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Diffstat (limited to 'src/game/Player.cpp')
-rw-r--r-- | src/game/Player.cpp | 18130 |
1 files changed, 18130 insertions, 0 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp new file mode 100644 index 00000000000..f93b44ba732 --- /dev/null +++ b/src/game/Player.cpp @@ -0,0 +1,18130 @@ +/* + * 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; +} + |