
+ {
+ SpellModifier *mod = *itr;
+
+ if(!IsAffectedBySpellmod(spellInfo,mod))
+ continue;
+
+ if (mod->type == SPELLMOD_FLAT)
+ total += mod->value;
+ }
+ return total;
+}
+
+int32 Player::GetTotalPctMods(uint32 spellId, SpellModOp op)
+{
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
+ if (!spellInfo) return 0;
+ int32 total = 0;
+ for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
+ {
+ SpellModifier *mod = *itr;
+
+ if(!IsAffectedBySpellmod(spellInfo,mod))
+ continue;
+
+ if (mod->type == SPELLMOD_PCT)
+ total += mod->value;
+ }
+ return total;
+}
+
+bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell)
+{
+ if (!mod || !spellInfo)
+ return false;
+
+ if(mod->charges == -1 && mod->lastAffected ) // marked as expired but locked until spell casting finish
+ {
+ // prevent apply to any spell except spell that trigger expire
+ if(spell)
+ {
+ if(mod->lastAffected != spell)
+ return false;
+ }
+ else if(mod->lastAffected != FindCurrentSpellBySpellId(spellInfo->Id))
+ return false;
+ }
+
+ return spellmgr.IsAffectedBySpell(spellInfo,mod->spellId,mod->effectId,mod->mask);
+}
+
+void Player::AddSpellMod(SpellModifier* mod, bool apply)
+{
+ uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
+
+ for(int eff=0;eff<64;++eff)
+ {
+ uint64 _mask = uint64(1) << eff;
+ 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
+ {
+ if (mod->charges == -1)
+ --m_SpellModRemoveCount;
+ m_spellMods[mod->op].remove(mod);
+ delete mod;
+ }
+}
+
+void Player::RemoveSpellMods(Spell const* spell)
+{
+ if(!spell || (m_SpellModRemoveCount == 0))
+ return;
+
+ for(int i=0;i<MAX_SPELLMOD;++i)
+ {
+ for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
+ {
+ SpellModifier *mod = *itr;
+ ++itr;
+
+ if (mod && mod->charges == -1 && (mod->lastAffected == spell || mod->lastAffected==NULL))
+ {
+ RemoveAurasDueToSpell(mod->spellId);
+ if (m_spellMods[i].empty())
+ break;
+ else
+ itr = m_spellMods[i].begin();
+ }
+ }
+ }
+}
+
+// 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 *result = 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() );
+
+ delete result;
+
+ 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::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;
+
+ CellPair p(MaNGOS::ComputeCellPair(GetPositionX(),GetPositionY()));
+ Cell cell(p);
+ cell.data.Part.reserved = ALL_DISTRICT;
+ cell.SetNoCreate();
+
+ MaNGOS::AnyStealthedCheck u_check;
+ MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck > searcher(stealthedUnits, u_check);
+
+ TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, WorldTypeMapContainer > world_unit_searcher(searcher);
+ TypeContainerVisitor<MaNGOS::UnitListSearcher<MaNGOS::AnyStealthedCheck >, GridTypeMapContainer > grid_unit_searcher(searcher);
+
+ CellLock<GridReadGuard> cell_lock(cell, p);
+ cell_lock->Visit(cell_lock, world_unit_searcher, *MapManager::Instance().GetMap(GetMapId(), this));
+ cell_lock->Visit(cell_lock, grid_unit_searcher, *MapManager::Instance().GetMap(GetMapId(), this));
+
+ for (std::list<Unit*>::iterator i = stealthedUnits.begin(); i != stealthedUnits.end();)
+ {
+ if((*i)==this)
+ {
+ i = stealthedUnits.erase(i);
+ continue;
+ }
+
+ if ((*i)->isVisibleForOrDetect(this,true))
+ {
+
+ (*i)->SendUpdateToPlayer(this);
+ m_clientGUIDs.insert((*i)->GetGUID());
+
+ #ifdef MANGOS_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)
+ if((*i)!=this && (*i)->isType(TYPEMASK_UNIT))
+ SendAuraDurationsForTarget(*i);
+
+ i = stealthedUnits.erase(i);
+ continue;
+ }
+
+ ++i;
+ }
+}
+
+bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_id, Creature* npc)
+{
+ if(nodes.size() < 2)
+ return false;
+
+ // 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(GetSession()->isLogingOut() ||
+ (!m_currentSpells[CURRENT_GENERIC_SPELL] ||
+ m_currentSpells[CURRENT_GENERIC_SPELL]->m_spellInfo->Effect[0] != SPELL_EFFECT_SEND_TAXI)&&
+ IsNonMeleeSpellCasted(false) ||
+ isInCombat())
+ {
+ 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;
+
+ uint32 sourcenode = nodes[0];
+
+ // starting node too far away (cheat?)
+ TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
+ if( !node || 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_TAXIUNSPECIFIEDSERVERERROR);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+
+ // Prepare to flight start now
+
+ // stop combat at start taxi flight if any
+ CombatStop();
+
+ // 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;
+ }
+
+ if(!mount_id) // if not provide then attempt use default.
+ mount_id = objmgr.GetTaxiMount(sourcenode, GetTeam());
+
+ if (mount_id == 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);
+
+ // prevent stealth flight
+ RemoveSpellsCausingAura(SPELL_AURA_MOD_STEALTH);
+
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIOK);
+ GetSession()->SendPacket(&data);
+
+ sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
+
+ GetSession()->SendDoFlight(mount_id, sourcepath);
+
+ return true;
+}
+
+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);
+ 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((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
+ {
+ data << unSpellId;
+ data << unTimeMs; // in m.secs
+ AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/1000);
+ }
+ }
+ 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_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);
+}
+
+// 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, uint64 bagguid, uint8 slot)
+{
+ // cheating attempt
+ if(count < 1) count = 1;
+
+ 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 = ObjectAccessor::GetNPCIfCanInteractWith(*this, 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;
+ }
+
+ // load vendor items if not yet
+ pCreature->LoadGoods();
+
+ CreatureItem* crItem = pCreature->FindItem(item);
+ if(!crItem)
+ {
+ SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
+ return false;
+ }
+
+ if( crItem->maxcount != 0 && crItem->count < count )
+ {
+ SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
+ return false;
+ }
+
+ if( uint32(GetReputationRank(pProto->RequiredReputationFaction)) < 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->reqpersonalarenarating )
+ {
+ // probably not the proper equip err
+ SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
+ return false;
+ }
+ }
+
+ uint32 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;
+ }
+
+ uint8 bag = 0; // init for case invalid bagGUID
+
+ if (bagguid != NULL_BAG && slot != NULL_SLOT)
+ {
+ Bag *pBag;
+ if( bagguid == GetGUID() )
+ {
+ bag = INVENTORY_SLOT_BAG_0;
+ }
+ else
+ {
+ for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END;i++)
+ {
+ pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0,i);
+ if( pBag )
+ {
+ if( bagguid == pBag->GetGUID() )
+ {
+ bag = i;
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ if( IsInventoryPos( bag, slot ) || (bagguid == NULL_BAG && slot == NULL_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 );
+ if(crItem->ExtendedCost) // case for new honor system
+ {
+ ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
+ if(iece->reqhonorpoints)
+ ModifyHonorPoints( - int32(iece->reqhonorpoints * count));
+ if(iece->reqarenapoints)
+ ModifyArenaPoints( - int32(iece->reqarenapoints * count));
+ for (uint8 i = 0; i < 5; ++i)
+ {
+ if(iece->reqitem[i])
+ DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
+ }
+ }
+
+ if(Item *it = StoreNewItem( dest, item, true ))
+ {
+ if( crItem->maxcount != 0 )
+ crItem->count -= pProto->BuyCount * count;
+
+ WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
+ data << pCreature->GetGUID();
+ data << (uint32)crItem->id; // entry
+ data << (uint32)crItem->count;
+ data << (uint32)count;
+ GetSession()->SendPacket(&data);
+
+ SendNewItem(it, count, true, false, false);
+ }
+ }
+ else if( IsEquipmentPos( bag, slot ) )
+ {
+ uint16 dest;
+ uint8 msg = CanEquipNewItem( slot, dest, item, pProto->BuyCount * count, 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, pProto->BuyCount * count, true ))
+ {
+ if( crItem->maxcount != 0 )
+ crItem->count -= pProto->BuyCount * count;
+
+ WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
+ data << pCreature->GetGUID();
+ data << (uint32)crItem->id; // entry
+ data << (uint32)crItem->count;
+ data << (uint32)count;
+ GetSession()->SendPacket(&data);
+
+ SendNewItem(it, count, true, false, false);
+
+ AutoUnequipOffhandIfNeed();
+ }
+ }
+ else
+ {
+ SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
+ return false;
+ }
+
+ return crItem->maxcount!=0?true:false;
+}
+
+uint32 Player::GetMaxPersonalArenaRatingRequirement()
+{
+ // 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(int i = 0; i < MAX_ARENA_SLOT; ++i)
+ {
+ if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
+ {
+ uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5);
+ 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 homebind location
+ TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
+ }
+ 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 << 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());
+ }
+}
+
+void Player::UpdatePvP(bool state, bool ovrride)
+{
+ if(!state || ovrride)
+ {
+ SetPvP(state);
+ if(Pet* pet = GetPet())
+ pet->SetPvP(state);
+ if(Unit* charmed = GetCharm())
+ charmed->SetPvP(state);
+
+ pvpInfo.endTimer = 0;
+ }
+ else
+ {
+ if(pvpInfo.endTimer != 0)
+ pvpInfo.endTimer = time(NULL);
+ else
+ {
+ SetPvP(state);
+
+ if(Pet* pet = GetPet())
+ pet->SetPvP(state);
+ if(Unit* charmed = GetCharm())
+ charmed->SetPvP(state);
+ }
+ }
+}
+
+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)
+{
+ if ( !(spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) )
+ return;
+
+ // Get spell cooldwn
+ int32 cooldown = GetSpellRecoveryTime(spellInfo);
+ // Apply spellmods
+ ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, cooldown);
+ if (cooldown < 0)
+ cooldown = 0;
+ // Add cooldown
+ AddSpellCooldown(spellInfo->Id, 0, time(NULL) + cooldown / 1000);
+ // Send activate
+ WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
+ data << spellInfo->Id;
+ data << GetGUID();
+ SendDirectMessage(&data);
+}
+ //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->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(int 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::LeaveBattleground(bool teleportToEntryPoint)
+{
+ if(BattleGround *bg = GetBattleGround())
+ {
+ bool need_debuf = bg->isBattleGround() && (bg->GetStatus() == STATUS_IN_PROGRESS) && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER);
+
+ bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
+
+ // call after remove to be sure that player resurrected for correct cast
+ if(need_debuf)
+ CastSpell(this, 26013, true); // Deserter
+ }
+}
+
+bool Player::CanJoinToBattleground() const
+{
+ // check Deserter debuff
+ if(GetDummyAura(26013))
+ return false;
+
+ return true;
+}
+
+bool Player::CanReportAfkDueToLimit()
+{
+ // a player can complain about 15 people per 5 minutes
+ if(m_bgAfkReportedCount >= 15)
+ return false;
+ ++m_bgAfkReportedCount;
+ 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_bgAfkReporter.find(reporter->GetGUIDLow())==m_bgAfkReporter.end() && !HasAura(43680,0) && !HasAura(43681,0) && reporter->CanReportAfkDueToLimit())
+ {
+ m_bgAfkReporter.insert(reporter->GetGUIDLow());
+ // 3 players have to complain to apply debuff
+ if(m_bgAfkReporter.size() >= 3)
+ {
+ // cast 'Idle' spell
+ CastSpell(this, 43680, true);
+ m_bgAfkReporter.clear();
+ }
+ }
+}
+
+bool Player::IsVisibleInGridForPlayer( Player* 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;
+}
+
+void Player::UpdateVisibilityOf(WorldObject* target)
+{
+ if(HaveAtClient(target))
+ {
+ if(!target->isVisibleForInState(this,true))
+ {
+ target->DestroyForPlayer(this);
+ m_clientGUIDs.erase(target->GetGUID());
+
+ #ifdef MANGOS_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))
+ {
+ target->SendUpdateToPlayer(this);
+ if(target->GetTypeId()!=TYPEID_GAMEOBJECT||!((GameObject*)target)->IsTransport())
+ m_clientGUIDs.insert(target->GetGUID());
+
+ #ifdef MANGOS_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!=this && target->isType(TYPEMASK_UNIT))
+ SendAuraDurationsForTarget((Unit*)target);
+
+ if(target->GetTypeId()==TYPEID_UNIT && ((Creature*)target)->isAlive())
+ ((Creature*)target)->SendMonsterMoveWithSpeedToCurrentDestination(this);
+ }
+ }
+}
+
+template<class T>
+inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target)
+{
+ s64.insert(target->GetGUID());
+}
+
+template<>
+inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target)
+{
+ if(!target->IsTransport())
+ s64.insert(target->GetGUID());
+}
+
+template<class T>
+void Player::UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow)
+{
+ if(HaveAtClient(target))
+ {
+ if(!target->isVisibleForInState(this,true))
+ {
+ target->BuildOutOfRangeUpdateBlock(&data);
+ m_clientGUIDs.erase(target->GetGUID());
+
+ #ifdef MANGOS_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(target->isVisibleForInState(this,false))
+ {
+ visibleNow.insert(target);
+ target->BuildUpdate(data_updates);
+ target->BuildCreateUpdateBlockForPlayer(&data, this);
+ UpdateVisibilityOf_helper(m_clientGUIDs,target);
+
+ #ifdef MANGOS_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, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
+template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
+template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
+template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
+template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
+
+void Player::InitPrimaryProffesions()
+{
+ SetFreePrimaryProffesions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
+}
+
+void Player::SendComboPoints()
+{
+ Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
+ if (combotarget)
+ {
+ WorldPacket data(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)
+{
+ if(!count)
+ return;
+
+ // without combo points lost (duration checked in aura)
+ RemoveSpellsCausingAura(SPELL_AURA_RETAIN_COMBO_POINTS);
+
+ if(target->GetGUID() == m_comboTarget)
+ {
+ m_comboPoints += count;
+ }
+ else
+ {
+ if(m_comboTarget)
+ if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
+ target->RemoveComboPointHolder(GetGUIDLow());
+
+ m_comboTarget = target->GetGUID();
+ m_comboPoints = count;
+
+ target->AddComboPointHolder(GetGUIDLow());
+ }
+
+ if (m_comboPoints > 5) m_comboPoints = 5;
+ if (m_comboPoints < 0) m_comboPoints = 0;
+
+ SendComboPoints();
+}
+
+void Player::ClearComboPoints()
+{
+ if(!m_comboTarget)
+ return;
+
+ // without combopoints lost (duration checked in aura)
+ RemoveSpellsCausingAura(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()
+{
+ WorldPacket data(SMSG_SET_REST_START, 4);
+ data << uint32(0); // unknown, may be rest state time or expirience
+ GetSession()->SendPacket(&data);
+
+ // Homebind
+ data.Initialize(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_UPDATE_AURA_DURATION
+
+ // tutorial stuff
+ data.Initialize(SMSG_TUTORIAL_FLAGS, 8*4);
+ for (int i = 0; i < 8; ++i)
+ data << uint32( GetTutorialInt(i) );
+ GetSession()->SendPacket(&data);
+
+ SendInitialSpells();
+
+ data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
+ data << uint32(0); // count, for(count) uint32;
+ GetSession()->SendPacket(&data);
+
+ SendInitialActionButtons();
+ SendInitialReputations();
+ UpdateZone(GetZoneId());
+ SendInitWorldStates();
+
+ // SMSG_SET_AURA_SINGLE
+
+ data.Initialize(SMSG_LOGIN_SETTIMESPEED, 8);
+ data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
+ data << (float)0.01666667f; // game speed
+ GetSession()->SendPacket( &data );
+
+ // set fly flag if in fly form or taxi flight to prevent visually drop at ground in showup moment
+ if(HasAuraType(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED) || isInFlight())
+ SetUnitMovementFlags(GetUnitMovementFlags() | MOVEMENTFLAG_FLYING2);
+}
+
+void Player::SendInitialPacketsAfterAddToMap()
+{
+ 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_FLIGHT_SPEED, SPELL_AURA_NONE
+ };
+ for(AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
+ {
+ Unit::AuraList const& auraList = GetAurasByType(*itr);
+ if(!auraList.empty())
+ auraList.front()->ApplyModifier(true,true);
+ }
+
+ if(HasAuraType(SPELL_AURA_MOD_STUN))
+ SetMovement(MOVE_ROOT);
+
+ // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied.
+ if(HasAuraType(SPELL_AURA_MOD_ROOT))
+ {
+ WorldPacket data(SMSG_FORCE_MOVE_ROOT, 10);
+ data.append(GetPackGUID());
+ data << (uint32)2;
+ SendMessageToSet(&data,true);
+ }
+
+ 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_auraUpdateMask = 0;
+ if(Pet *pet = GetPet())
+ pet->ResetAuraUpdateMask();
+}
+
+void Player::SendTransferAborted(uint32 mapid, uint16 reason)
+{
+ WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
+ data << uint32(mapid);
+ data << uint16(reason); // transfer abort reason
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendInstanceResetWarning(uint32 mapid, 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);
+ data << uint32(type);
+ data << uint32(mapid);
+ data << uint32(time);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::ApplyEquipCooldown( Item * pItem )
+{
+ for(int i = 0; i <5; ++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()
+{
+ // not need after this call
+ if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
+ {
+ m_atLoginFlags = m_atLoginFlags & ~AT_LOGIN_RESET_SPELLS;
+ CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login & ~ %u WHERE guid ='%u'", uint32(AT_LOGIN_RESET_SPELLS), GetGUIDLow());
+ }
+
+ // 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();
+
+ for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter)
+ removeSpell(iter->first); // only iter->first can be accessed, object by iter->second can be deleted already
+
+ learnDefaultSpells();
+ learnQuestRewardedSpells();
+}
+
+void Player::learnDefaultSpells(bool loading)
+{
+ // learn default race/class spells
+ PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
+ std::list<CreateSpellPair>::const_iterator spell_itr;
+ for (spell_itr = info->spell.begin(); spell_itr!=info->spell.end(); ++spell_itr)
+ {
+ uint16 tspell = spell_itr->first;
+ if (tspell)
+ {
+ sLog.outDebug("PLAYER: Adding initial spell, id = %u",tspell);
+ if(loading || !spell_itr->second) // not care about passive spells or loading case
+ addSpell(tspell,spell_itr->second);
+ else // but send in normal spell in game learn case
+ learnSpell(tspell);
+ }
+ }
+}
+
+void Player::learnQuestRewardedSpells(Quest const* quest)
+{
+ uint32 spell_id = quest->GetRewSpellCast();
+
+ // skip quests without rewarded spell
+ if( !spell_id )
+ return;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
+ if(!spellInfo)
+ return;
+
+ // check learned spells state
+ bool found = false;
+ for(int 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;
+
+ // specialization
+ if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0)
+ {
+ // 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.GetFirstSpellInChain(itr->first) != first_spell)
+ continue;
+
+ // now we have 2 specialization, learn possible only if found is lesser specialization rank
+ if(!spellmgr.IsHighRankOfSpell(learned_0,itr->first))
+ 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 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 (SpellEntry const* spellentry = sSpellStore.LookupEntry(pAbility->spellId))
+ {
+ // Ok need learn spell
+ learnSpell(pAbility->spellId);
+ }
+ }
+}
+
+void Player::learnSkillRewardedSpells()
+{
+ for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++)
+ {
+ if(!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
+ continue;
+
+ uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF;
+
+ learnSkillRewardedSpells(pskill);
+ }
+}
+
+void Player::SendAuraDurationsForTarget(Unit* target)
+{
+ for(Unit::AuraMap::const_iterator itr = target->GetAuras().begin(); itr != target->GetAuras().end(); ++itr)
+ {
+ Aura* aura = itr->second;
+ if(aura->GetAuraSlot() >= MAX_AURAS || aura->IsPassive() || aura->GetCasterGUID()!=GetGUID())
+ continue;
+
+ aura->SendAuraDurationForCaster(this);
+ }
+}
+
+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());
+}
+
+bool Player::InArena() const
+{
+ BattleGround *bg = GetBattleGround();
+ if(!bg || !bg->isArena())
+ return false;
+
+ return true;
+}
+
+bool Player::GetBGAccessByLevel(uint32 bgTypeId) const
+{
+ BattleGround *bg = sBattleGroundMgr.GetBattleGround(bgTypeId);
+ if(!bg)
+ return false;
+
+ if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel())
+ return false;
+
+ return true;
+}
+
+uint32 Player::GetMinLevelForBattleGroundQueueId(uint32 queue_id)
+{
+ if(queue_id < 1)
+ return 0;
+
+ if(queue_id >=6)
+ queue_id = 6;
+
+ return 10*(queue_id+1);
+}
+
+uint32 Player::GetMaxLevelForBattleGroundQueueId(uint32 queue_id)
+{
+ if(queue_id >=6)
+ return 255; // hardcoded max level
+
+ return 10*(queue_id+2)-1;
+}
+
+uint32 Player::GetBattleGroundQueueIdFromLevel() const
+{
+ uint32 level = getLevel();
+ if(level <= 19)
+ return 0;
+ else if (level > 69)
+ return 6;
+ else
+ return level/10 - 1; // 20..29 -> 1, 30-39 -> 2, ...
+}
+
+float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
+{
+ FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
+ if(!vendor_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();
+
+ SkillLineAbilityMap::const_iterator lower = spellmgr.GetBeginSkillLineAbilityMap(spell_id);
+ SkillLineAbilityMap::const_iterator upper = spellmgr.GetEndSkillLineAbilityMap(spell_id);
+
+ for(SkillLineAbilityMap::const_iterator _spell_idx = lower; _spell_idx != upper; ++_spell_idx)
+ {
+ // skip wrong race skills
+ if( _spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
+ return false;
+
+ // skip wrong class skills
+ if( _spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
+ return false;
+ }
+ return true;
+}
+
+bool Player::HasQuestForGO(int32 GOId)
+{
+ for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
+ {
+ QuestStatusData qs=i->second;
+ if (qs.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ Quest const* qinfo = objmgr.GetQuestTemplate(i->first);
+ if(!qinfo)
+ continue;
+
+ if(GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
+ continue;
+
+ for (int 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::UpdateForQuestsGO()
+{
+ 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))
+ {
+ GameObject *obj = HashMapHolder<GameObject>::Find(*itr);
+ if(obj)
+ obj->BuildValuesUpdateBlockForPlayer(&udata,this);
+ }
+ }
+ 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();
+ m_taxi.ClearTaxiDestinations();
+ }
+
+ // drop flag at summon
+ if(BattleGround *bg = GetBattleGround())
+ bg->EventPlayerDroppedFlag(this);
+
+ m_summon_expire = 0;
+
+ 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()
+{
+ Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
+ if(!offItem)
+ return;
+
+ Item *mainItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND );
+
+ if(!mainItem || mainItem->GetProto()->InventoryType != INVTYPE_2HWEAPON)
+ 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
+ {
+ sLog.outError("Player::EquipItem: Can's store offhand item at 2hand item equip for player (GUID: %u).",GetGUIDLow());
+ }
+}
+
+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(int i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
+ if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
+ return true;
+ break;
+ }
+ case ITEM_CLASS_ARMOR:
+ {
+ // tabard not have dependent spells
+ for(int i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
+ if(Item *item = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
+ if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
+ return true;
+
+ // shields can be equipped to offhand slot
+ if(Item *item = GetItemByPos( 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 = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
+ if(item!=ignoreItem && item->IsFitToSpellRequirements(spellInfo))
+ return true;
+
+ break;
+ }
+ default:
+ sLog.outError("HasItemFitToSpellReqirements: Not handeled spell reqirement for item class %u",spellInfo->EquippedItemClass);
+ break;
+ }
+
+ return false;
+}
+
+void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
+{
+ AuraMap& auras = GetAuras();
+ for(AuraMap::iterator itr = auras.begin(); itr != auras.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
+ RemoveAurasDueToSpell(aura->GetId());
+ itr = auras.begin();
+ }
+
+ // currently casted spells can be dependent from item
+ for (uint32 i = 0; i < CURRENT_MAX_SPELL; i++)
+ {
+ if( m_currentSpells[i] && m_currentSpells[i]->getState()!=SPELL_STATE_DELAYED &&
+ !HasItemFitToSpellReqirements(m_currentSpells[i]->m_spellInfo,pItem) )
+ InterruptSpell(i);
+ }
+}
+
+uint32 Player::GetResurrectionSpellId()
+{
+ // search priceless resurrection possabilities
+ uint32 prio = 0;
+ uint32 spell_id = 0;
+ AuraList const& dummyAuras = GetAurasByType(SPELL_AURA_DUMMY);
+ for(AuraList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
+ {
+ // Soulstone Resurrection // prio: 3 (max, non death persistent)
+ if( prio < 2 && (*itr)->GetSpellProto()->SpellVisual == 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
+ 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
+ if(prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && HasItemCount(17030,1))
+ spell_id = 21169;
+
+ return spell_id;
+}
+
+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;
+
+ pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level);
+
+ if(member_with_max_level)
+ {
+ xp = PvP ? 0 : MaNGOS::XP::Gain(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 = MaNGOS::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) && 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())
+ {
+ uint32 itr_xp = uint32(xp*rate);
+
+ 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(pVictim->GetEntry(), pVictim->GetGUID());
+ }
+ }
+ }
+ }
+ }
+ else // if (!pGroup)
+ {
+ xp = PvP ? 0 : MaNGOS::XP::Gain(this, pVictim);
+
+ // honor can be in PvP and !PvP (racial leader) cases
+ if(RewardHonor(pVictim,1))
+ honored_kill = true;
+
+ // xp and reputation only in !PvP case
+ if(!PvP)
+ {
+ RewardReputation(pVictim,1);
+ 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(pVictim->GetEntry(),pVictim->GetGUID());
+ }
+ }
+ return xp || honored_kill;
+}
+
+bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
+{
+ if(pRewardSource->GetDistance(this) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE))
+ return true;
+
+ if(isAlive())
+ return false;
+
+ Corpse* corpse = GetCorpse();
+ if(!corpse)
+ return false;
+
+ return pRewardSource->GetDistance(corpse) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
+}
+
+uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
+{
+ Item* item = GetWeaponForAttack(attType,true);
+
+ // unarmmed only with base attack
+ if(attType != BASE_ATTACK && !item)
+ return 0;
+
+ // weapon skill or (unarmed for base attack)
+ uint32 skill = item ? item->GetSkill() : SKILL_UNARMED;
+ return GetBaseSkillValue(skill);
+}
+
+void Player::ResurectUsingRequestData()
+{
+ 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();
+
+ TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
+}
+
+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);
+}
+
+void Player::UpdateZoneDependentAuras( uint32 newZone )
+{
+ // remove new continent flight forms
+ if( !isGameMaster() &&
+ GetVirtualMapForMapAndZone(GetMapId(),newZone) != 530)
+ {
+ RemoveSpellsCausingAura(SPELL_AURA_MOD_INCREASE_FLIGHT_SPEED);
+ RemoveSpellsCausingAura(SPELL_AURA_FLY);
+ }
+
+ // Some spells applied at enter into zone (with subzones)
+ // Human Illusion
+ // NOTE: these are removed by RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP);
+ if ( newZone == 2367 ) // Old Hillsbrad Foothills
+ {
+ uint32 spellid = 0;
+ // all horde races
+ if( GetTeam() == HORDE )
+ spellid = getGender() == GENDER_FEMALE ? 35481 : 35480;
+ // and some alliance races
+ else if( getRace() == RACE_NIGHTELF || getRace() == RACE_DRAENEI )
+ spellid = getGender() == GENDER_FEMALE ? 35483 : 35482;
+
+ if(spellid && !HasAura(spellid,0) )
+ CastSpell(this,spellid,true);
+ }
+}
+
+void Player::UpdateAreaDependentAuras( uint32 newArea )
+{
+ // remove auras from spells with area limitations
+ for(AuraMap::iterator iter = m_Auras.begin(); iter != m_Auras.end();)
+ {
+ // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
+ if(!IsSpellAllowedInLocation(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea))
+ RemoveAura(iter);
+ else
+ ++iter;
+ }
+
+ // unmount if enter in this subzone
+ if( newArea == 35)
+ RemoveSpellsCausingAura(SPELL_AURA_MOUNTED);
+ // Dragonmaw Illusion
+ else if( newArea == 3759 || newArea == 3966 || newArea == 3939 )
+ {
+ if( GetDummyAura(40214) )
+ {
+ if( !HasAura(40216,0) )
+ CastSpell(this,40216,true);
+ if( !HasAura(42016,0) )
+ CastSpell(this,42016,true);
+ }
+ }
+}
+
+uint32 Player::GetCorpseReclaimDelay(bool pvp) const
+{
+ if( pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
+ !pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
+ {
+ return copseReclaimDelay[0];
+ }
+
+ time_t now = time(NULL);
+ // 0..2 full period
+ uint32 count = (now < m_deathExpireTime) ? (m_deathExpireTime - 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(!corpse)
+ return;
+
+ uint32 delay;
+ if(load)
+ {
+ if(corpse->GetGhostTime() > m_deathExpireTime)
+ return;
+
+ bool pvp = corpse->GetType()==CORPSE_RESURRECTABLE_PVP;
+
+ 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(corpse->GetType()==CORPSE_RESURRECTABLE_PVP);
+
+ //! corpse reclaim delay 30 * 1000ms or longer at often deaths
+ WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
+ data << uint32(delay*1000);
+ 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];
+}
+
+void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
+{
+ float water_z = m->GetWaterLevel(x,y);
+ float height_z = m->GetHeight(x,y,z, false); // use .map base surface height
+ uint8 flag1 = m->GetTerrainType(x,y);
+
+ //!Underwater check, not in water if underground or above water level
+ if (height_z <= INVALID_HEIGHT || z < (height_z-2) || z > (water_z - 2) )
+ m_isunderwater &= 0x7A;
+ else if ((z < (water_z - 2)) && (flag1 & 0x01))
+ m_isunderwater |= 0x01;
+
+ //!in lava check, anywhere under lava level
+ if ((height_z <= INVALID_HEIGHT || z < (height_z - 0)) && (flag1 == 0x00) && IsInWater())
+ m_isunderwater |= 0x80;
+}
+
+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 == this->pos)
+ return true;
+
+ return false;
+}
|