diff options
Diffstat (limited to 'src/game/Player.cpp')
| -rw-r--r-- | src/game/Player.cpp | 46276 |
1 files changed, 23138 insertions, 23138 deletions
diff --git a/src/game/Player.cpp b/src/game/Player.cpp index 6fc290467a2..8379ec77d58 100644 --- a/src/game/Player.cpp +++ b/src/game/Player.cpp @@ -1,23138 +1,23138 @@ -/*
- * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
- *
- * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- */
-
-#include "Common.h"
-#include "Language.h"
-#include "Database/DatabaseEnv.h"
-#include "Log.h"
-#include "Opcodes.h"
-#include "SpellMgr.h"
-#include "World.h"
-#include "WorldPacket.h"
-#include "WorldSession.h"
-#include "UpdateMask.h"
-#include "Player.h"
-#include "Vehicle.h"
-#include "SkillDiscovery.h"
-#include "QuestDef.h"
-#include "GossipDef.h"
-#include "UpdateData.h"
-#include "Channel.h"
-#include "ChannelMgr.h"
-#include "MapManager.h"
-#include "MapInstanced.h"
-#include "InstanceSaveMgr.h"
-#include "GridNotifiers.h"
-#include "GridNotifiersImpl.h"
-#include "CellImpl.h"
-#include "ObjectMgr.h"
-#include "ObjectAccessor.h"
-#include "CreatureAI.h"
-#include "Formulas.h"
-#include "Group.h"
-#include "Guild.h"
-#include "Pet.h"
-#include "Util.h"
-#include "Transports.h"
-#include "Weather.h"
-#include "BattleGround.h"
-#include "BattleGroundAV.h"
-#include "BattleGroundMgr.h"
-#include "OutdoorPvP.h"
-#include "OutdoorPvPMgr.h"
-#include "ArenaTeam.h"
-#include "Chat.h"
-#include "Database/DatabaseImpl.h"
-#include "Spell.h"
-#include "SocialMgr.h"
-#include "GameEventMgr.h"
-#include "AchievementMgr.h"
-#include "SpellAuras.h"
-#include "SpellAuraEffects.h"
-
-#include <cmath>
-
-#define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
-
-#define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
-#define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
-#define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
-
-#define SKILL_VALUE(x) PAIR32_LOPART(x)
-#define SKILL_MAX(x) PAIR32_HIPART(x)
-#define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
-
-#define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
-#define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
-#define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
-
-enum CharacterFlags
-{
- CHARACTER_FLAG_NONE = 0x00000000,
- CHARACTER_FLAG_UNK1 = 0x00000001,
- CHARACTER_FLAG_UNK2 = 0x00000002,
- CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
- CHARACTER_FLAG_UNK4 = 0x00000008,
- CHARACTER_FLAG_UNK5 = 0x00000010,
- CHARACTER_FLAG_UNK6 = 0x00000020,
- CHARACTER_FLAG_UNK7 = 0x00000040,
- CHARACTER_FLAG_UNK8 = 0x00000080,
- CHARACTER_FLAG_UNK9 = 0x00000100,
- CHARACTER_FLAG_UNK10 = 0x00000200,
- CHARACTER_FLAG_HIDE_HELM = 0x00000400,
- CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
- CHARACTER_FLAG_UNK13 = 0x00001000,
- CHARACTER_FLAG_GHOST = 0x00002000,
- CHARACTER_FLAG_RENAME = 0x00004000,
- CHARACTER_FLAG_UNK16 = 0x00008000,
- CHARACTER_FLAG_UNK17 = 0x00010000,
- CHARACTER_FLAG_UNK18 = 0x00020000,
- CHARACTER_FLAG_UNK19 = 0x00040000,
- CHARACTER_FLAG_UNK20 = 0x00080000,
- CHARACTER_FLAG_UNK21 = 0x00100000,
- CHARACTER_FLAG_UNK22 = 0x00200000,
- CHARACTER_FLAG_UNK23 = 0x00400000,
- CHARACTER_FLAG_UNK24 = 0x00800000,
- CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
- CHARACTER_FLAG_DECLINED = 0x02000000,
- CHARACTER_FLAG_UNK27 = 0x04000000,
- CHARACTER_FLAG_UNK28 = 0x08000000,
- CHARACTER_FLAG_UNK29 = 0x10000000,
- CHARACTER_FLAG_UNK30 = 0x20000000,
- CHARACTER_FLAG_UNK31 = 0x40000000,
- CHARACTER_FLAG_UNK32 = 0x80000000
-};
-
-enum CharacterCustomizeFlags
-{
- CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000,
- CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc...
- CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc...
- CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc...
-};
-
-// corpse reclaim times
-#define DEATH_EXPIRE_STEP (5*MINUTE)
-#define MAX_DEATH_COUNT 3
-
-static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
-
-//== PlayerTaxi ================================================
-
-PlayerTaxi::PlayerTaxi()
-{
- // Taxi nodes
- memset(m_taximask, 0, sizeof(m_taximask));
-}
-
-void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint8 level)
-{
- // class specific initial known nodes
- switch(chrClass)
- {
- case CLASS_DEATH_KNIGHT:
- {
- for (uint8 i = 0; i < TaxiMaskSize; ++i)
- m_taximask[i] |= sOldContinentsNodesMask[i];
- break;
- }
- }
-
- // race specific initial known nodes: capital and taxi hub masks
- switch(race)
- {
- case RACE_HUMAN: SetTaximaskNode(2); break; // Human
- case RACE_ORC: SetTaximaskNode(23); break; // Orc
- case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
- case RACE_NIGHTELF: SetTaximaskNode(26);
- SetTaximaskNode(27); break; // Night Elf
- case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
- case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
- case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
- case RACE_TROLL: SetTaximaskNode(23); break; // Troll
- case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
- case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
- }
-
- // new continent starting masks (It will be accessible only at new map)
- switch(Player::TeamForRace(race))
- {
- case ALLIANCE: SetTaximaskNode(100); break;
- case HORDE: SetTaximaskNode(99); break;
- }
- // level dependent taxi hubs
- if(level>=68)
- SetTaximaskNode(213); //Shattered Sun Staging Area
-}
-
-void PlayerTaxi::LoadTaxiMask(const char* data)
-{
- Tokens tokens = StrSplit(data, " ");
-
- uint8 index;
- Tokens::iterator iter;
- for (iter = tokens.begin(), index = 0;
- (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
- {
- // load and set bits only for existed taxi nodes
- m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
- }
-}
-
-void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all )
-{
- if(all)
- {
- for (uint8 i=0; i<TaxiMaskSize; i++)
- data << uint32(sTaxiNodesMask[i]); // all existed nodes
- }
- else
- {
- for (uint8 i=0; i<TaxiMaskSize; i++)
- data << uint32(m_taximask[i]); // known nodes
- }
-}
-
-bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint32 team )
-{
- ClearTaxiDestinations();
-
- Tokens tokens = StrSplit(values," ");
-
- for (Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
- {
- uint32 node = uint32(atol(iter->c_str()));
- AddTaxiDestination(node);
- }
-
- if(m_TaxiDestinations.empty())
- return true;
-
- // Check integrity
- if(m_TaxiDestinations.size() < 2)
- return false;
-
- for (size_t i = 1; i < m_TaxiDestinations.size(); ++i)
- {
- uint32 cost;
- uint32 path;
- objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
- if(!path)
- return false;
- }
-
- // can't load taxi path without mount set (quest taxi path?)
- if(!objmgr.GetTaxiMountDisplayId(GetTaxiSource(),team,true))
- return false;
-
- return true;
-}
-
-std::string PlayerTaxi::SaveTaxiDestinationsToString()
-{
- if(m_TaxiDestinations.empty())
- return "";
-
- std::ostringstream ss;
-
- for (size_t i=0; i < m_TaxiDestinations.size(); ++i)
- ss << m_TaxiDestinations[i] << " ";
-
- return ss.str();
-}
-
-uint32 PlayerTaxi::GetCurrentTaxiPath() const
-{
- if(m_TaxiDestinations.size() < 2)
- return 0;
-
- uint32 path;
- uint32 cost;
-
- objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
-
- return path;
-}
-
-std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
-{
- ss << "'";
- for (uint8 i = 0; i < TaxiMaskSize; ++i)
- ss << taxi.m_taximask[i] << " ";
- ss << "'";
- return ss;
-}
-
-//== Player ====================================================
-
-UpdateMask Player::updateVisualBits;
-
-Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputationMgr(this)
-{
- m_speakTime = 0;
- m_speakCount = 0;
-
- m_objectType |= TYPEMASK_PLAYER;
- m_objectTypeId = TYPEID_PLAYER;
-
- m_valuesCount = PLAYER_END;
-
- m_session = session;
-
- m_divider = 0;
-
- m_ExtraFlags = 0;
-
- m_spellModTakingSpell = NULL;
- //m_pad = 0;
-
- // players always accept
- if(GetSession()->GetSecurity() == SEC_PLAYER)
- SetAcceptWhispers(true);
-
- m_curSelection = 0;
- m_lootGuid = 0;
-
- m_comboTarget = 0;
- m_comboPoints = 0;
-
- m_usedTalentCount = 0;
- m_questRewardTalentCount = 0;
-
- m_regenTimer = 0;
- m_regenTimerCount = 0;
- m_weaponChangeTimer = 0;
-
- m_zoneUpdateId = 0;
- m_zoneUpdateTimer = 0;
-
- m_areaUpdateId = 0;
-
- m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
-
- clearResurrectRequestData();
-
- memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
-
- m_social = NULL;
-
- // group is initialized in the reference constructor
- SetGroupInvite(NULL);
- m_groupUpdateMask = 0;
- m_auraRaidUpdateMask = 0;
-
- duel = NULL;
-
- m_GuildIdInvited = 0;
- m_ArenaTeamIdInvited = 0;
-
- m_atLoginFlags = AT_LOGIN_NONE;
-
- mSemaphoreTeleport_Near = false;
- mSemaphoreTeleport_Far = false;
-
- m_DelayedOperations = 0;
- m_bCanDelayTeleport = false;
- m_bHasDelayedTeleport = false;
- m_teleport_options = 0;
-
- pTrader = 0;
- ClearTrade();
-
- m_cinematic = 0;
-
- PlayerTalkClass = new PlayerMenu( GetSession() );
- m_currentBuybackSlot = BUYBACK_SLOT_START;
-
- m_DailyQuestChanged = false;
- m_lastDailyQuestTime = 0;
-
- for (uint8 i=0; i<MAX_TIMERS; i++)
- m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
-
- m_MirrorTimerFlags = UNDERWATER_NONE;
- m_MirrorTimerFlagsLast = UNDERWATER_NONE;
- m_isInWater = false;
- m_drunkTimer = 0;
- m_drunk = 0;
- m_restTime = 0;
- m_deathTimer = 0;
- m_deathExpireTime = 0;
-
- m_swingErrorMsg = 0;
-
- m_DetectInvTimer = 1*IN_MILISECONDS;
-
- for (uint8 j = 0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j)
- {
- m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
- m_bgBattleGroundQueueID[j].invitedToInstance = 0;
- }
-
- m_logintime = time(NULL);
- m_Last_tick = m_logintime;
- m_WeaponProficiency = 0;
- m_ArmorProficiency = 0;
- m_canParry = false;
- m_canBlock = false;
- m_canDualWield = false;
- m_canTitanGrip = false;
- m_ammoDPS = 0.0f;
-
- m_temporaryUnsummonedPetNumber = 0;
- //cache for UNIT_CREATED_BY_SPELL to allow
- //returning reagents for temporarily removed pets
- //when dying/logging out
- m_oldpetspell = 0;
- m_lastpetnumber = 0;
-
- ////////////////////Rest System/////////////////////
- time_inn_enter=0;
- inn_pos_mapid=0;
- inn_pos_x=0;
- inn_pos_y=0;
- inn_pos_z=0;
- m_rest_bonus=0;
- rest_type=REST_TYPE_NO;
- ////////////////////Rest System/////////////////////
-
- m_mailsLoaded = false;
- m_mailsUpdated = false;
- unReadMails = 0;
- m_nextMailDelivereTime = 0;
-
- m_resetTalentsCost = 0;
- m_resetTalentsTime = 0;
- m_itemUpdateQueueBlocked = false;
-
- for (uint8 i = 0; i < MAX_MOVE_TYPE; ++i)
- m_forced_speed_changes[i] = 0;
-
- m_stableSlots = 0;
-
- /////////////////// Instance System /////////////////////
-
- m_HomebindTimer = 0;
- m_InstanceValid = true;
- m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
- m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
-
- m_lastPotionId = 0;
-
- m_activeSpec = 0;
- m_specsCount = 1;
-
- for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
- {
- for (uint8 g = 0; g < MAX_GLYPH_SLOT_INDEX; ++g)
- m_Glyphs[i][g] = 0;
-
- m_talents[i] = new PlayerTalentMap();
- }
-
- for (uint8 i = 0; i < BASEMOD_END; ++i)
- {
- m_auraBaseMod[i][FLAT_MOD] = 0.0f;
- m_auraBaseMod[i][PCT_MOD] = 1.0f;
- }
-
- for (uint8 i = 0; i < MAX_COMBAT_RATING; i++)
- m_baseRatingValue[i] = 0;
-
- m_baseSpellPower = 0;
- m_baseFeralAP = 0;
- m_baseManaRegen = 0;
- m_baseHealthRegen = 0;
-
- // Honor System
- m_lastHonorUpdateTime = time(NULL);
-
- // Player summoning
- m_summon_expire = 0;
- m_summon_mapid = 0;
- m_summon_x = 0.0f;
- m_summon_y = 0.0f;
- m_summon_z = 0.0f;
-
- //Default movement to run mode
- //m_unit_movement_flags = 0;
-
- m_mover = this;
- m_movedPlayer = this;
- m_seer = this;
-
- m_contestedPvPTimer = 0;
-
- m_declinedname = NULL;
-
- m_isActive = true;
-
- m_runes = NULL;
-
- m_lastFallTime = 0;
- m_lastFallZ = 0;
-
- m_ControlledByPlayer = true;
- m_isWorldObject = true;
-
- sWorld.IncreasePlayerCount();
-
- m_ChampioningFaction = 0;
-
- for (int i = 0; i < MAX_POWERS; ++i)
- m_powerFraction[i] = 0;
-}
-
-Player::~Player ()
-{
- // it must be unloaded already in PlayerLogout and accessed only for loggined player
- //m_social = NULL;
-
- // Note: buy back item already deleted from DB when player was saved
- for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; ++i)
- {
- if(m_items[i])
- delete m_items[i];
- }
-
- for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
- delete itr->second;
-
- for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
- {
- for (PlayerTalentMap::const_iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end(); ++itr)
- delete itr->second;
- delete m_talents[i];
- }
-
- //all mailed items should be deleted, also all mail should be deallocated
- for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
- delete *itr;
-
- for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
- delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
-
- delete PlayerTalkClass;
-
- for (size_t x = 0; x < ItemSetEff.size(); x++)
- if(ItemSetEff[x])
- delete ItemSetEff[x];
-
- delete m_declinedname;
- delete m_runes;
-
- sWorld.DecreasePlayerCount();
-}
-
-void Player::CleanupsBeforeDelete(bool finalCleanup)
-{
- TradeCancel(false);
- DuelComplete(DUEL_INTERUPTED);
-
- Unit::CleanupsBeforeDelete(finalCleanup);
-
- if (m_transport)
- m_transport->RemovePassenger(this);
-
- // clean up player-instance binds, may unload some instance saves
- for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
- for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
- itr->second.save->RemovePlayer(this);
-}
-
-bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId )
-{
- //FIXME: outfitId not used in player creating
-
- Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
-
- m_name = name;
-
- PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
- if(!info)
- {
- sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
- return false;
- }
-
- for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++)
- m_items[i] = NULL;
-
- Relocate(info->positionX,info->positionY,info->positionZ);
-
- ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
- if(!cEntry)
- {
- sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
- return false;
- }
-
- SetMap(MapManager::Instance().CreateMap(info->mapId, this, 0));
-
- uint8 powertype = cEntry->powerType;
-
- SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
- SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
-
- setFactionForRace(race);
-
- uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 );
-
- SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) );
- InitDisplayIds();
- if(sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP)
- {
- SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP );
- SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE );
- }
- SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
- SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
- SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
-
- // -1 is default value
- SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
-
- SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
- SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
- SetByteValue(PLAYER_BYTES_3, 0, gender);
-
- SetUInt32Value( PLAYER_GUILDID, 0 );
- SetUInt32Value( PLAYER_GUILDRANK, 0 );
- SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 );
-
- SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled
- SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled
- SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2, 0 ); // 0=disabled
- SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 );
- SetUInt32Value( PLAYER_FIELD_KILLS, 0 );
- SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0 );
- SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 );
- SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 );
-
- // set starting level
- uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
- ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL)
- : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
-
- if (GetSession()->GetSecurity() >= SEC_MODERATOR)
- {
- uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL);
- if(gm_level > start_level)
- start_level = gm_level;
- }
-
- SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
-
- InitRunes();
-
- SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
- SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
- SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
-
- // start with every map explored
- if(sWorld.getConfig(CONFIG_START_ALL_EXPLORED))
- {
- for (uint8 i=0; i<64; i++)
- SetFlag(PLAYER_EXPLORED_ZONES_1+i,0xFFFFFFFF);
- }
-
- //Reputations if "StartAllReputation" is enabled, -- TODO: Fix this in a better way
- if(sWorld.getConfig(CONFIG_START_ALL_REP))
- {
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(942),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(935),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(936),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1011),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(970),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(967),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(989),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(932),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(934),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1038),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1077),42999);
-
- // Factions depending on team, like cities and some more stuff
- switch(GetTeam())
- {
- case ALLIANCE:
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(72),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(47),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(69),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(930),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(730),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(978),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(54),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(946),42999);
- break;
- case HORDE:
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(76),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(68),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(81),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(911),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(729),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(941),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(530),42999);
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(947),42999);
- break;
- default:
- break;
- }
- }
-
- // Played time
- m_Last_tick = time(NULL);
- m_Played_time[PLAYED_TIME_TOTAL] = 0;
- m_Played_time[PLAYED_TIME_LEVEL] = 0;
-
- // base stats and related field values
- InitStatsForLevel();
- InitTaxiNodesForLevel();
- InitGlyphsForLevel();
- InitTalentForLevel();
- InitPrimaryProfessions(); // to max set before any spell added
-
- // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
- UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
- SetHealth(GetMaxHealth());
- if (getPowerType()==POWER_MANA)
- {
- UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
- SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
- }
-
- if(getPowerType() == POWER_RUNIC_POWER)
- {
- SetPower(POWER_RUNE, 8);
- SetMaxPower(POWER_RUNE, 8);
- SetPower(POWER_RUNIC_POWER, 0);
- SetMaxPower(POWER_RUNIC_POWER, 1000);
- }
-
- // original spells
- learnDefaultSpells();
-
- // original action bar
- for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
- addActionButton(action_itr->button,action_itr->action,action_itr->type);
-
- // original items
- CharStartOutfitEntry const* oEntry = NULL;
- for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
- {
- if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
- {
- if(entry->RaceClassGender == RaceClassGender)
- {
- oEntry = entry;
- break;
- }
- }
- }
-
- if(oEntry)
- {
- for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
- {
- if(oEntry->ItemId[j] <= 0)
- continue;
-
- uint32 item_id = oEntry->ItemId[j];
-
- // just skip, reported in ObjectMgr::LoadItemPrototypes
- ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
- if (!iProto)
- continue;
-
- // BuyCount by default
- uint32 count = iProto->BuyCount;
-
- // special amount for food/drink
- if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD)
- {
- switch(iProto->Spells[0].SpellCategory)
- {
- case SPELL_CATEGORY_FOOD: // food
- count = getClass()==CLASS_DEATH_KNIGHT ? 10 : 4;
- break;
- case SPELL_CATEGORY_DRINK: // drink
- count = 2;
- break;
- }
- if(iProto->Stackable < count)
- count = iProto->Stackable;
- }
- // special amount for daggers
- else if(iProto->Class==ITEM_CLASS_WEAPON && iProto->SubClass==ITEM_SUBCLASS_WEAPON_DAGGER)
- {
- count = 2; // will placed to 2 slots
- }
-
- StoreNewItemInBestSlots(item_id, count);
- }
- }
-
- for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++)
- StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
-
- // bags and main-hand weapon must equipped at this moment
- // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
- // or ammo not equipped in special bag
- for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
- {
- if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- {
- uint16 eDest;
- // equip offhand weapon/shield if it attempt equipped before main-hand weapon
- uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false );
- if( msg == EQUIP_ERR_OK )
- {
- RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
- EquipItem( eDest, pItem, true);
- }
- // move other items to more appropriate slots (ammo not equipped in special bag)
- else
- {
- ItemPosCountVec sDest;
- msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false );
- if( msg == EQUIP_ERR_OK )
- {
- RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
- pItem = StoreItem( sDest, pItem, true);
- }
-
- // if this is ammo then use it
- msg = CanUseAmmo( pItem->GetEntry() );
- if( msg == EQUIP_ERR_OK )
- SetAmmo( pItem->GetEntry() );
- }
- }
- }
- // all item positions resolved
-
- return true;
-}
-
-bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
-{
- sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
-
- // attempt equip by one
- while(titem_amount > 0)
- {
- uint16 eDest;
- uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false );
- if( msg != EQUIP_ERR_OK )
- break;
-
- EquipNewItem( eDest, titem_id, true);
- AutoUnequipOffhandIfNeed();
- --titem_amount;
- }
-
- if(titem_amount == 0)
- return true; // equipped
-
- // attempt store
- ItemPosCountVec sDest;
- // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
- uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount );
- if( msg == EQUIP_ERR_OK )
- {
- StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) );
- return true; // stored
- }
-
- // item can't be added
- sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
- return false;
-}
-
-void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
-{
- if (int(MaxValue) == DISABLED_MIRROR_TIMER)
- {
- if (int(CurrentValue) != DISABLED_MIRROR_TIMER)
- StopMirrorTimer(Type);
- return;
- }
- WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
- data << (uint32)Type;
- data << CurrentValue;
- data << MaxValue;
- data << Regen;
- data << (uint8)0;
- data << (uint32)0; // spell id
- GetSession()->SendPacket( &data );
-}
-
-void Player::StopMirrorTimer(MirrorTimerType Type)
-{
- m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
- WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
- data << (uint32)Type;
- GetSession()->SendPacket( &data );
-}
-
-uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
-{
- if(!isAlive() || isGameMaster())
- return 0;
-
- // Absorb, resist some environmental damage type
- uint32 absorb = 0;
- uint32 resist = 0;
- if (type == DAMAGE_LAVA)
- CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
- else if (type == DAMAGE_SLIME)
- CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
-
- damage-=absorb+resist;
-
- DealDamageMods(this,damage,&absorb);
-
- WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
- data << uint64(GetGUID());
- data << uint8(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
- data << uint32(damage);
- data << uint32(absorb);
- data << uint32(resist);
- SendMessageToSet(&data, true);
-
- uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
-
- if(!isAlive())
- {
- if(type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
- {
- DEBUG_LOG("We are fall to death, loosing 10 percents durability");
- DurabilityLossAll(0.10f,false);
- // durability lost message
- WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
- GetSession()->SendPacket(&data2);
- }
-
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
- }
-
- return final_damage;
-}
-
-int32 Player::getMaxTimer(MirrorTimerType timer)
-{
- switch (timer)
- {
- case FATIGUE_TIMER:
- return MINUTE*IN_MILISECONDS;
- case BREATH_TIMER:
- {
- if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
- return DISABLED_MIRROR_TIMER;
- int32 UnderWaterTime = 3*MINUTE*IN_MILISECONDS;
- AuraEffectList const& mModWaterBreathing = GetAuraEffectsByType(SPELL_AURA_MOD_WATER_BREATHING);
- for (AuraEffectList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
- UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetAmount()) / 100.0f);
- return UnderWaterTime;
- }
- case FIRE_TIMER:
- {
- if (!isAlive())
- return DISABLED_MIRROR_TIMER;
- return 1*IN_MILISECONDS;
- }
- default:
- return 0;
- }
- return 0;
-}
-
-void Player::UpdateMirrorTimers()
-{
- // Desync flags for update on next HandleDrowning
- if (m_MirrorTimerFlags)
- m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
-}
-
-void Player::HandleDrowning(uint32 time_diff)
-{
- if (!m_MirrorTimerFlags)
- return;
-
- // In water
- if (m_MirrorTimerFlags & UNDERWATER_INWATER)
- {
- // Breath timer not activated - activate it
- if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
- {
- m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
- SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
- }
- else // If activated - do tick
- {
- m_MirrorTimer[BREATH_TIMER]-=time_diff;
- // Timer limit - need deal damage
- if (m_MirrorTimer[BREATH_TIMER] < 0)
- {
- m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILISECONDS;
- // Calculate and deal damage
- // TODO: Check this formula
- uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
- EnvironmentalDamage(DAMAGE_DROWNING, damage);
- }
- else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need
- SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
- }
- }
- else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
- {
- int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
- // Need breath regen
- m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
- if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive())
- StopMirrorTimer(BREATH_TIMER);
- else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
- SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
- }
-
- // In dark water
- if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
- {
- // Fatigue timer not activated - activate it
- if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
- {
- m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
- SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
- }
- else
- {
- m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
- // Timer limit - need deal damage or teleport ghost to graveyard
- if (m_MirrorTimer[FATIGUE_TIMER] < 0)
- {
- m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILISECONDS;
- if (isAlive()) // Calculate and deal damage
- {
- uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
- EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
- }
- else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard
- RepopAtGraveyard();
- }
- else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER))
- SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
- }
- }
- else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
- {
- int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
- m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
- if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive())
- StopMirrorTimer(FATIGUE_TIMER);
- else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)
- SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
- }
-
- if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME))
- {
- // Breath timer not activated - activate it
- if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
- m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
- else
- {
- m_MirrorTimer[FIRE_TIMER]-=time_diff;
- if (m_MirrorTimer[FIRE_TIMER] < 0)
- {
- m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILISECONDS;
- // Calculate and deal damage
- // TODO: Check this formula
- uint32 damage = urand(600, 700);
- if (m_MirrorTimerFlags&UNDERWATER_INLAVA)
- EnvironmentalDamage(DAMAGE_LAVA, damage);
- else
- EnvironmentalDamage(DAMAGE_SLIME, damage);
- }
- }
- }
- else
- m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
-
- // Recheck timers flag
- m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
- for (uint8 i = 0; i< MAX_TIMERS; ++i)
- if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER)
- {
- m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
- break;
- }
- m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
-}
-
-///The player sobers by 256 every 10 seconds
-void Player::HandleSobering()
-{
- m_drunkTimer = 0;
-
- uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
- SetDrunkValue(drunk);
-}
-
-DrunkenState Player::GetDrunkenstateByValue(uint16 value)
-{
- if(value >= 23000)
- return DRUNKEN_SMASHED;
- if(value >= 12800)
- return DRUNKEN_DRUNK;
- if(value & 0xFFFE)
- return DRUNKEN_TIPSY;
- return DRUNKEN_SOBER;
-}
-
-void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
-{
- uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
-
- m_drunk = newDrunkenValue;
- SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
-
- uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
-
- // special drunk invisibility detection
- if(newDrunkenState >= DRUNKEN_DRUNK)
- m_detectInvisibilityMask |= (1<<6);
- else
- m_detectInvisibilityMask &= ~(1<<6);
-
- if(newDrunkenState == oldDrunkenState)
- return;
-
- WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
- data << uint64(GetGUID());
- data << uint32(newDrunkenState);
- data << uint32(itemId);
-
- SendMessageToSet(&data, true);
-}
-
-void Player::Update( uint32 p_time )
-{
- if (!IsInWorld())
- return;
-
- // undelivered mail
- if (m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
- {
- SendNewMail();
- ++unReadMails;
-
- // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
- m_nextMailDelivereTime = 0;
- }
-
- // If this is set during update SetSpellModTakingSpell call is missing somewhere in the code
- // Having this would prevent more aura charges to be dropped, so let's crash
- //assert (!m_spellModTakingSpell);
- if (/*m_pad ||*/ m_spellModTakingSpell)
- {
- //sLog.outCrash("Player has m_pad %u during update!", m_pad);
- //if(m_spellModTakingSpell)
- sLog.outCrash("Player has m_spellModTakingSpell %u during update!", m_spellModTakingSpell->m_spellInfo->Id);
- return;
- m_spellModTakingSpell = NULL;
- }
-
- //used to implement delayed far teleports
- SetCanDelayTeleport(true);
- Unit::Update(p_time);
- SetCanDelayTeleport(false);
-
- time_t now = time(NULL);
-
- UpdatePvPFlag(now);
-
- UpdateContestedPvP(p_time);
-
- UpdateDuelFlag(now);
-
- CheckDuelDistance(now);
-
- UpdateAfkReport(now);
-
- if (isCharmed())
- if (Unit *charmer = GetCharmer())
- if (charmer->GetTypeId() == TYPEID_UNIT && charmer->isAlive())
- UpdateCharmedAI();
-
- // Update items that have just a limited lifetime
- if (now > m_Last_tick)
- UpdateItemDuration(uint32(now - m_Last_tick));
-
- if (!m_timedquests.empty())
- {
- std::set<uint32>::iterator iter = m_timedquests.begin();
- while (iter != m_timedquests.end())
- {
- QuestStatusData& q_status = mQuestStatus[*iter];
- if (q_status.m_timer <= p_time)
- {
- uint32 quest_id = *iter;
- ++iter; // current iter will be removed in FailQuest
- FailQuest(quest_id);
- }
- else
- {
- q_status.m_timer -= p_time;
- if (q_status.uState != QUEST_NEW)
- q_status.uState = QUEST_CHANGED;
- ++iter;
- }
- }
- }
-
- if (hasUnitState(UNIT_STAT_MELEE_ATTACKING) && !hasUnitState(UNIT_STAT_CASTING))
- {
- if (Unit *pVictim = getVictim())
- {
- // default combat reach 10
- // TODO add weapon,skill check
-
- if (isAttackReady(BASE_ATTACK))
- {
- if (!IsWithinMeleeRange(pVictim))
- {
- setAttackTimer(BASE_ATTACK,100);
- if (m_swingErrorMsg != 1) // send single time (client auto repeat)
- {
- SendAttackSwingNotInRange();
- m_swingErrorMsg = 1;
- }
- }
- //120 degrees of radiant range
- else if (!HasInArc(2*M_PI/3, pVictim))
- {
- setAttackTimer(BASE_ATTACK,100);
- if (m_swingErrorMsg != 2) // send single time (client auto repeat)
- {
- SendAttackSwingBadFacingAttack();
- m_swingErrorMsg = 2;
- }
- }
- else
- {
- m_swingErrorMsg = 0; // reset swing error state
-
- // prevent base and off attack in same time, delay attack at 0.2 sec
- if (haveOffhandWeapon())
- if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
- setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
-
- // do attack
- AttackerStateUpdate(pVictim, BASE_ATTACK);
- resetAttackTimer(BASE_ATTACK);
- }
- }
-
- if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
- {
- if (!IsWithinMeleeRange(pVictim))
- setAttackTimer(OFF_ATTACK,100);
- else if (!HasInArc(2*M_PI/3, pVictim))
- setAttackTimer(OFF_ATTACK,100);
- else
- {
- // prevent base and off attack in same time, delay attack at 0.2 sec
- if (getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY)
- setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
-
- // do attack
- AttackerStateUpdate(pVictim, OFF_ATTACK);
- resetAttackTimer(OFF_ATTACK);
- }
- }
-
- /*Unit *owner = pVictim->GetOwner();
- Unit *u = owner ? owner : pVictim;
- if(u->IsPvP() && (!duel || duel->opponent != u))
- {
- UpdatePvP(true);
- RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
- }*/
- }
- }
-
- if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
- {
- if (roll_chance_i(3) && GetTimeInnEnter() > 0) // freeze update
- {
- int time_inn = time(NULL)-GetTimeInnEnter();
- if (time_inn >= 10) // freeze update
- {
- float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
- // speed collect rest bonus (section/in hour)
- SetRestBonus(GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
- UpdateInnerTime(time(NULL));
- }
- }
- }
-
- if (m_weaponChangeTimer > 0)
- {
- if (p_time >= m_weaponChangeTimer)
- m_weaponChangeTimer = 0;
- else
- m_weaponChangeTimer -= p_time;
- }
-
- if (m_zoneUpdateTimer > 0)
- {
- if (p_time >= m_zoneUpdateTimer)
- {
- uint32 newzone, newarea;
- GetZoneAndAreaId(newzone,newarea);
-
- if (m_zoneUpdateId != newzone)
- UpdateZone(newzone,newarea); // also update area
- else
- {
- // use area updates as well
- // needed for free far all arenas for example
- if (m_areaUpdateId != newarea)
- UpdateArea(newarea);
-
- m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
- }
- }
- else
- m_zoneUpdateTimer -= p_time;
- }
-
- if (m_timeSyncTimer > 0)
- {
- if(p_time >= m_timeSyncTimer)
- SendTimeSync();
- else
- m_timeSyncTimer -= p_time;
- }
-
- if (isAlive())
- {
- m_regenTimer += p_time;
- RegenerateAll();
- }
-
- if (m_deathState == JUST_DIED)
- KillPlayer();
-
- if (m_nextSave > 0)
- {
- if (p_time >= m_nextSave)
- {
- // m_nextSave reseted in SaveToDB call
- SaveToDB();
- sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
- }
- else
- m_nextSave -= p_time;
- }
-
- //Handle Water/drowning
- HandleDrowning(p_time);
-
- //Handle detect stealth players
- if (m_DetectInvTimer > 0)
- {
- if (p_time >= m_DetectInvTimer)
- {
- HandleStealthedUnitsDetection();
- m_DetectInvTimer = 3000;
- }
- else
- m_DetectInvTimer -= p_time;
- }
-
- // Played time
- if (now > m_Last_tick)
- {
- uint32 elapsed = uint32(now - m_Last_tick);
- m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time
- m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time
- m_Last_tick = now;
- }
-
- if (m_drunk)
- {
- m_drunkTimer += p_time;
-
- if (m_drunkTimer > 10*IN_MILISECONDS)
- HandleSobering();
- }
-
- // not auto-free ghost from body in instances
- if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
- {
- if(p_time >= m_deathTimer)
- {
- m_deathTimer = 0;
- BuildPlayerRepop();
- RepopAtGraveyard();
- }
- else
- m_deathTimer -= p_time;
- }
-
- UpdateEnchantTime(p_time);
- UpdateHomebindTime(p_time);
-
- // group update
- SendUpdateToOutOfRangeGroupMembers();
-
- Pet* pet = GetPet();
- if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && !pet->isPossessed())
- //if(pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
- RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
-
- //we should execute delayed teleports only for alive(!) players
- //because we don't want player's ghost teleported from graveyard
- if (IsHasDelayedTeleport() && isAlive())
- TeleportTo(m_teleport_dest, m_teleport_options);
-}
-
-void Player::setDeathState(DeathState s)
-{
- uint32 ressSpellId = 0;
-
- bool cur = isAlive();
-
- if (s == JUST_DIED)
- {
- if (!cur)
- {
- sLog.outError("setDeathState: attempt to kill a dead player %s(%d)", GetName(), GetGUIDLow());
- return;
- }
-
- // drunken state is cleared on death
- SetDrunkValue(0);
- // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
- ClearComboPoints();
-
- clearResurrectRequestData();
-
- // remove form before other mods to prevent incorrect stats calculation
- RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
-
- //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
- RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
-
- // save value before aura remove in Unit::setDeathState
- ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
-
- // passive spell
- if(!ressSpellId)
- ressSpellId = GetResurrectionSpellId();
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
- }
- Unit::setDeathState(s);
-
- // restore resurrection spell id for player after aura remove
- if (s == JUST_DIED && cur && ressSpellId)
- SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
-
- if (isAlive() && !cur)
- {
- //clear aura case after resurrection by another way (spells will be applied before next death)
- SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
-
- // restore default warrior stance
- if (getClass() == CLASS_WARRIOR)
- CastSpell(this, 2457, true);
- }
-}
-
-bool Player::BuildEnumData( QueryResult_AutoPtr result, WorldPacket * p_data )
-{
- // 0 1 2 3 4 5 6 7
- // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
- // 8 9 10 11 12 13 14
- // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
- // 15 16 17 18 19 20
- // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive "
-
- Field *fields = result->Fetch();
-
- uint32 guid = fields[0].GetUInt32();
- uint8 pRace = fields[2].GetUInt8();
- uint8 pClass = fields[3].GetUInt8();
-
- PlayerInfo const *info = objmgr.GetPlayerInfo(pRace, pClass);
- if (!info)
- {
- sLog.outError("Player %u has incorrect race/class pair. Don't build enum.", guid);
- return false;
- }
-
- *p_data << uint64(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
- *p_data << fields[1].GetString(); // name
- *p_data << uint8(pRace); // race
- *p_data << uint8(pClass); // class
- *p_data << uint8(fields[4].GetUInt8()); // gender
-
- uint32 playerBytes = fields[5].GetUInt32();
- *p_data << uint8(playerBytes); // skin
- *p_data << uint8(playerBytes >> 8); // face
- *p_data << uint8(playerBytes >> 16); // hair style
- *p_data << uint8(playerBytes >> 24); // hair color
-
- uint32 playerBytes2 = fields[6].GetUInt32();
- *p_data << uint8(playerBytes2 & 0xFF); // facial hair
-
- *p_data << uint8(fields[7].GetUInt8()); // level
- *p_data << uint32(fields[8].GetUInt32()); // zone
- *p_data << uint32(fields[9].GetUInt32()); // map
-
- *p_data << fields[10].GetFloat(); // x
- *p_data << fields[11].GetFloat(); // y
- *p_data << fields[12].GetFloat(); // z
-
- *p_data << uint32(fields[13].GetUInt32()); // guild id
-
- uint32 char_flags = 0;
- uint32 playerFlags = fields[14].GetUInt32();
- uint32 atLoginFlags = fields[15].GetUInt32();
- if (playerFlags & PLAYER_FLAGS_HIDE_HELM)
- char_flags |= CHARACTER_FLAG_HIDE_HELM;
- if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
- char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
- if (playerFlags & PLAYER_FLAGS_GHOST)
- char_flags |= CHARACTER_FLAG_GHOST;
- if (atLoginFlags & AT_LOGIN_RENAME)
- char_flags |= CHARACTER_FLAG_RENAME;
- if (sWorld.getConfig(CONFIG_DECLINED_NAMES_USED))
- {
- if (!fields[20].GetCppString().empty())
- char_flags |= CHARACTER_FLAG_DECLINED;
- }
- else
- char_flags |= CHARACTER_FLAG_DECLINED;
-
- *p_data << uint32(char_flags); // character flags
- // character customize flags
- *p_data << uint32(atLoginFlags & AT_LOGIN_CUSTOMIZE ? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE : CHAR_CUSTOMIZE_FLAG_NONE);
- // First login
- *p_data << uint8(atLoginFlags & AT_LOGIN_FIRST ? 1 : 0);
-
- // Pets info
- {
- uint32 petDisplayId = 0;
- uint32 petLevel = 0;
- uint32 petFamily = 0;
-
- // show pet at selection character in character list only for non-ghost character
- if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT))
- {
- uint32 entry = fields[16].GetUInt32();
- CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
- if (cInfo)
- {
- petDisplayId = fields[17].GetUInt32();
- petLevel = fields[18].GetUInt32();
- petFamily = cInfo->family;
- }
- }
-
- *p_data << uint32(petDisplayId);
- *p_data << uint32(petLevel);
- *p_data << uint32(petFamily);
- }
-
- // TODO: do not access data field here
- Tokens data = StrSplit(fields[19].GetCppString(), " ");
-
- for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
- {
- uint32 visualbase = PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2);
- uint32 item_id = GetUInt32ValueFromArray(data, visualbase);
- const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
- if (!proto)
- {
- *p_data << uint32(0);
- *p_data << uint8(0);
- *p_data << uint32(0);
- continue;
- }
-
- SpellItemEnchantmentEntry const *enchant = NULL;
-
- uint32 enchants = GetUInt32ValueFromArray(data, visualbase + 1);
- for (uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot)
- {
- // values stored in 2 uint16
- uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16);
- if (!enchantId)
- continue;
-
- if ((enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId)))
- break;
- }
-
- *p_data << uint32(proto->DisplayInfoID);
- *p_data << uint8(proto->InventoryType);
- *p_data << uint32(enchant ? enchant->aura_id : 0);
- }
- *p_data << uint32(0); // first bag display id
- *p_data << uint8(0); // first bag inventory type
- *p_data << uint32(0); // enchant?
-
- return true;
-}
-
-bool Player::ToggleAFK()
-{
- ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
-
- bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
-
- // afk player not allowed in battleground
- if (state && InBattleGround())
- LeaveBattleground();
-
- return state;
-}
-
-bool Player::ToggleDND()
-{
- ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
-
- return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
-}
-
-uint8 Player::chatTag() const
-{
- // it's bitmask
- // 0x8 - ??
- // 0x4 - gm
- // 0x2 - dnd
- // 0x1 - afk
- if (isGMChat())
- return 4;
- else if (isDND())
- return 3;
- if (isAFK())
- return 1;
- else
- return 0;
-}
-
-void Player::SendTeleportAckMsg()
-{
- WorldPacket data(MSG_MOVE_TELEPORT_ACK, 41);
- data.append(GetPackGUID());
- data << uint32(0); // this value increments every time
- BuildMovementPacket(&data);
- GetSession()->SendPacket(&data);
-}
-
-// this is not used anywhere
-void Player::TeleportOutOfMap(Map *oldMap)
-{
- while (IsBeingTeleportedFar())
- GetSession()->HandleMoveWorldportAckOpcode();
-
- if (GetMap() != oldMap)
- return;
-
- TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
-
- while (IsBeingTeleportedFar())
- GetSession()->HandleMoveWorldportAckOpcode();
-
- if (GetMap() == oldMap)
- {
- sLog.outCrash("Cannot teleport player out of map!");
- ResetMap();
- assert(false);
- }
-}
-
-bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
-{
- if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
- {
- sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
- return false;
- }
-
- if((GetSession()->GetSecurity() < SEC_GAMEMASTER) && !sWorld.IsAllowedMap(mapid))
- {
- sLog.outError("Player %s tried to enter a forbidden map", GetName());
- return false;
- }
-
- // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
- Pet* pet = GetPet();
-
- MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
-
- // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
- // don't let gm level > 1 either
- if (!InBattleGround() && mEntry->IsBattleGroundOrArena())
- return false;
-
- // client without expansion support
- if (GetSession()->Expansion() < mEntry->Expansion())
- {
- sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
-
- if (GetTransport())
- RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
-
- SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
-
- return false; // normal client can't teleport to this map...
- }
- else
- sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid);
-
- // reset movement flags at teleport, because player will continue move with these flags after teleport
- SetUnitMovementFlags(0);
-
- if (m_transport)
- {
- if (options & TELE_TO_NOT_LEAVE_TRANSPORT)
- AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
- else
- {
- m_transport->RemovePassenger(this);
- m_transport = NULL;
- m_movementInfo.t_x = 0.0f;
- m_movementInfo.t_y = 0.0f;
- m_movementInfo.t_z = 0.0f;
- m_movementInfo.t_o = 0.0f;
- m_movementInfo.t_time = 0;
- m_movementInfo.t_seat = -1;
- }
- }
-
- // The player was ported to another map and looses the duel immediately.
- // We have to perform this check before the teleport, otherwise the
- // ObjectAccessor won't find the flag.
- if (duel && GetMapId() != mapid)
- if (GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER)))
- DuelComplete(DUEL_FLED);
-
- if (GetMapId() == mapid && !m_transport)
- {
- //lets reset far teleport flag if it wasn't reset during chained teleports
- SetSemaphoreTeleportFar(false);
- //setup delayed teleport flag
- SetDelayedTeleportFlag(IsCanDelayTeleport());
- //if teleport spell is casted in Unit::Update() func
- //then we need to delay it until update process will be finished
- if(IsHasDelayedTeleport())
- {
- SetSemaphoreTeleportNear(true);
- //lets save teleport destination for player
- m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
- m_teleport_options = options;
- return true;
- }
-
- if (!(options & TELE_TO_NOT_UNSUMMON_PET))
- {
- //same map, only remove pet if out of range for new position
- if(pet && !pet->IsWithinDist3d(x,y,z, GetMap()->GetVisibilityDistance()))
- UnsummonPetTemporaryIfAny();
- }
-
- if (!(options & TELE_TO_NOT_LEAVE_COMBAT))
- CombatStop();
-
- // this will be used instead of the current location in SaveToDB
- m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
- SetFallInformation(0, z);
-
- // code for finish transfer called in WorldSession::HandleMovementOpcodes()
- // at client packet MSG_MOVE_TELEPORT_ACK
- SetSemaphoreTeleportNear(true);
- // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
- if(!GetSession()->PlayerLogout())
- {
- Position oldPos;
- GetPosition(&oldPos);
- Relocate(x, y, z, orientation);
- SendTeleportAckMsg();
- Relocate(&oldPos);
- }
- }
- else
- {
- if (getClass() == CLASS_DEATH_KNIGHT && GetMapId() == 609 && !isGameMaster() && !HasSpell(50977))
- return false;
-
- // far teleport to another map
- Map* oldmap = IsInWorld() ? GetMap() : NULL;
- // check if we can enter before stopping combat / removing pet / totems / interrupting spells
-
- // Check enter rights before map getting to avoid creating instance copy for player
- // this check not dependent from map instance copy and same for all instance copies of selected map
- if (!MapManager::Instance().CanPlayerEnter(mapid, this))
- return false;
-
- // If the map is not created, assume it is possible to enter it.
- // It will be created in the WorldPortAck.
- Map *map = MapManager::Instance().FindMap(mapid);
- if (!map || map->CanEnter(this))
- {
- //lets reset near teleport flag if it wasn't reset during chained teleports
- SetSemaphoreTeleportNear(false);
- //setup delayed teleport flag
- SetDelayedTeleportFlag(IsCanDelayTeleport());
- //if teleport spell is casted in Unit::Update() func
- //then we need to delay it until update process will be finished
- if(IsHasDelayedTeleport())
- {
- SetSemaphoreTeleportFar(true);
- //lets save teleport destination for player
- m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
- m_teleport_options = options;
- return true;
- }
-
- SetSelection(0);
-
- CombatStop();
-
- ResetContestedPvP();
-
- // remove player from battleground on far teleport (when changing maps)
- if(BattleGround const* bg = GetBattleGround())
- {
- // Note: at battleground join battleground id set before teleport
- // and we already will found "current" battleground
- // just need check that this is targeted map or leave
- if (bg->GetMapId() != mapid)
- LeaveBattleground(false); // don't teleport to entry point
- }
-
- // remove pet on map change
- if (pet)
- UnsummonPetTemporaryIfAny();
-
- // remove all dyn objects
- RemoveAllDynObjects();
-
- // stop spellcasting
- // not attempt interrupt teleportation spell at caster teleport
- if(!(options & TELE_TO_SPELL))
- if(IsNonMeleeSpellCasted(true))
- InterruptNonMeleeSpells(true);
-
- //remove auras before removing from map...
- RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
-
- if (!GetSession()->PlayerLogout())
- {
- // send transfer packets
- WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
- data << uint32(mapid);
- if (m_transport)
- {
- data << m_transport->GetEntry() << GetMapId();
- }
- GetSession()->SendPacket(&data);
-
- data.Initialize(SMSG_NEW_WORLD, (20));
- if (m_transport)
- data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
- else
- data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
-
- GetSession()->SendPacket( &data );
- SendSavedInstances();
- }
-
- // remove from old map now
- if(oldmap)
- oldmap->Remove(this, false);
-
- // new final coordinates
- float final_x = x;
- float final_y = y;
- float final_z = z;
- float final_o = orientation;
-
- if (m_transport)
- {
- final_x += m_movementInfo.t_x;
- final_y += m_movementInfo.t_y;
- final_z += m_movementInfo.t_z;
- final_o += m_movementInfo.t_o;
- }
-
- m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
- SetFallInformation(0, final_z);
- // if the player is saved before worldportack (at logout for example)
- // this will be used instead of the current location in SaveToDB
-
- // move packet sent by client always after far teleport
- // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
- SetSemaphoreTeleportFar(true);
- }
- else
- return false;
- }
- return true;
-}
-
-bool Player::TeleportToBGEntryPoint()
-{
- ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
- ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
- return TeleportTo(m_bgData.joinPos);
-}
-
-void Player::ProcessDelayedOperations()
-{
- if (m_DelayedOperations == 0)
- return;
-
- if (m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
- {
- ResurrectPlayer(0.0f, false);
-
- if (GetMaxHealth() > m_resurrectHealth)
- SetHealth(m_resurrectHealth);
- else
- SetHealth(GetMaxHealth());
-
- if (GetMaxPower(POWER_MANA) > m_resurrectMana)
- SetPower(POWER_MANA, m_resurrectMana);
- else
- SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
-
- SetPower(POWER_RAGE, 0);
- SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
-
- SpawnCorpseBones();
- }
-
- if (m_DelayedOperations & DELAYED_SAVE_PLAYER)
- SaveToDB();
-
- if (m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
- CastSpell(this, 26013, true); // Deserter
-
- if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
- {
- if (m_bgData.mountSpell)
- {
- CastSpell(this, m_bgData.mountSpell, true);
- m_bgData.mountSpell = 0;
- }
- }
-
- if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
- {
- if (m_bgData.HasTaxiPath())
- {
- m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]);
- m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]);
- m_bgData.ClearTaxiPath();
-
- ContinueTaxiFlight();
- }
- }
-
- //we have executed ALL delayed ops, so clear the flag
- m_DelayedOperations = 0;
-}
-
-void Player::AddToWorld()
-{
- ///- Do not add/remove the player from the object storage
- ///- It will crash when updating the ObjectAccessor
- ///- The player should only be added when logging in
- Unit::AddToWorld();
-
- for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
- if(m_items[i])
- m_items[i]->AddToWorld();
-}
-
-void Player::RemoveFromWorld()
-{
- // cleanup
- if(IsInWorld())
- {
- ///- Release charmed creatures, unsummon totems and remove pets/guardians
- StopCastingCharm();
- StopCastingBindSight();
- UnsummonPetTemporaryIfAny();
- sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId);
- }
-
- ///- Do not add/remove the player from the object storage
- ///- It will crash when updating the ObjectAccessor
- ///- The player should only be removed when logging out
- Unit::RemoveFromWorld();
-
- for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
- {
- if (m_items[i])
- m_items[i]->RemoveFromWorld();
- }
-
- for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
- iter->second->RemoveFromWorld();
-
- if (m_uint32Values)
- {
- if (WorldObject *viewpoint = GetViewpoint())
- {
- sLog.outCrash("Player %s has viewpoint %u %u when removed from world", GetName(), viewpoint->GetEntry(), viewpoint->GetTypeId());
- SetViewpoint(viewpoint, false);
- }
- }
-}
-
-void Player::RegenerateAll()
-{
- //if (m_regenTimer <= 500)
- // return;
-
- m_regenTimerCount += m_regenTimer;
-
- Regenerate(POWER_ENERGY);
-
- Regenerate(POWER_MANA);
-
- // Runes act as cooldowns, and they don't need to send any data
- if(getClass() == CLASS_DEATH_KNIGHT)
- for (uint32 i = 0; i < MAX_RUNES; ++i)
- if(uint32 cd = GetRuneCooldown(i))
- SetRuneCooldown(i, (cd > m_regenTimer) ? cd - m_regenTimer : 0);
-
- if (m_regenTimerCount >= 2000)
- {
- // Not in combat or they have regeneration
- if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
- HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() )
- {
- RegenerateHealth();
- }
-
- Regenerate(POWER_RAGE);
- if (getClass() == CLASS_DEATH_KNIGHT)
- Regenerate(POWER_RUNIC_POWER);
-
- m_regenTimerCount -= 2000;
- }
-
- m_regenTimer = 0;
-}
-
-void Player::Regenerate(Powers power)
-{
- uint32 maxValue = GetMaxPower(power);
- if (!maxValue)
- return;
-
- uint32 curValue = GetPower(power);
-
- // TODO: possible use of miscvalueb instead of amount
- if (HasAuraTypeWithValue(SPELL_AURA_PREVENT_REGENERATE_POWER, power))
- return;
-
- float addvalue = 0.0f;
-
- switch (power)
- {
- case POWER_MANA:
- {
- bool recentCast = IsUnderLastManaUseEffect();
- float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
-
- if (getLevel() < 15)
- ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA) * (2.066f - (getLevel() * 0.066f));
-
- if (recentCast) // Trinity Updates Mana in intervals of 2s, which is correct
- addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
- else
- addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
- } break;
- case POWER_RAGE: // Regenerate rage
- {
- if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
- {
- float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
- addvalue += -20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec)
- }
- } break;
- case POWER_ENERGY: // Regenerate energy (rogue)
- addvalue += 0.01f * m_regenTimer;
- break;
- case POWER_RUNIC_POWER:
- {
- if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
- {
- float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
- addvalue += -30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
- }
- } break;
- case POWER_RUNE:
- case POWER_FOCUS:
- case POWER_HAPPINESS:
- case POWER_HEALTH:
- break;
- }
-
- // Mana regen calculated in Player::UpdateManaRegen()
- if (power != POWER_MANA)
- {
- AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
- for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
- if ((*i)->GetMiscValue() == power)
- addvalue *= ((*i)->GetAmount() + 100) / 100.0f;
-
- // Butchery requires combat for this effect
- if (power != POWER_RUNIC_POWER || isInCombat())
- addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * ((power != POWER_ENERGY) ? m_regenTimerCount : m_regenTimer) / (5 * IN_MILISECONDS);
- }
-
- if (addvalue < 0.0f)
- {
- if (curValue == 0)
- return;
- }
- else if (addvalue > 0.0f)
- {
- if (curValue == maxValue)
- return;
- }
- else
- return;
-
- addvalue += m_powerFraction[power];
- uint32 integerValue = uint32(abs(addvalue));
-
- if (addvalue < 0.0f)
- {
- if(curValue > integerValue)
- {
- curValue -= integerValue;
- m_powerFraction[power] = addvalue + integerValue;
- }
- else
- {
- curValue = 0;
- m_powerFraction[power] = 0;
- }
- }
- else
- {
- curValue += integerValue;
-
- if (curValue > maxValue)
- {
- curValue = maxValue;
- m_powerFraction[power] = 0;
- }
- else
- m_powerFraction[power] = addvalue - integerValue;
- }
- if(m_regenTimerCount >= 2000)
- SetPower(power, curValue);
- else
- UpdateUInt32Value(UNIT_FIELD_POWER1 + power, curValue);
-}
-
-void Player::RegenerateHealth()
-{
- uint32 curValue = GetHealth();
- uint32 maxValue = GetMaxHealth();
-
- if (curValue >= maxValue)
- return;
-
- float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
-
- if (getLevel() < 15)
- HealthIncreaseRate = sWorld.getRate(RATE_HEALTH) * (2.066f - (getLevel() * 0.066f));
-
- float addvalue = 0.0f;
-
- // polymorphed case
- if (IsPolymorphed())
- addvalue = GetMaxHealth()/3;
- // normal regen case (maybe partly in combat case)
- else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
- {
- addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
- if (!isInCombat())
- {
- AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
- for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
- addvalue *= (100.0f + (*i)->GetAmount()) / 100.0f;
-
- addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 2 * IN_MILISECONDS / (5 * IN_MILISECONDS);
- }
- else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
- addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
-
- if (!IsStandState())
- addvalue *= 1.5;
- }
-
- // always regeneration bonus (including combat)
- addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
- addvalue += m_baseHealthRegen / 2.5f;
-
- if (addvalue < 0)
- addvalue = 0;
-
- ModifyHealth(int32(addvalue));
-}
-
-bool Player::CanInteractWithNPCs(bool alive) const
-{
- if (alive && !isAlive())
- return false;
- if (isInFlight())
- return false;
-
- return true;
-}
-
-Creature*
-Player::GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask)
-{
- // unit checks
- if (!guid)
- return NULL;
-
- if (!IsInWorld())
- return NULL;
-
- // exist (we need look pets also for some interaction (quest/etc)
- Creature *unit = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
- if (!unit)
- return NULL;
-
- // player check
- if (!CanInteractWithNPCs(!unit->isSpiritService()))
- return NULL;
-
- // appropriate npc type
- if (npcflagmask && !unit->HasFlag(UNIT_NPC_FLAGS, npcflagmask))
- return NULL;
-
- // alive or spirit healer
- if (!unit->isAlive() && (!unit->isSpiritService() || isAlive()))
- return NULL;
-
- // not allow interaction under control, but allow with own pets
- if (unit->GetCharmerGUID())
- return NULL;
-
- // not enemy
- if (unit->IsHostileTo(this))
- return NULL;
-
- // not unfriendly
- if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
- if (factionTemplate->faction)
- if (FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
- if (faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
- return NULL;
-
- // not too far
- if (!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE))
- return NULL;
-
- return unit;
-}
-
-GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const
-{
- if (GameObject *go = GetMap()->GetGameObject(guid))
- {
- if (go->GetGoType() == type)
- {
- float maxdist;
- switch (type)
- {
- // TODO: find out how the client calculates the maximal usage distance to spellless working
- // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
- case GAMEOBJECT_TYPE_GUILD_BANK:
- case GAMEOBJECT_TYPE_MAILBOX:
- maxdist = 10.0f;
- break;
- case GAMEOBJECT_TYPE_FISHINGHOLE:
- maxdist = 20.0f+CONTACT_DISTANCE; // max spell range
- break;
- default:
- maxdist = INTERACTION_DISTANCE;
- break;
- }
-
- if (go->IsWithinDistInMap(this, maxdist))
- return go;
-
- sLog.outDebug("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go->GetGOInfo()->name,
- go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this));
- }
- }
- return NULL;
-}
-
-bool Player::IsUnderWater() const
-{
- return IsInWater() &&
- GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
-}
-
-void Player::SetInWater(bool apply)
-{
- if(m_isInWater==apply)
- return;
-
- //define player in water by opcodes
- //move player's guid into HateOfflineList of those mobs
- //which can't swim and move guid back into ThreatList when
- //on surface.
- //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
- m_isInWater = apply;
-
- // remove auras that need water/land
- RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
-
- getHostilRefManager().updateThreatTables();
-}
-
-void Player::SetGameMaster(bool on)
-{
- if(on)
- {
- m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
- setFaction(35);
- SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
-
- if (Pet* pet = GetPet())
- {
- pet->setFaction(35);
- pet->getHostilRefManager().setOnlineOfflineState(false);
- }
-
- RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
- ResetContestedPvP();
-
- getHostilRefManager().setOnlineOfflineState(false);
- CombatStopWithPets();
-
- SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases
- }
- else
- {
- // restore phase
- AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE);
- SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false);
-
- m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
- setFactionForRace(getRace());
- RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
-
- if (Pet* pet = GetPet())
- {
- pet->setFaction(getFaction());
- pet->getHostilRefManager().setOnlineOfflineState(true);
- }
-
- // restore FFA PvP Server state
- if(sWorld.IsFFAPvPRealm())
- SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
-
- // restore FFA PvP area state, remove not allowed for GM mounts
- UpdateArea(m_areaUpdateId);
-
- getHostilRefManager().setOnlineOfflineState(true);
- }
-
- //ObjectAccessor::UpdateVisibilityForPlayer(this);
- SetToNotify();
-}
-
-void Player::SetGMVisible(bool on)
-{
- if(on)
- {
- m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
-
- // Reapply stealth/invisibility if active or show if not any
- if(HasAuraType(SPELL_AURA_MOD_STEALTH))
- SetVisibility(VISIBILITY_GROUP_STEALTH);
- //else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
- // SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
- else
- SetVisibility(VISIBILITY_ON);
- }
- else
- {
- m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
-
- SetAcceptWhispers(false);
- SetGameMaster(true);
-
- SetVisibility(VISIBILITY_OFF);
- }
-}
-
-bool Player::IsGroupVisibleFor(Player* p) const
-{
- switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
- {
- default: return IsInSameGroupWith(p);
- case 1: return IsInSameRaidWith(p);
- case 2: return GetTeam()==p->GetTeam();
- }
-}
-
-bool Player::IsInSameGroupWith(Player const* p) const
-{
- return (p==this || (GetGroup() != NULL &&
- GetGroup() == p->GetGroup() &&
- GetGroup()->SameSubGroup((Player*)this, (Player*)p)));
-}
-
-///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
-/// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
-void Player::UninviteFromGroup()
-{
- Group* group = GetGroupInvite();
- if(!group)
- return;
-
- group->RemoveInvite(this);
-
- if(group->GetMembersCount() <= 1) // group has just 1 member => disband
- {
- if(group->IsCreated())
- {
- group->Disband(true);
- objmgr.RemoveGroup(group);
- }
- else
- group->RemoveAllInvites();
-
- delete group;
- }
-}
-
-void Player::RemoveFromGroup(Group* group, uint64 guid)
-{
- if(group)
- {
- if (group->RemoveMember(guid, 0) <= 1)
- {
- // group->Disband(); already disbanded in RemoveMember
- objmgr.RemoveGroup(group);
- delete group;
- // removemember sets the player's group pointer to NULL
- }
- }
-}
-
-void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
-{
- WorldPacket data(SMSG_LOG_XPGAIN, 21);
- data << uint64(victim ? victim->GetGUID() : 0); // guid
- data << uint32(GivenXP+RestXP); // given experience
- data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
- if(victim)
- {
- data << uint32(GivenXP); // experience without rested bonus
- data << float(1); // 1 - none 0 - 100% group bonus output
- }
- data << uint8(0); // new 2.4.0
- GetSession()->SendPacket(&data);
-}
-
-void Player::GiveXP(uint32 xp, Unit* victim)
-{
- if ( xp < 1 )
- return;
-
- if(!isAlive())
- return;
-
- if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_NO_XP_GAIN))
- return;
-
- uint8 level = getLevel();
-
- // Favored experience increase START
- uint32 zone = GetZoneId();
- float favored_exp_mult = 0;
- if( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_exp_mult = 0.05; // Thrallmar's Favor and Honor Hold's Favor
- xp *= (1 + favored_exp_mult);
- // Favored experience increase END
-
- // XP to money conversion processed in Player::RewardQuest
- if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
- return;
-
- // XP resting bonus for kill
- uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
-
- // Heirloom Experience Bonus
- float heirloomModifier = 1.0f;
- for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
- if (m_items[i] && m_items[i]->GetProto()->Spells->SpellId == 57353)
- heirloomModifier += 0.1f;
- xp = uint32(xp * heirloomModifier);
-
- SendLogXPGain(xp,victim,rested_bonus_xp);
-
- uint32 curXP = GetUInt32Value(PLAYER_XP);
- uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
- uint32 newXP = curXP + xp + rested_bonus_xp;
-
- while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
- {
- newXP -= nextLvlXP;
-
- if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
- GiveLevel(level + 1);
-
- level = getLevel();
- nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
- }
- newXP = GetSession()->HandleOnGetXP(newXP);
- SetUInt32Value(PLAYER_XP, newXP);
-}
-
-// Update player to next level
-// Current player experience not update (must be update by caller)
-void Player::GiveLevel(uint8 level)
-{
- if (level == getLevel())
- return;
-
- PlayerLevelInfo info;
- objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
-
- PlayerClassLevelInfo classInfo;
- objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
-
- // send levelup info to client
- WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
- data << uint32(level);
- data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
- // for (int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
- data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
- data << uint32(0);
- data << uint32(0);
- data << uint32(0);
- data << uint32(0);
- data << uint32(0);
- data << uint32(0);
- // end for
- for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
- data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
-
- GetSession()->SendPacket(&data);
-
- SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level));
-
- //update level, max level of skills
- m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset
-
- _ApplyAllLevelScaleItemMods(false);
-
- SetLevel(level);
-
- UpdateSkillsForLevel();
-
- // save base values (bonuses already included in stored stats
- for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
- SetCreateStat(Stats(i), info.stats[i]);
-
- SetCreateHealth(classInfo.basehealth);
- SetCreateMana(classInfo.basemana);
-
- InitTalentForLevel();
- InitTaxiNodesForLevel();
- InitGlyphsForLevel();
-
- UpdateAllStats();
-
- if(sWorld.getConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up
- UpdateSkillsToMaxSkillsForLevel();
-
- // set current level health and mana/energy to maximum after applying all mods.
- SetHealth(GetMaxHealth());
- SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
- SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
- if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
- SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
- SetPower(POWER_FOCUS, 0);
- SetPower(POWER_HAPPINESS, 0);
-
- _ApplyAllLevelScaleItemMods(true);
-
- // update level to hunter/summon pet
- if (Pet* pet = GetPet())
- pet->SynchronizeLevelWithOwner();
-
- if (MailLevelReward const* mailReward = objmgr.GetMailLevelReward(level,getRaceMask()))
- MailDraft(mailReward->mailTemplateId).SendMailTo(this,MailSender(MAIL_CREATURE,mailReward->senderEntry));
-
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
-}
-
-void Player::InitTalentForLevel()
-{
- uint8 level = getLevel();
- // talents base at level diff ( talents = level - 9 but some can be used already)
- if (level < 10)
- {
- // Remove all talent points
- if(m_usedTalentCount > 0) // Free any used talents
- {
- resetTalents(true);
- SetFreeTalentPoints(0);
- }
- }
- else
- {
- if (level < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL) || m_specsCount == 0)
- {
- m_specsCount = 1;
- m_activeSpec = 0;
- }
-
- uint32 talentPointsForLevel = CalculateTalentsPoints();
-
- // if used more that have then reset
- if(m_usedTalentCount > talentPointsForLevel)
- {
- if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
- resetTalents(true);
- else
- SetFreeTalentPoints(0);
- }
- // else update amount of free points
- else
- SetFreeTalentPoints(talentPointsForLevel - m_usedTalentCount);
- }
-
- if(!GetSession()->PlayerLoading())
- SendTalentsInfoData(false); // update at client
-}
-
-void Player::InitStatsForLevel(bool reapplyMods)
-{
- if (reapplyMods) //reapply stats values only on .reset stats (level) command
- _RemoveAllStatBonuses();
-
- PlayerClassLevelInfo classInfo;
- objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
-
- PlayerLevelInfo info;
- objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
-
- SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) );
- SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel()));
-
- // reset before any aura state sources (health set/aura apply)
- SetUInt32Value(UNIT_FIELD_AURASTATE, 0);
-
- UpdateSkillsForLevel ();
-
- // set default cast time multiplier
- SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
-
- // reset size before reapply auras
- SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
-
- // save base values (bonuses already included in stored stats
- for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
- SetCreateStat(Stats(i), info.stats[i]);
-
- for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
- SetStat(Stats(i), info.stats[i]);
-
- SetCreateHealth(classInfo.basehealth);
-
- //set create powers
- SetCreateMana(classInfo.basemana);
-
- SetArmor(int32(m_createStats[STAT_AGILITY]*2));
-
- InitStatBuffMods();
-
- //reset rating fields values
- for (uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
- SetUInt32Value(index, 0);
-
- SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
- for (uint8 i = 0; i < 7; ++i)
- {
- SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
- SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
- SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
- }
-
- //reset attack power, damage and attack speed fields
- SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f);
- SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f); // offhand attack time
- SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f);
-
- SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f);
- SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f);
- SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f);
- SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f);
- SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f);
- SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f);
-
- SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0);
- SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0);
- SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
- SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0);
- SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0);
- SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
-
- // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
- SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
- SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
- SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
-
- // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
- for (uint8 i = 0; i < 7; ++i)
- SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
-
- SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
- SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
- SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
-
- // Dodge percentage
- SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
-
- // set armor (resistance 0) to original value (create_agility*2)
- SetArmor(int32(m_createStats[STAT_AGILITY]*2));
- SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
- SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
- // set other resistance to original value (0)
- for (uint8 i = 1; i < MAX_SPELL_SCHOOL; ++i)
- {
- SetResistance(SpellSchools(i), 0);
- SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
- SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
- }
-
- SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
- SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
- for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i)
- {
- SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0);
- SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
- }
- // Reset no reagent cost field
- for (uint8 i = 0; i < 3; ++i)
- SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
- // Init data for form but skip reapply item mods for form
- InitDataForForm(reapplyMods);
-
- // save new stats
- for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
- SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
-
- SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
-
- // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
- SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
-
- // cleanup unit flags (will be re-applied if need at aura load).
- RemoveFlag( UNIT_FIELD_FLAGS,
- UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
- UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
- UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
- UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
- UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT );
- SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set
-
- SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set
-
- // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
- RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_ALLOW_ONLY_ABILITY);
-
- RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
- RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
-
- // restore if need some important flags
- SetUInt32Value(PLAYER_FIELD_BYTES2, 0); // flags empty by default
-
- if (reapplyMods) // reapply stats values only on .reset stats (level) command
- _ApplyAllStatBonuses();
-
- // set current level health and mana/energy to maximum after applying all mods.
- SetHealth(GetMaxHealth());
- SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
- SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
- if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
- SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
- SetPower(POWER_FOCUS, 0);
- SetPower(POWER_HAPPINESS, 0);
- SetPower(POWER_RUNIC_POWER, 0);
-
- // update level to hunter/summon pet
- if (Pet* pet = GetPet())
- pet->SynchronizeLevelWithOwner();
-}
-
-void Player::SendInitialSpells()
-{
- time_t curTime = time(NULL);
- time_t infTime = curTime + infinityCooldownDelayCheck;
-
- uint16 spellCount = 0;
-
- WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
- data << uint8(0);
-
- size_t countPos = data.wpos();
- data << uint16(spellCount); // spell count placeholder
-
- for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
- {
- if(itr->second->state == PLAYERSPELL_REMOVED)
- continue;
-
- if(!itr->second->active || itr->second->disabled)
- continue;
-
- data << uint32(itr->first);
- data << uint16(0); // it's not slot id
-
- spellCount +=1;
- }
-
- data.put<uint16>(countPos,spellCount); // write real count value
-
- uint16 spellCooldowns = m_spellCooldowns.size();
- data << uint16(spellCooldowns);
- for (SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr)
- {
- SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
- if(!sEntry)
- continue;
-
- data << uint32(itr->first);
-
- data << uint16(itr->second.itemid); // cast item id
- data << uint16(sEntry->Category); // spell category
-
- // send infinity cooldown in special format
- if(itr->second.end >= infTime)
- {
- data << uint32(1); // cooldown
- data << uint32(0x80000000); // category cooldown
- continue;
- }
-
- time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILISECONDS : 0;
-
- if(sEntry->Category) // may be wrong, but anyway better than nothing...
- {
- data << uint32(0); // cooldown
- data << uint32(cooldown); // category cooldown
- }
- else
- {
- data << uint32(cooldown); // cooldown
- data << uint32(0); // category cooldown
- }
- }
-
- GetSession()->SendPacket(&data);
-
- sLog.outDetail( "CHARACTER: Sent Initial Spells" );
-}
-
-void Player::RemoveMail(uint32 id)
-{
- for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
- {
- if ((*itr)->messageID == id)
- {
- //do not delete item, because Player::removeMail() is called when returning mail to sender.
- m_mail.erase(itr);
- return;
- }
- }
-}
-
-void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
-{
- WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
- data << (uint32) mailId;
- data << (uint32) mailAction;
- data << (uint32) mailError;
- if ( mailError == MAIL_ERR_EQUIP_ERROR )
- data << (uint32) equipError;
- else if( mailAction == MAIL_ITEM_TAKEN )
- {
- data << (uint32) item_guid; // item guid low?
- data << (uint32) item_count; // item count?
- }
- GetSession()->SendPacket(&data);
-}
-
-void Player::SendNewMail()
-{
- // deliver undelivered mail
- WorldPacket data(SMSG_RECEIVED_MAIL, 4);
- data << (uint32) 0;
- GetSession()->SendPacket(&data);
-}
-
-void Player::UpdateNextMailTimeAndUnreads()
-{
- // calculate next delivery time (min. from non-delivered mails
- // and recalculate unReadMail
- time_t cTime = time(NULL);
- m_nextMailDelivereTime = 0;
- unReadMails = 0;
- for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
- {
- if((*itr)->deliver_time > cTime)
- {
- if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
- m_nextMailDelivereTime = (*itr)->deliver_time;
- }
- else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
- ++unReadMails;
- }
-}
-
-void Player::AddNewMailDeliverTime(time_t deliver_time)
-{
- if(deliver_time <= time(NULL)) // ready now
- {
- ++unReadMails;
- SendNewMail();
- }
- else // not ready and no have ready mails
- {
- if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
- m_nextMailDelivereTime = deliver_time;
- }
-}
-
-bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
-{
- SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
- if (!spellInfo)
- {
- // do character spell book cleanup (all characters)
- if(!IsInWorld() && !learning) // spell load case
- {
- sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
- CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id);
- }
- else
- sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
-
- return false;
- }
-
- if(!SpellMgr::IsSpellValid(spellInfo,this,false))
- {
- // do character spell book cleanup (all characters)
- if(!IsInWorld() && !learning) // spell load case
- {
- sLog.outError("Player::addTalent: Broken spell #%u learning not allowed, deleting for all characters in `character_talent`.",spell_id);
- CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id);
- }
- else
- sLog.outError("Player::addTalent: Broken spell #%u learning not allowed.",spell_id);
-
- return false;
- }
-
- PlayerTalentMap::iterator itr = m_talents[spec]->find(spell_id);
- if (itr != m_talents[spec]->end())
- itr->second->state = PLAYERSPELL_UNCHANGED;
- else if (TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id))
- {
- if (TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
- {
- for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
- {
- // skip learning spell and no rank spell case
- uint32 rankSpellId = talentInfo->RankID[rank];
- if (!rankSpellId || rankSpellId == spell_id)
- continue;
-
- PlayerTalentMap::iterator itr = m_talents[spec]->find(rankSpellId);
- if (itr != m_talents[spec]->end())
- itr->second->state = PLAYERSPELL_REMOVED;
- }
- }
-
- PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
- PlayerTalent *newtalent = new PlayerTalent();
-
- newtalent->state = state;
- newtalent->spec = spec;
-
- (*m_talents[spec])[spell_id] = newtalent;
- return true;
- }
- return false;
-}
-
-bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
-{
- SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
- if (!spellInfo)
- {
- // do character spell book cleanup (all characters)
- if(!IsInWorld() && !learning) // spell load case
- {
- sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
- CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
- }
- else
- sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
-
- return false;
- }
-
- if(!SpellMgr::IsSpellValid(spellInfo,this,false))
- {
- // do character spell book cleanup (all characters)
- if(!IsInWorld() && !learning) // spell load case
- {
- sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
- CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
- }
- else
- sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
-
- return false;
- }
-
- PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
-
- bool dependent_set = false;
- bool disabled_case = false;
- bool superceded_old = false;
-
- PlayerSpellMap::iterator itr = m_spells.find(spell_id);
-
- // Remove temporary spell if found to prevent conflicts
- if (itr != m_spells.end() && itr->second->state == PLAYERSPELL_TEMPORARY)
- RemoveTemporarySpell(spell_id);
- else if (itr != m_spells.end())
- {
- uint32 next_active_spell_id = 0;
- // fix activate state for non-stackable low rank (and find next spell for !active case)
- if(!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
- {
- if(uint32 next = spellmgr.GetNextSpellInChain(spell_id))
- {
- if(HasSpell(next))
- {
- // high rank already known so this must !active
- active = false;
- next_active_spell_id = next;
- }
- }
- }
-
- // not do anything if already known in expected state
- if(itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
- itr->second->dependent == dependent && itr->second->disabled == disabled)
- {
- if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
- itr->second->state = PLAYERSPELL_UNCHANGED;
-
- return false;
- }
-
- // dependent spell known as not dependent, overwrite state
- if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
- {
- itr->second->dependent = dependent;
- if (itr->second->state != PLAYERSPELL_NEW)
- itr->second->state = PLAYERSPELL_CHANGED;
- dependent_set = true;
- }
-
- // update active state for known spell
- if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
- {
- itr->second->active = active;
-
- if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
- itr->second->state = PLAYERSPELL_UNCHANGED;
- else if(itr->second->state != PLAYERSPELL_NEW)
- itr->second->state = PLAYERSPELL_CHANGED;
-
- if(active)
- {
- if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo))
- CastSpell (this,spell_id,true);
- }
- else if(IsInWorld())
- {
- if(next_active_spell_id)
- {
- // update spell ranks in spellbook and action bar
- WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
- data << uint32(spell_id);
- data << uint32(next_active_spell_id);
- GetSession()->SendPacket( &data );
- }
- else
- {
- WorldPacket data(SMSG_REMOVED_SPELL, 4);
- data << uint32(spell_id);
- GetSession()->SendPacket(&data);
- }
- }
-
- return active; // learn (show in spell book if active now)
- }
-
- if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
- {
- if(itr->second->state != PLAYERSPELL_NEW)
- itr->second->state = PLAYERSPELL_CHANGED;
- itr->second->disabled = disabled;
-
- if(disabled)
- return false;
-
- disabled_case = true;
- }
- else switch(itr->second->state)
- {
- case PLAYERSPELL_UNCHANGED: // known saved spell
- return false;
- case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
- {
- delete itr->second;
- m_spells.erase(itr);
- state = PLAYERSPELL_CHANGED;
- break; // need re-add
- }
- default: // known not saved yet spell (new or modified)
- {
- // can be in case spell loading but learned at some previous spell loading
- if(!IsInWorld() && !learning && !dependent_set)
- itr->second->state = PLAYERSPELL_UNCHANGED;
-
- return false;
- }
- }
- }
-
- if(!disabled_case) // skip new spell adding if spell already known (disabled spells case)
- {
- // talent: unlearn all other talent ranks (high and low)
- if(TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id))
- {
- if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id ))
- {
- for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
- {
- // skip learning spell and no rank spell case
- uint32 rankSpellId = talentInfo->RankID[rank];
- if(!rankSpellId || rankSpellId == spell_id)
- continue;
-
- removeSpell(rankSpellId,false,false);
- }
- }
- }
- // non talent spell: learn low ranks (recursive call)
- else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
- {
- if(!IsInWorld() || disabled) // at spells loading, no output, but allow save
- addSpell(prev_spell,active,true,true,disabled);
- else // at normal learning
- learnSpell(prev_spell,true);
- }
-
- PlayerSpell *newspell = new PlayerSpell;
- newspell->state = state;
- newspell->active = active;
- newspell->dependent = dependent;
- newspell->disabled = disabled;
-
- // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
- if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
- {
- for (PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2 )
- {
- if(itr2->second->state == PLAYERSPELL_REMOVED) continue;
- SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first);
- if(!i_spellInfo) continue;
-
- if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first) )
- {
- if(itr2->second->active)
- {
- if(spellmgr.IsHighRankOfSpell(spell_id,itr2->first))
- {
- if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
- {
- WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
- data << uint32(itr2->first);
- data << uint32(spell_id);
- GetSession()->SendPacket( &data );
- }
-
- // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
- itr2->second->active = false;
- if(itr2->second->state != PLAYERSPELL_NEW)
- itr2->second->state = PLAYERSPELL_CHANGED;
- superceded_old = true; // new spell replace old in action bars and spell book.
- }
- else if(spellmgr.IsHighRankOfSpell(itr2->first,spell_id))
- {
- if(IsInWorld()) // not send spell (re-/over-)learn packets at loading
- {
- WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
- data << uint32(spell_id);
- data << uint32(itr2->first);
- GetSession()->SendPacket( &data );
- }
-
- // mark new spell as disable (not learned yet for client and will not learned)
- newspell->active = false;
- if(newspell->state != PLAYERSPELL_NEW)
- newspell->state = PLAYERSPELL_CHANGED;
- }
- }
- }
- }
- }
-
- m_spells[spell_id] = newspell;
-
- // return false if spell disabled
- if (newspell->disabled)
- return false;
- }
-
- uint32 talentCost = GetTalentSpellCost(spell_id);
-
- // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
- // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
- if (talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL))
- {
- // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
- CastSpell(this, spell_id, true);
- }
- // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
- else if (IsPassiveSpell(spell_id))
- {
- if (IsNeedCastPassiveSpellAtLearn(spellInfo))
- CastSpell(this, spell_id, true);
- }
- else if (IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP))
- {
- CastSpell(this, spell_id, true);
- return false;
- }
-
- // update used talent points count
- m_usedTalentCount += talentCost;
-
- // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
- if (uint32 freeProfs = GetFreePrimaryProfessionPoints())
- {
- if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
- SetFreePrimaryProfessions(freeProfs-1);
- }
-
- // add dependent skills
- uint16 maxskill = GetMaxSkillValueForLevel();
-
- SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
-
- SkillLineAbilityMapBounds skill_bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
-
- if (spellLearnSkill)
- {
- uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
- uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
-
- if (skill_value < spellLearnSkill->value)
- skill_value = spellLearnSkill->value;
-
- uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
-
- if (skill_max_value < new_skill_max_value)
- skill_max_value = new_skill_max_value;
-
- SetSkill(spellLearnSkill->skill,skill_value,skill_max_value);
- }
- else
- {
- // not ranked skills
- for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
- {
- SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
- if (!pSkill)
- continue;
-
- if (HasSkill(pSkill->id))
- continue;
-
- if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
- // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
- ((pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0))
- {
- switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0))
- {
- case SKILL_RANGE_LANGUAGE:
- SetSkill(pSkill->id, 300, 300 );
- break;
- case SKILL_RANGE_LEVEL:
- SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() );
- break;
- case SKILL_RANGE_MONO:
- SetSkill(pSkill->id, 1, 1 );
- break;
- default:
- break;
- }
- }
- }
- }
-
- // learn dependent spells
- SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id);
-
- for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
- {
- if (!itr2->second.autoLearned)
- {
- if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save
- addSpell(itr2->second.spell,itr2->second.active,true,true,false);
- else // at normal learning
- learnSpell(itr2->second.spell,true);
- }
- }
-
- if (!GetSession()->PlayerLoading())
- {
- // not ranked skills
- for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
- {
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId);
- }
-
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id);
- }
-
- // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
- return active && !disabled && !superceded_old;
-}
-
-void Player::AddTemporarySpell(uint32 spellId)
-{
- PlayerSpellMap::iterator itr = m_spells.find(spellId);
- // spell already added - do not do anything
- if (itr != m_spells.end())
- return;
- PlayerSpell *newspell = new PlayerSpell;
- newspell->state = PLAYERSPELL_TEMPORARY;
- newspell->active = true;
- newspell->dependent = false;
- newspell->disabled = false;
- m_spells[spellId] = newspell;
-}
-
-void Player::RemoveTemporarySpell(uint32 spellId)
-{
- PlayerSpellMap::iterator itr = m_spells.find(spellId);
- // spell already not in list - do not do anything
- if (itr == m_spells.end())
- return;
- // spell has other state than temporary - do not change it
- if (itr->second->state != PLAYERSPELL_TEMPORARY)
- return;
- delete itr->second;
- m_spells.erase(itr);
-}
-
-bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const
-{
- // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
- // talent dependent passives activated at form apply have proper stance data
- bool need_cast = (!spellInfo->Stances || (m_form != 0 && (spellInfo->Stances & (1<<(m_form-1)))));
-
- //Check CasterAuraStates
- return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)));
-}
-
-void Player::learnSpell(uint32 spell_id, bool dependent)
-{
- PlayerSpellMap::iterator itr = m_spells.find(spell_id);
-
- bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
- bool active = disabled ? itr->second->active : true;
-
- bool learning = addSpell(spell_id,active,true,dependent,false);
-
- // learn all disabled higher ranks (recursive)
- if (disabled)
- {
- SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id);
- if (node)
- {
- PlayerSpellMap::iterator iter = m_spells.find(node->next);
- if (iter != m_spells.end() && iter->second->disabled)
- learnSpell(node->next,false);
- }
- }
-
- // prevent duplicated entires in spell book, also not send if not in world (loading)
- if (!learning || !IsInWorld())
- return;
-
- WorldPacket data(SMSG_LEARNED_SPELL, 4);
- data << uint32(spell_id);
- GetSession()->SendPacket(&data);
-}
-
-void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
-{
- PlayerSpellMap::iterator itr = m_spells.find(spell_id);
- if (itr == m_spells.end())
- return;
-
- if (itr->second->state == PLAYERSPELL_REMOVED || (disabled && itr->second->disabled) || itr->second->state == PLAYERSPELL_TEMPORARY)
- return;
-
- // unlearn non talent higher ranks (recursive)
- if (SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id))
- {
- if (HasSpell(node->next) && !GetTalentSpellPos(node->next))
- removeSpell(node->next,disabled, false);
- }
- //unlearn spells dependent from recently removed spells
- SpellsRequiringSpellMapBounds spellsRequiringSpell = spellmgr.GetSpellsRequiringSpellBounds(spell_id);
- for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2)
- removeSpell(itr2->second,disabled);
-
- // re-search, it can be corrupted in prev loop
- itr = m_spells.find(spell_id);
- if (itr == m_spells.end())
- return; // already unleared
-
- bool cur_active = itr->second->active;
- bool cur_dependent = itr->second->dependent;
-
- if (disabled)
- {
- itr->second->disabled = disabled;
- if (itr->second->state != PLAYERSPELL_NEW)
- itr->second->state = PLAYERSPELL_CHANGED;
- }
- else
- {
- if (itr->second->state == PLAYERSPELL_NEW)
- {
- delete itr->second;
- m_spells.erase(itr);
- }
- else
- itr->second->state = PLAYERSPELL_REMOVED;
- }
-
- RemoveAurasDueToSpell(spell_id);
-
- // remove pet auras
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
- if (PetAura const *petSpell = spellmgr.GetPetAura(spell_id, i))
- RemovePetAura(petSpell);
-
- // free talent points
- uint32 talentCosts = GetTalentSpellCost(spell_id);
- if (talentCosts > 0)
- {
- if (talentCosts < m_usedTalentCount)
- m_usedTalentCount -= talentCosts;
- else
- m_usedTalentCount = 0;
- }
-
- // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
- if (spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
- {
- uint32 freeProfs = GetFreePrimaryProfessionPoints()+1;
- if (freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
- SetFreePrimaryProfessions(freeProfs);
- }
-
- // remove dependent skill
- SpellLearnSkillNode const *spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
- if (spellLearnSkill)
- {
- uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
- if (!prev_spell) // first rank, remove skill
- SetSkill(spellLearnSkill->skill,0,0);
- else
- {
- // search prev. skill setting by spell ranks chain
- SpellLearnSkillNode const *prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
- while (!prevSkill && prev_spell)
- {
- prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
- prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
- }
-
- if (!prevSkill) // not found prev skill setting, remove skill
- SetSkill(spellLearnSkill->skill,0,0);
- else // set to prev. skill setting values
- {
- uint32 skill_value = GetPureSkillValue(prevSkill->skill);
- uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
-
- if (skill_value > prevSkill->value)
- skill_value = prevSkill->value;
-
- uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
-
- if (skill_max_value > new_skill_max_value)
- skill_max_value = new_skill_max_value;
-
- SetSkill(prevSkill->skill,skill_value,skill_max_value);
- }
- }
-
- }
- else
- {
- // not ranked skills
- SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
-
- for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
- {
- SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
- if (!pSkill)
- continue;
-
- if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL &&
- pSkill->categoryId != SKILL_CATEGORY_CLASS ||// not unlearn class skills (spellbook/talent pages)
- // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
- ((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0))
- {
- // not reset skills for professions and racial abilities
- if ((pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) &&
- (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0))
- continue;
-
- SetSkill(pSkill->id, 0, 0);
- }
- }
- }
-
- // remove dependent spells
- SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id);
-
- for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
- removeSpell(itr2->second.spell, disabled);
-
- // activate lesser rank in spellbook/action bar, and cast it if need
- bool prev_activate = false;
-
- if (uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id))
- {
- SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
-
- // if talent then lesser rank also talent and need learn
- if (talentCosts)
- {
- // I cannot see why mangos has these lines.
- //if (learn_low_rank)
- // learnSpell(prev_id,false);
- }
- // if ranked non-stackable spell: need activate lesser rank and update dendence state
- else if (cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
- {
- // need manually update dependence state (learn spell ignore like attempts)
- PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
- if (prev_itr != m_spells.end())
- {
- if (prev_itr->second->dependent != cur_dependent)
- {
- prev_itr->second->dependent = cur_dependent;
- if (prev_itr->second->state != PLAYERSPELL_NEW)
- prev_itr->second->state = PLAYERSPELL_CHANGED;
- }
-
- // now re-learn if need re-activate
- if (cur_active && !prev_itr->second->active && learn_low_rank)
- {
- if (addSpell(prev_id,true,false,prev_itr->second->dependent,prev_itr->second->disabled))
- {
- // downgrade spell ranks in spellbook and action bar
- WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
- data << uint32(spell_id);
- data << uint32(prev_id);
- GetSession()->SendPacket(&data);
- prev_activate = true;
- }
- }
- }
- }
- }
-
- if (spell_id == 46917 && m_canTitanGrip)
- SetCanTitanGrip(false);
-
- if (sWorld.getConfig(CONFIG_OFFHAND_CHECK_AT_SPELL_UNLEARN))
- AutoUnequipOffhandIfNeed();
-
- // remove from spell book if not replaced by lesser rank
- if (!prev_activate)
- {
- WorldPacket data(SMSG_REMOVED_SPELL, 4);
- data << uint32(spell_id);
- GetSession()->SendPacket(&data);
- }
-}
-
-void Player::RemoveSpellCooldown( uint32 spell_id, bool update /* = false */)
-{
- m_spellCooldowns.erase(spell_id);
-
- if (update)
- SendClearCooldown(spell_id, this);
-}
-
-// I am not sure which one is more efficient
-void Player::RemoveCategoryCooldown(uint32 cat)
-{
- SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
- if (i_scstore != sSpellCategoryStore.end())
- for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
- RemoveSpellCooldown(*i_scset, true);
-}
-
-void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */)
-{
- SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat);
- if (ct == sSpellCategoryStore.end())
- return;
-
- const SpellCategorySet& ct_set = ct->second;
- for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();)
- {
- if (ct_set.find(i->first) != ct_set.end())
- RemoveSpellCooldown((i++)->first, update);
- else
- ++i;
- }
-}
-
-void Player::RemoveArenaSpellCooldowns()
-{
- // remove cooldowns on spells that has < 15 min CD
- SpellCooldowns::iterator itr, next;
- // iterate spell cooldowns
- for (itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); itr = next)
- {
- next = itr;
- ++next;
- SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
- // check if spellentry is present and if the cooldown is less than 10 mins
- if( entry &&
- entry->RecoveryTime <= 10 * MINUTE * IN_MILISECONDS &&
- entry->CategoryRecoveryTime <= 10 * MINUTE * IN_MILISECONDS )
- {
- // remove & notify
- RemoveSpellCooldown(itr->first, true);
- }
- }
-}
-
-void Player::RemoveAllSpellCooldown()
-{
- if (!m_spellCooldowns.empty())
- {
- for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
- SendClearCooldown(itr->first, this);
-
- m_spellCooldowns.clear();
- }
-}
-
-void Player::_LoadSpellCooldowns(QueryResult_AutoPtr result)
-{
- // some cooldowns can be already set at aura loading...
-
- //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
-
- if (result)
- {
- time_t curTime = time(NULL);
-
- do
- {
- Field *fields = result->Fetch();
-
- uint32 spell_id = fields[0].GetUInt32();
- uint32 item_id = fields[1].GetUInt32();
- time_t db_time = (time_t)fields[2].GetUInt64();
-
- if(!sSpellStore.LookupEntry(spell_id))
- {
- sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
- continue;
- }
-
- // skip outdated cooldown
- if(db_time <= curTime)
- continue;
-
- AddSpellCooldown(spell_id, item_id, db_time);
-
- sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
- }
- while( result->NextRow() );
- }
-}
-
-void Player::_SaveSpellCooldowns()
-{
- CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
-
- time_t curTime = time(NULL);
- time_t infTime = curTime + infinityCooldownDelayCheck;
-
- bool first_round = true;
- std::ostringstream ss;
-
- // remove outdated and save active
- for (SpellCooldowns::iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end();)
- {
- if(itr->second.end <= curTime)
- m_spellCooldowns.erase(itr++);
- else if(itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
- {
- if (first_round)
- {
- ss << "INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ";
- first_round = false;
- }
- // next new/changed record prefix
- else
- ss << ", ";
- ss << "(" << GetGUIDLow() << "," << itr->first << "," << itr->second.itemid << "," << uint64(itr->second.end) << ")";
- ++itr;
- }
- else
- ++itr;
-
- }
- // if something changed execute
- if (!first_round)
- CharacterDatabase.Execute( ss.str().c_str() );
-}
-
-uint32 Player::resetTalentsCost() const
-{
- // The first time reset costs 1 gold
- if(m_resetTalentsCost < 1*GOLD)
- return 1*GOLD;
- // then 5 gold
- else if(m_resetTalentsCost < 5*GOLD)
- return 5*GOLD;
- // After that it increases in increments of 5 gold
- else if(m_resetTalentsCost < 10*GOLD)
- return 10*GOLD;
- else
- {
- uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
- if(months > 0)
- {
- // This cost will be reduced by a rate of 5 gold per month
- int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
- // to a minimum of 10 gold.
- return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
- }
- else
- {
- // After that it increases in increments of 5 gold
- int32 new_cost = m_resetTalentsCost + 5*GOLD;
- // until it hits a cap of 50 gold.
- if(new_cost > 50*GOLD)
- new_cost = 50*GOLD;
- return new_cost;
- }
- }
-}
-
-bool Player::resetTalents(bool no_cost)
-{
- // not need after this call
- if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
- RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true);
-
- uint32 talentPointsForLevel = CalculateTalentsPoints();
-
- if (m_usedTalentCount == 0)
- {
- SetFreeTalentPoints(talentPointsForLevel);
- return false;
- }
-
- uint32 cost = 0;
-
- if (!no_cost && !sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST))
- {
- cost = resetTalentsCost();
-
- if (GetMoney() < cost)
- {
- SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
- return false;
- }
- }
-
- for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
- {
- TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
-
- if (!talentInfo)
- continue;
-
- TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
-
- if (!talentTabInfo)
- continue;
-
- // unlearn only talents for character class
- // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
- // to prevent unexpected lost normal learned spell skip another class talents
- if ((getClassMask() & talentTabInfo->ClassMask) == 0)
- continue;
-
- for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
- {
- // skip non-existant talent ranks
- if (talentInfo->RankID[rank] == 0)
- continue;
- removeSpell(talentInfo->RankID[rank], true);
- if (const SpellEntry *_spellEntry = sSpellStore.LookupEntry(talentInfo->RankID[rank]))
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) // search through the SpellEntry for valid trigger spells
- if (_spellEntry->EffectTriggerSpell[i] > 0 && _spellEntry->Effect[i] == SPELL_EFFECT_LEARN_SPELL)
- removeSpell(_spellEntry->EffectTriggerSpell[i], true); // and remove any spells that the talent teaches
- // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted
- PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]);
- if (plrTalent != m_talents[m_activeSpec]->end())
- plrTalent->second->state = PLAYERSPELL_REMOVED;
- }
- }
-
- _SaveSpells();
-
- SetFreeTalentPoints(talentPointsForLevel);
-
- if (!no_cost)
- {
- ModifyMoney(-(int32)cost);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
-
- m_resetTalentsCost = cost;
- m_resetTalentsTime = time(NULL);
- }
-
- //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
- RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
- /* when prev line will dropped use next line
- if(Pet* pet = GetPet())
- {
- if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
- RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
- }
- */
-
- return true;
-}
-
-Mail* Player::GetMail(uint32 id)
-{
- for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
- if ((*itr)->messageID == id)
- return (*itr);
-
- return NULL;
-}
-
-void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
-{
- if(target == this)
- Object::_SetCreateBits(updateMask, target);
- else
- {
- for (uint16 index = 0; index < m_valuesCount; index++)
- if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
- updateMask->SetBit(index);
- }
-}
-
-void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
-{
- if(target == this)
- Object::_SetUpdateBits(updateMask, target);
- else
- {
- Object::_SetUpdateBits(updateMask, target);
- *updateMask &= updateVisualBits;
- }
-}
-
-void Player::InitVisibleBits()
-{
- updateVisualBits.SetCount(PLAYER_END);
-
- updateVisualBits.SetBit(OBJECT_FIELD_GUID);
- updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
- updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
- updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
- updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
- updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
- updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
- updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
- updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
- updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
- updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
- updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
- updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
- updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
- updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
- updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
- updateVisualBits.SetBit(UNIT_FIELD_POWER1);
- updateVisualBits.SetBit(UNIT_FIELD_POWER2);
- updateVisualBits.SetBit(UNIT_FIELD_POWER3);
- updateVisualBits.SetBit(UNIT_FIELD_POWER4);
- updateVisualBits.SetBit(UNIT_FIELD_POWER5);
- updateVisualBits.SetBit(UNIT_FIELD_POWER6);
- updateVisualBits.SetBit(UNIT_FIELD_POWER7);
- updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
- updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
- updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
- updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
- updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
- updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
- updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
- updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
- updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
- updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
- updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
- updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
- updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
- updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
- updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
- updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
- updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
- updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
- updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
- updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
- updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
- updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
- updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
- updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
- updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
- updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
- updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
- updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
- updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
- updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
- updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
- updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
-
- updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
- updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
- updateVisualBits.SetBit(PLAYER_FLAGS);
- updateVisualBits.SetBit(PLAYER_GUILDID);
- updateVisualBits.SetBit(PLAYER_GUILDRANK);
- updateVisualBits.SetBit(PLAYER_BYTES);
- updateVisualBits.SetBit(PLAYER_BYTES_2);
- updateVisualBits.SetBit(PLAYER_BYTES_3);
- updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
- updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
- updateVisualBits.SetBit(UNIT_NPC_FLAGS);
-
- // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
- for (uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += MAX_QUEST_OFFSET)
- updateVisualBits.SetBit(i);
-
- // Players visible items are not inventory stuff
- for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
- {
- uint16 offset = i * 2;
-
- // item entry
- updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset);
- // enchant
- updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + offset);
- }
-
- updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
-}
-
-void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const
-{
- for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
- {
- if(m_items[i] == NULL)
- continue;
-
- m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
- }
-
- if(target == this)
- {
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
- {
- if(m_items[i] == NULL)
- continue;
-
- m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
- }
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- {
- if(m_items[i] == NULL)
- continue;
-
- m_items[i]->BuildCreateUpdateBlockForPlayer( data, target );
- }
- }
-
- Unit::BuildCreateUpdateBlockForPlayer( data, target );
-}
-
-void Player::DestroyForPlayer( Player *target, bool anim ) const
-{
- Unit::DestroyForPlayer( target, anim );
-
- for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if(m_items[i] == NULL)
- continue;
-
- m_items[i]->DestroyForPlayer( target );
- }
-
- if(target == this)
- {
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
- {
- if(m_items[i] == NULL)
- continue;
-
- m_items[i]->DestroyForPlayer( target );
- }
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- {
- if(m_items[i] == NULL)
- continue;
-
- m_items[i]->DestroyForPlayer( target );
- }
- }
-}
-
-bool Player::HasSpell(uint32 spell) const
-{
- PlayerSpellMap::const_iterator itr = m_spells.find(spell);
- return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
- !itr->second->disabled);
-}
-
-bool Player::HasTalent(uint32 spell, uint8 spec) const
-{
- PlayerTalentMap::const_iterator itr = m_talents[spec]->find(spell);
- return (itr != m_talents[spec]->end() && itr->second->state != PLAYERSPELL_REMOVED);
-}
-
-bool Player::HasActiveSpell(uint32 spell) const
-{
- PlayerSpellMap::const_iterator itr = m_spells.find(spell);
- return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
- itr->second->active && !itr->second->disabled);
-}
-
-TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
-{
- if (!trainer_spell)
- return TRAINER_SPELL_RED;
-
- bool hasSpell = true;
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i)
- {
- if (!trainer_spell->learnedSpell[i])
- continue;
-
- if(!HasSpell(trainer_spell->learnedSpell[i]))
- {
- hasSpell = false;
- break;
- }
- }
- // known spell
- if (hasSpell)
- return TRAINER_SPELL_GRAY;
-
- // check skill requirement
- if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
- return TRAINER_SPELL_RED;
-
- // check level requirement
- if(getLevel() < trainer_spell->reqLevel)
- return TRAINER_SPELL_RED;
-
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i)
- {
- if (!trainer_spell->learnedSpell[i])
- continue;
-
- // check race/class requirement
- if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell[i]))
- return TRAINER_SPELL_RED;
-
- if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell[i]))
- {
- // check prev.rank requirement
- if(spell_chain->prev && !HasSpell(spell_chain->prev))
- return TRAINER_SPELL_RED;
- }
-
- SpellsRequiringSpellMapBounds spellsRequired = spellmgr.GetSpellsRequiredForSpellBounds(trainer_spell->learnedSpell[i]);
- for (SpellsRequiringSpellMap::const_iterator itr = spellsRequired.first; itr != spellsRequired.second; ++itr)
- {
- // check additional spell requirement
- if(!HasSpell(itr->second))
- return TRAINER_SPELL_RED;
- }
- }
-
- // check primary prof. limit
- // first rank of primary profession spell when there are no proffesions avalible is disabled
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i)
- {
- if (!trainer_spell->learnedSpell[i])
- continue;
- if((spellmgr.IsPrimaryProfessionFirstRankSpell(trainer_spell->learnedSpell[i])) && (GetFreePrimaryProfessionPoints() == 0))
- return TRAINER_SPELL_GREEN_DISABLED;
- }
-
- return TRAINER_SPELL_GREEN;
-}
-
-void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
-{
- uint32 guid = GUID_LOPART(playerguid);
-
- // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
- // bones will be deleted by corpse/bones deleting thread shortly
- ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
-
- // remove from guild
- uint32 guildId = GetGuildIdFromDB(playerguid);
- if(guildId != 0)
- {
- Guild* guild = objmgr.GetGuildById(guildId);
- if(guild)
- guild->DelMember(guid);
- }
-
- // remove from arena teams
- LeaveAllArenaTeams(playerguid);
-
- // the player was uninvited already on logout so just remove from group
- QueryResult_AutoPtr resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
- if(resultGroup)
- {
- uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
- Group* group = objmgr.GetGroupByLeader(leaderGuid);
- if(group)
- {
- RemoveFromGroup(group, playerguid);
- }
- }
-
- // remove signs from petitions (also remove petitions if owner);
- RemovePetitionsAndSigns(playerguid, 10);
-
- // return back all mails with COD and Item 0 1 2 3 4 5 6 7
- QueryResult_AutoPtr resultMail = CharacterDatabase.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid);
- if(resultMail)
- {
- do
- {
- Field *fields = resultMail->Fetch();
-
- uint32 mail_id = fields[0].GetUInt32();
- uint16 mailType = fields[1].GetUInt16();
- uint16 mailTemplateId= fields[2].GetUInt16();
- uint32 sender = fields[3].GetUInt32();
- std::string subject = fields[4].GetCppString();
- uint32 itemTextId = fields[5].GetUInt32();
- uint32 money = fields[6].GetUInt32();
- bool has_items = fields[7].GetBool();
-
- //we can return mail now
- //so firstly delete the old one
- CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
-
- // mail not from player
- if (mailType != MAIL_NORMAL)
- {
- if(has_items)
- CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
- continue;
- }
-
- MailDraft draft(subject, itemTextId);
- if (mailTemplateId)
- draft = MailDraft(mailTemplateId,false); // itesm already included
-
- if(has_items)
- {
- // data needs to be at first place for Item::LoadFromDB
- QueryResult_AutoPtr resultItems = CharacterDatabase.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id);
- if(resultItems)
- {
- do
- {
- Field *fields2 = resultItems->Fetch();
-
- uint32 item_guidlow = fields2[1].GetUInt32();
- uint32 item_template = fields2[2].GetUInt32();
-
- ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
- if(!itemProto)
- {
- CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
- continue;
- }
-
- Item *pItem = NewItemOrBag(itemProto);
- if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
- {
- pItem->FSetState(ITEM_REMOVED);
- pItem->SaveToDB(); // it also deletes item object !
- continue;
- }
-
- draft.AddItem(pItem);
- }
- while (resultItems->NextRow());
- }
- }
-
- CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
-
- uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
-
- draft.AddMoney(money).SendReturnToSender(pl_account, guid, sender);
- }
- while (resultMail->NextRow());
- }
-
- // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
- // Get guids of character's pets, will deleted in transaction
- QueryResult_AutoPtr resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
-
- // NOW we can finally clear other DB data related to character
- CharacterDatabase.BeginTransaction();
- if (resultPets)
- {
- do
- {
- Field *fields3 = resultPets->Fetch();
- uint32 petguidlow = fields3[0].GetUInt32();
- Pet::DeleteFromDB(petguidlow);
- } while (resultPets->NextRow());
- }
-
- CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM group_member WHERE leaderGuid = '%u' OR memberGuid = '%u'",guid,guid);
- CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM gm_tickets WHERE playerGuid = '%u'", guid);
- CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
- CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u' " // NOTE: These achievements have flags & 256 in DBC.
- "AND achievement NOT BETWEEN '456' AND '467' " // Realm First Level 80
- "AND achievement NOT BETWEEN '1400' AND '1427' " // Realm First Raid Achievements
- "AND achievement NOT IN(1463, 3117, 3259) ", guid); // Realm First Northen Vanguard + Raid Achievements
- CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid2 = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u'",guid);
- CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u'",guid);
-
- CharacterDatabase.CommitTransaction();
-
- //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
- if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
-}
-
-void Player::SetMovement(PlayerMovementType pType)
-{
- WorldPacket data;
- switch(pType)
- {
- case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
- case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
- case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
- case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
- default:
- sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
- return;
- }
- data.append(GetPackGUID());
- data << uint32(0);
- GetSession()->SendPacket( &data );
-}
-
-/* Preconditions:
- - a resurrectable corpse must not be loaded for the player (only bones)
- - the player must be in world
-*/
-void Player::BuildPlayerRepop()
-{
- WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
- data.append(GetPackGUID());
- GetSession()->SendPacket(&data);
-
- if (getRace() == RACE_NIGHTELF)
- CastSpell(this, 20584, true);
- CastSpell(this, 8326, true);
-
- // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
- // there must be SMSG.STOP_MIRROR_TIMER
- // there we must send 888 opcode
-
- // the player cannot have a corpse already, only bones which are not returned by GetCorpse
- if(GetCorpse())
- {
- sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
- assert(false);
- }
-
- // create a corpse and place it at the player's location
- CreateCorpse();
- Corpse *corpse = GetCorpse();
- if(!corpse)
- {
- sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
- return;
- }
- GetMap()->Add(corpse);
-
- // convert player body to ghost
- SetHealth( 1 );
-
- SetMovement(MOVE_WATER_WALK);
- if(!GetSession()->isLogingOut())
- SetMovement(MOVE_UNROOT);
-
- // BG - remove insignia related
- RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
-
-// SendCorpseReclaimDelay();
-
- // to prevent cheating
- corpse->ResetGhostTime();
-
- StopMirrorTimers(); //disable timers(bars)
-
- SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
-
- // set and clear other
- SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
-}
-
-void Player::ResurrectPlayer(float restore_percent, bool applySickness)
-{
- WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
- data << uint32(-1);
- data << float(0);
- data << float(0);
- data << float(0);
- GetSession()->SendPacket(&data);
-
- // speed change, land walk
-
- // remove death flag + set aura
- SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
- if (getRace() == RACE_NIGHTELF)
- RemoveAurasDueToSpell(20584); // speed bonuses
- RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
-
- setDeathState(ALIVE);
-
- SetMovement(MOVE_LAND_WALK);
- SetMovement(MOVE_UNROOT);
-
- m_deathTimer = 0;
-
- // set health/powers (0- will be set in caller)
- if(restore_percent>0.0f)
- {
- SetHealth(uint32(GetMaxHealth()*restore_percent));
- SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
- SetPower(POWER_RAGE, 0);
- SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
- }
-
- // trigger update zone for alive state zone updates
- uint32 newzone, newarea;
- GetZoneAndAreaId(newzone,newarea);
- UpdateZone(newzone,newarea);
- sOutdoorPvPMgr.HandlePlayerResurrects(this, newzone);
-
- // update visibility
- //ObjectAccessor::UpdateVisibilityForPlayer(this);
- SetToNotify();
-
- if(!applySickness)
- return;
-
- //Characters from level 1-10 are not affected by resurrection sickness.
- //Characters from level 11-19 will suffer from one minute of sickness
- //for each level they are above 10.
- //Characters level 20 and up suffer from ten minutes of sickness.
- int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
-
- if(int32(getLevel()) >= startLevel)
- {
- // set resurrection sickness
- CastSpell(this, 15007, true);
-
- // not full duration
- if(int32(getLevel()) < startLevel+9)
- {
- int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
-
- if(Aura * aur = GetAura(15007, GetGUID()))
- {
- aur->SetDuration(delta*IN_MILISECONDS);
- }
- }
- }
-}
-
-/**
- * FallMode = 0 implies that the player is dying, or already dead, and the proper death state will be set.
- * = 1 simply causes the player to plummet towards the ground, and not suffer any damage.
- * = 2 causes the player to plummet towards the ground, and causes falling damage, regardless
- * of any auras that might of prevented fall damage.
- */
-bool Player::FallGround(uint8 FallMode)
-{
- // Let's abort after we called this function one time
- if (getDeathState() == DEAD_FALLING && FallMode == 0)
- return false;
-
- float x, y, z;
- GetPosition(x, y, z);
- float ground_Z = GetMap()->GetVmapHeight(x, y, z);
- float z_diff = 0.0f;
- if ((z_diff = fabs(ground_Z - z)) < 0.1f)
- return false;
-
- GetMotionMaster()->MoveFall(ground_Z, EVENT_FALL_GROUND);
-
- // Below formula for falling damage is from Player::HandleFall
- if(FallMode == 2 && z_diff >= 14.57f)
- {
- uint32 damage = std::min(GetMaxHealth(), (uint32)((0.018f*z_diff-0.2426f)*GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL)));
- if(damage > 0) EnvironmentalDamage(DAMAGE_FALL, damage);
- }
- else if(FallMode == 0)
- Unit::setDeathState(DEAD_FALLING);
- return true;
-}
-
-void Player::KillPlayer()
-{
- if(IsFlying() && !GetTransport()) FallGround();
-
- SetMovement(MOVE_ROOT);
-
- StopMirrorTimers(); //disable timers(bars)
-
- setDeathState(CORPSE);
- //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP );
-
- SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
- ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
-
- // 6 minutes until repop at graveyard
- m_deathTimer = 6*MINUTE*IN_MILISECONDS;
-
- UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
- SendCorpseReclaimDelay();
-
- // don't create corpse at this moment, player might be falling
-
- // update visibility
- UpdateObjectVisibility();
-}
-
-void Player::CreateCorpse()
-{
- // prevent existence 2 corpse for player
- SpawnCorpseBones();
-
- uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
-
- Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE );
- SetPvPDeath(false);
-
- if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this))
- {
- delete corpse;
- return;
- }
-
- _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
- _pb = GetUInt32Value(PLAYER_BYTES);
- _pb2 = GetUInt32Value(PLAYER_BYTES_2);
-
- uint8 race = (uint8)(_uf);
- uint8 skin = (uint8)(_pb);
- uint8 face = (uint8)(_pb >> 8);
- uint8 hairstyle = (uint8)(_pb >> 16);
- uint8 haircolor = (uint8)(_pb >> 24);
- uint8 facialhair = (uint8)(_pb2);
-
- _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
- _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
-
- corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 );
- corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 );
-
- uint32 flags = CORPSE_FLAG_UNK2;
- if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
- flags |= CORPSE_FLAG_HIDE_HELM;
- if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
- flags |= CORPSE_FLAG_HIDE_CLOAK;
- if(InBattleGround() && !InArena())
- flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
- corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
-
- corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() );
-
- corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() );
-
- uint32 iDisplayID;
- uint32 iIventoryType;
- uint32 _cfi;
- for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++)
- {
- if(m_items[i])
- {
- iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
- iIventoryType = m_items[i]->GetProto()->InventoryType;
-
- _cfi = iDisplayID | (iIventoryType << 24);
- corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi);
- }
- }
-
- // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
- const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
- assert(entry);
- if(entry->map_type != MAP_BATTLEGROUND)
- corpse->SaveToDB();
-
- // register for player, but not show
- ObjectAccessor::Instance().AddCorpse(corpse);
-}
-
-void Player::SpawnCorpseBones()
-{
- if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
- if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
- SaveToDB(); // prevent loading as ghost without corpse
-}
-
-Corpse* Player::GetCorpse() const
-{
- return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
-}
-
-void Player::DurabilityLossAll(double percent, bool inventory)
-{
- for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
- if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- DurabilityLoss(pItem,percent);
-
- if(inventory)
- {
- // bags not have durability
- // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
-
- for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
- if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- DurabilityLoss(pItem,percent);
-
- // keys not have durability
- //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
-
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- if(Item* pItem = GetItemByPos( i, j ))
- DurabilityLoss(pItem,percent);
- }
-}
-
-void Player::DurabilityLoss(Item* item, double percent)
-{
- if(!item )
- return;
-
- uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
-
- if(!pMaxDurability)
- return;
-
- uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
-
- if(pDurabilityLoss < 1 )
- pDurabilityLoss = 1;
-
- DurabilityPointsLoss(item,pDurabilityLoss);
-}
-
-void Player::DurabilityPointsLossAll(int32 points, bool inventory)
-{
- for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
- if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- DurabilityPointsLoss(pItem,points);
-
- if(inventory)
- {
- // bags not have durability
- // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
-
- for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
- if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- DurabilityPointsLoss(pItem,points);
-
- // keys not have durability
- //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
-
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- if(Item* pItem = GetItemByPos( i, j ))
- DurabilityPointsLoss(pItem,points);
- }
-}
-
-void Player::DurabilityPointsLoss(Item* item, int32 points)
-{
- int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
- int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
- int32 pNewDurability = pOldDurability - points;
-
- if (pNewDurability < 0)
- pNewDurability = 0;
- else if (pNewDurability > pMaxDurability)
- pNewDurability = pMaxDurability;
-
- if (pOldDurability != pNewDurability)
- {
- // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
- if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
- _ApplyItemMods(item,item->GetSlot(), false);
-
- item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
-
- // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
- if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
- _ApplyItemMods(item,item->GetSlot(), true);
-
- item->SetState(ITEM_CHANGED, this);
- }
-}
-
-void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
-{
- if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ))
- DurabilityPointsLoss(pItem,1);
-}
-
-uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
-{
- uint32 TotalCost = 0;
- // equipped, backpack, bags itself
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
- TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank);
-
- // bank, buyback and keys not repaired
-
- // items in inventory bags
- for (uint8 j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
- for (uint8 i = 0; i < MAX_BAG_SIZE; i++)
- TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank);
- return TotalCost;
-}
-
-uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
-{
- Item* item = GetItemByPos(pos);
-
- uint32 TotalCost = 0;
- if(!item)
- return TotalCost;
-
- uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
- if(!maxDurability)
- return TotalCost;
-
- uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
-
- if(cost)
- {
- uint32 LostDurability = maxDurability - curDurability;
- if(LostDurability>0)
- {
- ItemPrototype const *ditemProto = item->GetProto();
-
- DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
- if(!dcost)
- {
- sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
- return TotalCost;
- }
-
- uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
- DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
- if(!dQualitymodEntry)
- {
- sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
- return TotalCost;
- }
-
- uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
- uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
-
- costs = uint32(costs * discountMod) * sWorld.getRate(RATE_REPAIRCOST);
-
- if (costs==0) //fix for ITEM_QUALITY_ARTIFACT
- costs = 1;
-
- if (guildBank)
- {
- if (GetGuildId()==0)
- {
- DEBUG_LOG("You are not member of a guild");
- return TotalCost;
- }
-
- Guild *pGuild = objmgr.GetGuildById(GetGuildId());
- if (!pGuild)
- return TotalCost;
-
- if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
- {
- DEBUG_LOG("You do not have rights to withdraw for repairs");
- return TotalCost;
- }
-
- if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
- {
- DEBUG_LOG("You do not have enough money withdraw amount remaining");
- return TotalCost;
- }
-
- if (pGuild->GetGuildBankMoney() < costs)
- {
- DEBUG_LOG("There is not enough money in bank");
- return TotalCost;
- }
-
- pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
- TotalCost = costs;
- }
- else if (GetMoney() < costs)
- {
- DEBUG_LOG("You do not have enough money");
- return TotalCost;
- }
- else
- ModifyMoney( -int32(costs) );
- }
- }
-
- item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
- item->SetState(ITEM_CHANGED, this);
-
- // reapply mods for total broken and repaired item if equipped
- if(IsEquipmentPos(pos) && !curDurability)
- _ApplyItemMods(item,pos & 255, true);
- return TotalCost;
-}
-
-void Player::RepopAtGraveyard()
-{
- // note: this can be called also when the player is alive
- // for example from WorldSession::HandleMovementOpcodes
-
- AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
-
- // Such zones are considered unreachable as a ghost and the player must be automatically revived
- if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport() || GetPositionZ() < -500.0f)
- {
- ResurrectPlayer(0.5f);
- SpawnCorpseBones();
- }
-
- WorldSafeLocsEntry const *ClosestGrave = NULL;
-
- // Special handle for battleground maps
- if( BattleGround *bg = GetBattleGround() )
- ClosestGrave = bg->GetClosestGraveYard(this);
- else
- ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() );
-
- // stop countdown until repop
- m_deathTimer = 0;
-
- // if no grave found, stay at the current location
- // and don't show spirit healer location
- if(ClosestGrave)
- {
- TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
- if(isDead()) // not send if alive, because it used in TeleportTo()
- {
- WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
- data << ClosestGrave->map_id;
- data << ClosestGrave->x;
- data << ClosestGrave->y;
- data << ClosestGrave->z;
- GetSession()->SendPacket(&data);
- }
- }
- else if(GetPositionZ() < -500.0f)
- TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
-}
-
-void Player::JoinedChannel(Channel *c)
-{
- m_channels.push_back(c);
-}
-
-void Player::LeftChannel(Channel *c)
-{
- m_channels.remove(c);
-}
-
-void Player::CleanupChannels()
-{
- while(!m_channels.empty())
- {
- Channel* ch = *m_channels.begin();
- m_channels.erase(m_channels.begin()); // remove from player's channel list
- ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
- if (ChannelMgr* cMgr = channelMgr(GetTeam()))
- cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
-
- }
- sLog.outDebug("Player: channels cleaned up!");
-}
-
-void Player::UpdateLocalChannels(uint32 newZone )
-{
- if(m_channels.empty())
- return;
-
- AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
- if(!current_zone)
- return;
-
- ChannelMgr* cMgr = channelMgr(GetTeam());
- if(!cMgr)
- return;
-
- std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
-
- for (JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
- {
- next = i; ++next;
-
- // skip non built-in channels
- if(!(*i)->IsConstant())
- continue;
-
- ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
- if(!ch)
- continue;
-
- if((ch->flags & 4) == 4) // global channel without zone name in pattern
- continue;
-
- // new channel
- char new_channel_name_buf[100];
- snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
- Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
-
- if((*i)!=new_channel)
- {
- new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
-
- // leave old channel
- (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
- std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
- LeftChannel(*i); // remove from player's channel list
- cMgr->LeftChannel(name); // delete if empty
- }
- }
- sLog.outDebug("Player: channels cleaned up!");
-}
-
-void Player::LeaveLFGChannel()
-{
- for (JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i )
- {
- if((*i)->IsLFG())
- {
- (*i)->Leave(GetGUID());
- break;
- }
- }
-}
-
-void Player::UpdateDefense()
-{
- uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
-
- if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
- {
- // update dependent from defense skill part
- UpdateDefenseBonusesMod();
- }
-}
-
-void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
-{
- if(modGroup >= BASEMOD_END || modType >= MOD_END)
- {
- sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
- return;
- }
-
- float val = 1.0f;
-
- switch(modType)
- {
- case FLAT_MOD:
- m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
- break;
- case PCT_MOD:
- if(amount <= -100.0f)
- amount = -200.0f;
-
- val = (100.0f + amount) / 100.0f;
- m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
- break;
- }
-
- if(!CanModifyStats())
- return;
-
- switch(modGroup)
- {
- case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
- case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
- case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
- case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
- default: break;
- }
-}
-
-float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
-{
- if(modGroup >= BASEMOD_END || modType > MOD_END)
- {
- sLog.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
- return 0.0f;
- }
-
- if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
- return 0.0f;
-
- return m_auraBaseMod[modGroup][modType];
-}
-
-float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
-{
- if(modGroup >= BASEMOD_END)
- {
- sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
- return 0.0f;
- }
-
- if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
- return 0.0f;
-
- return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
-}
-
-uint32 Player::GetShieldBlockValue() const
-{
- float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
-
- value = (value < 0) ? 0 : value;
-
- return uint32(value);
-}
-
-float Player::GetMeleeCritFromAgility()
-{
- uint8 level = getLevel();
- uint32 pclass = getClass();
-
- if (level > GT_MAX_LEVEL)
- level = GT_MAX_LEVEL;
-
- GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
- GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
- if (critBase == NULL || critRatio == NULL)
- return 0.0f;
-
- float crit = critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
- return crit*100.0f;
-}
-
-float Player::GetDodgeFromAgility()
-{
- // Table for base dodge values
- float dodge_base[MAX_CLASSES] = {
- 0.0075f, // Warrior
- 0.00652f, // Paladin
- -0.0545f, // Hunter
- -0.0059f, // Rogue
- 0.03183f, // Priest
- 0.0114f, // DK
- 0.0167f, // Shaman
- 0.034575f, // Mage
- 0.02011f, // Warlock
- 0.0f, // ??
- -0.0187f // Druid
- };
- // Crit/agility to dodge/agility coefficient multipliers
- float crit_to_dodge[MAX_CLASSES] = {
- 1.1f, // Warrior
- 1.0f, // Paladin
- 1.6f, // Hunter
- 2.0f, // Rogue
- 1.0f, // Priest
- 1.0f, // DK?
- 1.0f, // Shaman
- 1.0f, // Mage
- 1.0f, // Warlock
- 0.0f, // ??
- 1.7f // Druid
- };
-
- uint8 level = getLevel();
- uint32 pclass = getClass();
-
- if (level > GT_MAX_LEVEL)
- level = GT_MAX_LEVEL;
-
- // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
- GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
- if (dodgeRatio == NULL || pclass > MAX_CLASSES)
- return 0.0f;
-
- float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
- return dodge*100.0f;
-}
-
-float Player::GetSpellCritFromIntellect()
-{
- uint8 level = getLevel();
- uint32 pclass = getClass();
-
- if (level > GT_MAX_LEVEL)
- level = GT_MAX_LEVEL;
-
- GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
- GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
- if (critBase == NULL || critRatio == NULL)
- return 0.0f;
-
- float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
- return crit*100.0f;
-}
-
-float Player::GetRatingCoefficient(CombatRating cr) const
-{
- uint8 level = getLevel();
-
- if (level > GT_MAX_LEVEL)
- level = GT_MAX_LEVEL;
-
- GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
- if (Rating == NULL)
- return 1.0f; // By default use minimum coefficient (not must be called)
-
- return Rating->ratio;
-}
-
-float Player::GetRatingBonusValue(CombatRating cr) const
-{
- return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
-}
-
-float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
-{
- switch (attType)
- {
- case BASE_ATTACK:
- return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
- case OFF_ATTACK:
- return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
- default:
- break;
- }
- return 0.0f;
-}
-
-float Player::OCTRegenHPPerSpirit()
-{
- uint8 level = getLevel();
- uint32 pclass = getClass();
-
- if (level > GT_MAX_LEVEL)
- level = GT_MAX_LEVEL;
-
- GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
- GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
- if (baseRatio == NULL || moreRatio == NULL)
- return 0.0f;
-
- // Formula from PaperDollFrame script
- float spirit = GetStat(STAT_SPIRIT);
- float baseSpirit = spirit;
- if (baseSpirit > 50)
- baseSpirit = 50;
- float moreSpirit = spirit - baseSpirit;
- float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
- return regen;
-}
-
-float Player::OCTRegenMPPerSpirit()
-{
- uint8 level = getLevel();
- uint32 pclass = getClass();
-
- if (level > GT_MAX_LEVEL)
- level = GT_MAX_LEVEL;
-
-// GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
- GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
- if (moreRatio == NULL)
- return 0.0f;
-
- // Formula get from PaperDollFrame script
- float spirit = GetStat(STAT_SPIRIT);
- float regen = spirit * moreRatio->ratio;
- return regen;
-}
-
-void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
-{
- m_baseRatingValue[cr]+=(apply ? value : -value);
-
- // explicit affected values
- switch (cr)
- {
- case CR_HASTE_MELEE:
- {
- float RatingChange = value / GetRatingCoefficient(cr);
- ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
- ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
- break;
- }
- case CR_HASTE_RANGED:
- {
- float RatingChange = value / GetRatingCoefficient(cr);
- ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
- break;
- }
- case CR_HASTE_SPELL:
- {
- float RatingChange = value / GetRatingCoefficient(cr);
- ApplyCastTimePercentMod(RatingChange,apply);
- break;
- }
- }
-
- UpdateRating(cr);
-}
-
-void Player::UpdateRating(CombatRating cr)
-{
- int32 amount = m_baseRatingValue[cr];
- // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
- // stat used stored in miscValueB for this aura
- AuraEffectList const& modRatingFromStat = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_FROM_STAT);
- for (AuraEffectList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
- if ((*i)->GetMiscValue() & (1<<cr))
- amount += int32(GetStat(Stats((*i)->GetMiscValueB())) * (*i)->GetAmount() / 100.0f);
- if (amount < 0)
- amount = 0;
- SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
-
- bool affectStats = CanModifyStats();
-
- switch (cr)
- {
- case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
- case CR_DEFENSE_SKILL:
- UpdateDefenseBonusesMod();
- break;
- case CR_DODGE:
- UpdateDodgePercentage();
- break;
- case CR_PARRY:
- UpdateParryPercentage();
- break;
- case CR_BLOCK:
- UpdateBlockPercentage();
- break;
- case CR_HIT_MELEE:
- UpdateMeleeHitChances();
- break;
- case CR_HIT_RANGED:
- UpdateRangedHitChances();
- break;
- case CR_HIT_SPELL:
- UpdateSpellHitChances();
- break;
- case CR_CRIT_MELEE:
- if(affectStats)
- {
- UpdateCritPercentage(BASE_ATTACK);
- UpdateCritPercentage(OFF_ATTACK);
- }
- break;
- case CR_CRIT_RANGED:
- if(affectStats)
- UpdateCritPercentage(RANGED_ATTACK);
- break;
- case CR_CRIT_SPELL:
- if(affectStats)
- UpdateAllSpellCritChances();
- break;
- case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
- case CR_HIT_TAKEN_RANGED:
- break;
- case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
- break;
- case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
- case CR_CRIT_TAKEN_RANGED:
- break;
- case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
- break;
- case CR_HASTE_MELEE: // Implemented in Player::ApplyRatingMod
- case CR_HASTE_RANGED:
- case CR_HASTE_SPELL:
- break;
- case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
- case CR_WEAPON_SKILL_OFFHAND:
- case CR_WEAPON_SKILL_RANGED:
- break;
- case CR_EXPERTISE:
- if(affectStats)
- {
- UpdateExpertise(BASE_ATTACK);
- UpdateExpertise(OFF_ATTACK);
- }
- break;
- case CR_ARMOR_PENETRATION:
- if(affectStats)
- UpdateArmorPenetration(amount);
- break;
- }
-}
-
-void Player::UpdateAllRatings()
-{
- for(int cr = 0; cr < MAX_COMBAT_RATING; ++cr)
- UpdateRating(CombatRating(cr));
-}
-
-void Player::SetRegularAttackTime()
-{
- for (uint8 i = 0; i < MAX_ATTACK; ++i)
- {
- Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
- if(tmpitem && !tmpitem->IsBroken())
- {
- ItemPrototype const *proto = tmpitem->GetProto();
- if(proto->Delay)
- SetAttackTime(WeaponAttackType(i), proto->Delay);
- else
- SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
- }
- }
-}
-
-//skill+step, checking for max value
-bool Player::UpdateSkill(uint32 skill_id, uint32 step)
-{
- if(!skill_id)
- return false;
-
- if(skill_id == SKILL_FIST_WEAPONS)
- skill_id = SKILL_UNARMED;
-
- SkillStatusMap::iterator itr = mSkillStatus.find(skill_id);
- if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return false;
-
- uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
- uint32 data = GetUInt32Value(valueIndex);
- uint32 value = SKILL_VALUE(data);
- uint32 max = SKILL_MAX(data);
-
- if ((!max) || (!value) || (value >= max))
- return false;
-
- if (value < max)
- {
- uint32 new_value = value+step;
- if(new_value > max)
- new_value = max;
-
- SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,max));
- if(itr->second.uState != SKILL_NEW)
- itr->second.uState = SKILL_CHANGED;
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id);
- return true;
- }
-
- return false;
-}
-
-inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
-{
- if ( SkillValue >= GrayLevel )
- return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
- if ( SkillValue >= GreenLevel )
- return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
- if ( SkillValue >= YellowLevel )
- return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
- return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
-}
-
-bool Player::UpdateCraftSkill(uint32 spellid)
-{
- sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
-
- SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellid);
-
- for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
- {
- if (_spell_idx->second->skillId)
- {
- uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
-
- // Alchemy Discoveries here
- SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
- if (spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY)
- {
- if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
- learnSpell(discoveredSpell,false);
- }
-
- uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
-
- return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
- _spell_idx->second->max_value,
- (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
- _spell_idx->second->min_value),
- craft_skill_gain);
- }
- }
- return false;
-}
-
-bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator )
-{
- sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
-
- uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
-
- // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
- switch (SkillId)
- {
- case SKILL_HERBALISM:
- case SKILL_LOCKPICKING:
- case SKILL_JEWELCRAFTING:
- case SKILL_INSCRIPTION:
- return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
- case SKILL_SKINNING:
- if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0)
- return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
- else
- return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
- case SKILL_MINING:
- if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0)
- return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
- else
- return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
- }
- return false;
-}
-
-bool Player::UpdateFishingSkill()
-{
- sLog.outDebug("UpdateFishingSkill");
-
- uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
-
- int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
-
- uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
-
- return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
-}
-
-// levels sync. with spell requirement for skill levels to learn
-// bonus abilities in sSkillLineAbilityStore
-// Used only to avoid scan DBC at each skill grow
-static uint32 bonusSkillLevels[] = {75,150,225,300,375,450};
-
-bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
-{
- sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
- if ( !SkillId )
- return false;
-
- if(Chance <= 0) // speedup in 0 chance case
- {
- sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
- return false;
- }
-
- SkillStatusMap::iterator itr = mSkillStatus.find(SkillId);
- if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return false;
-
- uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
-
- uint32 data = GetUInt32Value(valueIndex);
- uint16 SkillValue = SKILL_VALUE(data);
- uint16 MaxValue = SKILL_MAX(data);
-
- if ( !MaxValue || !SkillValue || SkillValue >= MaxValue )
- return false;
-
- int32 Roll = irand(1,1000);
-
- if ( Roll <= Chance )
- {
- uint32 new_value = SkillValue+step;
- if(new_value > MaxValue)
- new_value = MaxValue;
-
- SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,MaxValue));
- if(itr->second.uState != SKILL_NEW)
- itr->second.uState = SKILL_CHANGED;
- for (uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
- {
- if((SkillValue < *bsl && new_value >= *bsl))
- {
- learnSkillRewardedSpells( SkillId, new_value);
- break;
- }
- }
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId);
- sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
- return true;
- }
-
- sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
- return false;
-}
-
-void Player::UpdateWeaponSkill (WeaponAttackType attType)
-{
- // no skill gain in pvp
- Unit *pVictim = getVictim();
- if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
- return;
-
- if(IsInFeralForm())
- return; // always maximized SKILL_FERAL_COMBAT in fact
-
- if(m_form == FORM_TREE)
- return; // use weapon but not skill up
-
- if(pVictim && pVictim->GetTypeId() == TYPEID_UNIT && (((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILLGAIN))
- return;
-
- uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
-
- switch(attType)
- {
- case BASE_ATTACK:
- {
- Item *tmpitem = GetWeaponForAttack(attType,true);
-
- if (!tmpitem)
- UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
- else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
- UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
- break;
- }
- case OFF_ATTACK:
- case RANGED_ATTACK:
- {
- Item *tmpitem = GetWeaponForAttack(attType,true);
- if (tmpitem)
- UpdateSkill(tmpitem->GetSkill(), weapon_skill_gain);
- break;
- }
- }
- UpdateAllCritPercentages();
-}
-
-void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
-{
- uint8 plevel = getLevel(); // if defense than pVictim == attacker
- uint8 greylevel = Trinity::XP::GetGrayLevel(plevel);
- uint8 moblevel = pVictim->getLevelForTarget(this);
- if(moblevel < greylevel)
- return;
-
- if (moblevel > plevel + 5)
- moblevel = plevel + 5;
-
- uint8 lvldif = moblevel - greylevel;
- if (lvldif < 3)
- lvldif = 3;
-
- uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
- if (skilldif <= 0)
- return;
-
- float chance = float(3 * lvldif * skilldif) / plevel;
- if (!defence)
- if (getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
- chance += chance * 0.02f * GetStat(STAT_INTELLECT);
-
- chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
-
- if (roll_chance_f(chance))
- {
- if (defence)
- UpdateDefense();
- else
- UpdateWeaponSkill(attType);
- }
- else
- return;
-}
-
-void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
-{
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid);
- if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return;
-
- uint32 bonusIndex = PLAYER_SKILL_BONUS_INDEX(itr->second.pos);
-
- uint32 bonus_val = GetUInt32Value(bonusIndex);
- int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
- int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
-
- if(talent) // permanent bonus stored in high part
- SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
- else // temporary/item bonus stored in low part
- SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
-}
-
-void Player::UpdateSkillsForLevel()
-{
- uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
- uint32 maxSkill = GetMaxSkillValueForLevel();
-
- bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
-
- for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
- {
- if(itr->second.uState == SKILL_DELETED)
- continue;
-
- uint32 pskill = itr->first;
- SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
- if (!pSkill)
- continue;
-
- if (GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
- continue;
-
- uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
- uint32 data = GetUInt32Value(valueIndex);
- uint32 max = SKILL_MAX(data);
- uint32 val = SKILL_VALUE(data);
-
- /// update only level dependent max skill values
- if (max != 1)
- {
- /// maximize skill always
- if (alwaysMaxSkill)
- {
- SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(maxSkill,maxSkill));
- if(itr->second.uState != SKILL_NEW)
- itr->second.uState = SKILL_CHANGED;
- }
- else if(max != maxconfskill) /// update max skill value if current max skill not maximized
- {
- SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(val,maxSkill));
- if(itr->second.uState != SKILL_NEW)
- itr->second.uState = SKILL_CHANGED;
- }
- }
- }
-}
-
-void Player::UpdateSkillsToMaxSkillsForLevel()
-{
- for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
- {
- if(itr->second.uState == SKILL_DELETED)
- continue;
-
- uint32 pskill = itr->first;
- if (IsProfessionOrRidingSkill(pskill))
- continue;
- uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
- uint32 data = GetUInt32Value(valueIndex);
- uint32 max = SKILL_MAX(data);
-
- if (max > 1)
- {
- SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(max,max));
- if(itr->second.uState != SKILL_NEW)
- itr->second.uState = SKILL_CHANGED;
- }
- if (pskill == SKILL_DEFENSE)
- UpdateDefenseBonusesMod();
- }
-}
-
-// This functions sets a skill line value (and adds if doesn't exist yet)
-// To "remove" a skill line, set it's values to zero
-void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal)
-{
- if (!id)
- return;
-
- SkillStatusMap::iterator itr = mSkillStatus.find(id);
-
- //has skill
- if(itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED)
- {
- if (currVal)
- {
- SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),MAKE_SKILL_VALUE(currVal,maxVal));
- if(itr->second.uState != SKILL_NEW)
- itr->second.uState = SKILL_CHANGED;
- learnSkillRewardedSpells(id, currVal);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
- }
- else //remove
- {
- // clear skill fields
- SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos),0);
- SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),0);
- SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos),0);
-
- // mark as deleted or simply remove from map if not saved yet
- if(itr->second.uState != SKILL_NEW)
- itr->second.uState = SKILL_DELETED;
- else
- mSkillStatus.erase(itr);
-
- // remove all spells that related to this skill
- for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
- if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j))
- if (pAbility->skillId == id)
- removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId));
- }
- }
- else if (currVal) //add
- {
- for (int i=0; i < PLAYER_MAX_SKILLS; ++i)
- if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
- {
- SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
- if (!pSkill)
- {
- sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
- return;
- }
- // enable unlearn button for primary professions only
- if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
- SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1));
- else
- SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0));
- SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal));
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
-
- // insert new entry or update if not deleted old entry yet
- if(itr != mSkillStatus.end())
- {
- itr->second.pos = i;
- itr->second.uState = SKILL_CHANGED;
- }
- else
- mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW)));
-
- // apply skill bonuses
- SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
-
- // temporary bonuses
- AuraEffectList const& mModSkill = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL);
- for (AuraEffectList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
- if ((*j)->GetMiscValue() == int32(id))
- (*j)->HandleEffect(this, 0, true);
-
- // permanent bonuses
- AuraEffectList const& mModSkillTalent = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL_TALENT);
- for (AuraEffectList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
- if ((*j)->GetMiscValue() == int32(id))
- (*j)->HandleEffect(this, 0, true);
-
- // Learn all spells for skill
- learnSkillRewardedSpells(id, currVal);
- return;
- }
- }
-}
-
-bool Player::HasSkill(uint32 skill) const
-{
- if(!skill)
- return false;
-
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED);
-}
-
-uint16 Player::GetSkillValue(uint32 skill) const
-{
- if (!skill)
- return 0;
-
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
-
- uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
-
- int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
- result += SKILL_TEMP_BONUS(bonus);
- result += SKILL_PERM_BONUS(bonus);
- return result < 0 ? 0 : result;
-}
-
-uint16 Player::GetMaxSkillValue(uint32 skill) const
-{
- if (!skill)
- return 0;
-
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
-
- uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
-
- int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
- result += SKILL_TEMP_BONUS(bonus);
- result += SKILL_PERM_BONUS(bonus);
- return result < 0 ? 0 : result;
-}
-
-uint16 Player::GetPureMaxSkillValue(uint32 skill) const
-{
- if(!skill)
- return 0;
-
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
-
- return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
-}
-
-uint16 Player::GetBaseSkillValue(uint32 skill) const
-{
- if(!skill)
- return 0;
-
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
-
- int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
- result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
- return result < 0 ? 0 : result;
-}
-
-uint16 Player::GetPureSkillValue(uint32 skill) const
-{
- if(!skill)
- return 0;
-
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
-
- return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
-}
-
-int16 Player::GetSkillPermBonusValue(uint32 skill) const
-{
- if (!skill)
- return 0;
-
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
-
- return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
-}
-
-int16 Player::GetSkillTempBonusValue(uint32 skill) const
-{
- if (!skill)
- return 0;
-
- SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
- if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
- return 0;
-
-return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
-}
-
-void Player::SendActionButtons(uint32 state) const
-{
- sLog.outDetail( "Sending Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec);
-
- WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4));
- data << uint8(state); // can be 0, 1, 2
- if (state != 2)
- {
- for (uint16 button = 0; button < MAX_ACTION_BUTTONS; ++button)
- {
- ActionButtonList::const_iterator itr = m_actionButtons.find(button);
- if (itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
- data << uint32(itr->second.packedData);
- else
- data << uint32(0);
- }
- }
-
- GetSession()->SendPacket(&data);
- sLog.outDetail("Action Buttons for '%u' spec '%u' Sent", GetGUIDLow(), m_activeSpec);
-}
-
-ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
-{
- if(button >= MAX_ACTION_BUTTONS)
- {
- sLog.outError( "Action %u not added into button %u for player %s: button must be < 144", action, button, GetName() );
- return NULL;
- }
-
- if(action >= MAX_ACTION_BUTTON_ACTION_VALUE)
- {
- sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE );
- return NULL;
- }
-
- switch (type)
- {
- case ACTION_BUTTON_SPELL:
- if (!sSpellStore.LookupEntry(action))
- {
- sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
- return NULL;
- }
-
- if (!HasSpell(action))
- {
- sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
- return NULL;
- }
- break;
- case ACTION_BUTTON_ITEM:
- if (!objmgr.GetItemPrototype(action))
- {
- sLog.outError( "Action %u not added into button %u for player %s: item not exist", action, button, GetName() );
- return NULL;
- }
- break;
- default:
- break; // pther cases not checked at this moment
- }
-
- // it create new button (NEW state) if need or return existed
- ActionButton& ab = m_actionButtons[button];
-
- // set data and update to CHANGED if not NEW
- ab.SetActionAndType(action,ActionButtonType(type));
-
- sLog.outDetail("Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action, type, button);
- return &ab;
-}
-
-void Player::removeActionButton(uint8 button)
-{
- ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
- if (buttonItr == m_actionButtons.end())
- return;
-
- if (!buttonItr->second.canRemoveByClient)
- {
- buttonItr->second.canRemoveByClient = true;
- return;
- }
- if(buttonItr->second.uState==ACTIONBUTTON_NEW)
- m_actionButtons.erase(buttonItr); // new and not saved
- else
- buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
-
- sLog.outDetail("Action Button '%u' Removed from Player '%u'", button, GetGUIDLow());
-}
-
-bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
-{
- if (!Unit::SetPosition(x, y, z, orientation, teleport))
- return false;
-
- //if(movementInfo.flags & MOVEMENTFLAG_MOVING)
- // mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE);
- //if(movementInfo.flags & MOVEMENTFLAG_TURNING)
- // mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
- //AURA_INTERRUPT_FLAG_JUMP not sure
-
- // group update
- if (GetGroup())
- SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
-
- // code block for underwater state update
- UpdateUnderwaterState(GetMap(), x, y, z);
-
- if(GetTrader() && !IsWithinDistInMap(GetTrader(), INTERACTION_DISTANCE))
- GetSession()->SendCancelTrade();
-
- CheckExploreSystem();
-
- return true;
-}
-
-void Player::SaveRecallPosition()
-{
- m_recallMap = GetMapId();
- m_recallX = GetPositionX();
- m_recallY = GetPositionY();
- m_recallZ = GetPositionZ();
- m_recallO = GetOrientation();
-}
-
-void Player::SendMessageToSet(WorldPacket *data, bool self)
-{
- if (self)
- GetSession()->SendPacket(data);
-
- // we use World::GetMaxVisibleDistance() because i cannot see why not use a distance
- // update: replaced by GetMap()->GetVisibilityDistance()
- Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance());
- VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
-}
-
-void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
-{
- if (self)
- GetSession()->SendPacket(data);
-
- Trinity::MessageDistDeliverer notifier(this, data, dist);
- VisitNearbyWorldObject(dist, notifier);
-}
-
-void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
-{
- if (self)
- GetSession()->SendPacket(data);
-
- Trinity::MessageDistDeliverer notifier(this, data, dist, own_team_only);
- VisitNearbyWorldObject(dist, notifier);
-}
-
-void Player::SendDirectMessage(WorldPacket *data)
-{
- if (m_session)
- m_session->SendPacket(data);
-}
-
-void Player::SendCinematicStart(uint32 CinematicSequenceId)
-{
- WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
- data << uint32(CinematicSequenceId);
- SendDirectMessage(&data);
-}
-
-void Player::SendMovieStart(uint32 MovieId)
-{
- WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
- data << uint32(MovieId);
- SendDirectMessage(&data);
-}
-
-void Player::CheckExploreSystem()
-{
- if (!isAlive())
- return;
-
- if (isInFlight())
- return;
-
- if(!m_AreaID)
- m_AreaID = GetAreaId();
- if(m_AreaID != GetAreaId())
- {
- m_AreaID = GetAreaId();
- GetSession()->HandleOnAreaChange(GetAreaEntryByAreaID(m_AreaID));
- }
-
- uint16 areaFlag = GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ());
- if(areaFlag==0xffff)
- return;
- int offset = areaFlag / 32;
-
- if(offset >= 128)
- {
- sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset);
- return;
- }
-
- uint32 val = (uint32)(1 << (areaFlag % 32));
- uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
-
- if( !(currFields & val) )
- {
- SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
-
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
-
- AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
- if(!p)
- {
- sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
- }
- else if(p->area_level > 0)
- {
- uint32 area = p->ID;
- if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
- {
- SendExplorationExperience(area,0);
- }
- else
- {
- int32 diff = int32(getLevel()) - p->area_level;
- uint32 XP = 0;
- if (diff < -5)
- {
- XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
- }
- else if (diff > 5)
- {
- int32 exploration_percent = (100-((diff-5)*5));
- if (exploration_percent > 100)
- exploration_percent = 100;
- else if (exploration_percent < 0)
- exploration_percent = 0;
-
- XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
- }
- else
- {
- XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
- }
-
- GiveXP( XP, NULL );
- SendExplorationExperience(area,XP);
- }
- sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
- }
- }
-}
-
-uint32 Player::TeamForRace(uint8 race)
-{
- ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
- if(!rEntry)
- {
- sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
- return ALLIANCE;
- }
-
- switch(rEntry->TeamID)
- {
- case 7: return ALLIANCE;
- case 1: return HORDE;
- }
-
- sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
- return ALLIANCE;
-}
-
-uint32 Player::getFactionForRace(uint8 race)
-{
- ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
- if(!rEntry)
- {
- sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
- return 0;
- }
-
- return rEntry->FactionID;
-}
-
-void Player::setFactionForRace(uint8 race)
-{
- m_team = TeamForRace(race);
- setFaction( getFactionForRace(race) );
-}
-
-ReputationRank Player::GetReputationRank(uint32 faction) const
-{
- FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
- return GetReputationMgr().GetRank(factionEntry);
-}
-
-//Calculate total reputation percent player gain with quest/creature level
-int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest)
-{
- float percent = 100.0f;
-
- float rate = for_quest ? sWorld.getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getRate(RATE_REPUTATION_LOWLEVEL_KILL);
-
- if (rate != 1.0f && creatureOrQuestLevel <= Trinity::XP::GetGrayLevel(getLevel()))
- percent *= rate;
-
- float repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
-
- if (!for_quest)
- repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
-
- percent += rep > 0 ? repMod : -repMod;
-
- if (percent <= 0.0f)
- return 0;
-
- return int32(rep*percent/100);
-}
-
-//Calculates how many reputation points player gains in victim's enemy factions
-void Player::RewardReputation(Unit *pVictim, float rate)
-{
- if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
- return;
-
- if(((Creature*)pVictim)->IsReputationGainDisabled())
- return;
-
- ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry);
-
- if(!Rep)
- return;
-
- uint32 ChampioningFaction = 0;
-
- if(GetChampioningFaction())
- {
- // support for: Championing - http://www.wowwiki.com/Championing
-
- Map const *pMap = GetMap();
- if(pMap && pMap->IsDungeon())
- {
- bool Heroic = ((InstanceMap*)pMap)->GetDifficulty() == DUNGEON_DIFFICULTY_HEROIC;
-
- InstanceTemplate const *pInstance = objmgr.GetInstanceTemplate(pMap->GetId());
- if(pInstance)
- {
- AccessRequirement const *pAccessRequirement = objmgr.GetAccessRequirement(pInstance->access_id);
- if(pAccessRequirement)
- {
- if(!pMap->IsRaid() && ((!Heroic && pAccessRequirement->levelMin == 80) || (Heroic && pAccessRequirement->heroicLevelMin == 80)))
- ChampioningFaction = GetChampioningFaction();
- }
- }
- }
- }
-
- // Favored reputation increase START
- uint32 zone = GetZoneId();
- uint32 team = GetTeam();
- float favored_rep_mult = 0;
-
- if( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_rep_mult = 0.25; // Thrallmar's Favor and Honor Hold's Favor
- else if( HasAura(30754) && (Rep->repfaction1 == 609 || Rep->repfaction2 == 609) && !ChampioningFaction ) favored_rep_mult = 0.25; // Cenarion Favor
-
- if(favored_rep_mult > 0) favored_rep_mult *= 2; // Multiplied by 2 because the reputation is divided by 2 for some reason (See "donerep1 / 2" and "donerep2 / 2") -- if you know why this is done, please update/explain :)
- // Favored reputation increase END
-
- if(Rep->repfaction1 && (!Rep->team_dependent || team == ALLIANCE))
- {
- int32 donerep1 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue1, ChampioningFaction ? ChampioningFaction : Rep->repfaction1, false);
- donerep1 = int32(donerep1*(rate + favored_rep_mult));
- FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->repfaction1);
- uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
- if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
- GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
-
- // Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation
- /*if (factionEntry1 && Rep->is_teamaward1)
- {
- FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
- if(team1_factionEntry)
- GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2);
- }*/
- }
-
- if(Rep->repfaction2 && (!Rep->team_dependent || team == HORDE))
- {
- int32 donerep2 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue2, ChampioningFaction ? ChampioningFaction : Rep->repfaction2, false);
- donerep2 = int32(donerep2*(rate + favored_rep_mult));
- FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->repfaction2);
- uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
- if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
- GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
-
- // Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation
- /*if (factionEntry2 && Rep->is_teamaward2)
- {
- FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
- if(team2_factionEntry)
- GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2);
- }*/
- }
-}
-
-//Calculate how many reputation points player gain with the quest
-void Player::RewardReputation(Quest const *pQuest)
-{
- // quest reputation reward/loss
- for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
- {
- if (!pQuest->RewRepFaction[i])
- continue;
- if (pQuest->RewRepValue[i])
- {
- int32 rep = CalculateReputationGain(GetQuestLevel(pQuest), pQuest->RewRepValue[i], pQuest->RewRepFaction[i], true);
- if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
- GetReputationMgr().ModifyReputation(factionEntry, rep);
- }
- else
- {
- uint32 row = 1;
- int32 field = 0;
-
- if (pQuest->RewRepValueId[i] < 0)
- {
- ++row;
- field = abs(pQuest->RewRepValueId[i]);
- }
- else
- field = pQuest->RewRepValueId[i];
- if (const QuestFactionRewEntry *pRow = sQuestFactionRewardStore.LookupEntry(row))
- {
- int32 repPoints = pRow->QuestRewFactionValue[field];
-
- if (!repPoints)
- continue;
-
- repPoints = CalculateReputationGain(GetQuestLevel(pQuest), repPoints, pQuest->RewRepFaction[i], true);
- if (const FactionEntry* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
- GetReputationMgr().ModifyReputation(factionEntry, repPoints);
- }
- }
- }
-
- // TODO: implement reputation spillover
-}
-
-void Player::UpdateHonorFields()
-{
- /// called when rewarding honor and at each save
- uint64 now = time(NULL);
- uint64 today = uint64(time(NULL) / DAY) * DAY;
-
- if(m_lastHonorUpdateTime < today)
- {
- uint64 yesterday = today - DAY;
-
- uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
-
- // update yesterday's contribution
- if(m_lastHonorUpdateTime >= yesterday )
- {
- SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
-
- // this is the first update today, reset today's contribution
- SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
- SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
- }
- else
- {
- // no honor/kills yesterday or today, reset
- SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
- SetUInt32Value(PLAYER_FIELD_KILLS, 0);
- }
- }
-
- m_lastHonorUpdateTime = now;
-}
-
-///Calculate the amount of honor gained based on the victim
-///and the size of the group for which the honor is divided
-///An exact honor value can also be given (overriding the calcs)
-bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvptoken)
-{
- // do not reward honor in arenas, but enable onkill spellproc
- if(InArena())
- {
- if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
- return false;
-
- if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() )
- return false;
-
- return true;
- }
-
- // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
- if(HasAura(SPELL_AURA_PLAYER_INACTIVE))
- return false;
-
- uint64 victim_guid = 0;
- uint32 victim_rank = 0;
- uint32 rank_diff = 0;
- time_t now = time(NULL);
-
- // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
- UpdateHonorFields();
-
- // do not reward honor in arenas, but return true to enable onkill spellproc
- if(InBattleGround() && GetBattleGround() && GetBattleGround()->isArena())
- return true;
-
- if(honor <= 0)
- {
- if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
- return false;
-
- victim_guid = uVictim->GetGUID();
-
- if( uVictim->GetTypeId() == TYPEID_PLAYER )
- {
- Player *pVictim = (Player *)uVictim;
-
- if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() )
- return false;
-
- float f = 1; //need for total kills (?? need more info)
- uint32 k_grey = 0;
- uint32 k_level = getLevel();
- uint32 v_level = pVictim->getLevel();
-
- {
- // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
- // [0] Just name
- // [1..14] Alliance honor titles and player name
- // [15..28] Horde honor titles and player name
- // [29..38] Other title and player name
- // [39+] Nothing
- uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
- // Get Killer titles, CharTitlesEntry::bit_index
- // Ranks:
- // title[1..14] -> rank[5..18]
- // title[15..28] -> rank[5..18]
- // title[other] -> 0
- if (victim_title == 0)
- victim_guid = 0; // Don't show HK: <rank> message, only log.
- else if (victim_title < 15)
- victim_rank = victim_title + 4;
- else if (victim_title < 29)
- victim_rank = victim_title - 14 + 4;
- else
- victim_guid = 0; // Don't show HK: <rank> message, only log.
- }
-
- k_grey = Trinity::XP::GetGrayLevel(k_level);
-
- if(v_level<=k_grey)
- return false;
-
- float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
-
- int32 v_rank =1; //need more info
-
- honor = ((f * diff_level * (190 + v_rank*10))/6);
- honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer
-
- // count the number of playerkills in one day
- ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
- // and those in a lifetime
- ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 1, true);
- UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL);
- UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, pVictim->getClass());
- UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, pVictim->getRace());
- }
- else
- {
- Creature *cVictim = (Creature *)uVictim;
-
- if (!cVictim->isRacialLeader())
- return false;
-
- honor = 100; // ??? need more info
- victim_rank = 19; // HK: Leader
- }
- }
-
- if (uVictim != NULL)
- {
- honor *= sWorld.getRate(RATE_HONOR);
-
- if(groupsize > 1)
- honor /= groupsize;
-
- // apply honor multiplier from aura (not stacking-get highest)
- honor = int32(float(honor) * (float(GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN_PCT))+100.0f)/100.0f);
- honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor
- }
-
- // honor - for show honor points in log
- // victim_guid - for show victim name in log
- // victim_rank [1..4] HK: <dishonored rank>
- // victim_rank [5..19] HK: <alliance\horde rank>
- // victim_rank [0,20+] HK: <>
- WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
- data << (uint32) honor;
- data << (uint64) victim_guid;
- data << (uint32) victim_rank;
-
- GetSession()->SendPacket(&data);
-
- // add honor points
- ModifyHonorPoints(int32(honor));
-
- ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
-
- if( sWorld.getConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken )
- {
- if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
- return true;
-
- if(uVictim->GetTypeId() == TYPEID_PLAYER)
- {
- // Check if allowed to receive it in current map
- uint8 MapType = sWorld.getConfig(CONFIG_PVP_TOKEN_MAP_TYPE);
- if( (MapType == 1 && !InBattleGround() && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
- || (MapType == 2 && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
- || (MapType == 3 && !InBattleGround()) )
- return true;
-
- uint32 noSpaceForCount = 0;
- uint32 itemId = sWorld.getConfig(CONFIG_PVP_TOKEN_ID);
- int32 count = sWorld.getConfig(CONFIG_PVP_TOKEN_COUNT);
-
- // check space and find places
- ItemPosCountVec dest;
- uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, count, &noSpaceForCount );
- if( msg != EQUIP_ERR_OK ) // convert to possible store amount
- count = noSpaceForCount;
-
- if( count == 0 || dest.empty()) // can't add any
- {
- // -- TODO: Send to mailbox if no space
- ChatHandler(this).PSendSysMessage("You don't have any space in your bags for a token.");
- return true;
- }
-
- Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
- SendNewItem(item,count,true,false);
- ChatHandler(this).PSendSysMessage("You have been awarded a token for slaying another player.");
- }
- }
-
- return true;
-}
-
-void Player::ModifyHonorPoints(int32 value)
-{
- if(value < 0)
- {
- if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
- SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
- else
- SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
- }
- else
- SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
-}
-
-void Player::ModifyArenaPoints(int32 value)
-{
- if(value < 0)
- {
- if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
- SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
- else
- SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
- }
- else
- SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
-}
-
-uint32 Player::GetGuildIdFromDB(uint64 guid)
-{
- QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
- if(!result)
- return 0;
-
- uint32 id = result->Fetch()[0].GetUInt32();
- return id;
-}
-
-uint32 Player::GetRankFromDB(uint64 guid)
-{
- QueryResult_AutoPtr result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) );
- if( result )
- {
- uint32 v = result->Fetch()[0].GetUInt32();
- return v;
- }
- else
- return 0;
-}
-
-uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
-{
- QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", GUID_LOPART(guid), type);
- if(!result)
- return 0;
-
- uint32 id = (*result)[0].GetUInt32();
- return id;
-}
-
-uint32 Player::GetZoneIdFromDB(uint64 guid)
-{
- uint32 guidLow = GUID_LOPART(guid);
- QueryResult_AutoPtr result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow );
- if (!result)
- return 0;
- Field* fields = result->Fetch();
- uint32 zone = fields[0].GetUInt32();
-
- if (!zone)
- {
- // stored zone is zero, use generic and slow zone detection
- result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow);
- if( !result )
- return 0;
- fields = result->Fetch();
- uint32 map = fields[0].GetUInt32();
- float posx = fields[1].GetFloat();
- float posy = fields[2].GetFloat();
- float posz = fields[3].GetFloat();
-
- zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
-
- if (zone > 0)
- CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
- }
-
- return zone;
-}
-
-uint32 Player::GetLevelFromDB(uint64 guid)
-{
- QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid));
- if (!result)
- return 0;
-
- Field* fields = result->Fetch();
- uint8 level = fields[0].GetUInt8();
-
- return level;
-}
-
-void Player::UpdateArea(uint32 newArea)
-{
- // FFA_PVP flags are area and not zone id dependent
- // so apply them accordingly
- m_areaUpdateId = newArea;
-
- AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
- pvpInfo.inFFAPvPArea = area && (area->flags & AREA_FLAG_ARENA);
- UpdatePvPState(true);
-
- UpdateAreaDependentAuras(newArea);
-}
-
-void Player::UpdateZone(uint32 newZone, uint32 newArea)
-{
- if (m_zoneUpdateId != newZone)
- {
- sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId);
- sOutdoorPvPMgr.HandlePlayerEnterZone(this, newZone);
- SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
- }
-
- m_zoneUpdateId = newZone;
- m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
-
- // zone changed, so area changed as well, update it
- UpdateArea(newArea);
-
- AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
- if (!zone)
- return;
-
- if (sWorld.getConfig(CONFIG_WEATHER))
- {
- Weather *wth = sWorld.FindWeather(zone->ID);
- if (wth)
- wth->SendWeatherUpdateToPlayer(this);
- else
- {
- if (!sWorld.AddWeather(zone->ID))
- {
- // send fine weather packet to remove old zone's weather
- Weather::SendFineWeatherUpdateToPlayer(this);
- }
- }
- }
-
- // in PvP, any not controlled zone (except zone->team == 6, default case)
- // in PvE, only opposition team capital
- switch (zone->team)
- {
- case AREATEAM_ALLY:
- pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
- break;
- case AREATEAM_HORDE:
- pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
- break;
- case AREATEAM_NONE:
- // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
- pvpInfo.inHostileArea = sWorld.IsPvPRealm() || InBattleGround() || zone->flags & AREA_FLAG_OUTDOOR_PVP;
- break;
- default: // 6 in fact
- pvpInfo.inHostileArea = false;
- break;
- }
-
- pvpInfo.inNoPvPArea = false;
- if(zone->IsSanctuary()) // in sanctuary
- {
- SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
- pvpInfo.inNoPvPArea = true;
- CombatStopWithPets();
- }
- else
- RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
-
- if(zone->flags & AREA_FLAG_CAPITAL) // in capital city
- {
- SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
- SetRestType(REST_TYPE_IN_CITY);
- InnEnter(time(0),GetMapId(),0,0,0);
- pvpInfo.inNoPvPArea = true;
- }
- else // anywhere else
- {
- if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
- {
- if(GetRestType() == REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
- {
- if(GetMapId() != GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
- {
- RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
- SetRestType(REST_TYPE_NO);
- }
- }
- else // not in tavern (leave city then)
- {
- RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
- SetRestType(REST_TYPE_NO);
- }
- }
- }
-
- UpdatePvPState();
-
- // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
- // if player resurrected at teleport this will be applied in resurrect code
- if (isAlive())
- DestroyZoneLimitedItem(true, newZone);
-
- // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
- AutoUnequipOffhandIfNeed();
-
- // recent client version not send leave/join channel packets for built-in local channels
- UpdateLocalChannels(newZone);
-
- // group update
- if (GetGroup())
- SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
-
- UpdateZoneDependentAuras(newZone);
-}
-
-//If players are too far way of duel flag... then player loose the duel
-void Player::CheckDuelDistance(time_t currTime)
-{
- if (!duel)
- return;
-
- uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
- GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
- if (!obj)
- return;
-
- if (duel->outOfBound == 0)
- {
- if (!IsWithinDistInMap(obj, 50))
- {
- duel->outOfBound = currTime;
-
- WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
- GetSession()->SendPacket(&data);
- }
- }
- else
- {
- if (IsWithinDistInMap(obj, 40))
- {
- duel->outOfBound = 0;
-
- WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
- GetSession()->SendPacket(&data);
- }
- else if (currTime >= (duel->outOfBound+10))
- DuelComplete(DUEL_FLED);
- }
-}
-
-bool Player::IsOutdoorPvPActive()
-{
- return isAlive() && !HasInvisibilityAura() && !HasStealthAura() && (IsPvP() || sWorld.IsPvPRealm()) && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && !isInFlight();
-}
-
-void Player::DuelComplete(DuelCompleteType type)
-{
- // duel not requested
- if (!duel)
- return;
-
- sLog.outDebug("Duel Complete %s %s", GetName(), duel->opponent->GetName());
-
- WorldPacket data(SMSG_DUEL_COMPLETE, (1));
- data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
- GetSession()->SendPacket(&data);
- duel->opponent->GetSession()->SendPacket(&data);
-
- if (type != DUEL_INTERUPTED)
- {
- data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
- data << uint8(type == DUEL_WON ? 0 : 1); // 0 = just won; 1 = fled
- data << duel->opponent->GetName();
- data << GetName();
- SendMessageToSet(&data,true);
- }
-
- switch (type)
- {
- case DUEL_FLED:
- // if initiator and opponent are on the same team
- // or initiator and opponent are not PvP enabled, forcibly stop attacking
- if (duel->initiator->GetTeam() == duel->opponent->GetTeam())
- {
- duel->initiator->AttackStop();
- duel->opponent->AttackStop();
- }
- else
- {
- if (!duel->initiator->IsPvP())
- duel->initiator->AttackStop();
- if (!duel->opponent->IsPvP())
- duel->opponent->AttackStop();
- }
- break;
- case DUEL_WON:
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1);
- if (duel->opponent)
- {
- duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1);
-
- //Credit for quest Death's Challenge
- if (getClass() == CLASS_DEATH_KNIGHT && duel->opponent->GetQuestStatus(12733) == QUEST_STATUS_INCOMPLETE)
- duel->opponent->CastSpell(duel->opponent, 52994, true);
- }
- break;
- }
-
- //Remove Duel Flag object
- GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
- if(obj)
- duel->initiator->RemoveGameObject(obj,true);
-
- /* remove auras */
- AuraApplicationMap &itsAuras = duel->opponent->GetAppliedAuras();
- for (AuraApplicationMap::iterator i = itsAuras.begin(); i != itsAuras.end();)
- {
- Aura const * aura = i->second->GetBase();
- if (!i->second->IsPositive() && aura->GetCasterGUID() == GetGUID() && aura->GetApplyTime() >= duel->startTime)
- duel->opponent->RemoveAura(i);
- else
- ++i;
- }
-
- AuraApplicationMap &myAuras = GetAppliedAuras();
- for (AuraApplicationMap::iterator i = myAuras.begin(); i != myAuras.end();)
- {
- Aura const * aura = i->second->GetBase();
- if (!i->second->IsPositive() && aura->GetCasterGUID() == duel->opponent->GetGUID() && aura->GetApplyTime() >= duel->startTime)
- RemoveAura(i);
- else
- ++i;
- }
-
- // cleanup combo points
- if(GetComboTarget()==duel->opponent->GetGUID())
- ClearComboPoints();
- else if(GetComboTarget()==duel->opponent->GetPetGUID())
- ClearComboPoints();
-
- if(duel->opponent->GetComboTarget()==GetGUID())
- duel->opponent->ClearComboPoints();
- else if(duel->opponent->GetComboTarget()==GetPetGUID())
- duel->opponent->ClearComboPoints();
-
- // Honor points after duel (the winner) - ImpConfig
- if(uint32 amount = sWorld.getConfig(CONFIG_HONOR_AFTER_DUEL))
- duel->opponent->RewardHonor(NULL,1,amount);
-
- //cleanups
- SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
- SetUInt32Value(PLAYER_DUEL_TEAM, 0);
- duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
- duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
-
- delete duel->opponent->duel;
- duel->opponent->duel = NULL;
- delete duel;
- duel = NULL;
-}
-
-//---------------------------------------------------------//
-
-void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
-{
- if(slot >= INVENTORY_SLOT_BAG_END || !item)
- return;
-
- ItemPrototype const *proto = item->GetProto();
-
- if (!proto)
- return;
-
- if (proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
- CorrectMetaGemEnchants(slot, apply);
-
- // not apply/remove mods for broken item
- if (item->IsBroken())
- return;
-
- sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
-
- uint8 attacktype = Player::GetAttackBySlot(slot);
-
- // check disarm only on mod apply to allow remove item mods
- if (!CanUseAttackType(attacktype) )
- return;
-
- if (attacktype < MAX_ATTACK)
- _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
-
- _ApplyItemBonuses(proto,slot,apply);
-
- if (slot==EQUIPMENT_SLOT_RANGED)
- _ApplyAmmoBonuses();
-
- ApplyItemEquipSpell(item,apply);
- ApplyEnchantment(item, apply);
-
- sLog.outDebug("_ApplyItemMods complete.");
-}
-
-void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
-{
- if (slot >= INVENTORY_SLOT_BAG_END || !proto)
- return;
-
- ScalingStatDistributionEntry const *ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL;
- if (only_level_scale && !ssd)
- return;
-
- // req. check at equip, but allow use for extended range if range limit max level, set proper level
- uint32 ssd_level = getLevel();
- if (ssd && ssd_level > ssd->MaxLevel)
- ssd_level = ssd->MaxLevel;
-
- ScalingStatValuesEntry const *ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL;
- if (only_level_scale && !ssv)
- return;
-
- for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
- {
- uint32 statType = 0;
- int32 val = 0;
- // If set ScalingStatDistribution need get stats and values from it
- if (ssd && ssv)
- {
- if (ssd->StatMod[i] < 0)
- continue;
- statType = ssd->StatMod[i];
- val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000;
- }
- else
- {
- if (i >= proto->StatsCount)
- continue;
- statType = proto->ItemStat[i].ItemStatType;
- val = proto->ItemStat[i].ItemStatValue;
- }
-
- if(val == 0)
- continue;
-
- switch (statType)
- {
- case ITEM_MOD_MANA:
- HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
- break;
- case ITEM_MOD_HEALTH: // modify HP
- HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
- break;
- case ITEM_MOD_AGILITY: // modify agility
- HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
- ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
- break;
- case ITEM_MOD_STRENGTH: //modify strength
- HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
- ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
- break;
- case ITEM_MOD_INTELLECT: //modify intellect
- HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
- ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
- break;
- case ITEM_MOD_SPIRIT: //modify spirit
- HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
- ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
- break;
- case ITEM_MOD_STAMINA: //modify stamina
- HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
- ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
- break;
- case ITEM_MOD_DEFENSE_SKILL_RATING:
- ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
- break;
- case ITEM_MOD_DODGE_RATING:
- ApplyRatingMod(CR_DODGE, int32(val), apply);
- break;
- case ITEM_MOD_PARRY_RATING:
- ApplyRatingMod(CR_PARRY, int32(val), apply);
- break;
- case ITEM_MOD_BLOCK_RATING:
- ApplyRatingMod(CR_BLOCK, int32(val), apply);
- break;
- case ITEM_MOD_HIT_MELEE_RATING:
- ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
- break;
- case ITEM_MOD_HIT_RANGED_RATING:
- ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
- break;
- case ITEM_MOD_HIT_SPELL_RATING:
- ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_MELEE_RATING:
- ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_RANGED_RATING:
- ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_SPELL_RATING:
- ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
- ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
- break;
- case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
- ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
- break;
- case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
- ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
- ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
- ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
- ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_HASTE_MELEE_RATING:
- ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
- break;
- case ITEM_MOD_HASTE_RANGED_RATING:
- ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
- break;
- case ITEM_MOD_HASTE_SPELL_RATING:
- ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_HIT_RATING:
- ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
- ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
- ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_RATING:
- ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
- ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
- ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_HIT_TAKEN_RATING:
- ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
- ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
- ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_CRIT_TAKEN_RATING:
- ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
- ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
- ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_RESILIENCE_RATING:
- ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
- ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
- ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_HASTE_RATING:
- ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
- ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
- ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
- break;
- case ITEM_MOD_EXPERTISE_RATING:
- ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
- break;
- case ITEM_MOD_ATTACK_POWER:
- HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
- HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
- break;
- case ITEM_MOD_RANGED_ATTACK_POWER:
- HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
- break;
-// case ITEM_MOD_FERAL_ATTACK_POWER:
-// ApplyFeralAPBonus(int32(val), apply);
-// break;
- case ITEM_MOD_MANA_REGENERATION:
- ApplyManaRegenBonus(int32(val), apply);
- break;
- case ITEM_MOD_ARMOR_PENETRATION_RATING:
- ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
- break;
- case ITEM_MOD_SPELL_POWER:
- ApplySpellPowerBonus(int32(val), apply);
- break;
- case ITEM_MOD_HEALTH_REGEN:
- ApplyHealthRegenBonus(int32(val), apply);
- break;
- // depricated item mods
- case ITEM_MOD_SPELL_HEALING_DONE:
- case ITEM_MOD_SPELL_DAMAGE_DONE:
- break;
- }
- }
-
- // Apply Spell Power from ScalingStatValue if set
- if(ssv)
- {
- if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue))
- ApplySpellPowerBonus(spellbonus, apply);
- }
-
- // If set ScalingStatValue armor get it or use item armor
- uint32 armor = proto->Armor;
- if (ssv)
- {
- if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue))
- armor = ssvarmor;
- }
-
- if (armor)
- {
- UnitModifierType modType = TOTAL_VALUE;
- if (proto->Class == ITEM_CLASS_ARMOR)
- {
- switch (proto->SubClass)
- {
- case ITEM_SUBCLASS_ARMOR_CLOTH:
- case ITEM_SUBCLASS_ARMOR_LEATHER:
- case ITEM_SUBCLASS_ARMOR_MAIL:
- case ITEM_SUBCLASS_ARMOR_PLATE:
- case ITEM_SUBCLASS_ARMOR_SHIELD:
- modType = BASE_VALUE;
- break;
- }
- }
- HandleStatModifier(UNIT_MOD_ARMOR, modType, float(armor), apply);
- }
-
- // Add armor bonus from ArmorDamageModifier if > 0
- if (proto->ArmorDamageModifier > 0)
- HandleStatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(proto->ArmorDamageModifier), apply);
-
- if (proto->Block)
- HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
-
- if (proto->HolyRes)
- HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
-
- if (proto->FireRes)
- HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
-
- if (proto->NatureRes)
- HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
-
- if (proto->FrostRes)
- HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
-
- if (proto->ShadowRes)
- HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
-
- if (proto->ArcaneRes)
- HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
-
- WeaponAttackType attType = BASE_ATTACK;
- float damage = 0.0f;
-
- if( slot == EQUIPMENT_SLOT_RANGED && (
- proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
- proto->InventoryType == INVTYPE_RANGEDRIGHT ))
- {
- attType = RANGED_ATTACK;
- }
- else if(slot==EQUIPMENT_SLOT_OFFHAND)
- {
- attType = OFF_ATTACK;
- }
-
- float minDamage = proto->Damage[0].DamageMin;
- float maxDamage = proto->Damage[0].DamageMax;
- int32 extraDPS = 0;
- // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
- if (ssv)
- {
- if ((extraDPS = ssv->getDPSMod(proto->ScalingStatValue)))
- {
- float average = extraDPS * proto->Delay / 1000.0f;
- minDamage = 0.7f * average;
- maxDamage = 1.3f * average;
- }
- }
- if (minDamage > 0 )
- {
- damage = apply ? minDamage : BASE_MINDAMAGE;
- SetBaseWeaponDamage(attType, MINDAMAGE, damage);
- //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
- }
-
- if (maxDamage > 0 )
- {
- damage = apply ? maxDamage : BASE_MAXDAMAGE;
- SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
- }
-
- // Apply feral bonus from ScalingStatValue if set
- if (ssv)
- {
- if (int32 feral_bonus = ssv->getFeralBonus(proto->ScalingStatValue))
- ApplyFeralAPBonus(feral_bonus, apply);
- }
- // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
- if(getClass() == CLASS_DRUID)
- {
- int32 feral_bonus = proto->getFeralBonus(extraDPS);
- if (feral_bonus > 0)
- ApplyFeralAPBonus(feral_bonus, apply);
- }
-
- if(IsInFeralForm() || !CanUseAttackType(attType))
- return;
-
- if (proto->Delay)
- {
- if(slot == EQUIPMENT_SLOT_RANGED)
- SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
- else if(slot==EQUIPMENT_SLOT_MAINHAND)
- SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
- else if(slot==EQUIPMENT_SLOT_OFFHAND)
- SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
- }
-
- if(CanModifyStats() && (damage || proto->Delay))
- UpdateDamagePhysical(attType);
-}
-
-void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
-{
- AuraEffectList const& auraCritList = GetAuraEffectsByType(SPELL_AURA_MOD_WEAPON_CRIT_PERCENT);
- for (AuraEffectList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end(); ++itr)
- _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
-
- AuraEffectList const& auraDamageFlatList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE);
- for (AuraEffectList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end(); ++itr)
- _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
-
- AuraEffectList const& auraDamagePCTList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
- for (AuraEffectList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end(); ++itr)
- _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
-}
-
-void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
-{
- // generic not weapon specific case processes in aura code
- if (aura->GetSpellProto()->EquippedItemClass == -1)
- return;
-
- BaseModGroup mod = BASEMOD_END;
- switch (attackType)
- {
- case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
- case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
- case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
- default: return;
- }
-
- if (!item->IsBroken()&&item->IsFitToSpellRequirements(aura->GetSpellProto()))
- HandleBaseModValue(mod, FLAT_MOD, float (aura->GetAmount()), apply);
-}
-
-void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
-{
- //don't apply mod if item is broken
- if (item->IsBroken())
- return;
-
- // ignore spell mods for not wands
- if ((aura->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) == 0 && (getClassMask() & CLASSMASK_WAND_USERS) == 0)
- return;
-
- // generic not weapon specific case processes in aura code
- if (aura->GetSpellProto()->EquippedItemClass == -1)
- return;
-
- UnitMods unitMod = UNIT_MOD_END;
- switch (attackType)
- {
- case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
- case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
- case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
- default: return;
- }
-
- UnitModifierType unitModType = TOTAL_VALUE;
- switch (aura->GetAuraType())
- {
- case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
- case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
- default: return;
- }
-
- if (!item->IsBroken()&&item->IsFitToSpellRequirements(aura->GetSpellProto()))
- {
- HandleStatModifier(unitMod, unitModType, float(aura->GetAmount()),apply);
-
- if (unitModType == TOTAL_PCT)
- ApplyModSignedFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT,aura->GetAmount()/100.0f,apply);
- else
- ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS,aura->GetAmount(),apply);
- }
-}
-
-void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
-{
- if(!item)
- return;
-
- ItemPrototype const *proto = item->GetProto();
- if(!proto)
- return;
-
- for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
- {
- _Spell const& spellData = proto->Spells[i];
-
- // no spell
- if (!spellData.SpellId)
- continue;
-
- // wrong triggering type
- if (apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
- continue;
-
- // check if it is valid spell
- SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
- if (!spellproto)
- continue;
-
- ApplyEquipSpell(spellproto,item,apply,form_change);
- }
-}
-
-void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
-{
- if (apply)
- {
- // Cannot be used in this stance/form
- if (GetErrorAtShapeshiftedCast(spellInfo, m_form) != SPELL_CAST_OK)
- return;
-
- if (form_change) // check aura active state from other form
- {
- AuraApplicationMap const& auras = GetAppliedAuras();
- for (AuraApplicationMap::const_iterator itr = auras.lower_bound(spellInfo->Id); itr != auras.upper_bound(spellInfo->Id); ++itr)
- if (!item || itr->second->GetBase()->GetCastItemGUID() == item->GetGUID())
- return;
- }
-
- DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
-
- CastSpell(this,spellInfo,true,item);
- }
- else
- {
- if(form_change) // check aura compatibility
- {
- // Cannot be used in this stance/form
- if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==SPELL_CAST_OK)
- return; // and remove only not compatible at form change
- }
-
- if (item)
- RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells, not only at-equipped
- else
- RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
- }
-}
-
-void Player::UpdateEquipSpellsAtFormChange()
-{
- for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if(m_items[i] && !m_items[i]->IsBroken())
- {
- ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
- ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
- }
- }
-
- // item set bonuses not dependent from item broken state
- for (size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
- {
- ItemSetEffect* eff = ItemSetEff[setindex];
- if(!eff)
- continue;
-
- for (uint32 y=0; y<8; ++y)
- {
- SpellEntry const* spellInfo = eff->spells[y];
- if(!spellInfo)
- continue;
-
- ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
- ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
- }
- }
-}
-void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx)
-{
- if (!target || !target->isAlive() || target == this)
- return;
-
- for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
- {
- // If usable, try to cast item spell
- if (Item * item = GetItemByPos(INVENTORY_SLOT_BAG_0,i))
- if (!item->IsBroken())
- if (ItemPrototype const *proto = item->GetProto())
- {
- // Additional check for weapons
- if (proto->Class == ITEM_CLASS_WEAPON)
- {
- // offhand item cannot proc from main hand hit etc
- EquipmentSlots slot;
- switch (attType)
- {
- case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
- case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
- case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
- default: slot = EQUIPMENT_SLOT_END; break;
- }
- if (slot != i)
- continue;
- // Check if item is useable (forms or disarm)
- if (attType == BASE_ATTACK)
- if (!IsUseEquipedWeapon(true))
- continue;
- }
- CastItemCombatSpell(target, attType, procVictim, procEx, item, proto);
- }
- }
-}
-
-void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemPrototype const * proto)
-{
- // Can do effect if any damage done to target
- if (procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
- //if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
- {
- for (uint8 i = 0; i < 5; ++i)
- {
- _Spell const& spellData = proto->Spells[i];
-
- // no spell
- if (!spellData.SpellId)
- continue;
-
- // wrong triggering type
- if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
- continue;
-
- SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
- if (!spellInfo)
- {
- sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
- continue;
- }
-
- // not allow proc extra attack spell at extra attack
- if (m_extraAttacks && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_ADD_EXTRA_ATTACKS))
- return;
-
- float chance = spellInfo->procChance;
-
- if (spellData.SpellPPMRate)
- {
- if (spellData.SpellId == 52781) // Persuasive Strike
- {
- switch (target->GetEntry())
- {
- default:
- return;
- case 28939:
- case 28940:
- case 28610:
- break;
- }
- }
- uint32 WeaponSpeed = GetAttackTime(attType);
- chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate, spellInfo);
- }
- else if (chance > 100.0f)
- {
- chance = GetWeaponProcChance();
- }
-
- if (roll_chance_f(chance))
- CastSpell(target, spellInfo->Id, true, item);
- }
- }
-
- // item combat enchantments
- for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
- {
- uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
- SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
- if(!pEnchant) continue;
- for (uint8 s = 0; s < 3; ++s)
- {
- if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
- continue;
-
- SpellEnchantProcEntry const* entry = spellmgr.GetSpellEnchantProcEvent(enchant_id);
-
- if (entry && entry->procEx)
- {
- // Check hit/crit/dodge/parry requirement
- if((entry->procEx & procEx) == 0)
- continue;
- }
- else
- {
- // Can do effect if any damage done to target
- if (!(procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
- //if (!(damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
- continue;
- }
-
- SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
- if (!spellInfo)
- {
- sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
- continue;
- }
-
- float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
-
- if (entry)
- {
- if(entry->PPMChance)
- chance = GetPPMProcChance(proto->Delay, entry->PPMChance, spellInfo);
- else if(entry->customChance)
- chance = entry->customChance;
- }
-
- // Apply spell mods
- ApplySpellMod(pEnchant->spellid[s],SPELLMOD_CHANCE_OF_SUCCESS,chance);
-
- if (roll_chance_f(chance))
- {
- if(IsPositiveSpell(pEnchant->spellid[s]))
- CastSpell(this, pEnchant->spellid[s], true, item);
- else
- CastSpell(target, pEnchant->spellid[s], true, item);
- }
- }
- }
-}
-
-void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
-{
- ItemPrototype const* proto = item->GetProto();
- // special learning case
- if (proto->Spells[0].SpellId == 483 || proto->Spells[0].SpellId == 55884)
- {
- uint32 learn_spell_id = proto->Spells[0].SpellId;
- uint32 learning_spell_id = proto->Spells[1].SpellId;
-
- SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
- if (!spellInfo)
- {
- sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
- SendEquipError(EQUIP_ERR_NONE,item,NULL);
- return;
- }
-
- Spell *spell = new Spell(this, spellInfo,false);
- spell->m_CastItem = item;
- spell->m_cast_count = cast_count; //set count of casts
- spell->m_currentBasePoints[0] = learning_spell_id;
- spell->prepare(&targets);
- return;
- }
-
- // use triggered flag only for items with many spell casts and for not first cast
- uint8 count = 0;
-
- // item spells casted at use
- for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
- {
- _Spell const& spellData = proto->Spells[i];
-
- // no spell
- if (!spellData.SpellId)
- continue;
-
- // wrong triggering type
- if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
- continue;
-
- SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
- if(!spellInfo)
- {
- sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
- continue;
- }
-
- Spell *spell = new Spell(this, spellInfo, (count > 0));
- spell->m_CastItem = item;
- spell->m_cast_count = cast_count; // set count of casts
- spell->m_glyphIndex = glyphIndex; // glyph index
- spell->prepare(&targets);
-
- ++count;
- }
-
- // Item enchantments spells casted at use
- for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
- {
- uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
- SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
- if (!pEnchant)
- continue;
- for (uint8 s = 0; s < 3; ++s)
- {
- if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL)
- continue;
-
- SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
- if (!spellInfo)
- {
- sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
- continue;
- }
-
- Spell *spell = new Spell(this, spellInfo, (count > 0));
- spell->m_CastItem = item;
- spell->m_cast_count = cast_count; // set count of casts
- spell->m_glyphIndex = glyphIndex; // glyph index
- spell->prepare(&targets);
-
- ++count;
- }
- }
-}
-
-void Player::_RemoveAllItemMods()
-{
- sLog.outDebug("_RemoveAllItemMods start.");
-
- for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (m_items[i])
- {
- ItemPrototype const *proto = m_items[i]->GetProto();
- if (!proto)
- continue;
-
- // item set bonuses not dependent from item broken state
- if (proto->ItemSet)
- RemoveItemsSetItem(this,proto);
-
- if (m_items[i]->IsBroken())
- continue;
-
- ApplyItemEquipSpell(m_items[i], false);
- ApplyEnchantment(m_items[i], false);
- }
- }
-
- for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (m_items[i])
- {
- if (m_items[i]->IsBroken())
- continue;
- ItemPrototype const *proto = m_items[i]->GetProto();
- if (!proto)
- continue;
-
- uint32 attacktype = Player::GetAttackBySlot(i);
- if (attacktype < MAX_ATTACK)
- _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
-
- _ApplyItemBonuses(proto,i, false);
-
- if (i == EQUIPMENT_SLOT_RANGED)
- _ApplyAmmoBonuses();
- }
- }
-
- sLog.outDebug("_RemoveAllItemMods complete.");
-}
-
-void Player::_ApplyAllItemMods()
-{
- sLog.outDebug("_ApplyAllItemMods start.");
-
- for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (m_items[i])
- {
- if (m_items[i]->IsBroken())
- continue;
-
- ItemPrototype const *proto = m_items[i]->GetProto();
- if (!proto)
- continue;
-
- uint32 attacktype = Player::GetAttackBySlot(i);
- if (attacktype < MAX_ATTACK)
- _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
-
- _ApplyItemBonuses(proto,i, true);
-
- if (i == EQUIPMENT_SLOT_RANGED)
- _ApplyAmmoBonuses();
- }
- }
-
- for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (m_items[i])
- {
- ItemPrototype const *proto = m_items[i]->GetProto();
- if (!proto)
- continue;
-
- // item set bonuses not dependent from item broken state
- if (proto->ItemSet)
- AddItemsSetItem(this,m_items[i]);
-
- if (m_items[i]->IsBroken())
- continue;
-
- ApplyItemEquipSpell(m_items[i],true);
- ApplyEnchantment(m_items[i], true);
- }
- }
-
- sLog.outDebug("_ApplyAllItemMods complete.");
-}
-
-void Player::_ApplyAllLevelScaleItemMods(bool apply)
-{
- for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (m_items[i])
- {
- if (m_items[i]->IsBroken())
- continue;
-
- ItemPrototype const *proto = m_items[i]->GetProto();
- if (!proto)
- continue;
-
- _ApplyItemBonuses(proto,i, apply, true);
- }
- }
-}
-
-void Player::_ApplyAmmoBonuses()
-{
- // check ammo
- uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
- if (!ammo_id)
- return;
-
- float currentAmmoDPS;
-
- ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id );
- if (!ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
- currentAmmoDPS = 0.0f;
- else
- currentAmmoDPS = (ammo_proto->Damage[0].DamageMin + ammo_proto->Damage[0].DamageMax) / 2;
-
- if (currentAmmoDPS == GetAmmoDPS())
- return;
-
- m_ammoDPS = currentAmmoDPS;
-
- if (CanModifyStats())
- UpdateDamagePhysical(RANGED_ATTACK);
-}
-
-bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
-{
- if (!ammo_proto)
- return false;
-
- // check ranged weapon
- Item *weapon = GetWeaponForAttack( RANGED_ATTACK );
- if (!weapon || weapon->IsBroken())
- return false;
-
- ItemPrototype const* weapon_proto = weapon->GetProto();
- if (!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON )
- return false;
-
- // check ammo ws. weapon compatibility
- switch (weapon_proto->SubClass)
- {
- case ITEM_SUBCLASS_WEAPON_BOW:
- case ITEM_SUBCLASS_WEAPON_CROSSBOW:
- if (ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW)
- return false;
- break;
- case ITEM_SUBCLASS_WEAPON_GUN:
- if (ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET)
- return false;
- break;
- default:
- return false;
- }
-
- return true;
-}
-
-/* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
- Called by remove insignia spell effect */
-void Player::RemovedInsignia(Player* looterPlr)
-{
- if (!GetBattleGroundId())
- return;
-
- // If not released spirit, do it !
- if (m_deathTimer > 0)
- {
- m_deathTimer = 0;
- BuildPlayerRepop();
- RepopAtGraveyard();
- }
-
- Corpse *corpse = GetCorpse();
- if (!corpse)
- return;
-
- // We have to convert player corpse to bones, not to be able to resurrect there
- // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
- Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
- if (!bones)
- return;
-
- // Now we must make bones lootable, and send player loot
- bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
-
- // We store the level of our player in the gold field
- // We retrieve this information at Player::SendLoot()
- bones->loot.gold = getLevel();
- bones->lootRecipient = looterPlr;
- looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
-}
-
-void Player::SendLootRelease( uint64 guid )
-{
- WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) );
- data << uint64(guid) << uint8(1);
- SendDirectMessage( &data );
-}
-
-void Player::SendLoot(uint64 guid, LootType loot_type)
-{
- if (uint64 lguid = GetLootGUID())
- m_session->DoLootRelease(lguid);
-
- Loot *loot = 0;
- PermissionTypes permission = ALL_PERMISSION;
-
- sLog.outDebug("Player::SendLoot");
- if (IS_GAMEOBJECT_GUID(guid))
- {
- sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
- GameObject *go = GetMap()->GetGameObject(guid);
-
- // not check distance for GO in case owned GO (fishing bobber case, for example)
- // And permit out of range GO with no owner in case fishing hole
- if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
- {
- SendLootRelease(guid);
- return;
- }
-
- loot = &go->loot;
-
- if (go->getLootState() == GO_READY)
- {
- uint32 lootid = go->GetGOInfo()->GetLootId();
-
- //TODO: fix this big hack
- if((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
- if( BattleGround *bg = GetBattleGround())
- if(bg->GetTypeID() == BATTLEGROUND_AV)
- if(!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(),GetTeam())))
- {
- SendLootRelease(guid);
- return;
- }
-
- if (lootid)
- {
- sLog.outDebug(" if(lootid)");
- loot->clear();
- loot->FillLoot(lootid, LootTemplates_Gameobject, this, false, false, go->GetLootMode());
- }
-
- if (loot_type == LOOT_FISHING)
- go->getFishLoot(loot,this);
-
- go->SetLootState(GO_ACTIVATED);
- }
- }
- else if (IS_ITEM_GUID(guid))
- {
- Item *item = GetItemByGuid(guid);
-
- if (!item)
- {
- SendLootRelease(guid);
- return;
- }
-
- loot = &item->loot;
-
- if (!item->m_lootGenerated)
- {
- item->m_lootGenerated = true;
- loot->clear();
-
- switch (loot_type)
- {
- case LOOT_DISENCHANTING:
- loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true);
- break;
- case LOOT_PROSPECTING:
- loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true);
- break;
- case LOOT_MILLING:
- loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true);
- break;
- default:
- loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true);
- loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
- break;
- }
- }
- }
- else if (IS_CORPSE_GUID(guid)) // remove insignia
- {
- Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
-
- if (!bones || !(loot_type == LOOT_CORPSE || loot_type == LOOT_INSIGNIA) || bones->GetType() != CORPSE_BONES)
- {
- SendLootRelease(guid);
- return;
- }
-
- loot = &bones->loot;
-
- if (!bones->lootForBody)
- {
- bones->lootForBody = true;
- uint32 pLevel = bones->loot.gold;
- bones->loot.clear();
- if (BattleGround *bg = GetBattleGround())
- if (bg->GetTypeID() == BATTLEGROUND_AV)
- loot->FillLoot(1, LootTemplates_Creature, this, true);
- // It may need a better formula
- // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
- bones->loot.gold = uint32(urand(50, 150) * 0.016f * pow(float(pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY));
- }
-
- if (bones->lootRecipient != this)
- permission = NONE_PERMISSION;
- }
- else
- {
- Creature *creature = GetMap()->GetCreature(guid);
-
- // must be in range and creature must be alive for pickpocket and must be dead for another loot
- if (!creature || creature->isAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
- {
- SendLootRelease(guid);
- return;
- }
-
- if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
- {
- SendLootRelease(guid);
- return;
- }
-
- loot = &creature->loot;
-
- if (loot_type == LOOT_PICKPOCKETING)
- {
- if (!creature->lootForPickPocketed)
- {
- creature->lootForPickPocketed = true;
- loot->clear();
-
- if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
- loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false);
-
- // Generate extra money for pick pocket loot
- const uint32 a = urand(0, creature->getLevel()/2);
- const uint32 b = urand(0, getLevel()/2);
- loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
- }
- }
- else
- {
- // the player whose group may loot the corpse
- Player *recipient = creature->GetLootRecipient();
- if (!recipient)
- {
- creature->SetLootRecipient(this);
- recipient = this;
- }
-
- if (creature->lootForPickPocketed)
- {
- creature->lootForPickPocketed = false;
- loot->clear();
- }
-
- if (!creature->lootForBody)
- {
- creature->lootForBody = true;
- loot->clear();
-
- if (uint32 lootid = creature->GetCreatureInfo()->lootid)
- loot->FillLoot(lootid, LootTemplates_Creature, recipient, false, false, creature->GetLootMode());
-
- loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold);
-
- if (Group* group = recipient->GetGroup())
- {
- group->UpdateLooterGuid(creature,true);
-
- switch (group->GetLootMethod())
- {
- case GROUP_LOOT:
- // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin
- group->GroupLoot(recipient->GetGUID(), loot, creature);
- break;
- case NEED_BEFORE_GREED:
- group->NeedBeforeGreed(recipient->GetGUID(), loot, creature);
- break;
- case MASTER_LOOT:
- group->MasterLoot(recipient->GetGUID(), loot, creature);
- break;
- default:
- break;
- }
- }
- }
-
- // possible only if creature->lootForBody && loot->empty() at spell cast check
- if (loot_type == LOOT_SKINNING)
- {
- loot->clear();
- loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false);
- }
- // set group rights only for loot_type != LOOT_SKINNING
- else
- {
- if(Group* group = GetGroup())
- {
- if (group == recipient->GetGroup())
- {
- if (group->GetLootMethod() == FREE_FOR_ALL)
- permission = ALL_PERMISSION;
- else if (group->GetLooterGuid() == GetGUID())
- {
- if (group->GetLootMethod() == MASTER_LOOT)
- permission = MASTER_PERMISSION;
- else
- permission = ALL_PERMISSION;
- }
- else
- permission = GROUP_PERMISSION;
- }
- else
- permission = NONE_PERMISSION;
- }
- else if (recipient == this)
- permission = ALL_PERMISSION;
- else
- permission = NONE_PERMISSION;
- }
- }
- }
-
- SetLootGUID(guid);
-
- // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
- switch (loot_type)
- {
- case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break;
- case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
- default: break;
- }
-
- // need know merged fishing/corpse loot type for achievements
- loot->loot_type = loot_type;
-
- WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
-
- data << uint64(guid);
- data << uint8(loot_type);
- data << LootView(*loot, this, permission);
-
- SendDirectMessage(&data);
-
- // add 'this' player as one of the players that are looting 'loot'
- if (permission != NONE_PERMISSION)
- loot->AddLooter(GetGUID());
-
- if (loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid))
- SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
-}
-
-void Player::SendNotifyLootMoneyRemoved()
-{
- WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
- GetSession()->SendPacket( &data );
-}
-
-void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
-{
- WorldPacket data(SMSG_LOOT_REMOVED, 1);
- data << uint8(lootSlot);
- GetSession()->SendPacket( &data );
-}
-
-void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
-{
- WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
- data << Field;
- data << Value;
- GetSession()->SendPacket(&data);
-}
-
-void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
-{
- // data depends on zoneid/mapid...
- BattleGround* bg = GetBattleGround();
- uint16 NumberOfFields = 0;
- uint32 mapid = GetMapId();
- OutdoorPvP * pvp = sOutdoorPvPMgr.GetOutdoorPvPToZoneId(zoneid);
-
- sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map: %u, Zone: %u", mapid, zoneid);
-
- // may be exist better way to do this...
- switch (zoneid)
- {
- case 0:
- case 1:
- case 4:
- case 8:
- case 10:
- case 11:
- case 12:
- case 36:
- case 38:
- case 40:
- case 41:
- case 51:
- case 267:
- case 1519:
- case 1537:
- case 2257:
- case 2918:
- NumberOfFields = 8;
- break;
- case 139:
- NumberOfFields = 41;
- break;
- case 1377:
- NumberOfFields = 15;
- break;
- case 2597:
- NumberOfFields = 83;
- break;
- case 3277:
- NumberOfFields = 16;
- break;
- case 3358:
- case 3820:
- NumberOfFields = 40;
- break;
- case 3483:
- NumberOfFields = 27;
- break;
- case 3518:
- NumberOfFields = 39;
- break;
- case 3519:
- NumberOfFields = 38;
- break;
- case 3521:
- NumberOfFields = 37;
- break;
- case 3698:
- case 3702:
- case 3968:
- NumberOfFields = 11;
- break;
- case 4378:
- NumberOfFields = 11;
- break;
- case 3703:
- NumberOfFields = 11;
- break;
- case 4384:
- NumberOfFields = 30;
- break;
- default:
- NumberOfFields = 12;
- break;
- }
-
- WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
- data << uint32(mapid); // mapid
- data << uint32(zoneid); // zone id
- data << uint32(areaid); // area id, new 2.1.0
- data << uint16(NumberOfFields); // count of uint64 blocks
- data << uint32(0x8d8) << uint32(0x0); // 1
- data << uint32(0x8d7) << uint32(0x0); // 2
- data << uint32(0x8d6) << uint32(0x0); // 3
- data << uint32(0x8d5) << uint32(0x0); // 4
- data << uint32(0x8d4) << uint32(0x0); // 5
- data << uint32(0x8d3) << uint32(0x0); // 6
- // 7 1 - Arena season in progress, 0 - end of season
- data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
- // 8 Arena season id
- data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
-
- if(mapid == 530) // Outland
- {
- data << uint32(0x9bf) << uint32(0x0); // 7
- data << uint32(0x9bd) << uint32(0xF); // 8
- data << uint32(0x9bb) << uint32(0xF); // 9
- }
- switch(zoneid)
- {
- case 1:
- case 11:
- case 12:
- case 38:
- case 40:
- case 51:
- case 1519:
- case 1537:
- case 2257:
- break;
- case 139: // EPL
- {
- if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_EP)
- pvp->FillInitialWorldStates(data);
- else
- {
- data << uint32(0x97a) << uint32(0x0); // 10 2426
- data << uint32(0x917) << uint32(0x0); // 11 2327
- data << uint32(0x918) << uint32(0x0); // 12 2328
- data << uint32(0x97b) << uint32(0x32); // 13 2427
- data << uint32(0x97c) << uint32(0x32); // 14 2428
- data << uint32(0x933) << uint32(0x1); // 15 2355
- data << uint32(0x946) << uint32(0x0); // 16 2374
- data << uint32(0x947) << uint32(0x0); // 17 2375
- data << uint32(0x948) << uint32(0x0); // 18 2376
- data << uint32(0x949) << uint32(0x0); // 19 2377
- data << uint32(0x94a) << uint32(0x0); // 20 2378
- data << uint32(0x94b) << uint32(0x0); // 21 2379
- data << uint32(0x932) << uint32(0x0); // 22 2354
- data << uint32(0x934) << uint32(0x0); // 23 2356
- data << uint32(0x935) << uint32(0x0); // 24 2357
- data << uint32(0x936) << uint32(0x0); // 25 2358
- data << uint32(0x937) << uint32(0x0); // 26 2359
- data << uint32(0x938) << uint32(0x0); // 27 2360
- data << uint32(0x939) << uint32(0x1); // 28 2361
- data << uint32(0x930) << uint32(0x1); // 29 2352
- data << uint32(0x93a) << uint32(0x0); // 30 2362
- data << uint32(0x93b) << uint32(0x0); // 31 2363
- data << uint32(0x93c) << uint32(0x0); // 32 2364
- data << uint32(0x93d) << uint32(0x0); // 33 2365
- data << uint32(0x944) << uint32(0x0); // 34 2372
- data << uint32(0x945) << uint32(0x0); // 35 2373
- data << uint32(0x931) << uint32(0x1); // 36 2353
- data << uint32(0x93e) << uint32(0x0); // 37 2366
- data << uint32(0x931) << uint32(0x1); // 38 2367 ?? grey horde not in dbc! send for consistency's sake, and to match field count
- data << uint32(0x940) << uint32(0x0); // 39 2368
- data << uint32(0x941) << uint32(0x0); // 7 2369
- data << uint32(0x942) << uint32(0x0); // 8 2370
- data << uint32(0x943) << uint32(0x0); // 9 2371
- }
- }
- break;
- case 1377: // Silithus
- {
- if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_SI)
- pvp->FillInitialWorldStates(data);
- else
- {
- // states are always shown
- data << uint32(2313) << uint32(0x0); // 7 ally silityst gathered
- data << uint32(2314) << uint32(0x0); // 8 horde silityst gathered
- data << uint32(2317) << uint32(0x0); // 9 max silithyst
- }
- // dunno about these... aq opening event maybe?
- data << uint32(2322) << uint32(0x0); // 10 sandworm N
- data << uint32(2323) << uint32(0x0); // 11 sandworm S
- data << uint32(2324) << uint32(0x0); // 12 sandworm SW
- data << uint32(2325) << uint32(0x0); // 13 sandworm E
- }
- break;
- case 2597: // AV
- if (bg && bg->GetTypeID() == BATTLEGROUND_AV)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0x7ae) << uint32(0x1); // 7 snowfall n
- data << uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc
- data << uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac
- data << uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a
- data << uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused
- data << uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused
- data << uint32(0x567) << uint32(0x1); // 13 frostwolfe c
- data << uint32(0x566) << uint32(0x1); // 14 frostwolfw c
- data << uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally
- data << uint32(0x544) << uint32(0x0); // 16 ice grave a_a
- data << uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c
- data << uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c
- data << uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a
- data << uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a
- data << uint32(0x574) << uint32(0x0); // 21 1396 unk
- data << uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused
- data << uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused
- data << uint32(0x56f) << uint32(0x0); // 24 1391 unk
- data << uint32(0x56e) << uint32(0x0); // 25 iceblood a
- data << uint32(0x56d) << uint32(0x0); // 26 towerp a
- data << uint32(0x56c) << uint32(0x0); // 27 frostwolfe a
- data << uint32(0x56b) << uint32(0x0); // 28 froswolfw a
- data << uint32(0x56a) << uint32(0x1); // 29 1386 unk
- data << uint32(0x569) << uint32(0x1); // 30 iceblood c
- data << uint32(0x568) << uint32(0x1); // 31 towerp c
- data << uint32(0x565) << uint32(0x0); // 32 stoneh tower a
- data << uint32(0x564) << uint32(0x0); // 33 icewing tower a
- data << uint32(0x563) << uint32(0x0); // 34 dunn a
- data << uint32(0x562) << uint32(0x0); // 35 duns a
- data << uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused
- data << uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused
- data << uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused
- data << uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused
- data << uint32(0x55d) << uint32(0x0); // 40 stone tower d
- data << uint32(0x3c6) << uint32(0x0); // 41 966 unk
- data << uint32(0x3c4) << uint32(0x0); // 42 964 unk
- data << uint32(0x3c2) << uint32(0x0); // 43 962 unk
- data << uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c
- data << uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c
- data << uint32(0x3b6) << uint32(0x0); // 46 950 unk
- data << uint32(0x55c) << uint32(0x0); // 47 icewing tower d
- data << uint32(0x55b) << uint32(0x0); // 48 dunn d
- data << uint32(0x55a) << uint32(0x0); // 49 duns d
- data << uint32(0x559) << uint32(0x0); // 50 1369 unk
- data << uint32(0x558) << uint32(0x0); // 51 iceblood d
- data << uint32(0x557) << uint32(0x0); // 52 towerp d
- data << uint32(0x556) << uint32(0x0); // 53 frostwolfe d
- data << uint32(0x555) << uint32(0x0); // 54 frostwolfw d
- data << uint32(0x554) << uint32(0x1); // 55 stoneh tower c
- data << uint32(0x553) << uint32(0x1); // 56 icewing tower c
- data << uint32(0x552) << uint32(0x1); // 57 dunn c
- data << uint32(0x551) << uint32(0x1); // 58 duns c
- data << uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde
- data << uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally
- data << uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral
- data << uint32(0x54c) << uint32(0x0); // 62 mine (S) horde
- data << uint32(0x54b) << uint32(0x0); // 63 mine (S) ally
- data << uint32(0x545) << uint32(0x0); // 64 iceblood h_a
- data << uint32(0x543) << uint32(0x1); // 65 iceblod h_c
- data << uint32(0x542) << uint32(0x0); // 66 iceblood a_c
- data << uint32(0x540) << uint32(0x0); // 67 snowfall h_a
- data << uint32(0x53f) << uint32(0x0); // 68 snowfall a_a
- data << uint32(0x53e) << uint32(0x0); // 69 snowfall h_c
- data << uint32(0x53d) << uint32(0x0); // 70 snowfall a_c
- data << uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a
- data << uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a
- data << uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c
- data << uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c
- data << uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a
- data << uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a
- data << uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a
- data << uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a
- data << uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a
- data << uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c
- data << uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c
- }
- break;
- case 3277: // WS
- if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
- data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
- data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
- data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
- data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
- data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
- data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
- data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
- }
- break;
- case 3358: // AB
- if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
- data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
- data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
- data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
- data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
- data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
- data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
- data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
- data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
- data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
- data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
- data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
- data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
- data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
- data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
- data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
- data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
- data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
- data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
- data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
- data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
- data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
- data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
- data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
- data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
- data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
- data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
- data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
- data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
- data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
- data << uint32(0x745) << uint32(0x2); // 37 1861 unk
- data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
- }
- break;
- case 3820: // EY
- if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
- data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
- data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
- data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
- data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
- data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
- data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
- data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
- data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
- data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
- data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
- data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
- data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
- data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
- data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
- data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
- data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
- data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
- data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
- data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
- data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
- data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
- data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
- data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
- data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
- data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
- data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
- data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
- data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
- data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
- data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
- data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
- // and some more ... unknown
- }
- break;
- // any of these needs change! the client remembers the prev setting!
- // ON EVERY ZONE LEAVE, RESET THE OLD ZONE'S WORLD STATE, BUT AT LEAST THE UI STUFF!
- case 3483: // Hellfire Peninsula
- {
- if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_HP)
- pvp->FillInitialWorldStates(data);
- else
- {
- data << uint32(0x9ba) << uint32(0x1); // 10 // add ally tower main gui icon // maybe should be sent only on login?
- data << uint32(0x9b9) << uint32(0x1); // 11 // add horde tower main gui icon // maybe should be sent only on login?
- data << uint32(0x9b5) << uint32(0x0); // 12 // show neutral broken hill icon // 2485
- data << uint32(0x9b4) << uint32(0x1); // 13 // show icon above broken hill // 2484
- data << uint32(0x9b3) << uint32(0x0); // 14 // show ally broken hill icon // 2483
- data << uint32(0x9b2) << uint32(0x0); // 15 // show neutral overlook icon // 2482
- data << uint32(0x9b1) << uint32(0x1); // 16 // show the overlook arrow // 2481
- data << uint32(0x9b0) << uint32(0x0); // 17 // show ally overlook icon // 2480
- data << uint32(0x9ae) << uint32(0x0); // 18 // horde pvp objectives captured // 2478
- data << uint32(0x9ac) << uint32(0x0); // 19 // ally pvp objectives captured // 2476
- data << uint32(2475) << uint32(100); //: ally / horde slider grey area // show only in direct vicinity!
- data << uint32(2474) << uint32(50); //: ally / horde slider percentage, 100 for ally, 0 for horde // show only in direct vicinity!
- data << uint32(2473) << uint32(0); //: ally / horde slider display // show only in direct vicinity!
- data << uint32(0x9a8) << uint32(0x0); // 20 // show the neutral stadium icon // 2472
- data << uint32(0x9a7) << uint32(0x0); // 21 // show the ally stadium icon // 2471
- data << uint32(0x9a6) << uint32(0x1); // 22 // show the horde stadium icon // 2470
- }
- }
- break;
- case 3518:
- {
- if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA)
- pvp->FillInitialWorldStates(data);
- else
- {
- data << uint32(2503) << uint32(0x0); // 10
- data << uint32(2502) << uint32(0x0); // 11
- data << uint32(2493) << uint32(0x0); // 12
- data << uint32(2491) << uint32(0x0); // 13
-
- data << uint32(2495) << uint32(0x0); // 14
- data << uint32(2494) << uint32(0x0); // 15
- data << uint32(2497) << uint32(0x0); // 16
-
- data << uint32(2762) << uint32(0x0); // 17
- data << uint32(2662) << uint32(0x0); // 18
- data << uint32(2663) << uint32(0x0); // 19
- data << uint32(2664) << uint32(0x0); // 20
-
- data << uint32(2760) << uint32(0x0); // 21
- data << uint32(2670) << uint32(0x0); // 22
- data << uint32(2668) << uint32(0x0); // 23
- data << uint32(2669) << uint32(0x0); // 24
-
- data << uint32(2761) << uint32(0x0); // 25
- data << uint32(2667) << uint32(0x0); // 26
- data << uint32(2665) << uint32(0x0); // 27
- data << uint32(2666) << uint32(0x0); // 28
-
- data << uint32(2763) << uint32(0x0); // 29
- data << uint32(2659) << uint32(0x0); // 30
- data << uint32(2660) << uint32(0x0); // 31
- data << uint32(2661) << uint32(0x0); // 32
-
- data << uint32(2671) << uint32(0x0); // 33
- data << uint32(2676) << uint32(0x0); // 34
- data << uint32(2677) << uint32(0x0); // 35
- data << uint32(2672) << uint32(0x0); // 36
- data << uint32(2673) << uint32(0x0); // 37
- }
- }
- break;
- case 3519: // Terokkar Forest
- {
- if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF)
- pvp->FillInitialWorldStates(data);
- else
- {
- data << uint32(0xa41) << uint32(0x0); // 10 // 2625 capture bar pos
- data << uint32(0xa40) << uint32(0x14); // 11 // 2624 capture bar neutral
- data << uint32(0xa3f) << uint32(0x0); // 12 // 2623 show capture bar
- data << uint32(0xa3e) << uint32(0x0); // 13 // 2622 horde towers controlled
- data << uint32(0xa3d) << uint32(0x5); // 14 // 2621 ally towers controlled
- data << uint32(0xa3c) << uint32(0x0); // 15 // 2620 show towers controlled
- data << uint32(0xa88) << uint32(0x0); // 16 // 2696 SE Neu
- data << uint32(0xa87) << uint32(0x0); // 17 // SE Horde
- data << uint32(0xa86) << uint32(0x0); // 18 // SE Ally
- data << uint32(0xa85) << uint32(0x0); // 19 //S Neu
- data << uint32(0xa84) << uint32(0x0); // 20 S Horde
- data << uint32(0xa83) << uint32(0x0); // 21 S Ally
- data << uint32(0xa82) << uint32(0x0); // 22 NE Neu
- data << uint32(0xa81) << uint32(0x0); // 23 NE Horde
- data << uint32(0xa80) << uint32(0x0); // 24 NE Ally
- data << uint32(0xa7e) << uint32(0x0); // 25 // 2686 N Neu
- data << uint32(0xa7d) << uint32(0x0); // 26 N Horde
- data << uint32(0xa7c) << uint32(0x0); // 27 N Ally
- data << uint32(0xa7b) << uint32(0x0); // 28 NW Ally
- data << uint32(0xa7a) << uint32(0x0); // 29 NW Horde
- data << uint32(0xa79) << uint32(0x0); // 30 NW Neutral
- data << uint32(0x9d0) << uint32(0x5); // 31 // 2512 locked time remaining seconds first digit
- data << uint32(0x9ce) << uint32(0x0); // 32 // 2510 locked time remaining seconds second digit
- data << uint32(0x9cd) << uint32(0x0); // 33 // 2509 locked time remaining minutes
- data << uint32(0x9cc) << uint32(0x0); // 34 // 2508 neutral locked time show
- data << uint32(0xad0) << uint32(0x0); // 35 // 2768 horde locked time show
- data << uint32(0xacf) << uint32(0x1); // 36 // 2767 ally locked time show
- }
- }
- break;
- case 3521: // Zangarmarsh
- {
- if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM)
- pvp->FillInitialWorldStates(data);
- else
- {
- data << uint32(0x9e1) << uint32(0x0); // 10 //2529
- data << uint32(0x9e0) << uint32(0x0); // 11
- data << uint32(0x9df) << uint32(0x0); // 12
- data << uint32(0xa5d) << uint32(0x1); // 13 //2653
- data << uint32(0xa5c) << uint32(0x0); // 14 //2652 east beacon neutral
- data << uint32(0xa5b) << uint32(0x1); // 15 horde
- data << uint32(0xa5a) << uint32(0x0); // 16 ally
- data << uint32(0xa59) << uint32(0x1); // 17 // 2649 Twin spire graveyard horde 12???
- data << uint32(0xa58) << uint32(0x0); // 18 ally 14 ???
- data << uint32(0xa57) << uint32(0x0); // 19 neutral 7???
- data << uint32(0xa56) << uint32(0x0); // 20 // 2646 west beacon neutral
- data << uint32(0xa55) << uint32(0x1); // 21 horde
- data << uint32(0xa54) << uint32(0x0); // 22 ally
- data << uint32(0x9e7) << uint32(0x0); // 23 // 2535
- data << uint32(0x9e6) << uint32(0x0); // 24
- data << uint32(0x9e5) << uint32(0x0); // 25
- data << uint32(0xa00) << uint32(0x0); // 26 // 2560
- data << uint32(0x9ff) << uint32(0x1); // 27
- data << uint32(0x9fe) << uint32(0x0); // 28
- data << uint32(0x9fd) << uint32(0x0); // 29
- data << uint32(0x9fc) << uint32(0x1); // 30
- data << uint32(0x9fb) << uint32(0x0); // 31
- data << uint32(0xa62) << uint32(0x0); // 32 // 2658
- data << uint32(0xa61) << uint32(0x1); // 33
- data << uint32(0xa60) << uint32(0x1); // 34
- data << uint32(0xa5f) << uint32(0x0); // 35
- }
- }
- break;
- case 3698: // Nagrand Arena
- if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0xa0f) << uint32(0x0); // 7
- data << uint32(0xa10) << uint32(0x0); // 8
- data << uint32(0xa11) << uint32(0x0); // 9 show
- }
- break;
- case 3702: // Blade's Edge Arena
- if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0x9f0) << uint32(0x0); // 7 gold
- data << uint32(0x9f1) << uint32(0x0); // 8 green
- data << uint32(0x9f3) << uint32(0x0); // 9 show
- }
- break;
- case 3968: // Ruins of Lordaeron
- if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0xbb8) << uint32(0x0); // 7 gold
- data << uint32(0xbb9) << uint32(0x0); // 8 green
- data << uint32(0xbba) << uint32(0x0); // 9 show
- }
- break;
- case 4378: // Dalaran Sewers
- if (bg && bg->GetTypeID() == BATTLEGROUND_DS)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(3601) << uint32(0x0); // 7 gold
- data << uint32(3600) << uint32(0x0); // 8 green
- data << uint32(3610) << uint32(0x0); // 9 show
- }
- break;
- case 3703: // Shattrath City
- case 4384: // SA
- if (bg && bg->GetTypeID() == BATTLEGROUND_SA)
- bg->FillInitialWorldStates(data);
- else
- {
- // 1-3 A defend, 4-6 H defend, 7-9 unk defend, 1 - ok, 2 - half destroyed, 3 - destroyed
- data << uint32(0xf09) << uint32(0x0); // 7 3849 Gate of Temple
- data << uint32(0xe36) << uint32(0x0); // 8 3638 Gate of Yellow Moon
- data << uint32(0xe27) << uint32(0x0); // 9 3623 Gate of Green Emerald
- data << uint32(0xe24) << uint32(0x0); // 10 3620 Gate of Blue Sapphire
- data << uint32(0xe21) << uint32(0x0); // 11 3617 Gate of Red Sun
- data << uint32(0xe1e) << uint32(0x0); // 12 3614 Gate of Purple Ametyst
-
- data << uint32(0xdf3) << uint32(0x0); // 13 3571 bonus timer (1 - on, 0 - off)
- data << uint32(0xded) << uint32(0x0); // 14 3565 Horde Attacker
- data << uint32(0xdec) << uint32(0x0); // 15 3564 Alliance Attacker
- // End Round (timer), better explain this by example, eg. ends in 19:59 -> A:BC
- data << uint32(0xde9) << uint32(0x0); // 16 3561 C
- data << uint32(0xde8) << uint32(0x0); // 17 3560 B
- data << uint32(0xde7) << uint32(0x0); // 18 3559 A
- data << uint32(0xe35) << uint32(0x0); // 19 3637 East g - Horde control
- data << uint32(0xe34) << uint32(0x0); // 20 3636 West g - Horde control
- data << uint32(0xe33) << uint32(0x0); // 21 3635 South g - Horde control
- data << uint32(0xe32) << uint32(0x0); // 22 3634 East g - Alliance control
- data << uint32(0xe31) << uint32(0x0); // 23 3633 West g - Alliance control
- data << uint32(0xe30) << uint32(0x0); // 24 3632 South g - Alliance control
- data << uint32(0xe2f) << uint32(0x0); // 25 3631 Chamber of Ancients - Horde control
- data << uint32(0xe2e) << uint32(0x0); // 26 3630 Chamber of Ancients - Alliance control
- data << uint32(0xe2d) << uint32(0x0); // 27 3629 Beach1 - Horde control
- data << uint32(0xe2c) << uint32(0x0); // 28 3628 Beach2 - Horde control
- data << uint32(0xe2b) << uint32(0x0); // 29 3627 Beach1 - Alliance control
- data << uint32(0xe2a) << uint32(0x0); // 30 3626 Beach2 - Alliance control
- // and many unks...
- }
- break;
- case 4406: // Ring of Valor
- if (bg && bg->GetTypeID() == BATTLEGROUND_RV)
- bg->FillInitialWorldStates(data);
- else
- {
- data << uint32(0xe10) << uint32(0x0); // 7 gold
- data << uint32(0xe11) << uint32(0x0); // 8 green
- data << uint32(0xe1a) << uint32(0x0); // 9 show
- }
- break;
- default:
- data << uint32(0x914) << uint32(0x0); // 7
- data << uint32(0x913) << uint32(0x0); // 8
- data << uint32(0x912) << uint32(0x0); // 9
- data << uint32(0x915) << uint32(0x0); // 10
- break;
- }
- GetSession()->SendPacket(&data);
-}
-
-uint32 Player::GetXPRestBonus(uint32 xp)
-{
- uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
-
- if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
- rested_bonus = xp;
-
- SetRestBonus( GetRestBonus() - rested_bonus);
-
- sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
- return rested_bonus;
-}
-
-void Player::SetBindPoint(uint64 guid)
-{
- WorldPacket data(SMSG_BINDER_CONFIRM, 8);
- data << uint64(guid);
- GetSession()->SendPacket( &data );
-}
-
-void Player::SendTalentWipeConfirm(uint64 guid)
-{
- WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
- data << uint64(guid);
- uint32 cost = sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST) ? 0 : resetTalentsCost();
- data << cost;
- GetSession()->SendPacket( &data );
-}
-
-void Player::SendPetSkillWipeConfirm()
-{
- Pet* pet = GetPet();
- if (!pet)
- return;
- WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4));
- data << pet->GetGUID();
- data << uint32(pet->resetTalentsCost());
- GetSession()->SendPacket( &data );
-}
-
-/*********************************************************/
-/*** STORAGE SYSTEM ***/
-/*********************************************************/
-
-void Player::SetVirtualItemSlot( uint8 i, Item* item)
-{
- assert(i < 3);
- if (i < 2 && item)
- {
- if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
- return;
- uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
- if (charges == 0)
- return;
- if (charges > 1)
- item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
- else if (charges <= 1)
- {
- ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
- item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
- }
- }
-}
-
-void Player::SetSheath( SheathState sheathed )
-{
- switch (sheathed)
- {
- case SHEATH_STATE_UNARMED: // no prepared weapon
- SetVirtualItemSlot(0,NULL);
- SetVirtualItemSlot(1,NULL);
- SetVirtualItemSlot(2,NULL);
- break;
- case SHEATH_STATE_MELEE: // prepared melee weapon
- {
- SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
- SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
- SetVirtualItemSlot(2,NULL);
- }; break;
- case SHEATH_STATE_RANGED: // prepared ranged weapon
- SetVirtualItemSlot(0,NULL);
- SetVirtualItemSlot(1,NULL);
- SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
- break;
- default:
- SetVirtualItemSlot(0,NULL);
- SetVirtualItemSlot(1,NULL);
- SetVirtualItemSlot(2,NULL);
- break;
- }
- Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players...
-}
-
-uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const
-{
- uint8 pClass = getClass();
-
- uint8 slots[4];
- slots[0] = NULL_SLOT;
- slots[1] = NULL_SLOT;
- slots[2] = NULL_SLOT;
- slots[3] = NULL_SLOT;
- switch (proto->InventoryType)
- {
- case INVTYPE_HEAD:
- slots[0] = EQUIPMENT_SLOT_HEAD;
- break;
- case INVTYPE_NECK:
- slots[0] = EQUIPMENT_SLOT_NECK;
- break;
- case INVTYPE_SHOULDERS:
- slots[0] = EQUIPMENT_SLOT_SHOULDERS;
- break;
- case INVTYPE_BODY:
- slots[0] = EQUIPMENT_SLOT_BODY;
- break;
- case INVTYPE_CHEST:
- slots[0] = EQUIPMENT_SLOT_CHEST;
- break;
- case INVTYPE_ROBE:
- slots[0] = EQUIPMENT_SLOT_CHEST;
- break;
- case INVTYPE_WAIST:
- slots[0] = EQUIPMENT_SLOT_WAIST;
- break;
- case INVTYPE_LEGS:
- slots[0] = EQUIPMENT_SLOT_LEGS;
- break;
- case INVTYPE_FEET:
- slots[0] = EQUIPMENT_SLOT_FEET;
- break;
- case INVTYPE_WRISTS:
- slots[0] = EQUIPMENT_SLOT_WRISTS;
- break;
- case INVTYPE_HANDS:
- slots[0] = EQUIPMENT_SLOT_HANDS;
- break;
- case INVTYPE_FINGER:
- slots[0] = EQUIPMENT_SLOT_FINGER1;
- slots[1] = EQUIPMENT_SLOT_FINGER2;
- break;
- case INVTYPE_TRINKET:
- slots[0] = EQUIPMENT_SLOT_TRINKET1;
- slots[1] = EQUIPMENT_SLOT_TRINKET2;
- break;
- case INVTYPE_CLOAK:
- slots[0] = EQUIPMENT_SLOT_BACK;
- break;
- case INVTYPE_WEAPON:
- {
- slots[0] = EQUIPMENT_SLOT_MAINHAND;
-
- // suggest offhand slot only if know dual wielding
- // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
- if (CanDualWield())
- slots[1] = EQUIPMENT_SLOT_OFFHAND;
- break;
- };
- case INVTYPE_SHIELD:
- slots[0] = EQUIPMENT_SLOT_OFFHAND;
- break;
- case INVTYPE_RANGED:
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- case INVTYPE_2HWEAPON:
- slots[0] = EQUIPMENT_SLOT_MAINHAND;
- if (Item *mhWeapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
- if (ItemPrototype const *mhWeaponProto = mhWeapon->GetProto())
- if (mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF)
- {
- const_cast<Player *>(this)->AutoUnequipOffhandIfNeed(true);
- break;
- }
- if (CanDualWield() && CanTitanGrip() && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF)
- slots[1] = EQUIPMENT_SLOT_OFFHAND;
- break;
- case INVTYPE_TABARD:
- slots[0] = EQUIPMENT_SLOT_TABARD;
- break;
- case INVTYPE_WEAPONMAINHAND:
- slots[0] = EQUIPMENT_SLOT_MAINHAND;
- break;
- case INVTYPE_WEAPONOFFHAND:
- slots[0] = EQUIPMENT_SLOT_OFFHAND;
- break;
- case INVTYPE_HOLDABLE:
- slots[0] = EQUIPMENT_SLOT_OFFHAND;
- break;
- case INVTYPE_THROWN:
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- case INVTYPE_RANGEDRIGHT:
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- case INVTYPE_BAG:
- slots[0] = INVENTORY_SLOT_BAG_START + 0;
- slots[1] = INVENTORY_SLOT_BAG_START + 1;
- slots[2] = INVENTORY_SLOT_BAG_START + 2;
- slots[3] = INVENTORY_SLOT_BAG_START + 3;
- break;
- case INVTYPE_RELIC:
- {
- switch(proto->SubClass)
- {
- case ITEM_SUBCLASS_ARMOR_LIBRAM:
- if (pClass == CLASS_PALADIN)
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- case ITEM_SUBCLASS_ARMOR_IDOL:
- if (pClass == CLASS_DRUID)
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- case ITEM_SUBCLASS_ARMOR_TOTEM:
- if (pClass == CLASS_SHAMAN)
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- case ITEM_SUBCLASS_ARMOR_MISC:
- if (pClass == CLASS_WARLOCK)
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- case ITEM_SUBCLASS_ARMOR_SIGIL:
- if (pClass == CLASS_DEATH_KNIGHT)
- slots[0] = EQUIPMENT_SLOT_RANGED;
- break;
- }
- break;
- }
- default:
- return NULL_SLOT;
- }
-
- if (slot != NULL_SLOT)
- {
- if (swap || !GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
- for (uint8 i = 0; i < 4; ++i)
- if (slots[i] == slot)
- return slot;
- }
- else
- {
- // search free slot at first
- for (uint8 i = 0; i < 4; ++i)
- if (slots[i] != NULL_SLOT && !GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i]))
- // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
- if(slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
- return slots[i];
-
- // if not found free and can swap return first appropriate from used
- for (uint8 i = 0; i < 4; ++i)
- if (slots[i] != NULL_SLOT && swap)
- return slots[i];
- }
-
- // no free position
- return NULL_SLOT;
-}
-
-uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const
-{
- uint32 tempcount = 0;
-
- uint8 res = EQUIP_ERR_OK;
-
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
- if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem->GetEntry() == item)
- {
- uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
- if (ires == EQUIP_ERR_OK)
- {
- tempcount += pItem->GetCount();
- if (tempcount >= count)
- return EQUIP_ERR_OK;
- }
- else
- res = ires;
- }
-
- for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
- if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
- if (pItem->GetEntry() == item)
- {
- tempcount += pItem->GetCount();
- if (tempcount >= count)
- return EQUIP_ERR_OK;
- }
-
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
- if (pItem->GetEntry() == item)
- {
- tempcount += pItem->GetCount();
- if(tempcount >= count)
- return EQUIP_ERR_OK;
- }
-
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
- if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i))
- for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
- if (Item *pItem = GetItemByPos(i, j))
- if (pItem->GetEntry() == item)
- {
- tempcount += pItem->GetCount();
- if (tempcount >= count)
- return EQUIP_ERR_OK;
- }
-
- // not found req. item count and have unequippable items
- return res;
-}
-
-uint32 Player::GetItemCount(uint32 item, bool inBankAlso, Item* skipItem) const
-{
- uint32 count = 0;
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
- if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
- if (pItem != skipItem && pItem->GetEntry() == item)
- count += pItem->GetCount();
-
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
- if (pItem != skipItem && pItem->GetEntry() == item)
- count += pItem->GetCount();
-
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
- if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- count += pBag->GetItemCount(item,skipItem);
-
- if(skipItem && skipItem->GetProto()->GemProperties)
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
- if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
- if (pItem != skipItem && pItem->GetProto()->Socket[0].Color)
- count += pItem->GetGemCountWithID(item);
-
- if (inBankAlso)
- {
- for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
- if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
- if (pItem != skipItem && pItem->GetEntry() == item)
- count += pItem->GetCount();
-
- for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
- if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i))
- count += pBag->GetItemCount(item,skipItem);
-
- if (skipItem && skipItem->GetProto()->GemProperties)
- for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem != skipItem && pItem->GetProto()->Socket[0].Color)
- count += pItem->GetGemCountWithID(item);
- }
-
- return count;
-}
-
-Item* Player::GetItemByGuid( uint64 guid ) const
-{
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
- if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem->GetGUID() == guid)
- return pItem;
-
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i))
- if (pItem->GetGUID() == guid)
- return pItem;
-
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
- if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
- if (Item* pItem = pBag->GetItemByPos(j))
- if (pItem->GetGUID() == guid)
- return pItem;
-
- for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
- if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
- if (Item* pItem = pBag->GetItemByPos(j))
- if (pItem->GetGUID() == guid)
- return pItem;
-
- return NULL;
-}
-
-Item* Player::GetItemByPos( uint16 pos ) const
-{
- uint8 bag = pos >> 8;
- uint8 slot = pos & 255;
- return GetItemByPos( bag, slot );
-}
-
-Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const
-{
- if (bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) ))
- return m_items[slot];
- else if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
- || (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END))
- {
- if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag))
- return pBag->GetItemByPos(slot);
- }
- return NULL;
-}
-
-Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable /*= false*/) const
-{
- uint16 slot;
- switch (attackType)
- {
- case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
- case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
- case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
- default: return NULL;
- }
-
- Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, slot);
- if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
- return NULL;
-
- if (!useable)
- return item;
-
- if (item->IsBroken() || IsInFeralForm())
- return NULL;
-
- return item;
-}
-
-Item* Player::GetShield(bool useable) const
-{
- Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
- if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
- return NULL;
-
- if (!useable)
- return item;
-
- if (item->IsBroken())
- return NULL;
-
- return item;
-}
-
-uint8 Player::GetAttackBySlot( uint8 slot )
-{
- switch(slot)
- {
- case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
- case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
- case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
- default: return MAX_ATTACK;
- }
-}
-
-bool Player::IsInventoryPos( uint8 bag, uint8 slot )
-{
- if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT )
- return true;
- if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) )
- return true;
- if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END )
- return true;
- if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END ) )
- return true;
- return false;
-}
-
-bool Player::IsEquipmentPos( uint8 bag, uint8 slot )
-{
- if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) )
- return true;
- if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
- return true;
- return false;
-}
-
-bool Player::IsBankPos( uint8 bag, uint8 slot )
-{
- if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) )
- return true;
- if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
- return true;
- if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
- return true;
- return false;
-}
-
-bool Player::IsBagPos( uint16 pos )
-{
- uint8 bag = pos >> 8;
- uint8 slot = pos & 255;
- if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) )
- return true;
- if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) )
- return true;
- return false;
-}
-
-bool Player::IsValidPos( uint8 bag, uint8 slot )
-{
- // post selected
- if(bag == NULL_BAG)
- return true;
-
- if (bag == INVENTORY_SLOT_BAG_0)
- {
- // any post selected
- if (slot == NULL_SLOT)
- return true;
-
- // equipment
- if (slot < EQUIPMENT_SLOT_END)
- return true;
-
- // bag equip slots
- if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
- return true;
-
- // backpack slots
- if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
- return true;
-
- // keyring slots
- if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
- return true;
-
- // bank main slots
- if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
- return true;
-
- // bank bag slots
- if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
- return true;
-
- return false;
- }
-
- // bag content slots
- if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
- {
- Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
- if(!pBag)
- return false;
-
- // any post selected
- if (slot == NULL_SLOT)
- return true;
-
- return slot < pBag->GetBagSize();
- }
-
- // bank bag content slots
- if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END )
- {
- Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
- if(!pBag)
- return false;
-
- // any post selected
- if (slot == NULL_SLOT)
- return true;
-
- return slot < pBag->GetBagSize();
- }
-
- // where this?
- return false;
-}
-
-bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const
-{
- uint32 tempcount = 0;
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
- {
- Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
- if( pItem && pItem->GetEntry() == item )
- {
- tempcount += pItem->GetCount();
- if( tempcount >= count )
- return true;
- }
- }
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- {
- Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
- if( pItem && pItem->GetEntry() == item )
- {
- tempcount += pItem->GetCount();
- if( tempcount >= count )
- return true;
- }
- }
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- {
- if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- {
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- {
- Item* pItem = GetItemByPos( i, j );
- if( pItem && pItem->GetEntry() == item )
- {
- tempcount += pItem->GetCount();
- if( tempcount >= count )
- return true;
- }
- }
- }
- }
-
- if(inBankAlso)
- {
- for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
- {
- Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
- if( pItem && pItem->GetEntry() == item )
- {
- tempcount += pItem->GetCount();
- if( tempcount >= count )
- return true;
- }
- }
- for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
- {
- if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- {
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- {
- Item* pItem = GetItemByPos( i, j );
- if( pItem && pItem->GetEntry() == item )
- {
- tempcount += pItem->GetCount();
- if( tempcount >= count )
- return true;
- }
- }
- }
- }
- }
-
- return false;
-}
-
-bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot ) const
-{
- uint32 tempcount = 0;
- for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
- {
- if(i == except_slot)
- continue;
-
- Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
- if( pItem && pItem->GetEntry() == item)
- {
- tempcount += pItem->GetCount();
- if( tempcount >= count )
- return true;
- }
- }
-
- ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
- if (pProto && pProto->GemProperties)
- {
- for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
- {
- if(i == except_slot)
- continue;
-
- Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
- if( pItem && pItem->GetProto()->Socket[0].Color)
- {
- tempcount += pItem->GetGemCountWithID(item);
- if( tempcount >= count )
- return true;
- }
- }
- }
-
- return false;
-}
-
-bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const
-{
- uint32 tempcount = 0;
- for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
- {
- if(i == except_slot)
- continue;
-
- Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
- if (!pItem)
- continue;
-
- ItemPrototype const *pProto = pItem->GetProto();
- if (!pProto)
- continue;
-
- if (pProto->ItemLimitCategory == limitCategory)
- {
- tempcount += pItem->GetCount();
- if( tempcount >= count )
- return true;
- }
-
- if( pProto->Socket[0].Color)
- {
- tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
- if( tempcount >= count )
- return true;
- }
- }
-
- return false;
-}
-
-uint8 Player::CountItemWithLimitCategory(uint32 limitCategory, Item* skipItem) const
-{
- uint8 tempcount = 0;
- for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
- {
- Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
- if (!pItem)
- continue;
-
- if (pItem == skipItem)
- continue;
-
- ItemPrototype const *pProto = pItem->GetProto();
- if (pProto && pProto->ItemLimitCategory == limitCategory)
- tempcount += pItem->GetCount();
- }
-
- for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- {
- Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
- if (!pItem)
- continue;
-
- if (pItem == skipItem)
- continue;
-
- ItemPrototype const *pProto = pItem->GetProto();
- if (pProto && pProto->ItemLimitCategory == limitCategory)
- tempcount += pItem->GetCount();
- }
-
- for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
- if (!pBag)
- continue;
-
- for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
- {
- Item *pItem = GetItemByPos( i, j );
-
- if (!pItem)
- continue;
-
- if (pItem == skipItem)
- continue;
-
- if (pItem->GetProto()->ItemLimitCategory == limitCategory)
- tempcount += pItem->GetCount();
- }
- }
-
- for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
- {
- Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
- if (!pItem)
- continue;
-
- if (pItem == skipItem)
- continue;
-
- ItemPrototype const *pProto = pItem->GetProto();
- if (pProto && pProto->ItemLimitCategory == limitCategory)
- tempcount += pItem->GetCount();
- }
-
- for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
- {
- Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i );
- if (!pBag)
- continue;
-
- for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
- {
- Item *pItem = GetItemByPos( i, j );
-
- if(!pItem)
- continue;
-
- if(pItem == skipItem)
- continue;
-
- if(pItem->GetProto()->ItemLimitCategory == limitCategory)
- tempcount += pItem->GetCount();
- }
- }
-
- return tempcount;
-}
-
-uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const
-{
- ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
- if (!pProto)
- {
- if(no_space_count)
- *no_space_count = count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
-
- if (pItem && pItem->m_lootGenerated)
- return EQUIP_ERR_ALREADY_LOOTED;
-
- // no maximum
- if (pProto->MaxCount <= 0 && pProto->ItemLimitCategory == 0 || pProto->MaxCount == 2147483647)
- return EQUIP_ERR_OK;
-
- uint32 curcount;
- if (pProto->ItemLimitCategory)
- curcount = CountItemWithLimitCategory(pProto->ItemLimitCategory,pItem);
- else
- curcount = GetItemCount(pProto->ItemId,true,pItem);
-
- if ((curcount + count > uint32(pProto->MaxCount)) && !(pProto->ItemLimitCategory))
- {
- if (no_space_count)
- *no_space_count = count +curcount - pProto->MaxCount;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
-
- if (pProto->ItemLimitCategory && pProto->Class!=ITEM_CLASS_GEM) // gem have equip check (maybe sort by bonding?)
- {
- ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory);
- if (!limitEntry)
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
-
- if (curcount + count > limitEntry->maxCount)
- {
- if (no_space_count)
- *no_space_count = count + curcount - limitEntry->maxCount;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; // attempt add too many limit category items
- }
- }
-
- return EQUIP_ERR_OK;
-}
-
-bool Player::HasItemTotemCategory( uint32 TotemCategory ) const
-{
- Item *pItem;
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
- {
- pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i );
- if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
- return true;
- }
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- {
- pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i );
- if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
- return true;
- }
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- {
- for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
- {
- pItem = GetUseableItemByPos( i, j );
- if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory ))
- return true;
- }
- }
- }
- return false;
-}
-
-uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const
-{
- Item* pItem2 = GetItemByPos( bag, slot );
-
- // ignore move item (this slot will be empty at move)
- if (pItem2==pSrcItem)
- pItem2 = NULL;
-
- uint32 need_space;
-
- // empty specific slot - check item fit to slot
- if (!pItem2 || swap)
- {
- if (bag == INVENTORY_SLOT_BAG_0)
- {
- // keyring case
- if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
-
- // currencytoken case
- if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
-
- // prevent cheating
- if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
- }
- else
- {
- Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
- if (!pBag)
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
-
- ItemPrototype const* pBagProto = pBag->GetProto();
- if (!pBagProto)
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
-
- if (slot >= pBagProto->ContainerSlots)
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
-
- if (!ItemCanGoIntoBag(pProto,pBagProto))
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
- }
-
- // non empty stack with space
- need_space = pProto->GetMaxStackSize();
- }
- // non empty slot, check item type
- else
- {
- // check item type
- if (pItem2->GetEntry() != pProto->ItemId)
- return EQUIP_ERR_ITEM_CANT_STACK;
-
- // check free space
- if (pItem2->GetCount() >= pProto->GetMaxStackSize())
- return EQUIP_ERR_ITEM_CANT_STACK;
-
- // free stack space or infinity
- need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
- }
-
- if (need_space > count)
- need_space = count;
-
- ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
- if (!newPosition.isContainedIn(dest))
- {
- dest.push_back(newPosition);
- count -= need_space;
- }
- return EQUIP_ERR_OK;
-}
-
-uint8 Player::_CanStoreItem_InBag( uint8 bag, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot ) const
-{
- // skip specific bag already processed in first called _CanStoreItem_InBag
- if (bag==skip_bag)
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
-
- Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag );
- if (!pBag)
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
-
- ItemPrototype const* pBagProto = pBag->GetProto();
- if (!pBagProto)
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
-
- // specialized bag mode or non-specilized
- if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER))
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
-
- if (!ItemCanGoIntoBag(pProto,pBagProto))
- return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
-
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- {
- // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
- if (j==skip_slot)
- continue;
-
- Item* pItem2 = GetItemByPos( bag, j );
-
- // ignore move item (this slot will be empty at move)
- if (pItem2==pSrcItem)
- pItem2 = NULL;
-
- // if merge skip empty, if !merge skip non-empty
- if ((pItem2!=NULL)!=merge)
- continue;
-
- if (pItem2)
- {
- if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
- {
- uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
- if(need_space > count)
- need_space = count;
-
- ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
- if (!newPosition.isContainedIn(dest))
- {
- dest.push_back(newPosition);
- count -= need_space;
-
- if (count==0)
- return EQUIP_ERR_OK;
- }
- }
- }
- else
- {
- uint32 need_space = pProto->GetMaxStackSize();
- if (need_space > count)
- need_space = count;
-
- ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
- if (!newPosition.isContainedIn(dest))
- {
- dest.push_back(newPosition);
- count -= need_space;
-
- if (count==0)
- return EQUIP_ERR_OK;
- }
- }
- }
- return EQUIP_ERR_OK;
-}
-
-uint8 Player::_CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot ) const
-{
- for (uint32 j = slot_begin; j < slot_end; j++)
- {
- // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
- if (INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot)
- continue;
-
- Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j );
-
- // ignore move item (this slot will be empty at move)
- if (pItem2==pSrcItem)
- pItem2 = NULL;
-
- // if merge skip empty, if !merge skip non-empty
- if ((pItem2!=NULL)!=merge)
- continue;
-
- if (pItem2)
- {
- if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
- {
- uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
- if (need_space > count)
- need_space = count;
- ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
- if (!newPosition.isContainedIn(dest))
- {
- dest.push_back(newPosition);
- count -= need_space;
-
- if (count==0)
- return EQUIP_ERR_OK;
- }
- }
- }
- else
- {
- uint32 need_space = pProto->GetMaxStackSize();
- if (need_space > count)
- need_space = count;
-
- ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
- if (!newPosition.isContainedIn(dest))
- {
- dest.push_back(newPosition);
- count -= need_space;
-
- if (count==0)
- return EQUIP_ERR_OK;
- }
- }
- }
- return EQUIP_ERR_OK;
-}
-
-uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const
-{
- sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
-
- ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
- if (!pProto)
- {
- if (no_space_count)
- *no_space_count = count;
- return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
- }
-
- if (pItem && pItem->IsBindedNotWith(this))
- {
- if (no_space_count)
- *no_space_count = count;
- return EQUIP_ERR_DONT_OWN_THAT_ITEM;
- }
-
- // check count of items (skip for auto move for same player from bank)
- uint32 no_similar_count = 0; // can't store this amount similar items
- uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
- if (res!=EQUIP_ERR_OK)
- {
- if (count==no_similar_count)
- {
- if (no_space_count)
- *no_space_count = no_similar_count;
- return res;
- }
- count -= no_similar_count;
- }
-
- // in specific slot
- if (bag != NULL_BAG && slot != NULL_SLOT)
- {
- res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
- if (res!=EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
-
- // not specific slot or have space for partly store only in specific slot
-
- // in specific bag
- if (bag != NULL_BAG)
- {
- // search stack in bag for merge to
- if (pProto->Stackable != 1)
- {
- if (bag == INVENTORY_SLOT_BAG_0) // inventory
- {
- res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
-
- res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- else // equipped bag
- {
- // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
- res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
- if (res!=EQUIP_ERR_OK)
- res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
-
- if (res!=EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- }
-
- // search free slot in bag for place to
- if(bag == INVENTORY_SLOT_BAG_0) // inventory
- {
- // search free slot - keyring case
- if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
- {
- uint32 keyringSize = GetMaxKeyringSize();
- res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
-
- res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
- {
- res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
-
- res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- else // equipped bag
- {
- res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
- if (res!=EQUIP_ERR_OK)
- res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
-
- if (res!=EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- }
-
- // not specific bag or have space for partly store only in specific bag
-
- // search stack for merge to
- if (pProto->Stackable != 1)
- {
- res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
-
- res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
-
- if (pProto->BagFamily)
- {
- for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- {
- res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- continue;
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- }
-
- for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- {
- res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- continue;
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- }
-
- // search free slot - special bag case
- if (pProto->BagFamily)
- {
- if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
- {
- uint32 keyringSize = GetMaxKeyringSize();
- res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
- {
- res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
-
- for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- {
- res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- continue;
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
- }
-
- // search free slot
- res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- {
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return res;
- }
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
-
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- {
- res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
- if (res!=EQUIP_ERR_OK)
- continue;
-
- if (count==0)
- {
- if (no_similar_count==0)
- return EQUIP_ERR_OK;
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
- return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
- }
- }
-
- if (no_space_count)
- *no_space_count = count + no_similar_count;
-
- return EQUIP_ERR_INVENTORY_FULL;
-}
-
-//////////////////////////////////////////////////////////////////////////
-uint8 Player::CanStoreItems( Item **pItems,int count) const
-{
- Item *pItem2;
-
- // fill space table
- int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
- int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
- int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
- int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
-
- memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
- memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
- memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
- memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
-
- for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
- {
- pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
-
- if (pItem2 && !pItem2->IsInTrade())
- {
- inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
- }
- }
-
- for (uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
- {
- pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
-
- if (pItem2 && !pItem2->IsInTrade())
- {
- inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
- }
- }
-
- for (uint8 i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
- {
- pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i );
-
- if (pItem2 && !pItem2->IsInTrade())
- {
- inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
- }
- }
-
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- {
- if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- {
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- {
- pItem2 = GetItemByPos( i, j );
- if (pItem2 && !pItem2->IsInTrade())
- {
- inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
- }
- }
- }
- }
-
- // check free space for all items
- for (int k = 0; k < count; ++k)
- {
- Item *pItem = pItems[k];
-
- // no item
- if (!pItem) continue;
-
- sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
- ItemPrototype const *pProto = pItem->GetProto();
-
- // strange item
- if( !pProto )
- return EQUIP_ERR_ITEM_NOT_FOUND;
-
- // item it 'bind'
- if(pItem->IsBindedNotWith(this))
- return EQUIP_ERR_DONT_OWN_THAT_ITEM;
-
- Bag *pBag;
- ItemPrototype const *pBagProto;
-
- // item is 'one item only'
- uint8 res = CanTakeMoreSimilarItems(pItem);
- if(res != EQUIP_ERR_OK)
- return res;
-
- // search stack for merge to
- if( pProto->Stackable != 1 )
- {
- bool b_found = false;
-
- for (int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t)
- {
- pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
- if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
- {
- inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
- b_found = true;
- break;
- }
- }
- if (b_found) continue;
-
- for (int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
- {
- pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
- if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
- {
- inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
- b_found = true;
- break;
- }
- }
- if (b_found) continue;
-
- for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
- {
- pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
- if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
- {
- inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
- b_found = true;
- break;
- }
- }
- if (b_found) continue;
-
- for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
- {
- pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
- if( pBag && ItemCanGoIntoBag(pItem->GetProto(), pBag->GetProto()))
- {
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- {
- pItem2 = GetItemByPos( t, j );
- if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
- {
- inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
- b_found = true;
- break;
- }
- }
- }
- }
- if (b_found) continue;
- }
-
- // special bag case
- if( pProto->BagFamily )
- {
- bool b_found = false;
- if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
- {
- uint32 keyringSize = GetMaxKeyringSize();
- for (uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
- {
- if( inv_keys[t-KEYRING_SLOT_START] == 0 )
- {
- inv_keys[t-KEYRING_SLOT_START] = 1;
- b_found = true;
- break;
- }
- }
- }
-
- if (b_found) continue;
-
- if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
- {
- for (uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
- {
- if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 )
- {
- inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
- b_found = true;
- break;
- }
- }
- }
-
- if (b_found) continue;
-
- for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
- {
- pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
- if( pBag )
- {
- pBagProto = pBag->GetProto();
-
- // not plain container check
- if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
- ItemCanGoIntoBag(pProto,pBagProto) )
- {
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- {
- if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
- {
- inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
- b_found = true;
- break;
- }
- }
- }
- }
- }
- if (b_found) continue;
- }
-
- // search free slot
- bool b_found = false;
- for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
- {
- if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 )
- {
- inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
- b_found = true;
- break;
- }
- }
- if (b_found) continue;
-
- // search free slot in bags
- for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
- {
- pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t );
- if( pBag )
- {
- pBagProto = pBag->GetProto();
-
- // special bag already checked
- if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
- continue;
-
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- {
- if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 )
- {
- inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
- b_found = true;
- break;
- }
- }
- }
- }
-
- // no free slot found?
- if (!b_found)
- return EQUIP_ERR_INVENTORY_FULL;
- }
-
- return EQUIP_ERR_OK;
-}
-
-//////////////////////////////////////////////////////////////////////////
-uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const
-{
- dest = 0;
- Item *pItem = Item::CreateItem( item, 1, this );
- if( pItem )
- {
- uint8 result = CanEquipItem(slot, dest, pItem, swap );
- delete pItem;
- return result;
- }
-
- return EQUIP_ERR_ITEM_NOT_FOUND;
-}
-
-uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const
-{
- dest = 0;
- if( pItem )
- {
- sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
- ItemPrototype const *pProto = pItem->GetProto();
- if( pProto )
- {
- if(pItem->IsBindedNotWith(this))
- return EQUIP_ERR_DONT_OWN_THAT_ITEM;
-
- // check count of items (skip for auto move for same player from bank)
- uint8 res = CanTakeMoreSimilarItems(pItem);
- if(res != EQUIP_ERR_OK)
- return res;
-
- // check this only in game
- if(not_loading)
- {
- // May be here should be more stronger checks; STUNNED checked
- // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
- if (hasUnitState(UNIT_STAT_STUNNED))
- return EQUIP_ERR_YOU_ARE_STUNNED;
-
- // do not allow equipping gear except weapons, offhands, projectiles, relics in
- // - combat
- // - in-progress arenas
- if( !pProto->CanChangeEquipStateInCombat() )
- {
- if( isInCombat() )
- return EQUIP_ERR_NOT_IN_COMBAT;
-
- if(BattleGround* bg = GetBattleGround())
- if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
- return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
- }
-
- if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
- return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
-
- if(IsNonMeleeSpellCasted(false))
- return EQUIP_ERR_CANT_DO_RIGHT_NOW;
- }
-
- ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0;
- // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
- if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel())
- return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
-
- uint8 eslot = FindEquipSlot( pProto, slot, swap );
- if (eslot == NULL_SLOT)
- return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
-
- uint8 msg = CanUseItem(pItem , not_loading);
- if (msg != EQUIP_ERR_OK)
- return msg;
- if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
- return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
-
- // if swap ignore item (equipped also)
- if (uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
- return res2;
-
- // check unique-equipped special item classes
- if (pProto->Class == ITEM_CLASS_QUIVER)
- {
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- {
- if (pBag != pItem)
- {
- if (ItemPrototype const* pBagProto = pBag->GetProto())
- {
- if (pBagProto->Class==pProto->Class && (!swap || pBag->GetSlot() != eslot))
- return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
- ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
- : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
- }
- }
- }
- }
- }
-
- uint32 type = pProto->InventoryType;
-
- if (eslot == EQUIPMENT_SLOT_OFFHAND)
- {
- if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
- {
- if (!CanDualWield())
- return EQUIP_ERR_CANT_DUAL_WIELD;
- }
- else if (type == INVTYPE_2HWEAPON)
- {
- if (!CanDualWield() || !CanTitanGrip())
- return EQUIP_ERR_CANT_DUAL_WIELD;
- }
-
- if (IsTwoHandUsed())
- return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
- }
-
- // equip two-hand weapon case (with possible unequip 2 items)
- if (type == INVTYPE_2HWEAPON)
- {
- if (eslot == EQUIPMENT_SLOT_OFFHAND)
- {
- if (!CanTitanGrip())
- return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
- }
- else if (eslot != EQUIPMENT_SLOT_MAINHAND)
- return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
-
- if (!CanTitanGrip())
- {
- // offhand item must can be stored in inventory for offhand item and it also must be unequipped
- Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND );
- ItemPosCountVec off_dest;
- if (offItem && (!not_loading ||
- CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
- CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK ))
- return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
- }
- }
- dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
- return EQUIP_ERR_OK;
- }
- }
-
- return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
-}
-
-uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const
-{
- // Applied only to equipped items and bank bags
- if(!IsEquipmentPos(pos) && !IsBagPos(pos))
- return EQUIP_ERR_OK;
-
- Item* pItem = GetItemByPos(pos);
-
- // Applied only to existed equipped item
- if( !pItem )
- return EQUIP_ERR_OK;
-
- sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
-
- ItemPrototype const *pProto = pItem->GetProto();
- if( !pProto )
- return EQUIP_ERR_ITEM_NOT_FOUND;
-
- // do not allow unequipping gear except weapons, offhands, projectiles, relics in
- // - combat
- // - in-progress arenas
- if( !pProto->CanChangeEquipStateInCombat() )
- {
- if( isInCombat() )
- return EQUIP_ERR_NOT_IN_COMBAT;
-
- if(BattleGround* bg = GetBattleGround())
- if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS )
- return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
- }
-
- if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
- return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
-
- return EQUIP_ERR_OK;
-}
-
-uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const
-{
- if (!pItem)
- return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
-
- if (pItem->m_lootGenerated)
- {
- GetSession()->DoLootRelease(GetLootGUID());
- return EQUIP_ERR_OK;
- }
-
- uint32 count = pItem->GetCount();
-
- sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
- ItemPrototype const *pProto = pItem->GetProto();
- if (!pProto)
- return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
-
- if (pItem->IsBindedNotWith(this))
- return EQUIP_ERR_DONT_OWN_THAT_ITEM;
-
- // check count of items (skip for auto move for same player from bank)
- uint8 res = CanTakeMoreSimilarItems(pItem);
- if (res != EQUIP_ERR_OK)
- return res;
-
- // in specific slot
- if (bag != NULL_BAG && slot != NULL_SLOT)
- {
- if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
- {
- if (!pItem->IsBag())
- return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
-
- if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
- return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
-
- if (uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK)
- return cantuse;
- }
-
- res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
- if (res!=EQUIP_ERR_OK)
- return res;
-
- if (count==0)
- return EQUIP_ERR_OK;
- }
-
- // not specific slot or have space for partly store only in specific slot
-
- // in specific bag
- if( bag != NULL_BAG )
- {
- if( pProto->InventoryType == INVTYPE_BAG )
- {
- Bag *pBag = (Bag*)pItem;
- if( pBag && !pBag->IsEmpty() )
- return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
- }
-
- // search stack in bag for merge to
- if( pProto->Stackable != 1 )
- {
- if( bag == INVENTORY_SLOT_BAG_0 )
- {
- res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
- if(res!=EQUIP_ERR_OK)
- return res;
-
- if(count==0)
- return EQUIP_ERR_OK;
- }
- else
- {
- res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
- if(res!=EQUIP_ERR_OK)
- res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
-
- if(res!=EQUIP_ERR_OK)
- return res;
-
- if(count==0)
- return EQUIP_ERR_OK;
- }
- }
-
- // search free slot in bag
- if( bag == INVENTORY_SLOT_BAG_0 )
- {
- res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
- if(res!=EQUIP_ERR_OK)
- return res;
-
- if(count==0)
- return EQUIP_ERR_OK;
- }
- else
- {
- res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
- if(res != EQUIP_ERR_OK)
- res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
-
- if(res != EQUIP_ERR_OK)
- return res;
-
- if(count == 0)
- return EQUIP_ERR_OK;
- }
- }
-
- // not specific bag or have space for partly store only in specific bag
-
- // search stack for merge to
- if( pProto->Stackable != 1 )
- {
- // in slots
- res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
- if(res != EQUIP_ERR_OK)
- return res;
-
- if(count == 0)
- return EQUIP_ERR_OK;
-
- // in special bags
- if( pProto->BagFamily )
- {
- for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
- {
- res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
- if(res!=EQUIP_ERR_OK)
- continue;
-
- if(count==0)
- return EQUIP_ERR_OK;
- }
- }
-
- for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
- {
- res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
- if(res!=EQUIP_ERR_OK)
- continue;
-
- if(count==0)
- return EQUIP_ERR_OK;
- }
- }
-
- // search free place in special bag
- if( pProto->BagFamily )
- {
- for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
- {
- res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
- if(res!=EQUIP_ERR_OK)
- continue;
-
- if(count==0)
- return EQUIP_ERR_OK;
- }
- }
-
- // search free space
- res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
- if(res!=EQUIP_ERR_OK)
- return res;
-
- if(count==0)
- return EQUIP_ERR_OK;
-
- for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
- {
- res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
- if(res!=EQUIP_ERR_OK)
- continue;
-
- if(count==0)
- return EQUIP_ERR_OK;
- }
- return EQUIP_ERR_BANK_FULL;
-}
-
-uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const
-{
- if (pItem)
- {
- sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry());
-
- if (!isAlive() && not_loading)
- return EQUIP_ERR_YOU_ARE_DEAD;
-
- //if (isStunned())
- // return EQUIP_ERR_YOU_ARE_STUNNED;
-
- ItemPrototype const *pProto = pItem->GetProto();
- if (pProto)
- {
- if (pItem->IsBindedNotWith(this))
- return EQUIP_ERR_DONT_OWN_THAT_ITEM;
-
- if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
- return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
-
- if (pItem->GetSkill() != 0)
- {
- bool allowEquip = false;
- uint32 itemSkill = pItem->GetSkill();
- // Armor that is binded to account can "morph" from plate to mail, etc. if skill is not learned yet.
- if (pProto->Quality == ITEM_QUALITY_HEIRLOOM && pProto->Class == ITEM_CLASS_ARMOR && !HasSkill(itemSkill))
- {
- // TODO: when you right-click already equipped item it throws EQUIP_ERR_NO_REQUIRED_PROFICIENCY.
-
- // In fact it's a visual bug, everything works properly... I need sniffs of operations with
- // binded to account items from off server.
-
- switch (this->getClass())
- {
- case CLASS_HUNTER:
- case CLASS_SHAMAN:
- allowEquip = (itemSkill == SKILL_MAIL);
- break;
- case CLASS_PALADIN:
- allowEquip = (itemSkill == SKILL_PLATE_MAIL);
- break;
- }
- }
- if (!allowEquip && GetSkillValue(itemSkill) == 0)
- return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
- }
-
- if (pProto->RequiredSkill != 0)
- {
- if (GetSkillValue( pProto->RequiredSkill ) == 0)
- return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
-
- if (GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank)
- return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
- }
-
- if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell))
- return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
-
- if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
- return EQUIP_ERR_CANT_EQUIP_REPUTATION;
-
- if (getLevel() < pProto->RequiredLevel)
- return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
-
- return EQUIP_ERR_OK;
- }
- }
- return EQUIP_ERR_ITEM_NOT_FOUND;
-}
-
-bool Player::CanUseItem( ItemPrototype const *pProto )
-{
- // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
-
- if( pProto )
- {
- if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
- return false;
- if( pProto->RequiredSkill != 0 )
- {
- if( GetSkillValue( pProto->RequiredSkill ) == 0 )
- return false;
- else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
- return false;
- }
- if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
- return false;
- if( getLevel() < pProto->RequiredLevel )
- return false;
- return true;
- }
- return false;
-}
-
-uint8 Player::CanUseAmmo( uint32 item ) const
-{
- sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item);
- if( !isAlive() )
- return EQUIP_ERR_YOU_ARE_DEAD;
- //if( isStunned() )
- // return EQUIP_ERR_YOU_ARE_STUNNED;
- ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
- if( pProto )
- {
- if( pProto->InventoryType!= INVTYPE_AMMO )
- return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
- if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 )
- return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
- if( pProto->RequiredSkill != 0 )
- {
- if( GetSkillValue( pProto->RequiredSkill ) == 0 )
- return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
- else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank )
- return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
- }
- if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) )
- return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
- /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation )
- return EQUIP_ERR_CANT_EQUIP_REPUTATION;
- */
- if( getLevel() < pProto->RequiredLevel )
- return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
-
- // Requires No Ammo
- if(HasAura(46699))
- return EQUIP_ERR_BAG_FULL6;
-
- return EQUIP_ERR_OK;
- }
- return EQUIP_ERR_ITEM_NOT_FOUND;
-}
-
-void Player::SetAmmo( uint32 item )
-{
- if(!item)
- return;
-
- // already set
- if( GetUInt32Value(PLAYER_AMMO_ID) == item )
- return;
-
- // check ammo
- if(item)
- {
- uint8 msg = CanUseAmmo( item );
- if( msg != EQUIP_ERR_OK )
- {
- SendEquipError( msg, NULL, NULL );
- return;
- }
- }
-
- SetUInt32Value(PLAYER_AMMO_ID, item);
-
- _ApplyAmmoBonuses();
-}
-
-void Player::RemoveAmmo()
-{
- SetUInt32Value(PLAYER_AMMO_ID, 0);
-
- m_ammoDPS = 0.0f;
-
- if(CanModifyStats())
- UpdateDamagePhysical(RANGED_ATTACK);
-}
-
-// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
-Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId )
-{
- uint32 count = 0;
- for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
- count += itr->count;
-
- Item *pItem = Item::CreateItem( item, count, this );
- if( pItem )
- {
- ItemAddedQuestCheck( item, count );
- if(randomPropertyId)
- pItem->SetItemRandomProperties(randomPropertyId);
- pItem = StoreItem( dest, pItem, update );
- }
- return pItem;
-}
-
-Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update )
-{
- if( !pItem )
- return NULL;
-
- Item* lastItem = pItem;
- uint32 entry = pItem->GetEntry();
- for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end();)
- {
- uint16 pos = itr->pos;
- uint32 count = itr->count;
-
- ++itr;
-
- if(itr == dest.end())
- {
- lastItem = _StoreItem(pos,pItem,count,false,update);
- break;
- }
-
- lastItem = _StoreItem(pos,pItem,count,true,update);
- }
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
- return lastItem;
-}
-
-// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
-Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update )
-{
- if( !pItem )
- return NULL;
-
- uint8 bag = pos >> 8;
- uint8 slot = pos & 255;
-
- sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u, guid = %u", bag, slot, pItem->GetEntry(), count, pItem->GetGUIDLow());
-
- Item *pItem2 = GetItemByPos( bag, slot );
-
- if (!pItem2)
- {
- if (clone)
- pItem = pItem->CloneItem(count, this);
- else
- pItem->SetCount(count);
-
- if (!pItem)
- return NULL;
-
- if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
- pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
- (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
- pItem->SetBinding( true );
-
- if (bag == INVENTORY_SLOT_BAG_0)
- {
- m_items[slot] = pItem;
- SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() );
- pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
- pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
-
- pItem->SetSlot( slot );
- pItem->SetContainer( NULL );
-
- // need update known currency
- if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
- UpdateKnownCurrencies(pItem->GetEntry(), true);
-
- if (IsInWorld() && update)
- {
- pItem->AddToWorld();
- pItem->SendUpdateToPlayer( this );
- }
-
- pItem->SetState(ITEM_CHANGED, this);
- }
- else if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
- {
- pBag->StoreItem( slot, pItem, update );
- if( IsInWorld() && update )
- {
- pItem->AddToWorld();
- pItem->SendUpdateToPlayer( this );
- }
- pItem->SetState(ITEM_CHANGED, this);
- pBag->SetState(ITEM_CHANGED, this);
- }
-
- AddEnchantmentDurations(pItem);
- AddItemDurations(pItem);
-
- return pItem;
- }
- else
- {
- if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
- pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
- (pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
- pItem2->SetBinding( true );
-
- pItem2->SetCount( pItem2->GetCount() + count );
- if (IsInWorld() && update)
- pItem2->SendUpdateToPlayer( this );
-
- if (!clone)
- {
- // delete item (it not in any slot currently)
- if (IsInWorld() && update)
- {
- pItem->RemoveFromWorld();
- pItem->DestroyForPlayer( this );
- }
-
- RemoveEnchantmentDurations(pItem);
- RemoveItemDurations(pItem);
-
- pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
- pItem->SetState(ITEM_REMOVED, this);
- }
-
- // AddItemDurations(pItem2); - pItem2 already have duration listed for player
- AddEnchantmentDurations(pItem2);
-
- pItem2->SetState(ITEM_CHANGED, this);
-
- return pItem2;
- }
-}
-
-Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update )
-{
- if (Item *pItem = Item::CreateItem( item, 1, this ))
- {
- ItemAddedQuestCheck( item, 1 );
- return EquipItem( pos, pItem, update );
- }
-
- return NULL;
-}
-
-Item* Player::EquipItem( uint16 pos, Item *pItem, bool update )
-{
- AddEnchantmentDurations(pItem);
- AddItemDurations(pItem);
-
- uint8 bag = pos >> 8;
- uint8 slot = pos & 255;
-
- Item *pItem2 = GetItemByPos( bag, slot );
-
- if( !pItem2 )
- {
- VisualizeItem( slot, pItem);
-
- if(isAlive())
- {
- ItemPrototype const *pProto = pItem->GetProto();
-
- // item set bonuses applied only at equip and removed at unequip, and still active for broken items
- if(pProto && pProto->ItemSet)
- AddItemsSetItem(this, pItem);
-
- _ApplyItemMods(pItem, slot, true);
-
- if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
- {
- uint32 cooldownSpell = 6119;
-
- if (getClass() == CLASS_ROGUE)
- cooldownSpell = 6123;
-
- SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
-
- if (!spellProto)
- sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
- else
- {
- m_weaponChangeTimer = spellProto->StartRecoveryTime;
-
- WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
- data << uint64(GetGUID());
- data << uint8(1);
- data << uint32(cooldownSpell);
- data << uint32(0);
- GetSession()->SendPacket(&data);
- }
- }
- }
-
- if( IsInWorld() && update )
- {
- pItem->AddToWorld();
- pItem->SendUpdateToPlayer( this );
- }
-
- ApplyEquipCooldown(pItem);
-
- // update expertise and armor penetration - passive auras may need it
-
- if( slot == EQUIPMENT_SLOT_MAINHAND )
- UpdateExpertise(BASE_ATTACK);
-
- else if( slot == EQUIPMENT_SLOT_OFFHAND )
- UpdateExpertise(OFF_ATTACK);
-
- switch(slot)
- {
- case EQUIPMENT_SLOT_MAINHAND:
- case EQUIPMENT_SLOT_OFFHAND:
- case EQUIPMENT_SLOT_RANGED:
- RecalculateRating(CR_ARMOR_PENETRATION);
- default:
- break;
- }
- }
- else
- {
- pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() );
- if( IsInWorld() && update )
- pItem2->SendUpdateToPlayer( this );
-
- // delete item (it not in any slot currently)
- //pItem->DeleteFromDB();
- if( IsInWorld() && update )
- {
- pItem->RemoveFromWorld();
- pItem->DestroyForPlayer( this );
- }
-
- RemoveEnchantmentDurations(pItem);
- RemoveItemDurations(pItem);
-
- pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
- pItem->SetState(ITEM_REMOVED, this);
- pItem2->SetState(ITEM_CHANGED, this);
-
- ApplyEquipCooldown(pItem2);
-
- return pItem2;
- }
-
- // only for full equip instead adding to stack
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
-
- return pItem;
-}
-
-void Player::QuickEquipItem( uint16 pos, Item *pItem)
-{
- if( pItem )
- {
- AddEnchantmentDurations(pItem);
- AddItemDurations(pItem);
-
- uint8 slot = pos & 255;
- VisualizeItem( slot, pItem);
-
- if( IsInWorld() )
- {
- pItem->AddToWorld();
- pItem->SendUpdateToPlayer( this );
- }
-
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
- }
-}
-
-void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
-{
- if(pItem)
- {
- SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry());
- SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
- SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT));
- }
- else
- {
- SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0);
- SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0);
- }
-}
-
-void Player::VisualizeItem( uint8 slot, Item *pItem)
-{
- if(!pItem)
- return;
-
- // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
- if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM )
- pItem->SetBinding( true );
-
- sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
-
- m_items[slot] = pItem;
- SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() );
- pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() );
- pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() );
- pItem->SetSlot( slot );
- pItem->SetContainer( NULL );
-
- if( slot < EQUIPMENT_SLOT_END )
- SetVisibleItemSlot(slot, pItem);
-
- pItem->SetState(ITEM_CHANGED, this);
-}
-
-void Player::RemoveItem(uint8 bag, uint8 slot, bool update)
-{
- // note: removeitem does not actually change the item
- // it only takes the item out of storage temporarily
- // note2: if removeitem is to be used for delinking
- // the item must be removed from the player's updatequeue
-
- Item *pItem = GetItemByPos(bag, slot);
- if (pItem)
- {
- sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
-
- RemoveEnchantmentDurations(pItem);
- RemoveItemDurations(pItem);
-
- if (bag == INVENTORY_SLOT_BAG_0)
- {
- if (slot < INVENTORY_SLOT_BAG_END)
- {
- ItemPrototype const *pProto = pItem->GetProto();
- // item set bonuses applied only at equip and removed at unequip, and still active for broken items
-
- if(pProto && pProto->ItemSet)
- RemoveItemsSetItem(this, pProto);
-
- _ApplyItemMods(pItem, slot, false);
-
- // remove item dependent auras and casts (only weapon and armor slots)
- if(slot < EQUIPMENT_SLOT_END)
- {
- RemoveItemDependentAurasAndCasts(pItem);
-
- // remove held enchantments, update expertise
- if (slot == EQUIPMENT_SLOT_MAINHAND)
- {
- if (pItem->GetItemSuffixFactor())
- {
- pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
- pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
- }
- else
- {
- pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
- pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
- }
-
- UpdateExpertise(BASE_ATTACK);
- }
- else if (slot == EQUIPMENT_SLOT_OFFHAND)
- UpdateExpertise(OFF_ATTACK);
- // update armor penetration - passive auras may need it
- switch(slot)
- {
- case EQUIPMENT_SLOT_MAINHAND:
- case EQUIPMENT_SLOT_OFFHAND:
- case EQUIPMENT_SLOT_RANGED:
- RecalculateRating(CR_ARMOR_PENETRATION);
- default:
- break;
- }
- }
- }
- // need update known currency
- else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
- UpdateKnownCurrencies(pItem->GetEntry(), false);
-
- m_items[slot] = NULL;
- SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
-
- if (slot < EQUIPMENT_SLOT_END)
- SetVisibleItemSlot(slot, NULL);
- }
- else
- {
- if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
- pBag->RemoveItem(slot, update);
- }
- pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0);
- // pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0); not clear owner at remove (it will be set at store). This used in mail and auction code
- pItem->SetSlot(NULL_SLOT);
- if(IsInWorld() && update)
- pItem->SendUpdateToPlayer(this);
- }
-}
-
-// Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
-void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
-{
- if(Item* it = GetItemByPos(bag,slot))
- {
- ItemRemovedQuestCheck(it->GetEntry(), it->GetCount());
- RemoveItem(bag, slot, update);
- it->RemoveFromUpdateQueueOf(this);
- if(it->IsInWorld())
- {
- it->RemoveFromWorld();
- it->DestroyForPlayer(this);
- }
- }
-}
-
-// Common operation need to add item from inventory without delete in trade, guild bank, mail....
-void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
-{
- // update quest counters
- ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
-
- // store item
- Item* pLastItem = StoreItem(dest, pItem, update);
-
- // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
- if(pLastItem == pItem)
- {
- // update owner for last item (this can be original item with wrong owner
- if(pLastItem->GetOwnerGUID() != GetGUID())
- pLastItem->SetOwnerGUID(GetGUID());
-
- // if this original item then it need create record in inventory
- // in case trade we already have item in other player inventory
- pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
- }
-}
-
-void Player::DestroyItem(uint8 bag, uint8 slot, bool update)
-{
- Item *pItem = GetItemByPos(bag, slot);
- if(pItem)
- {
- sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
-
- // start from destroy contained items (only equipped bag can have its)
- if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot
- {
- for (uint8 i = 0; i < MAX_BAG_SIZE; ++i)
- DestroyItem(slot, i, update);
- }
-
- if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
- CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
-
- RemoveEnchantmentDurations(pItem);
- RemoveItemDurations(pItem);
-
- ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() );
-
- if (bag == INVENTORY_SLOT_BAG_0)
- {
- SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
-
- // equipment and equipped bags can have applied bonuses
- if (slot < INVENTORY_SLOT_BAG_END)
- {
- ItemPrototype const *pProto = pItem->GetProto();
-
- // item set bonuses applied only at equip and removed at unequip, and still active for broken items
- if (pProto && pProto->ItemSet)
- RemoveItemsSetItem(this, pProto);
-
- _ApplyItemMods(pItem, slot, false);
- }
-
- if ( slot < EQUIPMENT_SLOT_END )
- {
- // remove item dependent auras and casts (only weapon and armor slots)
- RemoveItemDependentAurasAndCasts(pItem);
-
- // update expertise and armor penetration - passive auras may need it
- switch (slot)
- {
- case EQUIPMENT_SLOT_MAINHAND:
- case EQUIPMENT_SLOT_OFFHAND:
- case EQUIPMENT_SLOT_RANGED:
- RecalculateRating(CR_ARMOR_PENETRATION);
- default:
- break;
- }
-
- if (slot == EQUIPMENT_SLOT_MAINHAND)
- UpdateExpertise(BASE_ATTACK);
- else if (slot == EQUIPMENT_SLOT_OFFHAND)
- UpdateExpertise(OFF_ATTACK);
-
- // equipment visual show
- SetVisibleItemSlot(slot, NULL);
- }
- // need update known currency
- else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
- UpdateKnownCurrencies(pItem->GetEntry(), false);
-
- m_items[slot] = NULL;
- }
- else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ))
- pBag->RemoveItem(slot, update);
-
- if (IsInWorld() && update)
- {
- pItem->RemoveFromWorld();
- pItem->DestroyForPlayer(this);
- }
-
- //pItem->SetOwnerGUID(0);
- pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0);
- pItem->SetSlot(NULL_SLOT);
- pItem->SetState(ITEM_REMOVED, this);
- }
-}
-
-void Player::DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check)
-{
- sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count);
- uint32 remcount = 0;
-
- // in inventory
- for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
- {
- if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- {
- if (pItem->GetEntry() == item)
- {
- if (pItem->GetCount() + remcount <= count)
- {
- // all items in inventory can unequipped
- remcount += pItem->GetCount();
- DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
-
- if (remcount >= count)
- return;
- }
- else
- {
- ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
- pItem->SetCount(pItem->GetCount() - count + remcount);
- if (IsInWorld() & update)
- pItem->SendUpdateToPlayer( this );
- pItem->SetState(ITEM_CHANGED, this);
- return;
- }
- }
- }
- }
-
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- {
- if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- {
- if (pItem->GetEntry() == item)
- {
- if (pItem->GetCount() + remcount <= count)
- {
- // all keys can be unequipped
- remcount += pItem->GetCount();
- DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
-
- if (remcount >= count)
- return;
- }
- else
- {
- ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
- pItem->SetCount( pItem->GetCount() - count + remcount );
- if (IsInWorld() & update)
- pItem->SendUpdateToPlayer( this );
- pItem->SetState(ITEM_CHANGED, this);
- return;
- }
- }
- }
- }
-
- // in inventory bags
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- {
- if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- {
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- {
- if(Item* pItem = pBag->GetItemByPos(j))
- {
- if (pItem->GetEntry() == item)
- {
- // all items in bags can be unequipped
- if (pItem->GetCount() + remcount <= count)
- {
- remcount += pItem->GetCount();
- DestroyItem( i, j, update );
-
- if (remcount >= count)
- return;
- }
- else
- {
- ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
- pItem->SetCount( pItem->GetCount() - count + remcount );
- if (IsInWorld() && update)
- pItem->SendUpdateToPlayer( this );
- pItem->SetState(ITEM_CHANGED, this);
- return;
- }
- }
- }
- }
- }
- }
-
- // in equipment and bag list
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
- {
- if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- {
- if (pItem && pItem->GetEntry() == item)
- {
- if (pItem->GetCount() + remcount <= count)
- {
- if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK )
- {
- remcount += pItem->GetCount();
- DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
-
- if (remcount >= count)
- return;
- }
- }
- else
- {
- ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount );
- pItem->SetCount( pItem->GetCount() - count + remcount );
- if (IsInWorld() & update)
- pItem->SendUpdateToPlayer( this );
- pItem->SetState(ITEM_CHANGED, this);
- return;
- }
- }
- }
- }
-}
-
-void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone )
-{
- sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone );
-
- // in inventory
- for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
- if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
- DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
-
- for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
- if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
- DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
-
- // in inventory bags
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- if (Item* pItem = pBag->GetItemByPos(j))
- if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
- DestroyItem(i, j, update);
-
- // in equipment and bag list
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
- if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
- DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
-}
-
-void Player::DestroyConjuredItems( bool update )
-{
- // used when entering arena
- // destroys all conjured items
- sLog.outDebug( "STORAGE: DestroyConjuredItems" );
-
- // in inventory
- for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
- if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- if (pItem->IsConjuredConsumable())
- DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
-
- // in inventory bags
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
- if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- if (Item* pItem = pBag->GetItemByPos(j))
- if (pItem->IsConjuredConsumable())
- DestroyItem( i, j, update);
-
- // in equipment and bag list
- for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
- if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- if (pItem->IsConjuredConsumable())
- DestroyItem( INVENTORY_SLOT_BAG_0, i, update);
-}
-
-Item* Player::GetItemByEntry(uint32 entry) const
-{
- // in inventory
- for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
- {
- if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- if (pItem->GetEntry() == entry)
- return pItem;
- }
-
-
- for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- {
- for(uint32 j = 0; j < pBag->GetBagSize(); ++j)
- {
- if (Item* pItem = pBag->GetItemByPos(j))
- if (pItem->GetEntry()==entry)
- return pItem;
- }
- }
- }
-
-
- for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
- {
- if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- if (pItem->GetEntry()==entry)
- return pItem;
- }
-
- return NULL;
-}
-
-void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update )
-{
- if(!pItem)
- return;
-
- sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
-
- if( pItem->GetCount() <= count )
- {
- count -= pItem->GetCount();
-
- DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update);
- }
- else
- {
- ItemRemovedQuestCheck( pItem->GetEntry(), count);
- pItem->SetCount( pItem->GetCount() - count );
- count = 0;
- if( IsInWorld() & update )
- pItem->SendUpdateToPlayer( this );
- pItem->SetState(ITEM_CHANGED, this);
- }
-}
-
-void Player::SplitItem( uint16 src, uint16 dst, uint32 count )
-{
- uint8 srcbag = src >> 8;
- uint8 srcslot = src & 255;
-
- uint8 dstbag = dst >> 8;
- uint8 dstslot = dst & 255;
-
- Item *pSrcItem = GetItemByPos( srcbag, srcslot );
- if( !pSrcItem )
- {
- SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
- return;
- }
-
- // not let split all items (can be only at cheating)
- if(pSrcItem->GetCount() == count)
- {
- SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
- return;
- }
-
- // not let split more existed items (can be only at cheating)
- if(pSrcItem->GetCount() < count)
- {
- SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL );
- return;
- }
-
- if(pSrcItem->m_lootGenerated) // prevent split looting item (item
- {
- //best error message found for attempting to split while looting
- SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL );
- return;
- }
-
- sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
- Item *pNewItem = pSrcItem->CloneItem( count, this );
- if( !pNewItem )
- {
- SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL );
- return;
- }
-
- if( IsInventoryPos( dst ) )
- {
- // change item amount before check (for unique max count check)
- pSrcItem->SetCount( pSrcItem->GetCount() - count );
-
- ItemPosCountVec dest;
- uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false );
- if( msg != EQUIP_ERR_OK )
- {
- delete pNewItem;
- pSrcItem->SetCount( pSrcItem->GetCount() + count );
- SendEquipError( msg, pSrcItem, NULL );
- return;
- }
-
- if( IsInWorld() )
- pSrcItem->SendUpdateToPlayer( this );
- pSrcItem->SetState(ITEM_CHANGED, this);
- StoreItem( dest, pNewItem, true);
- }
- else if( IsBankPos ( dst ) )
- {
- // change item amount before check (for unique max count check)
- pSrcItem->SetCount( pSrcItem->GetCount() - count );
-
- ItemPosCountVec dest;
- uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false );
- if( msg != EQUIP_ERR_OK )
- {
- delete pNewItem;
- pSrcItem->SetCount( pSrcItem->GetCount() + count );
- SendEquipError( msg, pSrcItem, NULL );
- return;
- }
-
- if( IsInWorld() )
- pSrcItem->SendUpdateToPlayer( this );
- pSrcItem->SetState(ITEM_CHANGED, this);
- BankItem( dest, pNewItem, true);
- }
- else if( IsEquipmentPos ( dst ) )
- {
- // change item amount before check (for unique max count check), provide space for splitted items
- pSrcItem->SetCount( pSrcItem->GetCount() - count );
-
- uint16 dest;
- uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false );
- if( msg != EQUIP_ERR_OK )
- {
- delete pNewItem;
- pSrcItem->SetCount( pSrcItem->GetCount() + count );
- SendEquipError( msg, pSrcItem, NULL );
- return;
- }
-
- if( IsInWorld() )
- pSrcItem->SendUpdateToPlayer( this );
- pSrcItem->SetState(ITEM_CHANGED, this);
- EquipItem( dest, pNewItem, true);
- AutoUnequipOffhandIfNeed();
- }
-}
-
-void Player::SwapItem( uint16 src, uint16 dst )
-{
- uint8 srcbag = src >> 8;
- uint8 srcslot = src & 255;
-
- uint8 dstbag = dst >> 8;
- uint8 dstslot = dst & 255;
-
- Item *pSrcItem = GetItemByPos( srcbag, srcslot );
- Item *pDstItem = GetItemByPos( dstbag, dstslot );
-
- if( !pSrcItem )
- return;
-
- sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
-
- if(!isAlive() )
- {
- SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem );
- return;
- }
-
- // SRC checks
-
- if(pSrcItem->m_lootGenerated) // prevent swap looting item
- {
- //best error message found for attempting to swap while looting
- SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL );
- return;
- }
-
- // check unequip potability for equipped items and bank bags
- if(IsEquipmentPos ( src ) || IsBagPos ( src ))
- {
- // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
- uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty()));
- if(msg != EQUIP_ERR_OK)
- {
- SendEquipError( msg, pSrcItem, pDstItem );
- return;
- }
- }
-
- // prevent put equipped/bank bag in self
- if( IsBagPos ( src ) && srcslot == dstbag)
- {
- SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
- return;
- }
-
- // DST checks
-
- if (pDstItem)
- {
- if(pDstItem->m_lootGenerated) // prevent swap looting item
- {
- //best error message found for attempting to swap while looting
- SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL );
- return;
- }
-
- // check unequip potability for equipped items and bank bags
- if(IsEquipmentPos ( dst ) || IsBagPos ( dst ))
- {
- // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
- uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty()));
- if(msg != EQUIP_ERR_OK)
- {
- SendEquipError( msg, pSrcItem, pDstItem );
- return;
- }
- }
- }
-
- // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
- // or swap empty bag with another empty or not empty bag (with items exchange)
-
- // Move case
- if( !pDstItem )
- {
- if( IsInventoryPos( dst ) )
- {
- ItemPosCountVec dest;
- uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false );
- if( msg != EQUIP_ERR_OK )
- {
- SendEquipError( msg, pSrcItem, NULL );
- return;
- }
-
- RemoveItem(srcbag, srcslot, true);
- StoreItem( dest, pSrcItem, true);
- }
- else if( IsBankPos ( dst ) )
- {
- ItemPosCountVec dest;
- uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false);
- if( msg != EQUIP_ERR_OK )
- {
- SendEquipError( msg, pSrcItem, NULL );
- return;
- }
-
- RemoveItem(srcbag, srcslot, true);
- BankItem( dest, pSrcItem, true);
- }
- else if( IsEquipmentPos ( dst ) )
- {
- uint16 dest;
- uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false );
- if( msg != EQUIP_ERR_OK )
- {
- SendEquipError( msg, pSrcItem, NULL );
- return;
- }
-
- RemoveItem(srcbag, srcslot, true);
- EquipItem(dest, pSrcItem, true);
- AutoUnequipOffhandIfNeed();
- }
-
- return;
- }
-
- // attempt merge to / fill target item
- if(!pSrcItem->IsBag() && !pDstItem->IsBag())
- {
- uint8 msg;
- ItemPosCountVec sDest;
- uint16 eDest;
- if( IsInventoryPos( dst ) )
- msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false );
- else if( IsBankPos ( dst ) )
- msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false );
- else if( IsEquipmentPos ( dst ) )
- msg = CanEquipItem( dstslot, eDest, pSrcItem, false );
- else
- return;
-
- // can be merge/fill
- if(msg == EQUIP_ERR_OK)
- {
- if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
- {
- RemoveItem(srcbag, srcslot, true);
-
- if( IsInventoryPos( dst ) )
- StoreItem( sDest, pSrcItem, true);
- else if( IsBankPos ( dst ) )
- BankItem( sDest, pSrcItem, true);
- else if( IsEquipmentPos ( dst ) )
- {
- EquipItem( eDest, pSrcItem, true);
- AutoUnequipOffhandIfNeed();
- }
- }
- else
- {
- pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
- pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize());
- pSrcItem->SetState(ITEM_CHANGED, this);
- pDstItem->SetState(ITEM_CHANGED, this);
- if( IsInWorld() )
- {
- pSrcItem->SendUpdateToPlayer( this );
- pDstItem->SendUpdateToPlayer( this );
- }
- }
- return;
- }
- }
-
- // impossible merge/fill, do real swap
- uint8 msg;
-
- // check src->dest move possibility
- ItemPosCountVec sDest;
- uint16 eDest = 0;
- if( IsInventoryPos( dst ) )
- msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true );
- else if( IsBankPos( dst ) )
- msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true );
- else if( IsEquipmentPos( dst ) )
- {
- msg = CanEquipItem( dstslot, eDest, pSrcItem, true );
- if( msg == EQUIP_ERR_OK )
- msg = CanUnequipItem( eDest, true );
- }
-
- if( msg != EQUIP_ERR_OK )
- {
- SendEquipError( msg, pSrcItem, pDstItem );
- return;
- }
-
- // check dest->src move possibility
- ItemPosCountVec sDest2;
- uint16 eDest2 = 0;
- if( IsInventoryPos( src ) )
- msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true );
- else if( IsBankPos( src ) )
- msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true );
- else if( IsEquipmentPos( src ) )
- {
- msg = CanEquipItem( srcslot, eDest2, pDstItem, true);
- if( msg == EQUIP_ERR_OK )
- msg = CanUnequipItem( eDest2, true);
- }
-
- if( msg != EQUIP_ERR_OK )
- {
- SendEquipError( msg, pDstItem, pSrcItem );
- return;
- }
-
- // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
- if(pSrcItem->IsBag() && pDstItem->IsBag())
- {
- Bag* emptyBag = NULL;
- Bag* fullBag = NULL;
- if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src))
- {
- emptyBag = (Bag*)pSrcItem;
- fullBag = (Bag*)pDstItem;
- }
- else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst))
- {
- emptyBag = (Bag*)pDstItem;
- fullBag = (Bag*)pSrcItem;
- }
-
- // bag swap (with items exchange) case
- if(emptyBag && fullBag)
- {
- ItemPrototype const* emptyProto = emptyBag->GetProto();
-
- uint32 count = 0;
-
- for (uint32 i=0; i < fullBag->GetBagSize(); ++i)
- {
- Item *bagItem = fullBag->GetItemByPos(i);
- if (!bagItem)
- continue;
-
- ItemPrototype const* bagItemProto = bagItem->GetProto();
- if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emptyProto))
- {
- // one from items not go to empty target bag
- SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem );
- return;
- }
-
- ++count;
- }
-
- if (count > emptyBag->GetBagSize())
- {
- // too small targeted bag
- SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem );
- return;
- }
-
- // Items swap
- count = 0; // will pos in new bag
- for (uint32 i = 0; i< fullBag->GetBagSize(); ++i)
- {
- Item *bagItem = fullBag->GetItemByPos(i);
- if (!bagItem)
- continue;
-
- fullBag->RemoveItem(i, true);
- emptyBag->StoreItem(count, bagItem, true);
- bagItem->SetState(ITEM_CHANGED, this);
-
- ++count;
- }
- }
- }
-
- // now do moves, remove...
- RemoveItem(dstbag, dstslot, false);
- RemoveItem(srcbag, srcslot, false);
-
- // add to dest
- if (IsInventoryPos(dst))
- StoreItem(sDest, pSrcItem, true);
- else if (IsBankPos(dst))
- BankItem(sDest, pSrcItem, true);
- else if (IsEquipmentPos(dst))
- EquipItem(eDest, pSrcItem, true);
-
- // add to src
- if (IsInventoryPos(src))
- StoreItem(sDest2, pDstItem, true);
- else if (IsBankPos(src))
- BankItem(sDest2, pDstItem, true);
- else if (IsEquipmentPos(src))
- EquipItem(eDest2, pDstItem, true);
-
- // if player is moving bags and is looting an item inside this bag
- // release the loot
- if (GetLootGUID())
- {
- bool released = false;
- if (IsBagPos(src))
- {
- Bag* bag = (Bag*)pSrcItem;
- for(int i=0; i < bag->GetBagSize(); ++i)
- {
- if (Item *bagItem = bag->GetItemByPos(i))
- {
- if (bagItem->m_lootGenerated)
- {
- m_session->DoLootRelease(GetLootGUID());
- released = true; // so we don't need to look at dstBag
- break;
- }
- }
- }
- }
-
- if (!released && IsBagPos(dst) && pDstItem)
- {
- Bag* bag = (Bag*)pDstItem;
- for(int i=0; i < bag->GetBagSize(); ++i)
- {
- if (Item *bagItem = bag->GetItemByPos(i))
- {
- if (bagItem->m_lootGenerated)
- {
- m_session->DoLootRelease(GetLootGUID());
- released = true; // not realy needed here
- break;
- }
- }
- }
- }
- }
-
- AutoUnequipOffhandIfNeed();
-}
-
-void Player::AddItemToBuyBackSlot( Item *pItem )
-{
- if (pItem)
- {
- uint32 slot = m_currentBuybackSlot;
- // if current back slot non-empty search oldest or free
- if (m_items[slot])
- {
- uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 );
- uint32 oldest_slot = BUYBACK_SLOT_START;
-
- for (uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i )
- {
- // found empty
- if (!m_items[i])
- {
- slot = i;
- break;
- }
-
- uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
-
- if (oldest_time > i_time)
- {
- oldest_time = i_time;
- oldest_slot = i;
- }
- }
-
- // find oldest
- slot = oldest_slot;
- }
-
- RemoveItemFromBuyBackSlot( slot, true );
- sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
-
- m_items[slot] = pItem;
- time_t base = time(NULL);
- uint32 etime = uint32(base - m_logintime + (30 * 3600));
- uint32 eslot = slot - BUYBACK_SLOT_START;
-
- SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID() );
- if (ItemPrototype const *pProto = pItem->GetProto())
- SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() );
- else
- SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 );
- SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime );
-
- // move to next (for non filled list is move most optimized choice)
- if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1)
- ++m_currentBuybackSlot;
- }
-}
-
-Item* Player::GetItemFromBuyBackSlot( uint32 slot )
-{
- sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
- if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
- return m_items[slot];
- return NULL;
-}
-
-void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del )
-{
- sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
- if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
- {
- Item *pItem = m_items[slot];
- if (pItem)
- {
- pItem->RemoveFromWorld();
- if(del)
- pItem->SetState(ITEM_REMOVED, this);
- }
-
- m_items[slot] = NULL;
-
- uint32 eslot = slot - BUYBACK_SLOT_START;
- SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0);
- SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
- SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);
-
- // if current backslot is filled set to now free slot
- if(m_items[m_currentBuybackSlot])
- m_currentBuybackSlot = slot;
- }
-}
-
-void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 )
-{
- sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg);
- WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18));
- data << uint8(msg);
-
- if (msg != EQUIP_ERR_OK)
- {
- data << uint64(pItem ? pItem->GetGUID() : 0);
- data << uint64(pItem2 ? pItem2->GetGUID() : 0);
- data << uint8(0); // not 0 there...
-
- if (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
- {
- uint8 level = 0;
-
- if (pItem)
- if (ItemPrototype const* proto = pItem->GetProto())
- level = proto->RequiredLevel;
-
- data << uint32(level); // new 2.4.0
- }
- }
- GetSession()->SendPacket(&data);
-}
-
-void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param )
-{
- sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" );
- WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) );
- data << uint64(pCreature ? pCreature->GetGUID() : 0);
- data << uint32(item);
- if (param > 0)
- data << uint32(param);
- data << uint8(msg);
- GetSession()->SendPacket(&data);
-}
-
-void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param )
-{
- sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" );
- WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
- data << uint64(pCreature ? pCreature->GetGUID() : 0);
- data << uint64(guid);
- if (param > 0)
- data << uint32(param);
- data << uint8(msg);
- GetSession()->SendPacket(&data);
-}
-
-void Player::ClearTrade()
-{
- tradeGold = 0;
- acceptTrade = false;
- for (uint8 i = 0; i < TRADE_SLOT_COUNT; i++)
- tradeItems[i] = 0;
-}
-
-void Player::TradeCancel(bool sendback)
-{
- if (pTrader)
- {
- // send yellow "Trade canceled" message to both traders
- WorldSession* ws;
- ws = GetSession();
- if (sendback)
- ws->SendCancelTrade();
- ws = pTrader->GetSession();
- if (!ws->PlayerLogout())
- ws->SendCancelTrade();
-
- // cleanup
- ClearTrade();
- pTrader->ClearTrade();
- // prevent loss of reference
- pTrader->pTrader = NULL;
- pTrader = NULL;
- }
-}
-
-void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
-{
- if (m_itemDuration.empty())
- return;
-
- sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time, realtimeonly);
-
- for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end();)
- {
- Item* item = *itr;
- ++itr; // current element can be erased in UpdateDuration
-
- if ((realtimeonly && item->GetProto()->Duration < 0) || !realtimeonly)
- item->UpdateDuration(this,time);
- }
-}
-
-void Player::UpdateEnchantTime(uint32 time)
-{
- for (EnchantDurationList::iterator itr = m_enchantDuration.begin(),next; itr != m_enchantDuration.end(); itr=next)
- {
- assert(itr->item);
- next = itr;
- if (!itr->item->GetEnchantmentId(itr->slot))
- {
- next = m_enchantDuration.erase(itr);
- }
- else if (itr->leftduration <= time)
- {
- ApplyEnchantment(itr->item, itr->slot, false, false);
- itr->item->ClearEnchantment(itr->slot);
- next = m_enchantDuration.erase(itr);
- }
- else if (itr->leftduration > time)
- {
- itr->leftduration -= time;
- ++next;
- }
- }
-}
-
-void Player::AddEnchantmentDurations(Item *item)
-{
- for (int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x)
- {
- if (!item->GetEnchantmentId(EnchantmentSlot(x)))
- continue;
-
- uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
- if (duration > 0)
- AddEnchantmentDuration(item, EnchantmentSlot(x), duration);
- }
-}
-
-void Player::RemoveEnchantmentDurations(Item *item)
-{
- for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();)
- {
- if (itr->item == item)
- {
- // save duration in item
- item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration);
- itr = m_enchantDuration.erase(itr);
- }
- else
- ++itr;
- }
-}
-
-void Player::RemoveArenaEnchantments(EnchantmentSlot slot)
-{
- // remove enchantments from equipped items first to clean up the m_enchantDuration list
- for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next)
- {
- next = itr;
- if (itr->slot == slot)
- {
- if (itr->item && itr->item->GetEnchantmentId(slot))
- {
- // Poisons and DK runes are enchants which are allowed on arenas
- if (spellmgr.IsArenaAllowedEnchancment(itr->item->GetEnchantmentId(slot)))
- {
- ++next;
- continue;
- }
- // remove from stats
- ApplyEnchantment(itr->item, slot, false, false);
- // remove visual
- itr->item->ClearEnchantment(slot);
- }
- // remove from update list
- next = m_enchantDuration.erase(itr);
- }
- else
- ++next;
- }
-
- // remove enchants from inventory items
- // NOTE: no need to remove these from stats, since these aren't equipped
- // in inventory
- for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
- if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
- if (pItem->GetEnchantmentId(slot))
- pItem->ClearEnchantment(slot);
-
- // in inventory bags
- for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
- if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ))
- for (uint32 j = 0; j < pBag->GetBagSize(); j++)
- if (Item* pItem = pBag->GetItemByPos(j))
- if (pItem->GetEnchantmentId(slot))
- pItem->ClearEnchantment(slot);
-}
-
-// duration == 0 will remove item enchant
-void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
-{
- if (!item)
- return;
-
- if (slot >= MAX_ENCHANTMENT_SLOT)
- return;
-
- for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
- {
- if (itr->item == item && itr->slot == slot)
- {
- itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration);
- m_enchantDuration.erase(itr);
- break;
- }
- }
- if (item && duration > 0 )
- {
- GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(), slot, uint32(duration/1000));
- m_enchantDuration.push_back(EnchantDuration(item, slot, duration));
- }
-}
-
-void Player::ApplyEnchantment(Item *item,bool apply)
-{
- for (uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
- ApplyEnchantment(item, EnchantmentSlot(slot), apply);
-}
-
-void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition)
-{
- if (!item)
- return;
-
- if (!item->IsEquipped())
- return;
-
- if (!CanUseAttackType(Player::GetAttackBySlot(item->GetSlot())))
- return;
-
- if (slot >= MAX_ENCHANTMENT_SLOT)
- return;
-
- uint32 enchant_id = item->GetEnchantmentId(slot);
- if (!enchant_id)
- return;
-
- SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
- if (!pEnchant)
- return;
-
- if (!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
- return;
-
- if ((pEnchant->requiredLevel) > ((Player*)this)->getLevel())
- return;
-
- if ((pEnchant->requiredSkill) > 0)
- {
- if ((pEnchant->requiredSkillValue) > (((Player*)this)->GetSkillValue(pEnchant->requiredSkill)))
- return;
- }
-
- if (!item->IsBroken())
- {
- for (int s = 0; s < 3; ++s)
- {
- uint32 enchant_display_type = pEnchant->type[s];
- uint32 enchant_amount = pEnchant->amount[s];
- uint32 enchant_spell_id = pEnchant->spellid[s];
-
- switch(enchant_display_type)
- {
- case ITEM_ENCHANTMENT_TYPE_NONE:
- break;
- case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
- // processed in Player::CastItemCombatSpell
- break;
- case ITEM_ENCHANTMENT_TYPE_DAMAGE:
- if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
- HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
- else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
- HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
- else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
- HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
- break;
- case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
- if (enchant_spell_id)
- {
- if (apply)
- {
- int32 basepoints = 0;
- // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
- if (item->GetItemRandomPropertyId())
- {
- ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
- if (item_rand)
- {
- // Search enchant_amount
- for (int k = 0; k < 3; ++k)
- {
- if(item_rand->enchant_id[k] == enchant_id)
- {
- basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
- break;
- }
- }
- }
- }
- // Cast custom spell vs all equal basepoints getted from enchant_amount
- if (basepoints)
- CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item);
- else
- CastSpell(this, enchant_spell_id, true, item);
- }
- else
- RemoveAurasDueToItemSpell(item, enchant_spell_id);
- }
- break;
- case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
- if (!enchant_amount)
- {
- ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
- if(item_rand)
- {
- for (int k = 0; k < 3; ++k)
- {
- if(item_rand->enchant_id[k] == enchant_id)
- {
- enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
- break;
- }
- }
- }
- }
-
- HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
- break;
- case ITEM_ENCHANTMENT_TYPE_STAT:
- {
- if (!enchant_amount)
- {
- ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
- if(item_rand_suffix)
- {
- for (int k = 0; k < 3; ++k)
- {
- if(item_rand_suffix->enchant_id[k] == enchant_id)
- {
- enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000 );
- break;
- }
- }
- }
- }
-
- sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
- switch (enchant_spell_id)
- {
- case ITEM_MOD_MANA:
- sLog.outDebug("+ %u MANA",enchant_amount);
- HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply);
- break;
- case ITEM_MOD_HEALTH:
- sLog.outDebug("+ %u HEALTH",enchant_amount);
- HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply);
- break;
- case ITEM_MOD_AGILITY:
- sLog.outDebug("+ %u AGILITY",enchant_amount);
- HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
- ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
- break;
- case ITEM_MOD_STRENGTH:
- sLog.outDebug("+ %u STRENGTH",enchant_amount);
- HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
- ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
- break;
- case ITEM_MOD_INTELLECT:
- sLog.outDebug("+ %u INTELLECT",enchant_amount);
- HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
- ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
- break;
- case ITEM_MOD_SPIRIT:
- sLog.outDebug("+ %u SPIRIT",enchant_amount);
- HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
- ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
- break;
- case ITEM_MOD_STAMINA:
- sLog.outDebug("+ %u STAMINA",enchant_amount);
- HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
- ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
- break;
- case ITEM_MOD_DEFENSE_SKILL_RATING:
- ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
- sLog.outDebug("+ %u DEFENCE", enchant_amount);
- break;
- case ITEM_MOD_DODGE_RATING:
- ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply);
- sLog.outDebug("+ %u DODGE", enchant_amount);
- break;
- case ITEM_MOD_PARRY_RATING:
- ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply);
- sLog.outDebug("+ %u PARRY", enchant_amount);
- break;
- case ITEM_MOD_BLOCK_RATING:
- ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
- sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
- break;
- case ITEM_MOD_HIT_MELEE_RATING:
- ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
- sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
- break;
- case ITEM_MOD_HIT_RANGED_RATING:
- ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
- sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
- break;
- case ITEM_MOD_HIT_SPELL_RATING:
- ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
- sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
- break;
- case ITEM_MOD_CRIT_MELEE_RATING:
- ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
- sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
- break;
- case ITEM_MOD_CRIT_RANGED_RATING:
- ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
- sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
- break;
- case ITEM_MOD_CRIT_SPELL_RATING:
- ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
- sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
- break;
-// Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
-// in Enchantments
-// case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
-// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
-// break;
-// case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
-// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
-// break;
-// case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
-// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
-// break;
-// case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
-// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
-// break;
-// case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
-// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
-// break;
-// case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
-// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
-// break;
-// case ITEM_MOD_HASTE_MELEE_RATING:
-// ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
-// break;
-// case ITEM_MOD_HASTE_RANGED_RATING:
-// ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
-// break;
- case ITEM_MOD_HASTE_SPELL_RATING:
- ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
- break;
- case ITEM_MOD_HIT_RATING:
- ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
- ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
- ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
- sLog.outDebug("+ %u HIT", enchant_amount);
- break;
- case ITEM_MOD_CRIT_RATING:
- ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
- ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
- ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
- sLog.outDebug("+ %u CRITICAL", enchant_amount);
- break;
-// Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
-// case ITEM_MOD_HIT_TAKEN_RATING:
-// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
-// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
-// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
-// break;
-// case ITEM_MOD_CRIT_TAKEN_RATING:
-// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
-// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
-// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
-// break;
- case ITEM_MOD_RESILIENCE_RATING:
- ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
- ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
- ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
- sLog.outDebug("+ %u RESILIENCE", enchant_amount);
- break;
- case ITEM_MOD_HASTE_RATING:
- ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
- ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
- ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
- sLog.outDebug("+ %u HASTE", enchant_amount);
- break;
- case ITEM_MOD_EXPERTISE_RATING:
- ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
- sLog.outDebug("+ %u EXPERTISE", enchant_amount);
- break;
- case ITEM_MOD_ATTACK_POWER:
- HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
- HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
- sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
- break;
- case ITEM_MOD_RANGED_ATTACK_POWER:
- HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
- sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
- break;
-// case ITEM_MOD_FERAL_ATTACK_POWER:
-// ((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply);
- sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount);
- break;
- case ITEM_MOD_MANA_REGENERATION:
- ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply);
- sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
- break;
- case ITEM_MOD_ARMOR_PENETRATION_RATING:
- ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
- sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
- break;
- case ITEM_MOD_SPELL_POWER:
- ((Player*)this)->ApplySpellPowerBonus(enchant_amount, apply);
- sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
- break;
- case ITEM_MOD_HEALTH_REGEN:
- ((Player*)this)->ApplyHealthRegenBonus(enchant_amount, apply);
- sLog.outDebug("+ %u HEALTH_REGENERATION", enchant_amount);
- break;
- case ITEM_MOD_SPELL_HEALING_DONE: // deprecated
- case ITEM_MOD_SPELL_DAMAGE_DONE: // deprecated
- default:
- break;
- }
- break;
- }
- case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
- {
- if(getClass() == CLASS_SHAMAN)
- {
- float addValue = 0.0f;
- if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
- {
- addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
- HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
- }
- else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND )
- {
- addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
- HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
- }
- }
- break;
- }
- case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
- // processed in Player::CastItemUseSpell
- break;
- case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
- // nothing do..
- break;
- default:
- sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
- break;
- } /*switch(enchant_display_type)*/
- } /*for*/
- }
-
- // visualize enchantment at player and equipped items
- if(slot == PERM_ENCHANTMENT_SLOT)
- SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0);
-
- if(slot == TEMP_ENCHANTMENT_SLOT)
- SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0);
-
- if(apply_dur)
- {
- if(apply)
- {
- // set duration
- uint32 duration = item->GetEnchantmentDuration(slot);
- if(duration > 0)
- AddEnchantmentDuration(item, slot, duration);
- }
- else
- {
- // duration == 0 will remove EnchantDuration
- AddEnchantmentDuration(item, slot, 0);
- }
- }
-}
-
-void Player::SendEnchantmentDurations()
-{
- for (EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
- {
- GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000);
- }
-}
-
-void Player::SendItemDurations()
-{
- for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
- {
- (*itr)->SendTimeUpdate(this);
- }
-}
-
-void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
-{
- if(!item) // prevent crash
- return;
-
- // last check 2.0.10
- WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) );
- data << uint64(GetGUID()); // player GUID
- data << uint32(received); // 0=looted, 1=from npc
- data << uint32(created); // 0=received, 1=created
- data << uint32(1); // always 0x01 (probably meant to be count of listed items)
- data << uint8(item->GetBagSlot()); // bagslot
- // item slot, but when added to stack: 0xFFFFFFFF
- data << uint32((item->GetCount() == count) ? item->GetSlot() : -1);
- data << uint32(item->GetEntry()); // item id
- data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
- data << int32(item->GetItemRandomPropertyId()); // random item property id
- data << uint32(count); // count of items
- data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory
-
- if (broadcast && GetGroup())
- GetGroup()->BroadcastPacket(&data, true);
- else
- GetSession()->SendPacket(&data);
-}
-
-/*********************************************************/
-/*** GOSSIP SYSTEM ***/
-/*********************************************************/
-
-void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId)
-{
- PlayerMenu* pMenu = PlayerTalkClass;
- pMenu->ClearMenus();
-
- pMenu->GetGossipMenu().SetMenuId(menuId);
-
- GossipMenuItemsMapBounds pMenuItemBounds = objmgr.GetGossipMenuItemsMapBounds(menuId);
-
- // if default menuId and no menu options exist for this, use options from default options
- if (pMenuItemBounds.first == pMenuItemBounds.second && menuId == GetDefaultGossipMenuForSource(pSource))
- pMenuItemBounds = objmgr.GetGossipMenuItemsMapBounds(0);
-
- for(GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr)
- {
- bool bCanTalk = true;
-
- if (itr->second.cond_1 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_1))
- continue;
-
- if (itr->second.cond_2 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_2))
- continue;
-
- if (itr->second.cond_3 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_3))
- continue;
-
- if (pSource->GetTypeId() == TYPEID_UNIT)
- {
- Creature *pCreature = (Creature*)pSource;
-
- uint32 npcflags = pCreature->GetUInt32Value(UNIT_NPC_FLAGS);
-
- if (!(itr->second.npc_option_npcflag & npcflags))
- continue;
-
- switch(itr->second.option_id)
- {
- case GOSSIP_OPTION_QUESTGIVER:
- PrepareQuestMenu(pSource->GetGUID());
- bCanTalk = false;
- break;
- case GOSSIP_OPTION_ARMORER:
- bCanTalk = false; // added in special mode
- break;
- case GOSSIP_OPTION_SPIRITHEALER:
- if (!isDead())
- bCanTalk = false;
- break;
- case GOSSIP_OPTION_VENDOR:
- {
- VendorItemData const* vItems = pCreature->GetVendorItems();
- if (!vItems || vItems->Empty())
- {
- sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature->GetGUIDLow(), pCreature->GetEntry());
- bCanTalk = false;
- }
- break;
- }
- case GOSSIP_OPTION_TRAINER:
- if (!pCreature->isCanTrainingOf(this, false))
- bCanTalk = false;
- break;
- case GOSSIP_OPTION_LEARNDUALSPEC:
- if(!(GetSpecsCount() == 1 && pCreature->isCanTrainingAndResetTalentsOf(this) && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL))))
- bCanTalk = false;
- break;
- case GOSSIP_OPTION_UNLEARNTALENTS:
- if (!pCreature->isCanTrainingAndResetTalentsOf(this))
- bCanTalk = false;
- break;
- case GOSSIP_OPTION_UNLEARNPETSKILLS:
- if (!GetPet() || GetPet()->getPetType() != HUNTER_PET || GetPet()->m_spells.size() <= 1 || pCreature->GetCreatureInfo()->trainer_type != TRAINER_TYPE_PETS || pCreature->GetCreatureInfo()->trainer_class != CLASS_HUNTER)
- bCanTalk = false;
- break;
- case GOSSIP_OPTION_TAXIVENDOR:
- if (GetSession()->SendLearnNewTaxiNode(pCreature))
- return;
- break;
- case GOSSIP_OPTION_BATTLEFIELD:
- if (!pCreature->isCanInteractWithBattleMaster(this, false))
- bCanTalk = false;
- break;
- case GOSSIP_OPTION_STABLEPET:
- if (getClass() != CLASS_HUNTER)
- bCanTalk = false;
- break;
- case GOSSIP_OPTION_GOSSIP:
- case GOSSIP_OPTION_SPIRITGUIDE:
- case GOSSIP_OPTION_INNKEEPER:
- case GOSSIP_OPTION_BANKER:
- case GOSSIP_OPTION_PETITIONER:
- case GOSSIP_OPTION_TABARDDESIGNER:
- case GOSSIP_OPTION_AUCTIONEER:
- break; // no checks
- case GOSSIP_OPTION_OUTDOORPVP:
- if (!sOutdoorPvPMgr.CanTalkTo(this, pCreature, itr->second))
- bCanTalk = false;
- break;
- default:
- sLog.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature->GetEntry(), itr->second.option_id, itr->second.menu_id);
- bCanTalk = false;
- break;
- }
- }
- else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
- {
- GameObject *pGo = (GameObject*)pSource;
-
- switch(itr->second.option_id)
- {
- case GOSSIP_OPTION_QUESTGIVER:
- if (pGo->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
- PrepareQuestMenu(pSource->GetGUID());
- bCanTalk = false;
- break;
- case GOSSIP_OPTION_GOSSIP:
- if (pGo->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && pGo->GetGoType() != GAMEOBJECT_TYPE_GOOBER)
- bCanTalk = false;
- break;
- default:
- bCanTalk = false;
- break;
- }
- }
-
- if (bCanTalk)
- {
- std::string strOptionText = itr->second.option_text;
- std::string strBoxText = itr->second.box_text;
-
- int loc_idx = GetSession()->GetSessionDbLocaleIndex();
-
- if (loc_idx >= 0)
- {
- uint32 idxEntry = MAKE_PAIR32(menuId, itr->second.id);
-
- if (GossipMenuItemsLocale const *no = objmgr.GetGossipMenuItemsLocale(idxEntry))
- {
- if (no->OptionText.size() > (size_t)loc_idx && !no->OptionText[loc_idx].empty())
- strOptionText = no->OptionText[loc_idx];
-
- if (no->BoxText.size() > (size_t)loc_idx && !no->BoxText[loc_idx].empty())
- strBoxText = no->BoxText[loc_idx];
- }
- }
-
- pMenu->GetGossipMenu().AddMenuItem(itr->second.option_icon, strOptionText, 0, itr->second.option_id, strBoxText, itr->second.box_money, itr->second.box_coded);
- pMenu->GetGossipMenu().AddGossipMenuItemData(itr->second.action_menu_id, itr->second.action_poi_id, itr->second.action_script_id);
- }
- }
-
- // some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-)
- /*if (pMenu->Empty())
- {
- if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER))
- {
- // output error message if need
- pCreature->isCanTrainingOf(this, true);
- }
-
- if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
- {
- // output error message if need
- pCreature->isCanInteractWithBattleMaster(this, true);
- }
- }*/
-}
-
-void Player::SendPreparedGossip(WorldObject *pSource)
-{
- if (!pSource)
- return;
-
- if (pSource->GetTypeId() == TYPEID_UNIT)
- {
- // in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
- if (!((Creature*)pSource)->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty())
- {
- SendPreparedQuest(pSource->GetGUID());
- return;
- }
- }
- else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
- {
- // probably need to find a better way here
- if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty())
- {
- SendPreparedQuest(pSource->GetGUID());
- return;
- }
- }
-
- // in case non empty gossip menu (that not included quests list size) show it
- // (quest entries from quest menu will be included in list)
-
- uint32 textId = GetGossipTextId(pSource);
-
- if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId())
- textId = GetGossipTextId(menuId);
-
- PlayerTalkClass->SendGossipMenu(textId, pSource->GetGUID());
-}
-
-void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 menuId)
-{
- GossipMenu& gossipmenu = PlayerTalkClass->GetGossipMenu();
-
- if (gossipListId >= gossipmenu.MenuItemCount())
- return;
-
- // if not same, then something funky is going on
- if (menuId != gossipmenu.GetMenuId())
- return;
-
- uint32 gossipOptionId = gossipmenu.GetItem(gossipListId).m_gOptionId;
- uint64 guid = pSource->GetGUID();
-
- if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
- {
- if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER)
- {
- sLog.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource->GetEntry());
- return;
- }
- }
-
- GossipMenuItemData pMenuData = gossipmenu.GetItemData(gossipListId);
-
- switch(gossipOptionId)
- {
- case GOSSIP_OPTION_GOSSIP:
- {
- if (pMenuData.m_gAction_menu)
- {
- PrepareGossipMenu(pSource, pMenuData.m_gAction_menu);
- SendPreparedGossip(pSource);
- }
-
- if (pMenuData.m_gAction_poi)
- PlayerTalkClass->SendPointOfInterest(pMenuData.m_gAction_poi);
-
- if (pMenuData.m_gAction_script)
- {
- if (pSource->GetTypeId() == TYPEID_UNIT)
- GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, this, pSource);
- else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
- GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, pSource, this);
- }
- break;
- }
- case GOSSIP_OPTION_OUTDOORPVP:
- sOutdoorPvPMgr.HandleGossipOption(this, pSource->GetGUID(), gossipListId);
- break;
- case GOSSIP_OPTION_SPIRITHEALER:
- if (isDead())
- ((Creature*)pSource)->CastSpell(((Creature*)pSource),17251,true,NULL,NULL,GetGUID());
- break;
- case GOSSIP_OPTION_QUESTGIVER:
- PrepareQuestMenu(guid);
- SendPreparedQuest(guid);
- break;
- case GOSSIP_OPTION_VENDOR:
- case GOSSIP_OPTION_ARMORER:
- GetSession()->SendListInventory(guid);
- break;
- case GOSSIP_OPTION_STABLEPET:
- GetSession()->SendStablePet(guid);
- break;
- case GOSSIP_OPTION_TRAINER:
- GetSession()->SendTrainerList(guid);
- break;
- case GOSSIP_OPTION_LEARNDUALSPEC:
- if(GetSpecsCount() == 1 && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL)))
- {
- if (GetMoney() < 10000000)
- {
- SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
- PlayerTalkClass->CloseGossip();
- break;
- }
- else
- {
- ModifyMoney(-10000000);
-
- // Cast spells that teach dual spec
- // Both are also ImplicitTarget self and must be cast by player
- this->CastSpell(this, 63680, true, NULL, NULL, this->GetGUID());
- this->CastSpell(this, 63624, true, NULL, NULL, this->GetGUID());
-
- // Should show another Gossip text with "Congratulations..."
- PlayerTalkClass->CloseGossip();
- }
- }
- break;
- case GOSSIP_OPTION_UNLEARNTALENTS:
- PlayerTalkClass->CloseGossip();
- SendTalentWipeConfirm(guid);
- break;
- case GOSSIP_OPTION_UNLEARNPETSKILLS:
- PlayerTalkClass->CloseGossip();
- SendPetSkillWipeConfirm();
- break;
- case GOSSIP_OPTION_TAXIVENDOR:
- GetSession()->SendTaxiMenu(((Creature*)pSource));
- break;
- case GOSSIP_OPTION_INNKEEPER:
- PlayerTalkClass->CloseGossip();
- SetBindPoint(guid);
- break;
- case GOSSIP_OPTION_BANKER:
- GetSession()->SendShowBank(guid);
- break;
- case GOSSIP_OPTION_PETITIONER:
- PlayerTalkClass->CloseGossip();
- GetSession()->SendPetitionShowList(guid);
- break;
- case GOSSIP_OPTION_TABARDDESIGNER:
- PlayerTalkClass->CloseGossip();
- GetSession()->SendTabardVendorActivate(guid);
- break;
- case GOSSIP_OPTION_AUCTIONEER:
- GetSession()->SendAuctionHello(guid, ((Creature*)pSource));
- break;
- case GOSSIP_OPTION_SPIRITGUIDE:
- PrepareGossipMenu(pSource);
- SendPreparedGossip(pSource);
- break;
- case GOSSIP_OPTION_BATTLEFIELD:
- {
- BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(pSource->GetEntry());
-
- if (bgTypeId == BATTLEGROUND_TYPE_NONE)
- {
- sLog.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow());
- return;
- }
-
- GetSession()->SendBattlegGroundList(guid, bgTypeId);
- break;
- }
- }
-}
-
-uint32 Player::GetGossipTextId(WorldObject *pSource)
-{
- if (!pSource || pSource->GetTypeId() != TYPEID_UNIT || !((Creature*)pSource)->GetDBTableGUIDLow())
- return DEFAULT_GOSSIP_MESSAGE;
-
- if (uint32 pos = objmgr.GetNpcGossip(((Creature*)pSource)->GetDBTableGUIDLow()))
- return pos;
-
- return DEFAULT_GOSSIP_MESSAGE;
-}
-
-uint32 Player::GetGossipTextId(uint32 menuId)
-{
- uint32 textId = DEFAULT_GOSSIP_MESSAGE;
-
- if (!menuId)
- return textId;
-
- GossipMenusMapBounds pMenuBounds = objmgr.GetGossipMenusMapBounds(menuId);
-
- for(GossipMenusMap::const_iterator itr = pMenuBounds.first; itr != pMenuBounds.second; ++itr)
- {
- if (objmgr.IsPlayerMeetToCondition(this, itr->second.cond_1) && objmgr.IsPlayerMeetToCondition(this, itr->second.cond_2))
- textId = itr->second.text_id;
- }
-
- return textId;
-}
-
-uint32 Player::GetDefaultGossipMenuForSource(WorldObject *pSource)
-{
- if (pSource->GetTypeId() == TYPEID_UNIT)
- return ((Creature*)pSource)->GetCreatureInfo()->GossipMenuId;
- else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
- return((GameObject*)pSource)->GetGOInfo()->GetGossipMenuId();
-
- return 0;
-}
-
-/*********************************************************/
-/*** QUEST SYSTEM ***/
-/*********************************************************/
-
-void Player::PrepareQuestMenu( uint64 guid )
-{
- Object *pObject;
- QuestRelations* pObjectQR;
- QuestRelations* pObjectQIR;
-
- // pets also can have quests
- Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
- if( pCreature )
- {
- pObject = (Object*)pCreature;
- pObjectQR = &objmgr.mCreatureQuestRelations;
- pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
- }
- else
- {
- //we should obtain map pointer from GetMap() in 99% of cases. Special case
- //only for quests which cast teleport spells on player
- Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
- ASSERT(_map);
- GameObject *pGameObject = _map->GetGameObject(guid);
- if( pGameObject )
- {
- pObject = (Object*)pGameObject;
- pObjectQR = &objmgr.mGOQuestRelations;
- pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
- }
- else
- return;
- }
-
- QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
- qm.ClearMenu();
-
- for (QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
- {
- uint32 quest_id = i->second;
- QuestStatus status = GetQuestStatus( quest_id );
- if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) )
- qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
- else if ( status == QUEST_STATUS_INCOMPLETE )
- qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
- //else if (status == QUEST_STATUS_AVAILABLE )
- // qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
- }
-
- for (QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
- {
- uint32 quest_id = i->second;
- Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
- if(!pQuest) continue;
-
- QuestStatus status = GetQuestStatus( quest_id );
-
- if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
- qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2);
- else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) )
- qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT);
- }
-}
-
-void Player::SendPreparedQuest(uint64 guid)
-{
- QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
- if (questMenu.Empty())
- return;
-
- QuestMenuItem const& qmi0 = questMenu.GetItem(0);
-
- uint32 status = qmi0.m_qIcon;
-
- // single element case
- if (questMenu.MenuItemCount() == 1)
- {
- // Auto open -- maybe also should verify there is no greeting
- uint32 quest_id = qmi0.m_qId;
- Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
-
- if (pQuest)
- {
- if (status == DIALOG_STATUS_UNK2 && !GetQuestRewardStatus(quest_id))
- PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
- else if (status == DIALOG_STATUS_UNK2)
- PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
- // Send completable on repeatable and autoCompletable quest if player don't have quest
- // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not)
- else if (pQuest->IsAutoComplete() && pQuest->IsRepeatable() && !pQuest->IsDaily())
- PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanCompleteRepeatableQuest(pQuest), true);
- else
- PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, guid, true);
- }
- }
- // multiply entries
- else
- {
- QEmote qe;
- qe._Delay = 0;
- qe._Emote = 0;
- std::string title = "";
-
- // need pet case for some quests
- Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
- if (pCreature)
- {
- uint32 textid = GetGossipTextId(pCreature);
- GossipText const* gossiptext = objmgr.GetGossipText(textid);
- if (!gossiptext)
- {
- qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
- qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
- title = "";
- }
- else
- {
- qe = gossiptext->Options[0].Emotes[0];
-
- if(!gossiptext->Options[0].Text_0.empty())
- {
- title = gossiptext->Options[0].Text_0;
-
- int loc_idx = GetSession()->GetSessionDbLocaleIndex();
- if (loc_idx >= 0)
- {
- NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
- if (nl)
- {
- if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
- title = nl->Text_0[0][loc_idx];
- }
- }
- }
- else
- {
- title = gossiptext->Options[0].Text_1;
-
- int loc_idx = GetSession()->GetSessionDbLocaleIndex();
- if (loc_idx >= 0)
- {
- NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
- if (nl)
- {
- if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
- title = nl->Text_1[0][loc_idx];
- }
- }
- }
- }
- }
- PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid);
- }
-}
-
-bool Player::IsActiveQuest( uint32 quest_id ) const
-{
- QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
-
- return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
-}
-
-Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest )
-{
- Object *pObject;
- QuestRelations* pObjectQR;
- QuestRelations* pObjectQIR;
-
- Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
- if( pCreature )
- {
- pObject = (Object*)pCreature;
- pObjectQR = &objmgr.mCreatureQuestRelations;
- pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
- }
- else
- {
- //we should obtain map pointer from GetMap() in 99% of cases. Special case
- //only for quests which cast teleport spells on player
- Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
- ASSERT(_map);
- GameObject *pGameObject = _map->GetGameObject(guid);
- if( pGameObject )
- {
- pObject = (Object*)pGameObject;
- pObjectQR = &objmgr.mGOQuestRelations;
- pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
- }
- else
- return NULL;
- }
-
- uint32 nextQuestID = pQuest->GetNextQuestInChain();
- for (QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
- {
- if (itr->second == nextQuestID)
- return objmgr.GetQuestTemplate(nextQuestID);
- }
-
- return NULL;
-}
-
-bool Player::CanSeeStartQuest( Quest const *pQuest )
-{
- if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) &&
- SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) &&
- SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) &&
- SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) )
- {
- return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
- }
-
- return false;
-}
-
-bool Player::CanTakeQuest( Quest const *pQuest, bool msg )
-{
- return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg )
- && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg )
- && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg )
- && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg )
- && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg )
- && SatisfyQuestDay( pQuest, msg );
-}
-
-bool Player::CanAddQuest( Quest const *pQuest, bool msg )
-{
- if( !SatisfyQuestLog( msg ) )
- return false;
-
- uint32 srcitem = pQuest->GetSrcItemId();
- if( srcitem > 0 )
- {
- uint32 count = pQuest->GetSrcItemCount();
- ItemPosCountVec dest;
- uint8 msg2 = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
-
- // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
- if( msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
- return true;
- else if( msg2 != EQUIP_ERR_OK )
- {
- SendEquipError( msg2, NULL, NULL );
- return false;
- }
- }
- return true;
-}
-
-bool Player::CanCompleteQuest( uint32 quest_id )
-{
- if( quest_id )
- {
- QuestStatusData& q_status = mQuestStatus[quest_id];
- if( q_status.m_status == QUEST_STATUS_COMPLETE )
- return false; // not allow re-complete quest
-
- Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
-
- if(!qInfo)
- return false;
-
- // auto complete quest
- if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false))
- return true;
-
- if ( q_status.m_status == QUEST_STATUS_INCOMPLETE )
- {
-
- if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
- {
- for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
- {
- if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] )
- return false;
- }
- }
-
- if ( qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO) )
- {
- for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
- {
- if( qInfo->ReqCreatureOrGOId[i] == 0 )
- continue;
-
- if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] )
- return false;
- }
- }
-
- if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored )
- return false;
-
- if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) && q_status.m_timer == 0 )
- return false;
-
- if ( qInfo->GetRewOrReqMoney() < 0 )
- {
- if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) )
- return false;
- }
-
- uint32 repFacId = qInfo->GetRepObjectiveFaction();
- if ( repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue() )
- return false;
-
- uint32 repFacId2 = qInfo->GetRepObjectiveFaction2();
- if ( repFacId2 && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue2() )
- return false;
-
- return true;
- }
- }
- return false;
-}
-
-bool Player::CanCompleteRepeatableQuest( Quest const *pQuest )
-{
- // Solve problem that player don't have the quest and try complete it.
- // if repeatable she must be able to complete event if player don't have it.
- // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
- if( !CanTakeQuest(pQuest, false) )
- return false;
-
- if (pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER) )
- for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
- if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) )
- return false;
-
- if( !CanRewardQuest(pQuest, false) )
- return false;
-
- return true;
-}
-
-bool Player::CanRewardQuest( Quest const *pQuest, bool msg )
-{
- // not auto complete quest and not completed quest (only cheating case, then ignore without message)
- if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
- return false;
-
- // daily quest can't be rewarded (25 daily quest already completed)
- if(!SatisfyQuestDay(pQuest,true))
- return false;
-
- // rewarded and not repeatable quest (only cheating case, then ignore without message)
- if(GetQuestRewardStatus(pQuest->GetQuestId()))
- return false;
-
- // prevent receive reward with quest items in bank
- if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
- {
- for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
- {
- if( pQuest->ReqItemCount[i]!= 0 &&
- GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] )
- {
- if(msg)
- SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL );
- return false;
- }
- }
- }
-
- // prevent receive reward with low money and GetRewOrReqMoney() < 0
- if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) )
- return false;
-
- return true;
-}
-
-bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg )
-{
- // prevent receive reward with quest items in bank or for not completed quest
- if(!CanRewardQuest(pQuest,msg))
- return false;
-
- if ( pQuest->GetRewChoiceItemsCount() > 0 )
- {
- if( pQuest->RewChoiceItemId[reward] )
- {
- ItemPosCountVec dest;
- uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] );
- if( res != EQUIP_ERR_OK )
- {
- SendEquipError( res, NULL, NULL );
- return false;
- }
- }
- }
-
- if ( pQuest->GetRewItemsCount() > 0 )
- {
- for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
- {
- if( pQuest->RewItemId[i] )
- {
- ItemPosCountVec dest;
- uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] );
- if( res != EQUIP_ERR_OK )
- {
- SendEquipError( res, NULL, NULL );
- return false;
- }
- }
- }
- }
-
- return true;
-}
-
-void Player::AddQuest( Quest const *pQuest, Object *questGiver )
-{
- uint16 log_slot = FindQuestSlot( 0 );
- assert(log_slot < MAX_QUEST_LOG_SIZE);
-
- uint32 quest_id = pQuest->GetQuestId();
-
- // if not exist then created with set uState==NEW and rewarded=false
- QuestStatusData& questStatusData = mQuestStatus[quest_id];
-
- // check for repeatable quests status reset
- questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
- questStatusData.m_explored = false;
-
- if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) )
- {
- for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
- questStatusData.m_itemcount[i] = 0;
- }
-
- if ( pQuest->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO) )
- {
- for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
- questStatusData.m_creatureOrGOcount[i] = 0;
- }
-
- GiveQuestSourceItem( pQuest );
- AdjustQuestReqItemCount( pQuest, questStatusData );
-
- if( pQuest->GetRepObjectiveFaction() )
- if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
- GetReputationMgr().SetVisible(factionEntry);
-
- if( pQuest->GetRepObjectiveFaction2() )
- if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction2()))
- GetReputationMgr().SetVisible(factionEntry);
-
- uint32 qtime = 0;
- if( pQuest->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) )
- {
- uint32 limittime = pQuest->GetLimitTime();
-
- // shared timed quest
- if(questGiver && questGiver->GetTypeId() == TYPEID_PLAYER)
- limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS;
-
- AddTimedQuest( quest_id );
- questStatusData.m_timer = limittime * IN_MILISECONDS;
- qtime = static_cast<uint32>(time(NULL)) + limittime;
- }
- else
- questStatusData.m_timer = 0;
-
- SetQuestSlot(log_slot, quest_id, qtime);
-
- if (questStatusData.uState != QUEST_NEW)
- questStatusData.uState = QUEST_CHANGED;
-
- //starting initial quest script
- if(questGiver && pQuest->GetQuestStartScript()!=0)
- GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
-
- // Some spells applied at quest activation
- SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true);
- if(saBounds.first != saBounds.second)
- {
- uint32 zone, area;
- GetZoneAndAreaId(zone,area);
-
- for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
- if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
- if( !HasAura(itr->second->spellId) )
- CastSpell(this,itr->second->spellId,true);
- }
-
- UpdateForQuestWorldObjects();
-}
-
-void Player::CompleteQuest( uint32 quest_id )
-{
- if( quest_id )
- {
- SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE );
-
- uint16 log_slot = FindQuestSlot( quest_id );
- if( log_slot < MAX_QUEST_LOG_SIZE)
- SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
-
- if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
- {
- if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) )
- RewardQuest(qInfo,0,this,false);
- else
- SendQuestComplete( quest_id );
- }
- }
-}
-
-void Player::IncompleteQuest( uint32 quest_id )
-{
- if( quest_id )
- {
- SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE );
-
- uint16 log_slot = FindQuestSlot( quest_id );
- if( log_slot < MAX_QUEST_LOG_SIZE)
- RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
- }
-}
-
-void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce )
-{
- //this THING should be here to protect code from quest, which cast on player far teleport as a reward
- //should work fine, cause far teleport will be executed in Player::Update()
- SetCanDelayTeleport(true);
-
- uint32 quest_id = pQuest->GetQuestId();
-
- for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
- if (pQuest->ReqItemId[i])
- DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
-
- for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
- {
- if (pQuest->ReqSourceId[i])
- {
- uint32 count = pQuest->ReqSourceCount[i];
- DestroyItemCount(pQuest->ReqSourceId[i], count ? count : 9999, true);
- }
- }
-
- RemoveTimedQuest(quest_id);
-
- if (pQuest->GetRewChoiceItemsCount() > 0)
- {
- if (uint32 itemId = pQuest->RewChoiceItemId[reward])
- {
- ItemPosCountVec dest;
- if (CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK)
- {
- Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
- SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
- }
- }
- }
-
- if (pQuest->GetRewItemsCount() > 0)
- {
- for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
- {
- if (uint32 itemId = pQuest->RewItemId[i])
- {
- ItemPosCountVec dest;
- if (CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewItemCount[i] ) == EQUIP_ERR_OK)
- {
- Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
- SendNewItem(item, pQuest->RewItemCount[i], true, false);
- }
- }
- }
- }
-
- RewardReputation(pQuest);
-
- uint16 log_slot = FindQuestSlot(quest_id);
- if (log_slot < MAX_QUEST_LOG_SIZE)
- SetQuestSlot(log_slot, 0);
-
- QuestStatusData& q_status = mQuestStatus[quest_id];
-
- // Not give XP in case already completed once repeatable quest
- uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST));
-
- // handle SPELL_AURA_MOD_XP_QUEST_PCT auras
- Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_QUEST_PCT);
- for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
- XP = uint32(XP*(1.0f + (*i)->GetAmount() / 100.0f));
-
- if (getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
- GiveXP(XP, NULL);
- else
- {
- uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY));
- ModifyMoney(money);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
- }
-
- // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
- if (pQuest->GetRewOrReqMoney())
- {
- ModifyMoney(pQuest->GetRewOrReqMoney());
-
- if (pQuest->GetRewOrReqMoney() > 0)
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
- }
-
- // honor reward
- if (pQuest->GetRewHonorableKills())
- RewardHonor(NULL, 0, Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
-
- // title reward
- if (pQuest->GetCharTitleId())
- {
- if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
- SetTitle(titleEntry);
- }
-
- if (pQuest->GetBonusTalents())
- {
- m_questRewardTalentCount+=pQuest->GetBonusTalents();
- InitTalentForLevel();
- }
-
- // Send reward mail
- if (uint32 mail_template_id = pQuest->GetRewMailTemplateId())
- MailDraft(mail_template_id).SendMailTo(this, questGiver, MAIL_CHECK_MASK_NONE, pQuest->GetRewMailDelaySecs());
-
- if (pQuest->IsDaily())
- {
- SetDailyQuestStatus(quest_id);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
- }
-
- if (!pQuest->IsRepeatable())
- SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
- else
- SetQuestStatus(quest_id, QUEST_STATUS_NONE);
-
- q_status.m_rewarded = true;
- if (q_status.uState != QUEST_NEW)
- q_status.uState = QUEST_CHANGED;
-
- if (announce)
- SendQuestReward( pQuest, XP, questGiver );
-
- // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
- if (pQuest->GetRewSpellCast() > 0)
- CastSpell( this, pQuest->GetRewSpellCast(), true);
- else if ( pQuest->GetRewSpell() > 0)
- CastSpell( this, pQuest->GetRewSpell(), true);
-
- if (pQuest->GetZoneOrSort() > 0)
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort());
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId());
-
- uint32 zone = 0;
- uint32 area = 0;
-
- // remove auras from spells with quest reward state limitations
- SpellAreaForQuestMapBounds saEndBounds = spellmgr.GetSpellAreaForQuestEndMapBounds(quest_id);
- if(saEndBounds.first != saEndBounds.second)
- {
- GetZoneAndAreaId(zone,area);
-
- for (SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr)
- if(!itr->second->IsFitToRequirements(this,zone,area))
- RemoveAurasDueToSpell(itr->second->spellId);
- }
-
- // Some spells applied at quest reward
- SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,false);
- if(saBounds.first != saBounds.second)
- {
- if(!zone || !area)
- GetZoneAndAreaId(zone,area);
-
- for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
- if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
- if( !HasAura(itr->second->spellId) )
- CastSpell(this,itr->second->spellId,true);
- }
-
- //lets remove flag for delayed teleports
- SetCanDelayTeleport(false);
-}
-
-void Player::FailQuest(uint32 questId)
-{
- if (Quest const* pQuest = objmgr.GetQuestTemplate(questId))
- {
- SetQuestStatus(questId, QUEST_STATUS_FAILED);
-
- uint16 log_slot = FindQuestSlot(questId);
-
- if (log_slot < MAX_QUEST_LOG_SIZE)
- {
- SetQuestSlotTimer(log_slot, 1);
- SetQuestSlotState(log_slot, QUEST_STATE_FAIL);
- }
-
- if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
- {
- QuestStatusData& q_status = mQuestStatus[questId];
-
- RemoveTimedQuest(questId);
- q_status.m_timer = 0;
-
- SendQuestTimerFailed(questId);
- }
- else
- SendQuestFailed(questId);
-
- // Destroy quest items on quest failure.
- for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
- if (pQuest->ReqItemId[i] > 0 && pQuest->ReqItemCount[i] > 0)
- // Destroy items recieved on starting the quest.
- DestroyItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true, true);
- for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
- if (pQuest->ReqSourceId[i] > 0 && pQuest->ReqSourceCount[i] > 0)
- // Destroy items recieved during the quest.
- DestroyItemCount(pQuest->ReqSourceId[i], pQuest->ReqSourceCount[i], true, true);
- }
-}
-
-bool Player::SatisfyQuestSkillOrClass(Quest const* qInfo, bool msg)
-{
- int32 zoneOrSort = qInfo->GetZoneOrSort();
- int32 skillOrClass = qInfo->GetSkillOrClass();
-
- // skip zone zoneOrSort and 0 case skillOrClass
- if (zoneOrSort >= 0 && skillOrClass == 0)
- return true;
-
- int32 questSort = -zoneOrSort;
- uint8 reqSortClass = ClassByQuestSort(questSort);
-
- // check class sort cases in zoneOrSort
- if( reqSortClass != 0 && getClass() != reqSortClass)
- {
- if (msg)
- SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
- return false;
- }
-
- // check class
- if (skillOrClass < 0)
- {
- uint8 reqClass = -int32(skillOrClass);
- if (getClass() != reqClass)
- {
- if (msg)
- SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
- return false;
- }
- }
- // check skill
- else if(skillOrClass > 0)
- {
- uint32 reqSkill = skillOrClass;
- if(GetSkillValue(reqSkill) < qInfo->GetRequiredSkillValue())
- {
- if (msg)
- SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
- return false;
- }
- }
-
- return true;
-}
-
-bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg)
-{
- if (getLevel() < qInfo->GetMinLevel())
- {
- if(msg)
- SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
- return false;
- }
- return true;
-}
-
-bool Player::SatisfyQuestLog(bool msg)
-{
- // exist free slot
- if (FindQuestSlot(0) < MAX_QUEST_LOG_SIZE)
- return true;
-
- if (msg)
- {
- WorldPacket data(SMSG_QUESTLOG_FULL, 0);
- GetSession()->SendPacket(&data);
- sLog.outDebug("WORLD: Sent QUEST_LOG_FULL_MESSAGE");
- }
- return false;
-}
-
-bool Player::SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg)
-{
- // No previous quest (might be first quest in a series)
- if (qInfo->prevQuests.empty())
- return true;
-
- for (Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter)
- {
- uint32 prevId = abs(*iter);
-
- QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
- Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
-
- if (qPrevInfo && i_prevstatus != mQuestStatus.end())
- {
- // If any of the positive previous quests completed, return true
- if (*iter > 0 && i_prevstatus->second.m_rewarded)
- {
- // skip one-from-all exclusive group
- if (qPrevInfo->GetExclusiveGroup() >= 0)
- return true;
-
- // each-from-all exclusive group ( < 0)
- // can be start if only all quests in prev quest exclusive group completed and rewarded
- ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
- ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
-
- assert(iter2 != end); // always must be found if qPrevInfo->ExclusiveGroup != 0
-
- for (; iter2 != end; ++iter2)
- {
- uint32 exclude_Id = iter2->second;
-
- // skip checked quest id, only state of other quests in group is interesting
- if (exclude_Id == prevId)
- continue;
-
- QuestStatusMap::iterator i_exstatus = mQuestStatus.find(exclude_Id);
-
- // alternative quest from group also must be completed and rewarded(reported)
- if (i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded)
- {
- if (msg)
- SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
- return false;
- }
- }
- return true;
- }
- // If any of the negative previous quests active, return true
- if (*iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
- || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
- {
- // skip one-from-all exclusive group
- if (qPrevInfo->GetExclusiveGroup() >= 0)
- return true;
-
- // each-from-all exclusive group ( < 0)
- // can be start if only all quests in prev quest exclusive group active
- ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
- ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
-
- assert(iter2 != end); // always must be found if qPrevInfo->ExclusiveGroup != 0
-
- for (; iter2 != end; ++iter2)
- {
- uint32 exclude_Id = iter2->second;
-
- // skip checked quest id, only state of other quests in group is interesting
- if (exclude_Id == prevId)
- continue;
-
- QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
-
- // alternative quest from group also must be active
- if (i_exstatus == mQuestStatus.end() ||
- i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
- (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)))
- {
- if (msg)
- SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
- return false;
- }
- }
- return true;
- }
- }
- }
-
- // Has only positive prev. quests in non-rewarded state
- // and negative prev. quests in non-active state
- if (msg)
- SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
-
- return false;
-}
-
-bool Player::SatisfyQuestRace(Quest const* qInfo, bool msg)
-{
- uint32 reqraces = qInfo->GetRequiredRaces();
- if (reqraces == 0)
- return true;
- if ((reqraces & getRaceMask()) == 0)
- {
- if (msg)
- SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE );
- return false;
- }
- return true;
-}
-
-bool Player::SatisfyQuestReputation(Quest const* qInfo, bool msg)
-{
- uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
- if (fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
- {
- if (msg)
- SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
- return false;
- }
-
- uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
- if (fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
- {
- if (msg)
- SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
- return false;
- }
-
- return true;
-}
-
-bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg )
-{
- QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() );
- if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE )
- {
- if( msg )
- SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON );
- return false;
- }
- return true;
-}
-
-bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg)
-{
- if (!m_timedquests.empty() && qInfo->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
- {
- if (msg)
- SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED);
- return false;
- }
- return true;
-}
-
-bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg )
-{
- // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
- if(qInfo->GetExclusiveGroup() <= 0)
- return true;
-
- ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
- ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
-
- assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0
-
- for (; iter != end; ++iter)
- {
- uint32 exclude_Id = iter->second;
-
- // skip checked quest id, only state of other quests in group is interesting
- if(exclude_Id == qInfo->GetQuestId())
- continue;
-
- // not allow have daily quest if daily quest from exclusive group already recently completed
- Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
- if( !SatisfyQuestDay(Nquest, false) )
- {
- if( msg )
- SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
- return false;
- }
-
- QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id );
-
- // alternative quest already started or completed
- if( i_exstatus != mQuestStatus.end()
- && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) )
- {
- if( msg )
- SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
- return false;
- }
- }
- return true;
-}
-
-bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg )
-{
- if(!qInfo->GetNextQuestInChain())
- return true;
-
- // next quest in chain already started or completed
- QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() );
- if( itr != mQuestStatus.end()
- && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) )
- {
- if( msg )
- SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
- return false;
- }
-
- // check for all quests further up the chain
- // only necessary if there are quest chains with more than one quest that can be skipped
- //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg );
- return true;
-}
-
-bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg )
-{
- // No previous quest in chain
- if( qInfo->prevChainQuests.empty())
- return true;
-
- for (Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter )
- {
- uint32 prevId = *iter;
-
- QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId );
-
- if( i_prevstatus != mQuestStatus.end() )
- {
- // If any of the previous quests in chain active, return false
- if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
- || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
- {
- if( msg )
- SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ );
- return false;
- }
- }
-
- // check for all quests further down the chain
- // only necessary if there are quest chains with more than one quest that can be skipped
- //if( !SatisfyQuestPrevChain( prevId, msg ) )
- // return false;
- }
-
- // No previous quest in chain active
- return true;
-}
-
-bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg )
-{
- if(!qInfo->IsDaily())
- return true;
-
- bool have_slot = false;
- for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
- {
- uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
- if(qInfo->GetQuestId()==id)
- return false;
-
- if(!id)
- have_slot = true;
- }
-
- if(!have_slot)
- {
- if( msg )
- SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING );
- return false;
- }
-
- return true;
-}
-
-bool Player::GiveQuestSourceItem( Quest const *pQuest )
-{
- uint32 srcitem = pQuest->GetSrcItemId();
- if( srcitem > 0 )
- {
- uint32 count = pQuest->GetSrcItemCount();
- if( count <= 0 )
- count = 1;
-
- ItemPosCountVec dest;
- uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count );
- if( msg == EQUIP_ERR_OK )
- {
- Item * item = StoreNewItem(dest, srcitem, true);
- SendNewItem(item, count, true, false);
- return true;
- }
- // player already have max amount required item, just report success
- else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS )
- return true;
- else
- SendEquipError( msg, NULL, NULL );
- return false;
- }
-
- return true;
-}
-
-bool Player::TakeQuestSourceItem(uint32 quest_id, bool msg)
-{
- Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
- if (qInfo)
- {
- uint32 srcitem = qInfo->GetSrcItemId();
- if (srcitem > 0)
- {
- uint32 count = qInfo->GetSrcItemCount();
- if (count <= 0)
- count = 1;
-
- // exist one case when destroy source quest item not possible:
- // non un-equippable item (equipped non-empty bag, for example)
- uint8 res = CanUnequipItems(srcitem,count);
- if (res != EQUIP_ERR_OK)
- {
- if (msg)
- SendEquipError(res, NULL, NULL);
- return false;
- }
-
- DestroyItemCount(srcitem, count, true, true);
- }
- }
- return true;
-}
-
-bool Player::GetQuestRewardStatus(uint32 quest_id) const
-{
- Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
- if (qInfo)
- {
- // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
- QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
- if(itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
- && !qInfo->IsRepeatable())
- return itr->second.m_rewarded;
-
- return false;
- }
- return false;
-}
-
-QuestStatus Player::GetQuestStatus(uint32 quest_id) const
-{
- if (quest_id)
- {
- QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
- if (itr != mQuestStatus.end())
- return itr->second.m_status;
- }
- return QUEST_STATUS_NONE;
-}
-
-bool Player::CanShareQuest(uint32 quest_id) const
-{
- Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
- if (qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE))
- {
- QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id );
- if (itr != mQuestStatus.end())
- return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
- }
- return false;
-}
-
-void Player::SetQuestStatus(uint32 quest_id, QuestStatus status)
-{
- if (Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
- {
- QuestStatusData& q_status = mQuestStatus[quest_id];
-
- q_status.m_status = status;
-
- if (q_status.uState != QUEST_NEW)
- q_status.uState = QUEST_CHANGED;
- }
-
- UpdateForQuestWorldObjects();
-}
-
-// not used in Trinity, but used in scripting code
-uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
-{
- Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
- if (!qInfo)
- return 0;
-
- for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
- if ( qInfo->ReqCreatureOrGOId[j] == entry )
- return mQuestStatus[quest_id].m_creatureOrGOcount[j];
-
- return 0;
-}
-
-void Player::AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData)
-{
- if (pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER))
- {
- for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
- {
- uint32 reqitemcount = pQuest->ReqItemCount[i];
- if (reqitemcount != 0)
- {
- uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
-
- questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount);
- if (questStatusData.uState != QUEST_NEW)
- questStatusData.uState = QUEST_CHANGED;
- }
- }
- }
-}
-
-uint16 Player::FindQuestSlot( uint32 quest_id ) const
-{
- for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
- if (GetQuestSlotQuestId(i) == quest_id)
- return i;
-
- return MAX_QUEST_LOG_SIZE;
-}
-
-void Player::AreaExploredOrEventHappens(uint32 questId)
-{
- if (questId)
- {
- uint16 log_slot = FindQuestSlot(questId);
- if (log_slot < MAX_QUEST_LOG_SIZE)
- {
- QuestStatusData& q_status = mQuestStatus[questId];
-
- if (!q_status.m_explored)
- {
- q_status.m_explored = true;
- if (q_status.uState != QUEST_NEW)
- q_status.uState = QUEST_CHANGED;
- }
- }
- if (CanCompleteQuest(questId))
- CompleteQuest(questId);
- }
-}
-
-//not used in Trinityd, function for external script library
-void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject )
-{
- if (Group *pGroup = GetGroup())
- {
- for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
- {
- Player *pGroupGuy = itr->getSource();
-
- // for any leave or dead (with not released body) group member at appropriate distance
- if (pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse())
- pGroupGuy->AreaExploredOrEventHappens(questId);
- }
- }
- else
- AreaExploredOrEventHappens(questId);
-}
-
-void Player::ItemAddedQuestCheck( uint32 entry, uint32 count)
-{
- for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
- {
- uint32 questid = GetQuestSlotQuestId(i);
- if (questid == 0)
- continue;
-
- QuestStatusData& q_status = mQuestStatus[questid];
-
- if (q_status.m_status != QUEST_STATUS_INCOMPLETE)
- continue;
-
- Quest const* qInfo = objmgr.GetQuestTemplate(questid);
- if( !qInfo || !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
- continue;
-
- for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
- {
- uint32 reqitem = qInfo->ReqItemId[j];
- if (reqitem == entry)
- {
- uint32 reqitemcount = qInfo->ReqItemCount[j];
- uint32 curitemcount = q_status.m_itemcount[j];
- if (curitemcount < reqitemcount)
- {
- uint32 additemcount = curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount;
- q_status.m_itemcount[j] += additemcount;
- if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
-
- SendQuestUpdateAddItem(qInfo, j, additemcount);
- }
- if ( CanCompleteQuest( questid))
- CompleteQuest( questid );
- return;
- }
- }
- }
- UpdateForQuestWorldObjects();
-}
-
-void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count)
-{
- for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
- {
- uint32 questid = GetQuestSlotQuestId(i);
- if(!questid)
- continue;
- Quest const* qInfo = objmgr.GetQuestTemplate(questid);
- if (!qInfo)
- continue;
- if( !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
- continue;
-
- for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
- {
- uint32 reqitem = qInfo->ReqItemId[j];
- if (reqitem == entry)
- {
- QuestStatusData& q_status = mQuestStatus[questid];
-
- uint32 reqitemcount = qInfo->ReqItemCount[j];
- uint32 curitemcount;
- if (q_status.m_status != QUEST_STATUS_COMPLETE)
- curitemcount = q_status.m_itemcount[j];
- else
- curitemcount = GetItemCount(entry,true);
- if (curitemcount < reqitemcount + count)
- {
- uint32 remitemcount = curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount;
- q_status.m_itemcount[j] = curitemcount - remitemcount;
- if (q_status.uState != QUEST_NEW)
- q_status.uState = QUEST_CHANGED;
-
- IncompleteQuest(questid);
- }
- return;
- }
- }
- }
- UpdateForQuestWorldObjects();
-}
-
-void Player::KilledMonster(CreatureInfo const* cInfo, uint64 guid)
-{
- if (cInfo->Entry)
- KilledMonsterCredit(cInfo->Entry,guid);
-
- for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i)
- if (cInfo->KillCredit[i])
- KilledMonsterCredit(cInfo->KillCredit[i],guid);
-}
-
-void Player::KilledMonsterCredit(uint32 entry, uint64 guid)
-{
- uint32 addkillcount = 1;
- uint32 real_entry = entry;
- if (guid)
- {
- Creature *killed = GetMap()->GetCreature(guid);
- if (killed && killed->GetEntry())
- real_entry = killed->GetEntry();
- }
-
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, real_entry, addkillcount);
- for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
- {
- uint32 questid = GetQuestSlotQuestId(i);
- if (!questid)
- continue;
-
- Quest const* qInfo = objmgr.GetQuestTemplate(questid);
- if (!qInfo)
- continue;
- // just if !ingroup || !noraidgroup || raidgroup
- QuestStatusData& q_status = mQuestStatus[questid];
- if(q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
- {
- if (qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST))
- {
- for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
- {
- // skip GO activate objective or none
- if (qInfo->ReqCreatureOrGOId[j] <= 0)
- continue;
-
- // skip Cast at creature objective
- if (qInfo->ReqSpell[j] != 0)
- continue;
-
- uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
-
- if (reqkill == entry)
- {
- uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
- uint32 curkillcount = q_status.m_creatureOrGOcount[j];
- if (curkillcount < reqkillcount)
- {
- q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
- if (q_status.uState != QUEST_NEW)
- q_status.uState = QUEST_CHANGED;
-
- SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount);
- }
- if (CanCompleteQuest(questid))
- CompleteQuest(questid);
-
- // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
- continue;
- }
- }
- }
- }
- }
-}
-
-void Player::CastedCreatureOrGO(uint32 entry, uint64 guid, uint32 spell_id)
-{
- bool isCreature = IS_CRE_OR_VEH_GUID(guid);
-
- uint32 addCastCount = 1;
- for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
- {
- uint32 questid = GetQuestSlotQuestId(i);
- if(!questid)
- continue;
-
- Quest const* qInfo = objmgr.GetQuestTemplate(questid);
- if (!qInfo)
- continue;
-
- QuestStatusData& q_status = mQuestStatus[questid];
-
- if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
- {
- if (qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST))
- {
- for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
- {
- // skip kill creature objective (0) or wrong spell casts
- if (qInfo->ReqSpell[j] != spell_id)
- continue;
-
- uint32 reqTarget = 0;
-
- if (isCreature)
- {
- // creature activate objectives
- if (qInfo->ReqCreatureOrGOId[j] > 0)
- {
- // checked at quest_template loading
- reqTarget = qInfo->ReqCreatureOrGOId[j];
- if (reqTarget != entry) // if entry doesn't match, check for killcredits referenced in template
- {
- CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(entry);
- for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i)
- if (cinfo->KillCredit[i] == reqTarget)
- entry = cinfo->KillCredit[i];
- }
- }
- }
- else
- {
- // GO activate objective
- if (qInfo->ReqCreatureOrGOId[j] < 0)
- // checked at quest_template loading
- reqTarget = - qInfo->ReqCreatureOrGOId[j];
- }
-
- // other not this creature/GO related objectives
- if (reqTarget != entry)
- continue;
-
- uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
- uint32 curCastCount = q_status.m_creatureOrGOcount[j];
- if (curCastCount < reqCastCount)
- {
- q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
- if (q_status.uState != QUEST_NEW)
- q_status.uState = QUEST_CHANGED;
-
- SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curCastCount, addCastCount);
- }
-
- if (CanCompleteQuest(questid))
- CompleteQuest(questid);
-
- // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
- break;
- }
- }
- }
- }
-}
-
-void Player::TalkedToCreature(uint32 entry, uint64 guid)
-{
- uint32 addTalkCount = 1;
- for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
- {
- uint32 questid = GetQuestSlotQuestId(i);
- if (!questid)
- continue;
-
- Quest const* qInfo = objmgr.GetQuestTemplate(questid);
- if (!qInfo)
- continue;
-
- QuestStatusData& q_status = mQuestStatus[questid];
-
- if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
- {
- if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO))
- {
- for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
- {
- // skip spell casts and Gameobject objectives
- if (qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
- continue;
-
- uint32 reqTarget = 0;
-
- if (qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
- // checked at quest_template loading
- reqTarget = qInfo->ReqCreatureOrGOId[j];
- else
- continue;
-
- if (reqTarget == entry)
- {
- uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
- uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
- if (curTalkCount < reqTalkCount)
- {
- q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
- if (q_status.uState != QUEST_NEW)
- q_status.uState = QUEST_CHANGED;
-
- SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curTalkCount, addTalkCount);
- }
- if (CanCompleteQuest(questid))
- CompleteQuest(questid);
-
- // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
- continue;
- }
- }
- }
- }
- }
-}
-
-void Player::MoneyChanged( uint32 count )
-{
- for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
- {
- uint32 questid = GetQuestSlotQuestId(i);
- if (!questid)
- continue;
-
- Quest const* qInfo = objmgr.GetQuestTemplate(questid);
- if (qInfo && qInfo->GetRewOrReqMoney() < 0)
- {
- QuestStatusData& q_status = mQuestStatus[questid];
-
- if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
- {
- if (int32(count) >= -qInfo->GetRewOrReqMoney())
- {
- if (CanCompleteQuest(questid))
- CompleteQuest(questid);
- }
- }
- else if (q_status.m_status == QUEST_STATUS_COMPLETE)
- {
- if (int32(count) < -qInfo->GetRewOrReqMoney())
- IncompleteQuest(questid);
- }
- }
- }
-}
-
-void Player::ReputationChanged(FactionEntry const* factionEntry)
-{
- for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
- {
- if(uint32 questid = GetQuestSlotQuestId(i))
- {
- if (Quest const* qInfo = objmgr.GetQuestTemplate(questid))
- {
- if (qInfo->GetRepObjectiveFaction() == factionEntry->ID)
- {
- QuestStatusData& q_status = mQuestStatus[questid];
- if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
- {
- if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
- if (CanCompleteQuest(questid))
- CompleteQuest(questid);
- }
- else if(q_status.m_status == QUEST_STATUS_COMPLETE)
- {
- if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
- IncompleteQuest(questid);
- }
- }
- }
- }
- }
-}
-
-void Player::ReputationChanged2(FactionEntry const* factionEntry)
-{
- for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
- {
- if(uint32 questid = GetQuestSlotQuestId(i))
- {
- if (Quest const* qInfo = objmgr.GetQuestTemplate(questid))
- {
- if (qInfo->GetRepObjectiveFaction2() == factionEntry->ID)
- {
- QuestStatusData& q_status = mQuestStatus[questid];
- if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
- {
- if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue2())
- if (CanCompleteQuest(questid))
- CompleteQuest(questid);
- }
- else if(q_status.m_status == QUEST_STATUS_COMPLETE)
- {
- if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue2())
- IncompleteQuest(questid);
- }
- }
- }
- }
- }
-}
-
-bool Player::HasQuestForItem(uint32 itemid) const
-{
- for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
- {
- uint32 questid = GetQuestSlotQuestId(i);
- if (questid == 0)
- continue;
-
- QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
- if(qs_itr == mQuestStatus.end())
- continue;
-
- QuestStatusData const& q_status = qs_itr->second;
-
- if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
- {
- Quest const* qinfo = objmgr.GetQuestTemplate(questid);
- if (!qinfo)
- continue;
-
- // hide quest if player is in raid-group and quest is no raid quest
- if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
- if (!InBattleGround()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later
- continue;
-
- // There should be no mixed ReqItem/ReqSource drop
- // This part for ReqItem drop
- for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
- {
- if (itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j])
- return true;
- }
- // This part - for ReqSource
- for (uint8 j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j)
- {
- // examined item is a source item
- if (qinfo->ReqSourceId[j] == itemid)
- {
- ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
-
- // 'unique' item
- if (pProto->MaxCount && GetItemCount(itemid,true) < pProto->MaxCount)
- return true;
-
- // allows custom amount drop when not 0
- if (qinfo->ReqSourceCount[j])
- {
- if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
- return true;
- } else if (GetItemCount(itemid,true) < pProto->Stackable)
- return true;
- }
- }
- }
- }
- return false;
-}
-
-void Player::SendQuestComplete(uint32 quest_id)
-{
- if(quest_id)
- {
- WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4);
- data << uint32(quest_id);
- GetSession()->SendPacket(&data);
- sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id);
- }
-}
-
-void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver )
-{
- uint32 questid = pQuest->GetQuestId();
- sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid );
- gameeventmgr.HandleQuestComplete(questid);
- WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) );
- data << uint32(questid);
-
- if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) )
- {
- data << uint32(XP);
- data << uint32(pQuest->GetRewOrReqMoney());
- }
- else
- {
- data << uint32(0);
- data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
- }
-
- data << uint32(10*Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
- data << uint32(pQuest->GetBonusTalents()); // bonus talents
- data << uint32(0);
- GetSession()->SendPacket( &data );
-
- if (pQuest->GetQuestCompleteScript() != 0)
- GetMap()->ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
-}
-
-void Player::SendQuestFailed( uint32 quest_id )
-{
- if( quest_id )
- {
- WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 );
- data << uint32(quest_id);
- data << uint32(0); // failed reason (4 for inventory is full)
- GetSession()->SendPacket( &data );
- sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
- }
-}
-
-void Player::SendQuestTimerFailed( uint32 quest_id )
-{
- if( quest_id )
- {
- WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 );
- data << uint32(quest_id);
- GetSession()->SendPacket( &data );
- sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
- }
-}
-
-void Player::SendCanTakeQuestResponse( uint32 msg )
-{
- WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 );
- data << uint32(msg);
- GetSession()->SendPacket( &data );
- sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
-}
-
-void Player::SendQuestConfirmAccept(const Quest* pQuest, Player* pReceiver)
-{
- if (pReceiver)
- {
- std::string strTitle = pQuest->GetTitle();
-
- int loc_idx = pReceiver->GetSession()->GetSessionDbLocaleIndex();
-
- if (loc_idx >= 0)
- {
- if (const QuestLocale* pLocale = objmgr.GetQuestLocale(pQuest->GetQuestId()))
- {
- if (pLocale->Title.size() > loc_idx && !pLocale->Title[loc_idx].empty())
- strTitle = pLocale->Title[loc_idx];
- }
- }
-
- WorldPacket data(SMSG_QUEST_CONFIRM_ACCEPT, (4 + strTitle.size() + 8));
- data << uint32(pQuest->GetQuestId());
- data << strTitle;
- data << uint64(GetGUID());
- pReceiver->GetSession()->SendPacket(&data);
-
- sLog.outDebug("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT");
- }
-}
-
-void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg )
-{
- if( pPlayer )
- {
- WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) );
- data << uint64(pPlayer->GetGUID());
- data << uint8(msg); // valid values: 0-8
- GetSession()->SendPacket( &data );
- sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
- }
-}
-
-void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count )
-{
- WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 );
- sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" );
- //data << pQuest->ReqItemId[item_idx];
- //data << count;
- GetSession()->SendPacket( &data );
-}
-
-void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count )
-{
- assert(old_count + add_count < 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)");
-
- int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
- if (entry < 0)
- // client expected gameobject template id in form (id|0x80000000)
- entry = (-entry) | 0x80000000;
-
- WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) );
- sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" );
- data << uint32(pQuest->GetQuestId());
- data << uint32(entry);
- data << uint32(old_count + add_count);
- data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
- data << uint64(guid);
- GetSession()->SendPacket(&data);
-
- uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() );
- if( log_slot < MAX_QUEST_LOG_SIZE)
- SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
-}
-
-/*********************************************************/
-/*** LOAD SYSTEM ***/
-/*********************************************************/
-
-bool Player::MinimalLoadFromDB( QueryResult_AutoPtr result, uint32 guid )
-{
- if (!result)
- {
- // 0 1 2 3 4 5 6 7 8 9 10 11
- result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login, zone, level FROM characters WHERE guid = '%u'",guid);
- if (!result)
- return false;
- }
-
- Field *fields = result->Fetch();
-
- if (!LoadValues( fields[1].GetString()))
- {
- sLog.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid));
- return false;
- }
-
- // overwrite possible wrong/corrupted guid
- SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
-
- m_name = fields[2].GetCppString();
-
- Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat());
- Map *map = MapManager::Instance().CreateMap(fields[6].GetUInt32(), this, 0);
- SetMap(map);
-
- // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
- // this must help in case next save after mass player load after server startup
- m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
-
- // the instance id is not needed at character enum
-
- m_Played_time[PLAYED_TIME_TOTAL] = fields[7].GetUInt32();
- m_Played_time[PLAYED_TIME_LEVEL] = fields[8].GetUInt32();
-
- m_atLoginFlags = fields[9].GetUInt32();
-
- // I don't see these used anywhere ..
- /*_LoadGroup();
-
- _LoadBoundInstances();*/
-
- for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++)
- m_items[i] = NULL;
-
- if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
- m_deathState = DEAD;
-
- return true;
-}
-
-void Player::_LoadDeclinedNames(QueryResult_AutoPtr result)
-{
- if(!result)
- return;
-
- if(m_declinedname)
- delete m_declinedname;
-
- m_declinedname = new DeclinedName;
- Field *fields = result->Fetch();
- for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
- m_declinedname->name[i] = fields[i].GetCppString();
-}
-
-void Player::_LoadArenaTeamInfo(QueryResult_AutoPtr result)
-{
- // arenateamid, played_week, played_season, personal_rating
- memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END);
- if (!result)
- return;
-
- do
- {
- Field *fields = result->Fetch();
-
- uint32 arenateamid = fields[0].GetUInt32();
- uint32 played_week = fields[1].GetUInt32();
- uint32 played_season = fields[2].GetUInt32();
- uint32 wons_season = fields[3].GetUInt32();
- uint32 personal_rating = fields[4].GetUInt32();
-
- ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
- if(!aTeam)
- {
- sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid);
- continue;
- }
- uint8 arenaSlot = aTeam->GetSlot();
-
- m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_ID] = arenateamid; // TeamID
- m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_TYPE] = aTeam->GetType(); // team type
- m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_MEMBER] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1
- m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_GAMES_WEEK] = played_week; // Played Week
- m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_GAMES_SEASON] = played_season; // Played Season
- m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_WINS_SEASON] = wons_season; // wins season
- m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING] = personal_rating; // Personal Rating
-
- }while (result->NextRow());
-}
-
-void Player::_LoadEquipmentSets(QueryResult_AutoPtr result)
-{
- // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
- if (!result)
- return;
-
- uint32 count = 0;
- do
- {
- Field *fields = result->Fetch();
-
- EquipmentSet eqSet;
-
- eqSet.Guid = fields[0].GetUInt64();
- uint32 index = fields[1].GetUInt32();
- eqSet.Name = fields[2].GetCppString();
- eqSet.IconName = fields[3].GetCppString();
- eqSet.state = EQUIPMENT_SET_UNCHANGED;
-
- for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
- eqSet.Items[i] = fields[4+i].GetUInt32();
-
- m_EquipmentSets[index] = eqSet;
-
- ++count;
-
- if(count >= MAX_EQUIPMENT_SET_INDEX) // client limit
- break;
- } while (result->NextRow());
-}
-
-void Player::_LoadBGData(QueryResult_AutoPtr result)
-{
- if (!result)
- return;
-
- // Expecting only one row
- Field *fields = result->Fetch();
- /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
- m_bgData.bgInstanceID = fields[0].GetUInt32();
- m_bgData.bgTeam = fields[1].GetUInt32();
- m_bgData.joinPos = WorldLocation(fields[6].GetUInt32(), // Map
- fields[2].GetFloat(), // X
- fields[3].GetFloat(), // Y
- fields[4].GetFloat(), // Z
- fields[5].GetFloat()); // Orientation
- m_bgData.taxiPath[0] = fields[7].GetUInt32();
- m_bgData.taxiPath[1] = fields[8].GetUInt32();
- m_bgData.mountSpell = fields[9].GetUInt32();
-}
-
-bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
-{
- QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
- if(!result)
- return false;
-
- Field *fields = result->Fetch();
-
- x = fields[0].GetFloat();
- y = fields[1].GetFloat();
- z = fields[2].GetFloat();
- o = fields[3].GetFloat();
- mapid = fields[4].GetUInt32();
- in_flight = !fields[5].GetCppString().empty();
-
- return true;
-}
-
-bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid)
-{
- QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid));
- if( !result )
- return false;
-
- Field *fields = result->Fetch();
-
- data = StrSplit(fields[0].GetCppString(), " ");
-
- return true;
-}
-
-uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
-{
- if(index >= data.size())
- return 0;
-
- return (uint32)atoi(data[index].c_str());
-}
-
-float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
-{
- float result;
- uint32 temp = Player::GetUInt32ValueFromArray(data,index);
- memcpy(&result, &temp, sizeof(result));
-
- return result;
-}
-
-uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid)
-{
- Tokens data;
- if(!LoadValuesArrayFromDB(data,guid))
- return 0;
-
- return GetUInt32ValueFromArray(data,index);
-}
-
-float Player::GetFloatValueFromDB(uint16 index, uint64 guid)
-{
- float result;
- uint32 temp = Player::GetUInt32ValueFromDB(index, guid);
- memcpy(&result, &temp, sizeof(result));
-
- return result;
-}
-
-bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder )
-{
- //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43
- //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points, instance_id, speccount, activespec FROM characters WHERE guid = '%u'", guid);
- QueryResult_AutoPtr result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
-
- if(!result)
- {
- sLog.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid);
- return false;
- }
-
- Field *fields = result->Fetch();
-
- uint32 dbAccountId = fields[1].GetUInt32();
-
- // check if the character's account in the db and the logged in account match.
- // player should be able to load/delete character only with correct account!
- if( dbAccountId != GetSession()->GetAccountId() )
- {
- sLog.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
- return false;
- }
-
- Object::_Create( guid, 0, HIGHGUID_PLAYER );
-
- m_name = fields[3].GetCppString();
-
- // check name limitations
- if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS ||
- (GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name)))
- {
- CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
- return false;
- }
-
- if(!LoadValues( fields[2].GetString()))
- {
- sLog.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid));
- return false;
- }
-
- // overwrite possible wrong/corrupted guid
- SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
-
- // overwrite some data fields
- uint32 bytes0 = GetUInt32Value(UNIT_FIELD_BYTES_0) & 0xFF000000;
- bytes0 |= fields[4].GetUInt8(); // race
- bytes0 |= fields[5].GetUInt8() << 8; // class
- bytes0 |= fields[6].GetUInt8() << 16; // gender
- SetUInt32Value(UNIT_FIELD_BYTES_0, bytes0);
-
- SetUInt32Value(UNIT_FIELD_LEVEL, fields[7].GetUInt8());
- SetUInt32Value(PLAYER_XP, fields[8].GetUInt32());
- SetUInt32Value(PLAYER_FIELD_COINAGE, fields[9].GetUInt32());
- SetUInt32Value(PLAYER_BYTES, fields[10].GetUInt32());
- SetUInt32Value(PLAYER_BYTES_2, fields[11].GetUInt32());
- SetUInt32Value(PLAYER_BYTES_3, (GetUInt32Value(PLAYER_BYTES_3) & ~1) | fields[6].GetUInt8());
- SetUInt32Value(PLAYER_FLAGS, fields[12].GetUInt32());
-
- InitDisplayIds();
-
- // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
- for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
- {
- SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0 );
- SetVisibleItemSlot(slot, NULL);
-
- if (m_items[slot])
- {
- delete m_items[slot];
- m_items[slot] = NULL;
- }
- }
-
- // update money limits
- if(GetMoney() > MAX_MONEY_AMOUNT)
- SetMoney(MAX_MONEY_AMOUNT);
-
- sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
- outDebugValues();
-
- //Need to call it to initialize m_team (m_team can be calculated from race)
- //Other way is to saves m_team into characters table.
- setFactionForRace(getRace());
-
- // load home bind and check in same time class/race pair, it used later for restore broken positions
- if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
- return false;
-
- InitPrimaryProfessions(); // to max set before any spell loaded
-
- // init saved position, and fix it later if problematic
- uint32 transGUID = fields[31].GetUInt32();
- Relocate(fields[13].GetFloat(),fields[14].GetFloat(),fields[15].GetFloat(),fields[17].GetFloat());
- uint32 mapId = fields[16].GetUInt32();
- uint32 instanceId = fields[41].GetFloat();
-
- uint32 difficulty = fields[39].GetUInt32();
- if(difficulty >= MAX_DUNGEON_DIFFICULTY)
- difficulty = DUNGEON_DIFFICULTY_NORMAL;
- SetDungeonDifficulty(Difficulty(difficulty)); // may be changed in _LoadGroup
- std::string taxi_nodes = fields[38].GetCppString();
-
-#define RelocateToHomebind(){ mapId = m_homebindMapId; instanceId = 0; Relocate(m_homebindX, m_homebindY, m_homebindZ); }
-
- _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
-
- _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
-
- uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[40].GetUInt32();
- if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
- arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
-
- SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
-
- // check arena teams integrity
- for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
- {
- uint32 arena_team_id = GetArenaTeamId(arena_slot);
- if(!arena_team_id)
- continue;
-
- if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
- if(at->HaveMember(GetGUID()))
- continue;
-
- // arena team not exist or not member, cleanup fields
- for (int j = 0; j < 6; ++j)
- SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arena_slot * ARENA_TEAM_END) + j, 0);
- }
-
- _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
- _LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA));
-
- MapEntry const * mapEntry = sMapStore.LookupEntry(mapId);
- if(!mapEntry || !IsPositionValid())
- {
- sLog.outError("Player (guidlow %d) have invalid coordinates (MapId: %u X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
- RelocateToHomebind();
- }
- // Player was saved in Arena or Bg
- else if (mapEntry && mapEntry->IsBattleGroundOrArena())
- {
- BattleGround *currentBg = NULL;
- if(m_bgData.bgInstanceID) //saved in BattleGround
- currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE);
-
- bool player_at_bg = currentBg && currentBg->IsPlayerInBattleGround(GetGUID());
-
- if(player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE)
- {
- BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
- AddBattleGroundQueueId(bgQueueTypeId);
-
- m_bgData.bgTypeID = currentBg->GetTypeID();
-
- //join player to battleground group
- currentBg->EventPlayerLoggedIn(this, GetGUID());
- currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData.bgTeam);
-
- SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
- }
- // Bg was not found - go to Entry Point
- else
- {
- // leave bg
- if (player_at_bg)
- currentBg->RemovePlayerAtLeave(GetGUID(), false, true);
-
- // Do not look for instance if bg not found
- const WorldLocation& _loc = GetBattleGroundEntryPoint();
- mapId = _loc.GetMapId(); instanceId = 0;
-
- if(mapId == MAPID_INVALID) // Battleground Entry Point not found (???)
- {
- sLog.outError("Player (guidlow %d) was in BG in database, but BG was not found, and entry point was invalid! Teleport to default race/class locations.",guid);
- RelocateToHomebind();
- }
- else
- Relocate(&_loc);
-
- // We are not in BG anymore
- m_bgData.bgInstanceID = 0;
- }
- }
- // currently we do not support transport in bg
- else if (transGUID)
- {
- // There are no transports on instances
- instanceId = 0;
-
- m_movementInfo.t_x = fields[27].GetFloat();
- m_movementInfo.t_y = fields[28].GetFloat();
- m_movementInfo.t_z = fields[29].GetFloat();
- m_movementInfo.t_o = fields[30].GetFloat();
-
- if( !Trinity::IsValidMapCoord(
- GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
- GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
- // transport size limited
- m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 )
- {
- sLog.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
- guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
- GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
-
- RelocateToHomebind();
- }
- else
- {
- for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
- {
- if( (*iter)->GetGUIDLow() == transGUID)
- {
- m_transport = *iter;
- m_transport->AddPassenger(this);
- mapId = (m_transport->GetMapId());
- break;
- }
- }
- if(!m_transport)
- {
- sLog.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
- guid,transGUID);
-
- RelocateToHomebind();
- }
- }
- }
- // currently we do not support taxi in instance
- else if (!taxi_nodes.empty())
- {
- instanceId = 0;
-
- // Not finish taxi flight path
- if(m_bgData.HasTaxiPath())
- {
- for (int i = 0; i < 2; ++i)
- m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]);
- }
- else if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam()))
- {
- // problems with taxi path loading
- TaxiNodesEntry const* nodeEntry = NULL;
- if(uint32 node_id = m_taxi.GetTaxiSource())
- nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
-
- if(!nodeEntry) // don't know taxi start node, to homebind
- {
- sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
- RelocateToHomebind();
- }
- else // have start node, to it
- {
- sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
- mapId = nodeEntry->map_id;
- Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
- }
- m_taxi.ClearTaxiDestinations();
- }
-
- if (uint32 node_id = m_taxi.GetTaxiSource())
- {
- // save source node as recall coord to prevent recall and fall from sky
- TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
- if (nodeEntry && nodeEntry->map_id == GetMapId())
- {
- assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
- mapId = nodeEntry->map_id;
- Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
- }
-
- // flight will started later
- }
- }
-
- // Map could be changed before
- mapEntry = sMapStore.LookupEntry(mapId);
- // client without expansion support
- if(mapEntry && GetSession()->Expansion() < mapEntry->Expansion())
- {
- sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), mapId);
- RelocateToHomebind();
- }
-
- // fix crash (because of if(Map *map = _FindMap(instanceId)) in MapInstanced::CreateInstance)
- if(instanceId)
- if(InstanceSave * save = GetInstanceSave(mapId, mapEntry->IsRaid()))
- if(save->GetInstanceId() != instanceId)
- instanceId = 0;
-
- // NOW player must have valid map
- // load the player's map here if it's not already loaded
- Map *map = MapManager::Instance().CreateMap(mapId, this, instanceId);
-
- if (!map)
- {
- instanceId = 0;
- AreaTrigger const* at = objmgr.GetGoBackTrigger(mapId);
- if(at)
- {
- sLog.outError("Player (guidlow %d) is teleported to gobacktrigger (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
- Relocate(at->target_X, at->target_Y, at->target_Z, GetOrientation());
- mapId = at->target_mapId;
- }
- else
- {
- sLog.outError("Player (guidlow %d) is teleported to home (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
- RelocateToHomebind();
- }
-
- map = MapManager::Instance().CreateMap(mapId, this, 0);
- if(!map)
- {
- PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
- mapId = info->mapId;
- Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
- sLog.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
- map = MapManager::Instance().CreateMap(mapId, this, 0);
- if (!map)
- {
- sLog.outError("ERROR: Player (guidlow %d) has invalid default map coordinates (X: %f Y: %f Z: %f O: %f). or instance couldn't be created",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
- return false;
- }
- }
- }
-
- // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
- if(instanceId && !sInstanceSaveManager.GetInstanceSave(instanceId))
- {
- AreaTrigger const* at = objmgr.GetMapEntranceTrigger(mapId);
- if(at)
- Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
- else
- {
- sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), mapId);
- RelocateToHomebind();
- }
- }
-
- SetMap(map);
-
- // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
- // this must help in case next save after mass player load after server startup
- m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
-
- SaveRecallPosition();
-
- time_t now = time(NULL);
- time_t logoutTime = time_t(fields[23].GetUInt64());
-
- // since last logout (in seconds)
- uint32 time_diff = uint32(now - logoutTime); //uint64 is excessive for a time_diff in seconds.. uint32 allows for 136~ year difference.
-
- // set value, including drunk invisibility detection
- // calculate sobering. after 15 minutes logged out, the player will be sober again
- float soberFactor;
- if (time_diff > 15*MINUTE)
- soberFactor = 0;
- else
- soberFactor = 1-time_diff/(15.0f*MINUTE);
- uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
- SetDrunkValue(newDrunkenValue);
-
- m_rest_bonus = fields[22].GetFloat();
- //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
- float bubble0 = 0.031;
- //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
- float bubble1 = 0.125;
-
- if (time_diff > 0)
- {
- float bubble = fields[24].GetUInt32() > 0
- ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
- : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
-
- SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
- }
-
- m_cinematic = fields[19].GetUInt32();
- m_Played_time[PLAYED_TIME_TOTAL]= fields[20].GetUInt32();
- m_Played_time[PLAYED_TIME_LEVEL]= fields[21].GetUInt32();
-
- m_resetTalentsCost = fields[25].GetUInt32();
- m_resetTalentsTime = time_t(fields[26].GetUInt64());
-
- // reserve some flags
- uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM );
-
- if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM))
- SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
-
- m_taxi.LoadTaxiMask(fields[18].GetString()); // must be before InitTaxiNodesForLevel
-
- uint32 extraflags = fields[32].GetUInt32();
-
- m_stableSlots = fields[33].GetUInt32();
- if (m_stableSlots > MAX_PET_STABLES)
- {
- sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots));
- m_stableSlots = MAX_PET_STABLES;
- }
-
- m_atLoginFlags = fields[34].GetUInt32();
-
- // Honor system
- // Update Honor kills data
- m_lastHonorUpdateTime = logoutTime;
- UpdateHonorFields();
-
- m_deathExpireTime = (time_t)fields[37].GetUInt64();
- if (m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
- m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
-
- // clear channel spell data (if saved at channel spell casting)
- SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
- SetUInt32Value(UNIT_CHANNEL_SPELL,0);
-
- // clear charm/summon related fields
- SetUInt64Value(UNIT_FIELD_SUMMONEDBY, 0);
- SetUInt64Value(UNIT_FIELD_CHARMEDBY, 0);
- SetUInt64Value(UNIT_FIELD_CHARM, 0);
- SetUInt64Value(UNIT_FIELD_SUMMON, 0);
- SetUInt64Value(PLAYER_FARSIGHT, 0);
- SetCreatorGUID(0);
-
- RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FORCE_MOVE);
-
- // reset some aura modifiers before aura apply
- SetUInt32Value(PLAYER_TRACK_CREATURES, 0 );
- SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 );
-
- // make sure the unit is considered out of combat for proper loading
- ClearInCombat();
-
- // make sure the unit is considered not in duel for proper loading
- SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
- SetUInt32Value(PLAYER_DUEL_TEAM, 0);
-
- // remember loaded power/health values to restore after stats initialization and modifier applying
- uint32 savedHealth = GetHealth();
- uint32 savedPower[MAX_POWERS];
- for (uint8 i = 0; i < MAX_POWERS; ++i)
- savedPower[i] = GetPower(Powers(i));
-
- // reset stats before loading any modifiers
- InitStatsForLevel();
- InitGlyphsForLevel();
- InitTaxiNodesForLevel();
- InitRunes();
-
- // load skills after InitStatsForLevel because it triggering aura apply also
- _LoadSkills(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSKILLS));
-
- // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
-
- //mails are loaded only when needed ;-) - when player in game click on mailbox.
- //_LoadMail();
-
- m_specsCount = fields[42].GetUInt8();
- m_activeSpec = fields[43].GetUInt8();
-
- // sanity check
- if (m_specsCount > MAX_TALENT_SPECS || m_activeSpec > MAX_TALENT_SPEC ||
- m_specsCount < MIN_TALENT_SPECS || m_activeSpec < MIN_TALENT_SPEC)
- {
- m_activeSpec = 0;
- sLog.outError("Player %s(GUID: %u) has SpecCount = %u and ActiveSpec = %u.", GetName(), GetGUIDLow(), m_specsCount, m_activeSpec);
- }
-
- _LoadTalents(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTALENTS));
- _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
-
- _LoadGlyphs(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGLYPHS));
- _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
- _LoadGlyphAuras();
- // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
- if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
- m_deathState = DEAD;
-
- // after spell load, learn rewarded spell if need also
- _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
- _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
-
- // after spell and quest load
- InitTalentForLevel();
- learnDefaultSpells();
-
- // must be before inventory (some items required reputation check)
- m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
-
- _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
-
- // update items with duration and realtime
- UpdateItemDuration(time_diff, true);
-
- _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS), true);
-
- // unread mails and next delivery time, actual mails not loaded
- _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
-
- m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
-
- // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
- // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
- if (uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE))
- if(!HasTitle(curTitle))
- SetUInt32Value(PLAYER_CHOSEN_TITLE, 0);
-
- // has to be called after last Relocate() in Player::LoadFromDB
- SetFallInformation(0, GetPositionZ());
-
- _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
-
- // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
- // Do now before stats re-calculation cleanup for ghost state unexpected auras
- if (!isAlive())
- RemoveAllAurasOnDeath();
-
- //apply all stat bonuses from items and auras
- SetCanModifyStats(true);
- UpdateAllStats();
-
- // restore remembered power/health values (but not more max values)
- SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
- for (uint8 i = 0; i < MAX_POWERS; ++i)
- SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]);
-
- sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
- outDebugValues();
-
- // GM state
- if (GetSession()->GetSecurity() > SEC_PLAYER)
- {
- switch (sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
- {
- default:
- case 0: break; // disable
- case 1: SetGameMaster(true); break; // enable
- case 2: // save state
- if(extraflags & PLAYER_EXTRA_GM_ON)
- SetGameMaster(true);
- break;
- }
-
- switch (sWorld.getConfig(CONFIG_GM_VISIBLE_STATE))
- {
- default:
- case 0: SetGMVisible(false); break; // invisible
- case 1: break; // visible
- case 2: // save state
- if(extraflags & PLAYER_EXTRA_GM_INVISIBLE)
- SetGMVisible(false);
- break;
- }
-
- /*switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
- {
- default:
- case 0: break; // disable
- case 1: SetAcceptTicket(true); break; // enable
- case 2: // save state
- if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
- SetAcceptTicket(true);
- break;
- }*/
-
- switch (sWorld.getConfig(CONFIG_GM_CHAT))
- {
- default:
- case 0: break; // disable
- case 1: SetGMChat(true); break; // enable
- case 2: // save state
- if(extraflags & PLAYER_EXTRA_GM_CHAT)
- SetGMChat(true);
- break;
- }
-
- switch (sWorld.getConfig(CONFIG_GM_WISPERING_TO))
- {
- default:
- case 0: break; // disable
- case 1: SetAcceptWhispers(true); break; // enable
- case 2: // save state
- if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
- SetAcceptWhispers(true);
- break;
- }
- }
-
- _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
-
- m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
- m_achievementMgr.CheckAllAchievementCriteria();
-
- _LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS));
-
- return true;
-}
-
-bool Player::isAllowedToLoot(Creature* creature)
-{
- if (creature->isDead() && !creature->IsDamageEnoughForLootingAndReward())
- return false;
-
- if (Player* recipient = creature->GetLootRecipient())
- {
- if (recipient == this)
- return true;
- if (Group* otherGroup = recipient->GetGroup())
- {
- Group* thisGroup = GetGroup();
- if (!thisGroup)
- return false;
- return thisGroup == otherGroup;
- }
- return false;
- }
- else
- // prevent other players from looting if the recipient got disconnected
- return !creature->hasLootRecipient();
-}
-
-void Player::_LoadActions(QueryResult_AutoPtr result, bool startup)
-{
- if (result)
- {
- do
- {
- Field *fields = result->Fetch();
-
- uint8 button = fields[0].GetUInt8();
- uint32 action = fields[1].GetUInt32();
- uint8 type = fields[2].GetUInt8();
-
- if(ActionButton* ab = addActionButton(button, action, type))
- {
- ab->uState = ACTIONBUTTON_UNCHANGED;
- if(!startup) // Switching specs
- ab->canRemoveByClient = false;
- }
- else
- {
- sLog.outError( " ...at loading, and will deleted in DB also");
-
- // Will deleted in DB at next save (it can create data until save but marked as deleted)
- m_actionButtons[button].uState = ACTIONBUTTON_DELETED;
- }
- }
- while (result->NextRow());
- }
-}
-
-void Player::_LoadAuras(QueryResult_AutoPtr result, uint32 timediff)
-{
- sLog.outDebug("Loading auras for player %u",GetGUIDLow());
-
- //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_mask,recalculate_mask,stackcount,amount0,amount1,amount2,base_amount0,base_amount1,base_amount2,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
-
- if (result)
- {
- do
- {
- int32 damage[3];
- int32 baseDamage[3];
- Field *fields = result->Fetch();
- uint64 caster_guid = fields[0].GetUInt64();
- uint32 spellid = fields[1].GetUInt32();
- uint8 effmask = fields[2].GetUInt8();
- uint8 recalculatemask = fields[3].GetUInt8();
- uint8 stackcount = fields[4].GetUInt8();
- damage[0] = fields[5].GetInt32();
- damage[1] = fields[6].GetInt32();
- damage[2] = fields[7].GetInt32();
- baseDamage[0] = fields[8].GetInt32();
- baseDamage[1] = fields[9].GetInt32();
- baseDamage[2] = fields[10].GetInt32();
- int32 maxduration = fields[11].GetInt32();
- int32 remaintime = fields[12].GetInt32();
- uint8 remaincharges = fields[13].GetUInt8();
-
- SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
- if (!spellproto)
- {
- sLog.outError("Unknown aura (spellid %u), ignore.",spellid);
- continue;
- }
-
- // negative effects should continue counting down after logout
- if (remaintime != -1 && !IsPositiveSpell(spellid))
- {
- if (remaintime/IN_MILISECONDS <= int32(timediff))
- continue;
-
- remaintime -= timediff*IN_MILISECONDS;
- }
-
- // prevent wrong values of remaincharges
- if (spellproto->procCharges)
- {
- if(remaincharges <= 0 || remaincharges > spellproto->procCharges)
- remaincharges = spellproto->procCharges;
- }
- else
- remaincharges = 0;
-
- if (Aura * aura = Aura::TryCreate(spellproto, effmask, this, NULL, &baseDamage[0], NULL, caster_guid))
- {
- if (!aura->CanBeSaved())
- {
- aura->Remove();
- continue;
- }
- aura->SetLoadedState(maxduration,remaintime,remaincharges,stackcount,recalculatemask,&damage[0]);
- aura->ApplyForTargets();
- sLog.outDetail("Added aura spellid %u, effectmask %u", spellproto->Id, effmask);
- }
- }
- while (result->NextRow());
- }
-
- if (getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT))
- CastSpell(this, 2457, true);
-}
-
-void Player::_LoadGlyphAuras()
-{
- for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
- {
- if (uint32 glyph = GetGlyph(i))
- {
- if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
- {
- if (GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i)))
- {
- if (gp->TypeFlags == gs->TypeFlags)
- {
- CastSpell(this, gp->SpellId, true);
- continue;
- }
- else
- sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
- }
- else
- sLog.outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i);
- }
- else
- sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);
-
- // On any error remove glyph
- SetGlyph(i, 0);
- }
- }
-}
-
-void Player::LoadCorpse()
-{
- if (isAlive())
- ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
- else
- {
- if (Corpse *corpse = GetCorpse())
- ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() );
- else
- //Prevent Dead Player login without corpse
- ResurrectPlayer(0.5f);
- }
-}
-
-void Player::_LoadInventory(QueryResult_AutoPtr result, uint32 timediff)
-{
- //QueryResult *result = CharacterDatabase.PQuery("SELECT data,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow());
- std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
- //NOTE: the "order by `bag`" is important because it makes sure
- //the bagMap is filled before items in the bags are loaded
- //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
- //expected to be equipped before offhand items (TODO: fixme)
-
- uint32 zone = GetZoneId();
-
- if (result)
- {
- std::list<Item*> problematicItems;
-
- // prevent items from being added to the queue when stored
- m_itemUpdateQueueBlocked = true;
- do
- {
- Field *fields = result->Fetch();
- uint32 bag_guid = fields[1].GetUInt32();
- uint8 slot = fields[2].GetUInt8();
- uint32 item_guid = fields[3].GetUInt32();
- uint32 item_id = fields[4].GetUInt32();
-
- ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
-
- if (!proto)
- {
- CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
- CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
- sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id );
- continue;
- }
-
- Item *item = NewItemOrBag(proto);
-
- if (!item->LoadFromDB(item_guid, GetGUID(), result))
- {
- sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id );
- CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
- item->FSetState(ITEM_REMOVED);
- item->SaveToDB(); // it also deletes item object !
- continue;
- }
-
- // not allow have in alive state item limited to another map/zone
- if (isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone))
- {
- CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
- item->FSetState(ITEM_REMOVED);
- item->SaveToDB(); // it also deletes item object !
- continue;
- }
-
- // "Conjured items disappear if you are logged out for more than 15 minutes"
- if (timediff > 15*MINUTE && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED))
- {
- CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
- item->FSetState(ITEM_REMOVED);
- item->SaveToDB(); // it also deletes item object !
- continue;
- }
-
- bool success = true;
-
- if (!bag_guid)
- {
- // the item is not in a bag
- item->SetContainer(NULL);
- item->SetSlot(slot);
-
- if (IsInventoryPos(INVENTORY_SLOT_BAG_0, slot))
- {
- ItemPosCountVec dest;
- if (CanStoreItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false) == EQUIP_ERR_OK)
- item = StoreItem(dest, item, true);
- else
- success = false;
- }
- else if (IsEquipmentPos(INVENTORY_SLOT_BAG_0, slot))
- {
- uint16 dest;
- if (CanEquipItem(slot, dest, item, false, false) == EQUIP_ERR_OK)
- QuickEquipItem(dest, item);
- else
- success = false;
- }
- else if (IsBankPos(INVENTORY_SLOT_BAG_0, slot))
- {
- ItemPosCountVec dest;
- if (CanBankItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false, false) == EQUIP_ERR_OK)
- item = BankItem(dest, item, true);
- else
- success = false;
- }
-
- if (success)
- {
- // store bags that may contain items in them
- if (item->IsBag() && IsBagPos(item->GetPos()))
- bagMap[item_guid] = (Bag*)item;
- }
- }
- else
- {
- item->SetSlot(NULL_SLOT);
- // the item is in a bag, find the bag
- std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid);
- if (itr != bagMap.end())
- {
- ItemPosCountVec dest;
- uint8 result = CanStoreItem(itr->second->GetSlot(), slot, dest, item);
- if (result == EQUIP_ERR_OK)
- itr->second->StoreItem(slot, item, true);
- else
- {
- sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by reason %u.", GetName(),item_guid, item_id, bag_guid, slot, result);
- success = false;
- }
- }
- else
- success = false;
- }
-
- // item's state may have changed after stored
- if (success)
- item->SetState(ITEM_UNCHANGED, this);
- else
- {
- sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by some reason, will send by mail.", GetName(),item_guid, item_id, bag_guid, slot);
- CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
- problematicItems.push_back(item);
- }
- } while (result->NextRow());
-
- m_itemUpdateQueueBlocked = false;
-
- // send by mail problematic items
- while (!problematicItems.empty())
- {
- std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
-
- // fill mail
- MailDraft draft(subject);
-
- for (uint8 i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
- {
- Item* item = problematicItems.front();
- problematicItems.pop_front();
-
- draft.AddItem(item);
- }
-
- draft.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM));
- }
- }
- //if(isAlive())
- _ApplyAllItemMods();
-}
-
-// load mailed item which should receive current player
-void Player::_LoadMailedItems(Mail *mail)
-{
- // data needs to be at first place for Item::LoadFromDB
- QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT data, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail->messageID);
- if (!result)
- return;
-
- do
- {
- Field *fields = result->Fetch();
- uint32 item_guid_low = fields[1].GetUInt32();
- uint32 item_template = fields[2].GetUInt32();
-
- mail->AddItem(item_guid_low, item_template);
-
- ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
-
- if (!proto)
- {
- sLog.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID);
- CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
- CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
- continue;
- }
-
- Item *item = NewItemOrBag(proto);
-
- if (!item->LoadFromDB(item_guid_low, 0, result))
- {
- sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
- CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
- item->FSetState(ITEM_REMOVED);
- item->SaveToDB(); // it also deletes item object !
- continue;
- }
-
- AddMItem(item);
- } while (result->NextRow());
-}
-
-void Player::_LoadMailInit(QueryResult_AutoPtr resultUnread, QueryResult_AutoPtr resultDelivery)
-{
- //set a count of unread mails
- //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
- if (resultUnread)
- {
- Field *fieldMail = resultUnread->Fetch();
- unReadMails = fieldMail[0].GetUInt8();
- }
-
- // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
- //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
- if (resultDelivery)
- {
- Field *fieldMail = resultDelivery->Fetch();
- m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
- }
-}
-
-void Player::_LoadMail()
-{
- m_mail.clear();
- //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
- QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT id,messageType,sender,receiver,subject,itemTextId,has_items,expire_time,deliver_time,money,cod,checked,stationery,mailTemplateId FROM mail WHERE receiver = '%u' ORDER BY id DESC",GetGUIDLow());
- if (result)
- {
- do
- {
- Field *fields = result->Fetch();
- Mail *m = new Mail;
- m->messageID = fields[0].GetUInt32();
- m->messageType = fields[1].GetUInt8();
- m->sender = fields[2].GetUInt32();
- m->receiver = fields[3].GetUInt32();
- m->subject = fields[4].GetCppString();
- m->itemTextId = fields[5].GetUInt32();
- bool has_items = fields[6].GetBool();
- m->expire_time = (time_t)fields[7].GetUInt64();
- m->deliver_time = (time_t)fields[8].GetUInt64();
- m->money = fields[9].GetUInt32();
- m->COD = fields[10].GetUInt32();
- m->checked = fields[11].GetUInt32();
- m->stationery = fields[12].GetUInt8();
- m->mailTemplateId = fields[13].GetInt16();
-
- if (m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
- {
- sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
- m->mailTemplateId = 0;
- }
-
- m->state = MAIL_STATE_UNCHANGED;
-
- if (has_items)
- _LoadMailedItems(m);
-
- m_mail.push_back(m);
- } while (result->NextRow());
- }
- m_mailsLoaded = true;
-}
-
-void Player::LoadPet()
-{
- //fixme: the pet should still be loaded if the player is not in world
- // just not added to the map
- if (IsInWorld())
- {
- Pet *pet = new Pet(this);
- if (!pet->LoadPetFromDB(this,0,0,true))
- delete pet;
- }
-}
-
-void Player::_LoadQuestStatus(QueryResult_AutoPtr result)
-{
- mQuestStatus.clear();
-
- uint16 slot = 0;
-
- //// 0 1 2 3 4 5 6 7 8 9 10 11 12
- //QueryResult *result = CharacterDatabase.PQuery("SELECT quest, status, rewarded, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3, itemcount4 FROM character_queststatus WHERE guid = '%u'", GetGUIDLow());
-
- if (result)
- {
- do
- {
- Field *fields = result->Fetch();
-
- uint32 quest_id = fields[0].GetUInt32();
- // used to be new, no delete?
- Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
- if (pQuest)
- {
- // find or create
- QuestStatusData& questStatusData = mQuestStatus[quest_id];
-
- uint32 qstatus = fields[1].GetUInt32();
- if (qstatus < MAX_QUEST_STATUS)
- questStatusData.m_status = QuestStatus(qstatus);
- else
- {
- questStatusData.m_status = QUEST_STATUS_NONE;
- sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
- }
-
- questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 );
- questStatusData.m_explored = ( fields[3].GetUInt8() > 0 );
-
- time_t quest_time = time_t(fields[4].GetUInt64());
-
- if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE)
- {
- AddTimedQuest(quest_id);
-
- if (quest_time <= sWorld.GetGameTime())
- questStatusData.m_timer = 1;
- else
- questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * IN_MILISECONDS;
- }
- else
- quest_time = 0;
-
- questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
- questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
- questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
- questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
- questStatusData.m_itemcount[0] = fields[9].GetUInt32();
- questStatusData.m_itemcount[1] = fields[10].GetUInt32();
- questStatusData.m_itemcount[2] = fields[11].GetUInt32();
- questStatusData.m_itemcount[3] = fields[12].GetUInt32();
-
- questStatusData.uState = QUEST_UNCHANGED;
-
- // add to quest log
- if (slot < MAX_QUEST_LOG_SIZE &&
- ((questStatusData.m_status == QUEST_STATUS_INCOMPLETE ||
- questStatusData.m_status == QUEST_STATUS_COMPLETE ||
- questStatusData.m_status == QUEST_STATUS_FAILED) &&
- (!questStatusData.m_rewarded || pQuest->IsRepeatable())))
- {
- SetQuestSlot(slot, quest_id, quest_time);
-
- if (questStatusData.m_status == QUEST_STATUS_COMPLETE)
- SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
-
- if (questStatusData.m_status == QUEST_STATUS_FAILED)
- SetQuestSlotState(slot, QUEST_STATE_FAIL);
-
- for (uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
- if (questStatusData.m_creatureOrGOcount[idx])
- SetQuestSlotCounter(slot, idx, questStatusData.m_creatureOrGOcount[idx]);
-
- ++slot;
- }
-
- if (questStatusData.m_rewarded)
- {
- // learn rewarded spell if unknown
- learnQuestRewardedSpells(pQuest);
-
- // set rewarded title if any
- if (pQuest->GetCharTitleId())
- {
- if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
- SetTitle(titleEntry);
- }
-
- if(pQuest->GetBonusTalents())
- m_questRewardTalentCount += pQuest->GetBonusTalents();
- }
-
- sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
- }
- }
- while (result->NextRow());
- }
-
- // clear quest log tail
- for (uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i)
- SetQuestSlot(i, 0);
-}
-
-void Player::_LoadDailyQuestStatus(QueryResult_AutoPtr result)
-{
- for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
- SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
-
- //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
-
- if (result)
- {
- uint32 quest_daily_idx = 0;
-
- do
- {
- if (quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
- {
- sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
- break;
- }
-
- Field *fields = result->Fetch();
-
- uint32 quest_id = fields[0].GetUInt32();
-
- // save _any_ from daily quest times (it must be after last reset anyway)
- m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
-
- Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
- if (!pQuest)
- continue;
-
- SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
- ++quest_daily_idx;
-
- sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
- }
- while (result->NextRow());
- }
-
- m_DailyQuestChanged = false;
-}
-
-void Player::_LoadSpells(QueryResult_AutoPtr result)
-{
- //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
-
- if (result)
- {
- do
- {
- Field *fields = result->Fetch();
-
- addSpell(fields[0].GetUInt32(), fields[1].GetBool(), false, false, fields[2].GetBool());
- }
- while (result->NextRow());
- }
-}
-
-void Player::_LoadGroup(QueryResult_AutoPtr result)
-{
- //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
- if (result)
- {
- uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
- if (Group* group = objmgr.GetGroupByLeader(leaderGuid))
- {
- uint8 subgroup = group->GetMemberGroup(GetGUID());
- SetGroup(group, subgroup);
- if (getLevel() >= LEVELREQUIREMENT_HEROIC)
- {
- // the group leader may change the instance difficulty while the player is offline
- SetDungeonDifficulty(group->GetDungeonDifficulty());
- SetRaidDifficulty(group->GetRaidDifficulty());
- }
- }
- }
-}
-
-void Player::_LoadBoundInstances(QueryResult_AutoPtr result)
-{
- for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
- m_boundInstances[i].clear();
-
- Group *group = GetGroup();
-
- //QueryResult *result = CharacterDatabase.PQuery("SELECT id, permanent, map, difficulty, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE guid = '%u'", GUID_LOPART(m_guid));
- if (result)
- {
- do
- {
- Field *fields = result->Fetch();
- bool perm = fields[1].GetBool();
- uint32 mapId = fields[2].GetUInt32();
- uint32 instanceId = fields[0].GetUInt32();
- uint8 difficulty = fields[3].GetUInt8();
-
- time_t resetTime = (time_t)fields[4].GetUInt64();
- // the resettime for normal instances is only saved when the InstanceSave is unloaded
- // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
- // and in that case it is not used
-
- MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
- if (!mapEntry || !mapEntry->IsDungeon())
- {
- sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId);
- CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
- continue;
- }
-
- if(difficulty >= MAX_DIFFICULTY)
- {
- sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
- CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
- continue;
- }
-
- MapDifficulty const* mapDiff = GetMapDifficultyData(mapId,Difficulty(difficulty));
- if(!mapDiff)
- {
- sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
- CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
- continue;
- }
-
-
- if (!perm && group)
- {
- sLog.outError("_LoadBoundInstances: player %s(%d) is in group %d but has a non-permanent character bind to map %d,%d,%d", GetName(), GetGUIDLow(), GUID_LOPART(group->GetLeaderGUID()), mapId, instanceId, difficulty);
- CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
- continue;
- }
-
- // since non permanent binds are always solo bind, they can always be reset
- if (InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, Difficulty(difficulty), resetTime, !perm, true))
- BindToInstance(save, perm, true);
- } while (result->NextRow());
- }
-}
-
-InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty)
-{
- // some instances only have one difficulty
- MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
- if(!mapDiff)
- return NULL;
-
- BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
- if (itr != m_boundInstances[difficulty].end())
- return &itr->second;
- else
- return NULL;
-}
-
-InstanceSave * Player::GetInstanceSave(uint32 mapid, bool raid)
-{
- InstancePlayerBind *pBind = GetBoundInstance(mapid, GetDifficulty(raid));
- InstanceSave *pSave = pBind ? pBind->save : NULL;
- if (!pBind || !pBind->perm)
- if(Group *group = GetGroup())
- if(InstanceGroupBind *groupBind = group->GetBoundInstance(this))
- pSave = groupBind->save;
-
- return pSave;
-}
-
-void Player::UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload)
-{
- BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
- UnbindInstance(itr, difficulty, unload);
-}
-
-void Player::UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload)
-{
- if (itr != m_boundInstances[difficulty].end())
- {
- if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
- itr->second.save->RemovePlayer(this); // save can become invalid
- m_boundInstances[difficulty].erase(itr++);
- }
-}
-
-InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
-{
- if(save)
- {
- InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
- if (bind.save)
- {
- // update the save when the group kills a boss
- if (permanent != bind.perm || save != bind.save)
- if (!load)
- CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u', permanent = '%u' WHERE guid = '%u' AND instance = '%u'", save->GetInstanceId(), permanent, GetGUIDLow(), bind.save->GetInstanceId());
- }
- else
- if (!load)
- CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
-
- if (bind.save != save)
- {
- if(bind.save)
- bind.save->RemovePlayer(this);
- save->AddPlayer(this);
- }
-
- if (permanent)
- save->SetCanReset(false);
-
- bind.save = save;
- bind.perm = permanent;
- if (!load)
- sLog.outDebug("Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d", GetName(), GetGUIDLow(), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty());
- return &bind;
- }
- else
- return NULL;
-}
-
-void Player::SendRaidInfo()
-{
- uint32 counter = 0;
-
- WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
-
- size_t p_counter = data.wpos();
- data << uint32(counter); // placeholder
-
- time_t now = time(NULL);
-
- for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
- {
- for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
- {
- if(itr->second.perm)
- {
- InstanceSave *save = itr->second.save;
- data << uint32(save->GetMapId()); // map id
- data << uint32(save->GetDifficulty()); // difficulty
- data << uint64(save->GetInstanceId()); // instance id
- data << uint8(1); // expired = 0
- data << uint8(0); // extended = 1
- data << uint32(save->GetResetTime() - now); // reset time
- ++counter;
- }
- }
- }
- data.put<uint32>(p_counter, counter);
- GetSession()->SendPacket(&data);
-}
-
-/*
-- called on every successful teleportation to a map
-*/
-void Player::SendSavedInstances()
-{
- bool hasBeenSaved = false;
- WorldPacket data;
-
- for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
- {
- for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
- {
- if (itr->second.perm) // only permanent binds are sent
- {
- hasBeenSaved = true;
- break;
- }
- }
- }
-
- //Send opcode 811. true or false means, whether you have current raid/heroic instances
- data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
- data << uint32(hasBeenSaved);
- GetSession()->SendPacket(&data);
-
- if (!hasBeenSaved)
- return;
-
- for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
- {
- for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
- {
- if (itr->second.perm)
- {
- data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
- data << uint32(itr->second.save->GetMapId());
- GetSession()->SendPacket(&data);
- }
- }
- }
-}
-
-/// convert the player's binds to the group
-void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
-{
- bool has_binds = false;
- bool has_solo = false;
-
- if(player)
- {
- player_guid = player->GetGUID();
- if (!group)
- group = player->GetGroup();
- }
- assert(player_guid);
-
- // copy all binds to the group, when changing leader it's assumed the character
- // will not have any solo binds
-
- if (player)
- {
- for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
- {
- for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
- {
- has_binds = true;
- if (group)
- group->BindToInstance(itr->second.save, itr->second.perm, true);
- // permanent binds are not removed
- if (!itr->second.perm)
- {
- // increments itr in call
- player->UnbindInstance(itr, Difficulty(i), true);
- has_solo = true;
- }
- else
- ++itr;
- }
- }
- }
-
- // if the player's not online we don't know what binds it has
- if(!player || !group || has_binds)
- CharacterDatabase.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", GUID_LOPART(player_guid));
- // the following should not get executed when changing leaders
- if(!player || has_solo)
- CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
-}
-
-bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report)
-{
- if (!isGameMaster() && ar)
- {
- uint8 LevelMin = 0;
- uint8 LevelMax = 0;
-
- if (!sWorld.getConfig(CONFIG_INSTANCE_IGNORE_LEVEL))
- {
- if (ar->levelMin && getLevel() < ar->levelMin)
- LevelMin = ar->levelMin;
- if(ar->heroicLevelMin && GetDungeonDifficulty() == DUNGEON_DIFFICULTY_HEROIC && getLevel() < ar->heroicLevelMin)
- LevelMin = ar->heroicLevelMin;
- if (ar->levelMax && getLevel() > ar->levelMax)
- LevelMax = ar->levelMax;
- }
-
- uint32 missingItem = 0;
- if (ar->item)
- {
- if (!HasItemCount(ar->item, 1) &&
- (!ar->item2 || !HasItemCount(ar->item2, 1)))
- missingItem = ar->item;
- }
- else if(ar->item2 && !HasItemCount(ar->item2, 1))
- missingItem = ar->item2;
-
- MapEntry const* mapEntry = sMapStore.LookupEntry(target_map);
- if(!mapEntry)
- return false;
-
- bool isNormalTargetMap = mapEntry->IsRaid()
- ? (GetRaidDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
- : (GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL);
-
- uint32 missingKey = 0;
- uint32 missingHeroicQuest = 0;
- if(!isNormalTargetMap)
- {
- if (ar->heroicKey)
- {
- if (!HasItemCount(ar->heroicKey, 1) &&
- (!ar->heroicKey2 || !HasItemCount(ar->heroicKey2, 1)))
- missingKey = ar->heroicKey;
- }
- else if (ar->heroicKey2 && !HasItemCount(ar->heroicKey2, 1))
- missingKey = ar->heroicKey2;
-
- if (ar->heroicQuest && !GetQuestRewardStatus(ar->heroicQuest))
- missingHeroicQuest = ar->heroicQuest;
- }
-
- uint32 missingQuest = 0;
- if(ar->quest && !GetQuestRewardStatus(ar->quest))
- missingQuest = ar->quest;
-
- if (LevelMin || LevelMax || missingItem || missingKey || missingQuest || missingHeroicQuest)
- {
- if (report)
- {
- if (missingItem)
- GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED_AND_ITEM), LevelMin, objmgr.GetItemPrototype(missingItem)->Name1);
- else if (missingKey)
- SendTransferAborted(target_map, TRANSFER_ABORT_DIFFICULTY, isNormalTargetMap ? DUNGEON_DIFFICULTY_NORMAL : DUNGEON_DIFFICULTY_HEROIC);
- else if (missingHeroicQuest)
- GetSession()->SendAreaTriggerMessage(ar->heroicQuestFailedText.c_str());
- else if (missingQuest)
- GetSession()->SendAreaTriggerMessage(ar->questFailedText.c_str());
- else if (LevelMin)
- GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED), LevelMin);
- }
- return false;
- }
- }
- return true;
-}
-
-bool Player::_LoadHomeBind(QueryResult_AutoPtr result)
-{
- PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
- if (!info)
- {
- sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
- return false;
- }
-
- bool ok = false;
- //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
- if (result)
- {
- Field *fields = result->Fetch();
- m_homebindMapId = fields[0].GetUInt32();
- m_homebindZoneId = fields[1].GetUInt16();
- m_homebindX = fields[2].GetFloat();
- m_homebindY = fields[3].GetFloat();
- m_homebindZ = fields[4].GetFloat();
-
- MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
-
- // accept saved data only for valid position (and non instanceable), and accessable
- if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
- !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
- ok = true;
- else
- CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
- }
-
- if (!ok)
- {
- m_homebindMapId = info->mapId;
- m_homebindZoneId = info->zoneId;
- m_homebindX = info->positionX;
- m_homebindY = info->positionY;
- m_homebindZ = info->positionZ;
-
- CharacterDatabase.PExecute("INSERT INTO character_homebind (guid,map,zone,position_x,position_y,position_z) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')", GetGUIDLow(), m_homebindMapId, (uint32)m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
- }
-
- DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f",
- m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ);
-
- return true;
-}
-
-/*********************************************************/
-/*** SAVE SYSTEM ***/
-/*********************************************************/
-
-void Player::SaveToDB()
-{
- // delay auto save at any saves (manual, in code, or autosave)
- m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
-
- //lets allow only players in world to be saved
- if (IsBeingTeleportedFar())
- {
- ScheduleDelayedOperation(DELAYED_SAVE_PLAYER);
- return;
- }
-
- // first save/honor gain after midnight will also update the player's honor fields
- UpdateHonorFields();
-
- sLog.outDebug("The value of player %s at save: ", m_name.c_str());
- outDebugValues();
-
- std::string sql_name = m_name;
- CharacterDatabase.escape_string(sql_name);
-
- std::ostringstream ss;
- ss << "REPLACE INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
- "map, instance_id, dungeon_difficulty, position_x, position_y, position_z, orientation, data, "
- "taximask, online, cinematic, "
- "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
- "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
- "death_expire_time, taxi_path, arena_pending_points, latency, speccount, activespec) VALUES ("
- << GetGUIDLow() << ", "
- << GetSession()->GetAccountId() << ", '"
- << sql_name << "', "
- << uint32(getRace()) << ", "
- << uint32(getClass()) << ", "
- << uint32(getGender()) << ", "
- << uint32(getLevel()) << ", "
- << GetUInt32Value(PLAYER_XP) << ", "
- << GetMoney() << ", "
- << GetUInt32Value(PLAYER_BYTES) << ", "
- << GetUInt32Value(PLAYER_BYTES_2) << ", "
- << GetUInt32Value(PLAYER_FLAGS) << ", ";
-
- if (!IsBeingTeleported())
- {
- ss << GetMapId() << ", "
- << (uint32)GetInstanceId() << ", "
- << (uint32)GetDungeonDifficulty() << ", "
- << finiteAlways(GetPositionX()) << ", "
- << finiteAlways(GetPositionY()) << ", "
- << finiteAlways(GetPositionZ()) << ", "
- << finiteAlways(GetOrientation()) << ", '";
- }
- else
- {
- ss << GetTeleportDest().GetMapId() << ", "
- << (uint32)0 << ", "
- << (uint32)GetDungeonDifficulty() << ", "
- << finiteAlways(GetTeleportDest().GetPositionX()) << ", "
- << finiteAlways(GetTeleportDest().GetPositionY()) << ", "
- << finiteAlways(GetTeleportDest().GetPositionZ()) << ", "
- << finiteAlways(GetTeleportDest().GetOrientation()) << ", '";
- }
-
- uint16 i;
- for (i = 0; i < m_valuesCount; ++i)
- ss << GetUInt32Value(i) << " ";
-
- ss << "', ";
-
- ss << m_taxi << ", "; // string with TaxiMaskSize numbers
-
- ss << (IsInWorld() ? 1 : 0) << ", ";
-
- ss << m_cinematic << ", ";
-
- ss << m_Played_time[PLAYED_TIME_TOTAL] << ", ";
- ss << m_Played_time[PLAYED_TIME_LEVEL] << ", ";
-
- ss << finiteAlways(m_rest_bonus) << ", ";
- ss << (uint64)time(NULL) << ", ";
- ss << (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0) << ", ";
- //save, far from tavern/city
- //save, but in tavern/city
- ss << m_resetTalentsCost << ", ";
- ss << (uint64)m_resetTalentsTime << ", ";
-
- ss << finiteAlways(m_movementInfo.t_x) << ", ";
- ss << finiteAlways(m_movementInfo.t_y) << ", ";
- ss << finiteAlways(m_movementInfo.t_z) << ", ";
- ss << finiteAlways(m_movementInfo.t_o) << ", ";
- if (m_transport)
- ss << m_transport->GetGUIDLow();
- else
- ss << "0";
- ss << ", ";
-
- ss << m_ExtraFlags << ", ";
-
- ss << uint32(m_stableSlots) << ", "; // to prevent save uint8 as char
-
- ss << uint32(m_atLoginFlags) << ", ";
-
- ss << GetZoneId() << ", ";
-
- ss << (uint64)m_deathExpireTime << ", '";
-
- ss << m_taxi.SaveTaxiDestinationsToString() << "', ";
- ss << "'0', "; // arena_pending_points
- ss << GetSession()->GetLatency();
- ss << ", ";
- ss << uint32(m_specsCount);
- ss << ", ";
- ss << uint32(m_activeSpec);
- ss << ")";
-
- CharacterDatabase.BeginTransaction();
-
- CharacterDatabase.Execute( ss.str().c_str() );
-
- if (m_mailsUpdated) //save mails only when needed
- _SaveMail();
-
- _SaveBGData();
- _SaveInventory();
- _SaveQuestStatus();
- _SaveDailyQuestStatus();
- _SaveTalents();
- _SaveSpells();
- _SaveSpellCooldowns();
- _SaveActions();
- _SaveAuras();
- _SaveSkills();
- m_achievementMgr.SaveToDB();
- m_reputationMgr.SaveToDB();
- _SaveEquipmentSets();
- GetSession()->SaveTutorialsData(); // changed only while character in game
- _SaveGlyphs();
-
- CharacterDatabase.CommitTransaction();
-
- // save pet (hunter pet level and experience and all type pets health/mana).
- if (Pet* pet = GetPet())
- pet->SavePetToDB(PET_SAVE_AS_CURRENT);
-}
-
-// fast save function for item/money cheating preventing - save only inventory and money state
-void Player::SaveInventoryAndGoldToDB()
-{
- _SaveInventory();
- SaveGoldToDB();
-}
-
-void Player::SaveGoldToDB()
-{
- CharacterDatabase.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
-}
-
-void Player::_SaveActions()
-{
- for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end();)
- {
- switch (itr->second.uState)
- {
- case ACTIONBUTTON_NEW:
- CharacterDatabase.PExecute("INSERT INTO character_action (guid,spec,button,action,type) VALUES ('%u', '%u', '%u', '%u', '%u')",
- GetGUIDLow(), (uint32)m_activeSpec, (uint32)itr->first, (uint32)itr->second.GetAction(), (uint32)itr->second.GetType() );
- itr->second.uState = ACTIONBUTTON_UNCHANGED;
- ++itr;
- break;
- case ACTIONBUTTON_CHANGED:
- CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid = '%u' AND button = '%u' AND spec = '%u'",
- (uint32)itr->second.GetAction(), (uint32)itr->second.GetType(), GetGUIDLow(), (uint32)itr->first, (uint32)m_activeSpec);
- itr->second.uState = ACTIONBUTTON_UNCHANGED;
- ++itr;
- break;
- case ACTIONBUTTON_DELETED:
- CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u' and spec = '%u'", GetGUIDLow(), (uint32)itr->first, (uint32)m_activeSpec );
- m_actionButtons.erase(itr++);
- break;
- default:
- ++itr;
- break;
- }
- }
-}
-
-void Player::_SaveAuras()
-{
- CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
-
- for (AuraMap::const_iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end() ; ++itr)
- {
- if (!itr->second->CanBeSaved())
- continue;
-
- Aura * aura = itr->second;
-
- int32 damage[MAX_SPELL_EFFECTS];
- int32 baseDamage[MAX_SPELL_EFFECTS];
- uint8 effMask = 0;
- uint8 recalculateMask = 0;
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
- {
- if (aura->GetEffect(i))
- {
- baseDamage[i] = aura->GetEffect(i)->GetBaseAmount();
- damage[i] = aura->GetEffect(i)->GetAmount();
- effMask |= (1<<i);
- if (aura->GetEffect(i)->CanBeRecalculated())
- recalculateMask |= (1<<i);
- }
- else
- {
- baseDamage[i] = NULL;
- damage[i] = NULL;
- }
- }
-
- CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_mask,recalculate_mask,stackcount,amount0,amount1,amount2,base_amount0,base_amount1,base_amount2,maxduration,remaintime,remaincharges) "
- "VALUES ('%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%d', '%d', '%d', '%d', '%d', '%d', '%d', '%d', '%u')",
- GetGUIDLow(), itr->second->GetCasterGUID(), itr->second->GetId(), effMask, recalculateMask,
- itr->second->GetStackAmount(), damage[0], damage[1], damage[2], baseDamage[0], baseDamage[1], baseDamage[2],
- itr->second->GetMaxDuration(), itr->second->GetDuration(),itr->second->GetCharges());
- }
-}
-
-void Player::_SaveInventory()
-{
- // force items in buyback slots to new state
- // and remove those that aren't already
- for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i)
- {
- Item *item = m_items[i];
- if (!item || item->GetState() == ITEM_NEW)
- continue;
- CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
- CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
- m_items[i]->FSetState(ITEM_NEW);
- }
-
- // update enchantment durations
- for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
- itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration);
-
- // if no changes
- if (m_itemUpdateQueue.empty())
- return;
-
- // do not save if the update queue is corrupt
- bool error = false;
- for (size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
- {
- Item *item = m_itemUpdateQueue[i];
- if(!item || item->GetState() == ITEM_REMOVED) continue;
- Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot());
-
- if (test == NULL)
- {
- sLog.outCrash("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d (state %d) are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), (int32)item->GetState());
- //error = true;
- //now some items in bags cannot be saved but after cleansup they appear again
- }
- else if (test != item)
- {
- sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), test->GetGUIDLow());
- error = true;
- }
- }
-
- if (error)
- {
- sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
- ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
- return;
- }
-
- for (size_t i = 0; i < m_itemUpdateQueue.size(); i++)
- {
- Item *item = m_itemUpdateQueue[i];
- if(!item) continue;
-
- Bag *container = item->GetContainer();
- uint32 bag_guid = container ? container->GetGUIDLow() : 0;
-
- switch(item->GetState())
- {
- case ITEM_NEW:
- CharacterDatabase.PExecute("INSERT INTO character_inventory (guid,bag,slot,item,item_template) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetGUIDLow(), item->GetEntry());
- break;
- case ITEM_CHANGED:
- CharacterDatabase.PExecute("UPDATE character_inventory SET guid='%u', bag='%u', slot='%u', item_template='%u' WHERE item='%u'", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetEntry(), item->GetGUIDLow());
- break;
- case ITEM_REMOVED:
- CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
- break;
- case ITEM_UNCHANGED:
- break;
- }
-
- item->SaveToDB(); // item have unchanged inventory record and can be save standalone
- }
- m_itemUpdateQueue.clear();
-}
-
-void Player::_SaveMail()
-{
- if (!m_mailsLoaded)
- return;
-
- for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
- {
- Mail *m = (*itr);
- if (m->state == MAIL_STATE_CHANGED)
- {
- CharacterDatabase.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD "', deliver_time = '" UI64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
- m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
- if(m->removedItems.size())
- {
- for (std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
- CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
- m->removedItems.clear();
- }
- m->state = MAIL_STATE_UNCHANGED;
- }
- else if (m->state == MAIL_STATE_DELETED)
- {
- if (m->HasItems())
- for (std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
- CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
- if (m->itemTextId)
- CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId);
- CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
- CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
- }
- }
-
- //deallocate deleted mails...
- for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();)
- {
- if ((*itr)->state == MAIL_STATE_DELETED)
- {
- Mail* m = *itr;
- m_mail.erase(itr);
- delete m;
- itr = m_mail.begin();
- }
- else
- ++itr;
- }
-
- m_mailsUpdated = false;
-}
-
-void Player::_SaveQuestStatus()
-{
- // we don't need transactions here.
- for (QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i )
- {
- switch (i->second.uState)
- {
- case QUEST_NEW :
- CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
- "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
- GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS+ sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]);
- break;
- case QUEST_CHANGED :
- CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
- i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first );
- break;
- case QUEST_UNCHANGED:
- break;
- };
- i->second.uState = QUEST_UNCHANGED;
- }
-}
-
-void Player::_SaveDailyQuestStatus()
-{
- if(!m_DailyQuestChanged)
- return;
-
- m_DailyQuestChanged = false;
-
- // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
-
- // we don't need transactions here.
- CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
- for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
- if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
- CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD "')",
- GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
-}
-
-void Player::_SaveSkills()
-{
- // we don't need transactions here.
- for( SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); )
- {
- if(itr->second.uState == SKILL_UNCHANGED)
- {
- ++itr;
- continue;
- }
-
- if(itr->second.uState == SKILL_DELETED)
- {
- CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), itr->first );
- mSkillStatus.erase(itr++);
- continue;
- }
-
- uint32 valueData = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos));
- uint16 value = SKILL_VALUE(valueData);
- uint16 max = SKILL_MAX(valueData);
-
- switch (itr->second.uState)
- {
- case SKILL_NEW:
- CharacterDatabase.PExecute("INSERT INTO character_skills (guid, skill, value, max) VALUES ('%u', '%u', '%u', '%u')",
- GetGUIDLow(), itr->first, value, max);
- break;
- case SKILL_CHANGED:
- CharacterDatabase.PExecute("UPDATE character_skills SET value = '%u',max = '%u'WHERE guid = '%u' AND skill = '%u' ",
- value, max, GetGUIDLow(), itr->first );
- break;
- };
- itr->second.uState = SKILL_UNCHANGED;
-
- ++itr;
- }
-}
-
-void Player::_SaveSpells()
-{
- for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
- {
- if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
- CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
-
- // add only changed/new not dependent spells
- if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED))
- CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0);
-
- if (itr->second->state == PLAYERSPELL_REMOVED)
- {
- delete itr->second;
- m_spells.erase(itr++);
- }
- else
- {
- itr->second->state = PLAYERSPELL_UNCHANGED;
- ++itr;
- }
-
- }
-}
-
-void Player::outDebugValues() const
-{
- if(!sLog.IsOutDebug()) // optimize disabled debug output
- return;
-
- sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
- sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
- sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
- sLog.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA));
- sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
- sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
- sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
- sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
- sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
- sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
- sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
- sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
-}
-
-/*********************************************************/
-/*** FLOOD FILTER SYSTEM ***/
-/*********************************************************/
-
-void Player::UpdateSpeakTime()
-{
- // ignore chat spam protection for GMs in any mode
- if(GetSession()->GetSecurity() > SEC_PLAYER)
- return;
-
- time_t current = time (NULL);
- if(m_speakTime > current)
- {
- uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
- if(!max_count)
- return;
-
- ++m_speakCount;
- if(m_speakCount >= max_count)
- {
- // prevent overwrite mute time, if message send just before mutes set, for example.
- time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
- if(GetSession()->m_muteTime < new_mute)
- GetSession()->m_muteTime = new_mute;
-
- m_speakCount = 0;
- }
- }
- else
- m_speakCount = 0;
-
- m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
-}
-
-bool Player::CanSpeak() const
-{
- return GetSession()->m_muteTime <= time (NULL);
-}
-
-/*********************************************************/
-/*** LOW LEVEL FUNCTIONS:Notifiers ***/
-/*********************************************************/
-
-void Player::SendAttackSwingNotInRange()
-{
- WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
- GetSession()->SendPacket( &data );
-}
-
-void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
-{
- std::ostringstream ss;
- ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
- << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
- << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
- << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
- sLog.outDebug(ss.str().c_str());
- CharacterDatabase.Execute(ss.str().c_str());
-}
-
-void Player::SaveDataFieldToDB()
-{
- std::ostringstream ss;
- ss<<"UPDATE characters SET data='";
-
- for (uint16 i = 0; i < m_valuesCount; i++ )
- {
- ss << GetUInt32Value(i) << " ";
- }
- ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'";
-
- CharacterDatabase.Execute(ss.str().c_str());
-}
-
-bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid)
-{
- std::ostringstream ss2;
- ss2<<"UPDATE characters SET data='";
- uint32 i=0;
- for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i)
- {
- ss2<<tokens[i]<<" ";
- }
- ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'";
-
- return CharacterDatabase.Execute(ss2.str().c_str());
-}
-
-void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
-{
- char buf[11];
- snprintf(buf,11,"%u",value);
-
- if(index >= tokens.size())
- return;
-
- tokens[index] = buf;
-}
-
-void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid)
-{
- Tokens tokens;
- if(!LoadValuesArrayFromDB(tokens,guid))
- return;
-
- if(index >= tokens.size())
- return;
-
- char buf[11];
- snprintf(buf,11,"%u",value);
- tokens[index] = buf;
-
- SaveValuesArrayInDB(tokens,guid);
-}
-
-void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid)
-{
- uint32 temp;
- memcpy(&temp, &value, sizeof(value));
- Player::SetUInt32ValueInDB(index, temp, guid);
-}
-
-void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
-{
- // 0
- QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid));
- if(!result)
- return;
-
- Field* fields = result->Fetch();
-
- uint32 player_bytes2 = fields[0].GetUInt32();
- player_bytes2 &= ~0xFF;
- player_bytes2 |= facialHair;
-
- CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, GUID_LOPART(guid));
-}
-
-void Player::SendAttackSwingDeadTarget()
-{
- WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
- GetSession()->SendPacket( &data );
-}
-
-void Player::SendAttackSwingCantAttack()
-{
- WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
- GetSession()->SendPacket( &data );
-}
-
-void Player::SendAttackSwingCancelAttack()
-{
- WorldPacket data(SMSG_CANCEL_COMBAT, 0);
- GetSession()->SendPacket( &data );
-}
-
-void Player::SendAttackSwingBadFacingAttack()
-{
- WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
- GetSession()->SendPacket( &data );
-}
-
-void Player::SendAutoRepeatCancel(Unit *target)
-{
- WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size());
- data.append(target->GetPackGUID()); // may be it's target guid
- GetSession()->SendPacket( &data );
-}
-
-void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
-{
- WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 );
- data << Area;
- data << Experience;
- GetSession()->SendPacket(&data);
-}
-
-void Player::SendDungeonDifficulty(bool IsInGroup)
-{
- uint8 val = 0x00000001;
- WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
- data << (uint32)GetDungeonDifficulty();
- data << uint32(val);
- data << uint32(IsInGroup);
- GetSession()->SendPacket(&data);
-}
-
-void Player::SendRaidDifficulty(bool IsInGroup)
-{
- uint8 val = 0x00000001;
- WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12);
- data << uint32(GetRaidDifficulty());
- data << uint32(val);
- data << uint32(IsInGroup);
- GetSession()->SendPacket(&data);
-}
-
-void Player::SendResetFailedNotify(uint32 mapid)
-{
- WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
- data << uint32(mapid);
- GetSession()->SendPacket(&data);
-}
-
-/// Reset all solo instances and optionally send a message on success for each
-void Player::ResetInstances(uint8 method, bool isRaid)
-{
- // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
-
- // we assume that when the difficulty changes, all instances that can be reset will be
- Difficulty diff = GetDifficulty(isRaid);
-
- for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end(); )
- {
- InstanceSave *p = itr->second.save;
- const MapEntry *entry = sMapStore.LookupEntry(itr->first);
- if(!entry || entry->IsRaid() != isRaid || !p->CanReset())
- {
- ++itr;
- continue;
- }
-
- if(method == INSTANCE_RESET_ALL)
- {
- // the "reset all instances" method can only reset normal maps
- if(entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC)
- {
- ++itr;
- continue;
- }
- }
-
- // if the map is loaded, reset it
- Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
- if(map && map->IsDungeon())
- if(!((InstanceMap*)map)->Reset(method))
- {
- ++itr;
- continue;
- }
-
- // since this is a solo instance there should not be any players inside
- if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
- SendResetInstanceSuccess(p->GetMapId());
-
- p->DeleteFromDB();
- m_boundInstances[diff].erase(itr++);
-
- // the following should remove the instance save from the manager and delete it as well
- p->RemovePlayer(this);
- }
-}
-
-void Player::SendResetInstanceSuccess(uint32 MapId)
-{
- WorldPacket data(SMSG_INSTANCE_RESET, 4);
- data << MapId;
- GetSession()->SendPacket(&data);
-}
-
-void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
-{
- // TODO: find what other fail reasons there are besides players in the instance
- WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
- data << reason;
- data << MapId;
- GetSession()->SendPacket(&data);
-}
-
-/*********************************************************/
-/*** Update timers ***/
-/*********************************************************/
-
-///checks the 15 afk reports per 5 minutes limit
-void Player::UpdateAfkReport(time_t currTime)
-{
- if(m_bgData.bgAfkReportedTimer <= currTime)
- {
- m_bgData.bgAfkReportedCount = 0;
- m_bgData.bgAfkReportedTimer = currTime+5*MINUTE;
- }
-}
-
-void Player::UpdateContestedPvP(uint32 diff)
-{
- if(!m_contestedPvPTimer||isInCombat())
- return;
- if(m_contestedPvPTimer <= diff)
- {
- ResetContestedPvP();
- }
- else
- m_contestedPvPTimer -= diff;
-}
-
-void Player::UpdatePvPFlag(time_t currTime)
-{
- if(!IsPvP())
- return;
- if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
- return;
-
- UpdatePvP(false);
-}
-
-void Player::UpdateDuelFlag(time_t currTime)
-{
- if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
- return;
-
- SetUInt32Value(PLAYER_DUEL_TEAM, 1);
- duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
-
- duel->startTimer = 0;
- duel->startTime = currTime;
- duel->opponent->duel->startTimer = 0;
- duel->opponent->duel->startTime = currTime;
-}
-
-Pet* Player::GetPet() const
-{
- if(uint64 pet_guid = GetPetGUID())
- {
- if(!IS_PET_GUID(pet_guid))
- return NULL;
-
- Pet* pet = ObjectAccessor::GetPet(pet_guid);
-
- if (!pet)
- return NULL;
-
- if(IsInWorld() && pet)
- return pet;
-
- //there may be a guardian in slot
- //sLog.outError("Player::GetPet: Pet %u not exist.",GUID_LOPART(pet_guid));
- //const_cast<Player*>(this)->SetPetGUID(0);
- }
-
- return NULL;
-}
-
-void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
-{
- if(!pet)
- pet = GetPet();
-
- if(pet)
- {
- sLog.outDebug("RemovePet %u, %u, %u", pet->GetEntry(), mode, returnreagent);
-
- if(pet->m_removed)
- return;
- }
-
- if(returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleGround())
- {
- //returning of reagents only for players, so best done here
- uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
- SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
-
- if(spellInfo)
- {
- for (uint32 i = 0; i < 7; ++i)
- {
- if(spellInfo->Reagent[i] > 0)
- {
- ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
- uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] );
- if( msg == EQUIP_ERR_OK )
- {
- Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true);
- if(IsInWorld())
- SendNewItem(item,spellInfo->ReagentCount[i],true,false);
- }
- }
- }
- }
- m_temporaryUnsummonedPetNumber = 0;
- }
-
- if(!pet || pet->GetOwnerGUID()!=GetGUID())
- return;
-
- pet->CombatStop();
-
- if(returnreagent)
- {
- switch(pet->GetEntry())
- {
- //warlock pets except imp are removed(?) when logging out
- case 1860:
- case 1863:
- case 417:
- case 17252:
- mode = PET_SAVE_NOT_IN_SLOT;
- break;
- }
- }
-
- // only if current pet in slot
- pet->SavePetToDB(mode);
-
- SetMinion(pet, false);
-
- pet->AddObjectToRemoveList();
- pet->m_removed = true;
-
- if(pet->isControlled())
- {
- WorldPacket data(SMSG_PET_SPELLS, 8);
- data << uint64(0);
- GetSession()->SendPacket(&data);
-
- if(GetGroup())
- SetGroupUpdateFlag(GROUP_UPDATE_PET);
- }
-}
-
-void Player::StopCastingCharm()
-{
- Unit* charm = GetCharm();
- if(!charm)
- return;
-
- if(charm->GetTypeId() == TYPEID_UNIT)
- {
- if(((Creature*)charm)->HasUnitTypeMask(UNIT_MASK_PUPPET))
- ((Puppet*)charm)->UnSummon();
- else if(charm->IsVehicle())
- ExitVehicle();
- }
- if(GetCharmGUID())
- charm->RemoveCharmAuras();
-
- if(GetCharmGUID())
- {
- sLog.outCrash("Player %s (GUID: " UI64FMTD " is not able to uncharm unit (GUID: " UI64FMTD " Entry: %u, Type: %u)", GetName(), GetGUID(), GetCharmGUID(), charm->GetEntry(), charm->GetTypeId());
- if(charm->GetCharmerGUID())
- {
- sLog.outCrash("Charmed unit has charmer guid " UI64FMTD, charm->GetCharmerGUID());
- assert(false);
- }
- else
- SetCharm(charm, false);
- }
-}
-
-void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
-{
- *data << (uint8)msgtype;
- *data << (uint32)language;
- *data << (uint64)GetGUID();
- *data << (uint32)language; //language 2.1.0 ?
- *data << (uint64)GetGUID();
- *data << (uint32)(text.length()+1);
- *data << text;
- *data << (uint8)chatTag();
-}
-
-void Player::Say(const std::string& text, const uint32 language)
-{
- WorldPacket data(SMSG_MESSAGECHAT, 200);
- BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
- SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
-
- if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
- sLog.outChat("[SAY] Player %s says (language %u): %s",
- GetName(), language, text.c_str());
-}
-
-void Player::Yell(const std::string& text, const uint32 language)
-{
- WorldPacket data(SMSG_MESSAGECHAT, 200);
- BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
- SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
-
- if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
- sLog.outChat("[YELL] Player %s yells (language %u): %s",
- GetName(), language, text.c_str());
-}
-
-void Player::TextEmote(const std::string& text)
-{
- WorldPacket data(SMSG_MESSAGECHAT, 200);
- BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
- SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT));
-
- if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
- sLog.outChat("[TEXTEMOTE] Player %s emotes: %s",
- GetName(), text.c_str());
-}
-
-void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
-{
- if (language != LANG_ADDON) // if not addon data
- language = LANG_UNIVERSAL; // whispers should always be readable
-
- Player *rPlayer = objmgr.GetPlayer(receiver);
-
- if(sWorld.getConfig(CONFIG_CHATLOG_WHISPER))
- sLog.outChat("[WHISPER] Player %s tells %s: %s",
- GetName(), rPlayer->GetName(), text.c_str());
-
- // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
- if(!rPlayer->isDND() || isGameMaster())
- {
- WorldPacket data(SMSG_MESSAGECHAT, 200);
- BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
- rPlayer->GetSession()->SendPacket(&data);
-
- // not send confirmation for addon messages
- if (language != LANG_ADDON)
- {
- data.Initialize(SMSG_MESSAGECHAT, 200);
- rPlayer->BuildPlayerChat(&data, CHAT_MSG_WHISPER_INFORM, text, language);
- GetSession()->SendPacket(&data);
- }
- }
- else
- {
- // announce to player that player he is whispering to is dnd and cannot receive his message
- ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
- }
-
- if(!isAcceptWhispers() && !isGameMaster() && !rPlayer->isGameMaster())
- {
- SetAcceptWhispers(true);
- ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
- }
-
- // announce to player that player he is whispering to is afk
- if(rPlayer->isAFK())
- ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
-
- // if player whisper someone, auto turn of dnd to be able to receive an answer
- if(isDND() && !rPlayer->isGameMaster())
- ToggleDND();
-}
-
-void Player::PetSpellInitialize()
-{
- Pet* pet = GetPet();
-
- if(!pet)
- return;
-
- sLog.outDebug("Pet Spells Groups");
-
- CharmInfo *charmInfo = pet->GetCharmInfo();
-
- WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
- data << uint64(pet->GetGUID());
- data << uint16(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
- data << uint32(0);
- data << uint8(pet->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
-
- // action bar loop
- charmInfo->BuildActionBar(&data);
-
- size_t spellsCountPos = data.wpos();
-
- // spells count
- uint8 addlist = 0;
- data << uint8(addlist); // placeholder
-
- if (pet->IsPermanentPetFor(this))
- {
- // spells loop
- for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
- {
- if(itr->second.state == PETSPELL_REMOVED)
- continue;
-
- data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first,itr->second.active));
- ++addlist;
- }
- }
-
- data.put<uint8>(spellsCountPos, addlist);
-
- uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
- data << uint8(cooldownsCount);
-
- time_t curTime = time(NULL);
-
- for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
- {
- time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
-
- data << uint32(itr->first); // spellid
- data << uint16(0); // spell category?
- data << uint32(cooldown); // cooldown
- data << uint32(0); // category cooldown
- }
-
- for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
- {
- time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
-
- data << uint32(itr->first); // spellid
- data << uint16(0); // spell category?
- data << uint32(0); // cooldown
- data << uint32(cooldown); // category cooldown
- }
-
- data.hexlike();
-
- GetSession()->SendPacket(&data);
-}
-
-void Player::PossessSpellInitialize()
-{
- Unit* charm = GetCharm();
- if(!charm)
- return;
-
- CharmInfo *charmInfo = charm->GetCharmInfo();
-
- if(!charmInfo)
- {
- sLog.outError("Player::PossessSpellInitialize(): charm ("UI64FMTD") has no charminfo!", charm->GetGUID());
- return;
- }
-
- WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
- data << uint64(charm->GetGUID());
- data << uint16(0);
- data << uint32(0);
- data << uint32(0);
-
- charmInfo->BuildActionBar(&data);
-
- data << uint8(0); // spells count
- data << uint8(0); // cooldowns count
-
- GetSession()->SendPacket(&data);
-}
-
-void Player::VehicleSpellInitialize()
-{
- Creature* veh = GetVehicleCreatureBase();
- if(!veh)
- return;
-
- // GetPosition_ is not a member of 'Vehicle', SetPosition is a member of 'Player': SetPosition(GetVehicle()->GetPositionX(), GetVehicle()->GetPositionY(), GetVehicle()->GetPositionZ(), GetVehicle()->GetOrientation());
-
- // GetPosition_ is not a member of 'Vehicle', SetPosition is a member of 'Player': SetPosition(GetVehicle()->GetPositionX(), GetVehicle()->GetPositionY(), GetVehicle()->GetPositionZ(), GetVehicle()->GetOrientation());
-
- WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*10+1+1);
- data << uint64(veh->GetGUID());
- data << uint16(0);
- data << uint32(0);
- data << uint32(0x00000101);
-
- for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
- {
- uint32 spellId = ((Creature*)veh)->m_spells[i];
- if(!spellId)
- continue;
-
- SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
- if(!spellInfo)
- continue;
-
- if(IsPassiveSpell(spellId))
- {
- veh->CastSpell(veh, spellId, true);
- data << uint16(0) << uint8(0) << uint8(i+8);
- }
- else
- data << uint32(MAKE_UNIT_ACTION_BUTTON(spellId,i+8));
- }
-
- for (uint32 i = CREATURE_MAX_SPELLS; i < MAX_SPELL_CONTROL_BAR; ++i)
- data << uint16(0) << uint8(0) << uint8(i+8);
-
- data << uint8(0);
- data << uint8(0);
- GetSession()->SendPacket(&data);
-}
-
-void Player::CharmSpellInitialize()
-{
- Unit* charm = GetFirstControlled();
- if(!charm)
- return;
-
- CharmInfo *charmInfo = charm->GetCharmInfo();
- if(!charmInfo)
- {
- sLog.outError("Player::CharmSpellInitialize(): the player's charm ("UI64FMTD") has no charminfo!", charm->GetGUID());
- return;
- }
-
- uint8 addlist = 0;
- if(charm->GetTypeId() != TYPEID_PLAYER)
- {
- CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo();
- //if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
- {
- for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
- {
- if(charmInfo->GetCharmSpell(i)->GetAction())
- ++addlist;
- }
- }
- }
-
- WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1);
- data << uint64(charm->GetGUID());
- data << uint16(0);
- data << uint32(0);
-
- if(charm->GetTypeId() != TYPEID_PLAYER)
- data << uint8(((Creature*)charm)->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
- else
- data << uint8(0) << uint8(0) << uint16(0);
-
- charmInfo->BuildActionBar(&data);
-
- data << uint8(addlist);
-
- if(addlist)
- {
- for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
- {
- CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
- if(cspell->GetAction())
- data << uint32(cspell->packedData);
- }
- }
-
- data << uint8(0); // cooldowns count
-
- GetSession()->SendPacket(&data);
-}
-
-void Player::SendRemoveControlBar()
-{
- WorldPacket data(SMSG_PET_SPELLS, 8);
- data << uint64(0);
- GetSession()->SendPacket(&data);
-}
-
-bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell * spell)
-{
- if (!mod || !spellInfo)
- return false;
-
- // Mod out of charges
- if (spell && mod->charges == -1 && spell->m_appliedMods.find(mod->ownerAura) == spell->m_appliedMods.end())
- return false;
-
- return spellmgr.IsAffectedByMod(spellInfo, mod);
-}
-
-void Player::AddSpellMod(SpellModifier* mod, bool apply)
-{
- sLog.outDebug("Player::AddSpellMod %d", mod->spellId);
- uint16 Opcode = (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
-
- int i = 0;
- flag96 _mask = 0;
- for (int eff = 0; eff < 96; ++eff)
- {
- if (eff != 0 && eff%32 == 0)
- _mask[i++] = 0;
-
- _mask[i] = uint32(1) << (eff-(32*i));
- if (mod->mask & _mask)
- {
- int32 val = 0;
- for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
- {
- if ((*itr)->type == mod->type && (*itr)->mask & _mask)
- val += (*itr)->value;
- }
- val += apply ? mod->value : -(mod->value);
- WorldPacket data(Opcode, (1+1+4));
- data << uint8(eff);
- data << uint8(mod->op);
- data << int32(val);
- SendDirectMessage(&data);
- }
- }
-
- if (apply)
- m_spellMods[mod->op].push_back(mod);
- else
- {
- m_spellMods[mod->op].remove(mod);
- // mods bound to aura will be removed in AuraEffect::~AuraEffect
- if (!mod->ownerAura)
- delete mod;
- }
-}
-
-// Restore spellmods in case of failed cast
-void Player::RestoreSpellMods(Spell * spell)
-{
- if (!spell || spell->m_appliedMods.empty())
- return;
-
- for (uint8 i=0; i<MAX_SPELLMOD; ++i)
- {
- for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end(); ++itr)
- {
- SpellModifier *mod = *itr;
-
- // spellmods without aura set cannot be charged
- if (!mod->ownerAura || !mod->ownerAura->GetCharges())
- continue;
-
- // check if mod affected this spell
- Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
- if (iterMod == spell->m_appliedMods.end())
- continue;
-
- // remove from list
- spell->m_appliedMods.erase(iterMod);
-
- // add mod charges back to mod
- if (mod->charges == -1)
- mod->charges = 1;
- else
- mod->charges++;
-
- // Do not set more spellmods than avalible
- if (mod->ownerAura->GetCharges() < mod->charges)
- mod->charges = mod->ownerAura->GetCharges();
-
- // Skip this check for now - aura charges may change due to various reason
- // TODO: trac these changes correctly
- //assert (mod->ownerAura->GetCharges() <= mod->charges);
- }
- }
-}
-
-void Player::RemoveSpellMods(Spell * spell)
-{
- if (!spell)
- return;
- std::set <Aura *> checkedSpells;
-
- AuraEffectList const & auraList = GetAuraEffectsByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE);
- for (AuraEffectList::const_iterator itr = auraList.begin(); itr != auraList.end();)
- {
- AuraEffect * aurEff = *itr;
- Aura * aura = aurEff->GetBase();
- ++itr;
- if (!aura->GetCharges())
- continue;
-
- SpellEntry const * spellInfo = aura->GetSpellProto();
-
- if (spellInfo->SpellFamilyName != spell->m_spellInfo->SpellFamilyName ||
- checkedSpells.find(aura) != checkedSpells.end())
- continue;
-
- if (spell->m_spellInfo->SpellFamilyFlags & spellInfo->EffectSpellClassMask[aurEff->GetEffIndex()]
- // this is for fingers of frost, look at spell::finish part, a charge will be taken by the triggering spell
- && aura->GetDuration() != aura->GetMaxDuration())
- {
- checkedSpells.insert(aura);
- spell->m_appliedMods.erase(aura);
- if (aura->DropCharge())
- itr = auraList.begin();
- }
- }
-
- if (spell->m_appliedMods.empty())
- return;
-
- for (uint8 i=0; i<MAX_SPELLMOD; ++i)
- {
- for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
- {
- SpellModifier *mod = *itr;
- ++itr;
-
- // spellmods without aura set cannot be charged
- if (!mod->ownerAura || !mod->ownerAura->GetCharges())
- continue;
-
- // check if mod affected this spell
- Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
- if (iterMod == spell->m_appliedMods.end())
- continue;
-
- // remove from list
- spell->m_appliedMods.erase(iterMod);
-
- if (mod->ownerAura->DropCharge())
- itr = m_spellMods[i].begin();
- }
- }
-}
-
-void Player::DropModCharge(SpellModifier * mod, Spell * spell)
-{
- if (spell && mod->ownerAura && mod->charges > 0 )
- {
- --mod->charges;
- if (mod->charges == 0)
- {
- mod->charges = -1;
- }
- spell->m_appliedMods.insert(mod->ownerAura);
- }
-}
-
-void Player::SetSpellModTakingSpell(Spell * spell, bool apply)
-{
- if (!spell || (m_spellModTakingSpell && m_spellModTakingSpell != spell))
- return;
-
- if (apply && spell->getState() == SPELL_STATE_FINISHED)
- return;
-
- m_spellModTakingSpell = apply ? spell : NULL;
-}
-
-// send Proficiency
-void Player::SendProficiency(uint8 pr1, uint32 pr2)
-{
- WorldPacket data(SMSG_SET_PROFICIENCY, 8);
- data << pr1 << pr2;
- GetSession()->SendPacket (&data);
-}
-
-void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
-{
- QueryResult_AutoPtr result = QueryResult_AutoPtr(NULL);
- if(type==10)
- result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
- else
- result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
- if(result)
- {
- do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand.
- { // and SendPetitionQueryOpcode reads data from the DB
- Field *fields = result->Fetch();
- uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
- uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
-
- // send update if charter owner in game
- Player* owner = objmgr.GetPlayer(ownerguid);
- if(owner)
- owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
-
- } while ( result->NextRow() );
-
- if(type==10)
- CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
- else
- CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
- }
-
- CharacterDatabase.BeginTransaction();
- if(type == 10)
- {
- CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
- CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
- }
- else
- {
- CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
- CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
- }
- CharacterDatabase.CommitTransaction();
-}
-
-void Player::LeaveAllArenaTeams(uint64 guid)
-{
- QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid));
- if(!result)
- return;
-
- do
- {
- Field *fields = result->Fetch();
- uint32 at_id = fields[0].GetUInt32();
- if(at_id != 0)
- {
- ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
- if(at)
- at->DelMember(guid);
- }
- } while (result->NextRow());
-}
-
-void Player::SetRestBonus (float rest_bonus_new)
-{
- // Prevent resting on max level
- if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
- rest_bonus_new = 0;
-
- if(rest_bonus_new < 0)
- rest_bonus_new = 0;
-
- float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
-
- if(rest_bonus_new > rest_bonus_max)
- m_rest_bonus = rest_bonus_max;
- else
- m_rest_bonus = rest_bonus_new;
-
- // update data for client
- if(m_rest_bonus>10)
- SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
- else if(m_rest_bonus<=1)
- SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
-
- //RestTickUpdate
- SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
-}
-
-void Player::HandleStealthedUnitsDetection()
-{
- std::list<Unit*> stealthedUnits;
- Trinity::AnyStealthedCheck u_check;
- Trinity::UnitListSearcher<Trinity::AnyStealthedCheck > searcher(this, stealthedUnits, u_check);
- VisitNearbyObject(GetMap()->GetVisibilityDistance(), searcher);
-
- for (std::list<Unit*>::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i)
- {
- if((*i)==this)
- continue;
-
- bool hasAtClient = HaveAtClient((*i));
- bool hasDetected = canSeeOrDetect(*i, true);
-
- if (hasDetected)
- {
- if(!hasAtClient)
- {
- (*i)->SendUpdateToPlayer(this);
- m_clientGUIDs.insert((*i)->GetGUID());
-
- #ifdef TRINITY_DEBUG
- if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
- sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
- #endif
-
- // target aura duration for caster show only if target exist at caster client
- // send data at target visibility change (adding to client)
- SendInitialVisiblePackets(*i);
- }
- }
- else
- {
- if(hasAtClient)
- {
- (*i)->DestroyForPlayer(this);
- m_clientGUIDs.erase((*i)->GetGUID());
- }
- }
- }
-}
-
-bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/)
-{
- if(nodes.size() < 2)
- return false;
-
- // not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root
- if(GetSession()->isLogingOut() || isInCombat() || hasUnitState(UNIT_STAT_STUNNED) || hasUnitState(UNIT_STAT_ROOT))
- {
- WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
- data << uint32(ERR_TAXIPLAYERBUSY);
- GetSession()->SendPacket(&data);
- return false;
- }
-
- if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
- return false;
-
- // taximaster case
- if(npc)
- {
- // not let cheating with start flight mounted
- if(IsMounted())
- {
- WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
- data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
- GetSession()->SendPacket(&data);
- return false;
- }
-
- if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
- {
- WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
- data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
- GetSession()->SendPacket(&data);
- return false;
- }
-
- // not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi
- if(IsNonMeleeSpellCasted(false))
- {
- WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
- data << uint32(ERR_TAXIPLAYERBUSY);
- GetSession()->SendPacket(&data);
- return false;
- }
- }
- // cast case or scripted call case
- else
- {
- RemoveAurasByType(SPELL_AURA_MOUNTED);
-
- if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW )
- RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
-
- if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL))
- if (spell->m_spellInfo->Id != spellid)
- InterruptSpell(CURRENT_GENERIC_SPELL,false);
-
- InterruptSpell(CURRENT_AUTOREPEAT_SPELL,false);
-
- if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL))
- if (spell->m_spellInfo->Id != spellid)
- InterruptSpell(CURRENT_CHANNELED_SPELL,true);
- }
-
- uint32 sourcenode = nodes[0];
-
- // starting node too far away (cheat?)
- TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
- if (!node)
- {
- WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
- data << uint32(ERR_TAXINOSUCHPATH);
- GetSession()->SendPacket(&data);
- return false;
- }
-
- // check node starting pos data set case if provided
- if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f)
- {
- if (node->map_id != GetMapId() ||
- (node->x - GetPositionX())*(node->x - GetPositionX())+
- (node->y - GetPositionY())*(node->y - GetPositionY())+
- (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
- (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE))
- {
- WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
- data << uint32(ERR_TAXITOOFARAWAY);
- GetSession()->SendPacket(&data);
- return false;
- }
- }
- // node must have pos if taxi master case (npc != NULL)
- else if (npc)
- {
- WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
- data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
- GetSession()->SendPacket(&data);
- return false;
- }
-
- // Prepare to flight start now
-
- // stop combat at start taxi flight if any
- CombatStop();
-
- StopCastingCharm();
- StopCastingBindSight();
- ExitVehicle();
-
- // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
- TradeCancel(true);
-
- // clean not finished taxi path if any
- m_taxi.ClearTaxiDestinations();
-
- // 0 element current node
- m_taxi.AddTaxiDestination(sourcenode);
-
- // fill destinations path tail
- uint32 sourcepath = 0;
- uint32 totalcost = 0;
-
- uint32 prevnode = sourcenode;
- uint32 lastnode = 0;
-
- for (uint32 i = 1; i < nodes.size(); ++i)
- {
- uint32 path, cost;
-
- lastnode = nodes[i];
- objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
-
- if(!path)
- {
- m_taxi.ClearTaxiDestinations();
- return false;
- }
-
- totalcost += cost;
-
- if(prevnode == sourcenode)
- sourcepath = path;
-
- m_taxi.AddTaxiDestination(lastnode);
-
- prevnode = lastnode;
- }
-
- // get mount model (in case non taximaster (npc==NULL) allow more wide lookup)
- //
- // Hack-Fix for Alliance not being able to use Acherus taxi. There is
- // only one mount ID for both sides. Probably not good to use 315 in case DBC nodes
- // change but I couldn't find a suitable alternative. OK to use class because only DK
- // can use this taxi.
- uint32 mount_display_id = objmgr.GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == NULL || (sourcenode == 315 && getClass() == CLASS_DEATH_KNIGHT));
-
- // in spell case allow 0 model
- if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0)
- {
- WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
- data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
- GetSession()->SendPacket(&data);
- m_taxi.ClearTaxiDestinations();
- return false;
- }
-
- uint32 money = GetMoney();
-
- if (npc)
- totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
-
- if(money < totalcost)
- {
- WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
- data << uint32(ERR_TAXINOTENOUGHMONEY);
- GetSession()->SendPacket(&data);
- m_taxi.ClearTaxiDestinations();
- return false;
- }
-
- //Checks and preparations done, DO FLIGHT
- ModifyMoney(-(int32)totalcost);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1);
-
- // prevent stealth flight
- //RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
-
- if (sWorld.getConfig(CONFIG_INSTANT_TAXI))
- {
- TaxiNodesEntry const* lastnode = sTaxiNodesStore.LookupEntry(nodes[nodes.size()-1]);
- m_taxi.ClearTaxiDestinations();
- TeleportTo(lastnode->map_id, lastnode->x, lastnode->y, lastnode->z, GetOrientation());
- return false;
- }
- else
- {
- WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
- data << uint32(ERR_TAXIOK);
- GetSession()->SendPacket(&data);
- sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
- GetSession()->SendDoFlight(mount_display_id, sourcepath);
- }
- return true;
-}
-
-bool Player::ActivateTaxiPathTo( uint32 taxi_path_id, uint32 spellid /*= 0*/ )
-{
- TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id);
- if(!entry)
- return false;
-
- std::vector<uint32> nodes;
-
- nodes.resize(2);
- nodes[0] = entry->from;
- nodes[1] = entry->to;
-
- return ActivateTaxiPathTo(nodes,NULL,spellid);
-}
-
-void Player::CleanupAfterTaxiFlight()
-{
- m_taxi.ClearTaxiDestinations(); // not destinations, clear source node
- Unmount();
- RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
- getHostilRefManager().setOnlineOfflineState(true);
-}
-
-void Player::ContinueTaxiFlight()
-{
- uint32 sourceNode = m_taxi.GetTaxiSource();
- if (!sourceNode)
- return;
-
- sLog.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() );
-
- uint32 mountDisplayId = objmgr.GetTaxiMountDisplayId(sourceNode, GetTeam(),true);
- uint32 path = m_taxi.GetCurrentTaxiPath();
-
- // search appropriate start path node
- uint32 startNode = 0;
-
- TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path];
-
- float distPrev = MAP_SIZE*MAP_SIZE;
- float distNext =
- (nodeList[0].x-GetPositionX())*(nodeList[0].x-GetPositionX())+
- (nodeList[0].y-GetPositionY())*(nodeList[0].y-GetPositionY())+
- (nodeList[0].z-GetPositionZ())*(nodeList[0].z-GetPositionZ());
-
- for (uint32 i = 1; i < nodeList.size(); ++i)
- {
- TaxiPathNode const& node = nodeList[i];
- TaxiPathNode const& prevNode = nodeList[i-1];
-
- // skip nodes at another map
- if(node.mapid != GetMapId())
- continue;
-
- distPrev = distNext;
-
- distNext =
- (node.x-GetPositionX())*(node.x-GetPositionX())+
- (node.y-GetPositionY())*(node.y-GetPositionY())+
- (node.z-GetPositionZ())*(node.z-GetPositionZ());
-
- float distNodes =
- (node.x-prevNode.x)*(node.x-prevNode.x)+
- (node.y-prevNode.y)*(node.y-prevNode.y)+
- (node.z-prevNode.z)*(node.z-prevNode.z);
-
- if(distNext + distPrev < distNodes)
- {
- startNode = i;
- break;
- }
- }
-
- GetSession()->SendDoFlight(mountDisplayId, path, startNode);
-}
-
-void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs )
-{
- // last check 2.0.10
- WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
- data << GetGUID();
- data << uint8(0x0); // flags (0x1, 0x2)
- time_t curTime = time(NULL);
- for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
- {
- if (itr->second->state == PLAYERSPELL_REMOVED)
- continue;
- uint32 unSpellId = itr->first;
- SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
- if (!spellInfo)
- {
- ASSERT(spellInfo);
- continue;
- }
-
- // Not send cooldown for this spells
- if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
- continue;
-
- if(spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE)
- continue;
-
- if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs )
- {
- data << uint32(unSpellId);
- data << uint32(unTimeMs); // in m.secs
- AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILISECONDS);
- }
- }
- GetSession()->SendPacket(&data);
-}
-
-void Player::InitDataForForm(bool reapplyMods)
-{
- SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
- if(ssEntry && ssEntry->attackSpeed)
- {
- SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
- SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
- SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
- }
- else
- SetRegularAttackTime();
-
- switch(m_form)
- {
- case FORM_GHOUL:
- case FORM_CAT:
- {
- if(getPowerType()!=POWER_ENERGY)
- setPowerType(POWER_ENERGY);
- break;
- }
- case FORM_BEAR:
- case FORM_DIREBEAR:
- {
- if(getPowerType()!=POWER_RAGE)
- setPowerType(POWER_RAGE);
- break;
- }
- default: // 0, for example
- {
- ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
- if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
- setPowerType(Powers(cEntry->powerType));
- break;
- }
- }
-
- // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
- if (!reapplyMods)
- UpdateEquipSpellsAtFormChange();
-
- UpdateAttackPowerAndDamage();
- UpdateAttackPowerAndDamage(true);
-}
-
-void Player::InitDisplayIds()
-{
- PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
- if(!info)
- {
- sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
- return;
- }
-
- uint8 gender = getGender();
- switch(gender)
- {
- case GENDER_FEMALE:
- SetDisplayId(info->displayId_f );
- SetNativeDisplayId(info->displayId_f );
- break;
- case GENDER_MALE:
- SetDisplayId(info->displayId_m );
- SetNativeDisplayId(info->displayId_m );
- break;
- default:
- sLog.outError("Invalid gender %u for player",gender);
- return;
- }
-}
-
-// Return true is the bought item has a max count to force refresh of window by caller
-bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint8 bag, uint8 slot)
-{
- // cheating attempt
- if (count < 1) count = 1;
-
- // cheating attempt
- if(slot > MAX_BAG_SIZE && slot !=NULL_SLOT)
- return false;
-
- if (!isAlive())
- return false;
-
- ItemPrototype const *pProto = objmgr.GetItemPrototype( item );
- if (!pProto)
- {
- SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
- return false;
- }
-
- Creature *pCreature = GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR);
- if (!pCreature)
- {
- sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) );
- SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
- return false;
- }
-
- VendorItemData const* vItems = pCreature->GetVendorItems();
- if(!vItems || vItems->Empty())
- {
- SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
- return false;
- }
-
- size_t vendor_slot = vItems->FindItemSlot(item);
- if (vendor_slot >= vItems->GetItemCount())
- {
- SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
- return false;
- }
-
- VendorItem const* crItem = vItems->m_items[vendor_slot];
-
- // check current item amount if it limited
- if (crItem->maxcount != 0)
- {
- if (pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count )
- {
- SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
- return false;
- }
- }
-
- if (pProto->RequiredReputationFaction && (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank))
- {
- SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
- return false;
- }
- else if (!pProto->RequiredReputationFaction && pProto->RequiredReputationRank > 0)
- {
- if (uint32(GetReputationRank(pCreature->getFactionTemplateEntry()->faction)) < pProto->RequiredReputationRank)
- {
- SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
- return false;
- }
- }
-
- if (crItem->ExtendedCost)
- {
- ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
- if (!iece)
- {
- sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
- return false;
- }
-
- // honor points price
- if (GetHonorPoints() < (iece->reqhonorpoints * count))
- {
- SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
- return false;
- }
-
- // arena points price
- if (GetArenaPoints() < (iece->reqarenapoints * count))
- {
- SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
- return false;
- }
-
- // item base price
- for (uint8 i = 0; i < 5; ++i)
- {
- if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
- {
- SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
- return false;
- }
- }
-
- // check for personal arena rating requirement
- if( GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating )
- {
- // probably not the proper equip err
- SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
- return false;
- }
- }
-
- int32 price = pProto->BuyPrice * count;
-
- // reputation discount
- price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
-
- if (GetMoney() < price)
- {
- SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
- return false;
- }
-
- if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
- {
- ItemPosCountVec dest;
- uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count );
- if (msg != EQUIP_ERR_OK)
- {
- SendEquipError( msg, NULL, NULL );
- return false;
- }
-
- ModifyMoney( -(int32)price );
- uint32 arenaPoints = 0;
- uint32 honorPoints = 0;
- uint32 extendedCost[5] = {0,0,0,0,0};
- uint32 extendedCostCount[5] = {0,0,0,0,0};
-
- if (crItem->ExtendedCost) // case for new honor system
- {
- ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
- if (iece->reqhonorpoints)
- {
- honorPoints = iece->reqhonorpoints * count;
- ModifyHonorPoints( - int32(honorPoints) );
- }
- if (iece->reqarenapoints)
- {
- arenaPoints = iece->reqarenapoints * count;
- ModifyArenaPoints( - int32(arenaPoints) );
- }
- for (uint8 i = 0; i < 5; ++i)
- {
- if (iece->reqitem[i])
- {
- DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
- extendedCost[i] = iece->reqitem[i];
- extendedCostCount[i] = iece->reqitemcount[i];
- }
- }
- }
-
- if (Item *it = StoreNewItem( dest, item, true ))
- {
- uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
-
- WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
- data << uint64(pCreature->GetGUID());
- data << uint32(vendor_slot+1); // numbered from 1 at client
- data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
- data << uint32(count);
- GetSession()->SendPacket(&data);
- SendNewItem(it, pProto->BuyCount*count, true, false, false);
-
- // Item Refund system, only works for non stackable items with extendedcost
- if(count == 1 && crItem->ExtendedCost )
- {
- it->SetPaidArenaPoints(arenaPoints);
- it->SetPaidHonorPoints(honorPoints);
- it->SetRefundExpiryTime( time(NULL)+(HOUR*2) );
- for (uint8 i = 0; i < 5; ++i)
- it->SetPaidExtendedCost(i, extendedCost[i], extendedCostCount[i]);
- }
- }
- }
- else if (IsEquipmentPos(bag, slot))
- {
- if (pProto->BuyCount * count != 1)
- {
- SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL );
- return false;
- }
-
- uint16 dest;
- uint8 msg = CanEquipNewItem( slot, dest, item, false );
- if (msg != EQUIP_ERR_OK)
- {
- SendEquipError( msg, NULL, NULL );
- return false;
- }
-
- ModifyMoney( -(int32)price );
- if (crItem->ExtendedCost) // case for new honor system
- {
- ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
- if (iece->reqhonorpoints)
- ModifyHonorPoints( - int32(iece->reqhonorpoints));
- if (iece->reqarenapoints)
- ModifyArenaPoints( - int32(iece->reqarenapoints));
- for (uint8 i = 0; i < 5; ++i)
- {
- if(iece->reqitem[i])
- DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true);
- }
- }
-
- if (Item *it = EquipNewItem( dest, item, true ))
- {
- uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
-
- WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
- data << uint64(pCreature->GetGUID());
- data << uint32(vendor_slot + 1); // numbered from 1 at client
- data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
- data << uint32(count);
- GetSession()->SendPacket(&data);
-
- SendNewItem(it, pProto->BuyCount*count, true, false, false);
-
- AutoUnequipOffhandIfNeed();
- }
- }
- else
- {
- SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL );
- return false;
- }
-
- return crItem->maxcount != 0;
-}
-
-uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot)
-{
- // returns the maximal personal arena rating that can be used to purchase items requiring this condition
- // the personal rating of the arena team must match the required limit as well
- // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
- uint32 max_personal_rating = 0;
- for (uint8 i = minarenaslot; i < MAX_ARENA_SLOT; ++i)
- {
- if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
- {
- uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING);
- uint32 t_rating = at->GetRating();
- p_rating = p_rating < t_rating ? p_rating : t_rating;
- if(max_personal_rating < p_rating)
- max_personal_rating = p_rating;
- }
- }
- return max_personal_rating;
-}
-
-void Player::UpdateHomebindTime(uint32 time)
-{
- // GMs never get homebind timer online
- if (m_InstanceValid || isGameMaster())
- {
- if(m_HomebindTimer) // instance valid, but timer not reset
- {
- // hide reminder
- WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
- data << uint32(0);
- data << uint32(0);
- GetSession()->SendPacket(&data);
- }
- // instance is valid, reset homebind timer
- m_HomebindTimer = 0;
- }
- else if (m_HomebindTimer > 0)
- {
- if (time >= m_HomebindTimer)
- {
- // teleport to nearest graveyard
- SetPhaseMask(1,true);
- RepopAtGraveyard();
- }
- else
- m_HomebindTimer -= time;
- }
- else
- {
- // instance is invalid, start homebind timer
- m_HomebindTimer = 60000;
- // send message to player
- WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
- data << uint32(m_HomebindTimer);
- data << uint32(1);
- GetSession()->SendPacket(&data);
- sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
- SetPhaseMask(2,true);
- }
-}
-
-void Player::UpdatePvPState(bool onlyFFA)
-{
- // TODO: should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled?
- if(!pvpInfo.inNoPvPArea && !isGameMaster()
- && (pvpInfo.inFFAPvPArea || sWorld.IsFFAPvPRealm()))
- {
- if(!HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
- {
- SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
- for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
- (*itr)->SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
- }
- }
- else if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
- {
- RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
- for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
- (*itr)->RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
- }
-
- if(onlyFFA)
- return;
-
- if(pvpInfo.inHostileArea) // in hostile area
- {
- if(!IsPvP() || pvpInfo.endTimer != 0)
- UpdatePvP(true, true);
- }
- else // in friendly area
- {
- if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
- pvpInfo.endTimer = time(0); // start toggle-off
- }
-}
-
-void Player::UpdatePvP(bool state, bool override)
-{
- if(!state || override)
- {
- SetPvP(state);
- pvpInfo.endTimer = 0;
- }
- else
- {
- if(pvpInfo.endTimer != 0)
- pvpInfo.endTimer = time(NULL);
- else
- SetPvP(state);
- }
-}
-
-void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
-{
- // init cooldown values
- uint32 cat = 0;
- int32 rec = -1;
- int32 catrec = -1;
-
- // some special item spells without correct cooldown in SpellInfo
- // cooldown information stored in item prototype
- // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
-
- if(itemId)
- {
- if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
- {
- for (uint8 idx = 0; idx < 5; ++idx)
- {
- if(proto->Spells[idx].SpellId == spellInfo->Id)
- {
- cat = proto->Spells[idx].SpellCategory;
- rec = proto->Spells[idx].SpellCooldown;
- catrec = proto->Spells[idx].SpellCategoryCooldown;
- break;
- }
- }
- }
- }
-
- // if no cooldown found above then base at DBC data
- if(rec < 0 && catrec < 0)
- {
- cat = spellInfo->Category;
- rec = spellInfo->RecoveryTime;
- catrec = spellInfo->CategoryRecoveryTime;
- }
-
- time_t curTime = time(NULL);
-
- time_t catrecTime;
- time_t recTime;
-
- // overwrite time for selected category
- if(infinityCooldown)
- {
- // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
- // but not allow ignore until reset or re-login
- catrecTime = catrec > 0 ? curTime+infinityCooldownDelay : 0;
- recTime = rec > 0 ? curTime+infinityCooldownDelay : catrecTime;
- }
- else
- {
- // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
- // prevent 0 cooldowns set by another way
- if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != 75))
- rec = GetAttackTime(RANGED_ATTACK);
-
- // Now we have cooldown data (if found any), time to apply mods
- if(rec > 0)
- ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
-
- if(catrec > 0)
- ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
-
- // replace negative cooldowns by 0
- if (rec < 0) rec = 0;
- if (catrec < 0) catrec = 0;
-
- // no cooldown after applying spell mods
- if( rec == 0 && catrec == 0)
- return;
-
- catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0;
- recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime;
- }
-
- // self spell cooldown
- if(recTime > 0)
- AddSpellCooldown(spellInfo->Id, itemId, recTime);
-
- // category spells
- if (cat && catrec > 0)
- {
- SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
- if(i_scstore != sSpellCategoryStore.end())
- {
- for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
- {
- if(*i_scset == spellInfo->Id) // skip main spell, already handled above
- continue;
-
- AddSpellCooldown(*i_scset, itemId, catrecTime);
- }
- }
- }
-}
-
-void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
-{
- SpellCooldown sc;
- sc.end = end_time;
- sc.itemid = itemid;
- m_spellCooldowns[spellid] = sc;
-}
-
-void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell)
-{
- // start cooldowns at server side, if any
- AddSpellAndCategoryCooldowns(spellInfo,itemId,spell);
-
- // Send activate cooldown timer (possible 0) at client side
- WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
- data << uint32(spellInfo->Id);
- data << uint64(GetGUID());
- SendDirectMessage(&data);
-}
-
-void Player::UpdatePotionCooldown(Spell* spell)
-{
- // no potion used i combat or still in combat
- if(!m_lastPotionId || isInCombat())
- return;
-
- // Call not from spell cast, send cooldown event for item spells if no in combat
- if(!spell)
- {
- // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
- if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
- for (uint8 idx = 0; idx < 5; ++idx)
- if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
- if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
- SendCooldownEvent(spellInfo,m_lastPotionId);
- }
- // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
- else
- SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
-
- m_lastPotionId = 0;
-}
-
- //slot to be excluded while counting
-bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
-{
- if(!enchantmentcondition)
- return true;
-
- SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
-
- if(!Condition)
- return true;
-
- uint8 curcount[4] = {0, 0, 0, 0};
-
- //counting current equipped gem colors
- for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
- {
- if (i == slot)
- continue;
- Item *pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
- if (pItem2 && !pItem2->IsBroken() && pItem2->GetProto()->Socket[0].Color)
- {
- for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
- {
- uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
- if(!enchant_id)
- continue;
-
- SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
- if(!enchantEntry)
- continue;
-
- uint32 gemid = enchantEntry->GemID;
- if(!gemid)
- continue;
-
- ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
- if(!gemProto)
- continue;
-
- GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
- if(!gemProperty)
- continue;
-
- uint8 GemColor = gemProperty->color;
-
- for (uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
- {
- if(tmpcolormask & GemColor)
- ++curcount[b];
- }
- }
- }
- }
-
- bool activate = true;
-
- for (uint8 i = 0; i < 5; i++)
- {
- if(!Condition->Color[i])
- continue;
-
- uint32 _cur_gem = curcount[Condition->Color[i] - 1];
-
- // if have <CompareColor> use them as count, else use <value> from Condition
- uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
-
- switch(Condition->Comparator[i])
- {
- case 2: // requires less <color> than (<value> || <comparecolor>) gems
- activate &= (_cur_gem < _cmp_gem) ? true : false;
- break;
- case 3: // requires more <color> than (<value> || <comparecolor>) gems
- activate &= (_cur_gem > _cmp_gem) ? true : false;
- break;
- case 5: // requires at least <color> than (<value> || <comparecolor>) gems
- activate &= (_cur_gem >= _cmp_gem) ? true : false;
- break;
- }
- }
-
- sLog.outDebug("Checking Condition %u, there are %u Meta Gems, %u Red Gems, %u Yellow Gems and %u Blue Gems, Activate:%s", enchantmentcondition, curcount[0], curcount[1], curcount[2], curcount[3], activate ? "yes" : "no");
-
- return activate;
-}
-
-void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
-{
- //cycle all equipped items
- for (uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
- {
- //enchants for the slot being socketed are handled by Player::ApplyItemMods
- if(slot == exceptslot)
- continue;
-
- Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
-
- if(!pItem || !pItem->GetProto()->Socket[0].Color)
- continue;
-
- for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
- {
- uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
- if(!enchant_id)
- continue;
-
- SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
- if(!enchantEntry)
- continue;
-
- uint32 condition = enchantEntry->EnchantmentCondition;
- if(condition)
- {
- //was enchant active with/without item?
- bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
- //should it now be?
- if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
- {
- // ignore item gem conditions
- //if state changed, (dis)apply enchant
- ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
- }
- }
- }
- }
-}
-
- //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
-void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
-{
- //cycle all equipped items
- for (int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
- {
- //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
- if(slot == exceptslot)
- continue;
-
- Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot );
-
- if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
- continue;
-
- //cycle all (gem)enchants
- for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
- {
- uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
- if(!enchant_id) //if no enchant go to next enchant(slot)
- continue;
-
- SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
- if(!enchantEntry)
- continue;
-
- //only metagems to be (de)activated, so only enchants with condition
- uint32 condition = enchantEntry->EnchantmentCondition;
- if(condition)
- ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
- }
- }
-}
-
-void Player::SetBattleGroundEntryPoint()
-{
- // Taxi path store
- if (!m_taxi.empty())
- {
- m_bgData.mountSpell = 0;
- m_bgData.taxiPath[0] = m_taxi.GetTaxiSource();
- m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination();
-
- // On taxi we don't need check for dungeon
- m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
- return;
- }
- else
- {
- m_bgData.ClearTaxiPath();
-
- // Mount spell id storing
- if (IsMounted())
- {
- AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOUNTED);
- if (!auras.empty())
- m_bgData.mountSpell = (*auras.begin())->GetId();
- }
- else
- m_bgData.mountSpell = 0;
-
- // If map is dungeon find linked graveyard
- if(GetMap()->IsDungeon())
- {
- if (const WorldSafeLocsEntry* entry = objmgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
- {
- m_bgData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f);
- return;
- }
- else
- sLog.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
- }
- // If new entry point is not BG or arena set it
- else if (!GetMap()->IsBattleGroundOrArena())
- {
- m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
- return;
- }
- }
-
- // In error cases use homebind position
- m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f);
-}
-
-void Player::LeaveBattleground(bool teleportToEntryPoint)
-{
- if(BattleGround *bg = GetBattleGround())
- {
- bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
-
- // call after remove to be sure that player resurrected for correct cast
- if( bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER) )
- {
- if( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN )
- {
- //lets check if player was teleported from BG and schedule delayed Deserter spell cast
- if(IsBeingTeleportedFar())
- {
- ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER);
- return;
- }
-
- CastSpell(this, 26013, true); // Deserter
- }
- }
- }
-}
-
-bool Player::CanJoinToBattleground() const
-{
- // check Deserter debuff
- if (HasAura(26013))
- return false;
-
- return true;
-}
-
-bool Player::CanReportAfkDueToLimit()
-{
- // a player can complain about 15 people per 5 minutes
- if(m_bgData.bgAfkReportedCount++ >= 15)
- return false;
-
- return true;
-}
-
-///This player has been blamed to be inactive in a battleground
-void Player::ReportedAfkBy(Player* reporter)
-{
- BattleGround *bg = GetBattleGround();
- if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
- return;
-
- // check if player has 'Idle' or 'Inactive' debuff
- if(m_bgData.bgAfkReporter.find(reporter->GetGUIDLow())==m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit())
- {
- m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow());
- // 3 players have to complain to apply debuff
- if(m_bgData.bgAfkReporter.size() >= 3)
- {
- // cast 'Idle' spell
- CastSpell(this, 43680, true);
- m_bgData.bgAfkReporter.clear();
- }
- }
-}
-
-WorldLocation Player::GetStartPosition() const
-{
- PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
- uint32 mapId = info->mapId;
- if (getClass() == CLASS_DEATH_KNIGHT && HasSpell(50977))
- mapId = 0;
- return WorldLocation(mapId, info->positionX, info->positionY, info->positionZ, 0);
-}
-
-bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance) const
-{
- // Always can see self
- if (m_mover == u || this == u)
- return true;
-
- // phased visibility (both must phased in same way)
- if(!InSamePhase(u))
- return false;
-
- // player visible for other player if not logout and at same transport
- // including case when player is out of world
- bool at_same_transport =
- GetTransport() && u->GetTypeId() == TYPEID_PLAYER
- && !GetSession()->PlayerLogout() && !((Player*)u)->GetSession()->PlayerLogout()
- && !GetSession()->PlayerLoading() && !((Player*)u)->GetSession()->PlayerLoading()
- && GetTransport() == ((Player*)u)->GetTransport();
-
- // not in world
- if(!at_same_transport && (!IsInWorld() || !u->IsInWorld()))
- return false;
-
- // forbidden to seen (at GM respawn command)
- //if(u->GetVisibility() == VISIBILITY_RESPAWN)
- // return false;
-
- Map& _map = *u->GetMap();
- // Grid dead/alive checks
- // non visible at grid for any stealth state
- if(!u->IsVisibleInGridForPlayer(this))
- return false;
-
- // always seen by owner
- if(uint64 guid = u->GetCharmerOrOwnerGUID())
- if(GetGUID() == guid)
- return true;
-
- if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT))
- if(u->GetGUID() == guid)
- return true;
-
- // different visible distance checks
- if(isInFlight()) // what see player in flight
- {
- if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
- return false;
- }
- else if(!u->isAlive()) // distance for show body
- {
- if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
- return false;
- }
- else if(u->GetTypeId() == TYPEID_PLAYER) // distance for show player
- {
- // Players far than max visible distance for player or not in our map are not visible too
- if (!at_same_transport && !m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
- return false;
- }
- else if(u->GetCharmerOrOwnerGUID()) // distance for show pet/charmed
- {
- // Pet/charmed far than max visible distance for player or not in our map are not visible too
- if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
- return false;
- }
- else // distance for show creature
- {
- // Units farther than max visible distance for creature or not in our map are not visible too
- if (!m_seer->IsWithinDistInMap(u
- , u->isActiveObject() ? (MAX_VISIBILITY_DISTANCE - (inVisibleList ? 0.0f : World::GetVisibleUnitGreyDistance()))
- : (_map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f))
- , is3dDistance))
- return false;
- }
-
- if(u->GetVisibility() == VISIBILITY_OFF)
- {
- // GMs see any players, not higher GMs and all units
- if(isGameMaster())
- {
- if(u->GetTypeId() == TYPEID_PLAYER)
- return ((Player *)u)->GetSession()->GetSecurity() <= GetSession()->GetSecurity();
- else
- return true;
- }
- return false;
- }
-
- // GM's can see everyone with invisibilitymask with less or equal security level
- if(m_mover->m_invisibilityMask || u->m_invisibilityMask)
- {
- if(isGameMaster())
- {
- if(u->GetTypeId() == TYPEID_PLAYER)
- return ((Player*)u)->GetSession()->GetSecurity() <= GetSession()->GetSecurity();
- else
- return true;
- }
-
- // player see other player with stealth/invisibility only if he in same group or raid or same team (raid/team case dependent from conf setting)
- if(!m_mover->canDetectInvisibilityOf(u))
- if(!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(((Player*)u))))
- return false;
- }
-
- // GM invisibility checks early, invisibility if any detectable, so if not stealth then visible
- if(u->GetVisibility() == VISIBILITY_GROUP_STEALTH && !isGameMaster())
- {
- // if player is dead then he can't detect anyone in any cases
- //do not know what is the use of this detect
- // stealth and detected and visible for some seconds
- if(!isAlive())
- detect = false;
- if(m_DetectInvTimer < 300 || !HaveAtClient(u))
- if(!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(((Player*)u))))
- if(!detect || !m_mover->canDetectStealthOf(u, GetDistance(u)))
- return false;
- }
-
- // If use this server will be too laggy
- // Now check is target visible with LoS
- //return u->IsWithinLOS(GetPositionX(),GetPositionY(),GetPositionZ());
- return true;
-}
-
-bool Player::IsVisibleInGridForPlayer( Player const * pl ) const
-{
- // gamemaster in GM mode see all, including ghosts
- if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
- return true;
-
- // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
- if (InBattleGround())
- {
- if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) )
- return false;
- return true;
- }
-
- // Live player see live player or dead player with not realized corpse
- if(pl->isAlive() || pl->m_deathTimer > 0)
- {
- return isAlive() || m_deathTimer > 0;
- }
-
- // Ghost see other friendly ghosts, that's for sure
- if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
- return true;
-
- // Dead player see live players near own corpse
- if(isAlive())
- {
- Corpse *corpse = pl->GetCorpse();
- if(corpse)
- {
- // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
- if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
- return true;
- }
- }
-
- // and not see any other
- return false;
-}
-
-bool Player::IsVisibleGloballyFor( Player* u ) const
-{
- if(!u)
- return false;
-
- // Always can see self
- if (u==this)
- return true;
-
- // Visible units, always are visible for all players
- if (GetVisibility() == VISIBILITY_ON)
- return true;
-
- // GMs are visible for higher gms (or players are visible for gms)
- if (u->GetSession()->GetSecurity() > SEC_PLAYER)
- return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
-
- // non faction visibility non-breakable for non-GMs
- if (GetVisibility() == VISIBILITY_OFF)
- return false;
-
- // non-gm stealth/invisibility not hide from global player lists
- return true;
-}
-
-template<class T>
-inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target, std::set<Unit*>& v)
-{
- s64.insert(target->GetGUID());
-}
-
-template<>
-inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target, std::set<Unit*>& v)
-{
- if(!target->IsTransport())
- s64.insert(target->GetGUID());
-}
-
-template<>
-inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, Creature* target, std::set<Unit*>& v)
-{
- s64.insert(target->GetGUID());
- v.insert(target);
-}
-
-template<>
-inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, Player* target, std::set<Unit*>& v)
-{
- s64.insert(target->GetGUID());
- v.insert(target);
-}
-
-template<class T>
-inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/)
-{
-}
-
-template<>
-inline void BeforeVisibilityDestroy<Creature>(Creature* t, Player* p)
-{
- if (p->GetPetGUID()==t->GetGUID() && ((Creature*)t)->isPet())
- ((Pet*)t)->Remove(PET_SAVE_NOT_IN_SLOT, true);
-}
-
-void Player::UpdateVisibilityOf(WorldObject* target)
-{
- if(HaveAtClient(target))
- {
- if(!target->isVisibleForInState(this, true))
- {
- if (target->GetTypeId()==TYPEID_UNIT)
- BeforeVisibilityDestroy<Creature>((Creature*)target,this);
-
- target->DestroyForPlayer(this);
- m_clientGUIDs.erase(target->GetGUID());
-
- #ifdef TRINITY_DEBUG
- if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
- sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
- #endif
- }
- }
- else
- {
- if(target->isVisibleForInState(this,false))
- {
- //if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle)
- // UpdateVisibilityOf(((Unit*)target)->m_Vehicle);
-
- target->SendUpdateToPlayer(this);
- m_clientGUIDs.insert(target->GetGUID());
-
- #ifdef TRINITY_DEBUG
- if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
- sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
- #endif
-
- // target aura duration for caster show only if target exist at caster client
- // send data at target visibility change (adding to client)
- if(target->isType(TYPEMASK_UNIT))
- SendInitialVisiblePackets((Unit*)target);
- }
- }
-}
-
-void Player::SendInitialVisiblePackets(Unit* target)
-{
- SendAurasForTarget(target);
- if(target->isAlive())
- {
- if(target->GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
- target->SendMonsterMoveWithSpeedToCurrentDestination(this);
- if(target->hasUnitState(UNIT_STAT_MELEE_ATTACKING) && target->getVictim())
- target->SendMeleeAttackStart(target->getVictim());
- }
-}
-
-template<class T>
-void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& visibleNow)
-{
- if(HaveAtClient(target))
- {
- if(!target->isVisibleForInState(this,true))
- {
- BeforeVisibilityDestroy<T>(target,this);
-
- target->BuildOutOfRangeUpdateBlock(&data);
- m_clientGUIDs.erase(target->GetGUID());
-
- #ifdef TRINITY_DEBUG
- if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
- sLog.outDebug("Object %u (Type: %u, Entry: %u) is out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target));
- #endif
- }
- }
- else //if(visibleNow.size() < 30 || target->GetTypeId() == TYPEID_UNIT && ((Creature*)target)->IsVehicle())
- {
- if(target->isVisibleForInState(this,false))
- {
- //if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle)
- // UpdateVisibilityOf(((Unit*)target)->m_Vehicle, data, visibleNow);
-
- target->BuildCreateUpdateBlockForPlayer(&data, this);
- UpdateVisibilityOf_helper(m_clientGUIDs,target,visibleNow);
-
- #ifdef TRINITY_DEBUG
- if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0)
- sLog.outDebug("Object %u (Type: %u, Entry: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target));
- #endif
- }
- }
-}
-
-template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, std::set<Unit*>& visibleNow);
-template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, std::set<Unit*>& visibleNow);
-template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, std::set<Unit*>& visibleNow);
-template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, std::set<Unit*>& visibleNow);
-template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, std::set<Unit*>& visibleNow);
-
-void Player::InitPrimaryProfessions()
-{
- SetFreePrimaryProfessions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
-}
-
-Unit * Player::GetSelectedUnit() const
-{
- if(m_curSelection)
- return ObjectAccessor::GetUnit(*this, m_curSelection);
- return NULL;
-}
-
-Player * Player::GetSelectedPlayer() const
-{
- if(m_curSelection)
- return ObjectAccessor::GetPlayer(*this, m_curSelection);
- return NULL;
-}
-
-void Player::SendComboPoints()
-{
- Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
- if (combotarget)
- {
- WorldPacket data;
- if(m_mover != this)
- {
- data.Initialize(SMSG_PET_UPDATE_COMBO_POINTS, m_mover->GetPackGUID().size()+combotarget->GetPackGUID().size()+1);
- data.append(m_mover->GetPackGUID());
- }
- else
- data.Initialize(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
- data.append(combotarget->GetPackGUID());
- data << uint8(m_comboPoints);
- GetSession()->SendPacket(&data);
- }
-}
-
-void Player::AddComboPoints(Unit* target, int8 count, Spell * spell)
-{
- if(!count)
- return;
-
- int8 * comboPoints = spell ? &spell->m_comboPointGain : &m_comboPoints;
-
- // without combo points lost (duration checked in aura)
- RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
-
- if (target->GetGUID() == m_comboTarget)
- *comboPoints += count;
- else
- {
- if (m_comboTarget)
- if (Unit* target2 = ObjectAccessor::GetUnit(*this, m_comboTarget))
- target2->RemoveComboPointHolder(GetGUIDLow());
-
- // Spells will always add value to m_comboPoints eventualy, so it must be cleared first
- if (spell)
- m_comboPoints = 0;
-
- m_comboTarget = target->GetGUID();
- *comboPoints = count;
-
- target->AddComboPointHolder(GetGUIDLow());
- }
-
- if (*comboPoints > 5)
- *comboPoints = 5;
- else if (*comboPoints < 0)
- *comboPoints = 0;
-
- if (!spell)
- SendComboPoints();
-}
-
-void Player::GainSpellComboPoints(int8 count)
-{
- if(!count)
- return;
-
- m_comboPoints += count;
- if (m_comboPoints > 5) m_comboPoints = 5;
- else if (m_comboPoints < 0) m_comboPoints = 0;
-
- SendComboPoints();
-}
-
-void Player::ClearComboPoints()
-{
- if(!m_comboTarget)
- return;
-
- // without combopoints lost (duration checked in aura)
- RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
-
- m_comboPoints = 0;
-
- SendComboPoints();
-
- if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
- target->RemoveComboPointHolder(GetGUIDLow());
-
- m_comboTarget = 0;
-}
-
-void Player::SetGroup(Group *group, int8 subgroup)
-{
- if(group == NULL)
- m_group.unlink();
- else
- {
- // never use SetGroup without a subgroup unless you specify NULL for group
- assert(subgroup >= 0);
- m_group.link(group, this);
- m_group.setSubGroup((uint8)subgroup);
- }
-}
-
-void Player::SendInitialPacketsBeforeAddToMap()
-{
- GetSocial()->SendSocialList();
-
- // guild bank list wtf?
-
- // Homebind
- WorldPacket data(SMSG_BINDPOINTUPDATE, 5*4);
- data << m_homebindX << m_homebindY << m_homebindZ;
- data << (uint32) m_homebindMapId;
- data << (uint32) m_homebindZoneId;
- GetSession()->SendPacket(&data);
-
- // SMSG_SET_PROFICIENCY
- // SMSG_SET_PCT_SPELL_MODIFIER
- // SMSG_SET_FLAT_SPELL_MODIFIER
- // SMSG_UPDATE_AURA_DURATION
-
- SendTalentsInfoData(false);
-
- // SMSG_INSTANCE_DIFFICULTY
-
- SendInitialSpells();
-
- data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
- data << uint32(0); // count, for(count) uint32;
- GetSession()->SendPacket(&data);
-
- SendInitialActionButtons();
- m_reputationMgr.SendInitialReputations();
- m_achievementMgr.SendAllAchievementData();
-
- SendEquipmentSetList();
-
- data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4);
- data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
- data << (float)0.01666667f; // game speed
- data << uint32(0); // added in 3.1.2
- GetSession()->SendPacket( &data );
-
- GetReputationMgr().SendForceReactions(); // SMSG_SET_FORCED_REACTIONS
-
- // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
- // SMSG_PET_GUIDS
- // SMSG_UPDATE_WORLD_STATE
- // SMSG_POWER_UPDATE
-
-}
-
-void Player::SendInitialPacketsAfterAddToMap()
-{
- // update zone
- uint32 newzone, newarea;
- GetZoneAndAreaId(newzone,newarea);
- UpdateZone(newzone,newarea); // also call SendInitWorldStates();
-
- ResetTimeSync();
- SendTimeSync();
-
- CastSpell(this, 836, true); // LOGINEFFECT
-
- // set some aura effects that send packet to player client after add player to map
- // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
- // same auras state lost at far teleport, send it one more time in this case also
- static const AuraType auratypes[] =
- {
- SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
- SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
- SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED, SPELL_AURA_NONE
- };
- for (AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
- {
- Unit::AuraEffectList const& auraList = GetAuraEffectsByType(*itr);
- if(!auraList.empty())
- auraList.front()->HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true);
- }
-
- if(HasAuraType(SPELL_AURA_MOD_STUN))
- SetMovement(MOVE_ROOT);
-
- // manual send package (have code in HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); that don't must be re-applied.
- if(HasAuraType(SPELL_AURA_MOD_ROOT))
- {
- WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
- data2.append(GetPackGUID());
- data2 << (uint32)2;
- SendMessageToSet(&data2,true);
- }
-
- SendAurasForTarget(this);
- SendEnchantmentDurations(); // must be after add to map
- SendItemDurations(); // must be after add to map
-}
-
-void Player::SendUpdateToOutOfRangeGroupMembers()
-{
- if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
- return;
- if(Group* group = GetGroup())
- group->UpdatePlayerOutOfRange(this);
-
- m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
- m_auraRaidUpdateMask = 0;
- if(Pet *pet = GetPet())
- pet->ResetAuraUpdateMaskForRaid();
-}
-
-void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg)
-{
- WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
- data << uint32(mapid);
- data << uint8(reason); // transfer abort reason
- switch(reason)
- {
- case TRANSFER_ABORT_INSUF_EXPAN_LVL:
- case TRANSFER_ABORT_DIFFICULTY:
- case TRANSFER_ABORT_UNIQUE_MESSAGE:
- case TRANSFER_ABORT_ZONE_IN_COMBAT:
- case TRANSFER_ABORT_MAX_PLAYERS:
- data << uint8(arg);
- break;
- }
- GetSession()->SendPacket(&data);
-}
-
-void Player::SendInstanceResetWarning( uint32 mapid, Difficulty difficulty, uint32 time )
-{
- // type of warning, based on the time remaining until reset
- uint32 type;
- if(time > 3600)
- type = RAID_INSTANCE_WELCOME;
- else if(time > 900 && time <= 3600)
- type = RAID_INSTANCE_WARNING_HOURS;
- else if(time > 300 && time <= 900)
- type = RAID_INSTANCE_WARNING_MIN;
- else
- type = RAID_INSTANCE_WARNING_MIN_SOON;
-
- WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4);
- data << uint32(type);
- data << uint32(mapid);
- data << uint32(difficulty); // difficulty
- data << uint32(time);
- if(type == RAID_INSTANCE_WELCOME)
- {
- data << uint8(0); // is your (1)
- data << uint8(0); // is extended (1), ignored if prev field is 0
- }
- GetSession()->SendPacket(&data);
-}
-
-void Player::ApplyEquipCooldown( Item * pItem )
-{
- for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
- {
- _Spell const& spellData = pItem->GetProto()->Spells[i];
-
- // no spell
- if( !spellData.SpellId )
- continue;
-
- // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
- if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE )
- continue;
-
- AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
-
- WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
- data << pItem->GetGUID();
- data << uint32(spellData.SpellId);
- GetSession()->SendPacket(&data);
- }
-}
-
-void Player::resetSpells(bool myClassOnly)
-{
- // not need after this call
- if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
- RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS,true);
-
- // make full copy of map (spells removed and marked as deleted at another spell remove
- // and we can't use original map for safe iterative with visit each spell at loop end
- PlayerSpellMap smap = GetSpellMap();
-
- uint32 family;
-
- if(myClassOnly)
- {
- ChrClassesEntry const* clsEntry = sChrClassesStore.LookupEntry(getClass());
- if(!clsEntry)
- return;
- family = clsEntry->spellfamily;
- }
-
- for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter)
- {
- if(myClassOnly)
- {
- SpellEntry const *spellInfo = sSpellStore.LookupEntry(iter->first);
- if(!spellInfo)
- continue;
-
- // skip server-side/triggered spells
- if(spellInfo->spellLevel == 0)
- continue;
-
- // skip wrong class/race skills
- if(!IsSpellFitByClassAndRace(spellInfo->Id))
- continue;
-
- // skip other spell families
- if(spellInfo->SpellFamilyName != family)
- continue;
-
- // skip spells with first rank learned as talent (and all talents then also)
- uint32 first_rank = spellmgr.GetFirstSpellInChain(spellInfo->Id);
- if(GetTalentSpellCost(first_rank) > 0)
- continue;
-
- // skip broken spells
- if(!SpellMgr::IsSpellValid(spellInfo,this,false))
- continue;
- }
- removeSpell(iter->first,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
- }
-
- learnDefaultSpells();
- learnQuestRewardedSpells();
-}
-
-void Player::learnDefaultSpells()
-{
- // learn default race/class spells
- PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
- for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr)
- {
- uint32 tspell = *itr;
- sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
- if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
- addSpell(tspell,true,true,true,false);
- else // but send in normal spell in game learn case
- learnSpell(tspell,true);
- }
-}
-
-void Player::learnQuestRewardedSpells(Quest const* quest)
-{
- int32 spell_id = quest->GetRewSpellCast();
- uint32 src_spell_id = quest->GetSrcSpell();
-
- // skip quests without rewarded spell
- if( !spell_id )
- return;
-
- // if RewSpellCast = -1 we remove aura do to SrcSpell from player.
- if (spell_id == -1 && src_spell_id)
- {
- this->RemoveAurasDueToSpell(src_spell_id);
- return;
- }
-
- SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
- if(!spellInfo)
- return;
-
- // check learned spells state
- bool found = false;
- for (uint8 i = 0; i < 3; ++i)
- {
- if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
- {
- found = true;
- break;
- }
- }
-
- // skip quests with not teaching spell or already known spell
- if(!found)
- return;
-
- // prevent learn non first rank unknown profession and second specialization for same profession)
- uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
- if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) )
- {
- // not have first rank learned (unlearned prof?)
- uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
- if( !HasSpell(first_spell) )
- return;
-
- SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
- if(!learnedInfo)
- return;
-
- SpellsRequiringSpellMapBounds spellsRequired = spellmgr.GetSpellsRequiredForSpellBounds(learned_0);
- for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequired.first; itr2 != spellsRequired.second; ++itr2)
- {
- uint32 profSpell = itr2->second;
-
- // specialization
- if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0 && profSpell)
- {
- // search other specialization for same prof
- for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
- {
- if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0)
- continue;
-
- SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
- if(!itrInfo)
- return;
-
- // compare only specializations
- if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0)
- continue;
-
- // compare same chain spells
- if (spellmgr.IsSpellRequiringSpell(itr->first, profSpell))
- return;
- }
- }
- }
- }
-
- CastSpell( this, spell_id, true);
-}
-
-void Player::learnQuestRewardedSpells()
-{
- // learn spells received from quest completing
- for (QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
- {
- // skip no rewarded quests
- if(!itr->second.m_rewarded)
- continue;
-
- Quest const* quest = objmgr.GetQuestTemplate(itr->first);
- if( !quest )
- continue;
-
- learnQuestRewardedSpells(quest);
- }
-}
-
-void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value )
-{
- uint32 raceMask = getRaceMask();
- uint32 classMask = getClassMask();
- for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
- {
- SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
- if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
- continue;
- // Check race if set
- if (pAbility->racemask && !(pAbility->racemask & raceMask))
- continue;
- // Check class if set
- if (pAbility->classmask && !(pAbility->classmask & classMask))
- continue;
-
- if (sSpellStore.LookupEntry(pAbility->spellId))
- {
- // need unlearn spell
- if (skill_value < pAbility->req_skill_value)
- removeSpell(pAbility->spellId);
- // need learn
- else if (!IsInWorld())
- addSpell(pAbility->spellId,true,true,true,false);
- else
- learnSpell(pAbility->spellId,true);
- }
- }
-}
-
-void Player::SendAurasForTarget(Unit *target)
-{
- if(!target || target->GetVisibleAuras()->empty()) // speedup things
- return;
-
- WorldPacket data(SMSG_AURA_UPDATE_ALL);
- data.append(target->GetPackGUID());
-
- Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
- for (Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
- {
- AuraApplication * auraApp = itr->second;
- Aura * aura = auraApp->GetBase();
- data << uint8(auraApp->GetSlot());
- data << uint32(aura->GetId());
-
- // flags
- uint32 flags = auraApp->GetFlags();
- if (aura->GetMaxDuration() > 0)
- flags |= AFLAG_DURATION;
- data << uint8(flags);
- // level
- data << uint8(aura->GetCasterLevel());
- // charges
- data << uint8(aura->GetStackAmount() > 1 ? aura->GetStackAmount() : (aura->GetCharges()) ? aura->GetCharges() : 1);
-
- if(!(flags & AFLAG_CASTER))
- data.appendPackGUID(aura->GetCasterGUID());
-
- if(flags & AFLAG_DURATION) // include aura duration
- {
- data << uint32(aura->GetMaxDuration());
- data << uint32(aura->GetDuration());
- }
- }
-
- GetSession()->SendPacket(&data);
-}
-
-void Player::SetDailyQuestStatus( uint32 quest_id )
-{
- for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
- {
- if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
- {
- SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
- m_lastDailyQuestTime = time(NULL); // last daily quest time
- m_DailyQuestChanged = true;
- break;
- }
- }
-}
-
-void Player::ResetDailyQuestStatus()
-{
- for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
- SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
-
- // DB data deleted in caller
- m_DailyQuestChanged = false;
- m_lastDailyQuestTime = 0;
-}
-
-BattleGround* Player::GetBattleGround() const
-{
- if(GetBattleGroundId()==0)
- return NULL;
-
- return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID);
-}
-
-bool Player::InArena() const
-{
- BattleGround *bg = GetBattleGround();
- if(!bg || !bg->isArena())
- return false;
-
- return true;
-}
-
-bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
-{
- // get a template bg instead of running one
- BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
- if(!bg)
- return false;
-
- // limit check leel to dbc compatible level range
- uint32 level = getLevel();
- if (level > DEFAULT_MAX_LEVEL)
- level = DEFAULT_MAX_LEVEL;
-
- if(level < bg->GetMinLevel() || level > bg->GetMaxLevel())
- return false;
-
- return true;
-}
-
-float Player::GetReputationPriceDiscount( Creature const* pCreature ) const
-{
- FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
- if (!vendor_faction || !vendor_faction->faction)
- return 1.0f;
-
- ReputationRank rank = GetReputationRank(vendor_faction->faction);
- if (rank <= REP_NEUTRAL)
- return 1.0f;
-
- return 1.0f - 0.05f* (rank - REP_NEUTRAL);
-}
-
-bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const
-{
- uint32 racemask = getRaceMask();
- uint32 classmask = getClassMask();
-
- SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
- if (bounds.first==bounds.second)
- return true;
-
- for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
- {
- // skip wrong race skills
- if (_spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
- continue;
-
- // skip wrong class skills
- if (_spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
- continue;
-
- return true;
- }
-
- return false;
-}
-
-bool Player::HasQuestForGO(int32 GOId) const
-{
- for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
- {
- uint32 questid = GetQuestSlotQuestId(i);
- if (questid == 0)
- continue;
-
- QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
- if (qs_itr == mQuestStatus.end())
- continue;
-
- QuestStatusData const& qs = qs_itr->second;
-
- if (qs.m_status == QUEST_STATUS_INCOMPLETE)
- {
- Quest const* qinfo = objmgr.GetQuestTemplate(questid);
- if (!qinfo)
- continue;
-
- if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
- continue;
-
- for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
- {
- if (qinfo->ReqCreatureOrGOId[j] >= 0) //skip non GO case
- continue;
-
- if ((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
- return true;
- }
- }
- }
- return false;
-}
-
-void Player::UpdateForQuestWorldObjects()
-{
- if (m_clientGUIDs.empty())
- return;
-
- UpdateData udata;
- WorldPacket packet;
- for (ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr)
- {
- if (IS_GAMEOBJECT_GUID(*itr))
- {
- if (GameObject *obj = HashMapHolder<GameObject>::Find(*itr))
- obj->BuildValuesUpdateBlockForPlayer(&udata,this);
- }
- else if (IS_CRE_OR_VEH_GUID(*itr))
- {
- Creature *obj = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr);
- if (!obj)
- continue;
-
- // check if this unit requires quest specific flags
- if(!obj->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
- continue;
-
- SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(obj->GetEntry());
- for (SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr)
- if(_itr->second.questStart || _itr->second.questEnd)
- {
- obj->BuildCreateUpdateBlockForPlayer(&udata,this);
- break;
- }
- }
- }
- udata.BuildPacket(&packet);
- GetSession()->SendPacket(&packet);
-}
-
-void Player::SummonIfPossible(bool agree)
-{
- if (!agree)
- {
- m_summon_expire = 0;
- return;
- }
-
- // expire and auto declined
- if (m_summon_expire < time(NULL))
- return;
-
- // stop taxi flight at summon
- if (isInFlight())
- {
- GetMotionMaster()->MovementExpired();
- CleanupAfterTaxiFlight();
- }
-
- // drop flag at summon
- // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
- if (BattleGround *bg = GetBattleGround())
- bg->EventPlayerDroppedFlag(this);
-
- m_summon_expire = 0;
-
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1);
-
- TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
-}
-
-void Player::RemoveItemDurations(Item *item)
-{
- for (ItemDurationList::iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
- {
- if(*itr == item)
- {
- m_itemDuration.erase(itr);
- break;
- }
- }
-}
-
-void Player::AddItemDurations(Item *item)
-{
- if (item->GetUInt32Value(ITEM_FIELD_DURATION))
- {
- m_itemDuration.push_back(item);
- item->SendTimeUpdate(this);
- }
-}
-
-void Player::AutoUnequipOffhandIfNeed(bool force /*= false*/)
-{
- Item *offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
- if (!offItem)
- return;
-
- // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
- if (!force && (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed())))
- return;
-
- ItemPosCountVec off_dest;
- uint8 off_msg = CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false);
- if (off_msg == EQUIP_ERR_OK)
- {
- RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
- StoreItem(off_dest, offItem, true);
- }
- else
- {
- MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
- CharacterDatabase.BeginTransaction();
- offItem->DeleteFromInventoryDB(); // deletes item from character's inventory
- offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
- CharacterDatabase.CommitTransaction();
-
- std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
- MailDraft(subject).AddItem(offItem).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM));
- }
-}
-
-OutdoorPvP * Player::GetOutdoorPvP() const
-{
- return sOutdoorPvPMgr.GetOutdoorPvPToZoneId(GetZoneId());
-}
-
-bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
-{
- if (spellInfo->EquippedItemClass < 0)
- return true;
-
- // scan other equipped items for same requirements (mostly 2 daggers/etc)
- // for optimize check 2 used cases only
- switch (spellInfo->EquippedItemClass)
- {
- case ITEM_CLASS_WEAPON:
- {
- for (uint8 i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
- if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ))
- if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
- return true;
- break;
- }
- case ITEM_CLASS_ARMOR:
- {
- // tabard not have dependent spells
- for (uint8 i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
- if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ))
- if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
- return true;
-
- // shields can be equipped to offhand slot
- if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
- if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
- return true;
-
- // ranged slot can have some armor subclasses
- if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
- if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
- return true;
-
- break;
- }
- default:
- sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
- break;
- }
-
- return false;
-}
-
-bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
-{
- // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
- if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
- HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
- return true;
-
- // Check no reagent use mask
- flag96 noReagentMask;
- noReagentMask[0] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1);
- noReagentMask[1] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+1);
- noReagentMask[2] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+2);
- if (spellInfo->SpellFamilyFlags & noReagentMask)
- return true;
-
- return false;
-}
-
-void Player::RemoveItemDependentAurasAndCasts( Item * pItem )
-{
- for (AuraMap::iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end();)
- {
- Aura * aura = itr->second;
-
- // skip passive (passive item dependent spells work in another way) and not self applied auras
- SpellEntry const* spellInfo = aura->GetSpellProto();
- if(aura->IsPassive() || aura->GetCasterGUID() != GetGUID())
- {
- ++itr;
- continue;
- }
-
- // skip if not item dependent or have alternative item
- if(HasItemFitToSpellReqirements(spellInfo,pItem))
- {
- ++itr;
- continue;
- }
-
- // no alt item, remove aura, restart check
- RemoveOwnedAura(itr);
- }
-
- // currently casted spells can be dependent from item
- for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
- if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i)))
- if (spell->getState()!=SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(spell->m_spellInfo,pItem) )
- InterruptSpell(CurrentSpellTypes(i));
-}
-
-uint32 Player::GetResurrectionSpellId()
-{
- // search priceless resurrection possibilities
- uint32 prio = 0;
- uint32 spell_id = 0;
- AuraEffectList const& dummyAuras = GetAuraEffectsByType(SPELL_AURA_DUMMY);
- for (AuraEffectList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
- {
- // Soulstone Resurrection // prio: 3 (max, non death persistent)
- if (prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 )
- {
- switch ((*itr)->GetId())
- {
- case 20707: spell_id = 3026; break; // rank 1
- case 20762: spell_id = 20758; break; // rank 2
- case 20763: spell_id = 20759; break; // rank 3
- case 20764: spell_id = 20760; break; // rank 4
- case 20765: spell_id = 20761; break; // rank 5
- case 27239: spell_id = 27240; break; // rank 6
- case 47883: spell_id = 47882; break; // rank 7
- default:
- sLog.outError("Unhandled spell %u: S.Resurrection",(*itr)->GetId());
- continue;
- }
-
- prio = 3;
- }
- // Twisting Nether // prio: 2 (max)
- else if ((*itr)->GetId()==23701 && roll_chance_i(10))
- {
- prio = 2;
- spell_id = 23700;
- }
- }
-
- // Reincarnation (passive spell) // prio: 1 // Glyph of Renewed Life
- if (prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasAura(58059) || HasItemCount(17030,1)))
- spell_id = 21169;
-
- return spell_id;
-}
-
-// Used in triggers for check "Only to targets that grant experience or honor" req
-bool Player::isHonorOrXPTarget(Unit* pVictim)
-{
- uint8 v_level = pVictim->getLevel();
- uint8 k_grey = Trinity::XP::GetGrayLevel(getLevel());
-
- // Victim level less gray level
- if(v_level <= k_grey)
- return false;
-
- if(pVictim->GetTypeId() == TYPEID_UNIT)
- {
- if (((Creature*)pVictim)->isTotem() ||
- ((Creature*)pVictim)->isPet() ||
- ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
- return false;
- }
- return true;
-}
-
-bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
-{
- bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
-
- // prepare data for near group iteration (PvP and !PvP cases)
- uint32 xp = 0;
- bool honored_kill = false;
-
- if(Group *pGroup = GetGroup())
- {
- uint32 count = 0;
- uint32 sum_level = 0;
- Player* member_with_max_level = NULL;
- Player* not_gray_member_with_max_level = NULL;
-
- pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
-
- if(member_with_max_level)
- {
- // PvP kills doesn't yield experience
- // also no XP gained if there is no member below gray level
- xp = (PvP || !not_gray_member_with_max_level || GetVehicle()) ? 0 : Trinity::XP::Gain(not_gray_member_with_max_level, pVictim);
-
- /// skip in check PvP case (for speed, not used)
- bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
- bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
- float group_rate = Trinity::XP::xp_in_group_rate(count,is_raid);
-
- for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
- {
- Player* pGroupGuy = itr->getSource();
- if(!pGroupGuy)
- continue;
-
- if(!pGroupGuy->IsAtGroupRewardDistance(pVictim))
- continue; // member (alive or dead) or his corpse at req. distance
-
- // honor can be in PvP and !PvP (racial leader) cases (for alive)
- if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count, -1, true) && pGroupGuy==this)
- honored_kill = true;
-
- // xp and reputation only in !PvP case
- if(!PvP)
- {
- float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
-
- // if is in dungeon then all receive full reputation at kill
- // rewarded any alive/dead/near_corpse group member
- pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
-
- // XP updated only for alive group member
- if(pGroupGuy->isAlive() && not_gray_member_with_max_level &&
- pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
- {
- uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
-
- // handle SPELL_AURA_MOD_XP_PCT auras
- Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT);
- for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
- itr_xp = uint32(itr_xp*(1.0f + (*i)->GetAmount() / 100.0f));
-
- pGroupGuy->GiveXP(itr_xp, pVictim);
- if(Pet* pet = pGroupGuy->GetPet())
- pet->GivePetXP(itr_xp/2);
- }
-
- // quest objectives updated only for alive group member or dead but with not released body
- if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
- {
- // normal creature (not pet/etc) can be only in !PvP case
- if(pVictim->GetTypeId() == TYPEID_UNIT)
- pGroupGuy->KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID());
- }
- }
- }
- }
- }
- else // if (!pGroup)
- {
- xp = (PvP || GetVehicle()) ? 0 : Trinity::XP::Gain(this, pVictim);
-
- // honor can be in PvP and !PvP (racial leader) cases
- if(RewardHonor(pVictim,1, -1, true))
- honored_kill = true;
-
- // xp and reputation only in !PvP case
- if(!PvP)
- {
- RewardReputation(pVictim,1);
-
- // handle SPELL_AURA_MOD_XP_PCT auras
- Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT);
- for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
- xp = uint32(xp*(1.0f + (*i)->GetAmount() / 100.0f));
-
- GiveXP(xp, pVictim);
-
- if(Pet* pet = GetPet())
- pet->GivePetXP(xp);
-
- // normal creature (not pet/etc) can be only in !PvP case
- if(pVictim->GetTypeId() == TYPEID_UNIT)
- KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID());
- }
- }
- return xp || honored_kill;
-}
-
-void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource)
-{
- if (!pRewardSource)
- return;
- uint64 creature_guid = (pRewardSource->GetTypeId() == TYPEID_UNIT) ? pRewardSource->GetGUID() : uint64(0);
-
- // prepare data for near group iteration
- if(Group *pGroup = GetGroup())
- {
- for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
- {
- Player* pGroupGuy = itr->getSource();
- if(!pGroupGuy)
- continue;
-
- if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
- continue; // member (alive or dead) or his corpse at req. distance
-
- // quest objectives updated only for alive group member or dead but with not released body
- if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
- pGroupGuy->KilledMonsterCredit(creature_id, creature_guid);
- }
- }
- else // if (!pGroup)
- KilledMonsterCredit(creature_id, creature_guid);
-}
-
-bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
-{
- if (!pRewardSource)
- return false;
- const WorldObject* player = GetCorpse();
- if(!player || isAlive())
- player = this;
-
- if(player->GetMapId() != pRewardSource->GetMapId() || player->GetInstanceId() != pRewardSource->GetInstanceId())
- return false;
-
- return pRewardSource->GetDistance(player) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
-}
-
-uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
-{
- Item* item = GetWeaponForAttack(attType,true);
-
- // unarmed only with base attack
- if(attType != BASE_ATTACK && !item)
- return 0;
-
- // weapon skill or (unarmed for base attack and for fist weapons)
- uint32 skill = (item && item->GetSkill() != SKILL_FIST_WEAPONS) ? item->GetSkill() : uint32(SKILL_UNARMED);
- return GetBaseSkillValue(skill);
-}
-
-void Player::ResurectUsingRequestData()
-{
- /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
- if(IS_PLAYER_GUID(m_resurrectGUID))
- TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
-
- //we cannot resurrect player when we triggered far teleport
- //player will be resurrected upon teleportation
- if(IsBeingTeleportedFar())
- {
- ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER);
- return;
- }
-
- ResurrectPlayer(0.0f,false);
-
- if(GetMaxHealth() > m_resurrectHealth)
- SetHealth( m_resurrectHealth );
- else
- SetHealth( GetMaxHealth() );
-
- if(GetMaxPower(POWER_MANA) > m_resurrectMana)
- SetPower(POWER_MANA, m_resurrectMana );
- else
- SetPower(POWER_MANA, GetMaxPower(POWER_MANA) );
-
- SetPower(POWER_RAGE, 0 );
-
- SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) );
-
- SpawnCorpseBones();
-}
-
-void Player::SetClientControl(Unit* target, uint8 allowMove)
-{
- WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
- data.append(target->GetPackGUID());
- data << uint8(allowMove);
- GetSession()->SendPacket(&data);
- if(target == this)
- SetMover(this);
-}
-
-void Player::UpdateZoneDependentAuras( uint32 newZone )
-{
- // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
- SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newZone);
- for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
- if(itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0))
- if( !HasAura(itr->second->spellId) )
- CastSpell(this,itr->second->spellId,true);
-}
-
-void Player::UpdateAreaDependentAuras( uint32 newArea )
-{
- // remove auras from spells with area limitations
- for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();)
- {
- // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
- if(spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK)
- RemoveOwnedAura(iter);
- else
- ++iter;
- }
-
- // some auras applied at subzone enter
- SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newArea);
- for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
- if(itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea))
- if( !HasAura(itr->second->spellId) )
- CastSpell(this,itr->second->spellId,true);
-
- if(newArea == 4273 && GetVehicle() && GetPositionX() > 400) // Ulduar
- {
- switch(GetVehicleBase()->GetEntry())
- {
- case 33062:
- case 33109:
- case 33060:
- GetVehicle()->Dismiss();
- break;
- }
- }
-}
-
-uint32 Player::GetCorpseReclaimDelay(bool pvp) const
-{
- if(pvp)
- {
- if(!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP))
- return copseReclaimDelay[0];
- }
- else if(!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
- return 0;
-
- time_t now = time(NULL);
- // 0..2 full period
- // should be ceil(x)-1 but not floor(x)
- uint32 count = (now < m_deathExpireTime - 1) ? (m_deathExpireTime - 1 - now)/DEATH_EXPIRE_STEP : 0;
- return copseReclaimDelay[count];
-}
-
-void Player::UpdateCorpseReclaimDelay()
-{
- bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
-
- if ((pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
- (!pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) ))
- return;
-
- time_t now = time(NULL);
- if(now < m_deathExpireTime)
- {
- // full and partly periods 1..3
- uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
- if(count < MAX_DEATH_COUNT)
- m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
- else
- m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
- }
- else
- m_deathExpireTime = now+DEATH_EXPIRE_STEP;
-}
-
-void Player::SendCorpseReclaimDelay(bool load)
-{
- Corpse* corpse = GetCorpse();
- if(load && !corpse)
- return;
-
- bool pvp;
- if(corpse)
- pvp = (corpse->GetType() == CORPSE_RESURRECTABLE_PVP);
- else
- pvp = (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH);
-
- uint32 delay;
- if(load)
- {
- if(corpse->GetGhostTime() > m_deathExpireTime)
- return;
-
- uint32 count;
- if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
- !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )
- {
- count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
- if(count>=MAX_DEATH_COUNT)
- count = MAX_DEATH_COUNT-1;
- }
- else
- count=0;
-
- time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
-
- time_t now = time(NULL);
- if(now >= expected_time)
- return;
-
- delay = expected_time-now;
- }
- else
- delay = GetCorpseReclaimDelay(pvp);
-
- if(!delay) return;
-
- //! corpse reclaim delay 30 * 1000ms or longer at often deaths
- WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
- data << uint32(delay*IN_MILISECONDS);
- GetSession()->SendPacket( &data );
-}
-
-Player* Player::GetNextRandomRaidMember(float radius)
-{
- Group *pGroup = GetGroup();
- if(!pGroup)
- return NULL;
-
- std::vector<Player*> nearMembers;
- nearMembers.reserve(pGroup->GetMembersCount());
-
- for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
- {
- Player* Target = itr->getSource();
-
- // IsHostileTo check duel and controlled by enemy
- if( Target && Target != this && IsWithinDistInMap(Target, radius) &&
- !Target->HasInvisibilityAura() && !IsHostileTo(Target) )
- nearMembers.push_back(Target);
- }
-
- if (nearMembers.empty())
- return NULL;
-
- uint32 randTarget = urand(0,nearMembers.size()-1);
- return nearMembers[randTarget];
-}
-
-PartyResult Player::CanUninviteFromGroup() const
-{
- const Group* grp = GetGroup();
- if(!grp)
- return PARTY_RESULT_YOU_NOT_IN_GROUP;
-
- if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
- return PARTY_RESULT_YOU_NOT_LEADER;
-
- if(InBattleGround())
- return PARTY_RESULT_INVITE_RESTRICTED;
-
- return PARTY_RESULT_OK;
-}
-
-void Player::SetBattleGroundRaid(Group* group, int8 subgroup)
-{
- //we must move references from m_group to m_originalGroup
- SetOriginalGroup(GetGroup(), GetSubGroup());
-
- m_group.unlink();
- m_group.link(group, this);
- m_group.setSubGroup((uint8)subgroup);
-}
-
-void Player::RemoveFromBattleGroundRaid()
-{
- //remove existing reference
- m_group.unlink();
- if( Group* group = GetOriginalGroup() )
- {
- m_group.link(group, this);
- m_group.setSubGroup(GetOriginalSubGroup());
- }
- SetOriginalGroup(NULL);
-}
-
-void Player::SetOriginalGroup(Group *group, int8 subgroup)
-{
- if( group == NULL )
- m_originalGroup.unlink();
- else
- {
- // never use SetOriginalGroup without a subgroup unless you specify NULL for group
- assert(subgroup >= 0);
- m_originalGroup.link(group, this);
- m_originalGroup.setSubGroup((uint8)subgroup);
- }
-}
-
-void Player::UpdateUnderwaterState( Map* m, float x, float y, float z )
-{
- LiquidData liquid_status;
- ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
- if (!res)
- {
- m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWARER_INDARKWATER);
- // Small hack for enable breath in WMO
- if (IsInWater())
- m_MirrorTimerFlags|=UNDERWATER_INWATER;
- return;
- }
-
- // All liquids type - check under water position
- if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME))
- {
- if ( res & LIQUID_MAP_UNDER_WATER)
- m_MirrorTimerFlags |= UNDERWATER_INWATER;
- else
- m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
- }
-
- // Allow travel in dark water on taxi or transport
- if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !isInFlight() && !GetTransport())
- m_MirrorTimerFlags |= UNDERWARER_INDARKWATER;
- else
- m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER;
-
- // in lava check, anywhere in lava level
- if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA)
- {
- if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
- m_MirrorTimerFlags |= UNDERWATER_INLAVA;
- else
- m_MirrorTimerFlags &= ~UNDERWATER_INLAVA;
- }
- // in slime check, anywhere in slime level
- if (liquid_status.type&MAP_LIQUID_TYPE_SLIME)
- {
- if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
- m_MirrorTimerFlags |= UNDERWATER_INSLIME;
- else
- m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
- }
-}
-
-void Player::SetCanParry( bool value )
-{
- if(m_canParry==value)
- return;
-
- m_canParry = value;
- UpdateParryPercentage();
-}
-
-void Player::SetCanBlock( bool value )
-{
- if(m_canBlock==value)
- return;
-
- m_canBlock = value;
- UpdateBlockPercentage();
-}
-
-bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
-{
- for (ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end(); ++itr)
- if(itr->pos == pos)
- return true;
- return false;
-}
-
-//***********************************
-//-------------TRINITY---------------
-//***********************************
-
-void Player::StopCastingBindSight()
-{
- if(WorldObject* target = GetViewpoint())
- {
- if(target->isType(TYPEMASK_UNIT))
- {
- ((Unit*)target)->RemoveAura(SPELL_AURA_BIND_SIGHT, GetGUID());
- ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS, GetGUID());
- ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS_PET, GetGUID());
- }
- }
-}
-
-void Player::SetViewpoint(WorldObject* target, bool apply)
-{
- if(apply)
- {
- sLog.outDebug("Player::CreateViewpoint: Player %s create seer %u (TypeId: %u).", GetName(), target->GetEntry(), target->GetTypeId());
-
- if(!AddUInt64Value(PLAYER_FARSIGHT, target->GetGUID()))
- {
- sLog.outCrash("Player::CreateViewpoint: Player %s cannot add new viewpoint!", GetName());
- return;
- }
-
- // farsight dynobj or puppet may be very far away
- UpdateVisibilityOf(target);
-
- if(target->isType(TYPEMASK_UNIT) && !GetVehicle())
- ((Unit*)target)->AddPlayerToVision(this);
- }
- else
- {
- sLog.outDebug("Player::CreateViewpoint: Player %s remove seer", GetName());
-
- if(!RemoveUInt64Value(PLAYER_FARSIGHT, target->GetGUID()))
- {
- sLog.outCrash("Player::CreateViewpoint: Player %s cannot remove current viewpoint!", GetName());
- return;
- }
-
- if(target->isType(TYPEMASK_UNIT) && !GetVehicle())
- ((Unit*)target)->RemovePlayerFromVision(this);
-
- //must immediately set seer back otherwise may crash
- m_seer = this;
-
- //WorldPacket data(SMSG_CLEAR_FAR_SIGHT_IMMEDIATE, 0);
- //GetSession()->SendPacket(&data);
- }
-}
-
-WorldObject* Player::GetViewpoint() const
-{
- if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT))
- return (WorldObject*)ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_SEER);
- return NULL;
-}
-
-bool Player::CanUseBattleGroundObject()
-{
- // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
- // maybe gameobject code should handle that ForceReaction usage
- // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
- return ( //InBattleGround() && // in battleground - not need, check in other cases
- //!IsMounted() && - not correct, player is dismounted when he clicks on flag
- //player cannot use object when he is invulnerable (immune)
- !isTotalImmune() && // not totally immune
- //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
- !HasStealthAura() && // not stealthed
- !HasInvisibilityAura() && // not invisible
- !HasAura(SPELL_RECENTLY_DROPPED_FLAG) && // can't pickup
- isAlive() // live player
- );
-}
-
-bool Player::CanCaptureTowerPoint()
-{
- return ( !HasStealthAura() && // not stealthed
- !HasInvisibilityAura() && // not invisible
- isAlive() // live player
- );
-}
-
-uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin )
-
-{
- uint8 level = getLevel();
-
- if(level > GT_MAX_LEVEL)
- level = GT_MAX_LEVEL; // max level in this dbc
-
- uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
- uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
- uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
- uint8 skincolor = GetByteValue(PLAYER_BYTES, 0);
-
- if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair) && (!newSkin || (newSkin->hair_id == skincolor)))
- return 0;
-
- GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
-
- if(!bsc) // shouldn't happen
- return 0xFFFFFFFF;
-
- float cost = 0;
-
- if(hairstyle != newhairstyle)
- cost += bsc->cost; // full price
-
- if((haircolor != newhaircolor) && (hairstyle == newhairstyle))
- cost += bsc->cost * 0.5f; // +1/2 of price
-
- if(facialhair != newfacialhair)
- cost += bsc->cost * 0.75f; // +3/4 of price
-
- if(newSkin && skincolor != newSkin->hair_id)
- cost += bsc->cost * 0.75f; // +5/6 of price
-
- return uint32(cost);
-}
-
-void Player::InitGlyphsForLevel()
-{
- for (uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
- if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
- if(gs->Order)
- SetGlyphSlot(gs->Order - 1, gs->Id);
-
- uint8 level = getLevel();
- uint32 value = 0;
-
- // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
- if(level >= 15)
- value |= (0x01 | 0x02);
- if(level >= 30)
- value |= 0x08;
- if(level >= 50)
- value |= 0x04;
- if(level >= 70)
- value |= 0x10;
- if(level >= 80)
- value |= 0x20;
-
- SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
-}
-
-bool Player::isTotalImmune()
-{
- AuraEffectList const& immune = GetAuraEffectsByType(SPELL_AURA_SCHOOL_IMMUNITY);
-
- uint32 immuneMask = 0;
- for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
- {
- immuneMask |= (*itr)->GetMiscValue();
- if( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity
- return true;
- }
- return false;
-}
-
-bool Player::HasTitle(uint32 bitIndex)
-{
- if (bitIndex > MAX_TITLE_INDEX)
- return false;
-
- uint32 fieldIndexOffset = bitIndex / 32;
- uint32 flag = 1 << (bitIndex % 32);
- return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
-}
-
-void Player::SetTitle(CharTitlesEntry const* title, bool lost)
-{
- uint32 fieldIndexOffset = title->bit_index / 32;
- uint32 flag = 1 << (title->bit_index % 32);
-
- if(lost)
- {
- if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
- return;
-
- RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
- }
- else
- {
- if(HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
- return;
-
- SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
- }
-
- WorldPacket data(SMSG_TITLE_EARNED, 4 + 4);
- data << uint32(title->bit_index);
- data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost
- GetSession()->SendPacket(&data);
-}
-
-/*-----------------------TRINITY--------------------------*/
-bool Player::isTotalImmunity()
-{
- AuraEffectList const& immune = GetAuraEffectsByType(SPELL_AURA_SCHOOL_IMMUNITY);
-
- for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
- {
- if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_ALL) !=0) // total immunity
- {
- return true;
- }
- if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) !=0) // physical damage immunity
- {
- for (AuraEffectList::const_iterator i = immune.begin(); i != immune.end(); ++i)
- {
- if (((*i)->GetMiscValue() & SPELL_SCHOOL_MASK_MAGIC) !=0) // magic immunity
- {
- return true;
- }
- }
- }
- }
- return false;
-}
-
-void Player::UpdateCharmedAI()
-{
- //This should only called in Player::Update
- Creature *charmer = (Creature*)GetCharmer();
-
- //kill self if charm aura has infinite duration
- if(charmer->IsInEvadeMode())
- {
- AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOD_CHARM);
- for (AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
- if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent())
- {
- charmer->DealDamage(this, GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
- return;
- }
- }
-
- if(!charmer->isInCombat())
- GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
-
- Unit *target = getVictim();
- if(!target || !charmer->canAttack(target))
- {
- target = charmer->SelectNearestTarget();
- if(!target)
- return;
-
- GetMotionMaster()->MoveChase(target);
- Attack(target, true);
- }
-}
-
-uint32 Player::GetRuneBaseCooldown(uint8 index)
-{
- uint8 rune = GetBaseRune(index);
- uint32 cooldown = RUNE_COOLDOWN;
-
- AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
- for(AuraEffectList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)
- {
- if((*i)->GetMiscValue() == POWER_RUNE && (*i)->GetMiscValueB() == rune)
- cooldown = cooldown*(100-(*i)->GetAmount())/100;
- }
-
- return cooldown;
-}
-
-void Player::RemoveRunesByAuraEffect(AuraEffect const * aura)
-{
- for(uint8 i = 0; i < MAX_RUNES; ++i)
- {
- if (m_runes->runes[i].ConvertAura == aura)
- {
- ConvertRune(i, GetBaseRune(i));
- SetRuneConvertAura(i, NULL);
- }
- }
-}
-
-void Player::RestoreBaseRune(uint8 index)
-{
- AuraEffect const * aura = m_runes->runes[index].ConvertAura;
- ConvertRune(index, GetBaseRune(index));
- SetRuneConvertAura(index, NULL);
- // Don't drop passive talents providing rune convertion
- if (!aura || aura->GetAuraType() != SPELL_AURA_CONVERT_RUNE)
- return;
- for(uint8 i = 0; i < MAX_RUNES; ++i)
- {
- if (aura == m_runes->runes[i].ConvertAura)
- return;
- }
- aura->GetBase()->Remove();
-}
-
-void Player::ConvertRune(uint8 index, RuneType newType)
-{
- SetCurrentRune(index, newType);
-
- WorldPacket data(SMSG_CONVERT_RUNE, 2);
- data << uint8(index);
- data << uint8(newType);
- GetSession()->SendPacket(&data);
-}
-
-void Player::ResyncRunes(uint8 count)
-{
- WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
- for (uint32 i = 0; i < count; ++i)
- {
- data << uint8(GetCurrentRune(i)); // rune type
- data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255)
- }
- GetSession()->SendPacket(&data);
-}
-
-void Player::AddRunePower(uint8 index)
-{
- WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
- data << uint32(1 << index); // mask (0x00-0x3F probably)
- GetSession()->SendPacket(&data);
-}
-
-static RuneType runeSlotTypes[MAX_RUNES] = {
- /*0*/ RUNE_BLOOD,
- /*1*/ RUNE_BLOOD,
- /*2*/ RUNE_UNHOLY,
- /*3*/ RUNE_UNHOLY,
- /*4*/ RUNE_FROST,
- /*5*/ RUNE_FROST
-};
-
-void Player::InitRunes()
-{
- if(getClass() != CLASS_DEATH_KNIGHT)
- return;
-
- m_runes = new Runes;
-
- m_runes->runeState = 0;
- m_runes->lastUsedRune = RUNE_BLOOD;
-
- for (uint32 i = 0; i < MAX_RUNES; ++i)
- {
- SetBaseRune(i, runeSlotTypes[i]); // init base types
- SetCurrentRune(i, runeSlotTypes[i]); // init current types
- SetRuneCooldown(i, 0); // reset cooldowns
- SetRuneConvertAura(i, NULL);
- m_runes->SetRuneState(i);
- }
-
- for (uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
- SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
-}
-
-bool Player::IsBaseRuneSlotsOnCooldown(RuneType runeType) const
-{
- for (uint32 i = 0; i < MAX_RUNES; ++i)
- if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0)
- return false;
-
- return true;
-}
-
-void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast)
-{
- Loot loot;
- loot.FillLoot (loot_id,store,this,true);
-
- uint32 max_slot = loot.GetMaxSlotInLootFor(this);
- for (uint32 i = 0; i < max_slot; ++i)
- {
- LootItem* lootItem = loot.LootItemInSlot(i,this);
-
- ItemPosCountVec dest;
- uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
- if(msg != EQUIP_ERR_OK && slot != NULL_SLOT)
- msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
- if( msg != EQUIP_ERR_OK && bag != NULL_BAG)
- msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
- if(msg != EQUIP_ERR_OK)
- {
- SendEquipError( msg, NULL, NULL );
- continue;
- }
-
- Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
- SendNewItem(pItem, lootItem->count, false, false, broadcast);
- }
-}
-
-uint32 Player::CalculateTalentsPoints() const
-{
- uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9;
-
- if(getClass() != CLASS_DEATH_KNIGHT || GetMapId() != 609)
- return uint32(base_talent * sWorld.getRate(RATE_TALENT));
-
- uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55;
- talentPointsForLevel += m_questRewardTalentCount;
-
- if(talentPointsForLevel > base_talent)
- talentPointsForLevel = base_talent;
-
- return uint32(talentPointsForLevel * sWorld.getRate(RATE_TALENT));
-}
-
-bool Player::IsKnowHowFlyIn(uint32 mapid, uint32 zone) const
-{
- // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
- uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone);
- return v_map != 571 || HasSpell(54197); // Cold Weather Flying
-}
-
-void Player::learnSpellHighRank(uint32 spellid)
-{
- learnSpell(spellid,false);
-
- if(uint32 next = spellmgr.GetNextSpellInChain(spellid))
- learnSpellHighRank(next);
-}
-
-void Player::_LoadSkills(QueryResult_AutoPtr result)
-{
- // 0 1 2
- // SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid));
-
- uint32 count = 0;
- if (result)
- {
- do
- {
- Field *fields = result->Fetch();
-
- uint16 skill = fields[0].GetUInt16();
- uint16 value = fields[1].GetUInt16();
- uint16 max = fields[2].GetUInt16();
-
- SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(skill);
- if(!pSkill)
- {
- sLog.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill);
- continue;
- }
-
- // set fixed skill ranges
- switch(GetSkillRangeType(pSkill,false))
- {
- case SKILL_RANGE_LANGUAGE: // 300..300
- value = max = 300;
- break;
- case SKILL_RANGE_MONO: // 1..1, grey monolite bar
- value = max = 1;
- break;
- default:
- break;
- }
- if(value == 0)
- {
- sLog.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill);
- CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill );
- continue;
- }
-
- // enable unlearn button for primary professions only
- if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
- SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,1));
- else
- SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,0));
-
- SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),MAKE_SKILL_VALUE(value, max));
- SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0);
-
- mSkillStatus.insert(SkillStatusMap::value_type(skill, SkillStatusData(count, SKILL_UNCHANGED)));
-
- learnSkillRewardedSpells(skill, value);
-
- ++count;
-
- if(count >= PLAYER_MAX_SKILLS) // client limit
- {
- sLog.outError("Character %u has more than %u skills.", PLAYER_MAX_SKILLS);
- break;
- }
- } while (result->NextRow());
- }
-
- for (; count < PLAYER_MAX_SKILLS; ++count)
- {
- SetUInt32Value(PLAYER_SKILL_INDEX(count), 0);
- SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),0);
- SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0);
- }
-
- // special settings
- if (getClass() == CLASS_DEATH_KNIGHT)
- {
- uint8 base_level = std::min(getLevel(),uint8(sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL)));
- if (base_level < 1)
- base_level = 1;
- uint16 base_skill = (base_level-1)*5; // 270 at starting level 55
- if (base_skill < 1)
- base_skill = 1; // skill mast be known and then > 0 in any case
-
- if (GetPureSkillValue(SKILL_FIRST_AID) < base_skill)
- SetSkill(SKILL_FIRST_AID,base_skill, base_skill);
- if (GetPureSkillValue(SKILL_AXES) < base_skill)
- SetSkill(SKILL_AXES, base_skill,base_skill);
- if (GetPureSkillValue(SKILL_DEFENSE) < base_skill)
- SetSkill(SKILL_DEFENSE, base_skill,base_skill);
- if (GetPureSkillValue(SKILL_POLEARMS) < base_skill)
- SetSkill(SKILL_POLEARMS, base_skill,base_skill);
- if (GetPureSkillValue(SKILL_SWORDS) < base_skill)
- SetSkill(SKILL_SWORDS, base_skill,base_skill);
- if (GetPureSkillValue(SKILL_2H_AXES) < base_skill)
- SetSkill(SKILL_2H_AXES, base_skill,base_skill);
- if (GetPureSkillValue(SKILL_2H_SWORDS) < base_skill)
- SetSkill(SKILL_2H_SWORDS, base_skill,base_skill);
- if (GetPureSkillValue(SKILL_UNARMED) < base_skill)
- SetSkill(SKILL_UNARMED, base_skill,base_skill);
- }
-}
-
-uint32 Player::GetPhaseMaskForSpawn() const
-{
- uint32 phase = PHASEMASK_NORMAL;
- if (!isGameMaster())
- phase = GetPhaseMask();
- else
- {
- AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE);
- if (!phases.empty())
- phase = phases.front()->GetMiscValue();
- }
-
- // some aura phases include 1 normal map in addition to phase itself
- if (uint32 n_phase = phase & ~PHASEMASK_NORMAL)
- return n_phase;
-
- return PHASEMASK_NORMAL;
-}
-
-uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
-{
- ItemPrototype const* pProto = pItem->GetProto();
-
- // proto based limitations
- if (uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count))
- return res;
-
- // check unique-equipped on gems
- for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
- {
- uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
- if (!enchant_id)
- continue;
- SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
- if (!enchantEntry)
- continue;
-
- ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
- if (!pGem)
- continue;
-
- // include for check equip another gems with same limit category for not equipped item (and then not counted)
- uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
- ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;
-
- if (uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count))
- return res;
- }
-
- return EQUIP_ERR_OK;
-}
-
-uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const
-{
- // check unique-equipped on item
- if (itemProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
- {
- // there is an equip limit on this item
- if (HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot))
- return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
- }
-
- // check unique-equipped limit
- if (itemProto->ItemLimitCategory)
- {
- ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
- if (!limitEntry)
- return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
-
- if (limit_count > limitEntry->maxCount)
- return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; // attempt add too many limit category items (gems)
-
- // there is an equip limit on this item
- if (HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot))
- return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
- }
-
- return EQUIP_ERR_OK;
-}
-
-void Player::HandleFall(MovementInfo const& movementInfo)
-{
- // calculate total z distance of the fall
- float z_diff = m_lastFallZ - movementInfo.z;
- //sLog.outDebug("zDiff = %f", z_diff);
-
- //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
- // 14.57 can be calculated by resolving damageperc formula below to 0
- if (z_diff >= 14.57f && !isDead() && !isGameMaster() &&
- !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
- !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL) )
- {
- //Safe fall, fall height reduction
- int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
-
- float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
-
- if (damageperc > 0)
- {
- uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL));
-
- float height = movementInfo.z;
- UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
-
- if (damage > 0)
- {
- //Prevent fall damage from being more than the player maximum health
- if (damage > GetMaxHealth())
- damage = GetMaxHealth();
-
- // Gust of Wind
- if (HasAura(43621))
- damage = GetMaxHealth()/2;
-
- uint32 original_health = GetHealth();
- uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage);
-
- // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
- if (isAlive() && final_damage < original_health)
- GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
- }
-
- //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
- DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall);
- }
- }
- RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_LANDING); // No fly zone - Parachute
-}
-
-void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/ )
-{
- GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1, miscvalue2, unit, time);
-}
-
-void Player::CompletedAchievement(AchievementEntry const* entry)
-{
- GetAchievementMgr().CompletedAchievement(entry);
-}
-
-void Player::LearnTalent(uint32 talentId, uint32 talentRank)
-{
- uint32 CurTalentPoints = GetFreeTalentPoints();
-
- if(CurTalentPoints == 0)
- return;
-
- if (talentRank >= MAX_TALENT_RANK)
- return;
-
- TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentId );
-
- if(!talentInfo)
- return;
-
- TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab );
-
- if(!talentTabInfo)
- return;
-
- // prevent learn talent for different class (cheating)
- if( (getClassMask() & talentTabInfo->ClassMask) == 0 )
- return;
-
- // find current max talent rank (0~5)
- uint8 curtalent_maxrank = 0; // 0 = not learned any rank
- for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
- {
- if(talentInfo->RankID[rank] && HasSpell(talentInfo->RankID[rank]))
- {
- curtalent_maxrank = (rank + 1);
- break;
- }
- }
-
- // we already have same or higher talent rank learned
- if(curtalent_maxrank >= (talentRank + 1))
- return;
-
- // check if we have enough talent points
- if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
- return;
-
- // Check if it requires another talent
- if (talentInfo->DependsOn > 0)
- {
- if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
- {
- bool hasEnoughRank = false;
- for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++)
- {
- if (depTalentInfo->RankID[rank] != 0)
- if (HasSpell(depTalentInfo->RankID[rank]))
- hasEnoughRank = true;
- }
- if (!hasEnoughRank)
- return;
- }
- }
-
- // Find out how many points we have in this field
- uint32 spentPoints = 0;
-
- uint32 tTab = talentInfo->TalentTab;
- if (talentInfo->Row > 0)
- {
- uint32 numRows = sTalentStore.GetNumRows();
- for (uint32 i = 0; i < numRows; i++) // Loop through all talents.
- {
- // Someday, someone needs to revamp
- const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
- if (tmpTalent) // the way talents are tracked
- {
- if (tmpTalent->TalentTab == tTab)
- {
- for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++)
- {
- if (tmpTalent->RankID[rank] != 0)
- {
- if (HasSpell(tmpTalent->RankID[rank]))
- {
- spentPoints += (rank + 1);
- }
- }
- }
- }
- }
- }
- }
-
- // not have required min points spent in talent tree
- if(spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
- return;
-
- // spell not set in talent.dbc
- uint32 spellid = talentInfo->RankID[talentRank];
- if( spellid == 0 )
- {
- sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
- return;
- }
-
- // already known
- if(HasSpell(spellid))
- return;
-
- // learn! (other talent ranks will unlearned at learning)
- learnSpell(spellid, false);
- AddTalent(spellid, m_activeSpec, true);
-
- sLog.outDetail("TalentID: %u Rank: %u Spell: %u Spec: %u\n", talentId, talentRank, spellid, m_activeSpec);
-
- // update free talent points
- SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
-}
-
-void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
-{
- Pet *pet = GetPet();
-
- if(!pet)
- return;
-
- if(petGuid != pet->GetGUID())
- return;
-
- uint32 CurTalentPoints = pet->GetFreeTalentPoints();
-
- if(CurTalentPoints == 0)
- return;
-
- if (talentRank >= MAX_PET_TALENT_RANK)
- return;
-
- TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
-
- if(!talentInfo)
- return;
-
- TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
-
- if(!talentTabInfo)
- return;
-
- CreatureInfo const *ci = pet->GetCreatureInfo();
-
- if(!ci)
- return;
-
- CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
-
- if(!pet_family)
- return;
-
- if(pet_family->petTalentType < 0) // not hunter pet
- return;
-
- // prevent learn talent for different family (cheating)
- if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
- return;
-
- // find current max talent rank (0~5)
- uint8 curtalent_maxrank = 0; // 0 = not learned any rank
- for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
- {
- if(talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank]))
- {
- curtalent_maxrank = (rank + 1);
- break;
- }
- }
-
- // we already have same or higher talent rank learned
- if(curtalent_maxrank >= (talentRank + 1))
- return;
-
- // check if we have enough talent points
- if(CurTalentPoints < (talentRank - curtalent_maxrank + 1))
- return;
-
- // Check if it requires another talent
- if (talentInfo->DependsOn > 0)
- {
- if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
- {
- bool hasEnoughRank = false;
- for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++)
- {
- if (depTalentInfo->RankID[rank] != 0)
- if (pet->HasSpell(depTalentInfo->RankID[rank]))
- hasEnoughRank = true;
- }
- if (!hasEnoughRank)
- return;
- }
- }
-
- // Find out how many points we have in this field
- uint32 spentPoints = 0;
-
- uint32 tTab = talentInfo->TalentTab;
- if (talentInfo->Row > 0)
- {
- uint32 numRows = sTalentStore.GetNumRows();
- for (uint32 i = 0; i < numRows; ++i) // Loop through all talents.
- {
- // Someday, someone needs to revamp
- const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
- if (tmpTalent) // the way talents are tracked
- {
- if (tmpTalent->TalentTab == tTab)
- {
- for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++)
- {
- if (tmpTalent->RankID[rank] != 0)
- {
- if (pet->HasSpell(tmpTalent->RankID[rank]))
- {
- spentPoints += (rank + 1);
- }
- }
- }
- }
- }
- }
- }
-
- // not have required min points spent in talent tree
- if(spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
- return;
-
- // spell not set in talent.dbc
- uint32 spellid = talentInfo->RankID[talentRank];
- if( spellid == 0 )
- {
- sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
- return;
- }
-
- // already known
- if(pet->HasSpell(spellid))
- return;
-
- // learn! (other talent ranks will unlearned at learning)
- pet->learnSpell(spellid);
- sLog.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
-
- // update free talent points
- pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
-}
-
-void Player::UpdateKnownCurrencies(uint32 itemId, bool apply)
-{
- if(CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId))
- {
- if(apply)
- SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
- else
- RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
- }
-}
-
-void Player::UpdateFallInformationIfNeed( MovementInfo const& minfo,uint16 opcode )
-{
- if (m_lastFallTime >= minfo.fallTime || m_lastFallZ <=minfo.z || opcode == MSG_MOVE_FALL_LAND)
- SetFallInformation(minfo.fallTime, minfo.z);
-}
-
-void Player::UnsummonPetTemporaryIfAny()
-{
- Pet* pet = GetPet();
- if(!pet)
- return;
-
- if(!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() )
- {
- m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
- m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL);
- }
-
- RemovePet(pet, PET_SAVE_AS_CURRENT);
-}
-
-void Player::ResummonPetTemporaryUnSummonedIfAny()
-{
- if(!m_temporaryUnsummonedPetNumber)
- return;
-
- // not resummon in not appropriate state
- if(IsPetNeedBeTemporaryUnsummoned())
- return;
-
- if(GetPetGUID())
- return;
-
- Pet* NewPet = new Pet(this);
- if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
- delete NewPet;
-
- m_temporaryUnsummonedPetNumber = 0;
-}
-
-bool Player::canSeeSpellClickOn(Creature const *c) const
-{
- if(!c->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
- return false;
-
- SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(c->GetEntry());
- if(clickPair.first == clickPair.second)
- return true;
-
- for (SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
- if(itr->second.IsFitToRequirements(this, c))
- return true;
-
- return false;
-}
-
-void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
-{
- *data << uint32(GetFreeTalentPoints()); // unspentTalentPoints
- *data << uint8(m_specsCount); // talent group count (0, 1 or 2)
- *data << uint8(m_activeSpec); // talent group index (0 or 1)
-
- if(m_specsCount)
- {
- // loop through all specs (only 1 for now)
- for (uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx)
- {
- uint8 talentIdCount = 0;
- size_t pos = data->wpos();
- *data << uint8(talentIdCount); // [PH], talentIdCount
-
- // find class talent tabs (all players have 3 talent tabs)
- uint32 const* talentTabIds = GetTalentTabPages(getClass());
-
- for (uint8 i = 0; i < 3; ++i)
- {
- uint32 talentTabId = talentTabIds[i];
-
- for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
- {
- TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
- if(!talentInfo)
- continue;
-
- // skip another tab talents
- if(talentInfo->TalentTab != talentTabId)
- continue;
-
- // find max talent rank (0~4)
- int8 curtalent_maxrank = -1;
- for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
- {
- if(talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], specIdx))
- {
- curtalent_maxrank = rank;
- break;
- }
- }
-
- // not learned talent
- if(curtalent_maxrank < 0)
- continue;
-
- *data << uint32(talentInfo->TalentID); // Talent.dbc
- *data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
-
- ++talentIdCount;
- }
- }
-
- data->put<uint8>(pos, talentIdCount); // put real count
-
- *data << uint8(MAX_GLYPH_SLOT_INDEX); // glyphs count
-
- for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
- *data << uint16(m_Glyphs[specIdx][i]); // GlyphProperties.dbc
- }
- }
-}
-
-void Player::BuildPetTalentsInfoData(WorldPacket *data)
-{
- uint32 unspentTalentPoints = 0;
- size_t pointsPos = data->wpos();
- *data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints
-
- uint8 talentIdCount = 0;
- size_t countPos = data->wpos();
- *data << uint8(talentIdCount); // [PH], talentIdCount
-
- Pet *pet = GetPet();
- if(!pet)
- return;
-
- unspentTalentPoints = pet->GetFreeTalentPoints();
-
- data->put<uint32>(pointsPos, unspentTalentPoints); // put real points
-
- CreatureInfo const *ci = pet->GetCreatureInfo();
- if(!ci)
- return;
-
- CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
- if(!pet_family || pet_family->petTalentType < 0)
- return;
-
- for (uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
- {
- TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId );
- if(!talentTabInfo)
- continue;
-
- if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
- continue;
-
- for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
- {
- TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
- if(!talentInfo)
- continue;
-
- // skip another tab talents
- if(talentInfo->TalentTab != talentTabId)
- continue;
-
- // find max talent rank (0~4)
- int8 curtalent_maxrank = -1;
- for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
- {
- if(talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank]))
- {
- curtalent_maxrank = rank;
- break;
- }
- }
-
- // not learned talent
- if(curtalent_maxrank < 0)
- continue;
-
- *data << uint32(talentInfo->TalentID); // Talent.dbc
- *data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
-
- ++talentIdCount;
- }
-
- data->put<uint8>(countPos, talentIdCount); // put real count
-
- break;
- }
-}
-
-void Player::SendTalentsInfoData(bool pet)
-{
- WorldPacket data(SMSG_TALENTS_INFO, 50);
- data << uint8(pet ? 1 : 0);
- if(pet)
- BuildPetTalentsInfoData(&data);
- else
- BuildPlayerTalentsInfoData(&data);
- GetSession()->SendPacket(&data);
-}
-
-void Player::BuildEnchantmentsInfoData(WorldPacket *data)
-{
- uint32 slotUsedMask = 0;
- size_t slotUsedMaskPos = data->wpos();
- *data << uint32(slotUsedMask); // slotUsedMask < 0x80000
-
- for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
- {
- Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
-
- if(!item)
- continue;
-
- slotUsedMask |= (1 << i);
-
- *data << uint32(item->GetEntry()); // item entry
-
- uint16 enchantmentMask = 0;
- size_t enchantmentMaskPos = data->wpos();
- *data << uint16(enchantmentMask); // enchantmentMask < 0x1000
-
- for (uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
- {
- uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j));
-
- if(!enchId)
- continue;
-
- enchantmentMask |= (1 << j);
-
- *data << uint16(enchId); // enchantmentId?
- }
-
- data->put<uint16>(enchantmentMaskPos, enchantmentMask);
-
- *data << uint16(0); // unknown
- data->appendPackGUID(item->GetUInt64Value(ITEM_FIELD_CREATOR)); // item creator
- *data << uint32(0); // seed?
- }
-
- data->put<uint32>(slotUsedMaskPos, slotUsedMask);
-}
-
-void Player::SendEquipmentSetList()
-{
- uint32 count = 0;
- WorldPacket data(SMSG_EQUIPMENT_SET_LIST, 4);
- size_t count_pos = data.wpos();
- data << uint32(count); // count placeholder
- for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
- {
- if(itr->second.state==EQUIPMENT_SET_DELETED)
- continue;
- data.appendPackGUID(itr->second.Guid);
- data << uint32(itr->first);
- data << itr->second.Name;
- data << itr->second.IconName;
- for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
- data.appendPackGUID(MAKE_NEW_GUID(itr->second.Items[i], 0, HIGHGUID_ITEM));
-
- ++count; // client have limit but it checked at loading and set
- }
- data.put<uint32>(count_pos, count);
- GetSession()->SendPacket(&data);
-}
-
-void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset)
-{
- if(eqset.Guid != 0)
- {
- bool found = false;
-
- for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
- {
- if((itr->second.Guid == eqset.Guid) && (itr->first == index))
- {
- found = true;
- break;
- }
- }
-
- if(!found) // something wrong...
- {
- sLog.outError("Player %s tried to save equipment set "UI64FMTD" (index %u), but that equipment set not found!", GetName(), eqset.Guid, index);
- return;
- }
- }
-
- EquipmentSet& eqslot = m_EquipmentSets[index];
-
- EquipmentSetUpdateState old_state = eqslot.state;
-
- eqslot = eqset;
-
- if(eqset.Guid == 0)
- {
- eqslot.Guid = objmgr.GenerateEquipmentSetGuid();
-
- WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1);
- data << uint32(index);
- data.appendPackGUID(eqslot.Guid);
- GetSession()->SendPacket(&data);
- }
-
- eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED;
-}
-
-void Player::_SaveEquipmentSets()
-{
- for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();)
- {
- uint32 index = itr->first;
- EquipmentSet& eqset = itr->second;
- switch(eqset.state)
- {
- case EQUIPMENT_SET_UNCHANGED:
- ++itr;
- break; // nothing do
- case EQUIPMENT_SET_CHANGED:
- CharacterDatabase.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD"' AND setindex='%u'",
- eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
- eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18], GetGUIDLow(), eqset.Guid, index);
- eqset.state = EQUIPMENT_SET_UNCHANGED;
- ++itr;
- break;
- case EQUIPMENT_SET_NEW:
- CharacterDatabase.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
- GetGUIDLow(), eqset.Guid, index, eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
- eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18]);
- eqset.state = EQUIPMENT_SET_UNCHANGED;
- ++itr;
- break;
- case EQUIPMENT_SET_DELETED:
- CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD, eqset.Guid);
- m_EquipmentSets.erase(itr++);
- break;
- }
- }
-}
-
-void Player::_SaveBGData()
-{
- CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow());
- if (m_bgData.bgInstanceID)
- {
- /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
- CharacterDatabase.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')",
- GetGUIDLow(), m_bgData.bgInstanceID, m_bgData.bgTeam, m_bgData.joinPos.GetPositionX(), m_bgData.joinPos.GetPositionY(), m_bgData.joinPos.GetPositionZ(),
- m_bgData.joinPos.GetOrientation(), m_bgData.joinPos.GetMapId(), m_bgData.taxiPath[0], m_bgData.taxiPath[1], m_bgData.mountSpell);
- }
-}
-
-void Player::DeleteEquipmentSet(uint64 setGuid)
-{
- for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
- {
- if(itr->second.Guid == setGuid)
- {
- if(itr->second.state == EQUIPMENT_SET_NEW)
- m_EquipmentSets.erase(itr);
- else
- itr->second.state = EQUIPMENT_SET_DELETED;
- break;
- }
- }
-}
-
-void Player::RemoveAtLoginFlag( AtLoginFlags f, bool in_db_also /*= false*/ )
-{
- m_atLoginFlags &= ~f;
-
- if(in_db_also)
- CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f), GetGUIDLow());
-}
-
-void Player::SendClearCooldown( uint32 spell_id, Unit* target )
-{
- WorldPacket data(SMSG_CLEAR_COOLDOWN, 4+8);
- data << uint32(spell_id);
- data << uint64(target->GetGUID());
- SendDirectMessage(&data);
-}
-
-void Player::ResetMap()
-{
- // this may be called during Map::Update
- // after decrement+unlink, ++m_mapRefIter will continue correctly
- // when the first element of the list is being removed
- // nocheck_prev will return the padding element of the RefManager
- // instead of NULL in the case of prev
- GetMap()->UpdateIteratorBack(this);
- Unit::ResetMap();
- GetMapRef().unlink();
-}
-
-void Player::SetMap(Map * map)
-{
- Unit::SetMap(map);
- m_mapRef.link(map, this);
-}
-
-void Player::_LoadGlyphs(QueryResult_AutoPtr result)
-{
- // SetPQuery(PLAYER_LOGIN_QUERY_LOADGLYPHS, "SELECT spec, glyph1, glyph2, glyph3, glyph4, glyph5, glyph6 from character_glyphs WHERE guid = '%u'", GUID_LOPART(m_guid));
- if (!result)
- return;
-
- do
- {
- Field *fields = result->Fetch();
-
- uint8 spec = fields[0].GetUInt8();
- if (spec >= m_specsCount)
- continue;
-
- m_Glyphs[spec][0] = fields[1].GetUInt32();
- m_Glyphs[spec][1] = fields[2].GetUInt32();
- m_Glyphs[spec][2] = fields[3].GetUInt32();
- m_Glyphs[spec][3] = fields[4].GetUInt32();
- m_Glyphs[spec][4] = fields[5].GetUInt32();
- m_Glyphs[spec][5] = fields[6].GetUInt32();
-
- } while (result->NextRow());
-}
-
-void Player::_SaveGlyphs()
-{
- CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid='%u'",GetGUIDLow());
- for (uint8 spec = 0; spec < m_specsCount; ++spec)
- {
- CharacterDatabase.PExecute("INSERT INTO character_glyphs VALUES('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
- GetGUIDLow(), spec, m_Glyphs[spec][0], m_Glyphs[spec][1], m_Glyphs[spec][2], m_Glyphs[spec][3], m_Glyphs[spec][4], m_Glyphs[spec][5]);
- }
-}
-
-void Player::_LoadTalents(QueryResult_AutoPtr result)
-{
- // SetPQuery(PLAYER_LOGIN_QUERY_LOADTALENTS, "SELECT spell, spec FROM character_talent WHERE guid = '%u'", GUID_LOPART(m_guid));
- if (result)
- {
- do
- {
- Field *fields = result->Fetch();
-
- AddTalent(fields[0].GetUInt32(), fields[1].GetUInt32(), false);
- }
- while( result->NextRow() );
- }
-}
-
-void Player::_SaveTalents()
-{
- for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
- {
- for (PlayerTalentMap::iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end();)
- {
- if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
- CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' and spell = '%u' and spec = '%u'", GetGUIDLow(), itr->first, itr->second->spec);
-
- if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
- CharacterDatabase.PExecute("INSERT INTO character_talent (guid,spell,spec) VALUES ('%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->spec);
-
- if (itr->second->state == PLAYERSPELL_REMOVED)
- {
- delete itr->second;
- m_talents[i]->erase(itr++);
- }
- else
- {
- itr->second->state = PLAYERSPELL_UNCHANGED;
- ++itr;
- }
- }
- }
-}
-
-void Player::UpdateSpecCount(uint8 count)
-{
- if (GetSpecsCount() == count)
- return;
-
- if (count == MIN_TALENT_SPECS)
- {
- _SaveActions(); // make sure the button list is cleaned up
- // active spec becomes only spec?
- CharacterDatabase.PExecute("DELETE FROM character_action WHERE spec<>'%u' AND guid='%u'",m_activeSpec, GetGUIDLow());
- m_activeSpec = 0;
- }
- else if (count == MAX_TALENT_SPECS)
- {
- _SaveActions(); // make sure the button list is cleaned up
- for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); ++itr)
- CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,spec) VALUES ('%u', '%u', '%u', '%u', '%u')",
- GetGUIDLow(), uint32(itr->first), uint32(itr->second.GetAction()), uint32(itr->second.GetType()), 1);
- }
- else
- return;
-
- SetSpecsCount(count);
-
- SendTalentsInfoData(false);
-}
-
-void Player::ActivateSpec(uint8 spec)
-{
- if (GetActiveSpec() == spec)
- return;
-
- if (GetSpecsCount() != MAX_TALENT_SPECS)
- return;
-
- if (GetMap()->IsBattleGround() && !HasAura(44521)) // In BattleGround with no Preparation buff
- return;
-
- _SaveActions();
-
- if (IsNonMeleeSpellCasted(false))
- InterruptNonMeleeSpells(false);
-
- // "Hunter pets should have their talents refunded when a hunter switches talent specs, even if they are dismissed at the time."
- if (getClass() == CLASS_HUNTER)
- Pet::resetTalentsForAllPetsOf(this, GetPet());
-
- UnsummonPetTemporaryIfAny();
- ClearComboPointHolders();
- ClearAllReactives();
- UnsummonAllTotems();
- RemoveAllControlled();
- /*RemoveAllAurasOnDeath();
- if (GetPet())
- GetPet()->RemoveAllAurasOnDeath();*/
-
- //RemoveAllAuras(this->GetGUID(), NULL, false, true); // removes too many auras
- //ExitVehicle(); // should be impossible to switch specs from inside a vehicle..
-
- for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
- {
- TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
-
- if (!talentInfo)
- continue;
-
- TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
-
- if (!talentTabInfo)
- continue;
-
- // unlearn only talents for character class
- // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
- // to prevent unexpected lost normal learned spell skip another class talents
- if ((getClassMask() & talentTabInfo->ClassMask) == 0)
- continue;
-
- for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
- {
- // skip non-existant talent ranks
- if (talentInfo->RankID[rank] == 0)
- continue;
- removeSpell(talentInfo->RankID[rank], true); // removes the talent, and all dependant, learned, and chained spells..
- if (const SpellEntry *_spellEntry = sSpellStore.LookupEntry(talentInfo->RankID[rank]))
- for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) // search through the SpellEntry for valid trigger spells
- if (_spellEntry->EffectTriggerSpell[i] > 0 && _spellEntry->Effect[i] == SPELL_EFFECT_LEARN_SPELL)
- removeSpell(_spellEntry->EffectTriggerSpell[i], true); // and remove any spells that the talent teaches
- // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted
- //PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]);
- //if (plrTalent != m_talents[m_activeSpec]->end())
- // plrTalent->second->state = PLAYERSPELL_REMOVED;
- }
- }
-
- // set glyphs
- for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
- // remove secondary glyph
- if (uint32 oldglyph = m_Glyphs[m_activeSpec][slot])
- if (GlyphPropertiesEntry const *old_gp = sGlyphPropertiesStore.LookupEntry(oldglyph))
- RemoveAurasDueToSpell(old_gp->SpellId);
-
- SetActiveSpec(spec);
- uint32 spentTalents = 0;
-
- for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
- {
- TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
-
- if (!talentInfo)
- continue;
-
- TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
-
- if (!talentTabInfo)
- continue;
-
- // learn only talents for character class
- if ((getClassMask() & talentTabInfo->ClassMask) == 0)
- continue;
-
- // learn highest talent rank that exists in newly activated spec
- for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
- {
- // skip non-existant talent ranks
- if (talentInfo->RankID[rank] == 0)
- continue;
- // if the talent can be found in the newly activated PlayerTalentMap
- if (HasTalent(talentInfo->RankID[rank], m_activeSpec))
- {
- learnSpell(talentInfo->RankID[rank], false); // add the talent to the PlayerSpellMap
- spentTalents += (rank + 1); // increment the spentTalents count
- }
- }
- }
-
- // set glyphs
- for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
- {
- uint32 glyph = m_Glyphs[m_activeSpec][slot];
-
- // apply primary glyph
- if (glyph)
- if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
- CastSpell(this, gp->SpellId, true);
-
- SetGlyph(slot, glyph);
- }
-
- m_usedTalentCount = spentTalents;
- InitTalentForLevel();
-
- // Let client clear his current Actions
- SendActionButtons(2);
- m_actionButtons.clear();
- if (QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' AND spec = '%u' ORDER BY button", GetGUIDLow(), m_activeSpec))
- _LoadActions(result, false);
-
- ResummonPetTemporaryUnSummonedIfAny();
- SendActionButtons(1);
-
- Powers pw = getPowerType();
- if (pw != POWER_MANA)
- SetPower(POWER_MANA, 0); // Mana must be 0 even if it isn't the active power type.
-
- SetPower(pw, 0);
-}
-
-void Player::ResetTimeSync()
-{
- m_timeSyncCount = 0;
- m_timeSyncTimer = 0;
-}
-
-void Player::SendTimeSync()
-{
- WorldPacket data(SMSG_TIME_SYNC_REQ, 4);
- data << uint32(m_timeSyncCount++);
- GetSession()->SendPacket(&data);
-
- // Send another opcode in 10s again
- m_timeSyncTimer = 10000;
-}
-
-void Player::SetReputation(uint32 factionentry, uint32 value)
-{
- GetReputationMgr().SetReputation(sFactionStore.LookupEntry(factionentry),value);
-}
-uint32 Player::GetReputation(uint32 factionentry)
-{
- return GetReputationMgr().GetReputation(sFactionStore.LookupEntry(factionentry));
-}
-std::string Player::GetGuildName()
-{
- return objmgr.GetGuildById(GetGuildId())->GetName();
-}
-
-void Player::SendDuelCountdown(uint32 counter)
-{
- WorldPacket data(SMSG_DUEL_COUNTDOWN, 4);
- data << uint32(counter); // seconds
- GetSession()->SendPacket(&data);
-}
+/* + * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> + * + * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/> + * + * This program is free software; you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation; either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + */ + +#include "Common.h" +#include "Language.h" +#include "Database/DatabaseEnv.h" +#include "Log.h" +#include "Opcodes.h" +#include "SpellMgr.h" +#include "World.h" +#include "WorldPacket.h" +#include "WorldSession.h" +#include "UpdateMask.h" +#include "Player.h" +#include "Vehicle.h" +#include "SkillDiscovery.h" +#include "QuestDef.h" +#include "GossipDef.h" +#include "UpdateData.h" +#include "Channel.h" +#include "ChannelMgr.h" +#include "MapManager.h" +#include "MapInstanced.h" +#include "InstanceSaveMgr.h" +#include "GridNotifiers.h" +#include "GridNotifiersImpl.h" +#include "CellImpl.h" +#include "ObjectMgr.h" +#include "ObjectAccessor.h" +#include "CreatureAI.h" +#include "Formulas.h" +#include "Group.h" +#include "Guild.h" +#include "Pet.h" +#include "Util.h" +#include "Transports.h" +#include "Weather.h" +#include "BattleGround.h" +#include "BattleGroundAV.h" +#include "BattleGroundMgr.h" +#include "OutdoorPvP.h" +#include "OutdoorPvPMgr.h" +#include "ArenaTeam.h" +#include "Chat.h" +#include "Database/DatabaseImpl.h" +#include "Spell.h" +#include "SocialMgr.h" +#include "GameEventMgr.h" +#include "AchievementMgr.h" +#include "SpellAuras.h" +#include "SpellAuraEffects.h" + +#include <cmath> + +#define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS) + +#define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3)) +#define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1) +#define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2) + +#define SKILL_VALUE(x) PAIR32_LOPART(x) +#define SKILL_MAX(x) PAIR32_HIPART(x) +#define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m) + +#define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x)) +#define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x)) +#define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p) + +enum CharacterFlags +{ + CHARACTER_FLAG_NONE = 0x00000000, + CHARACTER_FLAG_UNK1 = 0x00000001, + CHARACTER_FLAG_UNK2 = 0x00000002, + CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004, + CHARACTER_FLAG_UNK4 = 0x00000008, + CHARACTER_FLAG_UNK5 = 0x00000010, + CHARACTER_FLAG_UNK6 = 0x00000020, + CHARACTER_FLAG_UNK7 = 0x00000040, + CHARACTER_FLAG_UNK8 = 0x00000080, + CHARACTER_FLAG_UNK9 = 0x00000100, + CHARACTER_FLAG_UNK10 = 0x00000200, + CHARACTER_FLAG_HIDE_HELM = 0x00000400, + CHARACTER_FLAG_HIDE_CLOAK = 0x00000800, + CHARACTER_FLAG_UNK13 = 0x00001000, + CHARACTER_FLAG_GHOST = 0x00002000, + CHARACTER_FLAG_RENAME = 0x00004000, + CHARACTER_FLAG_UNK16 = 0x00008000, + CHARACTER_FLAG_UNK17 = 0x00010000, + CHARACTER_FLAG_UNK18 = 0x00020000, + CHARACTER_FLAG_UNK19 = 0x00040000, + CHARACTER_FLAG_UNK20 = 0x00080000, + CHARACTER_FLAG_UNK21 = 0x00100000, + CHARACTER_FLAG_UNK22 = 0x00200000, + CHARACTER_FLAG_UNK23 = 0x00400000, + CHARACTER_FLAG_UNK24 = 0x00800000, + CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000, + CHARACTER_FLAG_DECLINED = 0x02000000, + CHARACTER_FLAG_UNK27 = 0x04000000, + CHARACTER_FLAG_UNK28 = 0x08000000, + CHARACTER_FLAG_UNK29 = 0x10000000, + CHARACTER_FLAG_UNK30 = 0x20000000, + CHARACTER_FLAG_UNK31 = 0x40000000, + CHARACTER_FLAG_UNK32 = 0x80000000 +}; + +enum CharacterCustomizeFlags +{ + CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000, + CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc... + CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc... + CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc... +}; + +// corpse reclaim times +#define DEATH_EXPIRE_STEP (5*MINUTE) +#define MAX_DEATH_COUNT 3 + +static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 }; + +//== PlayerTaxi ================================================ + +PlayerTaxi::PlayerTaxi() +{ + // Taxi nodes + memset(m_taximask, 0, sizeof(m_taximask)); +} + +void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint8 level) +{ + // class specific initial known nodes + switch(chrClass) + { + case CLASS_DEATH_KNIGHT: + { + for (uint8 i = 0; i < TaxiMaskSize; ++i) + m_taximask[i] |= sOldContinentsNodesMask[i]; + break; + } + } + + // race specific initial known nodes: capital and taxi hub masks + switch(race) + { + case RACE_HUMAN: SetTaximaskNode(2); break; // Human + case RACE_ORC: SetTaximaskNode(23); break; // Orc + case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf + case RACE_NIGHTELF: SetTaximaskNode(26); + SetTaximaskNode(27); break; // Night Elf + case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead + case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren + case RACE_GNOME: SetTaximaskNode(6); break; // Gnome + case RACE_TROLL: SetTaximaskNode(23); break; // Troll + case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf + case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei + } + + // new continent starting masks (It will be accessible only at new map) + switch(Player::TeamForRace(race)) + { + case ALLIANCE: SetTaximaskNode(100); break; + case HORDE: SetTaximaskNode(99); break; + } + // level dependent taxi hubs + if(level>=68) + SetTaximaskNode(213); //Shattered Sun Staging Area +} + +void PlayerTaxi::LoadTaxiMask(const char* data) +{ + Tokens tokens = StrSplit(data, " "); + + uint8 index; + Tokens::iterator iter; + for (iter = tokens.begin(), index = 0; + (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index) + { + // load and set bits only for existed taxi nodes + m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str())); + } +} + +void PlayerTaxi::AppendTaximaskTo( ByteBuffer& data, bool all ) +{ + if(all) + { + for (uint8 i=0; i<TaxiMaskSize; i++) + data << uint32(sTaxiNodesMask[i]); // all existed nodes + } + else + { + for (uint8 i=0; i<TaxiMaskSize; i++) + data << uint32(m_taximask[i]); // known nodes + } +} + +bool PlayerTaxi::LoadTaxiDestinationsFromString( const std::string& values, uint32 team ) +{ + ClearTaxiDestinations(); + + Tokens tokens = StrSplit(values," "); + + for (Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter) + { + uint32 node = uint32(atol(iter->c_str())); + AddTaxiDestination(node); + } + + if(m_TaxiDestinations.empty()) + return true; + + // Check integrity + if(m_TaxiDestinations.size() < 2) + return false; + + for (size_t i = 1; i < m_TaxiDestinations.size(); ++i) + { + uint32 cost; + uint32 path; + objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost); + if(!path) + return false; + } + + // can't load taxi path without mount set (quest taxi path?) + if(!objmgr.GetTaxiMountDisplayId(GetTaxiSource(),team,true)) + return false; + + return true; +} + +std::string PlayerTaxi::SaveTaxiDestinationsToString() +{ + if(m_TaxiDestinations.empty()) + return ""; + + std::ostringstream ss; + + for (size_t i=0; i < m_TaxiDestinations.size(); ++i) + ss << m_TaxiDestinations[i] << " "; + + return ss.str(); +} + +uint32 PlayerTaxi::GetCurrentTaxiPath() const +{ + if(m_TaxiDestinations.size() < 2) + return 0; + + uint32 path; + uint32 cost; + + objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost); + + return path; +} + +std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi) +{ + ss << "'"; + for (uint8 i = 0; i < TaxiMaskSize; ++i) + ss << taxi.m_taximask[i] << " "; + ss << "'"; + return ss; +} + +//== Player ==================================================== + +UpdateMask Player::updateVisualBits; + +Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputationMgr(this) +{ + m_speakTime = 0; + m_speakCount = 0; + + m_objectType |= TYPEMASK_PLAYER; + m_objectTypeId = TYPEID_PLAYER; + + m_valuesCount = PLAYER_END; + + m_session = session; + + m_divider = 0; + + m_ExtraFlags = 0; + + m_spellModTakingSpell = NULL; + //m_pad = 0; + + // players always accept + if(GetSession()->GetSecurity() == SEC_PLAYER) + SetAcceptWhispers(true); + + m_curSelection = 0; + m_lootGuid = 0; + + m_comboTarget = 0; + m_comboPoints = 0; + + m_usedTalentCount = 0; + m_questRewardTalentCount = 0; + + m_regenTimer = 0; + m_regenTimerCount = 0; + m_weaponChangeTimer = 0; + + m_zoneUpdateId = 0; + m_zoneUpdateTimer = 0; + + m_areaUpdateId = 0; + + m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE); + + clearResurrectRequestData(); + + memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT); + + m_social = NULL; + + // group is initialized in the reference constructor + SetGroupInvite(NULL); + m_groupUpdateMask = 0; + m_auraRaidUpdateMask = 0; + + duel = NULL; + + m_GuildIdInvited = 0; + m_ArenaTeamIdInvited = 0; + + m_atLoginFlags = AT_LOGIN_NONE; + + mSemaphoreTeleport_Near = false; + mSemaphoreTeleport_Far = false; + + m_DelayedOperations = 0; + m_bCanDelayTeleport = false; + m_bHasDelayedTeleport = false; + m_teleport_options = 0; + + pTrader = 0; + ClearTrade(); + + m_cinematic = 0; + + PlayerTalkClass = new PlayerMenu( GetSession() ); + m_currentBuybackSlot = BUYBACK_SLOT_START; + + m_DailyQuestChanged = false; + m_lastDailyQuestTime = 0; + + for (uint8 i=0; i<MAX_TIMERS; i++) + m_MirrorTimer[i] = DISABLED_MIRROR_TIMER; + + m_MirrorTimerFlags = UNDERWATER_NONE; + m_MirrorTimerFlagsLast = UNDERWATER_NONE; + m_isInWater = false; + m_drunkTimer = 0; + m_drunk = 0; + m_restTime = 0; + m_deathTimer = 0; + m_deathExpireTime = 0; + + m_swingErrorMsg = 0; + + m_DetectInvTimer = 1*IN_MILISECONDS; + + for (uint8 j = 0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j) + { + m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE; + m_bgBattleGroundQueueID[j].invitedToInstance = 0; + } + + m_logintime = time(NULL); + m_Last_tick = m_logintime; + m_WeaponProficiency = 0; + m_ArmorProficiency = 0; + m_canParry = false; + m_canBlock = false; + m_canDualWield = false; + m_canTitanGrip = false; + m_ammoDPS = 0.0f; + + m_temporaryUnsummonedPetNumber = 0; + //cache for UNIT_CREATED_BY_SPELL to allow + //returning reagents for temporarily removed pets + //when dying/logging out + m_oldpetspell = 0; + m_lastpetnumber = 0; + + ////////////////////Rest System///////////////////// + time_inn_enter=0; + inn_pos_mapid=0; + inn_pos_x=0; + inn_pos_y=0; + inn_pos_z=0; + m_rest_bonus=0; + rest_type=REST_TYPE_NO; + ////////////////////Rest System///////////////////// + + m_mailsLoaded = false; + m_mailsUpdated = false; + unReadMails = 0; + m_nextMailDelivereTime = 0; + + m_resetTalentsCost = 0; + m_resetTalentsTime = 0; + m_itemUpdateQueueBlocked = false; + + for (uint8 i = 0; i < MAX_MOVE_TYPE; ++i) + m_forced_speed_changes[i] = 0; + + m_stableSlots = 0; + + /////////////////// Instance System ///////////////////// + + m_HomebindTimer = 0; + m_InstanceValid = true; + m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL; + m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL; + + m_lastPotionId = 0; + + m_activeSpec = 0; + m_specsCount = 1; + + for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i) + { + for (uint8 g = 0; g < MAX_GLYPH_SLOT_INDEX; ++g) + m_Glyphs[i][g] = 0; + + m_talents[i] = new PlayerTalentMap(); + } + + for (uint8 i = 0; i < BASEMOD_END; ++i) + { + m_auraBaseMod[i][FLAT_MOD] = 0.0f; + m_auraBaseMod[i][PCT_MOD] = 1.0f; + } + + for (uint8 i = 0; i < MAX_COMBAT_RATING; i++) + m_baseRatingValue[i] = 0; + + m_baseSpellPower = 0; + m_baseFeralAP = 0; + m_baseManaRegen = 0; + m_baseHealthRegen = 0; + + // Honor System + m_lastHonorUpdateTime = time(NULL); + + // Player summoning + m_summon_expire = 0; + m_summon_mapid = 0; + m_summon_x = 0.0f; + m_summon_y = 0.0f; + m_summon_z = 0.0f; + + //Default movement to run mode + //m_unit_movement_flags = 0; + + m_mover = this; + m_movedPlayer = this; + m_seer = this; + + m_contestedPvPTimer = 0; + + m_declinedname = NULL; + + m_isActive = true; + + m_runes = NULL; + + m_lastFallTime = 0; + m_lastFallZ = 0; + + m_ControlledByPlayer = true; + m_isWorldObject = true; + + sWorld.IncreasePlayerCount(); + + m_ChampioningFaction = 0; + + for (int i = 0; i < MAX_POWERS; ++i) + m_powerFraction[i] = 0; +} + +Player::~Player () +{ + // it must be unloaded already in PlayerLogout and accessed only for loggined player + //m_social = NULL; + + // Note: buy back item already deleted from DB when player was saved + for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; ++i) + { + if(m_items[i]) + delete m_items[i]; + } + + for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) + delete itr->second; + + for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i) + { + for (PlayerTalentMap::const_iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end(); ++itr) + delete itr->second; + delete m_talents[i]; + } + + //all mailed items should be deleted, also all mail should be deallocated + for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) + delete *itr; + + for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter) + delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated + + delete PlayerTalkClass; + + for (size_t x = 0; x < ItemSetEff.size(); x++) + if(ItemSetEff[x]) + delete ItemSetEff[x]; + + delete m_declinedname; + delete m_runes; + + sWorld.DecreasePlayerCount(); +} + +void Player::CleanupsBeforeDelete(bool finalCleanup) +{ + TradeCancel(false); + DuelComplete(DUEL_INTERUPTED); + + Unit::CleanupsBeforeDelete(finalCleanup); + + if (m_transport) + m_transport->RemovePassenger(this); + + // clean up player-instance binds, may unload some instance saves + for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) + for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) + itr->second.save->RemovePlayer(this); +} + +bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId ) +{ + //FIXME: outfitId not used in player creating + + Object::_Create(guidlow, 0, HIGHGUID_PLAYER); + + m_name = name; + + PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_); + if(!info) + { + sLog.outError("Player have incorrect race/class pair. Can't be loaded."); + return false; + } + + for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++) + m_items[i] = NULL; + + Relocate(info->positionX,info->positionY,info->positionZ); + + ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_); + if(!cEntry) + { + sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_); + return false; + } + + SetMap(MapManager::Instance().CreateMap(info->mapId, this, 0)); + + uint8 powertype = cEntry->powerType; + + SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE); + SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f); + + setFactionForRace(race); + + uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 ); + + SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) ); + InitDisplayIds(); + if(sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP) + { + SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP ); + SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); + } + SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER); + SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client + SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3 + + // -1 is default value + SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1)); + + SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24))); + SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24))); + SetByteValue(PLAYER_BYTES_3, 0, gender); + + SetUInt32Value( PLAYER_GUILDID, 0 ); + SetUInt32Value( PLAYER_GUILDRANK, 0 ); + SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 ); + + SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled + SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled + SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2, 0 ); // 0=disabled + SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 ); + SetUInt32Value( PLAYER_FIELD_KILLS, 0 ); + SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0 ); + SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 ); + SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 ); + + // set starting level + uint32 start_level = getClass() != CLASS_DEATH_KNIGHT + ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL) + : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL); + + if (GetSession()->GetSecurity() >= SEC_MODERATOR) + { + uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL); + if(gm_level > start_level) + start_level = gm_level; + } + + SetUInt32Value(UNIT_FIELD_LEVEL, start_level); + + InitRunes(); + + SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY)); + SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS)); + SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS)); + + // start with every map explored + if(sWorld.getConfig(CONFIG_START_ALL_EXPLORED)) + { + for (uint8 i=0; i<64; i++) + SetFlag(PLAYER_EXPLORED_ZONES_1+i,0xFFFFFFFF); + } + + //Reputations if "StartAllReputation" is enabled, -- TODO: Fix this in a better way + if(sWorld.getConfig(CONFIG_START_ALL_REP)) + { + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(942),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(935),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(936),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1011),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(970),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(967),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(989),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(932),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(934),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1038),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1077),42999); + + // Factions depending on team, like cities and some more stuff + switch(GetTeam()) + { + case ALLIANCE: + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(72),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(47),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(69),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(930),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(730),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(978),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(54),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(946),42999); + break; + case HORDE: + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(76),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(68),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(81),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(911),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(729),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(941),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(530),42999); + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(947),42999); + break; + default: + break; + } + } + + // Played time + m_Last_tick = time(NULL); + m_Played_time[PLAYED_TIME_TOTAL] = 0; + m_Played_time[PLAYED_TIME_LEVEL] = 0; + + // base stats and related field values + InitStatsForLevel(); + InitTaxiNodesForLevel(); + InitGlyphsForLevel(); + InitTalentForLevel(); + InitPrimaryProfessions(); // to max set before any spell added + + // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods() + UpdateMaxHealth(); // Update max Health (for add bonus from stamina) + SetHealth(GetMaxHealth()); + if (getPowerType()==POWER_MANA) + { + UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect) + SetPower(POWER_MANA,GetMaxPower(POWER_MANA)); + } + + if(getPowerType() == POWER_RUNIC_POWER) + { + SetPower(POWER_RUNE, 8); + SetMaxPower(POWER_RUNE, 8); + SetPower(POWER_RUNIC_POWER, 0); + SetMaxPower(POWER_RUNIC_POWER, 1000); + } + + // original spells + learnDefaultSpells(); + + // original action bar + for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr) + addActionButton(action_itr->button,action_itr->action,action_itr->type); + + // original items + CharStartOutfitEntry const* oEntry = NULL; + for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i) + { + if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i)) + { + if(entry->RaceClassGender == RaceClassGender) + { + oEntry = entry; + break; + } + } + } + + if(oEntry) + { + for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j) + { + if(oEntry->ItemId[j] <= 0) + continue; + + uint32 item_id = oEntry->ItemId[j]; + + // just skip, reported in ObjectMgr::LoadItemPrototypes + ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id); + if (!iProto) + continue; + + // BuyCount by default + uint32 count = iProto->BuyCount; + + // special amount for food/drink + if(iProto->Class==ITEM_CLASS_CONSUMABLE && iProto->SubClass==ITEM_SUBCLASS_FOOD) + { + switch(iProto->Spells[0].SpellCategory) + { + case SPELL_CATEGORY_FOOD: // food + count = getClass()==CLASS_DEATH_KNIGHT ? 10 : 4; + break; + case SPELL_CATEGORY_DRINK: // drink + count = 2; + break; + } + if(iProto->Stackable < count) + count = iProto->Stackable; + } + // special amount for daggers + else if(iProto->Class==ITEM_CLASS_WEAPON && iProto->SubClass==ITEM_SUBCLASS_WEAPON_DAGGER) + { + count = 2; // will placed to 2 slots + } + + StoreNewItemInBestSlots(item_id, count); + } + } + + for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr!=info->item.end(); ++item_id_itr++) + StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount); + + // bags and main-hand weapon must equipped at this moment + // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon) + // or ammo not equipped in special bag + for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) + { + if(Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + { + uint16 eDest; + // equip offhand weapon/shield if it attempt equipped before main-hand weapon + uint8 msg = CanEquipItem( NULL_SLOT, eDest, pItem, false ); + if( msg == EQUIP_ERR_OK ) + { + RemoveItem(INVENTORY_SLOT_BAG_0, i,true); + EquipItem( eDest, pItem, true); + } + // move other items to more appropriate slots (ammo not equipped in special bag) + else + { + ItemPosCountVec sDest; + msg = CanStoreItem( NULL_BAG, NULL_SLOT, sDest, pItem, false ); + if( msg == EQUIP_ERR_OK ) + { + RemoveItem(INVENTORY_SLOT_BAG_0, i,true); + pItem = StoreItem( sDest, pItem, true); + } + + // if this is ammo then use it + msg = CanUseAmmo( pItem->GetEntry() ); + if( msg == EQUIP_ERR_OK ) + SetAmmo( pItem->GetEntry() ); + } + } + } + // all item positions resolved + + return true; +} + +bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount) +{ + sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount); + + // attempt equip by one + while(titem_amount > 0) + { + uint16 eDest; + uint8 msg = CanEquipNewItem( NULL_SLOT, eDest, titem_id, false ); + if( msg != EQUIP_ERR_OK ) + break; + + EquipNewItem( eDest, titem_id, true); + AutoUnequipOffhandIfNeed(); + --titem_amount; + } + + if(titem_amount == 0) + return true; // equipped + + // attempt store + ItemPosCountVec sDest; + // store in main bag to simplify second pass (special bags can be not equipped yet at this moment) + uint8 msg = CanStoreNewItem( INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount ); + if( msg == EQUIP_ERR_OK ) + { + StoreNewItem( sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id) ); + return true; // stored + } + + // item can't be added + sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg); + return false; +} + +void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen) +{ + if (int(MaxValue) == DISABLED_MIRROR_TIMER) + { + if (int(CurrentValue) != DISABLED_MIRROR_TIMER) + StopMirrorTimer(Type); + return; + } + WorldPacket data(SMSG_START_MIRROR_TIMER, (21)); + data << (uint32)Type; + data << CurrentValue; + data << MaxValue; + data << Regen; + data << (uint8)0; + data << (uint32)0; // spell id + GetSession()->SendPacket( &data ); +} + +void Player::StopMirrorTimer(MirrorTimerType Type) +{ + m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER; + WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4); + data << (uint32)Type; + GetSession()->SendPacket( &data ); +} + +uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage) +{ + if(!isAlive() || isGameMaster()) + return 0; + + // Absorb, resist some environmental damage type + uint32 absorb = 0; + uint32 resist = 0; + if (type == DAMAGE_LAVA) + CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist); + else if (type == DAMAGE_SLIME) + CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist); + + damage-=absorb+resist; + + DealDamageMods(this,damage,&absorb); + + WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21)); + data << uint64(GetGUID()); + data << uint8(type!=DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL); + data << uint32(damage); + data << uint32(absorb); + data << uint32(resist); + SendMessageToSet(&data, true); + + uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false); + + if(!isAlive()) + { + if(type==DAMAGE_FALL) // DealDamage not apply item durability loss at self damage + { + DEBUG_LOG("We are fall to death, loosing 10 percents durability"); + DurabilityLossAll(0.10f,false); + // durability lost message + WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0); + GetSession()->SendPacket(&data2); + } + + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type); + } + + return final_damage; +} + +int32 Player::getMaxTimer(MirrorTimerType timer) +{ + switch (timer) + { + case FATIGUE_TIMER: + return MINUTE*IN_MILISECONDS; + case BREATH_TIMER: + { + if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING)) + return DISABLED_MIRROR_TIMER; + int32 UnderWaterTime = 3*MINUTE*IN_MILISECONDS; + AuraEffectList const& mModWaterBreathing = GetAuraEffectsByType(SPELL_AURA_MOD_WATER_BREATHING); + for (AuraEffectList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i) + UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetAmount()) / 100.0f); + return UnderWaterTime; + } + case FIRE_TIMER: + { + if (!isAlive()) + return DISABLED_MIRROR_TIMER; + return 1*IN_MILISECONDS; + } + default: + return 0; + } + return 0; +} + +void Player::UpdateMirrorTimers() +{ + // Desync flags for update on next HandleDrowning + if (m_MirrorTimerFlags) + m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags; +} + +void Player::HandleDrowning(uint32 time_diff) +{ + if (!m_MirrorTimerFlags) + return; + + // In water + if (m_MirrorTimerFlags & UNDERWATER_INWATER) + { + // Breath timer not activated - activate it + if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER) + { + m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER); + SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1); + } + else // If activated - do tick + { + m_MirrorTimer[BREATH_TIMER]-=time_diff; + // Timer limit - need deal damage + if (m_MirrorTimer[BREATH_TIMER] < 0) + { + m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILISECONDS; + // Calculate and deal damage + // TODO: Check this formula + uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1); + EnvironmentalDamage(DAMAGE_DROWNING, damage); + } + else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need + SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1); + } + } + else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer + { + int32 UnderWaterTime = getMaxTimer(BREATH_TIMER); + // Need breath regen + m_MirrorTimer[BREATH_TIMER]+=10*time_diff; + if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive()) + StopMirrorTimer(BREATH_TIMER); + else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER) + SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10); + } + + // In dark water + if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER) + { + // Fatigue timer not activated - activate it + if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER) + { + m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER); + SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1); + } + else + { + m_MirrorTimer[FATIGUE_TIMER]-=time_diff; + // Timer limit - need deal damage or teleport ghost to graveyard + if (m_MirrorTimer[FATIGUE_TIMER] < 0) + { + m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILISECONDS; + if (isAlive()) // Calculate and deal damage + { + uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1); + EnvironmentalDamage(DAMAGE_EXHAUSTED, damage); + } + else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard + RepopAtGraveyard(); + } + else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)) + SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1); + } + } + else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer + { + int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER); + m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff; + if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive()) + StopMirrorTimer(FATIGUE_TIMER); + else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER) + SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10); + } + + if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME)) + { + // Breath timer not activated - activate it + if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER) + m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER); + else + { + m_MirrorTimer[FIRE_TIMER]-=time_diff; + if (m_MirrorTimer[FIRE_TIMER] < 0) + { + m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILISECONDS; + // Calculate and deal damage + // TODO: Check this formula + uint32 damage = urand(600, 700); + if (m_MirrorTimerFlags&UNDERWATER_INLAVA) + EnvironmentalDamage(DAMAGE_LAVA, damage); + else + EnvironmentalDamage(DAMAGE_SLIME, damage); + } + } + } + else + m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER; + + // Recheck timers flag + m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS; + for (uint8 i = 0; i< MAX_TIMERS; ++i) + if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER) + { + m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS; + break; + } + m_MirrorTimerFlagsLast = m_MirrorTimerFlags; +} + +///The player sobers by 256 every 10 seconds +void Player::HandleSobering() +{ + m_drunkTimer = 0; + + uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256); + SetDrunkValue(drunk); +} + +DrunkenState Player::GetDrunkenstateByValue(uint16 value) +{ + if(value >= 23000) + return DRUNKEN_SMASHED; + if(value >= 12800) + return DRUNKEN_DRUNK; + if(value & 0xFFFE) + return DRUNKEN_TIPSY; + return DRUNKEN_SOBER; +} + +void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId) +{ + uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk); + + m_drunk = newDrunkenValue; + SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE)); + + uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk); + + // special drunk invisibility detection + if(newDrunkenState >= DRUNKEN_DRUNK) + m_detectInvisibilityMask |= (1<<6); + else + m_detectInvisibilityMask &= ~(1<<6); + + if(newDrunkenState == oldDrunkenState) + return; + + WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4)); + data << uint64(GetGUID()); + data << uint32(newDrunkenState); + data << uint32(itemId); + + SendMessageToSet(&data, true); +} + +void Player::Update( uint32 p_time ) +{ + if (!IsInWorld()) + return; + + // undelivered mail + if (m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL)) + { + SendNewMail(); + ++unReadMails; + + // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated) + m_nextMailDelivereTime = 0; + } + + // If this is set during update SetSpellModTakingSpell call is missing somewhere in the code + // Having this would prevent more aura charges to be dropped, so let's crash + //assert (!m_spellModTakingSpell); + if (/*m_pad ||*/ m_spellModTakingSpell) + { + //sLog.outCrash("Player has m_pad %u during update!", m_pad); + //if(m_spellModTakingSpell) + sLog.outCrash("Player has m_spellModTakingSpell %u during update!", m_spellModTakingSpell->m_spellInfo->Id); + return; + m_spellModTakingSpell = NULL; + } + + //used to implement delayed far teleports + SetCanDelayTeleport(true); + Unit::Update(p_time); + SetCanDelayTeleport(false); + + time_t now = time(NULL); + + UpdatePvPFlag(now); + + UpdateContestedPvP(p_time); + + UpdateDuelFlag(now); + + CheckDuelDistance(now); + + UpdateAfkReport(now); + + if (isCharmed()) + if (Unit *charmer = GetCharmer()) + if (charmer->GetTypeId() == TYPEID_UNIT && charmer->isAlive()) + UpdateCharmedAI(); + + // Update items that have just a limited lifetime + if (now > m_Last_tick) + UpdateItemDuration(uint32(now - m_Last_tick)); + + if (!m_timedquests.empty()) + { + std::set<uint32>::iterator iter = m_timedquests.begin(); + while (iter != m_timedquests.end()) + { + QuestStatusData& q_status = mQuestStatus[*iter]; + if (q_status.m_timer <= p_time) + { + uint32 quest_id = *iter; + ++iter; // current iter will be removed in FailQuest + FailQuest(quest_id); + } + else + { + q_status.m_timer -= p_time; + if (q_status.uState != QUEST_NEW) + q_status.uState = QUEST_CHANGED; + ++iter; + } + } + } + + if (hasUnitState(UNIT_STAT_MELEE_ATTACKING) && !hasUnitState(UNIT_STAT_CASTING)) + { + if (Unit *pVictim = getVictim()) + { + // default combat reach 10 + // TODO add weapon,skill check + + if (isAttackReady(BASE_ATTACK)) + { + if (!IsWithinMeleeRange(pVictim)) + { + setAttackTimer(BASE_ATTACK,100); + if (m_swingErrorMsg != 1) // send single time (client auto repeat) + { + SendAttackSwingNotInRange(); + m_swingErrorMsg = 1; + } + } + //120 degrees of radiant range + else if (!HasInArc(2*M_PI/3, pVictim)) + { + setAttackTimer(BASE_ATTACK,100); + if (m_swingErrorMsg != 2) // send single time (client auto repeat) + { + SendAttackSwingBadFacingAttack(); + m_swingErrorMsg = 2; + } + } + else + { + m_swingErrorMsg = 0; // reset swing error state + + // prevent base and off attack in same time, delay attack at 0.2 sec + if (haveOffhandWeapon()) + if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY) + setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY); + + // do attack + AttackerStateUpdate(pVictim, BASE_ATTACK); + resetAttackTimer(BASE_ATTACK); + } + } + + if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK)) + { + if (!IsWithinMeleeRange(pVictim)) + setAttackTimer(OFF_ATTACK,100); + else if (!HasInArc(2*M_PI/3, pVictim)) + setAttackTimer(OFF_ATTACK,100); + else + { + // prevent base and off attack in same time, delay attack at 0.2 sec + if (getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY) + setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY); + + // do attack + AttackerStateUpdate(pVictim, OFF_ATTACK); + resetAttackTimer(OFF_ATTACK); + } + } + + /*Unit *owner = pVictim->GetOwner(); + Unit *u = owner ? owner : pVictim; + if(u->IsPvP() && (!duel || duel->opponent != u)) + { + UpdatePvP(true); + RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT); + }*/ + } + } + + if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) + { + if (roll_chance_i(3) && GetTimeInnEnter() > 0) // freeze update + { + int time_inn = time(NULL)-GetTimeInnEnter(); + if (time_inn >= 10) // freeze update + { + float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME); + // speed collect rest bonus (section/in hour) + SetRestBonus(GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble); + UpdateInnerTime(time(NULL)); + } + } + } + + if (m_weaponChangeTimer > 0) + { + if (p_time >= m_weaponChangeTimer) + m_weaponChangeTimer = 0; + else + m_weaponChangeTimer -= p_time; + } + + if (m_zoneUpdateTimer > 0) + { + if (p_time >= m_zoneUpdateTimer) + { + uint32 newzone, newarea; + GetZoneAndAreaId(newzone,newarea); + + if (m_zoneUpdateId != newzone) + UpdateZone(newzone,newarea); // also update area + else + { + // use area updates as well + // needed for free far all arenas for example + if (m_areaUpdateId != newarea) + UpdateArea(newarea); + + m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL; + } + } + else + m_zoneUpdateTimer -= p_time; + } + + if (m_timeSyncTimer > 0) + { + if(p_time >= m_timeSyncTimer) + SendTimeSync(); + else + m_timeSyncTimer -= p_time; + } + + if (isAlive()) + { + m_regenTimer += p_time; + RegenerateAll(); + } + + if (m_deathState == JUST_DIED) + KillPlayer(); + + if (m_nextSave > 0) + { + if (p_time >= m_nextSave) + { + // m_nextSave reseted in SaveToDB call + SaveToDB(); + sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow()); + } + else + m_nextSave -= p_time; + } + + //Handle Water/drowning + HandleDrowning(p_time); + + //Handle detect stealth players + if (m_DetectInvTimer > 0) + { + if (p_time >= m_DetectInvTimer) + { + HandleStealthedUnitsDetection(); + m_DetectInvTimer = 3000; + } + else + m_DetectInvTimer -= p_time; + } + + // Played time + if (now > m_Last_tick) + { + uint32 elapsed = uint32(now - m_Last_tick); + m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time + m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time + m_Last_tick = now; + } + + if (m_drunk) + { + m_drunkTimer += p_time; + + if (m_drunkTimer > 10*IN_MILISECONDS) + HandleSobering(); + } + + // not auto-free ghost from body in instances + if(m_deathTimer > 0 && !GetBaseMap()->Instanceable()) + { + if(p_time >= m_deathTimer) + { + m_deathTimer = 0; + BuildPlayerRepop(); + RepopAtGraveyard(); + } + else + m_deathTimer -= p_time; + } + + UpdateEnchantTime(p_time); + UpdateHomebindTime(p_time); + + // group update + SendUpdateToOutOfRangeGroupMembers(); + + Pet* pet = GetPet(); + if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && !pet->isPossessed()) + //if(pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID()))) + RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true); + + //we should execute delayed teleports only for alive(!) players + //because we don't want player's ghost teleported from graveyard + if (IsHasDelayedTeleport() && isAlive()) + TeleportTo(m_teleport_dest, m_teleport_options); +} + +void Player::setDeathState(DeathState s) +{ + uint32 ressSpellId = 0; + + bool cur = isAlive(); + + if (s == JUST_DIED) + { + if (!cur) + { + sLog.outError("setDeathState: attempt to kill a dead player %s(%d)", GetName(), GetGUIDLow()); + return; + } + + // drunken state is cleared on death + SetDrunkValue(0); + // lost combo points at any target (targeted combo points clear in Unit::setDeathState) + ClearComboPoints(); + + clearResurrectRequestData(); + + // remove form before other mods to prevent incorrect stats calculation + RemoveAurasDueToSpell(m_ShapeShiftFormSpellId); + + //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD) + RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true); + + // save value before aura remove in Unit::setDeathState + ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL); + + // passive spell + if(!ressSpellId) + ressSpellId = GetResurrectionSpellId(); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1); + } + Unit::setDeathState(s); + + // restore resurrection spell id for player after aura remove + if (s == JUST_DIED && cur && ressSpellId) + SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId); + + if (isAlive() && !cur) + { + //clear aura case after resurrection by another way (spells will be applied before next death) + SetUInt32Value(PLAYER_SELF_RES_SPELL, 0); + + // restore default warrior stance + if (getClass() == CLASS_WARRIOR) + CastSpell(this, 2457, true); + } +} + +bool Player::BuildEnumData( QueryResult_AutoPtr result, WorldPacket * p_data ) +{ + // 0 1 2 3 4 5 6 7 + // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, " + // 8 9 10 11 12 13 14 + // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, " + // 15 16 17 18 19 20 + // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive " + + Field *fields = result->Fetch(); + + uint32 guid = fields[0].GetUInt32(); + uint8 pRace = fields[2].GetUInt8(); + uint8 pClass = fields[3].GetUInt8(); + + PlayerInfo const *info = objmgr.GetPlayerInfo(pRace, pClass); + if (!info) + { + sLog.outError("Player %u has incorrect race/class pair. Don't build enum.", guid); + return false; + } + + *p_data << uint64(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); + *p_data << fields[1].GetString(); // name + *p_data << uint8(pRace); // race + *p_data << uint8(pClass); // class + *p_data << uint8(fields[4].GetUInt8()); // gender + + uint32 playerBytes = fields[5].GetUInt32(); + *p_data << uint8(playerBytes); // skin + *p_data << uint8(playerBytes >> 8); // face + *p_data << uint8(playerBytes >> 16); // hair style + *p_data << uint8(playerBytes >> 24); // hair color + + uint32 playerBytes2 = fields[6].GetUInt32(); + *p_data << uint8(playerBytes2 & 0xFF); // facial hair + + *p_data << uint8(fields[7].GetUInt8()); // level + *p_data << uint32(fields[8].GetUInt32()); // zone + *p_data << uint32(fields[9].GetUInt32()); // map + + *p_data << fields[10].GetFloat(); // x + *p_data << fields[11].GetFloat(); // y + *p_data << fields[12].GetFloat(); // z + + *p_data << uint32(fields[13].GetUInt32()); // guild id + + uint32 char_flags = 0; + uint32 playerFlags = fields[14].GetUInt32(); + uint32 atLoginFlags = fields[15].GetUInt32(); + if (playerFlags & PLAYER_FLAGS_HIDE_HELM) + char_flags |= CHARACTER_FLAG_HIDE_HELM; + if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK) + char_flags |= CHARACTER_FLAG_HIDE_CLOAK; + if (playerFlags & PLAYER_FLAGS_GHOST) + char_flags |= CHARACTER_FLAG_GHOST; + if (atLoginFlags & AT_LOGIN_RENAME) + char_flags |= CHARACTER_FLAG_RENAME; + if (sWorld.getConfig(CONFIG_DECLINED_NAMES_USED)) + { + if (!fields[20].GetCppString().empty()) + char_flags |= CHARACTER_FLAG_DECLINED; + } + else + char_flags |= CHARACTER_FLAG_DECLINED; + + *p_data << uint32(char_flags); // character flags + // character customize flags + *p_data << uint32(atLoginFlags & AT_LOGIN_CUSTOMIZE ? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE : CHAR_CUSTOMIZE_FLAG_NONE); + // First login + *p_data << uint8(atLoginFlags & AT_LOGIN_FIRST ? 1 : 0); + + // Pets info + { + uint32 petDisplayId = 0; + uint32 petLevel = 0; + uint32 petFamily = 0; + + // show pet at selection character in character list only for non-ghost character + if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT)) + { + uint32 entry = fields[16].GetUInt32(); + CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry); + if (cInfo) + { + petDisplayId = fields[17].GetUInt32(); + petLevel = fields[18].GetUInt32(); + petFamily = cInfo->family; + } + } + + *p_data << uint32(petDisplayId); + *p_data << uint32(petLevel); + *p_data << uint32(petFamily); + } + + // TODO: do not access data field here + Tokens data = StrSplit(fields[19].GetCppString(), " "); + + for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot) + { + uint32 visualbase = PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2); + uint32 item_id = GetUInt32ValueFromArray(data, visualbase); + const ItemPrototype * proto = objmgr.GetItemPrototype(item_id); + if (!proto) + { + *p_data << uint32(0); + *p_data << uint8(0); + *p_data << uint32(0); + continue; + } + + SpellItemEnchantmentEntry const *enchant = NULL; + + uint32 enchants = GetUInt32ValueFromArray(data, visualbase + 1); + for (uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot) + { + // values stored in 2 uint16 + uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16); + if (!enchantId) + continue; + + if ((enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))) + break; + } + + *p_data << uint32(proto->DisplayInfoID); + *p_data << uint8(proto->InventoryType); + *p_data << uint32(enchant ? enchant->aura_id : 0); + } + *p_data << uint32(0); // first bag display id + *p_data << uint8(0); // first bag inventory type + *p_data << uint32(0); // enchant? + + return true; +} + +bool Player::ToggleAFK() +{ + ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); + + bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); + + // afk player not allowed in battleground + if (state && InBattleGround()) + LeaveBattleground(); + + return state; +} + +bool Player::ToggleDND() +{ + ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); + + return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); +} + +uint8 Player::chatTag() const +{ + // it's bitmask + // 0x8 - ?? + // 0x4 - gm + // 0x2 - dnd + // 0x1 - afk + if (isGMChat()) + return 4; + else if (isDND()) + return 3; + if (isAFK()) + return 1; + else + return 0; +} + +void Player::SendTeleportAckMsg() +{ + WorldPacket data(MSG_MOVE_TELEPORT_ACK, 41); + data.append(GetPackGUID()); + data << uint32(0); // this value increments every time + BuildMovementPacket(&data); + GetSession()->SendPacket(&data); +} + +// this is not used anywhere +void Player::TeleportOutOfMap(Map *oldMap) +{ + while (IsBeingTeleportedFar()) + GetSession()->HandleMoveWorldportAckOpcode(); + + if (GetMap() != oldMap) + return; + + TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation()); + + while (IsBeingTeleportedFar()) + GetSession()->HandleMoveWorldportAckOpcode(); + + if (GetMap() == oldMap) + { + sLog.outCrash("Cannot teleport player out of map!"); + ResetMap(); + assert(false); + } +} + +bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options) +{ + if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation)) + { + sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid); + return false; + } + + if((GetSession()->GetSecurity() < SEC_GAMEMASTER) && !sWorld.IsAllowedMap(mapid)) + { + sLog.outError("Player %s tried to enter a forbidden map", GetName()); + return false; + } + + // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later) + Pet* pet = GetPet(); + + MapEntry const* mEntry = sMapStore.LookupEntry(mapid); + + // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)... + // don't let gm level > 1 either + if (!InBattleGround() && mEntry->IsBattleGroundOrArena()) + return false; + + // client without expansion support + if (GetSession()->Expansion() < mEntry->Expansion()) + { + sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid); + + if (GetTransport()) + RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :) + + SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion()); + + return false; // normal client can't teleport to this map... + } + else + sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid); + + // reset movement flags at teleport, because player will continue move with these flags after teleport + SetUnitMovementFlags(0); + + if (m_transport) + { + if (options & TELE_TO_NOT_LEAVE_TRANSPORT) + AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT); + else + { + m_transport->RemovePassenger(this); + m_transport = NULL; + m_movementInfo.t_x = 0.0f; + m_movementInfo.t_y = 0.0f; + m_movementInfo.t_z = 0.0f; + m_movementInfo.t_o = 0.0f; + m_movementInfo.t_time = 0; + m_movementInfo.t_seat = -1; + } + } + + // The player was ported to another map and looses the duel immediately. + // We have to perform this check before the teleport, otherwise the + // ObjectAccessor won't find the flag. + if (duel && GetMapId() != mapid) + if (GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER))) + DuelComplete(DUEL_FLED); + + if (GetMapId() == mapid && !m_transport) + { + //lets reset far teleport flag if it wasn't reset during chained teleports + SetSemaphoreTeleportFar(false); + //setup delayed teleport flag + SetDelayedTeleportFlag(IsCanDelayTeleport()); + //if teleport spell is casted in Unit::Update() func + //then we need to delay it until update process will be finished + if(IsHasDelayedTeleport()) + { + SetSemaphoreTeleportNear(true); + //lets save teleport destination for player + m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); + m_teleport_options = options; + return true; + } + + if (!(options & TELE_TO_NOT_UNSUMMON_PET)) + { + //same map, only remove pet if out of range for new position + if(pet && !pet->IsWithinDist3d(x,y,z, GetMap()->GetVisibilityDistance())) + UnsummonPetTemporaryIfAny(); + } + + if (!(options & TELE_TO_NOT_LEAVE_COMBAT)) + CombatStop(); + + // this will be used instead of the current location in SaveToDB + m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); + SetFallInformation(0, z); + + // code for finish transfer called in WorldSession::HandleMovementOpcodes() + // at client packet MSG_MOVE_TELEPORT_ACK + SetSemaphoreTeleportNear(true); + // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing + if(!GetSession()->PlayerLogout()) + { + Position oldPos; + GetPosition(&oldPos); + Relocate(x, y, z, orientation); + SendTeleportAckMsg(); + Relocate(&oldPos); + } + } + else + { + if (getClass() == CLASS_DEATH_KNIGHT && GetMapId() == 609 && !isGameMaster() && !HasSpell(50977)) + return false; + + // far teleport to another map + Map* oldmap = IsInWorld() ? GetMap() : NULL; + // check if we can enter before stopping combat / removing pet / totems / interrupting spells + + // Check enter rights before map getting to avoid creating instance copy for player + // this check not dependent from map instance copy and same for all instance copies of selected map + if (!MapManager::Instance().CanPlayerEnter(mapid, this)) + return false; + + // If the map is not created, assume it is possible to enter it. + // It will be created in the WorldPortAck. + Map *map = MapManager::Instance().FindMap(mapid); + if (!map || map->CanEnter(this)) + { + //lets reset near teleport flag if it wasn't reset during chained teleports + SetSemaphoreTeleportNear(false); + //setup delayed teleport flag + SetDelayedTeleportFlag(IsCanDelayTeleport()); + //if teleport spell is casted in Unit::Update() func + //then we need to delay it until update process will be finished + if(IsHasDelayedTeleport()) + { + SetSemaphoreTeleportFar(true); + //lets save teleport destination for player + m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); + m_teleport_options = options; + return true; + } + + SetSelection(0); + + CombatStop(); + + ResetContestedPvP(); + + // remove player from battleground on far teleport (when changing maps) + if(BattleGround const* bg = GetBattleGround()) + { + // Note: at battleground join battleground id set before teleport + // and we already will found "current" battleground + // just need check that this is targeted map or leave + if (bg->GetMapId() != mapid) + LeaveBattleground(false); // don't teleport to entry point + } + + // remove pet on map change + if (pet) + UnsummonPetTemporaryIfAny(); + + // remove all dyn objects + RemoveAllDynObjects(); + + // stop spellcasting + // not attempt interrupt teleportation spell at caster teleport + if(!(options & TELE_TO_SPELL)) + if(IsNonMeleeSpellCasted(true)) + InterruptNonMeleeSpells(true); + + //remove auras before removing from map... + RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING); + + if (!GetSession()->PlayerLogout()) + { + // send transfer packets + WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4)); + data << uint32(mapid); + if (m_transport) + { + data << m_transport->GetEntry() << GetMapId(); + } + GetSession()->SendPacket(&data); + + data.Initialize(SMSG_NEW_WORLD, (20)); + if (m_transport) + data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o; + else + data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation; + + GetSession()->SendPacket( &data ); + SendSavedInstances(); + } + + // remove from old map now + if(oldmap) + oldmap->Remove(this, false); + + // new final coordinates + float final_x = x; + float final_y = y; + float final_z = z; + float final_o = orientation; + + if (m_transport) + { + final_x += m_movementInfo.t_x; + final_y += m_movementInfo.t_y; + final_z += m_movementInfo.t_z; + final_o += m_movementInfo.t_o; + } + + m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o); + SetFallInformation(0, final_z); + // if the player is saved before worldportack (at logout for example) + // this will be used instead of the current location in SaveToDB + + // move packet sent by client always after far teleport + // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet + SetSemaphoreTeleportFar(true); + } + else + return false; + } + return true; +} + +bool Player::TeleportToBGEntryPoint() +{ + ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE); + ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE); + return TeleportTo(m_bgData.joinPos); +} + +void Player::ProcessDelayedOperations() +{ + if (m_DelayedOperations == 0) + return; + + if (m_DelayedOperations & DELAYED_RESURRECT_PLAYER) + { + ResurrectPlayer(0.0f, false); + + if (GetMaxHealth() > m_resurrectHealth) + SetHealth(m_resurrectHealth); + else + SetHealth(GetMaxHealth()); + + if (GetMaxPower(POWER_MANA) > m_resurrectMana) + SetPower(POWER_MANA, m_resurrectMana); + else + SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); + + SetPower(POWER_RAGE, 0); + SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); + + SpawnCorpseBones(); + } + + if (m_DelayedOperations & DELAYED_SAVE_PLAYER) + SaveToDB(); + + if (m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER) + CastSpell(this, 26013, true); // Deserter + + if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE) + { + if (m_bgData.mountSpell) + { + CastSpell(this, m_bgData.mountSpell, true); + m_bgData.mountSpell = 0; + } + } + + if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE) + { + if (m_bgData.HasTaxiPath()) + { + m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]); + m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]); + m_bgData.ClearTaxiPath(); + + ContinueTaxiFlight(); + } + } + + //we have executed ALL delayed ops, so clear the flag + m_DelayedOperations = 0; +} + +void Player::AddToWorld() +{ + ///- Do not add/remove the player from the object storage + ///- It will crash when updating the ObjectAccessor + ///- The player should only be added when logging in + Unit::AddToWorld(); + + for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i) + if(m_items[i]) + m_items[i]->AddToWorld(); +} + +void Player::RemoveFromWorld() +{ + // cleanup + if(IsInWorld()) + { + ///- Release charmed creatures, unsummon totems and remove pets/guardians + StopCastingCharm(); + StopCastingBindSight(); + UnsummonPetTemporaryIfAny(); + sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId); + } + + ///- Do not add/remove the player from the object storage + ///- It will crash when updating the ObjectAccessor + ///- The player should only be removed when logging out + Unit::RemoveFromWorld(); + + for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i) + { + if (m_items[i]) + m_items[i]->RemoveFromWorld(); + } + + for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter) + iter->second->RemoveFromWorld(); + + if (m_uint32Values) + { + if (WorldObject *viewpoint = GetViewpoint()) + { + sLog.outCrash("Player %s has viewpoint %u %u when removed from world", GetName(), viewpoint->GetEntry(), viewpoint->GetTypeId()); + SetViewpoint(viewpoint, false); + } + } +} + +void Player::RegenerateAll() +{ + //if (m_regenTimer <= 500) + // return; + + m_regenTimerCount += m_regenTimer; + + Regenerate(POWER_ENERGY); + + Regenerate(POWER_MANA); + + // Runes act as cooldowns, and they don't need to send any data + if(getClass() == CLASS_DEATH_KNIGHT) + for (uint32 i = 0; i < MAX_RUNES; ++i) + if(uint32 cd = GetRuneCooldown(i)) + SetRuneCooldown(i, (cd > m_regenTimer) ? cd - m_regenTimer : 0); + + if (m_regenTimerCount >= 2000) + { + // Not in combat or they have regeneration + if( !isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) || + HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed() ) + { + RegenerateHealth(); + } + + Regenerate(POWER_RAGE); + if (getClass() == CLASS_DEATH_KNIGHT) + Regenerate(POWER_RUNIC_POWER); + + m_regenTimerCount -= 2000; + } + + m_regenTimer = 0; +} + +void Player::Regenerate(Powers power) +{ + uint32 maxValue = GetMaxPower(power); + if (!maxValue) + return; + + uint32 curValue = GetPower(power); + + // TODO: possible use of miscvalueb instead of amount + if (HasAuraTypeWithValue(SPELL_AURA_PREVENT_REGENERATE_POWER, power)) + return; + + float addvalue = 0.0f; + + switch (power) + { + case POWER_MANA: + { + bool recentCast = IsUnderLastManaUseEffect(); + float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA); + + if (getLevel() < 15) + ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA) * (2.066f - (getLevel() * 0.066f)); + + if (recentCast) // Trinity Updates Mana in intervals of 2s, which is correct + addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer; + else + addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer; + } break; + case POWER_RAGE: // Regenerate rage + { + if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN)) + { + float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS); + addvalue += -20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec) + } + } break; + case POWER_ENERGY: // Regenerate energy (rogue) + addvalue += 0.01f * m_regenTimer; + break; + case POWER_RUNIC_POWER: + { + if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN)) + { + float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS); + addvalue += -30 * RunicPowerDecreaseRate; // 3 RunicPower by tick + } + } break; + case POWER_RUNE: + case POWER_FOCUS: + case POWER_HAPPINESS: + case POWER_HEALTH: + break; + } + + // Mana regen calculated in Player::UpdateManaRegen() + if (power != POWER_MANA) + { + AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT); + for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i) + if ((*i)->GetMiscValue() == power) + addvalue *= ((*i)->GetAmount() + 100) / 100.0f; + + // Butchery requires combat for this effect + if (power != POWER_RUNIC_POWER || isInCombat()) + addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * ((power != POWER_ENERGY) ? m_regenTimerCount : m_regenTimer) / (5 * IN_MILISECONDS); + } + + if (addvalue < 0.0f) + { + if (curValue == 0) + return; + } + else if (addvalue > 0.0f) + { + if (curValue == maxValue) + return; + } + else + return; + + addvalue += m_powerFraction[power]; + uint32 integerValue = uint32(abs(addvalue)); + + if (addvalue < 0.0f) + { + if(curValue > integerValue) + { + curValue -= integerValue; + m_powerFraction[power] = addvalue + integerValue; + } + else + { + curValue = 0; + m_powerFraction[power] = 0; + } + } + else + { + curValue += integerValue; + + if (curValue > maxValue) + { + curValue = maxValue; + m_powerFraction[power] = 0; + } + else + m_powerFraction[power] = addvalue - integerValue; + } + if(m_regenTimerCount >= 2000) + SetPower(power, curValue); + else + UpdateUInt32Value(UNIT_FIELD_POWER1 + power, curValue); +} + +void Player::RegenerateHealth() +{ + uint32 curValue = GetHealth(); + uint32 maxValue = GetMaxHealth(); + + if (curValue >= maxValue) + return; + + float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH); + + if (getLevel() < 15) + HealthIncreaseRate = sWorld.getRate(RATE_HEALTH) * (2.066f - (getLevel() * 0.066f)); + + float addvalue = 0.0f; + + // polymorphed case + if (IsPolymorphed()) + addvalue = GetMaxHealth()/3; + // normal regen case (maybe partly in combat case) + else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT)) + { + addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate; + if (!isInCombat()) + { + AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT); + for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i) + addvalue *= (100.0f + (*i)->GetAmount()) / 100.0f; + + addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 2 * IN_MILISECONDS / (5 * IN_MILISECONDS); + } + else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT)) + addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f; + + if (!IsStandState()) + addvalue *= 1.5; + } + + // always regeneration bonus (including combat) + addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT); + addvalue += m_baseHealthRegen / 2.5f; + + if (addvalue < 0) + addvalue = 0; + + ModifyHealth(int32(addvalue)); +} + +bool Player::CanInteractWithNPCs(bool alive) const +{ + if (alive && !isAlive()) + return false; + if (isInFlight()) + return false; + + return true; +} + +Creature* +Player::GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask) +{ + // unit checks + if (!guid) + return NULL; + + if (!IsInWorld()) + return NULL; + + // exist (we need look pets also for some interaction (quest/etc) + Creature *unit = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid); + if (!unit) + return NULL; + + // player check + if (!CanInteractWithNPCs(!unit->isSpiritService())) + return NULL; + + // appropriate npc type + if (npcflagmask && !unit->HasFlag(UNIT_NPC_FLAGS, npcflagmask)) + return NULL; + + // alive or spirit healer + if (!unit->isAlive() && (!unit->isSpiritService() || isAlive())) + return NULL; + + // not allow interaction under control, but allow with own pets + if (unit->GetCharmerGUID()) + return NULL; + + // not enemy + if (unit->IsHostileTo(this)) + return NULL; + + // not unfriendly + if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction())) + if (factionTemplate->faction) + if (FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction)) + if (faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY) + return NULL; + + // not too far + if (!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE)) + return NULL; + + return unit; +} + +GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const +{ + if (GameObject *go = GetMap()->GetGameObject(guid)) + { + if (go->GetGoType() == type) + { + float maxdist; + switch (type) + { + // TODO: find out how the client calculates the maximal usage distance to spellless working + // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number + case GAMEOBJECT_TYPE_GUILD_BANK: + case GAMEOBJECT_TYPE_MAILBOX: + maxdist = 10.0f; + break; + case GAMEOBJECT_TYPE_FISHINGHOLE: + maxdist = 20.0f+CONTACT_DISTANCE; // max spell range + break; + default: + maxdist = INTERACTION_DISTANCE; + break; + } + + if (go->IsWithinDistInMap(this, maxdist)) + return go; + + sLog.outDebug("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go->GetGOInfo()->name, + go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this)); + } + } + return NULL; +} + +bool Player::IsUnderWater() const +{ + return IsInWater() && + GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2); +} + +void Player::SetInWater(bool apply) +{ + if(m_isInWater==apply) + return; + + //define player in water by opcodes + //move player's guid into HateOfflineList of those mobs + //which can't swim and move guid back into ThreatList when + //on surface. + //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water + m_isInWater = apply; + + // remove auras that need water/land + RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER); + + getHostilRefManager().updateThreatTables(); +} + +void Player::SetGameMaster(bool on) +{ + if(on) + { + m_ExtraFlags |= PLAYER_EXTRA_GM_ON; + setFaction(35); + SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); + + if (Pet* pet = GetPet()) + { + pet->setFaction(35); + pet->getHostilRefManager().setOnlineOfflineState(false); + } + + RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); + ResetContestedPvP(); + + getHostilRefManager().setOnlineOfflineState(false); + CombatStopWithPets(); + + SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases + } + else + { + // restore phase + AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE); + SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false); + + m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON; + setFactionForRace(getRace()); + RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); + + if (Pet* pet = GetPet()) + { + pet->setFaction(getFaction()); + pet->getHostilRefManager().setOnlineOfflineState(true); + } + + // restore FFA PvP Server state + if(sWorld.IsFFAPvPRealm()) + SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); + + // restore FFA PvP area state, remove not allowed for GM mounts + UpdateArea(m_areaUpdateId); + + getHostilRefManager().setOnlineOfflineState(true); + } + + //ObjectAccessor::UpdateVisibilityForPlayer(this); + SetToNotify(); +} + +void Player::SetGMVisible(bool on) +{ + if(on) + { + m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag + + // Reapply stealth/invisibility if active or show if not any + if(HasAuraType(SPELL_AURA_MOD_STEALTH)) + SetVisibility(VISIBILITY_GROUP_STEALTH); + //else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY)) + // SetVisibility(VISIBILITY_GROUP_INVISIBILITY); + else + SetVisibility(VISIBILITY_ON); + } + else + { + m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag + + SetAcceptWhispers(false); + SetGameMaster(true); + + SetVisibility(VISIBILITY_OFF); + } +} + +bool Player::IsGroupVisibleFor(Player* p) const +{ + switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY)) + { + default: return IsInSameGroupWith(p); + case 1: return IsInSameRaidWith(p); + case 2: return GetTeam()==p->GetTeam(); + } +} + +bool Player::IsInSameGroupWith(Player const* p) const +{ + return (p==this || (GetGroup() != NULL && + GetGroup() == p->GetGroup() && + GetGroup()->SameSubGroup((Player*)this, (Player*)p))); +} + +///- If the player is invited, remove him. If the group if then only 1 person, disband the group. +/// \todo Shouldn't we also check if there is no other invitees before disbanding the group? +void Player::UninviteFromGroup() +{ + Group* group = GetGroupInvite(); + if(!group) + return; + + group->RemoveInvite(this); + + if(group->GetMembersCount() <= 1) // group has just 1 member => disband + { + if(group->IsCreated()) + { + group->Disband(true); + objmgr.RemoveGroup(group); + } + else + group->RemoveAllInvites(); + + delete group; + } +} + +void Player::RemoveFromGroup(Group* group, uint64 guid) +{ + if(group) + { + if (group->RemoveMember(guid, 0) <= 1) + { + // group->Disband(); already disbanded in RemoveMember + objmgr.RemoveGroup(group); + delete group; + // removemember sets the player's group pointer to NULL + } + } +} + +void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP) +{ + WorldPacket data(SMSG_LOG_XPGAIN, 21); + data << uint64(victim ? victim->GetGUID() : 0); // guid + data << uint32(GivenXP+RestXP); // given experience + data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type + if(victim) + { + data << uint32(GivenXP); // experience without rested bonus + data << float(1); // 1 - none 0 - 100% group bonus output + } + data << uint8(0); // new 2.4.0 + GetSession()->SendPacket(&data); +} + +void Player::GiveXP(uint32 xp, Unit* victim) +{ + if ( xp < 1 ) + return; + + if(!isAlive()) + return; + + if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_NO_XP_GAIN)) + return; + + uint8 level = getLevel(); + + // Favored experience increase START + uint32 zone = GetZoneId(); + float favored_exp_mult = 0; + if( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_exp_mult = 0.05; // Thrallmar's Favor and Honor Hold's Favor + xp *= (1 + favored_exp_mult); + // Favored experience increase END + + // XP to money conversion processed in Player::RewardQuest + if(level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) + return; + + // XP resting bonus for kill + uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0; + + // Heirloom Experience Bonus + float heirloomModifier = 1.0f; + for (int i = 0; i < EQUIPMENT_SLOT_END; ++i) + if (m_items[i] && m_items[i]->GetProto()->Spells->SpellId == 57353) + heirloomModifier += 0.1f; + xp = uint32(xp * heirloomModifier); + + SendLogXPGain(xp,victim,rested_bonus_xp); + + uint32 curXP = GetUInt32Value(PLAYER_XP); + uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP); + uint32 newXP = curXP + xp + rested_bonus_xp; + + while( newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ) + { + newXP -= nextLvlXP; + + if ( level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ) + GiveLevel(level + 1); + + level = getLevel(); + nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP); + } + newXP = GetSession()->HandleOnGetXP(newXP); + SetUInt32Value(PLAYER_XP, newXP); +} + +// Update player to next level +// Current player experience not update (must be update by caller) +void Player::GiveLevel(uint8 level) +{ + if (level == getLevel()) + return; + + PlayerLevelInfo info; + objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info); + + PlayerClassLevelInfo classInfo; + objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo); + + // send levelup info to client + WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4)); + data << uint32(level); + data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth())); + // for (int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6) + data << uint32(int32(classInfo.basemana) - int32(GetCreateMana())); + data << uint32(0); + data << uint32(0); + data << uint32(0); + data << uint32(0); + data << uint32(0); + data << uint32(0); + // end for + for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4) + data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i))); + + GetSession()->SendPacket(&data); + + SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level)); + + //update level, max level of skills + m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset + + _ApplyAllLevelScaleItemMods(false); + + SetLevel(level); + + UpdateSkillsForLevel(); + + // save base values (bonuses already included in stored stats + for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) + SetCreateStat(Stats(i), info.stats[i]); + + SetCreateHealth(classInfo.basehealth); + SetCreateMana(classInfo.basemana); + + InitTalentForLevel(); + InitTaxiNodesForLevel(); + InitGlyphsForLevel(); + + UpdateAllStats(); + + if(sWorld.getConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up + UpdateSkillsToMaxSkillsForLevel(); + + // set current level health and mana/energy to maximum after applying all mods. + SetHealth(GetMaxHealth()); + SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); + SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); + if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) + SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE)); + SetPower(POWER_FOCUS, 0); + SetPower(POWER_HAPPINESS, 0); + + _ApplyAllLevelScaleItemMods(true); + + // update level to hunter/summon pet + if (Pet* pet = GetPet()) + pet->SynchronizeLevelWithOwner(); + + if (MailLevelReward const* mailReward = objmgr.GetMailLevelReward(level,getRaceMask())) + MailDraft(mailReward->mailTemplateId).SendMailTo(this,MailSender(MAIL_CREATURE,mailReward->senderEntry)); + + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL); +} + +void Player::InitTalentForLevel() +{ + uint8 level = getLevel(); + // talents base at level diff ( talents = level - 9 but some can be used already) + if (level < 10) + { + // Remove all talent points + if(m_usedTalentCount > 0) // Free any used talents + { + resetTalents(true); + SetFreeTalentPoints(0); + } + } + else + { + if (level < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL) || m_specsCount == 0) + { + m_specsCount = 1; + m_activeSpec = 0; + } + + uint32 talentPointsForLevel = CalculateTalentsPoints(); + + // if used more that have then reset + if(m_usedTalentCount > talentPointsForLevel) + { + if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR) + resetTalents(true); + else + SetFreeTalentPoints(0); + } + // else update amount of free points + else + SetFreeTalentPoints(talentPointsForLevel - m_usedTalentCount); + } + + if(!GetSession()->PlayerLoading()) + SendTalentsInfoData(false); // update at client +} + +void Player::InitStatsForLevel(bool reapplyMods) +{ + if (reapplyMods) //reapply stats values only on .reset stats (level) command + _RemoveAllStatBonuses(); + + PlayerClassLevelInfo classInfo; + objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo); + + PlayerLevelInfo info; + objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info); + + SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ); + SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel())); + + // reset before any aura state sources (health set/aura apply) + SetUInt32Value(UNIT_FIELD_AURASTATE, 0); + + UpdateSkillsForLevel (); + + // set default cast time multiplier + SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); + + // reset size before reapply auras + SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f); + + // save base values (bonuses already included in stored stats + for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) + SetCreateStat(Stats(i), info.stats[i]); + + for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) + SetStat(Stats(i), info.stats[i]); + + SetCreateHealth(classInfo.basehealth); + + //set create powers + SetCreateMana(classInfo.basemana); + + SetArmor(int32(m_createStats[STAT_AGILITY]*2)); + + InitStatBuffMods(); + + //reset rating fields values + for (uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index) + SetUInt32Value(index, 0); + + SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0); + for (uint8 i = 0; i < 7; ++i) + { + SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0); + SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0); + SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f); + } + + //reset attack power, damage and attack speed fields + SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f); + SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f); // offhand attack time + SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f); + + SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f); + SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f); + SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f); + SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f); + SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f); + SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f); + + SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0); + SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0); + SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f); + SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0); + SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0); + SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f); + + // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset + SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f); + SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f); + SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f); + + // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset + for (uint8 i = 0; i < 7; ++i) + SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f); + + SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f); + SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f); + SetUInt32Value(PLAYER_SHIELD_BLOCK, 0); + + // Dodge percentage + SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f); + + // set armor (resistance 0) to original value (create_agility*2) + SetArmor(int32(m_createStats[STAT_AGILITY]*2)); + SetResistanceBuffMods(SpellSchools(0), true, 0.0f); + SetResistanceBuffMods(SpellSchools(0), false, 0.0f); + // set other resistance to original value (0) + for (uint8 i = 1; i < MAX_SPELL_SCHOOL; ++i) + { + SetResistance(SpellSchools(i), 0); + SetResistanceBuffMods(SpellSchools(i), true, 0.0f); + SetResistanceBuffMods(SpellSchools(i), false, 0.0f); + } + + SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0); + SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0); + for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i) + { + SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0); + SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f); + } + // Reset no reagent cost field + for (uint8 i = 0; i < 3; ++i) + SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0); + // Init data for form but skip reapply item mods for form + InitDataForForm(reapplyMods); + + // save new stats + for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i) + SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i)))); + + SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later + + // cleanup mounted state (it will set correctly at aura loading if player saved at mount. + SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0); + + // cleanup unit flags (will be re-applied if need at aura load). + RemoveFlag( UNIT_FIELD_FLAGS, + UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 | + UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED | + UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED | + UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE | + UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT ); + SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); // must be set + + SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set + + // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example. + RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_ALLOW_ONLY_ABILITY); + + RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes + RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY); + + // restore if need some important flags + SetUInt32Value(PLAYER_FIELD_BYTES2, 0); // flags empty by default + + if (reapplyMods) // reapply stats values only on .reset stats (level) command + _ApplyAllStatBonuses(); + + // set current level health and mana/energy to maximum after applying all mods. + SetHealth(GetMaxHealth()); + SetPower(POWER_MANA, GetMaxPower(POWER_MANA)); + SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY)); + if(GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE)) + SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE)); + SetPower(POWER_FOCUS, 0); + SetPower(POWER_HAPPINESS, 0); + SetPower(POWER_RUNIC_POWER, 0); + + // update level to hunter/summon pet + if (Pet* pet = GetPet()) + pet->SynchronizeLevelWithOwner(); +} + +void Player::SendInitialSpells() +{ + time_t curTime = time(NULL); + time_t infTime = curTime + infinityCooldownDelayCheck; + + uint16 spellCount = 0; + + WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4))); + data << uint8(0); + + size_t countPos = data.wpos(); + data << uint16(spellCount); // spell count placeholder + + for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) + { + if(itr->second->state == PLAYERSPELL_REMOVED) + continue; + + if(!itr->second->active || itr->second->disabled) + continue; + + data << uint32(itr->first); + data << uint16(0); // it's not slot id + + spellCount +=1; + } + + data.put<uint16>(countPos,spellCount); // write real count value + + uint16 spellCooldowns = m_spellCooldowns.size(); + data << uint16(spellCooldowns); + for (SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr) + { + SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first); + if(!sEntry) + continue; + + data << uint32(itr->first); + + data << uint16(itr->second.itemid); // cast item id + data << uint16(sEntry->Category); // spell category + + // send infinity cooldown in special format + if(itr->second.end >= infTime) + { + data << uint32(1); // cooldown + data << uint32(0x80000000); // category cooldown + continue; + } + + time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILISECONDS : 0; + + if(sEntry->Category) // may be wrong, but anyway better than nothing... + { + data << uint32(0); // cooldown + data << uint32(cooldown); // category cooldown + } + else + { + data << uint32(cooldown); // cooldown + data << uint32(0); // category cooldown + } + } + + GetSession()->SendPacket(&data); + + sLog.outDetail( "CHARACTER: Sent Initial Spells" ); +} + +void Player::RemoveMail(uint32 id) +{ + for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) + { + if ((*itr)->messageID == id) + { + //do not delete item, because Player::removeMail() is called when returning mail to sender. + m_mail.erase(itr); + return; + } + } +} + +void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count) +{ + WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0)))); + data << (uint32) mailId; + data << (uint32) mailAction; + data << (uint32) mailError; + if ( mailError == MAIL_ERR_EQUIP_ERROR ) + data << (uint32) equipError; + else if( mailAction == MAIL_ITEM_TAKEN ) + { + data << (uint32) item_guid; // item guid low? + data << (uint32) item_count; // item count? + } + GetSession()->SendPacket(&data); +} + +void Player::SendNewMail() +{ + // deliver undelivered mail + WorldPacket data(SMSG_RECEIVED_MAIL, 4); + data << (uint32) 0; + GetSession()->SendPacket(&data); +} + +void Player::UpdateNextMailTimeAndUnreads() +{ + // calculate next delivery time (min. from non-delivered mails + // and recalculate unReadMail + time_t cTime = time(NULL); + m_nextMailDelivereTime = 0; + unReadMails = 0; + for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) + { + if((*itr)->deliver_time > cTime) + { + if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time) + m_nextMailDelivereTime = (*itr)->deliver_time; + } + else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0) + ++unReadMails; + } +} + +void Player::AddNewMailDeliverTime(time_t deliver_time) +{ + if(deliver_time <= time(NULL)) // ready now + { + ++unReadMails; + SendNewMail(); + } + else // not ready and no have ready mails + { + if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time) + m_nextMailDelivereTime = deliver_time; + } +} + +bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning) +{ + SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); + if (!spellInfo) + { + // do character spell book cleanup (all characters) + if(!IsInWorld() && !learning) // spell load case + { + sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id); + CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id); + } + else + sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id); + + return false; + } + + if(!SpellMgr::IsSpellValid(spellInfo,this,false)) + { + // do character spell book cleanup (all characters) + if(!IsInWorld() && !learning) // spell load case + { + sLog.outError("Player::addTalent: Broken spell #%u learning not allowed, deleting for all characters in `character_talent`.",spell_id); + CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id); + } + else + sLog.outError("Player::addTalent: Broken spell #%u learning not allowed.",spell_id); + + return false; + } + + PlayerTalentMap::iterator itr = m_talents[spec]->find(spell_id); + if (itr != m_talents[spec]->end()) + itr->second->state = PLAYERSPELL_UNCHANGED; + else if (TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id)) + { + if (TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id )) + { + for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank) + { + // skip learning spell and no rank spell case + uint32 rankSpellId = talentInfo->RankID[rank]; + if (!rankSpellId || rankSpellId == spell_id) + continue; + + PlayerTalentMap::iterator itr = m_talents[spec]->find(rankSpellId); + if (itr != m_talents[spec]->end()) + itr->second->state = PLAYERSPELL_REMOVED; + } + } + + PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED; + PlayerTalent *newtalent = new PlayerTalent(); + + newtalent->state = state; + newtalent->spec = spec; + + (*m_talents[spec])[spell_id] = newtalent; + return true; + } + return false; +} + +bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled) +{ + SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); + if (!spellInfo) + { + // do character spell book cleanup (all characters) + if(!IsInWorld() && !learning) // spell load case + { + sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id); + CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id); + } + else + sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id); + + return false; + } + + if(!SpellMgr::IsSpellValid(spellInfo,this,false)) + { + // do character spell book cleanup (all characters) + if(!IsInWorld() && !learning) // spell load case + { + sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id); + CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id); + } + else + sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id); + + return false; + } + + PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED; + + bool dependent_set = false; + bool disabled_case = false; + bool superceded_old = false; + + PlayerSpellMap::iterator itr = m_spells.find(spell_id); + + // Remove temporary spell if found to prevent conflicts + if (itr != m_spells.end() && itr->second->state == PLAYERSPELL_TEMPORARY) + RemoveTemporarySpell(spell_id); + else if (itr != m_spells.end()) + { + uint32 next_active_spell_id = 0; + // fix activate state for non-stackable low rank (and find next spell for !active case) + if(!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0) + { + if(uint32 next = spellmgr.GetNextSpellInChain(spell_id)) + { + if(HasSpell(next)) + { + // high rank already known so this must !active + active = false; + next_active_spell_id = next; + } + } + } + + // not do anything if already known in expected state + if(itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active && + itr->second->dependent == dependent && itr->second->disabled == disabled) + { + if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly + itr->second->state = PLAYERSPELL_UNCHANGED; + + return false; + } + + // dependent spell known as not dependent, overwrite state + if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent) + { + itr->second->dependent = dependent; + if (itr->second->state != PLAYERSPELL_NEW) + itr->second->state = PLAYERSPELL_CHANGED; + dependent_set = true; + } + + // update active state for known spell + if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled) + { + itr->second->active = active; + + if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly + itr->second->state = PLAYERSPELL_UNCHANGED; + else if(itr->second->state != PLAYERSPELL_NEW) + itr->second->state = PLAYERSPELL_CHANGED; + + if(active) + { + if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo)) + CastSpell (this,spell_id,true); + } + else if(IsInWorld()) + { + if(next_active_spell_id) + { + // update spell ranks in spellbook and action bar + WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); + data << uint32(spell_id); + data << uint32(next_active_spell_id); + GetSession()->SendPacket( &data ); + } + else + { + WorldPacket data(SMSG_REMOVED_SPELL, 4); + data << uint32(spell_id); + GetSession()->SendPacket(&data); + } + } + + return active; // learn (show in spell book if active now) + } + + if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED) + { + if(itr->second->state != PLAYERSPELL_NEW) + itr->second->state = PLAYERSPELL_CHANGED; + itr->second->disabled = disabled; + + if(disabled) + return false; + + disabled_case = true; + } + else switch(itr->second->state) + { + case PLAYERSPELL_UNCHANGED: // known saved spell + return false; + case PLAYERSPELL_REMOVED: // re-learning removed not saved spell + { + delete itr->second; + m_spells.erase(itr); + state = PLAYERSPELL_CHANGED; + break; // need re-add + } + default: // known not saved yet spell (new or modified) + { + // can be in case spell loading but learned at some previous spell loading + if(!IsInWorld() && !learning && !dependent_set) + itr->second->state = PLAYERSPELL_UNCHANGED; + + return false; + } + } + } + + if(!disabled_case) // skip new spell adding if spell already known (disabled spells case) + { + // talent: unlearn all other talent ranks (high and low) + if(TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id)) + { + if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id )) + { + for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank) + { + // skip learning spell and no rank spell case + uint32 rankSpellId = talentInfo->RankID[rank]; + if(!rankSpellId || rankSpellId == spell_id) + continue; + + removeSpell(rankSpellId,false,false); + } + } + } + // non talent spell: learn low ranks (recursive call) + else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id)) + { + if(!IsInWorld() || disabled) // at spells loading, no output, but allow save + addSpell(prev_spell,active,true,true,disabled); + else // at normal learning + learnSpell(prev_spell,true); + } + + PlayerSpell *newspell = new PlayerSpell; + newspell->state = state; + newspell->active = active; + newspell->dependent = dependent; + newspell->disabled = disabled; + + // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible + if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0) + { + for (PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2 ) + { + if(itr2->second->state == PLAYERSPELL_REMOVED) continue; + SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first); + if(!i_spellInfo) continue; + + if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first) ) + { + if(itr2->second->active) + { + if(spellmgr.IsHighRankOfSpell(spell_id,itr2->first)) + { + if(IsInWorld()) // not send spell (re-/over-)learn packets at loading + { + WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); + data << uint32(itr2->first); + data << uint32(spell_id); + GetSession()->SendPacket( &data ); + } + + // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new) + itr2->second->active = false; + if(itr2->second->state != PLAYERSPELL_NEW) + itr2->second->state = PLAYERSPELL_CHANGED; + superceded_old = true; // new spell replace old in action bars and spell book. + } + else if(spellmgr.IsHighRankOfSpell(itr2->first,spell_id)) + { + if(IsInWorld()) // not send spell (re-/over-)learn packets at loading + { + WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); + data << uint32(spell_id); + data << uint32(itr2->first); + GetSession()->SendPacket( &data ); + } + + // mark new spell as disable (not learned yet for client and will not learned) + newspell->active = false; + if(newspell->state != PLAYERSPELL_NEW) + newspell->state = PLAYERSPELL_CHANGED; + } + } + } + } + } + + m_spells[spell_id] = newspell; + + // return false if spell disabled + if (newspell->disabled) + return false; + } + + uint32 talentCost = GetTalentSpellCost(spell_id); + + // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned) + // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive + if (talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL)) + { + // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show) + CastSpell(this, spell_id, true); + } + // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks + else if (IsPassiveSpell(spell_id)) + { + if (IsNeedCastPassiveSpellAtLearn(spellInfo)) + CastSpell(this, spell_id, true); + } + else if (IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP)) + { + CastSpell(this, spell_id, true); + return false; + } + + // update used talent points count + m_usedTalentCount += talentCost; + + // update free primary prof.points (if any, can be none in case GM .learn prof. learning) + if (uint32 freeProfs = GetFreePrimaryProfessionPoints()) + { + if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id)) + SetFreePrimaryProfessions(freeProfs-1); + } + + // add dependent skills + uint16 maxskill = GetMaxSkillValueForLevel(); + + SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id); + + SkillLineAbilityMapBounds skill_bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id); + + if (spellLearnSkill) + { + uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill); + uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill); + + if (skill_value < spellLearnSkill->value) + skill_value = spellLearnSkill->value; + + uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue; + + if (skill_max_value < new_skill_max_value) + skill_max_value = new_skill_max_value; + + SetSkill(spellLearnSkill->skill,skill_value,skill_max_value); + } + else + { + // not ranked skills + for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx) + { + SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId); + if (!pSkill) + continue; + + if (HasSkill(pSkill->id)) + continue; + + if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL || + // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL + ((pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0)) + { + switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0)) + { + case SKILL_RANGE_LANGUAGE: + SetSkill(pSkill->id, 300, 300 ); + break; + case SKILL_RANGE_LEVEL: + SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() ); + break; + case SKILL_RANGE_MONO: + SetSkill(pSkill->id, 1, 1 ); + break; + default: + break; + } + } + } + } + + // learn dependent spells + SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id); + + for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2) + { + if (!itr2->second.autoLearned) + { + if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save + addSpell(itr2->second.spell,itr2->second.active,true,true,false); + else // at normal learning + learnSpell(itr2->second.spell,true); + } + } + + if (!GetSession()->PlayerLoading()) + { + // not ranked skills + for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx) + { + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId); + } + + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id); + } + + // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell + return active && !disabled && !superceded_old; +} + +void Player::AddTemporarySpell(uint32 spellId) +{ + PlayerSpellMap::iterator itr = m_spells.find(spellId); + // spell already added - do not do anything + if (itr != m_spells.end()) + return; + PlayerSpell *newspell = new PlayerSpell; + newspell->state = PLAYERSPELL_TEMPORARY; + newspell->active = true; + newspell->dependent = false; + newspell->disabled = false; + m_spells[spellId] = newspell; +} + +void Player::RemoveTemporarySpell(uint32 spellId) +{ + PlayerSpellMap::iterator itr = m_spells.find(spellId); + // spell already not in list - do not do anything + if (itr == m_spells.end()) + return; + // spell has other state than temporary - do not change it + if (itr->second->state != PLAYERSPELL_TEMPORARY) + return; + delete itr->second; + m_spells.erase(itr); +} + +bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const +{ + // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell + // talent dependent passives activated at form apply have proper stance data + bool need_cast = (!spellInfo->Stances || (m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))))); + + //Check CasterAuraStates + return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState))); +} + +void Player::learnSpell(uint32 spell_id, bool dependent) +{ + PlayerSpellMap::iterator itr = m_spells.find(spell_id); + + bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false; + bool active = disabled ? itr->second->active : true; + + bool learning = addSpell(spell_id,active,true,dependent,false); + + // learn all disabled higher ranks (recursive) + if (disabled) + { + SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id); + if (node) + { + PlayerSpellMap::iterator iter = m_spells.find(node->next); + if (iter != m_spells.end() && iter->second->disabled) + learnSpell(node->next,false); + } + } + + // prevent duplicated entires in spell book, also not send if not in world (loading) + if (!learning || !IsInWorld()) + return; + + WorldPacket data(SMSG_LEARNED_SPELL, 4); + data << uint32(spell_id); + GetSession()->SendPacket(&data); +} + +void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank) +{ + PlayerSpellMap::iterator itr = m_spells.find(spell_id); + if (itr == m_spells.end()) + return; + + if (itr->second->state == PLAYERSPELL_REMOVED || (disabled && itr->second->disabled) || itr->second->state == PLAYERSPELL_TEMPORARY) + return; + + // unlearn non talent higher ranks (recursive) + if (SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id)) + { + if (HasSpell(node->next) && !GetTalentSpellPos(node->next)) + removeSpell(node->next,disabled, false); + } + //unlearn spells dependent from recently removed spells + SpellsRequiringSpellMapBounds spellsRequiringSpell = spellmgr.GetSpellsRequiringSpellBounds(spell_id); + for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2) + removeSpell(itr2->second,disabled); + + // re-search, it can be corrupted in prev loop + itr = m_spells.find(spell_id); + if (itr == m_spells.end()) + return; // already unleared + + bool cur_active = itr->second->active; + bool cur_dependent = itr->second->dependent; + + if (disabled) + { + itr->second->disabled = disabled; + if (itr->second->state != PLAYERSPELL_NEW) + itr->second->state = PLAYERSPELL_CHANGED; + } + else + { + if (itr->second->state == PLAYERSPELL_NEW) + { + delete itr->second; + m_spells.erase(itr); + } + else + itr->second->state = PLAYERSPELL_REMOVED; + } + + RemoveAurasDueToSpell(spell_id); + + // remove pet auras + for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) + if (PetAura const *petSpell = spellmgr.GetPetAura(spell_id, i)) + RemovePetAura(petSpell); + + // free talent points + uint32 talentCosts = GetTalentSpellCost(spell_id); + if (talentCosts > 0) + { + if (talentCosts < m_usedTalentCount) + m_usedTalentCount -= talentCosts; + else + m_usedTalentCount = 0; + } + + // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning) + if (spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id)) + { + uint32 freeProfs = GetFreePrimaryProfessionPoints()+1; + if (freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL)) + SetFreePrimaryProfessions(freeProfs); + } + + // remove dependent skill + SpellLearnSkillNode const *spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id); + if (spellLearnSkill) + { + uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id); + if (!prev_spell) // first rank, remove skill + SetSkill(spellLearnSkill->skill,0,0); + else + { + // search prev. skill setting by spell ranks chain + SpellLearnSkillNode const *prevSkill = spellmgr.GetSpellLearnSkill(prev_spell); + while (!prevSkill && prev_spell) + { + prev_spell = spellmgr.GetPrevSpellInChain(prev_spell); + prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell)); + } + + if (!prevSkill) // not found prev skill setting, remove skill + SetSkill(spellLearnSkill->skill,0,0); + else // set to prev. skill setting values + { + uint32 skill_value = GetPureSkillValue(prevSkill->skill); + uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill); + + if (skill_value > prevSkill->value) + skill_value = prevSkill->value; + + uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue; + + if (skill_max_value > new_skill_max_value) + skill_max_value = new_skill_max_value; + + SetSkill(prevSkill->skill,skill_value,skill_max_value); + } + } + + } + else + { + // not ranked skills + SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id); + + for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) + { + SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId); + if (!pSkill) + continue; + + if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL && + pSkill->categoryId != SKILL_CATEGORY_CLASS ||// not unlearn class skills (spellbook/talent pages) + // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL + ((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0)) + { + // not reset skills for professions and racial abilities + if ((pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) && + (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0)) + continue; + + SetSkill(pSkill->id, 0, 0); + } + } + } + + // remove dependent spells + SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id); + + for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2) + removeSpell(itr2->second.spell, disabled); + + // activate lesser rank in spellbook/action bar, and cast it if need + bool prev_activate = false; + + if (uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id)) + { + SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); + + // if talent then lesser rank also talent and need learn + if (talentCosts) + { + // I cannot see why mangos has these lines. + //if (learn_low_rank) + // learnSpell(prev_id,false); + } + // if ranked non-stackable spell: need activate lesser rank and update dendence state + else if (cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0) + { + // need manually update dependence state (learn spell ignore like attempts) + PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id); + if (prev_itr != m_spells.end()) + { + if (prev_itr->second->dependent != cur_dependent) + { + prev_itr->second->dependent = cur_dependent; + if (prev_itr->second->state != PLAYERSPELL_NEW) + prev_itr->second->state = PLAYERSPELL_CHANGED; + } + + // now re-learn if need re-activate + if (cur_active && !prev_itr->second->active && learn_low_rank) + { + if (addSpell(prev_id,true,false,prev_itr->second->dependent,prev_itr->second->disabled)) + { + // downgrade spell ranks in spellbook and action bar + WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); + data << uint32(spell_id); + data << uint32(prev_id); + GetSession()->SendPacket(&data); + prev_activate = true; + } + } + } + } + } + + if (spell_id == 46917 && m_canTitanGrip) + SetCanTitanGrip(false); + + if (sWorld.getConfig(CONFIG_OFFHAND_CHECK_AT_SPELL_UNLEARN)) + AutoUnequipOffhandIfNeed(); + + // remove from spell book if not replaced by lesser rank + if (!prev_activate) + { + WorldPacket data(SMSG_REMOVED_SPELL, 4); + data << uint32(spell_id); + GetSession()->SendPacket(&data); + } +} + +void Player::RemoveSpellCooldown( uint32 spell_id, bool update /* = false */) +{ + m_spellCooldowns.erase(spell_id); + + if (update) + SendClearCooldown(spell_id, this); +} + +// I am not sure which one is more efficient +void Player::RemoveCategoryCooldown(uint32 cat) +{ + SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat); + if (i_scstore != sSpellCategoryStore.end()) + for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset) + RemoveSpellCooldown(*i_scset, true); +} + +void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */) +{ + SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat); + if (ct == sSpellCategoryStore.end()) + return; + + const SpellCategorySet& ct_set = ct->second; + for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();) + { + if (ct_set.find(i->first) != ct_set.end()) + RemoveSpellCooldown((i++)->first, update); + else + ++i; + } +} + +void Player::RemoveArenaSpellCooldowns() +{ + // remove cooldowns on spells that has < 15 min CD + SpellCooldowns::iterator itr, next; + // iterate spell cooldowns + for (itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); itr = next) + { + next = itr; + ++next; + SpellEntry const * entry = sSpellStore.LookupEntry(itr->first); + // check if spellentry is present and if the cooldown is less than 10 mins + if( entry && + entry->RecoveryTime <= 10 * MINUTE * IN_MILISECONDS && + entry->CategoryRecoveryTime <= 10 * MINUTE * IN_MILISECONDS ) + { + // remove & notify + RemoveSpellCooldown(itr->first, true); + } + } +} + +void Player::RemoveAllSpellCooldown() +{ + if (!m_spellCooldowns.empty()) + { + for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr) + SendClearCooldown(itr->first, this); + + m_spellCooldowns.clear(); + } +} + +void Player::_LoadSpellCooldowns(QueryResult_AutoPtr result) +{ + // some cooldowns can be already set at aura loading... + + //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow()); + + if (result) + { + time_t curTime = time(NULL); + + do + { + Field *fields = result->Fetch(); + + uint32 spell_id = fields[0].GetUInt32(); + uint32 item_id = fields[1].GetUInt32(); + time_t db_time = (time_t)fields[2].GetUInt64(); + + if(!sSpellStore.LookupEntry(spell_id)) + { + sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id); + continue; + } + + // skip outdated cooldown + if(db_time <= curTime) + continue; + + AddSpellCooldown(spell_id, item_id, db_time); + + sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime)); + } + while( result->NextRow() ); + } +} + +void Player::_SaveSpellCooldowns() +{ + CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow()); + + time_t curTime = time(NULL); + time_t infTime = curTime + infinityCooldownDelayCheck; + + bool first_round = true; + std::ostringstream ss; + + // remove outdated and save active + for (SpellCooldowns::iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end();) + { + if(itr->second.end <= curTime) + m_spellCooldowns.erase(itr++); + else if(itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload + { + if (first_round) + { + ss << "INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES "; + first_round = false; + } + // next new/changed record prefix + else + ss << ", "; + ss << "(" << GetGUIDLow() << "," << itr->first << "," << itr->second.itemid << "," << uint64(itr->second.end) << ")"; + ++itr; + } + else + ++itr; + + } + // if something changed execute + if (!first_round) + CharacterDatabase.Execute( ss.str().c_str() ); +} + +uint32 Player::resetTalentsCost() const +{ + // The first time reset costs 1 gold + if(m_resetTalentsCost < 1*GOLD) + return 1*GOLD; + // then 5 gold + else if(m_resetTalentsCost < 5*GOLD) + return 5*GOLD; + // After that it increases in increments of 5 gold + else if(m_resetTalentsCost < 10*GOLD) + return 10*GOLD; + else + { + uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH; + if(months > 0) + { + // This cost will be reduced by a rate of 5 gold per month + int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months; + // to a minimum of 10 gold. + return (new_cost < 10*GOLD ? 10*GOLD : new_cost); + } + else + { + // After that it increases in increments of 5 gold + int32 new_cost = m_resetTalentsCost + 5*GOLD; + // until it hits a cap of 50 gold. + if(new_cost > 50*GOLD) + new_cost = 50*GOLD; + return new_cost; + } + } +} + +bool Player::resetTalents(bool no_cost) +{ + // not need after this call + if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS)) + RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true); + + uint32 talentPointsForLevel = CalculateTalentsPoints(); + + if (m_usedTalentCount == 0) + { + SetFreeTalentPoints(talentPointsForLevel); + return false; + } + + uint32 cost = 0; + + if (!no_cost && !sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST)) + { + cost = resetTalentsCost(); + + if (GetMoney() < cost) + { + SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0); + return false; + } + } + + for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i) + { + TalentEntry const *talentInfo = sTalentStore.LookupEntry(i); + + if (!talentInfo) + continue; + + TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); + + if (!talentTabInfo) + continue; + + // unlearn only talents for character class + // some spell learned by one class as normal spells or know at creation but another class learn it as talent, + // to prevent unexpected lost normal learned spell skip another class talents + if ((getClassMask() & talentTabInfo->ClassMask) == 0) + continue; + + for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) + { + // skip non-existant talent ranks + if (talentInfo->RankID[rank] == 0) + continue; + removeSpell(talentInfo->RankID[rank], true); + if (const SpellEntry *_spellEntry = sSpellStore.LookupEntry(talentInfo->RankID[rank])) + for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) // search through the SpellEntry for valid trigger spells + if (_spellEntry->EffectTriggerSpell[i] > 0 && _spellEntry->Effect[i] == SPELL_EFFECT_LEARN_SPELL) + removeSpell(_spellEntry->EffectTriggerSpell[i], true); // and remove any spells that the talent teaches + // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted + PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]); + if (plrTalent != m_talents[m_activeSpec]->end()) + plrTalent->second->state = PLAYERSPELL_REMOVED; + } + } + + _SaveSpells(); + + SetFreeTalentPoints(talentPointsForLevel); + + if (!no_cost) + { + ModifyMoney(-(int32)cost); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1); + + m_resetTalentsCost = cost; + m_resetTalentsTime = time(NULL); + } + + //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras + RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true); + /* when prev line will dropped use next line + if(Pet* pet = GetPet()) + { + if(pet->getPetType()==HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets())) + RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true); + } + */ + + return true; +} + +Mail* Player::GetMail(uint32 id) +{ + for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) + if ((*itr)->messageID == id) + return (*itr); + + return NULL; +} + +void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const +{ + if(target == this) + Object::_SetCreateBits(updateMask, target); + else + { + for (uint16 index = 0; index < m_valuesCount; index++) + if(GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index)) + updateMask->SetBit(index); + } +} + +void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const +{ + if(target == this) + Object::_SetUpdateBits(updateMask, target); + else + { + Object::_SetUpdateBits(updateMask, target); + *updateMask &= updateVisualBits; + } +} + +void Player::InitVisibleBits() +{ + updateVisualBits.SetCount(PLAYER_END); + + updateVisualBits.SetBit(OBJECT_FIELD_GUID); + updateVisualBits.SetBit(OBJECT_FIELD_TYPE); + updateVisualBits.SetBit(OBJECT_FIELD_ENTRY); + updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X); + updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0); + updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1); + updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0); + updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1); + updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0); + updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1); + updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0); + updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1); + updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0); + updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1); + updateVisualBits.SetBit(UNIT_FIELD_BYTES_0); + updateVisualBits.SetBit(UNIT_FIELD_HEALTH); + updateVisualBits.SetBit(UNIT_FIELD_POWER1); + updateVisualBits.SetBit(UNIT_FIELD_POWER2); + updateVisualBits.SetBit(UNIT_FIELD_POWER3); + updateVisualBits.SetBit(UNIT_FIELD_POWER4); + updateVisualBits.SetBit(UNIT_FIELD_POWER5); + updateVisualBits.SetBit(UNIT_FIELD_POWER6); + updateVisualBits.SetBit(UNIT_FIELD_POWER7); + updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH); + updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1); + updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2); + updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3); + updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4); + updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5); + updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6); + updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7); + updateVisualBits.SetBit(UNIT_FIELD_LEVEL); + updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE); + updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0); + updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1); + updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2); + updateVisualBits.SetBit(UNIT_FIELD_FLAGS); + updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2); + updateVisualBits.SetBit(UNIT_FIELD_AURASTATE); + updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0); + updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1); + updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS); + updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH); + updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID); + updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID); + updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID); + updateVisualBits.SetBit(UNIT_FIELD_BYTES_1); + updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER); + updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP); + updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS); + updateVisualBits.SetBit(UNIT_CHANNEL_SPELL); + updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED); + updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA); + updateVisualBits.SetBit(UNIT_FIELD_BYTES_2); + updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT); + + updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0); + updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1); + updateVisualBits.SetBit(PLAYER_FLAGS); + updateVisualBits.SetBit(PLAYER_GUILDID); + updateVisualBits.SetBit(PLAYER_GUILDRANK); + updateVisualBits.SetBit(PLAYER_BYTES); + updateVisualBits.SetBit(PLAYER_BYTES_2); + updateVisualBits.SetBit(PLAYER_BYTES_3); + updateVisualBits.SetBit(PLAYER_DUEL_TEAM); + updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP); + updateVisualBits.SetBit(UNIT_NPC_FLAGS); + + // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)... + for (uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += MAX_QUEST_OFFSET) + updateVisualBits.SetBit(i); + + // Players visible items are not inventory stuff + for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i) + { + uint16 offset = i * 2; + + // item entry + updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset); + // enchant + updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + offset); + } + + updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE); +} + +void Player::BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const +{ + for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i) + { + if(m_items[i] == NULL) + continue; + + m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); + } + + if(target == this) + { + for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) + { + if(m_items[i] == NULL) + continue; + + m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); + } + for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) + { + if(m_items[i] == NULL) + continue; + + m_items[i]->BuildCreateUpdateBlockForPlayer( data, target ); + } + } + + Unit::BuildCreateUpdateBlockForPlayer( data, target ); +} + +void Player::DestroyForPlayer( Player *target, bool anim ) const +{ + Unit::DestroyForPlayer( target, anim ); + + for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) + { + if(m_items[i] == NULL) + continue; + + m_items[i]->DestroyForPlayer( target ); + } + + if(target == this) + { + for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) + { + if(m_items[i] == NULL) + continue; + + m_items[i]->DestroyForPlayer( target ); + } + for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) + { + if(m_items[i] == NULL) + continue; + + m_items[i]->DestroyForPlayer( target ); + } + } +} + +bool Player::HasSpell(uint32 spell) const +{ + PlayerSpellMap::const_iterator itr = m_spells.find(spell); + return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && + !itr->second->disabled); +} + +bool Player::HasTalent(uint32 spell, uint8 spec) const +{ + PlayerTalentMap::const_iterator itr = m_talents[spec]->find(spell); + return (itr != m_talents[spec]->end() && itr->second->state != PLAYERSPELL_REMOVED); +} + +bool Player::HasActiveSpell(uint32 spell) const +{ + PlayerSpellMap::const_iterator itr = m_spells.find(spell); + return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED && + itr->second->active && !itr->second->disabled); +} + +TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const +{ + if (!trainer_spell) + return TRAINER_SPELL_RED; + + bool hasSpell = true; + for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i) + { + if (!trainer_spell->learnedSpell[i]) + continue; + + if(!HasSpell(trainer_spell->learnedSpell[i])) + { + hasSpell = false; + break; + } + } + // known spell + if (hasSpell) + return TRAINER_SPELL_GRAY; + + // check skill requirement + if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue) + return TRAINER_SPELL_RED; + + // check level requirement + if(getLevel() < trainer_spell->reqLevel) + return TRAINER_SPELL_RED; + + for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i) + { + if (!trainer_spell->learnedSpell[i]) + continue; + + // check race/class requirement + if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell[i])) + return TRAINER_SPELL_RED; + + if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell[i])) + { + // check prev.rank requirement + if(spell_chain->prev && !HasSpell(spell_chain->prev)) + return TRAINER_SPELL_RED; + } + + SpellsRequiringSpellMapBounds spellsRequired = spellmgr.GetSpellsRequiredForSpellBounds(trainer_spell->learnedSpell[i]); + for (SpellsRequiringSpellMap::const_iterator itr = spellsRequired.first; itr != spellsRequired.second; ++itr) + { + // check additional spell requirement + if(!HasSpell(itr->second)) + return TRAINER_SPELL_RED; + } + } + + // check primary prof. limit + // first rank of primary profession spell when there are no proffesions avalible is disabled + for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i) + { + if (!trainer_spell->learnedSpell[i]) + continue; + if((spellmgr.IsPrimaryProfessionFirstRankSpell(trainer_spell->learnedSpell[i])) && (GetFreePrimaryProfessionPoints() == 0)) + return TRAINER_SPELL_GREEN_DISABLED; + } + + return TRAINER_SPELL_GREEN; +} + +void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars) +{ + uint32 guid = GUID_LOPART(playerguid); + + // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry) + // bones will be deleted by corpse/bones deleting thread shortly + ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid); + + // remove from guild + uint32 guildId = GetGuildIdFromDB(playerguid); + if(guildId != 0) + { + Guild* guild = objmgr.GetGuildById(guildId); + if(guild) + guild->DelMember(guid); + } + + // remove from arena teams + LeaveAllArenaTeams(playerguid); + + // the player was uninvited already on logout so just remove from group + QueryResult_AutoPtr resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid); + if(resultGroup) + { + uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER); + Group* group = objmgr.GetGroupByLeader(leaderGuid); + if(group) + { + RemoveFromGroup(group, playerguid); + } + } + + // remove signs from petitions (also remove petitions if owner); + RemovePetitionsAndSigns(playerguid, 10); + + // return back all mails with COD and Item 0 1 2 3 4 5 6 7 + QueryResult_AutoPtr resultMail = CharacterDatabase.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid); + if(resultMail) + { + do + { + Field *fields = resultMail->Fetch(); + + uint32 mail_id = fields[0].GetUInt32(); + uint16 mailType = fields[1].GetUInt16(); + uint16 mailTemplateId= fields[2].GetUInt16(); + uint32 sender = fields[3].GetUInt32(); + std::string subject = fields[4].GetCppString(); + uint32 itemTextId = fields[5].GetUInt32(); + uint32 money = fields[6].GetUInt32(); + bool has_items = fields[7].GetBool(); + + //we can return mail now + //so firstly delete the old one + CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id); + + // mail not from player + if (mailType != MAIL_NORMAL) + { + if(has_items) + CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id); + continue; + } + + MailDraft draft(subject, itemTextId); + if (mailTemplateId) + draft = MailDraft(mailTemplateId,false); // itesm already included + + if(has_items) + { + // data needs to be at first place for Item::LoadFromDB + QueryResult_AutoPtr resultItems = CharacterDatabase.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id); + if(resultItems) + { + do + { + Field *fields2 = resultItems->Fetch(); + + uint32 item_guidlow = fields2[1].GetUInt32(); + uint32 item_template = fields2[2].GetUInt32(); + + ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template); + if(!itemProto) + { + CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow); + continue; + } + + Item *pItem = NewItemOrBag(itemProto); + if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems)) + { + pItem->FSetState(ITEM_REMOVED); + pItem->SaveToDB(); // it also deletes item object ! + continue; + } + + draft.AddItem(pItem); + } + while (resultItems->NextRow()); + } + } + + CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id); + + uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); + + draft.AddMoney(money).SendReturnToSender(pl_account, guid, sender); + } + while (resultMail->NextRow()); + } + + // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet. + // Get guids of character's pets, will deleted in transaction + QueryResult_AutoPtr resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid); + + // NOW we can finally clear other DB data related to character + CharacterDatabase.BeginTransaction(); + if (resultPets) + { + do + { + Field *fields3 = resultPets->Fetch(); + uint32 petguidlow = fields3[0].GetUInt32(); + Pet::DeleteFromDB(petguidlow); + } while (resultPets->NextRow()); + } + + CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM group_member WHERE leaderGuid = '%u' OR memberGuid = '%u'",guid,guid); + CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM gm_tickets WHERE playerGuid = '%u'", guid); + CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid); + CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u' " // NOTE: These achievements have flags & 256 in DBC. + "AND achievement NOT BETWEEN '456' AND '467' " // Realm First Level 80 + "AND achievement NOT BETWEEN '1400' AND '1427' " // Realm First Raid Achievements + "AND achievement NOT IN(1463, 3117, 3259) ", guid); // Realm First Northen Vanguard + Raid Achievements + CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid2 = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u'",guid); + CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u'",guid); + + CharacterDatabase.CommitTransaction(); + + //loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID); + if(updateRealmChars) sWorld.UpdateRealmCharCount(accountId); +} + +void Player::SetMovement(PlayerMovementType pType) +{ + WorldPacket data; + switch(pType) + { + case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break; + case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break; + case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break; + case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break; + default: + sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType); + return; + } + data.append(GetPackGUID()); + data << uint32(0); + GetSession()->SendPacket( &data ); +} + +/* Preconditions: + - a resurrectable corpse must not be loaded for the player (only bones) + - the player must be in world +*/ +void Player::BuildPlayerRepop() +{ + WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size()); + data.append(GetPackGUID()); + GetSession()->SendPacket(&data); + + if (getRace() == RACE_NIGHTELF) + CastSpell(this, 20584, true); + CastSpell(this, 8326, true); + + // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK + // there must be SMSG.STOP_MIRROR_TIMER + // there we must send 888 opcode + + // the player cannot have a corpse already, only bones which are not returned by GetCorpse + if(GetCorpse()) + { + sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow()); + assert(false); + } + + // create a corpse and place it at the player's location + CreateCorpse(); + Corpse *corpse = GetCorpse(); + if(!corpse) + { + sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow()); + return; + } + GetMap()->Add(corpse); + + // convert player body to ghost + SetHealth( 1 ); + + SetMovement(MOVE_WATER_WALK); + if(!GetSession()->isLogingOut()) + SetMovement(MOVE_UNROOT); + + // BG - remove insignia related + RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE); + +// SendCorpseReclaimDelay(); + + // to prevent cheating + corpse->ResetGhostTime(); + + StopMirrorTimers(); //disable timers(bars) + + SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player? + + // set and clear other + SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND); +} + +void Player::ResurrectPlayer(float restore_percent, bool applySickness) +{ + WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position + data << uint32(-1); + data << float(0); + data << float(0); + data << float(0); + GetSession()->SendPacket(&data); + + // speed change, land walk + + // remove death flag + set aura + SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00); + if (getRace() == RACE_NIGHTELF) + RemoveAurasDueToSpell(20584); // speed bonuses + RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST + + setDeathState(ALIVE); + + SetMovement(MOVE_LAND_WALK); + SetMovement(MOVE_UNROOT); + + m_deathTimer = 0; + + // set health/powers (0- will be set in caller) + if(restore_percent>0.0f) + { + SetHealth(uint32(GetMaxHealth()*restore_percent)); + SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent)); + SetPower(POWER_RAGE, 0); + SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent)); + } + + // trigger update zone for alive state zone updates + uint32 newzone, newarea; + GetZoneAndAreaId(newzone,newarea); + UpdateZone(newzone,newarea); + sOutdoorPvPMgr.HandlePlayerResurrects(this, newzone); + + // update visibility + //ObjectAccessor::UpdateVisibilityForPlayer(this); + SetToNotify(); + + if(!applySickness) + return; + + //Characters from level 1-10 are not affected by resurrection sickness. + //Characters from level 11-19 will suffer from one minute of sickness + //for each level they are above 10. + //Characters level 20 and up suffer from ten minutes of sickness. + int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL); + + if(int32(getLevel()) >= startLevel) + { + // set resurrection sickness + CastSpell(this, 15007, true); + + // not full duration + if(int32(getLevel()) < startLevel+9) + { + int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE; + + if(Aura * aur = GetAura(15007, GetGUID())) + { + aur->SetDuration(delta*IN_MILISECONDS); + } + } + } +} + +/** + * FallMode = 0 implies that the player is dying, or already dead, and the proper death state will be set. + * = 1 simply causes the player to plummet towards the ground, and not suffer any damage. + * = 2 causes the player to plummet towards the ground, and causes falling damage, regardless + * of any auras that might of prevented fall damage. + */ +bool Player::FallGround(uint8 FallMode) +{ + // Let's abort after we called this function one time + if (getDeathState() == DEAD_FALLING && FallMode == 0) + return false; + + float x, y, z; + GetPosition(x, y, z); + float ground_Z = GetMap()->GetVmapHeight(x, y, z); + float z_diff = 0.0f; + if ((z_diff = fabs(ground_Z - z)) < 0.1f) + return false; + + GetMotionMaster()->MoveFall(ground_Z, EVENT_FALL_GROUND); + + // Below formula for falling damage is from Player::HandleFall + if(FallMode == 2 && z_diff >= 14.57f) + { + uint32 damage = std::min(GetMaxHealth(), (uint32)((0.018f*z_diff-0.2426f)*GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL))); + if(damage > 0) EnvironmentalDamage(DAMAGE_FALL, damage); + } + else if(FallMode == 0) + Unit::setDeathState(DEAD_FALLING); + return true; +} + +void Player::KillPlayer() +{ + if(IsFlying() && !GetTransport()) FallGround(); + + SetMovement(MOVE_ROOT); + + StopMirrorTimers(); //disable timers(bars) + + setDeathState(CORPSE); + //SetFlag( UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP ); + + SetFlag(UNIT_DYNAMIC_FLAGS, 0x00); + ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable()); + + // 6 minutes until repop at graveyard + m_deathTimer = 6*MINUTE*IN_MILISECONDS; + + UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill + SendCorpseReclaimDelay(); + + // don't create corpse at this moment, player might be falling + + // update visibility + UpdateObjectVisibility(); +} + +void Player::CreateCorpse() +{ + // prevent existence 2 corpse for player + SpawnCorpseBones(); + + uint32 _uf, _pb, _pb2, _cfb1, _cfb2; + + Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE ); + SetPvPDeath(false); + + if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this)) + { + delete corpse; + return; + } + + _uf = GetUInt32Value(UNIT_FIELD_BYTES_0); + _pb = GetUInt32Value(PLAYER_BYTES); + _pb2 = GetUInt32Value(PLAYER_BYTES_2); + + uint8 race = (uint8)(_uf); + uint8 skin = (uint8)(_pb); + uint8 face = (uint8)(_pb >> 8); + uint8 hairstyle = (uint8)(_pb >> 16); + uint8 haircolor = (uint8)(_pb >> 24); + uint8 facialhair = (uint8)(_pb2); + + _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24)); + _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24)); + + corpse->SetUInt32Value( CORPSE_FIELD_BYTES_1, _cfb1 ); + corpse->SetUInt32Value( CORPSE_FIELD_BYTES_2, _cfb2 ); + + uint32 flags = CORPSE_FLAG_UNK2; + if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM)) + flags |= CORPSE_FLAG_HIDE_HELM; + if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK)) + flags |= CORPSE_FLAG_HIDE_CLOAK; + if(InBattleGround() && !InArena()) + flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia + corpse->SetUInt32Value( CORPSE_FIELD_FLAGS, flags ); + + corpse->SetUInt32Value( CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId() ); + + corpse->SetUInt32Value( CORPSE_FIELD_GUILD, GetGuildId() ); + + uint32 iDisplayID; + uint32 iIventoryType; + uint32 _cfi; + for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++) + { + if(m_items[i]) + { + iDisplayID = m_items[i]->GetProto()->DisplayInfoID; + iIventoryType = m_items[i]->GetProto()->InventoryType; + + _cfi = iDisplayID | (iIventoryType << 24); + corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi); + } + } + + // we don't SaveToDB for players in battlegrounds so don't do it for corpses either + const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId()); + assert(entry); + if(entry->map_type != MAP_BATTLEGROUND) + corpse->SaveToDB(); + + // register for player, but not show + ObjectAccessor::Instance().AddCorpse(corpse); +} + +void Player::SpawnCorpseBones() +{ + if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID())) + if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player + SaveToDB(); // prevent loading as ghost without corpse +} + +Corpse* Player::GetCorpse() const +{ + return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID()); +} + +void Player::DurabilityLossAll(double percent, bool inventory) +{ + for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) + if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + DurabilityLoss(pItem,percent); + + if(inventory) + { + // bags not have durability + // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) + + for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) + if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + DurabilityLoss(pItem,percent); + + // keys not have durability + //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) + + for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) + if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + for (uint32 j = 0; j < pBag->GetBagSize(); j++) + if(Item* pItem = GetItemByPos( i, j )) + DurabilityLoss(pItem,percent); + } +} + +void Player::DurabilityLoss(Item* item, double percent) +{ + if(!item ) + return; + + uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); + + if(!pMaxDurability) + return; + + uint32 pDurabilityLoss = uint32(pMaxDurability*percent); + + if(pDurabilityLoss < 1 ) + pDurabilityLoss = 1; + + DurabilityPointsLoss(item,pDurabilityLoss); +} + +void Player::DurabilityPointsLossAll(int32 points, bool inventory) +{ + for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) + if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + DurabilityPointsLoss(pItem,points); + + if(inventory) + { + // bags not have durability + // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) + + for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) + if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + DurabilityPointsLoss(pItem,points); + + // keys not have durability + //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) + + for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) + if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + for (uint32 j = 0; j < pBag->GetBagSize(); j++) + if(Item* pItem = GetItemByPos( i, j )) + DurabilityPointsLoss(pItem,points); + } +} + +void Player::DurabilityPointsLoss(Item* item, int32 points) +{ + int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); + int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY); + int32 pNewDurability = pOldDurability - points; + + if (pNewDurability < 0) + pNewDurability = 0; + else if (pNewDurability > pMaxDurability) + pNewDurability = pMaxDurability; + + if (pOldDurability != pNewDurability) + { + // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check + if ( pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped()) + _ApplyItemMods(item,item->GetSlot(), false); + + item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability); + + // modify item stats _after_ restore durability to pass _ApplyItemMods internal check + if ( pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped()) + _ApplyItemMods(item,item->GetSlot(), true); + + item->SetState(ITEM_CHANGED, this); + } +} + +void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot) +{ + if(Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot )) + DurabilityPointsLoss(pItem,1); +} + +uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank) +{ + uint32 TotalCost = 0; + // equipped, backpack, bags itself + for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) + TotalCost += DurabilityRepair(( (INVENTORY_SLOT_BAG_0 << 8) | i ),cost,discountMod, guildBank); + + // bank, buyback and keys not repaired + + // items in inventory bags + for (uint8 j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++) + for (uint8 i = 0; i < MAX_BAG_SIZE; i++) + TotalCost += DurabilityRepair(( (j << 8) | i ),cost,discountMod, guildBank); + return TotalCost; +} + +uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank) +{ + Item* item = GetItemByPos(pos); + + uint32 TotalCost = 0; + if(!item) + return TotalCost; + + uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY); + if(!maxDurability) + return TotalCost; + + uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY); + + if(cost) + { + uint32 LostDurability = maxDurability - curDurability; + if(LostDurability>0) + { + ItemPrototype const *ditemProto = item->GetProto(); + + DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel); + if(!dcost) + { + sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel); + return TotalCost; + } + + uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2; + DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId); + if(!dQualitymodEntry) + { + sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId); + return TotalCost; + } + + uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)]; + uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod)); + + costs = uint32(costs * discountMod) * sWorld.getRate(RATE_REPAIRCOST); + + if (costs==0) //fix for ITEM_QUALITY_ARTIFACT + costs = 1; + + if (guildBank) + { + if (GetGuildId()==0) + { + DEBUG_LOG("You are not member of a guild"); + return TotalCost; + } + + Guild *pGuild = objmgr.GetGuildById(GetGuildId()); + if (!pGuild) + return TotalCost; + + if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR)) + { + DEBUG_LOG("You do not have rights to withdraw for repairs"); + return TotalCost; + } + + if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs) + { + DEBUG_LOG("You do not have enough money withdraw amount remaining"); + return TotalCost; + } + + if (pGuild->GetGuildBankMoney() < costs) + { + DEBUG_LOG("There is not enough money in bank"); + return TotalCost; + } + + pGuild->MemberMoneyWithdraw(costs, GetGUIDLow()); + TotalCost = costs; + } + else if (GetMoney() < costs) + { + DEBUG_LOG("You do not have enough money"); + return TotalCost; + } + else + ModifyMoney( -int32(costs) ); + } + } + + item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability); + item->SetState(ITEM_CHANGED, this); + + // reapply mods for total broken and repaired item if equipped + if(IsEquipmentPos(pos) && !curDurability) + _ApplyItemMods(item,pos & 255, true); + return TotalCost; +} + +void Player::RepopAtGraveyard() +{ + // note: this can be called also when the player is alive + // for example from WorldSession::HandleMovementOpcodes + + AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId()); + + // Such zones are considered unreachable as a ghost and the player must be automatically revived + if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport() || GetPositionZ() < -500.0f) + { + ResurrectPlayer(0.5f); + SpawnCorpseBones(); + } + + WorldSafeLocsEntry const *ClosestGrave = NULL; + + // Special handle for battleground maps + if( BattleGround *bg = GetBattleGround() ) + ClosestGrave = bg->GetClosestGraveYard(this); + else + ClosestGrave = objmgr.GetClosestGraveYard( GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam() ); + + // stop countdown until repop + m_deathTimer = 0; + + // if no grave found, stay at the current location + // and don't show spirit healer location + if(ClosestGrave) + { + TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation()); + if(isDead()) // not send if alive, because it used in TeleportTo() + { + WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap + data << ClosestGrave->map_id; + data << ClosestGrave->x; + data << ClosestGrave->y; + data << ClosestGrave->z; + GetSession()->SendPacket(&data); + } + } + else if(GetPositionZ() < -500.0f) + TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation()); +} + +void Player::JoinedChannel(Channel *c) +{ + m_channels.push_back(c); +} + +void Player::LeftChannel(Channel *c) +{ + m_channels.remove(c); +} + +void Player::CleanupChannels() +{ + while(!m_channels.empty()) + { + Channel* ch = *m_channels.begin(); + m_channels.erase(m_channels.begin()); // remove from player's channel list + ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list + if (ChannelMgr* cMgr = channelMgr(GetTeam())) + cMgr->LeftChannel(ch->GetName()); // deleted channel if empty + + } + sLog.outDebug("Player: channels cleaned up!"); +} + +void Player::UpdateLocalChannels(uint32 newZone ) +{ + if(m_channels.empty()) + return; + + AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone); + if(!current_zone) + return; + + ChannelMgr* cMgr = channelMgr(GetTeam()); + if(!cMgr) + return; + + std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()]; + + for (JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next) + { + next = i; ++next; + + // skip non built-in channels + if(!(*i)->IsConstant()) + continue; + + ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId()); + if(!ch) + continue; + + if((ch->flags & 4) == 4) // global channel without zone name in pattern + continue; + + // new channel + char new_channel_name_buf[100]; + snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str()); + Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID); + + if((*i)!=new_channel) + { + new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name + + // leave old channel + (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client + std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel + LeftChannel(*i); // remove from player's channel list + cMgr->LeftChannel(name); // delete if empty + } + } + sLog.outDebug("Player: channels cleaned up!"); +} + +void Player::LeaveLFGChannel() +{ + for (JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i ) + { + if((*i)->IsLFG()) + { + (*i)->Leave(GetGUID()); + break; + } + } +} + +void Player::UpdateDefense() +{ + uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE); + + if(UpdateSkill(SKILL_DEFENSE,defense_skill_gain)) + { + // update dependent from defense skill part + UpdateDefenseBonusesMod(); + } +} + +void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply) +{ + if(modGroup >= BASEMOD_END || modType >= MOD_END) + { + sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!"); + return; + } + + float val = 1.0f; + + switch(modType) + { + case FLAT_MOD: + m_auraBaseMod[modGroup][modType] += apply ? amount : -amount; + break; + case PCT_MOD: + if(amount <= -100.0f) + amount = -200.0f; + + val = (100.0f + amount) / 100.0f; + m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val); + break; + } + + if(!CanModifyStats()) + return; + + switch(modGroup) + { + case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break; + case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break; + case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break; + case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break; + default: break; + } +} + +float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const +{ + if(modGroup >= BASEMOD_END || modType > MOD_END) + { + sLog.outError("trial to access non existed BaseModGroup or wrong BaseModType!"); + return 0.0f; + } + + if(modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f) + return 0.0f; + + return m_auraBaseMod[modGroup][modType]; +} + +float Player::GetTotalBaseModValue(BaseModGroup modGroup) const +{ + if(modGroup >= BASEMOD_END) + { + sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!"); + return 0.0f; + } + + if(m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f) + return 0.0f; + + return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD]; +} + +uint32 Player::GetShieldBlockValue() const +{ + float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD]; + + value = (value < 0) ? 0 : value; + + return uint32(value); +} + +float Player::GetMeleeCritFromAgility() +{ + uint8 level = getLevel(); + uint32 pclass = getClass(); + + if (level > GT_MAX_LEVEL) + level = GT_MAX_LEVEL; + + GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1); + GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); + if (critBase == NULL || critRatio == NULL) + return 0.0f; + + float crit = critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio; + return crit*100.0f; +} + +float Player::GetDodgeFromAgility() +{ + // Table for base dodge values + float dodge_base[MAX_CLASSES] = { + 0.0075f, // Warrior + 0.00652f, // Paladin + -0.0545f, // Hunter + -0.0059f, // Rogue + 0.03183f, // Priest + 0.0114f, // DK + 0.0167f, // Shaman + 0.034575f, // Mage + 0.02011f, // Warlock + 0.0f, // ?? + -0.0187f // Druid + }; + // Crit/agility to dodge/agility coefficient multipliers + float crit_to_dodge[MAX_CLASSES] = { + 1.1f, // Warrior + 1.0f, // Paladin + 1.6f, // Hunter + 2.0f, // Rogue + 1.0f, // Priest + 1.0f, // DK? + 1.0f, // Shaman + 1.0f, // Mage + 1.0f, // Warlock + 0.0f, // ?? + 1.7f // Druid + }; + + uint8 level = getLevel(); + uint32 pclass = getClass(); + + if (level > GT_MAX_LEVEL) + level = GT_MAX_LEVEL; + + // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier) + GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); + if (dodgeRatio == NULL || pclass > MAX_CLASSES) + return 0.0f; + + float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1]; + return dodge*100.0f; +} + +float Player::GetSpellCritFromIntellect() +{ + uint8 level = getLevel(); + uint32 pclass = getClass(); + + if (level > GT_MAX_LEVEL) + level = GT_MAX_LEVEL; + + GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1); + GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); + if (critBase == NULL || critRatio == NULL) + return 0.0f; + + float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio; + return crit*100.0f; +} + +float Player::GetRatingCoefficient(CombatRating cr) const +{ + uint8 level = getLevel(); + + if (level > GT_MAX_LEVEL) + level = GT_MAX_LEVEL; + + GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1); + if (Rating == NULL) + return 1.0f; // By default use minimum coefficient (not must be called) + + return Rating->ratio; +} + +float Player::GetRatingBonusValue(CombatRating cr) const +{ + return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr); +} + +float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const +{ + switch (attType) + { + case BASE_ATTACK: + return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f; + case OFF_ATTACK: + return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f; + default: + break; + } + return 0.0f; +} + +float Player::OCTRegenHPPerSpirit() +{ + uint8 level = getLevel(); + uint32 pclass = getClass(); + + if (level > GT_MAX_LEVEL) + level = GT_MAX_LEVEL; + + GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); + GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); + if (baseRatio == NULL || moreRatio == NULL) + return 0.0f; + + // Formula from PaperDollFrame script + float spirit = GetStat(STAT_SPIRIT); + float baseSpirit = spirit; + if (baseSpirit > 50) + baseSpirit = 50; + float moreSpirit = spirit - baseSpirit; + float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio; + return regen; +} + +float Player::OCTRegenMPPerSpirit() +{ + uint8 level = getLevel(); + uint32 pclass = getClass(); + + if (level > GT_MAX_LEVEL) + level = GT_MAX_LEVEL; + +// GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); + GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); + if (moreRatio == NULL) + return 0.0f; + + // Formula get from PaperDollFrame script + float spirit = GetStat(STAT_SPIRIT); + float regen = spirit * moreRatio->ratio; + return regen; +} + +void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply) +{ + m_baseRatingValue[cr]+=(apply ? value : -value); + + // explicit affected values + switch (cr) + { + case CR_HASTE_MELEE: + { + float RatingChange = value / GetRatingCoefficient(cr); + ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply); + ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply); + break; + } + case CR_HASTE_RANGED: + { + float RatingChange = value / GetRatingCoefficient(cr); + ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply); + break; + } + case CR_HASTE_SPELL: + { + float RatingChange = value / GetRatingCoefficient(cr); + ApplyCastTimePercentMod(RatingChange,apply); + break; + } + } + + UpdateRating(cr); +} + +void Player::UpdateRating(CombatRating cr) +{ + int32 amount = m_baseRatingValue[cr]; + // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT + // stat used stored in miscValueB for this aura + AuraEffectList const& modRatingFromStat = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_FROM_STAT); + for (AuraEffectList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i) + if ((*i)->GetMiscValue() & (1<<cr)) + amount += int32(GetStat(Stats((*i)->GetMiscValueB())) * (*i)->GetAmount() / 100.0f); + if (amount < 0) + amount = 0; + SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount)); + + bool affectStats = CanModifyStats(); + + switch (cr) + { + case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst + case CR_DEFENSE_SKILL: + UpdateDefenseBonusesMod(); + break; + case CR_DODGE: + UpdateDodgePercentage(); + break; + case CR_PARRY: + UpdateParryPercentage(); + break; + case CR_BLOCK: + UpdateBlockPercentage(); + break; + case CR_HIT_MELEE: + UpdateMeleeHitChances(); + break; + case CR_HIT_RANGED: + UpdateRangedHitChances(); + break; + case CR_HIT_SPELL: + UpdateSpellHitChances(); + break; + case CR_CRIT_MELEE: + if(affectStats) + { + UpdateCritPercentage(BASE_ATTACK); + UpdateCritPercentage(OFF_ATTACK); + } + break; + case CR_CRIT_RANGED: + if(affectStats) + UpdateCritPercentage(RANGED_ATTACK); + break; + case CR_CRIT_SPELL: + if(affectStats) + UpdateAllSpellCritChances(); + break; + case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc + case CR_HIT_TAKEN_RANGED: + break; + case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult + break; + case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit) + case CR_CRIT_TAKEN_RANGED: + break; + case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit) + break; + case CR_HASTE_MELEE: // Implemented in Player::ApplyRatingMod + case CR_HASTE_RANGED: + case CR_HASTE_SPELL: + break; + case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst + case CR_WEAPON_SKILL_OFFHAND: + case CR_WEAPON_SKILL_RANGED: + break; + case CR_EXPERTISE: + if(affectStats) + { + UpdateExpertise(BASE_ATTACK); + UpdateExpertise(OFF_ATTACK); + } + break; + case CR_ARMOR_PENETRATION: + if(affectStats) + UpdateArmorPenetration(amount); + break; + } +} + +void Player::UpdateAllRatings() +{ + for(int cr = 0; cr < MAX_COMBAT_RATING; ++cr) + UpdateRating(CombatRating(cr)); +} + +void Player::SetRegularAttackTime() +{ + for (uint8 i = 0; i < MAX_ATTACK; ++i) + { + Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i)); + if(tmpitem && !tmpitem->IsBroken()) + { + ItemPrototype const *proto = tmpitem->GetProto(); + if(proto->Delay) + SetAttackTime(WeaponAttackType(i), proto->Delay); + else + SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME); + } + } +} + +//skill+step, checking for max value +bool Player::UpdateSkill(uint32 skill_id, uint32 step) +{ + if(!skill_id) + return false; + + if(skill_id == SKILL_FIST_WEAPONS) + skill_id = SKILL_UNARMED; + + SkillStatusMap::iterator itr = mSkillStatus.find(skill_id); + if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + return false; + + uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); + uint32 data = GetUInt32Value(valueIndex); + uint32 value = SKILL_VALUE(data); + uint32 max = SKILL_MAX(data); + + if ((!max) || (!value) || (value >= max)) + return false; + + if (value < max) + { + uint32 new_value = value+step; + if(new_value > max) + new_value = max; + + SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,max)); + if(itr->second.uState != SKILL_NEW) + itr->second.uState = SKILL_CHANGED; + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id); + return true; + } + + return false; +} + +inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel) +{ + if ( SkillValue >= GrayLevel ) + return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10; + if ( SkillValue >= GreenLevel ) + return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10; + if ( SkillValue >= YellowLevel ) + return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10; + return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10; +} + +bool Player::UpdateCraftSkill(uint32 spellid) +{ + sLog.outDebug("UpdateCraftSkill spellid %d", spellid); + + SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellid); + + for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) + { + if (_spell_idx->second->skillId) + { + uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId); + + // Alchemy Discoveries here + SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid); + if (spellEntry && spellEntry->Mechanic==MECHANIC_DISCOVERY) + { + if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this)) + learnSpell(discoveredSpell,false); + } + + uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING); + + return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue, + _spell_idx->second->max_value, + (_spell_idx->second->max_value + _spell_idx->second->min_value)/2, + _spell_idx->second->min_value), + craft_skill_gain); + } + } + return false; +} + +bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator ) +{ + sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel); + + uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING); + + // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times + switch (SkillId) + { + case SKILL_HERBALISM: + case SKILL_LOCKPICKING: + case SKILL_JEWELCRAFTING: + case SKILL_INSCRIPTION: + return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain); + case SKILL_SKINNING: + if( sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)==0) + return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain); + else + return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain); + case SKILL_MINING: + if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)==0) + return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain); + else + return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain); + } + return false; +} + +bool Player::UpdateFishingSkill() +{ + sLog.outDebug("UpdateFishingSkill"); + + uint32 SkillValue = GetPureSkillValue(SKILL_FISHING); + + int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50); + + uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING); + + return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain); +} + +// levels sync. with spell requirement for skill levels to learn +// bonus abilities in sSkillLineAbilityStore +// Used only to avoid scan DBC at each skill grow +static uint32 bonusSkillLevels[] = {75,150,225,300,375,450}; + +bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step) +{ + sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0); + if ( !SkillId ) + return false; + + if(Chance <= 0) // speedup in 0 chance case + { + sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0); + return false; + } + + SkillStatusMap::iterator itr = mSkillStatus.find(SkillId); + if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + return false; + + uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); + + uint32 data = GetUInt32Value(valueIndex); + uint16 SkillValue = SKILL_VALUE(data); + uint16 MaxValue = SKILL_MAX(data); + + if ( !MaxValue || !SkillValue || SkillValue >= MaxValue ) + return false; + + int32 Roll = irand(1,1000); + + if ( Roll <= Chance ) + { + uint32 new_value = SkillValue+step; + if(new_value > MaxValue) + new_value = MaxValue; + + SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,MaxValue)); + if(itr->second.uState != SKILL_NEW) + itr->second.uState = SKILL_CHANGED; + for (uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl) + { + if((SkillValue < *bsl && new_value >= *bsl)) + { + learnSkillRewardedSpells( SkillId, new_value); + break; + } + } + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId); + sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0); + return true; + } + + sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0); + return false; +} + +void Player::UpdateWeaponSkill (WeaponAttackType attType) +{ + // no skill gain in pvp + Unit *pVictim = getVictim(); + if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER) + return; + + if(IsInFeralForm()) + return; // always maximized SKILL_FERAL_COMBAT in fact + + if(m_form == FORM_TREE) + return; // use weapon but not skill up + + if(pVictim && pVictim->GetTypeId() == TYPEID_UNIT && (((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILLGAIN)) + return; + + uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON); + + switch(attType) + { + case BASE_ATTACK: + { + Item *tmpitem = GetWeaponForAttack(attType,true); + + if (!tmpitem) + UpdateSkill(SKILL_UNARMED,weapon_skill_gain); + else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE) + UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain); + break; + } + case OFF_ATTACK: + case RANGED_ATTACK: + { + Item *tmpitem = GetWeaponForAttack(attType,true); + if (tmpitem) + UpdateSkill(tmpitem->GetSkill(), weapon_skill_gain); + break; + } + } + UpdateAllCritPercentages(); +} + +void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence) +{ + uint8 plevel = getLevel(); // if defense than pVictim == attacker + uint8 greylevel = Trinity::XP::GetGrayLevel(plevel); + uint8 moblevel = pVictim->getLevelForTarget(this); + if(moblevel < greylevel) + return; + + if (moblevel > plevel + 5) + moblevel = plevel + 5; + + uint8 lvldif = moblevel - greylevel; + if (lvldif < 3) + lvldif = 3; + + uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType)); + if (skilldif <= 0) + return; + + float chance = float(3 * lvldif * skilldif) / plevel; + if (!defence) + if (getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE) + chance += chance * 0.02f * GetStat(STAT_INTELLECT); + + chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1% + + if (roll_chance_f(chance)) + { + if (defence) + UpdateDefense(); + else + UpdateWeaponSkill(attType); + } + else + return; +} + +void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent) +{ + SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid); + if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + return; + + uint32 bonusIndex = PLAYER_SKILL_BONUS_INDEX(itr->second.pos); + + uint32 bonus_val = GetUInt32Value(bonusIndex); + int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val); + int16 perm_bonus = SKILL_PERM_BONUS(bonus_val); + + if(talent) // permanent bonus stored in high part + SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val)); + else // temporary/item bonus stored in low part + SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus)); +} + +void Player::UpdateSkillsForLevel() +{ + uint16 maxconfskill = sWorld.GetConfigMaxSkillValue(); + uint32 maxSkill = GetMaxSkillValueForLevel(); + + bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL); + + for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) + { + if(itr->second.uState == SKILL_DELETED) + continue; + + uint32 pskill = itr->first; + SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill); + if (!pSkill) + continue; + + if (GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL) + continue; + + uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); + uint32 data = GetUInt32Value(valueIndex); + uint32 max = SKILL_MAX(data); + uint32 val = SKILL_VALUE(data); + + /// update only level dependent max skill values + if (max != 1) + { + /// maximize skill always + if (alwaysMaxSkill) + { + SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(maxSkill,maxSkill)); + if(itr->second.uState != SKILL_NEW) + itr->second.uState = SKILL_CHANGED; + } + else if(max != maxconfskill) /// update max skill value if current max skill not maximized + { + SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(val,maxSkill)); + if(itr->second.uState != SKILL_NEW) + itr->second.uState = SKILL_CHANGED; + } + } + } +} + +void Player::UpdateSkillsToMaxSkillsForLevel() +{ + for(SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr) + { + if(itr->second.uState == SKILL_DELETED) + continue; + + uint32 pskill = itr->first; + if (IsProfessionOrRidingSkill(pskill)) + continue; + uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos); + uint32 data = GetUInt32Value(valueIndex); + uint32 max = SKILL_MAX(data); + + if (max > 1) + { + SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(max,max)); + if(itr->second.uState != SKILL_NEW) + itr->second.uState = SKILL_CHANGED; + } + if (pskill == SKILL_DEFENSE) + UpdateDefenseBonusesMod(); + } +} + +// This functions sets a skill line value (and adds if doesn't exist yet) +// To "remove" a skill line, set it's values to zero +void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal) +{ + if (!id) + return; + + SkillStatusMap::iterator itr = mSkillStatus.find(id); + + //has skill + if(itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED) + { + if (currVal) + { + SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),MAKE_SKILL_VALUE(currVal,maxVal)); + if(itr->second.uState != SKILL_NEW) + itr->second.uState = SKILL_CHANGED; + learnSkillRewardedSpells(id, currVal); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id); + } + else //remove + { + // clear skill fields + SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos),0); + SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),0); + SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos),0); + + // mark as deleted or simply remove from map if not saved yet + if(itr->second.uState != SKILL_NEW) + itr->second.uState = SKILL_DELETED; + else + mSkillStatus.erase(itr); + + // remove all spells that related to this skill + for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j) + if(SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j)) + if (pAbility->skillId == id) + removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId)); + } + } + else if (currVal) //add + { + for (int i=0; i < PLAYER_MAX_SKILLS; ++i) + if (!GetUInt32Value(PLAYER_SKILL_INDEX(i))) + { + SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id); + if (!pSkill) + { + sLog.outError("Skill not found in SkillLineStore: skill #%u", id); + return; + } + // enable unlearn button for primary professions only + if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION) + SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1)); + else + SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0)); + SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal)); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id); + + // insert new entry or update if not deleted old entry yet + if(itr != mSkillStatus.end()) + { + itr->second.pos = i; + itr->second.uState = SKILL_CHANGED; + } + else + mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW))); + + // apply skill bonuses + SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0); + + // temporary bonuses + AuraEffectList const& mModSkill = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL); + for (AuraEffectList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j) + if ((*j)->GetMiscValue() == int32(id)) + (*j)->HandleEffect(this, 0, true); + + // permanent bonuses + AuraEffectList const& mModSkillTalent = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL_TALENT); + for (AuraEffectList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j) + if ((*j)->GetMiscValue() == int32(id)) + (*j)->HandleEffect(this, 0, true); + + // Learn all spells for skill + learnSkillRewardedSpells(id, currVal); + return; + } + } +} + +bool Player::HasSkill(uint32 skill) const +{ + if(!skill) + return false; + + SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); + return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED); +} + +uint16 Player::GetSkillValue(uint32 skill) const +{ + if (!skill) + return 0; + + SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); + if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + return 0; + + uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)); + + int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)))); + result += SKILL_TEMP_BONUS(bonus); + result += SKILL_PERM_BONUS(bonus); + return result < 0 ? 0 : result; +} + +uint16 Player::GetMaxSkillValue(uint32 skill) const +{ + if (!skill) + return 0; + + SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); + if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + return 0; + + uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)); + + int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)))); + result += SKILL_TEMP_BONUS(bonus); + result += SKILL_PERM_BONUS(bonus); + return result < 0 ? 0 : result; +} + +uint16 Player::GetPureMaxSkillValue(uint32 skill) const +{ + if(!skill) + return 0; + + SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); + if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + return 0; + + return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))); +} + +uint16 Player::GetBaseSkillValue(uint32 skill) const +{ + if(!skill) + return 0; + + SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); + if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + return 0; + + int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)))); + result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos))); + return result < 0 ? 0 : result; +} + +uint16 Player::GetPureSkillValue(uint32 skill) const +{ + if(!skill) + return 0; + + SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); + if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + return 0; + + return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))); +} + +int16 Player::GetSkillPermBonusValue(uint32 skill) const +{ + if (!skill) + return 0; + + SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); + if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + return 0; + + return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos))); +} + +int16 Player::GetSkillTempBonusValue(uint32 skill) const +{ + if (!skill) + return 0; + + SkillStatusMap::const_iterator itr = mSkillStatus.find(skill); + if(itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED) + return 0; + +return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos))); +} + +void Player::SendActionButtons(uint32 state) const +{ + sLog.outDetail( "Sending Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec); + + WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4)); + data << uint8(state); // can be 0, 1, 2 + if (state != 2) + { + for (uint16 button = 0; button < MAX_ACTION_BUTTONS; ++button) + { + ActionButtonList::const_iterator itr = m_actionButtons.find(button); + if (itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED) + data << uint32(itr->second.packedData); + else + data << uint32(0); + } + } + + GetSession()->SendPacket(&data); + sLog.outDetail("Action Buttons for '%u' spec '%u' Sent", GetGUIDLow(), m_activeSpec); +} + +ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type) +{ + if(button >= MAX_ACTION_BUTTONS) + { + sLog.outError( "Action %u not added into button %u for player %s: button must be < 144", action, button, GetName() ); + return NULL; + } + + if(action >= MAX_ACTION_BUTTON_ACTION_VALUE) + { + sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE ); + return NULL; + } + + switch (type) + { + case ACTION_BUTTON_SPELL: + if (!sSpellStore.LookupEntry(action)) + { + sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() ); + return NULL; + } + + if (!HasSpell(action)) + { + sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() ); + return NULL; + } + break; + case ACTION_BUTTON_ITEM: + if (!objmgr.GetItemPrototype(action)) + { + sLog.outError( "Action %u not added into button %u for player %s: item not exist", action, button, GetName() ); + return NULL; + } + break; + default: + break; // pther cases not checked at this moment + } + + // it create new button (NEW state) if need or return existed + ActionButton& ab = m_actionButtons[button]; + + // set data and update to CHANGED if not NEW + ab.SetActionAndType(action,ActionButtonType(type)); + + sLog.outDetail("Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action, type, button); + return &ab; +} + +void Player::removeActionButton(uint8 button) +{ + ActionButtonList::iterator buttonItr = m_actionButtons.find(button); + if (buttonItr == m_actionButtons.end()) + return; + + if (!buttonItr->second.canRemoveByClient) + { + buttonItr->second.canRemoveByClient = true; + return; + } + if(buttonItr->second.uState==ACTIONBUTTON_NEW) + m_actionButtons.erase(buttonItr); // new and not saved + else + buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save + + sLog.outDetail("Action Button '%u' Removed from Player '%u'", button, GetGUIDLow()); +} + +bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport) +{ + if (!Unit::SetPosition(x, y, z, orientation, teleport)) + return false; + + //if(movementInfo.flags & MOVEMENTFLAG_MOVING) + // mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE); + //if(movementInfo.flags & MOVEMENTFLAG_TURNING) + // mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING); + //AURA_INTERRUPT_FLAG_JUMP not sure + + // group update + if (GetGroup()) + SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION); + + // code block for underwater state update + UpdateUnderwaterState(GetMap(), x, y, z); + + if(GetTrader() && !IsWithinDistInMap(GetTrader(), INTERACTION_DISTANCE)) + GetSession()->SendCancelTrade(); + + CheckExploreSystem(); + + return true; +} + +void Player::SaveRecallPosition() +{ + m_recallMap = GetMapId(); + m_recallX = GetPositionX(); + m_recallY = GetPositionY(); + m_recallZ = GetPositionZ(); + m_recallO = GetOrientation(); +} + +void Player::SendMessageToSet(WorldPacket *data, bool self) +{ + if (self) + GetSession()->SendPacket(data); + + // we use World::GetMaxVisibleDistance() because i cannot see why not use a distance + // update: replaced by GetMap()->GetVisibilityDistance() + Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance()); + VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier); +} + +void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self) +{ + if (self) + GetSession()->SendPacket(data); + + Trinity::MessageDistDeliverer notifier(this, data, dist); + VisitNearbyWorldObject(dist, notifier); +} + +void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only) +{ + if (self) + GetSession()->SendPacket(data); + + Trinity::MessageDistDeliverer notifier(this, data, dist, own_team_only); + VisitNearbyWorldObject(dist, notifier); +} + +void Player::SendDirectMessage(WorldPacket *data) +{ + if (m_session) + m_session->SendPacket(data); +} + +void Player::SendCinematicStart(uint32 CinematicSequenceId) +{ + WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4); + data << uint32(CinematicSequenceId); + SendDirectMessage(&data); +} + +void Player::SendMovieStart(uint32 MovieId) +{ + WorldPacket data(SMSG_TRIGGER_MOVIE, 4); + data << uint32(MovieId); + SendDirectMessage(&data); +} + +void Player::CheckExploreSystem() +{ + if (!isAlive()) + return; + + if (isInFlight()) + return; + + if(!m_AreaID) + m_AreaID = GetAreaId(); + if(m_AreaID != GetAreaId()) + { + m_AreaID = GetAreaId(); + GetSession()->HandleOnAreaChange(GetAreaEntryByAreaID(m_AreaID)); + } + + uint16 areaFlag = GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ()); + if(areaFlag==0xffff) + return; + int offset = areaFlag / 32; + + if(offset >= 128) + { + sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset); + return; + } + + uint32 val = (uint32)(1 << (areaFlag % 32)); + uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset); + + if( !(currFields & val) ) + { + SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val)); + + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA); + + AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId()); + if(!p) + { + sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId()); + } + else if(p->area_level > 0) + { + uint32 area = p->ID; + if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) + { + SendExplorationExperience(area,0); + } + else + { + int32 diff = int32(getLevel()) - p->area_level; + uint32 XP = 0; + if (diff < -5) + { + XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE)); + } + else if (diff > 5) + { + int32 exploration_percent = (100-((diff-5)*5)); + if (exploration_percent > 100) + exploration_percent = 100; + else if (exploration_percent < 0) + exploration_percent = 0; + + XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE)); + } + else + { + XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE)); + } + + GiveXP( XP, NULL ); + SendExplorationExperience(area,XP); + } + sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area); + } + } +} + +uint32 Player::TeamForRace(uint8 race) +{ + ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); + if(!rEntry) + { + sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race)); + return ALLIANCE; + } + + switch(rEntry->TeamID) + { + case 7: return ALLIANCE; + case 1: return HORDE; + } + + sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race),rEntry->TeamID); + return ALLIANCE; +} + +uint32 Player::getFactionForRace(uint8 race) +{ + ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); + if(!rEntry) + { + sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race)); + return 0; + } + + return rEntry->FactionID; +} + +void Player::setFactionForRace(uint8 race) +{ + m_team = TeamForRace(race); + setFaction( getFactionForRace(race) ); +} + +ReputationRank Player::GetReputationRank(uint32 faction) const +{ + FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction); + return GetReputationMgr().GetRank(factionEntry); +} + +//Calculate total reputation percent player gain with quest/creature level +int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest) +{ + float percent = 100.0f; + + float rate = for_quest ? sWorld.getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getRate(RATE_REPUTATION_LOWLEVEL_KILL); + + if (rate != 1.0f && creatureOrQuestLevel <= Trinity::XP::GetGrayLevel(getLevel())) + percent *= rate; + + float repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN); + + if (!for_quest) + repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction); + + percent += rep > 0 ? repMod : -repMod; + + if (percent <= 0.0f) + return 0; + + return int32(rep*percent/100); +} + +//Calculates how many reputation points player gains in victim's enemy factions +void Player::RewardReputation(Unit *pVictim, float rate) +{ + if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER) + return; + + if(((Creature*)pVictim)->IsReputationGainDisabled()) + return; + + ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry); + + if(!Rep) + return; + + uint32 ChampioningFaction = 0; + + if(GetChampioningFaction()) + { + // support for: Championing - http://www.wowwiki.com/Championing + + Map const *pMap = GetMap(); + if(pMap && pMap->IsDungeon()) + { + bool Heroic = ((InstanceMap*)pMap)->GetDifficulty() == DUNGEON_DIFFICULTY_HEROIC; + + InstanceTemplate const *pInstance = objmgr.GetInstanceTemplate(pMap->GetId()); + if(pInstance) + { + AccessRequirement const *pAccessRequirement = objmgr.GetAccessRequirement(pInstance->access_id); + if(pAccessRequirement) + { + if(!pMap->IsRaid() && ((!Heroic && pAccessRequirement->levelMin == 80) || (Heroic && pAccessRequirement->heroicLevelMin == 80))) + ChampioningFaction = GetChampioningFaction(); + } + } + } + } + + // Favored reputation increase START + uint32 zone = GetZoneId(); + uint32 team = GetTeam(); + float favored_rep_mult = 0; + + if( (HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714) ) favored_rep_mult = 0.25; // Thrallmar's Favor and Honor Hold's Favor + else if( HasAura(30754) && (Rep->repfaction1 == 609 || Rep->repfaction2 == 609) && !ChampioningFaction ) favored_rep_mult = 0.25; // Cenarion Favor + + if(favored_rep_mult > 0) favored_rep_mult *= 2; // Multiplied by 2 because the reputation is divided by 2 for some reason (See "donerep1 / 2" and "donerep2 / 2") -- if you know why this is done, please update/explain :) + // Favored reputation increase END + + if(Rep->repfaction1 && (!Rep->team_dependent || team == ALLIANCE)) + { + int32 donerep1 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue1, ChampioningFaction ? ChampioningFaction : Rep->repfaction1, false); + donerep1 = int32(donerep1*(rate + favored_rep_mult)); + FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->repfaction1); + uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1); + if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1) + GetReputationMgr().ModifyReputation(factionEntry1, donerep1); + + // Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation + /*if (factionEntry1 && Rep->is_teamaward1) + { + FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team); + if(team1_factionEntry) + GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2); + }*/ + } + + if(Rep->repfaction2 && (!Rep->team_dependent || team == HORDE)) + { + int32 donerep2 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue2, ChampioningFaction ? ChampioningFaction : Rep->repfaction2, false); + donerep2 = int32(donerep2*(rate + favored_rep_mult)); + FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->repfaction2); + uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2); + if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2) + GetReputationMgr().ModifyReputation(factionEntry2, donerep2); + + // Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation + /*if (factionEntry2 && Rep->is_teamaward2) + { + FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team); + if(team2_factionEntry) + GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2); + }*/ + } +} + +//Calculate how many reputation points player gain with the quest +void Player::RewardReputation(Quest const *pQuest) +{ + // quest reputation reward/loss + for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i) + { + if (!pQuest->RewRepFaction[i]) + continue; + if (pQuest->RewRepValue[i]) + { + int32 rep = CalculateReputationGain(GetQuestLevel(pQuest), pQuest->RewRepValue[i], pQuest->RewRepFaction[i], true); + if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i])) + GetReputationMgr().ModifyReputation(factionEntry, rep); + } + else + { + uint32 row = 1; + int32 field = 0; + + if (pQuest->RewRepValueId[i] < 0) + { + ++row; + field = abs(pQuest->RewRepValueId[i]); + } + else + field = pQuest->RewRepValueId[i]; + if (const QuestFactionRewEntry *pRow = sQuestFactionRewardStore.LookupEntry(row)) + { + int32 repPoints = pRow->QuestRewFactionValue[field]; + + if (!repPoints) + continue; + + repPoints = CalculateReputationGain(GetQuestLevel(pQuest), repPoints, pQuest->RewRepFaction[i], true); + if (const FactionEntry* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i])) + GetReputationMgr().ModifyReputation(factionEntry, repPoints); + } + } + } + + // TODO: implement reputation spillover +} + +void Player::UpdateHonorFields() +{ + /// called when rewarding honor and at each save + uint64 now = time(NULL); + uint64 today = uint64(time(NULL) / DAY) * DAY; + + if(m_lastHonorUpdateTime < today) + { + uint64 yesterday = today - DAY; + + uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS)); + + // update yesterday's contribution + if(m_lastHonorUpdateTime >= yesterday ) + { + SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION)); + + // this is the first update today, reset today's contribution + SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0); + SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today)); + } + else + { + // no honor/kills yesterday or today, reset + SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0); + SetUInt32Value(PLAYER_FIELD_KILLS, 0); + } + } + + m_lastHonorUpdateTime = now; +} + +///Calculate the amount of honor gained based on the victim +///and the size of the group for which the honor is divided +///An exact honor value can also be given (overriding the calcs) +bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvptoken) +{ + // do not reward honor in arenas, but enable onkill spellproc + if(InArena()) + { + if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER) + return false; + + if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() ) + return false; + + return true; + } + + // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens + if(HasAura(SPELL_AURA_PLAYER_INACTIVE)) + return false; + + uint64 victim_guid = 0; + uint32 victim_rank = 0; + uint32 rank_diff = 0; + time_t now = time(NULL); + + // need call before fields update to have chance move yesterday data to appropriate fields before today data change. + UpdateHonorFields(); + + // do not reward honor in arenas, but return true to enable onkill spellproc + if(InBattleGround() && GetBattleGround() && GetBattleGround()->isArena()) + return true; + + if(honor <= 0) + { + if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT)) + return false; + + victim_guid = uVictim->GetGUID(); + + if( uVictim->GetTypeId() == TYPEID_PLAYER ) + { + Player *pVictim = (Player *)uVictim; + + if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() ) + return false; + + float f = 1; //need for total kills (?? need more info) + uint32 k_grey = 0; + uint32 k_level = getLevel(); + uint32 v_level = pVictim->getLevel(); + + { + // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION + // [0] Just name + // [1..14] Alliance honor titles and player name + // [15..28] Horde honor titles and player name + // [29..38] Other title and player name + // [39+] Nothing + uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE); + // Get Killer titles, CharTitlesEntry::bit_index + // Ranks: + // title[1..14] -> rank[5..18] + // title[15..28] -> rank[5..18] + // title[other] -> 0 + if (victim_title == 0) + victim_guid = 0; // Don't show HK: <rank> message, only log. + else if (victim_title < 15) + victim_rank = victim_title + 4; + else if (victim_title < 29) + victim_rank = victim_title - 14 + 4; + else + victim_guid = 0; // Don't show HK: <rank> message, only log. + } + + k_grey = Trinity::XP::GetGrayLevel(k_level); + + if(v_level<=k_grey) + return false; + + float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey))); + + int32 v_rank =1; //need more info + + honor = ((f * diff_level * (190 + v_rank*10))/6); + honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer + + // count the number of playerkills in one day + ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true); + // and those in a lifetime + ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 1, true); + UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL); + UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, pVictim->getClass()); + UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, pVictim->getRace()); + } + else + { + Creature *cVictim = (Creature *)uVictim; + + if (!cVictim->isRacialLeader()) + return false; + + honor = 100; // ??? need more info + victim_rank = 19; // HK: Leader + } + } + + if (uVictim != NULL) + { + honor *= sWorld.getRate(RATE_HONOR); + + if(groupsize > 1) + honor /= groupsize; + + // apply honor multiplier from aura (not stacking-get highest) + honor = int32(float(honor) * (float(GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN_PCT))+100.0f)/100.0f); + honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor + } + + // honor - for show honor points in log + // victim_guid - for show victim name in log + // victim_rank [1..4] HK: <dishonored rank> + // victim_rank [5..19] HK: <alliance\horde rank> + // victim_rank [0,20+] HK: <> + WorldPacket data(SMSG_PVP_CREDIT,4+8+4); + data << (uint32) honor; + data << (uint64) victim_guid; + data << (uint32) victim_rank; + + GetSession()->SendPacket(&data); + + // add honor points + ModifyHonorPoints(int32(honor)); + + ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true); + + if( sWorld.getConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken ) + { + if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT)) + return true; + + if(uVictim->GetTypeId() == TYPEID_PLAYER) + { + // Check if allowed to receive it in current map + uint8 MapType = sWorld.getConfig(CONFIG_PVP_TOKEN_MAP_TYPE); + if( (MapType == 1 && !InBattleGround() && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) + || (MapType == 2 && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) + || (MapType == 3 && !InBattleGround()) ) + return true; + + uint32 noSpaceForCount = 0; + uint32 itemId = sWorld.getConfig(CONFIG_PVP_TOKEN_ID); + int32 count = sWorld.getConfig(CONFIG_PVP_TOKEN_COUNT); + + // check space and find places + ItemPosCountVec dest; + uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, count, &noSpaceForCount ); + if( msg != EQUIP_ERR_OK ) // convert to possible store amount + count = noSpaceForCount; + + if( count == 0 || dest.empty()) // can't add any + { + // -- TODO: Send to mailbox if no space + ChatHandler(this).PSendSysMessage("You don't have any space in your bags for a token."); + return true; + } + + Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId)); + SendNewItem(item,count,true,false); + ChatHandler(this).PSendSysMessage("You have been awarded a token for slaying another player."); + } + } + + return true; +} + +void Player::ModifyHonorPoints(int32 value) +{ + if(value < 0) + { + if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS)) + SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value); + else + SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0); + } + else + SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS)); +} + +void Player::ModifyArenaPoints(int32 value) +{ + if(value < 0) + { + if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS)) + SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value); + else + SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0); + } + else + SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS)); +} + +uint32 Player::GetGuildIdFromDB(uint64 guid) +{ + QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid)); + if(!result) + return 0; + + uint32 id = result->Fetch()[0].GetUInt32(); + return id; +} + +uint32 Player::GetRankFromDB(uint64 guid) +{ + QueryResult_AutoPtr result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) ); + if( result ) + { + uint32 v = result->Fetch()[0].GetUInt32(); + return v; + } + else + return 0; +} + +uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type) +{ + QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", GUID_LOPART(guid), type); + if(!result) + return 0; + + uint32 id = (*result)[0].GetUInt32(); + return id; +} + +uint32 Player::GetZoneIdFromDB(uint64 guid) +{ + uint32 guidLow = GUID_LOPART(guid); + QueryResult_AutoPtr result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow ); + if (!result) + return 0; + Field* fields = result->Fetch(); + uint32 zone = fields[0].GetUInt32(); + + if (!zone) + { + // stored zone is zero, use generic and slow zone detection + result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow); + if( !result ) + return 0; + fields = result->Fetch(); + uint32 map = fields[0].GetUInt32(); + float posx = fields[1].GetFloat(); + float posy = fields[2].GetFloat(); + float posz = fields[3].GetFloat(); + + zone = MapManager::Instance().GetZoneId(map,posx,posy,posz); + + if (zone > 0) + CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow); + } + + return zone; +} + +uint32 Player::GetLevelFromDB(uint64 guid) +{ + QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid)); + if (!result) + return 0; + + Field* fields = result->Fetch(); + uint8 level = fields[0].GetUInt8(); + + return level; +} + +void Player::UpdateArea(uint32 newArea) +{ + // FFA_PVP flags are area and not zone id dependent + // so apply them accordingly + m_areaUpdateId = newArea; + + AreaTableEntry const* area = GetAreaEntryByAreaID(newArea); + pvpInfo.inFFAPvPArea = area && (area->flags & AREA_FLAG_ARENA); + UpdatePvPState(true); + + UpdateAreaDependentAuras(newArea); +} + +void Player::UpdateZone(uint32 newZone, uint32 newArea) +{ + if (m_zoneUpdateId != newZone) + { + sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId); + sOutdoorPvPMgr.HandlePlayerEnterZone(this, newZone); + SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange... + } + + m_zoneUpdateId = newZone; + m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL; + + // zone changed, so area changed as well, update it + UpdateArea(newArea); + + AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone); + if (!zone) + return; + + if (sWorld.getConfig(CONFIG_WEATHER)) + { + Weather *wth = sWorld.FindWeather(zone->ID); + if (wth) + wth->SendWeatherUpdateToPlayer(this); + else + { + if (!sWorld.AddWeather(zone->ID)) + { + // send fine weather packet to remove old zone's weather + Weather::SendFineWeatherUpdateToPlayer(this); + } + } + } + + // in PvP, any not controlled zone (except zone->team == 6, default case) + // in PvE, only opposition team capital + switch (zone->team) + { + case AREATEAM_ALLY: + pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL); + break; + case AREATEAM_HORDE: + pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL); + break; + case AREATEAM_NONE: + // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this + pvpInfo.inHostileArea = sWorld.IsPvPRealm() || InBattleGround() || zone->flags & AREA_FLAG_OUTDOOR_PVP; + break; + default: // 6 in fact + pvpInfo.inHostileArea = false; + break; + } + + pvpInfo.inNoPvPArea = false; + if(zone->IsSanctuary()) // in sanctuary + { + SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY); + pvpInfo.inNoPvPArea = true; + CombatStopWithPets(); + } + else + RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY); + + if(zone->flags & AREA_FLAG_CAPITAL) // in capital city + { + SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); + SetRestType(REST_TYPE_IN_CITY); + InnEnter(time(0),GetMapId(),0,0,0); + pvpInfo.inNoPvPArea = true; + } + else // anywhere else + { + if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently) + { + if(GetRestType() == REST_TYPE_IN_TAVERN) // has been in tavern. Is still in? + { + if(GetMapId() != GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40) + { + RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); + SetRestType(REST_TYPE_NO); + } + } + else // not in tavern (leave city then) + { + RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); + SetRestType(REST_TYPE_NO); + } + } + } + + UpdatePvPState(); + + // remove items with area/map limitations (delete only for alive player to allow back in ghost mode) + // if player resurrected at teleport this will be applied in resurrect code + if (isAlive()) + DestroyZoneLimitedItem(true, newZone); + + // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example) + AutoUnequipOffhandIfNeed(); + + // recent client version not send leave/join channel packets for built-in local channels + UpdateLocalChannels(newZone); + + // group update + if (GetGroup()) + SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE); + + UpdateZoneDependentAuras(newZone); +} + +//If players are too far way of duel flag... then player loose the duel +void Player::CheckDuelDistance(time_t currTime) +{ + if (!duel) + return; + + uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER); + GameObject* obj = GetMap()->GetGameObject(duelFlagGUID); + if (!obj) + return; + + if (duel->outOfBound == 0) + { + if (!IsWithinDistInMap(obj, 50)) + { + duel->outOfBound = currTime; + + WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0); + GetSession()->SendPacket(&data); + } + } + else + { + if (IsWithinDistInMap(obj, 40)) + { + duel->outOfBound = 0; + + WorldPacket data(SMSG_DUEL_INBOUNDS, 0); + GetSession()->SendPacket(&data); + } + else if (currTime >= (duel->outOfBound+10)) + DuelComplete(DUEL_FLED); + } +} + +bool Player::IsOutdoorPvPActive() +{ + return isAlive() && !HasInvisibilityAura() && !HasStealthAura() && (IsPvP() || sWorld.IsPvPRealm()) && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && !isInFlight(); +} + +void Player::DuelComplete(DuelCompleteType type) +{ + // duel not requested + if (!duel) + return; + + sLog.outDebug("Duel Complete %s %s", GetName(), duel->opponent->GetName()); + + WorldPacket data(SMSG_DUEL_COMPLETE, (1)); + data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0); + GetSession()->SendPacket(&data); + duel->opponent->GetSession()->SendPacket(&data); + + if (type != DUEL_INTERUPTED) + { + data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size + data << uint8(type == DUEL_WON ? 0 : 1); // 0 = just won; 1 = fled + data << duel->opponent->GetName(); + data << GetName(); + SendMessageToSet(&data,true); + } + + switch (type) + { + case DUEL_FLED: + // if initiator and opponent are on the same team + // or initiator and opponent are not PvP enabled, forcibly stop attacking + if (duel->initiator->GetTeam() == duel->opponent->GetTeam()) + { + duel->initiator->AttackStop(); + duel->opponent->AttackStop(); + } + else + { + if (!duel->initiator->IsPvP()) + duel->initiator->AttackStop(); + if (!duel->opponent->IsPvP()) + duel->opponent->AttackStop(); + } + break; + case DUEL_WON: + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1); + if (duel->opponent) + { + duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1); + + //Credit for quest Death's Challenge + if (getClass() == CLASS_DEATH_KNIGHT && duel->opponent->GetQuestStatus(12733) == QUEST_STATUS_INCOMPLETE) + duel->opponent->CastSpell(duel->opponent, 52994, true); + } + break; + } + + //Remove Duel Flag object + GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER)); + if(obj) + duel->initiator->RemoveGameObject(obj,true); + + /* remove auras */ + AuraApplicationMap &itsAuras = duel->opponent->GetAppliedAuras(); + for (AuraApplicationMap::iterator i = itsAuras.begin(); i != itsAuras.end();) + { + Aura const * aura = i->second->GetBase(); + if (!i->second->IsPositive() && aura->GetCasterGUID() == GetGUID() && aura->GetApplyTime() >= duel->startTime) + duel->opponent->RemoveAura(i); + else + ++i; + } + + AuraApplicationMap &myAuras = GetAppliedAuras(); + for (AuraApplicationMap::iterator i = myAuras.begin(); i != myAuras.end();) + { + Aura const * aura = i->second->GetBase(); + if (!i->second->IsPositive() && aura->GetCasterGUID() == duel->opponent->GetGUID() && aura->GetApplyTime() >= duel->startTime) + RemoveAura(i); + else + ++i; + } + + // cleanup combo points + if(GetComboTarget()==duel->opponent->GetGUID()) + ClearComboPoints(); + else if(GetComboTarget()==duel->opponent->GetPetGUID()) + ClearComboPoints(); + + if(duel->opponent->GetComboTarget()==GetGUID()) + duel->opponent->ClearComboPoints(); + else if(duel->opponent->GetComboTarget()==GetPetGUID()) + duel->opponent->ClearComboPoints(); + + // Honor points after duel (the winner) - ImpConfig + if(uint32 amount = sWorld.getConfig(CONFIG_HONOR_AFTER_DUEL)) + duel->opponent->RewardHonor(NULL,1,amount); + + //cleanups + SetUInt64Value(PLAYER_DUEL_ARBITER, 0); + SetUInt32Value(PLAYER_DUEL_TEAM, 0); + duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0); + duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0); + + delete duel->opponent->duel; + duel->opponent->duel = NULL; + delete duel; + duel = NULL; +} + +//---------------------------------------------------------// + +void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply) +{ + if(slot >= INVENTORY_SLOT_BAG_END || !item) + return; + + ItemPrototype const *proto = item->GetProto(); + + if (!proto) + return; + + if (proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items + CorrectMetaGemEnchants(slot, apply); + + // not apply/remove mods for broken item + if (item->IsBroken()) + return; + + sLog.outDetail("applying mods for item %u ",item->GetGUIDLow()); + + uint8 attacktype = Player::GetAttackBySlot(slot); + + // check disarm only on mod apply to allow remove item mods + if (!CanUseAttackType(attacktype) ) + return; + + if (attacktype < MAX_ATTACK) + _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply); + + _ApplyItemBonuses(proto,slot,apply); + + if (slot==EQUIPMENT_SLOT_RANGED) + _ApplyAmmoBonuses(); + + ApplyItemEquipSpell(item,apply); + ApplyEnchantment(item, apply); + + sLog.outDebug("_ApplyItemMods complete."); +} + +void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, bool only_level_scale /*= false*/) +{ + if (slot >= INVENTORY_SLOT_BAG_END || !proto) + return; + + ScalingStatDistributionEntry const *ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL; + if (only_level_scale && !ssd) + return; + + // req. check at equip, but allow use for extended range if range limit max level, set proper level + uint32 ssd_level = getLevel(); + if (ssd && ssd_level > ssd->MaxLevel) + ssd_level = ssd->MaxLevel; + + ScalingStatValuesEntry const *ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL; + if (only_level_scale && !ssv) + return; + + for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i) + { + uint32 statType = 0; + int32 val = 0; + // If set ScalingStatDistribution need get stats and values from it + if (ssd && ssv) + { + if (ssd->StatMod[i] < 0) + continue; + statType = ssd->StatMod[i]; + val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000; + } + else + { + if (i >= proto->StatsCount) + continue; + statType = proto->ItemStat[i].ItemStatType; + val = proto->ItemStat[i].ItemStatValue; + } + + if(val == 0) + continue; + + switch (statType) + { + case ITEM_MOD_MANA: + HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply); + break; + case ITEM_MOD_HEALTH: // modify HP + HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply); + break; + case ITEM_MOD_AGILITY: // modify agility + HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply); + ApplyStatBuffMod(STAT_AGILITY, float(val), apply); + break; + case ITEM_MOD_STRENGTH: //modify strength + HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply); + ApplyStatBuffMod(STAT_STRENGTH, float(val), apply); + break; + case ITEM_MOD_INTELLECT: //modify intellect + HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply); + ApplyStatBuffMod(STAT_INTELLECT, float(val), apply); + break; + case ITEM_MOD_SPIRIT: //modify spirit + HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply); + ApplyStatBuffMod(STAT_SPIRIT, float(val), apply); + break; + case ITEM_MOD_STAMINA: //modify stamina + HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply); + ApplyStatBuffMod(STAT_STAMINA, float(val), apply); + break; + case ITEM_MOD_DEFENSE_SKILL_RATING: + ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply); + break; + case ITEM_MOD_DODGE_RATING: + ApplyRatingMod(CR_DODGE, int32(val), apply); + break; + case ITEM_MOD_PARRY_RATING: + ApplyRatingMod(CR_PARRY, int32(val), apply); + break; + case ITEM_MOD_BLOCK_RATING: + ApplyRatingMod(CR_BLOCK, int32(val), apply); + break; + case ITEM_MOD_HIT_MELEE_RATING: + ApplyRatingMod(CR_HIT_MELEE, int32(val), apply); + break; + case ITEM_MOD_HIT_RANGED_RATING: + ApplyRatingMod(CR_HIT_RANGED, int32(val), apply); + break; + case ITEM_MOD_HIT_SPELL_RATING: + ApplyRatingMod(CR_HIT_SPELL, int32(val), apply); + break; + case ITEM_MOD_CRIT_MELEE_RATING: + ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply); + break; + case ITEM_MOD_CRIT_RANGED_RATING: + ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply); + break; + case ITEM_MOD_CRIT_SPELL_RATING: + ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply); + break; + case ITEM_MOD_HIT_TAKEN_MELEE_RATING: + ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply); + break; + case ITEM_MOD_HIT_TAKEN_RANGED_RATING: + ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply); + break; + case ITEM_MOD_HIT_TAKEN_SPELL_RATING: + ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply); + break; + case ITEM_MOD_CRIT_TAKEN_MELEE_RATING: + ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply); + break; + case ITEM_MOD_CRIT_TAKEN_RANGED_RATING: + ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply); + break; + case ITEM_MOD_CRIT_TAKEN_SPELL_RATING: + ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply); + break; + case ITEM_MOD_HASTE_MELEE_RATING: + ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply); + break; + case ITEM_MOD_HASTE_RANGED_RATING: + ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply); + break; + case ITEM_MOD_HASTE_SPELL_RATING: + ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply); + break; + case ITEM_MOD_HIT_RATING: + ApplyRatingMod(CR_HIT_MELEE, int32(val), apply); + ApplyRatingMod(CR_HIT_RANGED, int32(val), apply); + ApplyRatingMod(CR_HIT_SPELL, int32(val), apply); + break; + case ITEM_MOD_CRIT_RATING: + ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply); + ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply); + ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply); + break; + case ITEM_MOD_HIT_TAKEN_RATING: + ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply); + ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply); + ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply); + break; + case ITEM_MOD_CRIT_TAKEN_RATING: + ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply); + ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply); + ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply); + break; + case ITEM_MOD_RESILIENCE_RATING: + ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply); + ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply); + ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply); + break; + case ITEM_MOD_HASTE_RATING: + ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply); + ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply); + ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply); + break; + case ITEM_MOD_EXPERTISE_RATING: + ApplyRatingMod(CR_EXPERTISE, int32(val), apply); + break; + case ITEM_MOD_ATTACK_POWER: + HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply); + HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); + break; + case ITEM_MOD_RANGED_ATTACK_POWER: + HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply); + break; +// case ITEM_MOD_FERAL_ATTACK_POWER: +// ApplyFeralAPBonus(int32(val), apply); +// break; + case ITEM_MOD_MANA_REGENERATION: + ApplyManaRegenBonus(int32(val), apply); + break; + case ITEM_MOD_ARMOR_PENETRATION_RATING: + ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply); + break; + case ITEM_MOD_SPELL_POWER: + ApplySpellPowerBonus(int32(val), apply); + break; + case ITEM_MOD_HEALTH_REGEN: + ApplyHealthRegenBonus(int32(val), apply); + break; + // depricated item mods + case ITEM_MOD_SPELL_HEALING_DONE: + case ITEM_MOD_SPELL_DAMAGE_DONE: + break; + } + } + + // Apply Spell Power from ScalingStatValue if set + if(ssv) + { + if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue)) + ApplySpellPowerBonus(spellbonus, apply); + } + + // If set ScalingStatValue armor get it or use item armor + uint32 armor = proto->Armor; + if (ssv) + { + if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue)) + armor = ssvarmor; + } + + if (armor) + { + UnitModifierType modType = TOTAL_VALUE; + if (proto->Class == ITEM_CLASS_ARMOR) + { + switch (proto->SubClass) + { + case ITEM_SUBCLASS_ARMOR_CLOTH: + case ITEM_SUBCLASS_ARMOR_LEATHER: + case ITEM_SUBCLASS_ARMOR_MAIL: + case ITEM_SUBCLASS_ARMOR_PLATE: + case ITEM_SUBCLASS_ARMOR_SHIELD: + modType = BASE_VALUE; + break; + } + } + HandleStatModifier(UNIT_MOD_ARMOR, modType, float(armor), apply); + } + + // Add armor bonus from ArmorDamageModifier if > 0 + if (proto->ArmorDamageModifier > 0) + HandleStatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(proto->ArmorDamageModifier), apply); + + if (proto->Block) + HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply); + + if (proto->HolyRes) + HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply); + + if (proto->FireRes) + HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply); + + if (proto->NatureRes) + HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply); + + if (proto->FrostRes) + HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply); + + if (proto->ShadowRes) + HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply); + + if (proto->ArcaneRes) + HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply); + + WeaponAttackType attType = BASE_ATTACK; + float damage = 0.0f; + + if( slot == EQUIPMENT_SLOT_RANGED && ( + proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN || + proto->InventoryType == INVTYPE_RANGEDRIGHT )) + { + attType = RANGED_ATTACK; + } + else if(slot==EQUIPMENT_SLOT_OFFHAND) + { + attType = OFF_ATTACK; + } + + float minDamage = proto->Damage[0].DamageMin; + float maxDamage = proto->Damage[0].DamageMax; + int32 extraDPS = 0; + // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage + if (ssv) + { + if ((extraDPS = ssv->getDPSMod(proto->ScalingStatValue))) + { + float average = extraDPS * proto->Delay / 1000.0f; + minDamage = 0.7f * average; + maxDamage = 1.3f * average; + } + } + if (minDamage > 0 ) + { + damage = apply ? minDamage : BASE_MINDAMAGE; + SetBaseWeaponDamage(attType, MINDAMAGE, damage); + //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE)); + } + + if (maxDamage > 0 ) + { + damage = apply ? maxDamage : BASE_MAXDAMAGE; + SetBaseWeaponDamage(attType, MAXDAMAGE, damage); + } + + // Apply feral bonus from ScalingStatValue if set + if (ssv) + { + if (int32 feral_bonus = ssv->getFeralBonus(proto->ScalingStatValue)) + ApplyFeralAPBonus(feral_bonus, apply); + } + // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue) + if(getClass() == CLASS_DRUID) + { + int32 feral_bonus = proto->getFeralBonus(extraDPS); + if (feral_bonus > 0) + ApplyFeralAPBonus(feral_bonus, apply); + } + + if(IsInFeralForm() || !CanUseAttackType(attType)) + return; + + if (proto->Delay) + { + if(slot == EQUIPMENT_SLOT_RANGED) + SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); + else if(slot==EQUIPMENT_SLOT_MAINHAND) + SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); + else if(slot==EQUIPMENT_SLOT_OFFHAND) + SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); + } + + if(CanModifyStats() && (damage || proto->Delay)) + UpdateDamagePhysical(attType); +} + +void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply) +{ + AuraEffectList const& auraCritList = GetAuraEffectsByType(SPELL_AURA_MOD_WEAPON_CRIT_PERCENT); + for (AuraEffectList::const_iterator itr = auraCritList.begin(); itr!=auraCritList.end(); ++itr) + _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply); + + AuraEffectList const& auraDamageFlatList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE); + for (AuraEffectList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end(); ++itr) + _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply); + + AuraEffectList const& auraDamagePCTList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE); + for (AuraEffectList::const_iterator itr = auraDamagePCTList.begin(); itr!=auraDamagePCTList.end(); ++itr) + _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply); +} + +void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply) +{ + // generic not weapon specific case processes in aura code + if (aura->GetSpellProto()->EquippedItemClass == -1) + return; + + BaseModGroup mod = BASEMOD_END; + switch (attackType) + { + case BASE_ATTACK: mod = CRIT_PERCENTAGE; break; + case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break; + case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break; + default: return; + } + + if (!item->IsBroken()&&item->IsFitToSpellRequirements(aura->GetSpellProto())) + HandleBaseModValue(mod, FLAT_MOD, float (aura->GetAmount()), apply); +} + +void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply) +{ + //don't apply mod if item is broken + if (item->IsBroken()) + return; + + // ignore spell mods for not wands + if ((aura->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) == 0 && (getClassMask() & CLASSMASK_WAND_USERS) == 0) + return; + + // generic not weapon specific case processes in aura code + if (aura->GetSpellProto()->EquippedItemClass == -1) + return; + + UnitMods unitMod = UNIT_MOD_END; + switch (attackType) + { + case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break; + case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break; + case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break; + default: return; + } + + UnitModifierType unitModType = TOTAL_VALUE; + switch (aura->GetAuraType()) + { + case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break; + case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break; + default: return; + } + + if (!item->IsBroken()&&item->IsFitToSpellRequirements(aura->GetSpellProto())) + { + HandleStatModifier(unitMod, unitModType, float(aura->GetAmount()),apply); + + if (unitModType == TOTAL_PCT) + ApplyModSignedFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT,aura->GetAmount()/100.0f,apply); + else + ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS,aura->GetAmount(),apply); + } +} + +void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change) +{ + if(!item) + return; + + ItemPrototype const *proto = item->GetProto(); + if(!proto) + return; + + for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) + { + _Spell const& spellData = proto->Spells[i]; + + // no spell + if (!spellData.SpellId) + continue; + + // wrong triggering type + if (apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP) + continue; + + // check if it is valid spell + SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId); + if (!spellproto) + continue; + + ApplyEquipSpell(spellproto,item,apply,form_change); + } +} + +void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change) +{ + if (apply) + { + // Cannot be used in this stance/form + if (GetErrorAtShapeshiftedCast(spellInfo, m_form) != SPELL_CAST_OK) + return; + + if (form_change) // check aura active state from other form + { + AuraApplicationMap const& auras = GetAppliedAuras(); + for (AuraApplicationMap::const_iterator itr = auras.lower_bound(spellInfo->Id); itr != auras.upper_bound(spellInfo->Id); ++itr) + if (!item || itr->second->GetBase()->GetCastItemGUID() == item->GetGUID()) + return; + } + + DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id); + + CastSpell(this,spellInfo,true,item); + } + else + { + if(form_change) // check aura compatibility + { + // Cannot be used in this stance/form + if(GetErrorAtShapeshiftedCast(spellInfo, m_form)==SPELL_CAST_OK) + return; // and remove only not compatible at form change + } + + if (item) + RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells, not only at-equipped + else + RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case) + } +} + +void Player::UpdateEquipSpellsAtFormChange() +{ + for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) + { + if(m_items[i] && !m_items[i]->IsBroken()) + { + ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form + ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active + } + } + + // item set bonuses not dependent from item broken state + for (size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex) + { + ItemSetEffect* eff = ItemSetEff[setindex]; + if(!eff) + continue; + + for (uint32 y=0; y<8; ++y) + { + SpellEntry const* spellInfo = eff->spells[y]; + if(!spellInfo) + continue; + + ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form + ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active + } + } +} +void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx) +{ + if (!target || !target->isAlive() || target == this) + return; + + for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) + { + // If usable, try to cast item spell + if (Item * item = GetItemByPos(INVENTORY_SLOT_BAG_0,i)) + if (!item->IsBroken()) + if (ItemPrototype const *proto = item->GetProto()) + { + // Additional check for weapons + if (proto->Class == ITEM_CLASS_WEAPON) + { + // offhand item cannot proc from main hand hit etc + EquipmentSlots slot; + switch (attType) + { + case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break; + case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break; + case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break; + default: slot = EQUIPMENT_SLOT_END; break; + } + if (slot != i) + continue; + // Check if item is useable (forms or disarm) + if (attType == BASE_ATTACK) + if (!IsUseEquipedWeapon(true)) + continue; + } + CastItemCombatSpell(target, attType, procVictim, procEx, item, proto); + } + } +} + +void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemPrototype const * proto) +{ + // Can do effect if any damage done to target + if (procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE) + //if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE) + { + for (uint8 i = 0; i < 5; ++i) + { + _Spell const& spellData = proto->Spells[i]; + + // no spell + if (!spellData.SpellId) + continue; + + // wrong triggering type + if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT) + continue; + + SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId); + if (!spellInfo) + { + sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId); + continue; + } + + // not allow proc extra attack spell at extra attack + if (m_extraAttacks && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_ADD_EXTRA_ATTACKS)) + return; + + float chance = spellInfo->procChance; + + if (spellData.SpellPPMRate) + { + if (spellData.SpellId == 52781) // Persuasive Strike + { + switch (target->GetEntry()) + { + default: + return; + case 28939: + case 28940: + case 28610: + break; + } + } + uint32 WeaponSpeed = GetAttackTime(attType); + chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate, spellInfo); + } + else if (chance > 100.0f) + { + chance = GetWeaponProcChance(); + } + + if (roll_chance_f(chance)) + CastSpell(target, spellInfo->Id, true, item); + } + } + + // item combat enchantments + for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot) + { + uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot)); + SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); + if(!pEnchant) continue; + for (uint8 s = 0; s < 3; ++s) + { + if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL) + continue; + + SpellEnchantProcEntry const* entry = spellmgr.GetSpellEnchantProcEvent(enchant_id); + + if (entry && entry->procEx) + { + // Check hit/crit/dodge/parry requirement + if((entry->procEx & procEx) == 0) + continue; + } + else + { + // Can do effect if any damage done to target + if (!(procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)) + //if (!(damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)) + continue; + } + + SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]); + if (!spellInfo) + { + sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]); + continue; + } + + float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance(); + + if (entry) + { + if(entry->PPMChance) + chance = GetPPMProcChance(proto->Delay, entry->PPMChance, spellInfo); + else if(entry->customChance) + chance = entry->customChance; + } + + // Apply spell mods + ApplySpellMod(pEnchant->spellid[s],SPELLMOD_CHANCE_OF_SUCCESS,chance); + + if (roll_chance_f(chance)) + { + if(IsPositiveSpell(pEnchant->spellid[s])) + CastSpell(this, pEnchant->spellid[s], true, item); + else + CastSpell(target, pEnchant->spellid[s], true, item); + } + } + } +} + +void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex) +{ + ItemPrototype const* proto = item->GetProto(); + // special learning case + if (proto->Spells[0].SpellId == 483 || proto->Spells[0].SpellId == 55884) + { + uint32 learn_spell_id = proto->Spells[0].SpellId; + uint32 learning_spell_id = proto->Spells[1].SpellId; + + SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id); + if (!spellInfo) + { + sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id); + SendEquipError(EQUIP_ERR_NONE,item,NULL); + return; + } + + Spell *spell = new Spell(this, spellInfo,false); + spell->m_CastItem = item; + spell->m_cast_count = cast_count; //set count of casts + spell->m_currentBasePoints[0] = learning_spell_id; + spell->prepare(&targets); + return; + } + + // use triggered flag only for items with many spell casts and for not first cast + uint8 count = 0; + + // item spells casted at use + for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) + { + _Spell const& spellData = proto->Spells[i]; + + // no spell + if (!spellData.SpellId) + continue; + + // wrong triggering type + if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE) + continue; + + SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId); + if(!spellInfo) + { + sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId); + continue; + } + + Spell *spell = new Spell(this, spellInfo, (count > 0)); + spell->m_CastItem = item; + spell->m_cast_count = cast_count; // set count of casts + spell->m_glyphIndex = glyphIndex; // glyph index + spell->prepare(&targets); + + ++count; + } + + // Item enchantments spells casted at use + for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot) + { + uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot)); + SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); + if (!pEnchant) + continue; + for (uint8 s = 0; s < 3; ++s) + { + if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_USE_SPELL) + continue; + + SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]); + if (!spellInfo) + { + sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]); + continue; + } + + Spell *spell = new Spell(this, spellInfo, (count > 0)); + spell->m_CastItem = item; + spell->m_cast_count = cast_count; // set count of casts + spell->m_glyphIndex = glyphIndex; // glyph index + spell->prepare(&targets); + + ++count; + } + } +} + +void Player::_RemoveAllItemMods() +{ + sLog.outDebug("_RemoveAllItemMods start."); + + for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) + { + if (m_items[i]) + { + ItemPrototype const *proto = m_items[i]->GetProto(); + if (!proto) + continue; + + // item set bonuses not dependent from item broken state + if (proto->ItemSet) + RemoveItemsSetItem(this,proto); + + if (m_items[i]->IsBroken()) + continue; + + ApplyItemEquipSpell(m_items[i], false); + ApplyEnchantment(m_items[i], false); + } + } + + for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) + { + if (m_items[i]) + { + if (m_items[i]->IsBroken()) + continue; + ItemPrototype const *proto = m_items[i]->GetProto(); + if (!proto) + continue; + + uint32 attacktype = Player::GetAttackBySlot(i); + if (attacktype < MAX_ATTACK) + _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false); + + _ApplyItemBonuses(proto,i, false); + + if (i == EQUIPMENT_SLOT_RANGED) + _ApplyAmmoBonuses(); + } + } + + sLog.outDebug("_RemoveAllItemMods complete."); +} + +void Player::_ApplyAllItemMods() +{ + sLog.outDebug("_ApplyAllItemMods start."); + + for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) + { + if (m_items[i]) + { + if (m_items[i]->IsBroken()) + continue; + + ItemPrototype const *proto = m_items[i]->GetProto(); + if (!proto) + continue; + + uint32 attacktype = Player::GetAttackBySlot(i); + if (attacktype < MAX_ATTACK) + _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true); + + _ApplyItemBonuses(proto,i, true); + + if (i == EQUIPMENT_SLOT_RANGED) + _ApplyAmmoBonuses(); + } + } + + for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) + { + if (m_items[i]) + { + ItemPrototype const *proto = m_items[i]->GetProto(); + if (!proto) + continue; + + // item set bonuses not dependent from item broken state + if (proto->ItemSet) + AddItemsSetItem(this,m_items[i]); + + if (m_items[i]->IsBroken()) + continue; + + ApplyItemEquipSpell(m_items[i],true); + ApplyEnchantment(m_items[i], true); + } + } + + sLog.outDebug("_ApplyAllItemMods complete."); +} + +void Player::_ApplyAllLevelScaleItemMods(bool apply) +{ + for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i) + { + if (m_items[i]) + { + if (m_items[i]->IsBroken()) + continue; + + ItemPrototype const *proto = m_items[i]->GetProto(); + if (!proto) + continue; + + _ApplyItemBonuses(proto,i, apply, true); + } + } +} + +void Player::_ApplyAmmoBonuses() +{ + // check ammo + uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID); + if (!ammo_id) + return; + + float currentAmmoDPS; + + ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id ); + if (!ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto)) + currentAmmoDPS = 0.0f; + else + currentAmmoDPS = (ammo_proto->Damage[0].DamageMin + ammo_proto->Damage[0].DamageMax) / 2; + + if (currentAmmoDPS == GetAmmoDPS()) + return; + + m_ammoDPS = currentAmmoDPS; + + if (CanModifyStats()) + UpdateDamagePhysical(RANGED_ATTACK); +} + +bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const +{ + if (!ammo_proto) + return false; + + // check ranged weapon + Item *weapon = GetWeaponForAttack( RANGED_ATTACK ); + if (!weapon || weapon->IsBroken()) + return false; + + ItemPrototype const* weapon_proto = weapon->GetProto(); + if (!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON ) + return false; + + // check ammo ws. weapon compatibility + switch (weapon_proto->SubClass) + { + case ITEM_SUBCLASS_WEAPON_BOW: + case ITEM_SUBCLASS_WEAPON_CROSSBOW: + if (ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW) + return false; + break; + case ITEM_SUBCLASS_WEAPON_GUN: + if (ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET) + return false; + break; + default: + return false; + } + + return true; +} + +/* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable + Called by remove insignia spell effect */ +void Player::RemovedInsignia(Player* looterPlr) +{ + if (!GetBattleGroundId()) + return; + + // If not released spirit, do it ! + if (m_deathTimer > 0) + { + m_deathTimer = 0; + BuildPlayerRepop(); + RepopAtGraveyard(); + } + + Corpse *corpse = GetCorpse(); + if (!corpse) + return; + + // We have to convert player corpse to bones, not to be able to resurrect there + // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG + Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true); + if (!bones) + return; + + // Now we must make bones lootable, and send player loot + bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE); + + // We store the level of our player in the gold field + // We retrieve this information at Player::SendLoot() + bones->loot.gold = getLevel(); + bones->lootRecipient = looterPlr; + looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA); +} + +void Player::SendLootRelease( uint64 guid ) +{ + WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) ); + data << uint64(guid) << uint8(1); + SendDirectMessage( &data ); +} + +void Player::SendLoot(uint64 guid, LootType loot_type) +{ + if (uint64 lguid = GetLootGUID()) + m_session->DoLootRelease(lguid); + + Loot *loot = 0; + PermissionTypes permission = ALL_PERMISSION; + + sLog.outDebug("Player::SendLoot"); + if (IS_GAMEOBJECT_GUID(guid)) + { + sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)"); + GameObject *go = GetMap()->GetGameObject(guid); + + // not check distance for GO in case owned GO (fishing bobber case, for example) + // And permit out of range GO with no owner in case fishing hole + if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE))) + { + SendLootRelease(guid); + return; + } + + loot = &go->loot; + + if (go->getLootState() == GO_READY) + { + uint32 lootid = go->GetGOInfo()->GetLootId(); + + //TODO: fix this big hack + if((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S)) + if( BattleGround *bg = GetBattleGround()) + if(bg->GetTypeID() == BATTLEGROUND_AV) + if(!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(),GetTeam()))) + { + SendLootRelease(guid); + return; + } + + if (lootid) + { + sLog.outDebug(" if(lootid)"); + loot->clear(); + loot->FillLoot(lootid, LootTemplates_Gameobject, this, false, false, go->GetLootMode()); + } + + if (loot_type == LOOT_FISHING) + go->getFishLoot(loot,this); + + go->SetLootState(GO_ACTIVATED); + } + } + else if (IS_ITEM_GUID(guid)) + { + Item *item = GetItemByGuid(guid); + + if (!item) + { + SendLootRelease(guid); + return; + } + + loot = &item->loot; + + if (!item->m_lootGenerated) + { + item->m_lootGenerated = true; + loot->clear(); + + switch (loot_type) + { + case LOOT_DISENCHANTING: + loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true); + break; + case LOOT_PROSPECTING: + loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true); + break; + case LOOT_MILLING: + loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true); + break; + default: + loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true); + loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot); + break; + } + } + } + else if (IS_CORPSE_GUID(guid)) // remove insignia + { + Corpse *bones = ObjectAccessor::GetCorpse(*this, guid); + + if (!bones || !(loot_type == LOOT_CORPSE || loot_type == LOOT_INSIGNIA) || bones->GetType() != CORPSE_BONES) + { + SendLootRelease(guid); + return; + } + + loot = &bones->loot; + + if (!bones->lootForBody) + { + bones->lootForBody = true; + uint32 pLevel = bones->loot.gold; + bones->loot.clear(); + if (BattleGround *bg = GetBattleGround()) + if (bg->GetTypeID() == BATTLEGROUND_AV) + loot->FillLoot(1, LootTemplates_Creature, this, true); + // It may need a better formula + // Now it works like this: lvl10: ~6copper, lvl70: ~9silver + bones->loot.gold = uint32(urand(50, 150) * 0.016f * pow(float(pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY)); + } + + if (bones->lootRecipient != this) + permission = NONE_PERMISSION; + } + else + { + Creature *creature = GetMap()->GetCreature(guid); + + // must be in range and creature must be alive for pickpocket and must be dead for another loot + if (!creature || creature->isAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE)) + { + SendLootRelease(guid); + return; + } + + if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature)) + { + SendLootRelease(guid); + return; + } + + loot = &creature->loot; + + if (loot_type == LOOT_PICKPOCKETING) + { + if (!creature->lootForPickPocketed) + { + creature->lootForPickPocketed = true; + loot->clear(); + + if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId) + loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false); + + // Generate extra money for pick pocket loot + const uint32 a = urand(0, creature->getLevel()/2); + const uint32 b = urand(0, getLevel()/2); + loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY)); + } + } + else + { + // the player whose group may loot the corpse + Player *recipient = creature->GetLootRecipient(); + if (!recipient) + { + creature->SetLootRecipient(this); + recipient = this; + } + + if (creature->lootForPickPocketed) + { + creature->lootForPickPocketed = false; + loot->clear(); + } + + if (!creature->lootForBody) + { + creature->lootForBody = true; + loot->clear(); + + if (uint32 lootid = creature->GetCreatureInfo()->lootid) + loot->FillLoot(lootid, LootTemplates_Creature, recipient, false, false, creature->GetLootMode()); + + loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold); + + if (Group* group = recipient->GetGroup()) + { + group->UpdateLooterGuid(creature,true); + + switch (group->GetLootMethod()) + { + case GROUP_LOOT: + // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with quality<threshold, round robin + group->GroupLoot(recipient->GetGUID(), loot, creature); + break; + case NEED_BEFORE_GREED: + group->NeedBeforeGreed(recipient->GetGUID(), loot, creature); + break; + case MASTER_LOOT: + group->MasterLoot(recipient->GetGUID(), loot, creature); + break; + default: + break; + } + } + } + + // possible only if creature->lootForBody && loot->empty() at spell cast check + if (loot_type == LOOT_SKINNING) + { + loot->clear(); + loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false); + } + // set group rights only for loot_type != LOOT_SKINNING + else + { + if(Group* group = GetGroup()) + { + if (group == recipient->GetGroup()) + { + if (group->GetLootMethod() == FREE_FOR_ALL) + permission = ALL_PERMISSION; + else if (group->GetLooterGuid() == GetGUID()) + { + if (group->GetLootMethod() == MASTER_LOOT) + permission = MASTER_PERMISSION; + else + permission = ALL_PERMISSION; + } + else + permission = GROUP_PERMISSION; + } + else + permission = NONE_PERMISSION; + } + else if (recipient == this) + permission = ALL_PERMISSION; + else + permission = NONE_PERMISSION; + } + } + } + + SetLootGUID(guid); + + // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client + switch (loot_type) + { + case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break; + case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break; + default: break; + } + + // need know merged fishing/corpse loot type for achievements + loot->loot_type = loot_type; + + WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size + + data << uint64(guid); + data << uint8(loot_type); + data << LootView(*loot, this, permission); + + SendDirectMessage(&data); + + // add 'this' player as one of the players that are looting 'loot' + if (permission != NONE_PERMISSION) + loot->AddLooter(GetGUID()); + + if (loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid)) + SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); +} + +void Player::SendNotifyLootMoneyRemoved() +{ + WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0); + GetSession()->SendPacket( &data ); +} + +void Player::SendNotifyLootItemRemoved(uint8 lootSlot) +{ + WorldPacket data(SMSG_LOOT_REMOVED, 1); + data << uint8(lootSlot); + GetSession()->SendPacket( &data ); +} + +void Player::SendUpdateWorldState(uint32 Field, uint32 Value) +{ + WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8); + data << Field; + data << Value; + GetSession()->SendPacket(&data); +} + +void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid) +{ + // data depends on zoneid/mapid... + BattleGround* bg = GetBattleGround(); + uint16 NumberOfFields = 0; + uint32 mapid = GetMapId(); + OutdoorPvP * pvp = sOutdoorPvPMgr.GetOutdoorPvPToZoneId(zoneid); + + sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map: %u, Zone: %u", mapid, zoneid); + + // may be exist better way to do this... + switch (zoneid) + { + case 0: + case 1: + case 4: + case 8: + case 10: + case 11: + case 12: + case 36: + case 38: + case 40: + case 41: + case 51: + case 267: + case 1519: + case 1537: + case 2257: + case 2918: + NumberOfFields = 8; + break; + case 139: + NumberOfFields = 41; + break; + case 1377: + NumberOfFields = 15; + break; + case 2597: + NumberOfFields = 83; + break; + case 3277: + NumberOfFields = 16; + break; + case 3358: + case 3820: + NumberOfFields = 40; + break; + case 3483: + NumberOfFields = 27; + break; + case 3518: + NumberOfFields = 39; + break; + case 3519: + NumberOfFields = 38; + break; + case 3521: + NumberOfFields = 37; + break; + case 3698: + case 3702: + case 3968: + NumberOfFields = 11; + break; + case 4378: + NumberOfFields = 11; + break; + case 3703: + NumberOfFields = 11; + break; + case 4384: + NumberOfFields = 30; + break; + default: + NumberOfFields = 12; + break; + } + + WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8))); + data << uint32(mapid); // mapid + data << uint32(zoneid); // zone id + data << uint32(areaid); // area id, new 2.1.0 + data << uint16(NumberOfFields); // count of uint64 blocks + data << uint32(0x8d8) << uint32(0x0); // 1 + data << uint32(0x8d7) << uint32(0x0); // 2 + data << uint32(0x8d6) << uint32(0x0); // 3 + data << uint32(0x8d5) << uint32(0x0); // 4 + data << uint32(0x8d4) << uint32(0x0); // 5 + data << uint32(0x8d3) << uint32(0x0); // 6 + // 7 1 - Arena season in progress, 0 - end of season + data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS)); + // 8 Arena season id + data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID)); + + if(mapid == 530) // Outland + { + data << uint32(0x9bf) << uint32(0x0); // 7 + data << uint32(0x9bd) << uint32(0xF); // 8 + data << uint32(0x9bb) << uint32(0xF); // 9 + } + switch(zoneid) + { + case 1: + case 11: + case 12: + case 38: + case 40: + case 51: + case 1519: + case 1537: + case 2257: + break; + case 139: // EPL + { + if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_EP) + pvp->FillInitialWorldStates(data); + else + { + data << uint32(0x97a) << uint32(0x0); // 10 2426 + data << uint32(0x917) << uint32(0x0); // 11 2327 + data << uint32(0x918) << uint32(0x0); // 12 2328 + data << uint32(0x97b) << uint32(0x32); // 13 2427 + data << uint32(0x97c) << uint32(0x32); // 14 2428 + data << uint32(0x933) << uint32(0x1); // 15 2355 + data << uint32(0x946) << uint32(0x0); // 16 2374 + data << uint32(0x947) << uint32(0x0); // 17 2375 + data << uint32(0x948) << uint32(0x0); // 18 2376 + data << uint32(0x949) << uint32(0x0); // 19 2377 + data << uint32(0x94a) << uint32(0x0); // 20 2378 + data << uint32(0x94b) << uint32(0x0); // 21 2379 + data << uint32(0x932) << uint32(0x0); // 22 2354 + data << uint32(0x934) << uint32(0x0); // 23 2356 + data << uint32(0x935) << uint32(0x0); // 24 2357 + data << uint32(0x936) << uint32(0x0); // 25 2358 + data << uint32(0x937) << uint32(0x0); // 26 2359 + data << uint32(0x938) << uint32(0x0); // 27 2360 + data << uint32(0x939) << uint32(0x1); // 28 2361 + data << uint32(0x930) << uint32(0x1); // 29 2352 + data << uint32(0x93a) << uint32(0x0); // 30 2362 + data << uint32(0x93b) << uint32(0x0); // 31 2363 + data << uint32(0x93c) << uint32(0x0); // 32 2364 + data << uint32(0x93d) << uint32(0x0); // 33 2365 + data << uint32(0x944) << uint32(0x0); // 34 2372 + data << uint32(0x945) << uint32(0x0); // 35 2373 + data << uint32(0x931) << uint32(0x1); // 36 2353 + data << uint32(0x93e) << uint32(0x0); // 37 2366 + data << uint32(0x931) << uint32(0x1); // 38 2367 ?? grey horde not in dbc! send for consistency's sake, and to match field count + data << uint32(0x940) << uint32(0x0); // 39 2368 + data << uint32(0x941) << uint32(0x0); // 7 2369 + data << uint32(0x942) << uint32(0x0); // 8 2370 + data << uint32(0x943) << uint32(0x0); // 9 2371 + } + } + break; + case 1377: // Silithus + { + if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_SI) + pvp->FillInitialWorldStates(data); + else + { + // states are always shown + data << uint32(2313) << uint32(0x0); // 7 ally silityst gathered + data << uint32(2314) << uint32(0x0); // 8 horde silityst gathered + data << uint32(2317) << uint32(0x0); // 9 max silithyst + } + // dunno about these... aq opening event maybe? + data << uint32(2322) << uint32(0x0); // 10 sandworm N + data << uint32(2323) << uint32(0x0); // 11 sandworm S + data << uint32(2324) << uint32(0x0); // 12 sandworm SW + data << uint32(2325) << uint32(0x0); // 13 sandworm E + } + break; + case 2597: // AV + if (bg && bg->GetTypeID() == BATTLEGROUND_AV) + bg->FillInitialWorldStates(data); + else + { + data << uint32(0x7ae) << uint32(0x1); // 7 snowfall n + data << uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc + data << uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac + data << uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a + data << uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused + data << uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused + data << uint32(0x567) << uint32(0x1); // 13 frostwolfe c + data << uint32(0x566) << uint32(0x1); // 14 frostwolfw c + data << uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally + data << uint32(0x544) << uint32(0x0); // 16 ice grave a_a + data << uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c + data << uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c + data << uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a + data << uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a + data << uint32(0x574) << uint32(0x0); // 21 1396 unk + data << uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused + data << uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused + data << uint32(0x56f) << uint32(0x0); // 24 1391 unk + data << uint32(0x56e) << uint32(0x0); // 25 iceblood a + data << uint32(0x56d) << uint32(0x0); // 26 towerp a + data << uint32(0x56c) << uint32(0x0); // 27 frostwolfe a + data << uint32(0x56b) << uint32(0x0); // 28 froswolfw a + data << uint32(0x56a) << uint32(0x1); // 29 1386 unk + data << uint32(0x569) << uint32(0x1); // 30 iceblood c + data << uint32(0x568) << uint32(0x1); // 31 towerp c + data << uint32(0x565) << uint32(0x0); // 32 stoneh tower a + data << uint32(0x564) << uint32(0x0); // 33 icewing tower a + data << uint32(0x563) << uint32(0x0); // 34 dunn a + data << uint32(0x562) << uint32(0x0); // 35 duns a + data << uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused + data << uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused + data << uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused + data << uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused + data << uint32(0x55d) << uint32(0x0); // 40 stone tower d + data << uint32(0x3c6) << uint32(0x0); // 41 966 unk + data << uint32(0x3c4) << uint32(0x0); // 42 964 unk + data << uint32(0x3c2) << uint32(0x0); // 43 962 unk + data << uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c + data << uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c + data << uint32(0x3b6) << uint32(0x0); // 46 950 unk + data << uint32(0x55c) << uint32(0x0); // 47 icewing tower d + data << uint32(0x55b) << uint32(0x0); // 48 dunn d + data << uint32(0x55a) << uint32(0x0); // 49 duns d + data << uint32(0x559) << uint32(0x0); // 50 1369 unk + data << uint32(0x558) << uint32(0x0); // 51 iceblood d + data << uint32(0x557) << uint32(0x0); // 52 towerp d + data << uint32(0x556) << uint32(0x0); // 53 frostwolfe d + data << uint32(0x555) << uint32(0x0); // 54 frostwolfw d + data << uint32(0x554) << uint32(0x1); // 55 stoneh tower c + data << uint32(0x553) << uint32(0x1); // 56 icewing tower c + data << uint32(0x552) << uint32(0x1); // 57 dunn c + data << uint32(0x551) << uint32(0x1); // 58 duns c + data << uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde + data << uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally + data << uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral + data << uint32(0x54c) << uint32(0x0); // 62 mine (S) horde + data << uint32(0x54b) << uint32(0x0); // 63 mine (S) ally + data << uint32(0x545) << uint32(0x0); // 64 iceblood h_a + data << uint32(0x543) << uint32(0x1); // 65 iceblod h_c + data << uint32(0x542) << uint32(0x0); // 66 iceblood a_c + data << uint32(0x540) << uint32(0x0); // 67 snowfall h_a + data << uint32(0x53f) << uint32(0x0); // 68 snowfall a_a + data << uint32(0x53e) << uint32(0x0); // 69 snowfall h_c + data << uint32(0x53d) << uint32(0x0); // 70 snowfall a_c + data << uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a + data << uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a + data << uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c + data << uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c + data << uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a + data << uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a + data << uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a + data << uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a + data << uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a + data << uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c + data << uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c + } + break; + case 3277: // WS + if (bg && bg->GetTypeID() == BATTLEGROUND_WS) + bg->FillInitialWorldStates(data); + else + { + data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures + data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures + data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup... + data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1 + data << uint32(0x60b) << uint32(0x2); // 11 1547 unk + data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?) + data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing) + data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing) + } + break; + case 3358: // AB + if (bg && bg->GetTypeID() == BATTLEGROUND_AB) + bg->FillInitialWorldStates(data); + else + { + data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance + data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde + data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST? + data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide) + data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled) + data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide) + data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color + data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM? + data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources + data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources + data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases + data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases + data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000) + data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color + data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide) + data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs? + data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs? + data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr) + data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde) + data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide) + data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color + data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM? + data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr) + data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide) + data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color + data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled) + data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled) + data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled) + data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled) + data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled) + data << uint32(0x745) << uint32(0x2); // 37 1861 unk + data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800) + } + break; + case 3820: // EY + if (bg && bg->GetTypeID() == BATTLEGROUND_EY) + bg->FillInitialWorldStates(data); + else + { + data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases + data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases + data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict + data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict + data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict + data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict + data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict + data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict + data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start + data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start + data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control + data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control + data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no) + data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control + data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control + data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no) + data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control + data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control + data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no) + data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control + data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control + data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no) + data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way! + data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag + data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag + data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources + data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources + data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant? + data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0) + data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right) + data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide) + data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk + // and some more ... unknown + } + break; + // any of these needs change! the client remembers the prev setting! + // ON EVERY ZONE LEAVE, RESET THE OLD ZONE'S WORLD STATE, BUT AT LEAST THE UI STUFF! + case 3483: // Hellfire Peninsula + { + if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_HP) + pvp->FillInitialWorldStates(data); + else + { + data << uint32(0x9ba) << uint32(0x1); // 10 // add ally tower main gui icon // maybe should be sent only on login? + data << uint32(0x9b9) << uint32(0x1); // 11 // add horde tower main gui icon // maybe should be sent only on login? + data << uint32(0x9b5) << uint32(0x0); // 12 // show neutral broken hill icon // 2485 + data << uint32(0x9b4) << uint32(0x1); // 13 // show icon above broken hill // 2484 + data << uint32(0x9b3) << uint32(0x0); // 14 // show ally broken hill icon // 2483 + data << uint32(0x9b2) << uint32(0x0); // 15 // show neutral overlook icon // 2482 + data << uint32(0x9b1) << uint32(0x1); // 16 // show the overlook arrow // 2481 + data << uint32(0x9b0) << uint32(0x0); // 17 // show ally overlook icon // 2480 + data << uint32(0x9ae) << uint32(0x0); // 18 // horde pvp objectives captured // 2478 + data << uint32(0x9ac) << uint32(0x0); // 19 // ally pvp objectives captured // 2476 + data << uint32(2475) << uint32(100); //: ally / horde slider grey area // show only in direct vicinity! + data << uint32(2474) << uint32(50); //: ally / horde slider percentage, 100 for ally, 0 for horde // show only in direct vicinity! + data << uint32(2473) << uint32(0); //: ally / horde slider display // show only in direct vicinity! + data << uint32(0x9a8) << uint32(0x0); // 20 // show the neutral stadium icon // 2472 + data << uint32(0x9a7) << uint32(0x0); // 21 // show the ally stadium icon // 2471 + data << uint32(0x9a6) << uint32(0x1); // 22 // show the horde stadium icon // 2470 + } + } + break; + case 3518: + { + if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA) + pvp->FillInitialWorldStates(data); + else + { + data << uint32(2503) << uint32(0x0); // 10 + data << uint32(2502) << uint32(0x0); // 11 + data << uint32(2493) << uint32(0x0); // 12 + data << uint32(2491) << uint32(0x0); // 13 + + data << uint32(2495) << uint32(0x0); // 14 + data << uint32(2494) << uint32(0x0); // 15 + data << uint32(2497) << uint32(0x0); // 16 + + data << uint32(2762) << uint32(0x0); // 17 + data << uint32(2662) << uint32(0x0); // 18 + data << uint32(2663) << uint32(0x0); // 19 + data << uint32(2664) << uint32(0x0); // 20 + + data << uint32(2760) << uint32(0x0); // 21 + data << uint32(2670) << uint32(0x0); // 22 + data << uint32(2668) << uint32(0x0); // 23 + data << uint32(2669) << uint32(0x0); // 24 + + data << uint32(2761) << uint32(0x0); // 25 + data << uint32(2667) << uint32(0x0); // 26 + data << uint32(2665) << uint32(0x0); // 27 + data << uint32(2666) << uint32(0x0); // 28 + + data << uint32(2763) << uint32(0x0); // 29 + data << uint32(2659) << uint32(0x0); // 30 + data << uint32(2660) << uint32(0x0); // 31 + data << uint32(2661) << uint32(0x0); // 32 + + data << uint32(2671) << uint32(0x0); // 33 + data << uint32(2676) << uint32(0x0); // 34 + data << uint32(2677) << uint32(0x0); // 35 + data << uint32(2672) << uint32(0x0); // 36 + data << uint32(2673) << uint32(0x0); // 37 + } + } + break; + case 3519: // Terokkar Forest + { + if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF) + pvp->FillInitialWorldStates(data); + else + { + data << uint32(0xa41) << uint32(0x0); // 10 // 2625 capture bar pos + data << uint32(0xa40) << uint32(0x14); // 11 // 2624 capture bar neutral + data << uint32(0xa3f) << uint32(0x0); // 12 // 2623 show capture bar + data << uint32(0xa3e) << uint32(0x0); // 13 // 2622 horde towers controlled + data << uint32(0xa3d) << uint32(0x5); // 14 // 2621 ally towers controlled + data << uint32(0xa3c) << uint32(0x0); // 15 // 2620 show towers controlled + data << uint32(0xa88) << uint32(0x0); // 16 // 2696 SE Neu + data << uint32(0xa87) << uint32(0x0); // 17 // SE Horde + data << uint32(0xa86) << uint32(0x0); // 18 // SE Ally + data << uint32(0xa85) << uint32(0x0); // 19 //S Neu + data << uint32(0xa84) << uint32(0x0); // 20 S Horde + data << uint32(0xa83) << uint32(0x0); // 21 S Ally + data << uint32(0xa82) << uint32(0x0); // 22 NE Neu + data << uint32(0xa81) << uint32(0x0); // 23 NE Horde + data << uint32(0xa80) << uint32(0x0); // 24 NE Ally + data << uint32(0xa7e) << uint32(0x0); // 25 // 2686 N Neu + data << uint32(0xa7d) << uint32(0x0); // 26 N Horde + data << uint32(0xa7c) << uint32(0x0); // 27 N Ally + data << uint32(0xa7b) << uint32(0x0); // 28 NW Ally + data << uint32(0xa7a) << uint32(0x0); // 29 NW Horde + data << uint32(0xa79) << uint32(0x0); // 30 NW Neutral + data << uint32(0x9d0) << uint32(0x5); // 31 // 2512 locked time remaining seconds first digit + data << uint32(0x9ce) << uint32(0x0); // 32 // 2510 locked time remaining seconds second digit + data << uint32(0x9cd) << uint32(0x0); // 33 // 2509 locked time remaining minutes + data << uint32(0x9cc) << uint32(0x0); // 34 // 2508 neutral locked time show + data << uint32(0xad0) << uint32(0x0); // 35 // 2768 horde locked time show + data << uint32(0xacf) << uint32(0x1); // 36 // 2767 ally locked time show + } + } + break; + case 3521: // Zangarmarsh + { + if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM) + pvp->FillInitialWorldStates(data); + else + { + data << uint32(0x9e1) << uint32(0x0); // 10 //2529 + data << uint32(0x9e0) << uint32(0x0); // 11 + data << uint32(0x9df) << uint32(0x0); // 12 + data << uint32(0xa5d) << uint32(0x1); // 13 //2653 + data << uint32(0xa5c) << uint32(0x0); // 14 //2652 east beacon neutral + data << uint32(0xa5b) << uint32(0x1); // 15 horde + data << uint32(0xa5a) << uint32(0x0); // 16 ally + data << uint32(0xa59) << uint32(0x1); // 17 // 2649 Twin spire graveyard horde 12??? + data << uint32(0xa58) << uint32(0x0); // 18 ally 14 ??? + data << uint32(0xa57) << uint32(0x0); // 19 neutral 7??? + data << uint32(0xa56) << uint32(0x0); // 20 // 2646 west beacon neutral + data << uint32(0xa55) << uint32(0x1); // 21 horde + data << uint32(0xa54) << uint32(0x0); // 22 ally + data << uint32(0x9e7) << uint32(0x0); // 23 // 2535 + data << uint32(0x9e6) << uint32(0x0); // 24 + data << uint32(0x9e5) << uint32(0x0); // 25 + data << uint32(0xa00) << uint32(0x0); // 26 // 2560 + data << uint32(0x9ff) << uint32(0x1); // 27 + data << uint32(0x9fe) << uint32(0x0); // 28 + data << uint32(0x9fd) << uint32(0x0); // 29 + data << uint32(0x9fc) << uint32(0x1); // 30 + data << uint32(0x9fb) << uint32(0x0); // 31 + data << uint32(0xa62) << uint32(0x0); // 32 // 2658 + data << uint32(0xa61) << uint32(0x1); // 33 + data << uint32(0xa60) << uint32(0x1); // 34 + data << uint32(0xa5f) << uint32(0x0); // 35 + } + } + break; + case 3698: // Nagrand Arena + if (bg && bg->GetTypeID() == BATTLEGROUND_NA) + bg->FillInitialWorldStates(data); + else + { + data << uint32(0xa0f) << uint32(0x0); // 7 + data << uint32(0xa10) << uint32(0x0); // 8 + data << uint32(0xa11) << uint32(0x0); // 9 show + } + break; + case 3702: // Blade's Edge Arena + if (bg && bg->GetTypeID() == BATTLEGROUND_BE) + bg->FillInitialWorldStates(data); + else + { + data << uint32(0x9f0) << uint32(0x0); // 7 gold + data << uint32(0x9f1) << uint32(0x0); // 8 green + data << uint32(0x9f3) << uint32(0x0); // 9 show + } + break; + case 3968: // Ruins of Lordaeron + if (bg && bg->GetTypeID() == BATTLEGROUND_RL) + bg->FillInitialWorldStates(data); + else + { + data << uint32(0xbb8) << uint32(0x0); // 7 gold + data << uint32(0xbb9) << uint32(0x0); // 8 green + data << uint32(0xbba) << uint32(0x0); // 9 show + } + break; + case 4378: // Dalaran Sewers + if (bg && bg->GetTypeID() == BATTLEGROUND_DS) + bg->FillInitialWorldStates(data); + else + { + data << uint32(3601) << uint32(0x0); // 7 gold + data << uint32(3600) << uint32(0x0); // 8 green + data << uint32(3610) << uint32(0x0); // 9 show + } + break; + case 3703: // Shattrath City + case 4384: // SA + if (bg && bg->GetTypeID() == BATTLEGROUND_SA) + bg->FillInitialWorldStates(data); + else + { + // 1-3 A defend, 4-6 H defend, 7-9 unk defend, 1 - ok, 2 - half destroyed, 3 - destroyed + data << uint32(0xf09) << uint32(0x0); // 7 3849 Gate of Temple + data << uint32(0xe36) << uint32(0x0); // 8 3638 Gate of Yellow Moon + data << uint32(0xe27) << uint32(0x0); // 9 3623 Gate of Green Emerald + data << uint32(0xe24) << uint32(0x0); // 10 3620 Gate of Blue Sapphire + data << uint32(0xe21) << uint32(0x0); // 11 3617 Gate of Red Sun + data << uint32(0xe1e) << uint32(0x0); // 12 3614 Gate of Purple Ametyst + + data << uint32(0xdf3) << uint32(0x0); // 13 3571 bonus timer (1 - on, 0 - off) + data << uint32(0xded) << uint32(0x0); // 14 3565 Horde Attacker + data << uint32(0xdec) << uint32(0x0); // 15 3564 Alliance Attacker + // End Round (timer), better explain this by example, eg. ends in 19:59 -> A:BC + data << uint32(0xde9) << uint32(0x0); // 16 3561 C + data << uint32(0xde8) << uint32(0x0); // 17 3560 B + data << uint32(0xde7) << uint32(0x0); // 18 3559 A + data << uint32(0xe35) << uint32(0x0); // 19 3637 East g - Horde control + data << uint32(0xe34) << uint32(0x0); // 20 3636 West g - Horde control + data << uint32(0xe33) << uint32(0x0); // 21 3635 South g - Horde control + data << uint32(0xe32) << uint32(0x0); // 22 3634 East g - Alliance control + data << uint32(0xe31) << uint32(0x0); // 23 3633 West g - Alliance control + data << uint32(0xe30) << uint32(0x0); // 24 3632 South g - Alliance control + data << uint32(0xe2f) << uint32(0x0); // 25 3631 Chamber of Ancients - Horde control + data << uint32(0xe2e) << uint32(0x0); // 26 3630 Chamber of Ancients - Alliance control + data << uint32(0xe2d) << uint32(0x0); // 27 3629 Beach1 - Horde control + data << uint32(0xe2c) << uint32(0x0); // 28 3628 Beach2 - Horde control + data << uint32(0xe2b) << uint32(0x0); // 29 3627 Beach1 - Alliance control + data << uint32(0xe2a) << uint32(0x0); // 30 3626 Beach2 - Alliance control + // and many unks... + } + break; + case 4406: // Ring of Valor + if (bg && bg->GetTypeID() == BATTLEGROUND_RV) + bg->FillInitialWorldStates(data); + else + { + data << uint32(0xe10) << uint32(0x0); // 7 gold + data << uint32(0xe11) << uint32(0x0); // 8 green + data << uint32(0xe1a) << uint32(0x0); // 9 show + } + break; + default: + data << uint32(0x914) << uint32(0x0); // 7 + data << uint32(0x913) << uint32(0x0); // 8 + data << uint32(0x912) << uint32(0x0); // 9 + data << uint32(0x915) << uint32(0x0); // 10 + break; + } + GetSession()->SendPacket(&data); +} + +uint32 Player::GetXPRestBonus(uint32 xp) +{ + uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus + + if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp + rested_bonus = xp; + + SetRestBonus( GetRestBonus() - rested_bonus); + + sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus()); + return rested_bonus; +} + +void Player::SetBindPoint(uint64 guid) +{ + WorldPacket data(SMSG_BINDER_CONFIRM, 8); + data << uint64(guid); + GetSession()->SendPacket( &data ); +} + +void Player::SendTalentWipeConfirm(uint64 guid) +{ + WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4)); + data << uint64(guid); + uint32 cost = sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST) ? 0 : resetTalentsCost(); + data << cost; + GetSession()->SendPacket( &data ); +} + +void Player::SendPetSkillWipeConfirm() +{ + Pet* pet = GetPet(); + if (!pet) + return; + WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4)); + data << pet->GetGUID(); + data << uint32(pet->resetTalentsCost()); + GetSession()->SendPacket( &data ); +} + +/*********************************************************/ +/*** STORAGE SYSTEM ***/ +/*********************************************************/ + +void Player::SetVirtualItemSlot( uint8 i, Item* item) +{ + assert(i < 3); + if (i < 2 && item) + { + if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT)) + return; + uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT); + if (charges == 0) + return; + if (charges > 1) + item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1); + else if (charges <= 1) + { + ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false); + item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT); + } + } +} + +void Player::SetSheath( SheathState sheathed ) +{ + switch (sheathed) + { + case SHEATH_STATE_UNARMED: // no prepared weapon + SetVirtualItemSlot(0,NULL); + SetVirtualItemSlot(1,NULL); + SetVirtualItemSlot(2,NULL); + break; + case SHEATH_STATE_MELEE: // prepared melee weapon + { + SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true)); + SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true)); + SetVirtualItemSlot(2,NULL); + }; break; + case SHEATH_STATE_RANGED: // prepared ranged weapon + SetVirtualItemSlot(0,NULL); + SetVirtualItemSlot(1,NULL); + SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true)); + break; + default: + SetVirtualItemSlot(0,NULL); + SetVirtualItemSlot(1,NULL); + SetVirtualItemSlot(2,NULL); + break; + } + Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players... +} + +uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const +{ + uint8 pClass = getClass(); + + uint8 slots[4]; + slots[0] = NULL_SLOT; + slots[1] = NULL_SLOT; + slots[2] = NULL_SLOT; + slots[3] = NULL_SLOT; + switch (proto->InventoryType) + { + case INVTYPE_HEAD: + slots[0] = EQUIPMENT_SLOT_HEAD; + break; + case INVTYPE_NECK: + slots[0] = EQUIPMENT_SLOT_NECK; + break; + case INVTYPE_SHOULDERS: + slots[0] = EQUIPMENT_SLOT_SHOULDERS; + break; + case INVTYPE_BODY: + slots[0] = EQUIPMENT_SLOT_BODY; + break; + case INVTYPE_CHEST: + slots[0] = EQUIPMENT_SLOT_CHEST; + break; + case INVTYPE_ROBE: + slots[0] = EQUIPMENT_SLOT_CHEST; + break; + case INVTYPE_WAIST: + slots[0] = EQUIPMENT_SLOT_WAIST; + break; + case INVTYPE_LEGS: + slots[0] = EQUIPMENT_SLOT_LEGS; + break; + case INVTYPE_FEET: + slots[0] = EQUIPMENT_SLOT_FEET; + break; + case INVTYPE_WRISTS: + slots[0] = EQUIPMENT_SLOT_WRISTS; + break; + case INVTYPE_HANDS: + slots[0] = EQUIPMENT_SLOT_HANDS; + break; + case INVTYPE_FINGER: + slots[0] = EQUIPMENT_SLOT_FINGER1; + slots[1] = EQUIPMENT_SLOT_FINGER2; + break; + case INVTYPE_TRINKET: + slots[0] = EQUIPMENT_SLOT_TRINKET1; + slots[1] = EQUIPMENT_SLOT_TRINKET2; + break; + case INVTYPE_CLOAK: + slots[0] = EQUIPMENT_SLOT_BACK; + break; + case INVTYPE_WEAPON: + { + slots[0] = EQUIPMENT_SLOT_MAINHAND; + + // suggest offhand slot only if know dual wielding + // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ... + if (CanDualWield()) + slots[1] = EQUIPMENT_SLOT_OFFHAND; + break; + }; + case INVTYPE_SHIELD: + slots[0] = EQUIPMENT_SLOT_OFFHAND; + break; + case INVTYPE_RANGED: + slots[0] = EQUIPMENT_SLOT_RANGED; + break; + case INVTYPE_2HWEAPON: + slots[0] = EQUIPMENT_SLOT_MAINHAND; + if (Item *mhWeapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND)) + if (ItemPrototype const *mhWeaponProto = mhWeapon->GetProto()) + if (mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF) + { + const_cast<Player *>(this)->AutoUnequipOffhandIfNeed(true); + break; + } + if (CanDualWield() && CanTitanGrip() && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF) + slots[1] = EQUIPMENT_SLOT_OFFHAND; + break; + case INVTYPE_TABARD: + slots[0] = EQUIPMENT_SLOT_TABARD; + break; + case INVTYPE_WEAPONMAINHAND: + slots[0] = EQUIPMENT_SLOT_MAINHAND; + break; + case INVTYPE_WEAPONOFFHAND: + slots[0] = EQUIPMENT_SLOT_OFFHAND; + break; + case INVTYPE_HOLDABLE: + slots[0] = EQUIPMENT_SLOT_OFFHAND; + break; + case INVTYPE_THROWN: + slots[0] = EQUIPMENT_SLOT_RANGED; + break; + case INVTYPE_RANGEDRIGHT: + slots[0] = EQUIPMENT_SLOT_RANGED; + break; + case INVTYPE_BAG: + slots[0] = INVENTORY_SLOT_BAG_START + 0; + slots[1] = INVENTORY_SLOT_BAG_START + 1; + slots[2] = INVENTORY_SLOT_BAG_START + 2; + slots[3] = INVENTORY_SLOT_BAG_START + 3; + break; + case INVTYPE_RELIC: + { + switch(proto->SubClass) + { + case ITEM_SUBCLASS_ARMOR_LIBRAM: + if (pClass == CLASS_PALADIN) + slots[0] = EQUIPMENT_SLOT_RANGED; + break; + case ITEM_SUBCLASS_ARMOR_IDOL: + if (pClass == CLASS_DRUID) + slots[0] = EQUIPMENT_SLOT_RANGED; + break; + case ITEM_SUBCLASS_ARMOR_TOTEM: + if (pClass == CLASS_SHAMAN) + slots[0] = EQUIPMENT_SLOT_RANGED; + break; + case ITEM_SUBCLASS_ARMOR_MISC: + if (pClass == CLASS_WARLOCK) + slots[0] = EQUIPMENT_SLOT_RANGED; + break; + case ITEM_SUBCLASS_ARMOR_SIGIL: + if (pClass == CLASS_DEATH_KNIGHT) + slots[0] = EQUIPMENT_SLOT_RANGED; + break; + } + break; + } + default: + return NULL_SLOT; + } + + if (slot != NULL_SLOT) + { + if (swap || !GetItemByPos(INVENTORY_SLOT_BAG_0, slot)) + for (uint8 i = 0; i < 4; ++i) + if (slots[i] == slot) + return slot; + } + else + { + // search free slot at first + for (uint8 i = 0; i < 4; ++i) + if (slots[i] != NULL_SLOT && !GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i])) + // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free + if(slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed()) + return slots[i]; + + // if not found free and can swap return first appropriate from used + for (uint8 i = 0; i < 4; ++i) + if (slots[i] != NULL_SLOT && swap) + return slots[i]; + } + + // no free position + return NULL_SLOT; +} + +uint8 Player::CanUnequipItems( uint32 item, uint32 count ) const +{ + uint32 tempcount = 0; + + uint8 res = EQUIP_ERR_OK; + + for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) + if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) + if (pItem->GetEntry() == item) + { + uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false); + if (ires == EQUIP_ERR_OK) + { + tempcount += pItem->GetCount(); + if (tempcount >= count) + return EQUIP_ERR_OK; + } + else + res = ires; + } + + for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) + if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) + if (pItem->GetEntry() == item) + { + tempcount += pItem->GetCount(); + if (tempcount >= count) + return EQUIP_ERR_OK; + } + + for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) + if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) + if (pItem->GetEntry() == item) + { + tempcount += pItem->GetCount(); + if(tempcount >= count) + return EQUIP_ERR_OK; + } + + for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) + if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i)) + for (uint32 j = 0; j < pBag->GetBagSize(); ++j) + if (Item *pItem = GetItemByPos(i, j)) + if (pItem->GetEntry() == item) + { + tempcount += pItem->GetCount(); + if (tempcount >= count) + return EQUIP_ERR_OK; + } + + // not found req. item count and have unequippable items + return res; +} + +uint32 Player::GetItemCount(uint32 item, bool inBankAlso, Item* skipItem) const +{ + uint32 count = 0; + for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) + if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) + if (pItem != skipItem && pItem->GetEntry() == item) + count += pItem->GetCount(); + + for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) + if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) + if (pItem != skipItem && pItem->GetEntry() == item) + count += pItem->GetCount(); + + for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) + if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) + count += pBag->GetItemCount(item,skipItem); + + if(skipItem && skipItem->GetProto()->GemProperties) + for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) + if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) + if (pItem != skipItem && pItem->GetProto()->Socket[0].Color) + count += pItem->GetGemCountWithID(item); + + if (inBankAlso) + { + for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) + if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) + if (pItem != skipItem && pItem->GetEntry() == item) + count += pItem->GetCount(); + + for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) + if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i)) + count += pBag->GetItemCount(item,skipItem); + + if (skipItem && skipItem->GetProto()->GemProperties) + for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) + if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) + if (pItem != skipItem && pItem->GetProto()->Socket[0].Color) + count += pItem->GetGemCountWithID(item); + } + + return count; +} + +Item* Player::GetItemByGuid( uint64 guid ) const +{ + for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) + if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) + if (pItem->GetGUID() == guid) + return pItem; + + for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) + if (Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i)) + if (pItem->GetGUID() == guid) + return pItem; + + for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) + if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) + for (uint32 j = 0; j < pBag->GetBagSize(); ++j) + if (Item* pItem = pBag->GetItemByPos(j)) + if (pItem->GetGUID() == guid) + return pItem; + + for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) + if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i)) + for (uint32 j = 0; j < pBag->GetBagSize(); ++j) + if (Item* pItem = pBag->GetItemByPos(j)) + if (pItem->GetGUID() == guid) + return pItem; + + return NULL; +} + +Item* Player::GetItemByPos( uint16 pos ) const +{ + uint8 bag = pos >> 8; + uint8 slot = pos & 255; + return GetItemByPos( bag, slot ); +} + +Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const +{ + if (bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) )) + return m_items[slot]; + else if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END) + || (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END)) + { + if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag)) + return pBag->GetItemByPos(slot); + } + return NULL; +} + +Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable /*= false*/) const +{ + uint16 slot; + switch (attackType) + { + case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break; + case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break; + case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break; + default: return NULL; + } + + Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, slot); + if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON) + return NULL; + + if (!useable) + return item; + + if (item->IsBroken() || IsInFeralForm()) + return NULL; + + return item; +} + +Item* Player::GetShield(bool useable) const +{ + Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); + if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR) + return NULL; + + if (!useable) + return item; + + if (item->IsBroken()) + return NULL; + + return item; +} + +uint8 Player::GetAttackBySlot( uint8 slot ) +{ + switch(slot) + { + case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK; + case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK; + case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK; + default: return MAX_ATTACK; + } +} + +bool Player::IsInventoryPos( uint8 bag, uint8 slot ) +{ + if( bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT ) + return true; + if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END ) ) + return true; + if( bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END ) + return true; + if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END ) ) + return true; + return false; +} + +bool Player::IsEquipmentPos( uint8 bag, uint8 slot ) +{ + if( bag == INVENTORY_SLOT_BAG_0 && ( slot < EQUIPMENT_SLOT_END ) ) + return true; + if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) ) + return true; + return false; +} + +bool Player::IsBankPos( uint8 bag, uint8 slot ) +{ + if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END ) ) + return true; + if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) ) + return true; + if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END ) + return true; + return false; +} + +bool Player::IsBagPos( uint16 pos ) +{ + uint8 bag = pos >> 8; + uint8 slot = pos & 255; + if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END ) ) + return true; + if( bag == INVENTORY_SLOT_BAG_0 && ( slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END ) ) + return true; + return false; +} + +bool Player::IsValidPos( uint8 bag, uint8 slot ) +{ + // post selected + if(bag == NULL_BAG) + return true; + + if (bag == INVENTORY_SLOT_BAG_0) + { + // any post selected + if (slot == NULL_SLOT) + return true; + + // equipment + if (slot < EQUIPMENT_SLOT_END) + return true; + + // bag equip slots + if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END) + return true; + + // backpack slots + if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END) + return true; + + // keyring slots + if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END) + return true; + + // bank main slots + if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END) + return true; + + // bank bag slots + if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END) + return true; + + return false; + } + + // bag content slots + if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END) + { + Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag); + if(!pBag) + return false; + + // any post selected + if (slot == NULL_SLOT) + return true; + + return slot < pBag->GetBagSize(); + } + + // bank bag content slots + if( bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END ) + { + Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag); + if(!pBag) + return false; + + // any post selected + if (slot == NULL_SLOT) + return true; + + return slot < pBag->GetBagSize(); + } + + // where this? + return false; +} + +bool Player::HasItemCount( uint32 item, uint32 count, bool inBankAlso ) const +{ + uint32 tempcount = 0; + for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) + { + Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); + if( pItem && pItem->GetEntry() == item ) + { + tempcount += pItem->GetCount(); + if( tempcount >= count ) + return true; + } + } + for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) + { + Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); + if( pItem && pItem->GetEntry() == item ) + { + tempcount += pItem->GetCount(); + if( tempcount >= count ) + return true; + } + } + for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) + { + if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + { + for (uint32 j = 0; j < pBag->GetBagSize(); j++) + { + Item* pItem = GetItemByPos( i, j ); + if( pItem && pItem->GetEntry() == item ) + { + tempcount += pItem->GetCount(); + if( tempcount >= count ) + return true; + } + } + } + } + + if(inBankAlso) + { + for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++) + { + Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); + if( pItem && pItem->GetEntry() == item ) + { + tempcount += pItem->GetCount(); + if( tempcount >= count ) + return true; + } + } + for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) + { + if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + { + for (uint32 j = 0; j < pBag->GetBagSize(); j++) + { + Item* pItem = GetItemByPos( i, j ); + if( pItem && pItem->GetEntry() == item ) + { + tempcount += pItem->GetCount(); + if( tempcount >= count ) + return true; + } + } + } + } + } + + return false; +} + +bool Player::HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot ) const +{ + uint32 tempcount = 0; + for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) + { + if(i == except_slot) + continue; + + Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); + if( pItem && pItem->GetEntry() == item) + { + tempcount += pItem->GetCount(); + if( tempcount >= count ) + return true; + } + } + + ItemPrototype const *pProto = objmgr.GetItemPrototype(item); + if (pProto && pProto->GemProperties) + { + for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) + { + if(i == except_slot) + continue; + + Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); + if( pItem && pItem->GetProto()->Socket[0].Color) + { + tempcount += pItem->GetGemCountWithID(item); + if( tempcount >= count ) + return true; + } + } + } + + return false; +} + +bool Player::HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot ) const +{ + uint32 tempcount = 0; + for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) + { + if(i == except_slot) + continue; + + Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); + if (!pItem) + continue; + + ItemPrototype const *pProto = pItem->GetProto(); + if (!pProto) + continue; + + if (pProto->ItemLimitCategory == limitCategory) + { + tempcount += pItem->GetCount(); + if( tempcount >= count ) + return true; + } + + if( pProto->Socket[0].Color) + { + tempcount += pItem->GetGemCountWithLimitCategory(limitCategory); + if( tempcount >= count ) + return true; + } + } + + return false; +} + +uint8 Player::CountItemWithLimitCategory(uint32 limitCategory, Item* skipItem) const +{ + uint8 tempcount = 0; + for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) + { + Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); + if (!pItem) + continue; + + if (pItem == skipItem) + continue; + + ItemPrototype const *pProto = pItem->GetProto(); + if (pProto && pProto->ItemLimitCategory == limitCategory) + tempcount += pItem->GetCount(); + } + + for(int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) + { + Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); + if (!pItem) + continue; + + if (pItem == skipItem) + continue; + + ItemPrototype const *pProto = pItem->GetProto(); + if (pProto && pProto->ItemLimitCategory == limitCategory) + tempcount += pItem->GetCount(); + } + + for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) + { + Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); + if (!pBag) + continue; + + for(uint32 j = 0; j < pBag->GetBagSize(); ++j) + { + Item *pItem = GetItemByPos( i, j ); + + if (!pItem) + continue; + + if (pItem == skipItem) + continue; + + if (pItem->GetProto()->ItemLimitCategory == limitCategory) + tempcount += pItem->GetCount(); + } + } + + for(int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i) + { + Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); + if (!pItem) + continue; + + if (pItem == skipItem) + continue; + + ItemPrototype const *pProto = pItem->GetProto(); + if (pProto && pProto->ItemLimitCategory == limitCategory) + tempcount += pItem->GetCount(); + } + + for(int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i) + { + Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); + if (!pBag) + continue; + + for(uint32 j = 0; j < pBag->GetBagSize(); ++j) + { + Item *pItem = GetItemByPos( i, j ); + + if(!pItem) + continue; + + if(pItem == skipItem) + continue; + + if(pItem->GetProto()->ItemLimitCategory == limitCategory) + tempcount += pItem->GetCount(); + } + } + + return tempcount; +} + +uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const +{ + ItemPrototype const *pProto = objmgr.GetItemPrototype(entry); + if (!pProto) + { + if(no_space_count) + *no_space_count = count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + + if (pItem && pItem->m_lootGenerated) + return EQUIP_ERR_ALREADY_LOOTED; + + // no maximum + if (pProto->MaxCount <= 0 && pProto->ItemLimitCategory == 0 || pProto->MaxCount == 2147483647) + return EQUIP_ERR_OK; + + uint32 curcount; + if (pProto->ItemLimitCategory) + curcount = CountItemWithLimitCategory(pProto->ItemLimitCategory,pItem); + else + curcount = GetItemCount(pProto->ItemId,true,pItem); + + if ((curcount + count > uint32(pProto->MaxCount)) && !(pProto->ItemLimitCategory)) + { + if (no_space_count) + *no_space_count = count +curcount - pProto->MaxCount; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + + if (pProto->ItemLimitCategory && pProto->Class!=ITEM_CLASS_GEM) // gem have equip check (maybe sort by bonding?) + { + ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory); + if (!limitEntry) + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + + if (curcount + count > limitEntry->maxCount) + { + if (no_space_count) + *no_space_count = count + curcount - limitEntry->maxCount; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; // attempt add too many limit category items + } + } + + return EQUIP_ERR_OK; +} + +bool Player::HasItemTotemCategory( uint32 TotemCategory ) const +{ + Item *pItem; + for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) + { + pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ); + if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) + return true; + } + for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) + { + pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ); + if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) + return true; + } + for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) + { + if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + { + for (uint32 j = 0; j < pBag->GetBagSize(); ++j) + { + pItem = GetUseableItemByPos( i, j ); + if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) + return true; + } + } + } + return false; +} + +uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const +{ + Item* pItem2 = GetItemByPos( bag, slot ); + + // ignore move item (this slot will be empty at move) + if (pItem2==pSrcItem) + pItem2 = NULL; + + uint32 need_space; + + // empty specific slot - check item fit to slot + if (!pItem2 || swap) + { + if (bag == INVENTORY_SLOT_BAG_0) + { + // keyring case + if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)) + return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; + + // currencytoken case + if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)) + return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; + + // prevent cheating + if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END) + return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; + } + else + { + Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); + if (!pBag) + return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; + + ItemPrototype const* pBagProto = pBag->GetProto(); + if (!pBagProto) + return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; + + if (slot >= pBagProto->ContainerSlots) + return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; + + if (!ItemCanGoIntoBag(pProto,pBagProto)) + return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; + } + + // non empty stack with space + need_space = pProto->GetMaxStackSize(); + } + // non empty slot, check item type + else + { + // check item type + if (pItem2->GetEntry() != pProto->ItemId) + return EQUIP_ERR_ITEM_CANT_STACK; + + // check free space + if (pItem2->GetCount() >= pProto->GetMaxStackSize()) + return EQUIP_ERR_ITEM_CANT_STACK; + + // free stack space or infinity + need_space = pProto->GetMaxStackSize() - pItem2->GetCount(); + } + + if (need_space > count) + need_space = count; + + ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space); + if (!newPosition.isContainedIn(dest)) + { + dest.push_back(newPosition); + count -= need_space; + } + return EQUIP_ERR_OK; +} + +uint8 Player::_CanStoreItem_InBag( uint8 bag, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot ) const +{ + // skip specific bag already processed in first called _CanStoreItem_InBag + if (bag==skip_bag) + return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; + + Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); + if (!pBag) + return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; + + ItemPrototype const* pBagProto = pBag->GetProto(); + if (!pBagProto) + return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; + + // specialized bag mode or non-specilized + if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER)) + return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; + + if (!ItemCanGoIntoBag(pProto,pBagProto)) + return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; + + for (uint32 j = 0; j < pBag->GetBagSize(); j++) + { + // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot + if (j==skip_slot) + continue; + + Item* pItem2 = GetItemByPos( bag, j ); + + // ignore move item (this slot will be empty at move) + if (pItem2==pSrcItem) + pItem2 = NULL; + + // if merge skip empty, if !merge skip non-empty + if ((pItem2!=NULL)!=merge) + continue; + + if (pItem2) + { + if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize()) + { + uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount(); + if(need_space > count) + need_space = count; + + ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space); + if (!newPosition.isContainedIn(dest)) + { + dest.push_back(newPosition); + count -= need_space; + + if (count==0) + return EQUIP_ERR_OK; + } + } + } + else + { + uint32 need_space = pProto->GetMaxStackSize(); + if (need_space > count) + need_space = count; + + ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space); + if (!newPosition.isContainedIn(dest)) + { + dest.push_back(newPosition); + count -= need_space; + + if (count==0) + return EQUIP_ERR_OK; + } + } + } + return EQUIP_ERR_OK; +} + +uint8 Player::_CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot ) const +{ + for (uint32 j = slot_begin; j < slot_end; j++) + { + // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot + if (INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot) + continue; + + Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j ); + + // ignore move item (this slot will be empty at move) + if (pItem2==pSrcItem) + pItem2 = NULL; + + // if merge skip empty, if !merge skip non-empty + if ((pItem2!=NULL)!=merge) + continue; + + if (pItem2) + { + if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize()) + { + uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount(); + if (need_space > count) + need_space = count; + ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space); + if (!newPosition.isContainedIn(dest)) + { + dest.push_back(newPosition); + count -= need_space; + + if (count==0) + return EQUIP_ERR_OK; + } + } + } + else + { + uint32 need_space = pProto->GetMaxStackSize(); + if (need_space > count) + need_space = count; + + ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space); + if (!newPosition.isContainedIn(dest)) + { + dest.push_back(newPosition); + count -= need_space; + + if (count==0) + return EQUIP_ERR_OK; + } + } + } + return EQUIP_ERR_OK; +} + +uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const +{ + sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count); + + ItemPrototype const *pProto = objmgr.GetItemPrototype(entry); + if (!pProto) + { + if (no_space_count) + *no_space_count = count; + return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND; + } + + if (pItem && pItem->IsBindedNotWith(this)) + { + if (no_space_count) + *no_space_count = count; + return EQUIP_ERR_DONT_OWN_THAT_ITEM; + } + + // check count of items (skip for auto move for same player from bank) + uint32 no_similar_count = 0; // can't store this amount similar items + uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count); + if (res!=EQUIP_ERR_OK) + { + if (count==no_similar_count) + { + if (no_space_count) + *no_space_count = no_similar_count; + return res; + } + count -= no_similar_count; + } + + // in specific slot + if (bag != NULL_BAG && slot != NULL_SLOT) + { + res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem); + if (res!=EQUIP_ERR_OK) + { + if (no_space_count) + *no_space_count = count + no_similar_count; + return res; + } + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + } + + // not specific slot or have space for partly store only in specific slot + + // in specific bag + if (bag != NULL_BAG) + { + // search stack in bag for merge to + if (pProto->Stackable != 1) + { + if (bag == INVENTORY_SLOT_BAG_0) // inventory + { + res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + { + if (no_space_count) + *no_space_count = count + no_similar_count; + return res; + } + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + + res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + { + if (no_space_count) + *no_space_count = count + no_similar_count; + return res; + } + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + } + else // equipped bag + { + // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag + res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot); + if (res!=EQUIP_ERR_OK) + res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot); + + if (res!=EQUIP_ERR_OK) + { + if (no_space_count) + *no_space_count = count + no_similar_count; + return res; + } + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + } + } + + // search free slot in bag for place to + if(bag == INVENTORY_SLOT_BAG_0) // inventory + { + // search free slot - keyring case + if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS) + { + uint32 keyringSize = GetMaxKeyringSize(); + res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + { + if (no_space_count) + *no_space_count = count + no_similar_count; + return res; + } + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + + res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + { + if (no_space_count) + *no_space_count = count + no_similar_count; + return res; + } + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + } + else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) + { + res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + { + if (no_space_count) + *no_space_count = count + no_similar_count; + return res; + } + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + } + + res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + { + if (no_space_count) + *no_space_count = count + no_similar_count; + return res; + } + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + } + else // equipped bag + { + res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot); + if (res!=EQUIP_ERR_OK) + res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot); + + if (res!=EQUIP_ERR_OK) + { + if (no_space_count) + *no_space_count = count + no_similar_count; + return res; + } + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + } + } + + // not specific bag or have space for partly store only in specific bag + + // search stack for merge to + if (pProto->Stackable != 1) + { + res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + { + if (no_space_count) + *no_space_count = count + no_similar_count; + return res; + } + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + + res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + { + if (no_space_count) + *no_space_count = count + no_similar_count; + return res; + } + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + + if (pProto->BagFamily) + { + for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) + { + res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + continue; + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + } + } + + for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) + { + res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + continue; + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + } + } + + // search free slot - special bag case + if (pProto->BagFamily) + { + if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS) + { + uint32 keyringSize = GetMaxKeyringSize(); + res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + { + if (no_space_count) + *no_space_count = count + no_similar_count; + return res; + } + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + } + else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) + { + res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + { + if (no_space_count) + *no_space_count = count + no_similar_count; + return res; + } + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + } + + for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) + { + res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + continue; + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + } + } + + // search free slot + res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + { + if (no_space_count) + *no_space_count = count + no_similar_count; + return res; + } + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + + for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) + { + res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot); + if (res!=EQUIP_ERR_OK) + continue; + + if (count==0) + { + if (no_similar_count==0) + return EQUIP_ERR_OK; + + if (no_space_count) + *no_space_count = count + no_similar_count; + return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; + } + } + + if (no_space_count) + *no_space_count = count + no_similar_count; + + return EQUIP_ERR_INVENTORY_FULL; +} + +////////////////////////////////////////////////////////////////////////// +uint8 Player::CanStoreItems( Item **pItems,int count) const +{ + Item *pItem2; + + // fill space table + int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START]; + int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE]; + int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START]; + int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START]; + + memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START)); + memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE); + memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START)); + memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START)); + + for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) + { + pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); + + if (pItem2 && !pItem2->IsInTrade()) + { + inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount(); + } + } + + for (uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) + { + pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); + + if (pItem2 && !pItem2->IsInTrade()) + { + inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount(); + } + } + + for (uint8 i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++) + { + pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); + + if (pItem2 && !pItem2->IsInTrade()) + { + inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount(); + } + } + + for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) + { + if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + { + for (uint32 j = 0; j < pBag->GetBagSize(); j++) + { + pItem2 = GetItemByPos( i, j ); + if (pItem2 && !pItem2->IsInTrade()) + { + inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount(); + } + } + } + } + + // check free space for all items + for (int k = 0; k < count; ++k) + { + Item *pItem = pItems[k]; + + // no item + if (!pItem) continue; + + sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount()); + ItemPrototype const *pProto = pItem->GetProto(); + + // strange item + if( !pProto ) + return EQUIP_ERR_ITEM_NOT_FOUND; + + // item it 'bind' + if(pItem->IsBindedNotWith(this)) + return EQUIP_ERR_DONT_OWN_THAT_ITEM; + + Bag *pBag; + ItemPrototype const *pBagProto; + + // item is 'one item only' + uint8 res = CanTakeMoreSimilarItems(pItem); + if(res != EQUIP_ERR_OK) + return res; + + // search stack for merge to + if( pProto->Stackable != 1 ) + { + bool b_found = false; + + for (int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t) + { + pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); + if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) + { + inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount(); + b_found = true; + break; + } + } + if (b_found) continue; + + for (int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t) + { + pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); + if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) + { + inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount(); + b_found = true; + break; + } + } + if (b_found) continue; + + for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t) + { + pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); + if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) + { + inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount(); + b_found = true; + break; + } + } + if (b_found) continue; + + for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) + { + pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); + if( pBag && ItemCanGoIntoBag(pItem->GetProto(), pBag->GetProto())) + { + for (uint32 j = 0; j < pBag->GetBagSize(); j++) + { + pItem2 = GetItemByPos( t, j ); + if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize()) + { + inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount(); + b_found = true; + break; + } + } + } + } + if (b_found) continue; + } + + // special bag case + if( pProto->BagFamily ) + { + bool b_found = false; + if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS) + { + uint32 keyringSize = GetMaxKeyringSize(); + for (uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t) + { + if( inv_keys[t-KEYRING_SLOT_START] == 0 ) + { + inv_keys[t-KEYRING_SLOT_START] = 1; + b_found = true; + break; + } + } + } + + if (b_found) continue; + + if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) + { + for (uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t) + { + if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 ) + { + inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1; + b_found = true; + break; + } + } + } + + if (b_found) continue; + + for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) + { + pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); + if( pBag ) + { + pBagProto = pBag->GetProto(); + + // not plain container check + if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) && + ItemCanGoIntoBag(pProto,pBagProto) ) + { + for (uint32 j = 0; j < pBag->GetBagSize(); j++) + { + if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 ) + { + inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1; + b_found = true; + break; + } + } + } + } + } + if (b_found) continue; + } + + // search free slot + bool b_found = false; + for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t) + { + if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 ) + { + inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1; + b_found = true; + break; + } + } + if (b_found) continue; + + // search free slot in bags + for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) + { + pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); + if( pBag ) + { + pBagProto = pBag->GetProto(); + + // special bag already checked + if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER)) + continue; + + for (uint32 j = 0; j < pBag->GetBagSize(); j++) + { + if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 ) + { + inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1; + b_found = true; + break; + } + } + } + } + + // no free slot found? + if (!b_found) + return EQUIP_ERR_INVENTORY_FULL; + } + + return EQUIP_ERR_OK; +} + +////////////////////////////////////////////////////////////////////////// +uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const +{ + dest = 0; + Item *pItem = Item::CreateItem( item, 1, this ); + if( pItem ) + { + uint8 result = CanEquipItem(slot, dest, pItem, swap ); + delete pItem; + return result; + } + + return EQUIP_ERR_ITEM_NOT_FOUND; +} + +uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const +{ + dest = 0; + if( pItem ) + { + sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount()); + ItemPrototype const *pProto = pItem->GetProto(); + if( pProto ) + { + if(pItem->IsBindedNotWith(this)) + return EQUIP_ERR_DONT_OWN_THAT_ITEM; + + // check count of items (skip for auto move for same player from bank) + uint8 res = CanTakeMoreSimilarItems(pItem); + if(res != EQUIP_ERR_OK) + return res; + + // check this only in game + if(not_loading) + { + // May be here should be more stronger checks; STUNNED checked + // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked. + if (hasUnitState(UNIT_STAT_STUNNED)) + return EQUIP_ERR_YOU_ARE_STUNNED; + + // do not allow equipping gear except weapons, offhands, projectiles, relics in + // - combat + // - in-progress arenas + if( !pProto->CanChangeEquipStateInCombat() ) + { + if( isInCombat() ) + return EQUIP_ERR_NOT_IN_COMBAT; + + if(BattleGround* bg = GetBattleGround()) + if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS ) + return EQUIP_ERR_NOT_DURING_ARENA_MATCH; + } + + if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0) + return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err + + if(IsNonMeleeSpellCasted(false)) + return EQUIP_ERR_CANT_DO_RIGHT_NOW; + } + + ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0; + // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items) + if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel()) + return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; + + uint8 eslot = FindEquipSlot( pProto, slot, swap ); + if (eslot == NULL_SLOT) + return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; + + uint8 msg = CanUseItem(pItem , not_loading); + if (msg != EQUIP_ERR_OK) + return msg; + if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot)) + return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE; + + // if swap ignore item (equipped also) + if (uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT)) + return res2; + + // check unique-equipped special item classes + if (pProto->Class == ITEM_CLASS_QUIVER) + { + for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) + { + if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) + { + if (pBag != pItem) + { + if (ItemPrototype const* pBagProto = pBag->GetProto()) + { + if (pBagProto->Class==pProto->Class && (!swap || pBag->GetSlot() != eslot)) + return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH) + ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH + : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER; + } + } + } + } + } + + uint32 type = pProto->InventoryType; + + if (eslot == EQUIPMENT_SLOT_OFFHAND) + { + if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND) + { + if (!CanDualWield()) + return EQUIP_ERR_CANT_DUAL_WIELD; + } + else if (type == INVTYPE_2HWEAPON) + { + if (!CanDualWield() || !CanTitanGrip()) + return EQUIP_ERR_CANT_DUAL_WIELD; + } + + if (IsTwoHandUsed()) + return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED; + } + + // equip two-hand weapon case (with possible unequip 2 items) + if (type == INVTYPE_2HWEAPON) + { + if (eslot == EQUIPMENT_SLOT_OFFHAND) + { + if (!CanTitanGrip()) + return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; + } + else if (eslot != EQUIPMENT_SLOT_MAINHAND) + return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; + + if (!CanTitanGrip()) + { + // offhand item must can be stored in inventory for offhand item and it also must be unequipped + Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND ); + ItemPosCountVec off_dest; + if (offItem && (!not_loading || + CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK || + CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK )) + return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL; + } + } + dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot); + return EQUIP_ERR_OK; + } + } + + return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED; +} + +uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const +{ + // Applied only to equipped items and bank bags + if(!IsEquipmentPos(pos) && !IsBagPos(pos)) + return EQUIP_ERR_OK; + + Item* pItem = GetItemByPos(pos); + + // Applied only to existed equipped item + if( !pItem ) + return EQUIP_ERR_OK; + + sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount()); + + ItemPrototype const *pProto = pItem->GetProto(); + if( !pProto ) + return EQUIP_ERR_ITEM_NOT_FOUND; + + // do not allow unequipping gear except weapons, offhands, projectiles, relics in + // - combat + // - in-progress arenas + if( !pProto->CanChangeEquipStateInCombat() ) + { + if( isInCombat() ) + return EQUIP_ERR_NOT_IN_COMBAT; + + if(BattleGround* bg = GetBattleGround()) + if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS ) + return EQUIP_ERR_NOT_DURING_ARENA_MATCH; + } + + if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty()) + return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS; + + return EQUIP_ERR_OK; +} + +uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const +{ + if (!pItem) + return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND; + + if (pItem->m_lootGenerated) + { + GetSession()->DoLootRelease(GetLootGUID()); + return EQUIP_ERR_OK; + } + + uint32 count = pItem->GetCount(); + + sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount()); + ItemPrototype const *pProto = pItem->GetProto(); + if (!pProto) + return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND; + + if (pItem->IsBindedNotWith(this)) + return EQUIP_ERR_DONT_OWN_THAT_ITEM; + + // check count of items (skip for auto move for same player from bank) + uint8 res = CanTakeMoreSimilarItems(pItem); + if (res != EQUIP_ERR_OK) + return res; + + // in specific slot + if (bag != NULL_BAG && slot != NULL_SLOT) + { + if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END) + { + if (!pItem->IsBag()) + return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT; + + if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount()) + return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT; + + if (uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK) + return cantuse; + } + + res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem); + if (res!=EQUIP_ERR_OK) + return res; + + if (count==0) + return EQUIP_ERR_OK; + } + + // not specific slot or have space for partly store only in specific slot + + // in specific bag + if( bag != NULL_BAG ) + { + if( pProto->InventoryType == INVTYPE_BAG ) + { + Bag *pBag = (Bag*)pItem; + if( pBag && !pBag->IsEmpty() ) + return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; + } + + // search stack in bag for merge to + if( pProto->Stackable != 1 ) + { + if( bag == INVENTORY_SLOT_BAG_0 ) + { + res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); + if(res!=EQUIP_ERR_OK) + return res; + + if(count==0) + return EQUIP_ERR_OK; + } + else + { + res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot); + if(res!=EQUIP_ERR_OK) + res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot); + + if(res!=EQUIP_ERR_OK) + return res; + + if(count==0) + return EQUIP_ERR_OK; + } + } + + // search free slot in bag + if( bag == INVENTORY_SLOT_BAG_0 ) + { + res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); + if(res!=EQUIP_ERR_OK) + return res; + + if(count==0) + return EQUIP_ERR_OK; + } + else + { + res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot); + if(res != EQUIP_ERR_OK) + res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot); + + if(res != EQUIP_ERR_OK) + return res; + + if(count == 0) + return EQUIP_ERR_OK; + } + } + + // not specific bag or have space for partly store only in specific bag + + // search stack for merge to + if( pProto->Stackable != 1 ) + { + // in slots + res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); + if(res != EQUIP_ERR_OK) + return res; + + if(count == 0) + return EQUIP_ERR_OK; + + // in special bags + if( pProto->BagFamily ) + { + for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) + { + res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot); + if(res!=EQUIP_ERR_OK) + continue; + + if(count==0) + return EQUIP_ERR_OK; + } + } + + for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) + { + res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot); + if(res!=EQUIP_ERR_OK) + continue; + + if(count==0) + return EQUIP_ERR_OK; + } + } + + // search free place in special bag + if( pProto->BagFamily ) + { + for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) + { + res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot); + if(res!=EQUIP_ERR_OK) + continue; + + if(count==0) + return EQUIP_ERR_OK; + } + } + + // search free space + res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); + if(res!=EQUIP_ERR_OK) + return res; + + if(count==0) + return EQUIP_ERR_OK; + + for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) + { + res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot); + if(res!=EQUIP_ERR_OK) + continue; + + if(count==0) + return EQUIP_ERR_OK; + } + return EQUIP_ERR_BANK_FULL; +} + +uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const +{ + if (pItem) + { + sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry()); + + if (!isAlive() && not_loading) + return EQUIP_ERR_YOU_ARE_DEAD; + + //if (isStunned()) + // return EQUIP_ERR_YOU_ARE_STUNNED; + + ItemPrototype const *pProto = pItem->GetProto(); + if (pProto) + { + if (pItem->IsBindedNotWith(this)) + return EQUIP_ERR_DONT_OWN_THAT_ITEM; + + if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0) + return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; + + if (pItem->GetSkill() != 0) + { + bool allowEquip = false; + uint32 itemSkill = pItem->GetSkill(); + // Armor that is binded to account can "morph" from plate to mail, etc. if skill is not learned yet. + if (pProto->Quality == ITEM_QUALITY_HEIRLOOM && pProto->Class == ITEM_CLASS_ARMOR && !HasSkill(itemSkill)) + { + // TODO: when you right-click already equipped item it throws EQUIP_ERR_NO_REQUIRED_PROFICIENCY. + + // In fact it's a visual bug, everything works properly... I need sniffs of operations with + // binded to account items from off server. + + switch (this->getClass()) + { + case CLASS_HUNTER: + case CLASS_SHAMAN: + allowEquip = (itemSkill == SKILL_MAIL); + break; + case CLASS_PALADIN: + allowEquip = (itemSkill == SKILL_PLATE_MAIL); + break; + } + } + if (!allowEquip && GetSkillValue(itemSkill) == 0) + return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; + } + + if (pProto->RequiredSkill != 0) + { + if (GetSkillValue( pProto->RequiredSkill ) == 0) + return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; + + if (GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank) + return EQUIP_ERR_ERR_CANT_EQUIP_SKILL; + } + + if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell)) + return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; + + if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank) + return EQUIP_ERR_CANT_EQUIP_REPUTATION; + + if (getLevel() < pProto->RequiredLevel) + return EQUIP_ERR_CANT_EQUIP_LEVEL_I; + + return EQUIP_ERR_OK; + } + } + return EQUIP_ERR_ITEM_NOT_FOUND; +} + +bool Player::CanUseItem( ItemPrototype const *pProto ) +{ + // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player + + if( pProto ) + { + if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 ) + return false; + if( pProto->RequiredSkill != 0 ) + { + if( GetSkillValue( pProto->RequiredSkill ) == 0 ) + return false; + else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank ) + return false; + } + if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) ) + return false; + if( getLevel() < pProto->RequiredLevel ) + return false; + return true; + } + return false; +} + +uint8 Player::CanUseAmmo( uint32 item ) const +{ + sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item); + if( !isAlive() ) + return EQUIP_ERR_YOU_ARE_DEAD; + //if( isStunned() ) + // return EQUIP_ERR_YOU_ARE_STUNNED; + ItemPrototype const *pProto = objmgr.GetItemPrototype( item ); + if( pProto ) + { + if( pProto->InventoryType!= INVTYPE_AMMO ) + return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE; + if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 ) + return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; + if( pProto->RequiredSkill != 0 ) + { + if( GetSkillValue( pProto->RequiredSkill ) == 0 ) + return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; + else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank ) + return EQUIP_ERR_ERR_CANT_EQUIP_SKILL; + } + if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) ) + return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; + /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation ) + return EQUIP_ERR_CANT_EQUIP_REPUTATION; + */ + if( getLevel() < pProto->RequiredLevel ) + return EQUIP_ERR_CANT_EQUIP_LEVEL_I; + + // Requires No Ammo + if(HasAura(46699)) + return EQUIP_ERR_BAG_FULL6; + + return EQUIP_ERR_OK; + } + return EQUIP_ERR_ITEM_NOT_FOUND; +} + +void Player::SetAmmo( uint32 item ) +{ + if(!item) + return; + + // already set + if( GetUInt32Value(PLAYER_AMMO_ID) == item ) + return; + + // check ammo + if(item) + { + uint8 msg = CanUseAmmo( item ); + if( msg != EQUIP_ERR_OK ) + { + SendEquipError( msg, NULL, NULL ); + return; + } + } + + SetUInt32Value(PLAYER_AMMO_ID, item); + + _ApplyAmmoBonuses(); +} + +void Player::RemoveAmmo() +{ + SetUInt32Value(PLAYER_AMMO_ID, 0); + + m_ammoDPS = 0.0f; + + if(CanModifyStats()) + UpdateDamagePhysical(RANGED_ATTACK); +} + +// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case. +Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId ) +{ + uint32 count = 0; + for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr) + count += itr->count; + + Item *pItem = Item::CreateItem( item, count, this ); + if( pItem ) + { + ItemAddedQuestCheck( item, count ); + if(randomPropertyId) + pItem->SetItemRandomProperties(randomPropertyId); + pItem = StoreItem( dest, pItem, update ); + } + return pItem; +} + +Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update ) +{ + if( !pItem ) + return NULL; + + Item* lastItem = pItem; + uint32 entry = pItem->GetEntry(); + for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end();) + { + uint16 pos = itr->pos; + uint32 count = itr->count; + + ++itr; + + if(itr == dest.end()) + { + lastItem = _StoreItem(pos,pItem,count,false,update); + break; + } + + lastItem = _StoreItem(pos,pItem,count,true,update); + } + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry); + return lastItem; +} + +// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case. +Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update ) +{ + if( !pItem ) + return NULL; + + uint8 bag = pos >> 8; + uint8 slot = pos & 255; + + sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u, guid = %u", bag, slot, pItem->GetEntry(), count, pItem->GetGUIDLow()); + + Item *pItem2 = GetItemByPos( bag, slot ); + + if (!pItem2) + { + if (clone) + pItem = pItem->CloneItem(count, this); + else + pItem->SetCount(count); + + if (!pItem) + return NULL; + + if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || + pItem->GetProto()->Bonding == BIND_QUEST_ITEM || + (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos))) + pItem->SetBinding( true ); + + if (bag == INVENTORY_SLOT_BAG_0) + { + m_items[slot] = pItem; + SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() ); + pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() ); + pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() ); + + pItem->SetSlot( slot ); + pItem->SetContainer( NULL ); + + // need update known currency + if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) + UpdateKnownCurrencies(pItem->GetEntry(), true); + + if (IsInWorld() && update) + { + pItem->AddToWorld(); + pItem->SendUpdateToPlayer( this ); + } + + pItem->SetState(ITEM_CHANGED, this); + } + else if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag )) + { + pBag->StoreItem( slot, pItem, update ); + if( IsInWorld() && update ) + { + pItem->AddToWorld(); + pItem->SendUpdateToPlayer( this ); + } + pItem->SetState(ITEM_CHANGED, this); + pBag->SetState(ITEM_CHANGED, this); + } + + AddEnchantmentDurations(pItem); + AddItemDurations(pItem); + + return pItem; + } + else + { + if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP || + pItem2->GetProto()->Bonding == BIND_QUEST_ITEM || + (pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos))) + pItem2->SetBinding( true ); + + pItem2->SetCount( pItem2->GetCount() + count ); + if (IsInWorld() && update) + pItem2->SendUpdateToPlayer( this ); + + if (!clone) + { + // delete item (it not in any slot currently) + if (IsInWorld() && update) + { + pItem->RemoveFromWorld(); + pItem->DestroyForPlayer( this ); + } + + RemoveEnchantmentDurations(pItem); + RemoveItemDurations(pItem); + + pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor + pItem->SetState(ITEM_REMOVED, this); + } + + // AddItemDurations(pItem2); - pItem2 already have duration listed for player + AddEnchantmentDurations(pItem2); + + pItem2->SetState(ITEM_CHANGED, this); + + return pItem2; + } +} + +Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update ) +{ + if (Item *pItem = Item::CreateItem( item, 1, this )) + { + ItemAddedQuestCheck( item, 1 ); + return EquipItem( pos, pItem, update ); + } + + return NULL; +} + +Item* Player::EquipItem( uint16 pos, Item *pItem, bool update ) +{ + AddEnchantmentDurations(pItem); + AddItemDurations(pItem); + + uint8 bag = pos >> 8; + uint8 slot = pos & 255; + + Item *pItem2 = GetItemByPos( bag, slot ); + + if( !pItem2 ) + { + VisualizeItem( slot, pItem); + + if(isAlive()) + { + ItemPrototype const *pProto = pItem->GetProto(); + + // item set bonuses applied only at equip and removed at unequip, and still active for broken items + if(pProto && pProto->ItemSet) + AddItemsSetItem(this, pItem); + + _ApplyItemMods(pItem, slot, true); + + if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0) + { + uint32 cooldownSpell = 6119; + + if (getClass() == CLASS_ROGUE) + cooldownSpell = 6123; + + SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell); + + if (!spellProto) + sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell); + else + { + m_weaponChangeTimer = spellProto->StartRecoveryTime; + + WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4); + data << uint64(GetGUID()); + data << uint8(1); + data << uint32(cooldownSpell); + data << uint32(0); + GetSession()->SendPacket(&data); + } + } + } + + if( IsInWorld() && update ) + { + pItem->AddToWorld(); + pItem->SendUpdateToPlayer( this ); + } + + ApplyEquipCooldown(pItem); + + // update expertise and armor penetration - passive auras may need it + + if( slot == EQUIPMENT_SLOT_MAINHAND ) + UpdateExpertise(BASE_ATTACK); + + else if( slot == EQUIPMENT_SLOT_OFFHAND ) + UpdateExpertise(OFF_ATTACK); + + switch(slot) + { + case EQUIPMENT_SLOT_MAINHAND: + case EQUIPMENT_SLOT_OFFHAND: + case EQUIPMENT_SLOT_RANGED: + RecalculateRating(CR_ARMOR_PENETRATION); + default: + break; + } + } + else + { + pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() ); + if( IsInWorld() && update ) + pItem2->SendUpdateToPlayer( this ); + + // delete item (it not in any slot currently) + //pItem->DeleteFromDB(); + if( IsInWorld() && update ) + { + pItem->RemoveFromWorld(); + pItem->DestroyForPlayer( this ); + } + + RemoveEnchantmentDurations(pItem); + RemoveItemDurations(pItem); + + pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor + pItem->SetState(ITEM_REMOVED, this); + pItem2->SetState(ITEM_CHANGED, this); + + ApplyEquipCooldown(pItem2); + + return pItem2; + } + + // only for full equip instead adding to stack + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry()); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot); + + return pItem; +} + +void Player::QuickEquipItem( uint16 pos, Item *pItem) +{ + if( pItem ) + { + AddEnchantmentDurations(pItem); + AddItemDurations(pItem); + + uint8 slot = pos & 255; + VisualizeItem( slot, pItem); + + if( IsInWorld() ) + { + pItem->AddToWorld(); + pItem->SendUpdateToPlayer( this ); + } + + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry()); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot); + } +} + +void Player::SetVisibleItemSlot(uint8 slot, Item *pItem) +{ + if(pItem) + { + SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry()); + SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT)); + SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT)); + } + else + { + SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0); + SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0); + } +} + +void Player::VisualizeItem( uint8 slot, Item *pItem) +{ + if(!pItem) + return; + + // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory) + if( pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM ) + pItem->SetBinding( true ); + + sLog.outDebug( "STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry()); + + m_items[slot] = pItem; + SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() ); + pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() ); + pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() ); + pItem->SetSlot( slot ); + pItem->SetContainer( NULL ); + + if( slot < EQUIPMENT_SLOT_END ) + SetVisibleItemSlot(slot, pItem); + + pItem->SetState(ITEM_CHANGED, this); +} + +void Player::RemoveItem(uint8 bag, uint8 slot, bool update) +{ + // note: removeitem does not actually change the item + // it only takes the item out of storage temporarily + // note2: if removeitem is to be used for delinking + // the item must be removed from the player's updatequeue + + Item *pItem = GetItemByPos(bag, slot); + if (pItem) + { + sLog.outDebug( "STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry()); + + RemoveEnchantmentDurations(pItem); + RemoveItemDurations(pItem); + + if (bag == INVENTORY_SLOT_BAG_0) + { + if (slot < INVENTORY_SLOT_BAG_END) + { + ItemPrototype const *pProto = pItem->GetProto(); + // item set bonuses applied only at equip and removed at unequip, and still active for broken items + + if(pProto && pProto->ItemSet) + RemoveItemsSetItem(this, pProto); + + _ApplyItemMods(pItem, slot, false); + + // remove item dependent auras and casts (only weapon and armor slots) + if(slot < EQUIPMENT_SLOT_END) + { + RemoveItemDependentAurasAndCasts(pItem); + + // remove held enchantments, update expertise + if (slot == EQUIPMENT_SLOT_MAINHAND) + { + if (pItem->GetItemSuffixFactor()) + { + pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3); + pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4); + } + else + { + pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0); + pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1); + } + + UpdateExpertise(BASE_ATTACK); + } + else if (slot == EQUIPMENT_SLOT_OFFHAND) + UpdateExpertise(OFF_ATTACK); + // update armor penetration - passive auras may need it + switch(slot) + { + case EQUIPMENT_SLOT_MAINHAND: + case EQUIPMENT_SLOT_OFFHAND: + case EQUIPMENT_SLOT_RANGED: + RecalculateRating(CR_ARMOR_PENETRATION); + default: + break; + } + } + } + // need update known currency + else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) + UpdateKnownCurrencies(pItem->GetEntry(), false); + + m_items[slot] = NULL; + SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0); + + if (slot < EQUIPMENT_SLOT_END) + SetVisibleItemSlot(slot, NULL); + } + else + { + if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag)) + pBag->RemoveItem(slot, update); + } + pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0); + // pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0); not clear owner at remove (it will be set at store). This used in mail and auction code + pItem->SetSlot(NULL_SLOT); + if(IsInWorld() && update) + pItem->SendUpdateToPlayer(this); + } +} + +// Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail.... +void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update) +{ + if(Item* it = GetItemByPos(bag,slot)) + { + ItemRemovedQuestCheck(it->GetEntry(), it->GetCount()); + RemoveItem(bag, slot, update); + it->RemoveFromUpdateQueueOf(this); + if(it->IsInWorld()) + { + it->RemoveFromWorld(); + it->DestroyForPlayer(this); + } + } +} + +// Common operation need to add item from inventory without delete in trade, guild bank, mail.... +void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB) +{ + // update quest counters + ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount()); + + // store item + Item* pLastItem = StoreItem(dest, pItem, update); + + // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way) + if(pLastItem == pItem) + { + // update owner for last item (this can be original item with wrong owner + if(pLastItem->GetOwnerGUID() != GetGUID()) + pLastItem->SetOwnerGUID(GetGUID()); + + // if this original item then it need create record in inventory + // in case trade we already have item in other player inventory + pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this); + } +} + +void Player::DestroyItem(uint8 bag, uint8 slot, bool update) +{ + Item *pItem = GetItemByPos(bag, slot); + if(pItem) + { + sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry()); + + // start from destroy contained items (only equipped bag can have its) + if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot + { + for (uint8 i = 0; i < MAX_BAG_SIZE; ++i) + DestroyItem(slot, i, update); + } + + if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED)) + CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow()); + + RemoveEnchantmentDurations(pItem); + RemoveItemDurations(pItem); + + ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() ); + + if (bag == INVENTORY_SLOT_BAG_0) + { + SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0); + + // equipment and equipped bags can have applied bonuses + if (slot < INVENTORY_SLOT_BAG_END) + { + ItemPrototype const *pProto = pItem->GetProto(); + + // item set bonuses applied only at equip and removed at unequip, and still active for broken items + if (pProto && pProto->ItemSet) + RemoveItemsSetItem(this, pProto); + + _ApplyItemMods(pItem, slot, false); + } + + if ( slot < EQUIPMENT_SLOT_END ) + { + // remove item dependent auras and casts (only weapon and armor slots) + RemoveItemDependentAurasAndCasts(pItem); + + // update expertise and armor penetration - passive auras may need it + switch (slot) + { + case EQUIPMENT_SLOT_MAINHAND: + case EQUIPMENT_SLOT_OFFHAND: + case EQUIPMENT_SLOT_RANGED: + RecalculateRating(CR_ARMOR_PENETRATION); + default: + break; + } + + if (slot == EQUIPMENT_SLOT_MAINHAND) + UpdateExpertise(BASE_ATTACK); + else if (slot == EQUIPMENT_SLOT_OFFHAND) + UpdateExpertise(OFF_ATTACK); + + // equipment visual show + SetVisibleItemSlot(slot, NULL); + } + // need update known currency + else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) + UpdateKnownCurrencies(pItem->GetEntry(), false); + + m_items[slot] = NULL; + } + else if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag )) + pBag->RemoveItem(slot, update); + + if (IsInWorld() && update) + { + pItem->RemoveFromWorld(); + pItem->DestroyForPlayer(this); + } + + //pItem->SetOwnerGUID(0); + pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0); + pItem->SetSlot(NULL_SLOT); + pItem->SetState(ITEM_REMOVED, this); + } +} + +void Player::DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check) +{ + sLog.outDebug( "STORAGE: DestroyItemCount item = %u, count = %u", item, count); + uint32 remcount = 0; + + // in inventory + for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) + { + if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + { + if (pItem->GetEntry() == item) + { + if (pItem->GetCount() + remcount <= count) + { + // all items in inventory can unequipped + remcount += pItem->GetCount(); + DestroyItem( INVENTORY_SLOT_BAG_0, i, update); + + if (remcount >= count) + return; + } + else + { + ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount); + pItem->SetCount(pItem->GetCount() - count + remcount); + if (IsInWorld() & update) + pItem->SendUpdateToPlayer( this ); + pItem->SetState(ITEM_CHANGED, this); + return; + } + } + } + } + + for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) + { + if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + { + if (pItem->GetEntry() == item) + { + if (pItem->GetCount() + remcount <= count) + { + // all keys can be unequipped + remcount += pItem->GetCount(); + DestroyItem( INVENTORY_SLOT_BAG_0, i, update); + + if (remcount >= count) + return; + } + else + { + ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); + pItem->SetCount( pItem->GetCount() - count + remcount ); + if (IsInWorld() & update) + pItem->SendUpdateToPlayer( this ); + pItem->SetState(ITEM_CHANGED, this); + return; + } + } + } + } + + // in inventory bags + for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) + { + if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + { + for (uint32 j = 0; j < pBag->GetBagSize(); j++) + { + if(Item* pItem = pBag->GetItemByPos(j)) + { + if (pItem->GetEntry() == item) + { + // all items in bags can be unequipped + if (pItem->GetCount() + remcount <= count) + { + remcount += pItem->GetCount(); + DestroyItem( i, j, update ); + + if (remcount >= count) + return; + } + else + { + ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); + pItem->SetCount( pItem->GetCount() - count + remcount ); + if (IsInWorld() && update) + pItem->SendUpdateToPlayer( this ); + pItem->SetState(ITEM_CHANGED, this); + return; + } + } + } + } + } + } + + // in equipment and bag list + for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) + { + if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + { + if (pItem && pItem->GetEntry() == item) + { + if (pItem->GetCount() + remcount <= count) + { + if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK ) + { + remcount += pItem->GetCount(); + DestroyItem( INVENTORY_SLOT_BAG_0, i, update); + + if (remcount >= count) + return; + } + } + else + { + ItemRemovedQuestCheck( pItem->GetEntry(), count - remcount ); + pItem->SetCount( pItem->GetCount() - count + remcount ); + if (IsInWorld() & update) + pItem->SendUpdateToPlayer( this ); + pItem->SetState(ITEM_CHANGED, this); + return; + } + } + } + } +} + +void Player::DestroyZoneLimitedItem( bool update, uint32 new_zone ) +{ + sLog.outDebug( "STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone ); + + // in inventory + for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) + if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) + DestroyItem( INVENTORY_SLOT_BAG_0, i, update); + + for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) + if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) + DestroyItem( INVENTORY_SLOT_BAG_0, i, update); + + // in inventory bags + for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) + if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + for (uint32 j = 0; j < pBag->GetBagSize(); j++) + if (Item* pItem = pBag->GetItemByPos(j)) + if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) + DestroyItem(i, j, update); + + // in equipment and bag list + for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) + if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone)) + DestroyItem( INVENTORY_SLOT_BAG_0, i, update); +} + +void Player::DestroyConjuredItems( bool update ) +{ + // used when entering arena + // destroys all conjured items + sLog.outDebug( "STORAGE: DestroyConjuredItems" ); + + // in inventory + for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) + if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (pItem->IsConjuredConsumable()) + DestroyItem( INVENTORY_SLOT_BAG_0, i, update); + + // in inventory bags + for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) + if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + for (uint32 j = 0; j < pBag->GetBagSize(); j++) + if (Item* pItem = pBag->GetItemByPos(j)) + if (pItem->IsConjuredConsumable()) + DestroyItem( i, j, update); + + // in equipment and bag list + for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) + if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (pItem->IsConjuredConsumable()) + DestroyItem( INVENTORY_SLOT_BAG_0, i, update); +} + +Item* Player::GetItemByEntry(uint32 entry) const +{ + // in inventory + for(int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) + { + if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (pItem->GetEntry() == entry) + return pItem; + } + + + for(int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) + { + if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + { + for(uint32 j = 0; j < pBag->GetBagSize(); ++j) + { + if (Item* pItem = pBag->GetItemByPos(j)) + if (pItem->GetEntry()==entry) + return pItem; + } + } + } + + + for(int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i) + { + if (Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + if (pItem->GetEntry()==entry) + return pItem; + } + + return NULL; +} + +void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update ) +{ + if(!pItem) + return; + + sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count); + + if( pItem->GetCount() <= count ) + { + count -= pItem->GetCount(); + + DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update); + } + else + { + ItemRemovedQuestCheck( pItem->GetEntry(), count); + pItem->SetCount( pItem->GetCount() - count ); + count = 0; + if( IsInWorld() & update ) + pItem->SendUpdateToPlayer( this ); + pItem->SetState(ITEM_CHANGED, this); + } +} + +void Player::SplitItem( uint16 src, uint16 dst, uint32 count ) +{ + uint8 srcbag = src >> 8; + uint8 srcslot = src & 255; + + uint8 dstbag = dst >> 8; + uint8 dstslot = dst & 255; + + Item *pSrcItem = GetItemByPos( srcbag, srcslot ); + if( !pSrcItem ) + { + SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL ); + return; + } + + // not let split all items (can be only at cheating) + if(pSrcItem->GetCount() == count) + { + SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); + return; + } + + // not let split more existed items (can be only at cheating) + if(pSrcItem->GetCount() < count) + { + SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL ); + return; + } + + if(pSrcItem->m_lootGenerated) // prevent split looting item (item + { + //best error message found for attempting to split while looting + SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); + return; + } + + sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count); + Item *pNewItem = pSrcItem->CloneItem( count, this ); + if( !pNewItem ) + { + SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL ); + return; + } + + if( IsInventoryPos( dst ) ) + { + // change item amount before check (for unique max count check) + pSrcItem->SetCount( pSrcItem->GetCount() - count ); + + ItemPosCountVec dest; + uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false ); + if( msg != EQUIP_ERR_OK ) + { + delete pNewItem; + pSrcItem->SetCount( pSrcItem->GetCount() + count ); + SendEquipError( msg, pSrcItem, NULL ); + return; + } + + if( IsInWorld() ) + pSrcItem->SendUpdateToPlayer( this ); + pSrcItem->SetState(ITEM_CHANGED, this); + StoreItem( dest, pNewItem, true); + } + else if( IsBankPos ( dst ) ) + { + // change item amount before check (for unique max count check) + pSrcItem->SetCount( pSrcItem->GetCount() - count ); + + ItemPosCountVec dest; + uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false ); + if( msg != EQUIP_ERR_OK ) + { + delete pNewItem; + pSrcItem->SetCount( pSrcItem->GetCount() + count ); + SendEquipError( msg, pSrcItem, NULL ); + return; + } + + if( IsInWorld() ) + pSrcItem->SendUpdateToPlayer( this ); + pSrcItem->SetState(ITEM_CHANGED, this); + BankItem( dest, pNewItem, true); + } + else if( IsEquipmentPos ( dst ) ) + { + // change item amount before check (for unique max count check), provide space for splitted items + pSrcItem->SetCount( pSrcItem->GetCount() - count ); + + uint16 dest; + uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false ); + if( msg != EQUIP_ERR_OK ) + { + delete pNewItem; + pSrcItem->SetCount( pSrcItem->GetCount() + count ); + SendEquipError( msg, pSrcItem, NULL ); + return; + } + + if( IsInWorld() ) + pSrcItem->SendUpdateToPlayer( this ); + pSrcItem->SetState(ITEM_CHANGED, this); + EquipItem( dest, pNewItem, true); + AutoUnequipOffhandIfNeed(); + } +} + +void Player::SwapItem( uint16 src, uint16 dst ) +{ + uint8 srcbag = src >> 8; + uint8 srcslot = src & 255; + + uint8 dstbag = dst >> 8; + uint8 dstslot = dst & 255; + + Item *pSrcItem = GetItemByPos( srcbag, srcslot ); + Item *pDstItem = GetItemByPos( dstbag, dstslot ); + + if( !pSrcItem ) + return; + + sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry()); + + if(!isAlive() ) + { + SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem ); + return; + } + + // SRC checks + + if(pSrcItem->m_lootGenerated) // prevent swap looting item + { + //best error message found for attempting to swap while looting + SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL ); + return; + } + + // check unequip potability for equipped items and bank bags + if(IsEquipmentPos ( src ) || IsBagPos ( src )) + { + // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later) + uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty())); + if(msg != EQUIP_ERR_OK) + { + SendEquipError( msg, pSrcItem, pDstItem ); + return; + } + } + + // prevent put equipped/bank bag in self + if( IsBagPos ( src ) && srcslot == dstbag) + { + SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem ); + return; + } + + // DST checks + + if (pDstItem) + { + if(pDstItem->m_lootGenerated) // prevent swap looting item + { + //best error message found for attempting to swap while looting + SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL ); + return; + } + + // check unequip potability for equipped items and bank bags + if(IsEquipmentPos ( dst ) || IsBagPos ( dst )) + { + // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later) + uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty())); + if(msg != EQUIP_ERR_OK) + { + SendEquipError( msg, pSrcItem, pDstItem ); + return; + } + } + } + + // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions) + // or swap empty bag with another empty or not empty bag (with items exchange) + + // Move case + if( !pDstItem ) + { + if( IsInventoryPos( dst ) ) + { + ItemPosCountVec dest; + uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false ); + if( msg != EQUIP_ERR_OK ) + { + SendEquipError( msg, pSrcItem, NULL ); + return; + } + + RemoveItem(srcbag, srcslot, true); + StoreItem( dest, pSrcItem, true); + } + else if( IsBankPos ( dst ) ) + { + ItemPosCountVec dest; + uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false); + if( msg != EQUIP_ERR_OK ) + { + SendEquipError( msg, pSrcItem, NULL ); + return; + } + + RemoveItem(srcbag, srcslot, true); + BankItem( dest, pSrcItem, true); + } + else if( IsEquipmentPos ( dst ) ) + { + uint16 dest; + uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false ); + if( msg != EQUIP_ERR_OK ) + { + SendEquipError( msg, pSrcItem, NULL ); + return; + } + + RemoveItem(srcbag, srcslot, true); + EquipItem(dest, pSrcItem, true); + AutoUnequipOffhandIfNeed(); + } + + return; + } + + // attempt merge to / fill target item + if(!pSrcItem->IsBag() && !pDstItem->IsBag()) + { + uint8 msg; + ItemPosCountVec sDest; + uint16 eDest; + if( IsInventoryPos( dst ) ) + msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false ); + else if( IsBankPos ( dst ) ) + msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false ); + else if( IsEquipmentPos ( dst ) ) + msg = CanEquipItem( dstslot, eDest, pSrcItem, false ); + else + return; + + // can be merge/fill + if(msg == EQUIP_ERR_OK) + { + if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize()) + { + RemoveItem(srcbag, srcslot, true); + + if( IsInventoryPos( dst ) ) + StoreItem( sDest, pSrcItem, true); + else if( IsBankPos ( dst ) ) + BankItem( sDest, pSrcItem, true); + else if( IsEquipmentPos ( dst ) ) + { + EquipItem( eDest, pSrcItem, true); + AutoUnequipOffhandIfNeed(); + } + } + else + { + pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize()); + pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize()); + pSrcItem->SetState(ITEM_CHANGED, this); + pDstItem->SetState(ITEM_CHANGED, this); + if( IsInWorld() ) + { + pSrcItem->SendUpdateToPlayer( this ); + pDstItem->SendUpdateToPlayer( this ); + } + } + return; + } + } + + // impossible merge/fill, do real swap + uint8 msg; + + // check src->dest move possibility + ItemPosCountVec sDest; + uint16 eDest = 0; + if( IsInventoryPos( dst ) ) + msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true ); + else if( IsBankPos( dst ) ) + msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true ); + else if( IsEquipmentPos( dst ) ) + { + msg = CanEquipItem( dstslot, eDest, pSrcItem, true ); + if( msg == EQUIP_ERR_OK ) + msg = CanUnequipItem( eDest, true ); + } + + if( msg != EQUIP_ERR_OK ) + { + SendEquipError( msg, pSrcItem, pDstItem ); + return; + } + + // check dest->src move possibility + ItemPosCountVec sDest2; + uint16 eDest2 = 0; + if( IsInventoryPos( src ) ) + msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true ); + else if( IsBankPos( src ) ) + msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true ); + else if( IsEquipmentPos( src ) ) + { + msg = CanEquipItem( srcslot, eDest2, pDstItem, true); + if( msg == EQUIP_ERR_OK ) + msg = CanUnequipItem( eDest2, true); + } + + if( msg != EQUIP_ERR_OK ) + { + SendEquipError( msg, pDstItem, pSrcItem ); + return; + } + + // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store) + if(pSrcItem->IsBag() && pDstItem->IsBag()) + { + Bag* emptyBag = NULL; + Bag* fullBag = NULL; + if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src)) + { + emptyBag = (Bag*)pSrcItem; + fullBag = (Bag*)pDstItem; + } + else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst)) + { + emptyBag = (Bag*)pDstItem; + fullBag = (Bag*)pSrcItem; + } + + // bag swap (with items exchange) case + if(emptyBag && fullBag) + { + ItemPrototype const* emptyProto = emptyBag->GetProto(); + + uint32 count = 0; + + for (uint32 i=0; i < fullBag->GetBagSize(); ++i) + { + Item *bagItem = fullBag->GetItemByPos(i); + if (!bagItem) + continue; + + ItemPrototype const* bagItemProto = bagItem->GetProto(); + if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emptyProto)) + { + // one from items not go to empty target bag + SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem ); + return; + } + + ++count; + } + + if (count > emptyBag->GetBagSize()) + { + // too small targeted bag + SendEquipError( EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem ); + return; + } + + // Items swap + count = 0; // will pos in new bag + for (uint32 i = 0; i< fullBag->GetBagSize(); ++i) + { + Item *bagItem = fullBag->GetItemByPos(i); + if (!bagItem) + continue; + + fullBag->RemoveItem(i, true); + emptyBag->StoreItem(count, bagItem, true); + bagItem->SetState(ITEM_CHANGED, this); + + ++count; + } + } + } + + // now do moves, remove... + RemoveItem(dstbag, dstslot, false); + RemoveItem(srcbag, srcslot, false); + + // add to dest + if (IsInventoryPos(dst)) + StoreItem(sDest, pSrcItem, true); + else if (IsBankPos(dst)) + BankItem(sDest, pSrcItem, true); + else if (IsEquipmentPos(dst)) + EquipItem(eDest, pSrcItem, true); + + // add to src + if (IsInventoryPos(src)) + StoreItem(sDest2, pDstItem, true); + else if (IsBankPos(src)) + BankItem(sDest2, pDstItem, true); + else if (IsEquipmentPos(src)) + EquipItem(eDest2, pDstItem, true); + + // if player is moving bags and is looting an item inside this bag + // release the loot + if (GetLootGUID()) + { + bool released = false; + if (IsBagPos(src)) + { + Bag* bag = (Bag*)pSrcItem; + for(int i=0; i < bag->GetBagSize(); ++i) + { + if (Item *bagItem = bag->GetItemByPos(i)) + { + if (bagItem->m_lootGenerated) + { + m_session->DoLootRelease(GetLootGUID()); + released = true; // so we don't need to look at dstBag + break; + } + } + } + } + + if (!released && IsBagPos(dst) && pDstItem) + { + Bag* bag = (Bag*)pDstItem; + for(int i=0; i < bag->GetBagSize(); ++i) + { + if (Item *bagItem = bag->GetItemByPos(i)) + { + if (bagItem->m_lootGenerated) + { + m_session->DoLootRelease(GetLootGUID()); + released = true; // not realy needed here + break; + } + } + } + } + } + + AutoUnequipOffhandIfNeed(); +} + +void Player::AddItemToBuyBackSlot( Item *pItem ) +{ + if (pItem) + { + uint32 slot = m_currentBuybackSlot; + // if current back slot non-empty search oldest or free + if (m_items[slot]) + { + uint32 oldest_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 ); + uint32 oldest_slot = BUYBACK_SLOT_START; + + for (uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i ) + { + // found empty + if (!m_items[i]) + { + slot = i; + break; + } + + uint32 i_time = GetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START); + + if (oldest_time > i_time) + { + oldest_time = i_time; + oldest_slot = i; + } + } + + // find oldest + slot = oldest_slot; + } + + RemoveItemFromBuyBackSlot( slot, true ); + sLog.outDebug( "STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot); + + m_items[slot] = pItem; + time_t base = time(NULL); + uint32 etime = uint32(base - m_logintime + (30 * 3600)); + uint32 eslot = slot - BUYBACK_SLOT_START; + + SetUInt64Value( PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID() ); + if (ItemPrototype const *pProto = pItem->GetProto()) + SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount() ); + else + SetUInt32Value( PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0 ); + SetUInt32Value( PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime ); + + // move to next (for non filled list is move most optimized choice) + if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1) + ++m_currentBuybackSlot; + } +} + +Item* Player::GetItemFromBuyBackSlot( uint32 slot ) +{ + sLog.outDebug( "STORAGE: GetItemFromBuyBackSlot slot = %u", slot); + if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) + return m_items[slot]; + return NULL; +} + +void Player::RemoveItemFromBuyBackSlot( uint32 slot, bool del ) +{ + sLog.outDebug( "STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot); + if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END) + { + Item *pItem = m_items[slot]; + if (pItem) + { + pItem->RemoveFromWorld(); + if(del) + pItem->SetState(ITEM_REMOVED, this); + } + + m_items[slot] = NULL; + + uint32 eslot = slot - BUYBACK_SLOT_START; + SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0); + SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0); + SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0); + + // if current backslot is filled set to now free slot + if(m_items[m_currentBuybackSlot]) + m_currentBuybackSlot = slot; + } +} + +void Player::SendEquipError( uint8 msg, Item* pItem, Item *pItem2 ) +{ + sLog.outDebug( "WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg); + WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18)); + data << uint8(msg); + + if (msg != EQUIP_ERR_OK) + { + data << uint64(pItem ? pItem->GetGUID() : 0); + data << uint64(pItem2 ? pItem2->GetGUID() : 0); + data << uint8(0); // not 0 there... + + if (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I) + { + uint8 level = 0; + + if (pItem) + if (ItemPrototype const* proto = pItem->GetProto()) + level = proto->RequiredLevel; + + data << uint32(level); // new 2.4.0 + } + } + GetSession()->SendPacket(&data); +} + +void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param ) +{ + sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" ); + WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) ); + data << uint64(pCreature ? pCreature->GetGUID() : 0); + data << uint32(item); + if (param > 0) + data << uint32(param); + data << uint8(msg); + GetSession()->SendPacket(&data); +} + +void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param ) +{ + sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" ); + WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10 + data << uint64(pCreature ? pCreature->GetGUID() : 0); + data << uint64(guid); + if (param > 0) + data << uint32(param); + data << uint8(msg); + GetSession()->SendPacket(&data); +} + +void Player::ClearTrade() +{ + tradeGold = 0; + acceptTrade = false; + for (uint8 i = 0; i < TRADE_SLOT_COUNT; i++) + tradeItems[i] = 0; +} + +void Player::TradeCancel(bool sendback) +{ + if (pTrader) + { + // send yellow "Trade canceled" message to both traders + WorldSession* ws; + ws = GetSession(); + if (sendback) + ws->SendCancelTrade(); + ws = pTrader->GetSession(); + if (!ws->PlayerLogout()) + ws->SendCancelTrade(); + + // cleanup + ClearTrade(); + pTrader->ClearTrade(); + // prevent loss of reference + pTrader->pTrader = NULL; + pTrader = NULL; + } +} + +void Player::UpdateItemDuration(uint32 time, bool realtimeonly) +{ + if (m_itemDuration.empty()) + return; + + sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time, realtimeonly); + + for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end();) + { + Item* item = *itr; + ++itr; // current element can be erased in UpdateDuration + + if ((realtimeonly && item->GetProto()->Duration < 0) || !realtimeonly) + item->UpdateDuration(this,time); + } +} + +void Player::UpdateEnchantTime(uint32 time) +{ + for (EnchantDurationList::iterator itr = m_enchantDuration.begin(),next; itr != m_enchantDuration.end(); itr=next) + { + assert(itr->item); + next = itr; + if (!itr->item->GetEnchantmentId(itr->slot)) + { + next = m_enchantDuration.erase(itr); + } + else if (itr->leftduration <= time) + { + ApplyEnchantment(itr->item, itr->slot, false, false); + itr->item->ClearEnchantment(itr->slot); + next = m_enchantDuration.erase(itr); + } + else if (itr->leftduration > time) + { + itr->leftduration -= time; + ++next; + } + } +} + +void Player::AddEnchantmentDurations(Item *item) +{ + for (int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x) + { + if (!item->GetEnchantmentId(EnchantmentSlot(x))) + continue; + + uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x)); + if (duration > 0) + AddEnchantmentDuration(item, EnchantmentSlot(x), duration); + } +} + +void Player::RemoveEnchantmentDurations(Item *item) +{ + for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();) + { + if (itr->item == item) + { + // save duration in item + item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration); + itr = m_enchantDuration.erase(itr); + } + else + ++itr; + } +} + +void Player::RemoveArenaEnchantments(EnchantmentSlot slot) +{ + // remove enchantments from equipped items first to clean up the m_enchantDuration list + for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next) + { + next = itr; + if (itr->slot == slot) + { + if (itr->item && itr->item->GetEnchantmentId(slot)) + { + // Poisons and DK runes are enchants which are allowed on arenas + if (spellmgr.IsArenaAllowedEnchancment(itr->item->GetEnchantmentId(slot))) + { + ++next; + continue; + } + // remove from stats + ApplyEnchantment(itr->item, slot, false, false); + // remove visual + itr->item->ClearEnchantment(slot); + } + // remove from update list + next = m_enchantDuration.erase(itr); + } + else + ++next; + } + + // remove enchants from inventory items + // NOTE: no need to remove these from stats, since these aren't equipped + // in inventory + for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) + if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) + if (pItem->GetEnchantmentId(slot)) + pItem->ClearEnchantment(slot); + + // in inventory bags + for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) + if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) + for (uint32 j = 0; j < pBag->GetBagSize(); j++) + if (Item* pItem = pBag->GetItemByPos(j)) + if (pItem->GetEnchantmentId(slot)) + pItem->ClearEnchantment(slot); +} + +// duration == 0 will remove item enchant +void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration) +{ + if (!item) + return; + + if (slot >= MAX_ENCHANTMENT_SLOT) + return; + + for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr) + { + if (itr->item == item && itr->slot == slot) + { + itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration); + m_enchantDuration.erase(itr); + break; + } + } + if (item && duration > 0 ) + { + GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(), slot, uint32(duration/1000)); + m_enchantDuration.push_back(EnchantDuration(item, slot, duration)); + } +} + +void Player::ApplyEnchantment(Item *item,bool apply) +{ + for (uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot) + ApplyEnchantment(item, EnchantmentSlot(slot), apply); +} + +void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition) +{ + if (!item) + return; + + if (!item->IsEquipped()) + return; + + if (!CanUseAttackType(Player::GetAttackBySlot(item->GetSlot()))) + return; + + if (slot >= MAX_ENCHANTMENT_SLOT) + return; + + uint32 enchant_id = item->GetEnchantmentId(slot); + if (!enchant_id) + return; + + SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); + if (!pEnchant) + return; + + if (!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1)) + return; + + if ((pEnchant->requiredLevel) > ((Player*)this)->getLevel()) + return; + + if ((pEnchant->requiredSkill) > 0) + { + if ((pEnchant->requiredSkillValue) > (((Player*)this)->GetSkillValue(pEnchant->requiredSkill))) + return; + } + + if (!item->IsBroken()) + { + for (int s = 0; s < 3; ++s) + { + uint32 enchant_display_type = pEnchant->type[s]; + uint32 enchant_amount = pEnchant->amount[s]; + uint32 enchant_spell_id = pEnchant->spellid[s]; + + switch(enchant_display_type) + { + case ITEM_ENCHANTMENT_TYPE_NONE: + break; + case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL: + // processed in Player::CastItemCombatSpell + break; + case ITEM_ENCHANTMENT_TYPE_DAMAGE: + if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND) + HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply); + else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND) + HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply); + else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED) + HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply); + break; + case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL: + if (enchant_spell_id) + { + if (apply) + { + int32 basepoints = 0; + // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor) + if (item->GetItemRandomPropertyId()) + { + ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); + if (item_rand) + { + // Search enchant_amount + for (int k = 0; k < 3; ++k) + { + if(item_rand->enchant_id[k] == enchant_id) + { + basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); + break; + } + } + } + } + // Cast custom spell vs all equal basepoints getted from enchant_amount + if (basepoints) + CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item); + else + CastSpell(this, enchant_spell_id, true, item); + } + else + RemoveAurasDueToItemSpell(item, enchant_spell_id); + } + break; + case ITEM_ENCHANTMENT_TYPE_RESISTANCE: + if (!enchant_amount) + { + ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); + if(item_rand) + { + for (int k = 0; k < 3; ++k) + { + if(item_rand->enchant_id[k] == enchant_id) + { + enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); + break; + } + } + } + } + + HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply); + break; + case ITEM_ENCHANTMENT_TYPE_STAT: + { + if (!enchant_amount) + { + ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); + if(item_rand_suffix) + { + for (int k = 0; k < 3; ++k) + { + if(item_rand_suffix->enchant_id[k] == enchant_id) + { + enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); + break; + } + } + } + } + + sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id); + switch (enchant_spell_id) + { + case ITEM_MOD_MANA: + sLog.outDebug("+ %u MANA",enchant_amount); + HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply); + break; + case ITEM_MOD_HEALTH: + sLog.outDebug("+ %u HEALTH",enchant_amount); + HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply); + break; + case ITEM_MOD_AGILITY: + sLog.outDebug("+ %u AGILITY",enchant_amount); + HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply); + ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply); + break; + case ITEM_MOD_STRENGTH: + sLog.outDebug("+ %u STRENGTH",enchant_amount); + HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply); + ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply); + break; + case ITEM_MOD_INTELLECT: + sLog.outDebug("+ %u INTELLECT",enchant_amount); + HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply); + ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply); + break; + case ITEM_MOD_SPIRIT: + sLog.outDebug("+ %u SPIRIT",enchant_amount); + HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply); + ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply); + break; + case ITEM_MOD_STAMINA: + sLog.outDebug("+ %u STAMINA",enchant_amount); + HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply); + ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply); + break; + case ITEM_MOD_DEFENSE_SKILL_RATING: + ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply); + sLog.outDebug("+ %u DEFENCE", enchant_amount); + break; + case ITEM_MOD_DODGE_RATING: + ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply); + sLog.outDebug("+ %u DODGE", enchant_amount); + break; + case ITEM_MOD_PARRY_RATING: + ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply); + sLog.outDebug("+ %u PARRY", enchant_amount); + break; + case ITEM_MOD_BLOCK_RATING: + ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply); + sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount); + break; + case ITEM_MOD_HIT_MELEE_RATING: + ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply); + sLog.outDebug("+ %u MELEE_HIT", enchant_amount); + break; + case ITEM_MOD_HIT_RANGED_RATING: + ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply); + sLog.outDebug("+ %u RANGED_HIT", enchant_amount); + break; + case ITEM_MOD_HIT_SPELL_RATING: + ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply); + sLog.outDebug("+ %u SPELL_HIT", enchant_amount); + break; + case ITEM_MOD_CRIT_MELEE_RATING: + ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply); + sLog.outDebug("+ %u MELEE_CRIT", enchant_amount); + break; + case ITEM_MOD_CRIT_RANGED_RATING: + ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply); + sLog.outDebug("+ %u RANGED_CRIT", enchant_amount); + break; + case ITEM_MOD_CRIT_SPELL_RATING: + ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply); + sLog.outDebug("+ %u SPELL_CRIT", enchant_amount); + break; +// Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used +// in Enchantments +// case ITEM_MOD_HIT_TAKEN_MELEE_RATING: +// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply); +// break; +// case ITEM_MOD_HIT_TAKEN_RANGED_RATING: +// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply); +// break; +// case ITEM_MOD_HIT_TAKEN_SPELL_RATING: +// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply); +// break; +// case ITEM_MOD_CRIT_TAKEN_MELEE_RATING: +// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply); +// break; +// case ITEM_MOD_CRIT_TAKEN_RANGED_RATING: +// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply); +// break; +// case ITEM_MOD_CRIT_TAKEN_SPELL_RATING: +// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply); +// break; +// case ITEM_MOD_HASTE_MELEE_RATING: +// ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply); +// break; +// case ITEM_MOD_HASTE_RANGED_RATING: +// ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply); +// break; + case ITEM_MOD_HASTE_SPELL_RATING: + ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply); + break; + case ITEM_MOD_HIT_RATING: + ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply); + ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply); + ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply); + sLog.outDebug("+ %u HIT", enchant_amount); + break; + case ITEM_MOD_CRIT_RATING: + ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply); + ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply); + ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply); + sLog.outDebug("+ %u CRITICAL", enchant_amount); + break; +// Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment +// case ITEM_MOD_HIT_TAKEN_RATING: +// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply); +// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply); +// ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply); +// break; +// case ITEM_MOD_CRIT_TAKEN_RATING: +// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply); +// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply); +// ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply); +// break; + case ITEM_MOD_RESILIENCE_RATING: + ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply); + ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply); + ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply); + sLog.outDebug("+ %u RESILIENCE", enchant_amount); + break; + case ITEM_MOD_HASTE_RATING: + ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply); + ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply); + ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply); + sLog.outDebug("+ %u HASTE", enchant_amount); + break; + case ITEM_MOD_EXPERTISE_RATING: + ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply); + sLog.outDebug("+ %u EXPERTISE", enchant_amount); + break; + case ITEM_MOD_ATTACK_POWER: + HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply); + HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply); + sLog.outDebug("+ %u ATTACK_POWER", enchant_amount); + break; + case ITEM_MOD_RANGED_ATTACK_POWER: + HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply); + sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount); + break; +// case ITEM_MOD_FERAL_ATTACK_POWER: +// ((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply); + sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount); + break; + case ITEM_MOD_MANA_REGENERATION: + ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply); + sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount); + break; + case ITEM_MOD_ARMOR_PENETRATION_RATING: + ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply); + sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount); + break; + case ITEM_MOD_SPELL_POWER: + ((Player*)this)->ApplySpellPowerBonus(enchant_amount, apply); + sLog.outDebug("+ %u SPELL_POWER", enchant_amount); + break; + case ITEM_MOD_HEALTH_REGEN: + ((Player*)this)->ApplyHealthRegenBonus(enchant_amount, apply); + sLog.outDebug("+ %u HEALTH_REGENERATION", enchant_amount); + break; + case ITEM_MOD_SPELL_HEALING_DONE: // deprecated + case ITEM_MOD_SPELL_DAMAGE_DONE: // deprecated + default: + break; + } + break; + } + case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon + { + if(getClass() == CLASS_SHAMAN) + { + float addValue = 0.0f; + if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND) + { + addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f); + HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply); + } + else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND ) + { + addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f); + HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply); + } + } + break; + } + case ITEM_ENCHANTMENT_TYPE_USE_SPELL: + // processed in Player::CastItemUseSpell + break; + case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET: + // nothing do.. + break; + default: + sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type); + break; + } /*switch(enchant_display_type)*/ + } /*for*/ + } + + // visualize enchantment at player and equipped items + if(slot == PERM_ENCHANTMENT_SLOT) + SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0); + + if(slot == TEMP_ENCHANTMENT_SLOT) + SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0); + + if(apply_dur) + { + if(apply) + { + // set duration + uint32 duration = item->GetEnchantmentDuration(slot); + if(duration > 0) + AddEnchantmentDuration(item, slot, duration); + } + else + { + // duration == 0 will remove EnchantDuration + AddEnchantmentDuration(item, slot, 0); + } + } +} + +void Player::SendEnchantmentDurations() +{ + for (EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr) + { + GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000); + } +} + +void Player::SendItemDurations() +{ + for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr) + { + (*itr)->SendTimeUpdate(this); + } +} + +void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast) +{ + if(!item) // prevent crash + return; + + // last check 2.0.10 + WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) ); + data << uint64(GetGUID()); // player GUID + data << uint32(received); // 0=looted, 1=from npc + data << uint32(created); // 0=received, 1=created + data << uint32(1); // always 0x01 (probably meant to be count of listed items) + data << uint8(item->GetBagSlot()); // bagslot + // item slot, but when added to stack: 0xFFFFFFFF + data << uint32((item->GetCount() == count) ? item->GetSlot() : -1); + data << uint32(item->GetEntry()); // item id + data << uint32(item->GetItemSuffixFactor()); // SuffixFactor + data << int32(item->GetItemRandomPropertyId()); // random item property id + data << uint32(count); // count of items + data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory + + if (broadcast && GetGroup()) + GetGroup()->BroadcastPacket(&data, true); + else + GetSession()->SendPacket(&data); +} + +/*********************************************************/ +/*** GOSSIP SYSTEM ***/ +/*********************************************************/ + +void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId) +{ + PlayerMenu* pMenu = PlayerTalkClass; + pMenu->ClearMenus(); + + pMenu->GetGossipMenu().SetMenuId(menuId); + + GossipMenuItemsMapBounds pMenuItemBounds = objmgr.GetGossipMenuItemsMapBounds(menuId); + + // if default menuId and no menu options exist for this, use options from default options + if (pMenuItemBounds.first == pMenuItemBounds.second && menuId == GetDefaultGossipMenuForSource(pSource)) + pMenuItemBounds = objmgr.GetGossipMenuItemsMapBounds(0); + + for(GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr) + { + bool bCanTalk = true; + + if (itr->second.cond_1 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_1)) + continue; + + if (itr->second.cond_2 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_2)) + continue; + + if (itr->second.cond_3 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_3)) + continue; + + if (pSource->GetTypeId() == TYPEID_UNIT) + { + Creature *pCreature = (Creature*)pSource; + + uint32 npcflags = pCreature->GetUInt32Value(UNIT_NPC_FLAGS); + + if (!(itr->second.npc_option_npcflag & npcflags)) + continue; + + switch(itr->second.option_id) + { + case GOSSIP_OPTION_QUESTGIVER: + PrepareQuestMenu(pSource->GetGUID()); + bCanTalk = false; + break; + case GOSSIP_OPTION_ARMORER: + bCanTalk = false; // added in special mode + break; + case GOSSIP_OPTION_SPIRITHEALER: + if (!isDead()) + bCanTalk = false; + break; + case GOSSIP_OPTION_VENDOR: + { + VendorItemData const* vItems = pCreature->GetVendorItems(); + if (!vItems || vItems->Empty()) + { + sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature->GetGUIDLow(), pCreature->GetEntry()); + bCanTalk = false; + } + break; + } + case GOSSIP_OPTION_TRAINER: + if (!pCreature->isCanTrainingOf(this, false)) + bCanTalk = false; + break; + case GOSSIP_OPTION_LEARNDUALSPEC: + if(!(GetSpecsCount() == 1 && pCreature->isCanTrainingAndResetTalentsOf(this) && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL)))) + bCanTalk = false; + break; + case GOSSIP_OPTION_UNLEARNTALENTS: + if (!pCreature->isCanTrainingAndResetTalentsOf(this)) + bCanTalk = false; + break; + case GOSSIP_OPTION_UNLEARNPETSKILLS: + if (!GetPet() || GetPet()->getPetType() != HUNTER_PET || GetPet()->m_spells.size() <= 1 || pCreature->GetCreatureInfo()->trainer_type != TRAINER_TYPE_PETS || pCreature->GetCreatureInfo()->trainer_class != CLASS_HUNTER) + bCanTalk = false; + break; + case GOSSIP_OPTION_TAXIVENDOR: + if (GetSession()->SendLearnNewTaxiNode(pCreature)) + return; + break; + case GOSSIP_OPTION_BATTLEFIELD: + if (!pCreature->isCanInteractWithBattleMaster(this, false)) + bCanTalk = false; + break; + case GOSSIP_OPTION_STABLEPET: + if (getClass() != CLASS_HUNTER) + bCanTalk = false; + break; + case GOSSIP_OPTION_GOSSIP: + case GOSSIP_OPTION_SPIRITGUIDE: + case GOSSIP_OPTION_INNKEEPER: + case GOSSIP_OPTION_BANKER: + case GOSSIP_OPTION_PETITIONER: + case GOSSIP_OPTION_TABARDDESIGNER: + case GOSSIP_OPTION_AUCTIONEER: + break; // no checks + case GOSSIP_OPTION_OUTDOORPVP: + if (!sOutdoorPvPMgr.CanTalkTo(this, pCreature, itr->second)) + bCanTalk = false; + break; + default: + sLog.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature->GetEntry(), itr->second.option_id, itr->second.menu_id); + bCanTalk = false; + break; + } + } + else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) + { + GameObject *pGo = (GameObject*)pSource; + + switch(itr->second.option_id) + { + case GOSSIP_OPTION_QUESTGIVER: + if (pGo->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER) + PrepareQuestMenu(pSource->GetGUID()); + bCanTalk = false; + break; + case GOSSIP_OPTION_GOSSIP: + if (pGo->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && pGo->GetGoType() != GAMEOBJECT_TYPE_GOOBER) + bCanTalk = false; + break; + default: + bCanTalk = false; + break; + } + } + + if (bCanTalk) + { + std::string strOptionText = itr->second.option_text; + std::string strBoxText = itr->second.box_text; + + int loc_idx = GetSession()->GetSessionDbLocaleIndex(); + + if (loc_idx >= 0) + { + uint32 idxEntry = MAKE_PAIR32(menuId, itr->second.id); + + if (GossipMenuItemsLocale const *no = objmgr.GetGossipMenuItemsLocale(idxEntry)) + { + if (no->OptionText.size() > (size_t)loc_idx && !no->OptionText[loc_idx].empty()) + strOptionText = no->OptionText[loc_idx]; + + if (no->BoxText.size() > (size_t)loc_idx && !no->BoxText[loc_idx].empty()) + strBoxText = no->BoxText[loc_idx]; + } + } + + pMenu->GetGossipMenu().AddMenuItem(itr->second.option_icon, strOptionText, 0, itr->second.option_id, strBoxText, itr->second.box_money, itr->second.box_coded); + pMenu->GetGossipMenu().AddGossipMenuItemData(itr->second.action_menu_id, itr->second.action_poi_id, itr->second.action_script_id); + } + } + + // some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-) + /*if (pMenu->Empty()) + { + if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER)) + { + // output error message if need + pCreature->isCanTrainingOf(this, true); + } + + if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER)) + { + // output error message if need + pCreature->isCanInteractWithBattleMaster(this, true); + } + }*/ +} + +void Player::SendPreparedGossip(WorldObject *pSource) +{ + if (!pSource) + return; + + if (pSource->GetTypeId() == TYPEID_UNIT) + { + // in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag) + if (!((Creature*)pSource)->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty()) + { + SendPreparedQuest(pSource->GetGUID()); + return; + } + } + else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) + { + // probably need to find a better way here + if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty()) + { + SendPreparedQuest(pSource->GetGUID()); + return; + } + } + + // in case non empty gossip menu (that not included quests list size) show it + // (quest entries from quest menu will be included in list) + + uint32 textId = GetGossipTextId(pSource); + + if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId()) + textId = GetGossipTextId(menuId); + + PlayerTalkClass->SendGossipMenu(textId, pSource->GetGUID()); +} + +void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 menuId) +{ + GossipMenu& gossipmenu = PlayerTalkClass->GetGossipMenu(); + + if (gossipListId >= gossipmenu.MenuItemCount()) + return; + + // if not same, then something funky is going on + if (menuId != gossipmenu.GetMenuId()) + return; + + uint32 gossipOptionId = gossipmenu.GetItem(gossipListId).m_gOptionId; + uint64 guid = pSource->GetGUID(); + + if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) + { + if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER) + { + sLog.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource->GetEntry()); + return; + } + } + + GossipMenuItemData pMenuData = gossipmenu.GetItemData(gossipListId); + + switch(gossipOptionId) + { + case GOSSIP_OPTION_GOSSIP: + { + if (pMenuData.m_gAction_menu) + { + PrepareGossipMenu(pSource, pMenuData.m_gAction_menu); + SendPreparedGossip(pSource); + } + + if (pMenuData.m_gAction_poi) + PlayerTalkClass->SendPointOfInterest(pMenuData.m_gAction_poi); + + if (pMenuData.m_gAction_script) + { + if (pSource->GetTypeId() == TYPEID_UNIT) + GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, this, pSource); + else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) + GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, pSource, this); + } + break; + } + case GOSSIP_OPTION_OUTDOORPVP: + sOutdoorPvPMgr.HandleGossipOption(this, pSource->GetGUID(), gossipListId); + break; + case GOSSIP_OPTION_SPIRITHEALER: + if (isDead()) + ((Creature*)pSource)->CastSpell(((Creature*)pSource),17251,true,NULL,NULL,GetGUID()); + break; + case GOSSIP_OPTION_QUESTGIVER: + PrepareQuestMenu(guid); + SendPreparedQuest(guid); + break; + case GOSSIP_OPTION_VENDOR: + case GOSSIP_OPTION_ARMORER: + GetSession()->SendListInventory(guid); + break; + case GOSSIP_OPTION_STABLEPET: + GetSession()->SendStablePet(guid); + break; + case GOSSIP_OPTION_TRAINER: + GetSession()->SendTrainerList(guid); + break; + case GOSSIP_OPTION_LEARNDUALSPEC: + if(GetSpecsCount() == 1 && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL))) + { + if (GetMoney() < 10000000) + { + SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0); + PlayerTalkClass->CloseGossip(); + break; + } + else + { + ModifyMoney(-10000000); + + // Cast spells that teach dual spec + // Both are also ImplicitTarget self and must be cast by player + this->CastSpell(this, 63680, true, NULL, NULL, this->GetGUID()); + this->CastSpell(this, 63624, true, NULL, NULL, this->GetGUID()); + + // Should show another Gossip text with "Congratulations..." + PlayerTalkClass->CloseGossip(); + } + } + break; + case GOSSIP_OPTION_UNLEARNTALENTS: + PlayerTalkClass->CloseGossip(); + SendTalentWipeConfirm(guid); + break; + case GOSSIP_OPTION_UNLEARNPETSKILLS: + PlayerTalkClass->CloseGossip(); + SendPetSkillWipeConfirm(); + break; + case GOSSIP_OPTION_TAXIVENDOR: + GetSession()->SendTaxiMenu(((Creature*)pSource)); + break; + case GOSSIP_OPTION_INNKEEPER: + PlayerTalkClass->CloseGossip(); + SetBindPoint(guid); + break; + case GOSSIP_OPTION_BANKER: + GetSession()->SendShowBank(guid); + break; + case GOSSIP_OPTION_PETITIONER: + PlayerTalkClass->CloseGossip(); + GetSession()->SendPetitionShowList(guid); + break; + case GOSSIP_OPTION_TABARDDESIGNER: + PlayerTalkClass->CloseGossip(); + GetSession()->SendTabardVendorActivate(guid); + break; + case GOSSIP_OPTION_AUCTIONEER: + GetSession()->SendAuctionHello(guid, ((Creature*)pSource)); + break; + case GOSSIP_OPTION_SPIRITGUIDE: + PrepareGossipMenu(pSource); + SendPreparedGossip(pSource); + break; + case GOSSIP_OPTION_BATTLEFIELD: + { + BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(pSource->GetEntry()); + + if (bgTypeId == BATTLEGROUND_TYPE_NONE) + { + sLog.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow()); + return; + } + + GetSession()->SendBattlegGroundList(guid, bgTypeId); + break; + } + } +} + +uint32 Player::GetGossipTextId(WorldObject *pSource) +{ + if (!pSource || pSource->GetTypeId() != TYPEID_UNIT || !((Creature*)pSource)->GetDBTableGUIDLow()) + return DEFAULT_GOSSIP_MESSAGE; + + if (uint32 pos = objmgr.GetNpcGossip(((Creature*)pSource)->GetDBTableGUIDLow())) + return pos; + + return DEFAULT_GOSSIP_MESSAGE; +} + +uint32 Player::GetGossipTextId(uint32 menuId) +{ + uint32 textId = DEFAULT_GOSSIP_MESSAGE; + + if (!menuId) + return textId; + + GossipMenusMapBounds pMenuBounds = objmgr.GetGossipMenusMapBounds(menuId); + + for(GossipMenusMap::const_iterator itr = pMenuBounds.first; itr != pMenuBounds.second; ++itr) + { + if (objmgr.IsPlayerMeetToCondition(this, itr->second.cond_1) && objmgr.IsPlayerMeetToCondition(this, itr->second.cond_2)) + textId = itr->second.text_id; + } + + return textId; +} + +uint32 Player::GetDefaultGossipMenuForSource(WorldObject *pSource) +{ + if (pSource->GetTypeId() == TYPEID_UNIT) + return ((Creature*)pSource)->GetCreatureInfo()->GossipMenuId; + else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT) + return((GameObject*)pSource)->GetGOInfo()->GetGossipMenuId(); + + return 0; +} + +/*********************************************************/ +/*** QUEST SYSTEM ***/ +/*********************************************************/ + +void Player::PrepareQuestMenu( uint64 guid ) +{ + Object *pObject; + QuestRelations* pObjectQR; + QuestRelations* pObjectQIR; + + // pets also can have quests + Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid); + if( pCreature ) + { + pObject = (Object*)pCreature; + pObjectQR = &objmgr.mCreatureQuestRelations; + pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations; + } + else + { + //we should obtain map pointer from GetMap() in 99% of cases. Special case + //only for quests which cast teleport spells on player + Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId()); + ASSERT(_map); + GameObject *pGameObject = _map->GetGameObject(guid); + if( pGameObject ) + { + pObject = (Object*)pGameObject; + pObjectQR = &objmgr.mGOQuestRelations; + pObjectQIR = &objmgr.mGOQuestInvolvedRelations; + } + else + return; + } + + QuestMenu &qm = PlayerTalkClass->GetQuestMenu(); + qm.ClearMenu(); + + for (QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i) + { + uint32 quest_id = i->second; + QuestStatus status = GetQuestStatus( quest_id ); + if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) ) + qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2); + else if ( status == QUEST_STATUS_INCOMPLETE ) + qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2); + //else if (status == QUEST_STATUS_AVAILABLE ) + // qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT); + } + + for (QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i) + { + uint32 quest_id = i->second; + Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); + if(!pQuest) continue; + + QuestStatus status = GetQuestStatus( quest_id ); + + if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false)) + qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2); + else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) ) + qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT); + } +} + +void Player::SendPreparedQuest(uint64 guid) +{ + QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu(); + if (questMenu.Empty()) + return; + + QuestMenuItem const& qmi0 = questMenu.GetItem(0); + + uint32 status = qmi0.m_qIcon; + + // single element case + if (questMenu.MenuItemCount() == 1) + { + // Auto open -- maybe also should verify there is no greeting + uint32 quest_id = qmi0.m_qId; + Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); + + if (pQuest) + { + if (status == DIALOG_STATUS_UNK2 && !GetQuestRewardStatus(quest_id)) + PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true); + else if (status == DIALOG_STATUS_UNK2) + PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true); + // Send completable on repeatable and autoCompletable quest if player don't have quest + // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not) + else if (pQuest->IsAutoComplete() && pQuest->IsRepeatable() && !pQuest->IsDaily()) + PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanCompleteRepeatableQuest(pQuest), true); + else + PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, guid, true); + } + } + // multiply entries + else + { + QEmote qe; + qe._Delay = 0; + qe._Emote = 0; + std::string title = ""; + + // need pet case for some quests + Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid); + if (pCreature) + { + uint32 textid = GetGossipTextId(pCreature); + GossipText const* gossiptext = objmgr.GetGossipText(textid); + if (!gossiptext) + { + qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote + qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote + title = ""; + } + else + { + qe = gossiptext->Options[0].Emotes[0]; + + if(!gossiptext->Options[0].Text_0.empty()) + { + title = gossiptext->Options[0].Text_0; + + int loc_idx = GetSession()->GetSessionDbLocaleIndex(); + if (loc_idx >= 0) + { + NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid); + if (nl) + { + if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty()) + title = nl->Text_0[0][loc_idx]; + } + } + } + else + { + title = gossiptext->Options[0].Text_1; + + int loc_idx = GetSession()->GetSessionDbLocaleIndex(); + if (loc_idx >= 0) + { + NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid); + if (nl) + { + if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty()) + title = nl->Text_1[0][loc_idx]; + } + } + } + } + } + PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid); + } +} + +bool Player::IsActiveQuest( uint32 quest_id ) const +{ + QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); + + return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE; +} + +Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest ) +{ + Object *pObject; + QuestRelations* pObjectQR; + QuestRelations* pObjectQIR; + + Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid); + if( pCreature ) + { + pObject = (Object*)pCreature; + pObjectQR = &objmgr.mCreatureQuestRelations; + pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations; + } + else + { + //we should obtain map pointer from GetMap() in 99% of cases. Special case + //only for quests which cast teleport spells on player + Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId()); + ASSERT(_map); + GameObject *pGameObject = _map->GetGameObject(guid); + if( pGameObject ) + { + pObject = (Object*)pGameObject; + pObjectQR = &objmgr.mGOQuestRelations; + pObjectQIR = &objmgr.mGOQuestInvolvedRelations; + } + else + return NULL; + } + + uint32 nextQuestID = pQuest->GetNextQuestInChain(); + for (QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr) + { + if (itr->second == nextQuestID) + return objmgr.GetQuestTemplate(nextQuestID); + } + + return NULL; +} + +bool Player::CanSeeStartQuest( Quest const *pQuest ) +{ + if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) && + SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) && + SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) && + SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) ) + { + return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel(); + } + + return false; +} + +bool Player::CanTakeQuest( Quest const *pQuest, bool msg ) +{ + return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg ) + && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg ) + && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg ) + && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg ) + && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg ) + && SatisfyQuestDay( pQuest, msg ); +} + +bool Player::CanAddQuest( Quest const *pQuest, bool msg ) +{ + if( !SatisfyQuestLog( msg ) ) + return false; + + uint32 srcitem = pQuest->GetSrcItemId(); + if( srcitem > 0 ) + { + uint32 count = pQuest->GetSrcItemCount(); + ItemPosCountVec dest; + uint8 msg2 = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count ); + + // player already have max number (in most case 1) source item, no additional item needed and quest can be added. + if( msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS ) + return true; + else if( msg2 != EQUIP_ERR_OK ) + { + SendEquipError( msg2, NULL, NULL ); + return false; + } + } + return true; +} + +bool Player::CanCompleteQuest( uint32 quest_id ) +{ + if( quest_id ) + { + QuestStatusData& q_status = mQuestStatus[quest_id]; + if( q_status.m_status == QUEST_STATUS_COMPLETE ) + return false; // not allow re-complete quest + + Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); + + if(!qInfo) + return false; + + // auto complete quest + if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false)) + return true; + + if ( q_status.m_status == QUEST_STATUS_INCOMPLETE ) + { + + if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) ) + { + for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) + { + if( qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i] ) + return false; + } + } + + if ( qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO) ) + { + for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++) + { + if( qInfo->ReqCreatureOrGOId[i] == 0 ) + continue; + + if( qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i] ) + return false; + } + } + + if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_EXPLORATION_OR_EVENT ) && !q_status.m_explored ) + return false; + + if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) && q_status.m_timer == 0 ) + return false; + + if ( qInfo->GetRewOrReqMoney() < 0 ) + { + if ( GetMoney() < uint32(-qInfo->GetRewOrReqMoney()) ) + return false; + } + + uint32 repFacId = qInfo->GetRepObjectiveFaction(); + if ( repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue() ) + return false; + + uint32 repFacId2 = qInfo->GetRepObjectiveFaction2(); + if ( repFacId2 && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue2() ) + return false; + + return true; + } + } + return false; +} + +bool Player::CanCompleteRepeatableQuest( Quest const *pQuest ) +{ + // Solve problem that player don't have the quest and try complete it. + // if repeatable she must be able to complete event if player don't have it. + // Seem that all repeatable quest are DELIVER Flag so, no need to add more. + if( !CanTakeQuest(pQuest, false) ) + return false; + + if (pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER) ) + for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) + if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) ) + return false; + + if( !CanRewardQuest(pQuest, false) ) + return false; + + return true; +} + +bool Player::CanRewardQuest( Quest const *pQuest, bool msg ) +{ + // not auto complete quest and not completed quest (only cheating case, then ignore without message) + if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE) + return false; + + // daily quest can't be rewarded (25 daily quest already completed) + if(!SatisfyQuestDay(pQuest,true)) + return false; + + // rewarded and not repeatable quest (only cheating case, then ignore without message) + if(GetQuestRewardStatus(pQuest->GetQuestId())) + return false; + + // prevent receive reward with quest items in bank + if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) ) + { + for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++) + { + if( pQuest->ReqItemCount[i]!= 0 && + GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i] ) + { + if(msg) + SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL ); + return false; + } + } + } + + // prevent receive reward with low money and GetRewOrReqMoney() < 0 + if(pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()) ) + return false; + + return true; +} + +bool Player::CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg ) +{ + // prevent receive reward with quest items in bank or for not completed quest + if(!CanRewardQuest(pQuest,msg)) + return false; + + if ( pQuest->GetRewChoiceItemsCount() > 0 ) + { + if( pQuest->RewChoiceItemId[reward] ) + { + ItemPosCountVec dest; + uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward] ); + if( res != EQUIP_ERR_OK ) + { + SendEquipError( res, NULL, NULL ); + return false; + } + } + } + + if ( pQuest->GetRewItemsCount() > 0 ) + { + for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i) + { + if( pQuest->RewItemId[i] ) + { + ItemPosCountVec dest; + uint8 res = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i] ); + if( res != EQUIP_ERR_OK ) + { + SendEquipError( res, NULL, NULL ); + return false; + } + } + } + } + + return true; +} + +void Player::AddQuest( Quest const *pQuest, Object *questGiver ) +{ + uint16 log_slot = FindQuestSlot( 0 ); + assert(log_slot < MAX_QUEST_LOG_SIZE); + + uint32 quest_id = pQuest->GetQuestId(); + + // if not exist then created with set uState==NEW and rewarded=false + QuestStatusData& questStatusData = mQuestStatus[quest_id]; + + // check for repeatable quests status reset + questStatusData.m_status = QUEST_STATUS_INCOMPLETE; + questStatusData.m_explored = false; + + if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) ) + { + for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) + questStatusData.m_itemcount[i] = 0; + } + + if ( pQuest->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO) ) + { + for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) + questStatusData.m_creatureOrGOcount[i] = 0; + } + + GiveQuestSourceItem( pQuest ); + AdjustQuestReqItemCount( pQuest, questStatusData ); + + if( pQuest->GetRepObjectiveFaction() ) + if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction())) + GetReputationMgr().SetVisible(factionEntry); + + if( pQuest->GetRepObjectiveFaction2() ) + if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction2())) + GetReputationMgr().SetVisible(factionEntry); + + uint32 qtime = 0; + if( pQuest->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) ) + { + uint32 limittime = pQuest->GetLimitTime(); + + // shared timed quest + if(questGiver && questGiver->GetTypeId() == TYPEID_PLAYER) + limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS; + + AddTimedQuest( quest_id ); + questStatusData.m_timer = limittime * IN_MILISECONDS; + qtime = static_cast<uint32>(time(NULL)) + limittime; + } + else + questStatusData.m_timer = 0; + + SetQuestSlot(log_slot, quest_id, qtime); + + if (questStatusData.uState != QUEST_NEW) + questStatusData.uState = QUEST_CHANGED; + + //starting initial quest script + if(questGiver && pQuest->GetQuestStartScript()!=0) + GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this); + + // Some spells applied at quest activation + SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true); + if(saBounds.first != saBounds.second) + { + uint32 zone, area; + GetZoneAndAreaId(zone,area); + + for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) + if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area)) + if( !HasAura(itr->second->spellId) ) + CastSpell(this,itr->second->spellId,true); + } + + UpdateForQuestWorldObjects(); +} + +void Player::CompleteQuest( uint32 quest_id ) +{ + if( quest_id ) + { + SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE ); + + uint16 log_slot = FindQuestSlot( quest_id ); + if( log_slot < MAX_QUEST_LOG_SIZE) + SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE); + + if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id)) + { + if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) ) + RewardQuest(qInfo,0,this,false); + else + SendQuestComplete( quest_id ); + } + } +} + +void Player::IncompleteQuest( uint32 quest_id ) +{ + if( quest_id ) + { + SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE ); + + uint16 log_slot = FindQuestSlot( quest_id ); + if( log_slot < MAX_QUEST_LOG_SIZE) + RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE); + } +} + +void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce ) +{ + //this THING should be here to protect code from quest, which cast on player far teleport as a reward + //should work fine, cause far teleport will be executed in Player::Update() + SetCanDelayTeleport(true); + + uint32 quest_id = pQuest->GetQuestId(); + + for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) + if (pQuest->ReqItemId[i]) + DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true); + + for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i) + { + if (pQuest->ReqSourceId[i]) + { + uint32 count = pQuest->ReqSourceCount[i]; + DestroyItemCount(pQuest->ReqSourceId[i], count ? count : 9999, true); + } + } + + RemoveTimedQuest(quest_id); + + if (pQuest->GetRewChoiceItemsCount() > 0) + { + if (uint32 itemId = pQuest->RewChoiceItemId[reward]) + { + ItemPosCountVec dest; + if (CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewChoiceItemCount[reward] ) == EQUIP_ERR_OK) + { + Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId)); + SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false); + } + } + } + + if (pQuest->GetRewItemsCount() > 0) + { + for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i) + { + if (uint32 itemId = pQuest->RewItemId[i]) + { + ItemPosCountVec dest; + if (CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewItemCount[i] ) == EQUIP_ERR_OK) + { + Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId)); + SendNewItem(item, pQuest->RewItemCount[i], true, false); + } + } + } + } + + RewardReputation(pQuest); + + uint16 log_slot = FindQuestSlot(quest_id); + if (log_slot < MAX_QUEST_LOG_SIZE) + SetQuestSlot(log_slot, 0); + + QuestStatusData& q_status = mQuestStatus[quest_id]; + + // Not give XP in case already completed once repeatable quest + uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue( this )*sWorld.getRate(RATE_XP_QUEST)); + + // handle SPELL_AURA_MOD_XP_QUEST_PCT auras + Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_QUEST_PCT); + for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i) + XP = uint32(XP*(1.0f + (*i)->GetAmount() / 100.0f)); + + if (getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) + GiveXP(XP, NULL); + else + { + uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)); + ModifyMoney(money); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money); + } + + // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative + if (pQuest->GetRewOrReqMoney()) + { + ModifyMoney(pQuest->GetRewOrReqMoney()); + + if (pQuest->GetRewOrReqMoney() > 0) + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney()); + } + + // honor reward + if (pQuest->GetRewHonorableKills()) + RewardHonor(NULL, 0, Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills())); + + // title reward + if (pQuest->GetCharTitleId()) + { + if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId())) + SetTitle(titleEntry); + } + + if (pQuest->GetBonusTalents()) + { + m_questRewardTalentCount+=pQuest->GetBonusTalents(); + InitTalentForLevel(); + } + + // Send reward mail + if (uint32 mail_template_id = pQuest->GetRewMailTemplateId()) + MailDraft(mail_template_id).SendMailTo(this, questGiver, MAIL_CHECK_MASK_NONE, pQuest->GetRewMailDelaySecs()); + + if (pQuest->IsDaily()) + { + SetDailyQuestStatus(quest_id); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1); + } + + if (!pQuest->IsRepeatable()) + SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE); + else + SetQuestStatus(quest_id, QUEST_STATUS_NONE); + + q_status.m_rewarded = true; + if (q_status.uState != QUEST_NEW) + q_status.uState = QUEST_CHANGED; + + if (announce) + SendQuestReward( pQuest, XP, questGiver ); + + // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data) + if (pQuest->GetRewSpellCast() > 0) + CastSpell( this, pQuest->GetRewSpellCast(), true); + else if ( pQuest->GetRewSpell() > 0) + CastSpell( this, pQuest->GetRewSpell(), true); + + if (pQuest->GetZoneOrSort() > 0) + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort()); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId()); + + uint32 zone = 0; + uint32 area = 0; + + // remove auras from spells with quest reward state limitations + SpellAreaForQuestMapBounds saEndBounds = spellmgr.GetSpellAreaForQuestEndMapBounds(quest_id); + if(saEndBounds.first != saEndBounds.second) + { + GetZoneAndAreaId(zone,area); + + for (SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr) + if(!itr->second->IsFitToRequirements(this,zone,area)) + RemoveAurasDueToSpell(itr->second->spellId); + } + + // Some spells applied at quest reward + SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,false); + if(saBounds.first != saBounds.second) + { + if(!zone || !area) + GetZoneAndAreaId(zone,area); + + for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) + if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area)) + if( !HasAura(itr->second->spellId) ) + CastSpell(this,itr->second->spellId,true); + } + + //lets remove flag for delayed teleports + SetCanDelayTeleport(false); +} + +void Player::FailQuest(uint32 questId) +{ + if (Quest const* pQuest = objmgr.GetQuestTemplate(questId)) + { + SetQuestStatus(questId, QUEST_STATUS_FAILED); + + uint16 log_slot = FindQuestSlot(questId); + + if (log_slot < MAX_QUEST_LOG_SIZE) + { + SetQuestSlotTimer(log_slot, 1); + SetQuestSlotState(log_slot, QUEST_STATE_FAIL); + } + + if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED)) + { + QuestStatusData& q_status = mQuestStatus[questId]; + + RemoveTimedQuest(questId); + q_status.m_timer = 0; + + SendQuestTimerFailed(questId); + } + else + SendQuestFailed(questId); + + // Destroy quest items on quest failure. + for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i) + if (pQuest->ReqItemId[i] > 0 && pQuest->ReqItemCount[i] > 0) + // Destroy items recieved on starting the quest. + DestroyItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true, true); + for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i) + if (pQuest->ReqSourceId[i] > 0 && pQuest->ReqSourceCount[i] > 0) + // Destroy items recieved during the quest. + DestroyItemCount(pQuest->ReqSourceId[i], pQuest->ReqSourceCount[i], true, true); + } +} + +bool Player::SatisfyQuestSkillOrClass(Quest const* qInfo, bool msg) +{ + int32 zoneOrSort = qInfo->GetZoneOrSort(); + int32 skillOrClass = qInfo->GetSkillOrClass(); + + // skip zone zoneOrSort and 0 case skillOrClass + if (zoneOrSort >= 0 && skillOrClass == 0) + return true; + + int32 questSort = -zoneOrSort; + uint8 reqSortClass = ClassByQuestSort(questSort); + + // check class sort cases in zoneOrSort + if( reqSortClass != 0 && getClass() != reqSortClass) + { + if (msg) + SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); + return false; + } + + // check class + if (skillOrClass < 0) + { + uint8 reqClass = -int32(skillOrClass); + if (getClass() != reqClass) + { + if (msg) + SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); + return false; + } + } + // check skill + else if(skillOrClass > 0) + { + uint32 reqSkill = skillOrClass; + if(GetSkillValue(reqSkill) < qInfo->GetRequiredSkillValue()) + { + if (msg) + SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); + return false; + } + } + + return true; +} + +bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg) +{ + if (getLevel() < qInfo->GetMinLevel()) + { + if(msg) + SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); + return false; + } + return true; +} + +bool Player::SatisfyQuestLog(bool msg) +{ + // exist free slot + if (FindQuestSlot(0) < MAX_QUEST_LOG_SIZE) + return true; + + if (msg) + { + WorldPacket data(SMSG_QUESTLOG_FULL, 0); + GetSession()->SendPacket(&data); + sLog.outDebug("WORLD: Sent QUEST_LOG_FULL_MESSAGE"); + } + return false; +} + +bool Player::SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg) +{ + // No previous quest (might be first quest in a series) + if (qInfo->prevQuests.empty()) + return true; + + for (Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter) + { + uint32 prevId = abs(*iter); + + QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId ); + Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId); + + if (qPrevInfo && i_prevstatus != mQuestStatus.end()) + { + // If any of the positive previous quests completed, return true + if (*iter > 0 && i_prevstatus->second.m_rewarded) + { + // skip one-from-all exclusive group + if (qPrevInfo->GetExclusiveGroup() >= 0) + return true; + + // each-from-all exclusive group ( < 0) + // can be start if only all quests in prev quest exclusive group completed and rewarded + ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup()); + ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup()); + + assert(iter2 != end); // always must be found if qPrevInfo->ExclusiveGroup != 0 + + for (; iter2 != end; ++iter2) + { + uint32 exclude_Id = iter2->second; + + // skip checked quest id, only state of other quests in group is interesting + if (exclude_Id == prevId) + continue; + + QuestStatusMap::iterator i_exstatus = mQuestStatus.find(exclude_Id); + + // alternative quest from group also must be completed and rewarded(reported) + if (i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded) + { + if (msg) + SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); + return false; + } + } + return true; + } + // If any of the negative previous quests active, return true + if (*iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE + || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))) + { + // skip one-from-all exclusive group + if (qPrevInfo->GetExclusiveGroup() >= 0) + return true; + + // each-from-all exclusive group ( < 0) + // can be start if only all quests in prev quest exclusive group active + ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup()); + ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup()); + + assert(iter2 != end); // always must be found if qPrevInfo->ExclusiveGroup != 0 + + for (; iter2 != end; ++iter2) + { + uint32 exclude_Id = iter2->second; + + // skip checked quest id, only state of other quests in group is interesting + if (exclude_Id == prevId) + continue; + + QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id ); + + // alternative quest from group also must be active + if (i_exstatus == mQuestStatus.end() || + i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE && + (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId))) + { + if (msg) + SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); + return false; + } + } + return true; + } + } + } + + // Has only positive prev. quests in non-rewarded state + // and negative prev. quests in non-active state + if (msg) + SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); + + return false; +} + +bool Player::SatisfyQuestRace(Quest const* qInfo, bool msg) +{ + uint32 reqraces = qInfo->GetRequiredRaces(); + if (reqraces == 0) + return true; + if ((reqraces & getRaceMask()) == 0) + { + if (msg) + SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE ); + return false; + } + return true; +} + +bool Player::SatisfyQuestReputation(Quest const* qInfo, bool msg) +{ + uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep + if (fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue()) + { + if (msg) + SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); + return false; + } + + uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep + if (fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue()) + { + if (msg) + SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); + return false; + } + + return true; +} + +bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg ) +{ + QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() ); + if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE ) + { + if( msg ) + SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON ); + return false; + } + return true; +} + +bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg) +{ + if (!m_timedquests.empty() && qInfo->HasFlag(QUEST_TRINITY_FLAGS_TIMED)) + { + if (msg) + SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED); + return false; + } + return true; +} + +bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg ) +{ + // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed + if(qInfo->GetExclusiveGroup() <= 0) + return true; + + ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup()); + ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup()); + + assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0 + + for (; iter != end; ++iter) + { + uint32 exclude_Id = iter->second; + + // skip checked quest id, only state of other quests in group is interesting + if(exclude_Id == qInfo->GetQuestId()) + continue; + + // not allow have daily quest if daily quest from exclusive group already recently completed + Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id); + if( !SatisfyQuestDay(Nquest, false) ) + { + if( msg ) + SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); + return false; + } + + QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id ); + + // alternative quest already started or completed + if( i_exstatus != mQuestStatus.end() + && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) ) + { + if( msg ) + SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); + return false; + } + } + return true; +} + +bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg ) +{ + if(!qInfo->GetNextQuestInChain()) + return true; + + // next quest in chain already started or completed + QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() ); + if( itr != mQuestStatus.end() + && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) ) + { + if( msg ) + SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); + return false; + } + + // check for all quests further up the chain + // only necessary if there are quest chains with more than one quest that can be skipped + //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg ); + return true; +} + +bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg ) +{ + // No previous quest in chain + if( qInfo->prevChainQuests.empty()) + return true; + + for (Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter ) + { + uint32 prevId = *iter; + + QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId ); + + if( i_prevstatus != mQuestStatus.end() ) + { + // If any of the previous quests in chain active, return false + if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE + || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))) + { + if( msg ) + SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); + return false; + } + } + + // check for all quests further down the chain + // only necessary if there are quest chains with more than one quest that can be skipped + //if( !SatisfyQuestPrevChain( prevId, msg ) ) + // return false; + } + + // No previous quest in chain active + return true; +} + +bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg ) +{ + if(!qInfo->IsDaily()) + return true; + + bool have_slot = false; + for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) + { + uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx); + if(qInfo->GetQuestId()==id) + return false; + + if(!id) + have_slot = true; + } + + if(!have_slot) + { + if( msg ) + SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING ); + return false; + } + + return true; +} + +bool Player::GiveQuestSourceItem( Quest const *pQuest ) +{ + uint32 srcitem = pQuest->GetSrcItemId(); + if( srcitem > 0 ) + { + uint32 count = pQuest->GetSrcItemCount(); + if( count <= 0 ) + count = 1; + + ItemPosCountVec dest; + uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count ); + if( msg == EQUIP_ERR_OK ) + { + Item * item = StoreNewItem(dest, srcitem, true); + SendNewItem(item, count, true, false); + return true; + } + // player already have max amount required item, just report success + else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS ) + return true; + else + SendEquipError( msg, NULL, NULL ); + return false; + } + + return true; +} + +bool Player::TakeQuestSourceItem(uint32 quest_id, bool msg) +{ + Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); + if (qInfo) + { + uint32 srcitem = qInfo->GetSrcItemId(); + if (srcitem > 0) + { + uint32 count = qInfo->GetSrcItemCount(); + if (count <= 0) + count = 1; + + // exist one case when destroy source quest item not possible: + // non un-equippable item (equipped non-empty bag, for example) + uint8 res = CanUnequipItems(srcitem,count); + if (res != EQUIP_ERR_OK) + { + if (msg) + SendEquipError(res, NULL, NULL); + return false; + } + + DestroyItemCount(srcitem, count, true, true); + } + } + return true; +} + +bool Player::GetQuestRewardStatus(uint32 quest_id) const +{ + Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); + if (qInfo) + { + // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once + QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); + if(itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE + && !qInfo->IsRepeatable()) + return itr->second.m_rewarded; + + return false; + } + return false; +} + +QuestStatus Player::GetQuestStatus(uint32 quest_id) const +{ + if (quest_id) + { + QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); + if (itr != mQuestStatus.end()) + return itr->second.m_status; + } + return QUEST_STATUS_NONE; +} + +bool Player::CanShareQuest(uint32 quest_id) const +{ + Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); + if (qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE)) + { + QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id ); + if (itr != mQuestStatus.end()) + return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE; + } + return false; +} + +void Player::SetQuestStatus(uint32 quest_id, QuestStatus status) +{ + if (Quest const* qInfo = objmgr.GetQuestTemplate(quest_id)) + { + QuestStatusData& q_status = mQuestStatus[quest_id]; + + q_status.m_status = status; + + if (q_status.uState != QUEST_NEW) + q_status.uState = QUEST_CHANGED; + } + + UpdateForQuestWorldObjects(); +} + +// not used in Trinity, but used in scripting code +uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry) +{ + Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); + if (!qInfo) + return 0; + + for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) + if ( qInfo->ReqCreatureOrGOId[j] == entry ) + return mQuestStatus[quest_id].m_creatureOrGOcount[j]; + + return 0; +} + +void Player::AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData) +{ + if (pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER)) + { + for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i) + { + uint32 reqitemcount = pQuest->ReqItemCount[i]; + if (reqitemcount != 0) + { + uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true); + + questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount); + if (questStatusData.uState != QUEST_NEW) + questStatusData.uState = QUEST_CHANGED; + } + } + } +} + +uint16 Player::FindQuestSlot( uint32 quest_id ) const +{ + for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + if (GetQuestSlotQuestId(i) == quest_id) + return i; + + return MAX_QUEST_LOG_SIZE; +} + +void Player::AreaExploredOrEventHappens(uint32 questId) +{ + if (questId) + { + uint16 log_slot = FindQuestSlot(questId); + if (log_slot < MAX_QUEST_LOG_SIZE) + { + QuestStatusData& q_status = mQuestStatus[questId]; + + if (!q_status.m_explored) + { + q_status.m_explored = true; + if (q_status.uState != QUEST_NEW) + q_status.uState = QUEST_CHANGED; + } + } + if (CanCompleteQuest(questId)) + CompleteQuest(questId); + } +} + +//not used in Trinityd, function for external script library +void Player::GroupEventHappens( uint32 questId, WorldObject const* pEventObject ) +{ + if (Group *pGroup = GetGroup()) + { + for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) + { + Player *pGroupGuy = itr->getSource(); + + // for any leave or dead (with not released body) group member at appropriate distance + if (pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse()) + pGroupGuy->AreaExploredOrEventHappens(questId); + } + } + else + AreaExploredOrEventHappens(questId); +} + +void Player::ItemAddedQuestCheck( uint32 entry, uint32 count) +{ + for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + uint32 questid = GetQuestSlotQuestId(i); + if (questid == 0) + continue; + + QuestStatusData& q_status = mQuestStatus[questid]; + + if (q_status.m_status != QUEST_STATUS_INCOMPLETE) + continue; + + Quest const* qInfo = objmgr.GetQuestTemplate(questid); + if( !qInfo || !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER)) + continue; + + for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) + { + uint32 reqitem = qInfo->ReqItemId[j]; + if (reqitem == entry) + { + uint32 reqitemcount = qInfo->ReqItemCount[j]; + uint32 curitemcount = q_status.m_itemcount[j]; + if (curitemcount < reqitemcount) + { + uint32 additemcount = curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount; + q_status.m_itemcount[j] += additemcount; + if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; + + SendQuestUpdateAddItem(qInfo, j, additemcount); + } + if ( CanCompleteQuest( questid)) + CompleteQuest( questid ); + return; + } + } + } + UpdateForQuestWorldObjects(); +} + +void Player::ItemRemovedQuestCheck( uint32 entry, uint32 count) +{ + for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + uint32 questid = GetQuestSlotQuestId(i); + if(!questid) + continue; + Quest const* qInfo = objmgr.GetQuestTemplate(questid); + if (!qInfo) + continue; + if( !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER)) + continue; + + for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) + { + uint32 reqitem = qInfo->ReqItemId[j]; + if (reqitem == entry) + { + QuestStatusData& q_status = mQuestStatus[questid]; + + uint32 reqitemcount = qInfo->ReqItemCount[j]; + uint32 curitemcount; + if (q_status.m_status != QUEST_STATUS_COMPLETE) + curitemcount = q_status.m_itemcount[j]; + else + curitemcount = GetItemCount(entry,true); + if (curitemcount < reqitemcount + count) + { + uint32 remitemcount = curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount; + q_status.m_itemcount[j] = curitemcount - remitemcount; + if (q_status.uState != QUEST_NEW) + q_status.uState = QUEST_CHANGED; + + IncompleteQuest(questid); + } + return; + } + } + } + UpdateForQuestWorldObjects(); +} + +void Player::KilledMonster(CreatureInfo const* cInfo, uint64 guid) +{ + if (cInfo->Entry) + KilledMonsterCredit(cInfo->Entry,guid); + + for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i) + if (cInfo->KillCredit[i]) + KilledMonsterCredit(cInfo->KillCredit[i],guid); +} + +void Player::KilledMonsterCredit(uint32 entry, uint64 guid) +{ + uint32 addkillcount = 1; + uint32 real_entry = entry; + if (guid) + { + Creature *killed = GetMap()->GetCreature(guid); + if (killed && killed->GetEntry()) + real_entry = killed->GetEntry(); + } + + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, real_entry, addkillcount); + for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + uint32 questid = GetQuestSlotQuestId(i); + if (!questid) + continue; + + Quest const* qInfo = objmgr.GetQuestTemplate(questid); + if (!qInfo) + continue; + // just if !ingroup || !noraidgroup || raidgroup + QuestStatusData& q_status = mQuestStatus[questid]; + if(q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID)) + { + if (qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST)) + { + for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) + { + // skip GO activate objective or none + if (qInfo->ReqCreatureOrGOId[j] <= 0) + continue; + + // skip Cast at creature objective + if (qInfo->ReqSpell[j] != 0) + continue; + + uint32 reqkill = qInfo->ReqCreatureOrGOId[j]; + + if (reqkill == entry) + { + uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j]; + uint32 curkillcount = q_status.m_creatureOrGOcount[j]; + if (curkillcount < reqkillcount) + { + q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount; + if (q_status.uState != QUEST_NEW) + q_status.uState = QUEST_CHANGED; + + SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount); + } + if (CanCompleteQuest(questid)) + CompleteQuest(questid); + + // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). + continue; + } + } + } + } + } +} + +void Player::CastedCreatureOrGO(uint32 entry, uint64 guid, uint32 spell_id) +{ + bool isCreature = IS_CRE_OR_VEH_GUID(guid); + + uint32 addCastCount = 1; + for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + uint32 questid = GetQuestSlotQuestId(i); + if(!questid) + continue; + + Quest const* qInfo = objmgr.GetQuestTemplate(questid); + if (!qInfo) + continue; + + QuestStatusData& q_status = mQuestStatus[questid]; + + if (q_status.m_status == QUEST_STATUS_INCOMPLETE) + { + if (qInfo->HasFlag( QUEST_TRINITY_FLAGS_KILL_OR_CAST)) + { + for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) + { + // skip kill creature objective (0) or wrong spell casts + if (qInfo->ReqSpell[j] != spell_id) + continue; + + uint32 reqTarget = 0; + + if (isCreature) + { + // creature activate objectives + if (qInfo->ReqCreatureOrGOId[j] > 0) + { + // checked at quest_template loading + reqTarget = qInfo->ReqCreatureOrGOId[j]; + if (reqTarget != entry) // if entry doesn't match, check for killcredits referenced in template + { + CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(entry); + for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i) + if (cinfo->KillCredit[i] == reqTarget) + entry = cinfo->KillCredit[i]; + } + } + } + else + { + // GO activate objective + if (qInfo->ReqCreatureOrGOId[j] < 0) + // checked at quest_template loading + reqTarget = - qInfo->ReqCreatureOrGOId[j]; + } + + // other not this creature/GO related objectives + if (reqTarget != entry) + continue; + + uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j]; + uint32 curCastCount = q_status.m_creatureOrGOcount[j]; + if (curCastCount < reqCastCount) + { + q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount; + if (q_status.uState != QUEST_NEW) + q_status.uState = QUEST_CHANGED; + + SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curCastCount, addCastCount); + } + + if (CanCompleteQuest(questid)) + CompleteQuest(questid); + + // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). + break; + } + } + } + } +} + +void Player::TalkedToCreature(uint32 entry, uint64 guid) +{ + uint32 addTalkCount = 1; + for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + uint32 questid = GetQuestSlotQuestId(i); + if (!questid) + continue; + + Quest const* qInfo = objmgr.GetQuestTemplate(questid); + if (!qInfo) + continue; + + QuestStatusData& q_status = mQuestStatus[questid]; + + if (q_status.m_status == QUEST_STATUS_INCOMPLETE) + { + if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO)) + { + for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) + { + // skip spell casts and Gameobject objectives + if (qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0) + continue; + + uint32 reqTarget = 0; + + if (qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives + // checked at quest_template loading + reqTarget = qInfo->ReqCreatureOrGOId[j]; + else + continue; + + if (reqTarget == entry) + { + uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j]; + uint32 curTalkCount = q_status.m_creatureOrGOcount[j]; + if (curTalkCount < reqTalkCount) + { + q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount; + if (q_status.uState != QUEST_NEW) + q_status.uState = QUEST_CHANGED; + + SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curTalkCount, addTalkCount); + } + if (CanCompleteQuest(questid)) + CompleteQuest(questid); + + // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). + continue; + } + } + } + } + } +} + +void Player::MoneyChanged( uint32 count ) +{ + for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + uint32 questid = GetQuestSlotQuestId(i); + if (!questid) + continue; + + Quest const* qInfo = objmgr.GetQuestTemplate(questid); + if (qInfo && qInfo->GetRewOrReqMoney() < 0) + { + QuestStatusData& q_status = mQuestStatus[questid]; + + if (q_status.m_status == QUEST_STATUS_INCOMPLETE) + { + if (int32(count) >= -qInfo->GetRewOrReqMoney()) + { + if (CanCompleteQuest(questid)) + CompleteQuest(questid); + } + } + else if (q_status.m_status == QUEST_STATUS_COMPLETE) + { + if (int32(count) < -qInfo->GetRewOrReqMoney()) + IncompleteQuest(questid); + } + } + } +} + +void Player::ReputationChanged(FactionEntry const* factionEntry) +{ + for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + if(uint32 questid = GetQuestSlotQuestId(i)) + { + if (Quest const* qInfo = objmgr.GetQuestTemplate(questid)) + { + if (qInfo->GetRepObjectiveFaction() == factionEntry->ID) + { + QuestStatusData& q_status = mQuestStatus[questid]; + if (q_status.m_status == QUEST_STATUS_INCOMPLETE) + { + if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue()) + if (CanCompleteQuest(questid)) + CompleteQuest(questid); + } + else if(q_status.m_status == QUEST_STATUS_COMPLETE) + { + if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue()) + IncompleteQuest(questid); + } + } + } + } + } +} + +void Player::ReputationChanged2(FactionEntry const* factionEntry) +{ + for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + if(uint32 questid = GetQuestSlotQuestId(i)) + { + if (Quest const* qInfo = objmgr.GetQuestTemplate(questid)) + { + if (qInfo->GetRepObjectiveFaction2() == factionEntry->ID) + { + QuestStatusData& q_status = mQuestStatus[questid]; + if (q_status.m_status == QUEST_STATUS_INCOMPLETE) + { + if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue2()) + if (CanCompleteQuest(questid)) + CompleteQuest(questid); + } + else if(q_status.m_status == QUEST_STATUS_COMPLETE) + { + if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue2()) + IncompleteQuest(questid); + } + } + } + } + } +} + +bool Player::HasQuestForItem(uint32 itemid) const +{ + for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + uint32 questid = GetQuestSlotQuestId(i); + if (questid == 0) + continue; + + QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid); + if(qs_itr == mQuestStatus.end()) + continue; + + QuestStatusData const& q_status = qs_itr->second; + + if (q_status.m_status == QUEST_STATUS_INCOMPLETE) + { + Quest const* qinfo = objmgr.GetQuestTemplate(questid); + if (!qinfo) + continue; + + // hide quest if player is in raid-group and quest is no raid quest + if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID) + if (!InBattleGround()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later + continue; + + // There should be no mixed ReqItem/ReqSource drop + // This part for ReqItem drop + for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j) + { + if (itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j]) + return true; + } + // This part - for ReqSource + for (uint8 j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j) + { + // examined item is a source item + if (qinfo->ReqSourceId[j] == itemid) + { + ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid); + + // 'unique' item + if (pProto->MaxCount && GetItemCount(itemid,true) < pProto->MaxCount) + return true; + + // allows custom amount drop when not 0 + if (qinfo->ReqSourceCount[j]) + { + if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j]) + return true; + } else if (GetItemCount(itemid,true) < pProto->Stackable) + return true; + } + } + } + } + return false; +} + +void Player::SendQuestComplete(uint32 quest_id) +{ + if(quest_id) + { + WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4); + data << uint32(quest_id); + GetSession()->SendPacket(&data); + sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id); + } +} + +void Player::SendQuestReward( Quest const *pQuest, uint32 XP, Object * questGiver ) +{ + uint32 questid = pQuest->GetQuestId(); + sLog.outDebug( "WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid ); + gameeventmgr.HandleQuestComplete(questid); + WorldPacket data( SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4) ); + data << uint32(questid); + + if ( getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL) ) + { + data << uint32(XP); + data << uint32(pQuest->GetRewOrReqMoney()); + } + else + { + data << uint32(0); + data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY))); + } + + data << uint32(10*Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills())); + data << uint32(pQuest->GetBonusTalents()); // bonus talents + data << uint32(0); + GetSession()->SendPacket( &data ); + + if (pQuest->GetQuestCompleteScript() != 0) + GetMap()->ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this); +} + +void Player::SendQuestFailed( uint32 quest_id ) +{ + if( quest_id ) + { + WorldPacket data( SMSG_QUESTGIVER_QUEST_FAILED, 4+4 ); + data << uint32(quest_id); + data << uint32(0); // failed reason (4 for inventory is full) + GetSession()->SendPacket( &data ); + sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED"); + } +} + +void Player::SendQuestTimerFailed( uint32 quest_id ) +{ + if( quest_id ) + { + WorldPacket data( SMSG_QUESTUPDATE_FAILEDTIMER, 4 ); + data << uint32(quest_id); + GetSession()->SendPacket( &data ); + sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER"); + } +} + +void Player::SendCanTakeQuestResponse( uint32 msg ) +{ + WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 ); + data << uint32(msg); + GetSession()->SendPacket( &data ); + sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID"); +} + +void Player::SendQuestConfirmAccept(const Quest* pQuest, Player* pReceiver) +{ + if (pReceiver) + { + std::string strTitle = pQuest->GetTitle(); + + int loc_idx = pReceiver->GetSession()->GetSessionDbLocaleIndex(); + + if (loc_idx >= 0) + { + if (const QuestLocale* pLocale = objmgr.GetQuestLocale(pQuest->GetQuestId())) + { + if (pLocale->Title.size() > loc_idx && !pLocale->Title[loc_idx].empty()) + strTitle = pLocale->Title[loc_idx]; + } + } + + WorldPacket data(SMSG_QUEST_CONFIRM_ACCEPT, (4 + strTitle.size() + 8)); + data << uint32(pQuest->GetQuestId()); + data << strTitle; + data << uint64(GetGUID()); + pReceiver->GetSession()->SendPacket(&data); + + sLog.outDebug("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT"); + } +} + +void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg ) +{ + if( pPlayer ) + { + WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) ); + data << uint64(pPlayer->GetGUID()); + data << uint8(msg); // valid values: 0-8 + GetSession()->SendPacket( &data ); + sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT"); + } +} + +void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count ) +{ + WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 0 ); + sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM" ); + //data << pQuest->ReqItemId[item_idx]; + //data << count; + GetSession()->SendPacket( &data ); +} + +void Player::SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count ) +{ + assert(old_count + add_count < 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)"); + + int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ]; + if (entry < 0) + // client expected gameobject template id in form (id|0x80000000) + entry = (-entry) | 0x80000000; + + WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) ); + sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" ); + data << uint32(pQuest->GetQuestId()); + data << uint32(entry); + data << uint32(old_count + add_count); + data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]); + data << uint64(guid); + GetSession()->SendPacket(&data); + + uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() ); + if( log_slot < MAX_QUEST_LOG_SIZE) + SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count); +} + +/*********************************************************/ +/*** LOAD SYSTEM ***/ +/*********************************************************/ + +bool Player::MinimalLoadFromDB( QueryResult_AutoPtr result, uint32 guid ) +{ + if (!result) + { + // 0 1 2 3 4 5 6 7 8 9 10 11 + result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login, zone, level FROM characters WHERE guid = '%u'",guid); + if (!result) + return false; + } + + Field *fields = result->Fetch(); + + if (!LoadValues( fields[1].GetString())) + { + sLog.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid)); + return false; + } + + // overwrite possible wrong/corrupted guid + SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); + + m_name = fields[2].GetCppString(); + + Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat()); + Map *map = MapManager::Instance().CreateMap(fields[6].GetUInt32(), this, 0); + SetMap(map); + + // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE] + // this must help in case next save after mass player load after server startup + m_nextSave = urand(m_nextSave/2,m_nextSave*3/2); + + // the instance id is not needed at character enum + + m_Played_time[PLAYED_TIME_TOTAL] = fields[7].GetUInt32(); + m_Played_time[PLAYED_TIME_LEVEL] = fields[8].GetUInt32(); + + m_atLoginFlags = fields[9].GetUInt32(); + + // I don't see these used anywhere .. + /*_LoadGroup(); + + _LoadBoundInstances();*/ + + for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++) + m_items[i] = NULL; + + if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) + m_deathState = DEAD; + + return true; +} + +void Player::_LoadDeclinedNames(QueryResult_AutoPtr result) +{ + if(!result) + return; + + if(m_declinedname) + delete m_declinedname; + + m_declinedname = new DeclinedName; + Field *fields = result->Fetch(); + for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i) + m_declinedname->name[i] = fields[i].GetCppString(); +} + +void Player::_LoadArenaTeamInfo(QueryResult_AutoPtr result) +{ + // arenateamid, played_week, played_season, personal_rating + memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END); + if (!result) + return; + + do + { + Field *fields = result->Fetch(); + + uint32 arenateamid = fields[0].GetUInt32(); + uint32 played_week = fields[1].GetUInt32(); + uint32 played_season = fields[2].GetUInt32(); + uint32 wons_season = fields[3].GetUInt32(); + uint32 personal_rating = fields[4].GetUInt32(); + + ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid); + if(!aTeam) + { + sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid); + continue; + } + uint8 arenaSlot = aTeam->GetSlot(); + + m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_ID] = arenateamid; // TeamID + m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_TYPE] = aTeam->GetType(); // team type + m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_MEMBER] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1 + m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_GAMES_WEEK] = played_week; // Played Week + m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_GAMES_SEASON] = played_season; // Played Season + m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_WINS_SEASON] = wons_season; // wins season + m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arenaSlot * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING] = personal_rating; // Personal Rating + + }while (result->NextRow()); +} + +void Player::_LoadEquipmentSets(QueryResult_AutoPtr result) +{ + // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid)); + if (!result) + return; + + uint32 count = 0; + do + { + Field *fields = result->Fetch(); + + EquipmentSet eqSet; + + eqSet.Guid = fields[0].GetUInt64(); + uint32 index = fields[1].GetUInt32(); + eqSet.Name = fields[2].GetCppString(); + eqSet.IconName = fields[3].GetCppString(); + eqSet.state = EQUIPMENT_SET_UNCHANGED; + + for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) + eqSet.Items[i] = fields[4+i].GetUInt32(); + + m_EquipmentSets[index] = eqSet; + + ++count; + + if(count >= MAX_EQUIPMENT_SET_INDEX) // client limit + break; + } while (result->NextRow()); +} + +void Player::_LoadBGData(QueryResult_AutoPtr result) +{ + if (!result) + return; + + // Expecting only one row + Field *fields = result->Fetch(); + /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */ + m_bgData.bgInstanceID = fields[0].GetUInt32(); + m_bgData.bgTeam = fields[1].GetUInt32(); + m_bgData.joinPos = WorldLocation(fields[6].GetUInt32(), // Map + fields[2].GetFloat(), // X + fields[3].GetFloat(), // Y + fields[4].GetFloat(), // Z + fields[5].GetFloat()); // Orientation + m_bgData.taxiPath[0] = fields[7].GetUInt32(); + m_bgData.taxiPath[1] = fields[8].GetUInt32(); + m_bgData.mountSpell = fields[9].GetUInt32(); +} + +bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid) +{ + QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid)); + if(!result) + return false; + + Field *fields = result->Fetch(); + + x = fields[0].GetFloat(); + y = fields[1].GetFloat(); + z = fields[2].GetFloat(); + o = fields[3].GetFloat(); + mapid = fields[4].GetUInt32(); + in_flight = !fields[5].GetCppString().empty(); + + return true; +} + +bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid) +{ + QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid)); + if( !result ) + return false; + + Field *fields = result->Fetch(); + + data = StrSplit(fields[0].GetCppString(), " "); + + return true; +} + +uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index) +{ + if(index >= data.size()) + return 0; + + return (uint32)atoi(data[index].c_str()); +} + +float Player::GetFloatValueFromArray(Tokens const& data, uint16 index) +{ + float result; + uint32 temp = Player::GetUInt32ValueFromArray(data,index); + memcpy(&result, &temp, sizeof(result)); + + return result; +} + +uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid) +{ + Tokens data; + if(!LoadValuesArrayFromDB(data,guid)) + return 0; + + return GetUInt32ValueFromArray(data,index); +} + +float Player::GetFloatValueFromDB(uint16 index, uint64 guid) +{ + float result; + uint32 temp = Player::GetUInt32ValueFromDB(index, guid); + memcpy(&result, &temp, sizeof(result)); + + return result; +} + +bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) +{ + //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 + //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points, instance_id, speccount, activespec FROM characters WHERE guid = '%u'", guid); + QueryResult_AutoPtr result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM); + + if(!result) + { + sLog.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid); + return false; + } + + Field *fields = result->Fetch(); + + uint32 dbAccountId = fields[1].GetUInt32(); + + // check if the character's account in the db and the logged in account match. + // player should be able to load/delete character only with correct account! + if( dbAccountId != GetSession()->GetAccountId() ) + { + sLog.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId); + return false; + } + + Object::_Create( guid, 0, HIGHGUID_PLAYER ); + + m_name = fields[3].GetCppString(); + + // check name limitations + if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS || + (GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))) + { + CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid); + return false; + } + + if(!LoadValues( fields[2].GetString())) + { + sLog.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid)); + return false; + } + + // overwrite possible wrong/corrupted guid + SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); + + // overwrite some data fields + uint32 bytes0 = GetUInt32Value(UNIT_FIELD_BYTES_0) & 0xFF000000; + bytes0 |= fields[4].GetUInt8(); // race + bytes0 |= fields[5].GetUInt8() << 8; // class + bytes0 |= fields[6].GetUInt8() << 16; // gender + SetUInt32Value(UNIT_FIELD_BYTES_0, bytes0); + + SetUInt32Value(UNIT_FIELD_LEVEL, fields[7].GetUInt8()); + SetUInt32Value(PLAYER_XP, fields[8].GetUInt32()); + SetUInt32Value(PLAYER_FIELD_COINAGE, fields[9].GetUInt32()); + SetUInt32Value(PLAYER_BYTES, fields[10].GetUInt32()); + SetUInt32Value(PLAYER_BYTES_2, fields[11].GetUInt32()); + SetUInt32Value(PLAYER_BYTES_3, (GetUInt32Value(PLAYER_BYTES_3) & ~1) | fields[6].GetUInt8()); + SetUInt32Value(PLAYER_FLAGS, fields[12].GetUInt32()); + + InitDisplayIds(); + + // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory) + for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) + { + SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0 ); + SetVisibleItemSlot(slot, NULL); + + if (m_items[slot]) + { + delete m_items[slot]; + m_items[slot] = NULL; + } + } + + // update money limits + if(GetMoney() > MAX_MONEY_AMOUNT) + SetMoney(MAX_MONEY_AMOUNT); + + sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str()); + outDebugValues(); + + //Need to call it to initialize m_team (m_team can be calculated from race) + //Other way is to saves m_team into characters table. + setFactionForRace(getRace()); + + // load home bind and check in same time class/race pair, it used later for restore broken positions + if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND))) + return false; + + InitPrimaryProfessions(); // to max set before any spell loaded + + // init saved position, and fix it later if problematic + uint32 transGUID = fields[31].GetUInt32(); + Relocate(fields[13].GetFloat(),fields[14].GetFloat(),fields[15].GetFloat(),fields[17].GetFloat()); + uint32 mapId = fields[16].GetUInt32(); + uint32 instanceId = fields[41].GetFloat(); + + uint32 difficulty = fields[39].GetUInt32(); + if(difficulty >= MAX_DUNGEON_DIFFICULTY) + difficulty = DUNGEON_DIFFICULTY_NORMAL; + SetDungeonDifficulty(Difficulty(difficulty)); // may be changed in _LoadGroup + std::string taxi_nodes = fields[38].GetCppString(); + +#define RelocateToHomebind(){ mapId = m_homebindMapId; instanceId = 0; Relocate(m_homebindX, m_homebindY, m_homebindZ); } + + _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP)); + + _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO)); + + uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[40].GetUInt32(); + if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS)) + arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS); + + SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency); + + // check arena teams integrity + for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot) + { + uint32 arena_team_id = GetArenaTeamId(arena_slot); + if(!arena_team_id) + continue; + + if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id)) + if(at->HaveMember(GetGUID())) + continue; + + // arena team not exist or not member, cleanup fields + for (int j = 0; j < 6; ++j) + SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (arena_slot * ARENA_TEAM_END) + j, 0); + } + + _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES)); + _LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA)); + + MapEntry const * mapEntry = sMapStore.LookupEntry(mapId); + if(!mapEntry || !IsPositionValid()) + { + sLog.outError("Player (guidlow %d) have invalid coordinates (MapId: %u X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); + RelocateToHomebind(); + } + // Player was saved in Arena or Bg + else if (mapEntry && mapEntry->IsBattleGroundOrArena()) + { + BattleGround *currentBg = NULL; + if(m_bgData.bgInstanceID) //saved in BattleGround + currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE); + + bool player_at_bg = currentBg && currentBg->IsPlayerInBattleGround(GetGUID()); + + if(player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE) + { + BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType()); + AddBattleGroundQueueId(bgQueueTypeId); + + m_bgData.bgTypeID = currentBg->GetTypeID(); + + //join player to battleground group + currentBg->EventPlayerLoggedIn(this, GetGUID()); + currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData.bgTeam); + + SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID()); + } + // Bg was not found - go to Entry Point + else + { + // leave bg + if (player_at_bg) + currentBg->RemovePlayerAtLeave(GetGUID(), false, true); + + // Do not look for instance if bg not found + const WorldLocation& _loc = GetBattleGroundEntryPoint(); + mapId = _loc.GetMapId(); instanceId = 0; + + if(mapId == MAPID_INVALID) // Battleground Entry Point not found (???) + { + sLog.outError("Player (guidlow %d) was in BG in database, but BG was not found, and entry point was invalid! Teleport to default race/class locations.",guid); + RelocateToHomebind(); + } + else + Relocate(&_loc); + + // We are not in BG anymore + m_bgData.bgInstanceID = 0; + } + } + // currently we do not support transport in bg + else if (transGUID) + { + // There are no transports on instances + instanceId = 0; + + m_movementInfo.t_x = fields[27].GetFloat(); + m_movementInfo.t_y = fields[28].GetFloat(); + m_movementInfo.t_z = fields[29].GetFloat(); + m_movementInfo.t_o = fields[30].GetFloat(); + + if( !Trinity::IsValidMapCoord( + GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y, + GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) || + // transport size limited + m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 ) + { + sLog.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.", + guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y, + GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o); + + RelocateToHomebind(); + } + else + { + for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter) + { + if( (*iter)->GetGUIDLow() == transGUID) + { + m_transport = *iter; + m_transport->AddPassenger(this); + mapId = (m_transport->GetMapId()); + break; + } + } + if(!m_transport) + { + sLog.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.", + guid,transGUID); + + RelocateToHomebind(); + } + } + } + // currently we do not support taxi in instance + else if (!taxi_nodes.empty()) + { + instanceId = 0; + + // Not finish taxi flight path + if(m_bgData.HasTaxiPath()) + { + for (int i = 0; i < 2; ++i) + m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]); + } + else if(!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam())) + { + // problems with taxi path loading + TaxiNodesEntry const* nodeEntry = NULL; + if(uint32 node_id = m_taxi.GetTaxiSource()) + nodeEntry = sTaxiNodesStore.LookupEntry(node_id); + + if(!nodeEntry) // don't know taxi start node, to homebind + { + sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow()); + RelocateToHomebind(); + } + else // have start node, to it + { + sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow()); + mapId = nodeEntry->map_id; + Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f); + } + m_taxi.ClearTaxiDestinations(); + } + + if (uint32 node_id = m_taxi.GetTaxiSource()) + { + // save source node as recall coord to prevent recall and fall from sky + TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id); + if (nodeEntry && nodeEntry->map_id == GetMapId()) + { + assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString + mapId = nodeEntry->map_id; + Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f); + } + + // flight will started later + } + } + + // Map could be changed before + mapEntry = sMapStore.LookupEntry(mapId); + // client without expansion support + if(mapEntry && GetSession()->Expansion() < mapEntry->Expansion()) + { + sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), mapId); + RelocateToHomebind(); + } + + // fix crash (because of if(Map *map = _FindMap(instanceId)) in MapInstanced::CreateInstance) + if(instanceId) + if(InstanceSave * save = GetInstanceSave(mapId, mapEntry->IsRaid())) + if(save->GetInstanceId() != instanceId) + instanceId = 0; + + // NOW player must have valid map + // load the player's map here if it's not already loaded + Map *map = MapManager::Instance().CreateMap(mapId, this, instanceId); + + if (!map) + { + instanceId = 0; + AreaTrigger const* at = objmgr.GetGoBackTrigger(mapId); + if(at) + { + sLog.outError("Player (guidlow %d) is teleported to gobacktrigger (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); + Relocate(at->target_X, at->target_Y, at->target_Z, GetOrientation()); + mapId = at->target_mapId; + } + else + { + sLog.outError("Player (guidlow %d) is teleported to home (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); + RelocateToHomebind(); + } + + map = MapManager::Instance().CreateMap(mapId, this, 0); + if(!map) + { + PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass()); + mapId = info->mapId; + Relocate(info->positionX,info->positionY,info->positionZ,0.0f); + sLog.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); + map = MapManager::Instance().CreateMap(mapId, this, 0); + if (!map) + { + sLog.outError("ERROR: Player (guidlow %d) has invalid default map coordinates (X: %f Y: %f Z: %f O: %f). or instance couldn't be created",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); + return false; + } + } + } + + // if the player is in an instance and it has been reset in the meantime teleport him to the entrance + if(instanceId && !sInstanceSaveManager.GetInstanceSave(instanceId)) + { + AreaTrigger const* at = objmgr.GetMapEntranceTrigger(mapId); + if(at) + Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation); + else + { + sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), mapId); + RelocateToHomebind(); + } + } + + SetMap(map); + + // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE] + // this must help in case next save after mass player load after server startup + m_nextSave = urand(m_nextSave/2,m_nextSave*3/2); + + SaveRecallPosition(); + + time_t now = time(NULL); + time_t logoutTime = time_t(fields[23].GetUInt64()); + + // since last logout (in seconds) + uint32 time_diff = uint32(now - logoutTime); //uint64 is excessive for a time_diff in seconds.. uint32 allows for 136~ year difference. + + // set value, including drunk invisibility detection + // calculate sobering. after 15 minutes logged out, the player will be sober again + float soberFactor; + if (time_diff > 15*MINUTE) + soberFactor = 0; + else + soberFactor = 1-time_diff/(15.0f*MINUTE); + uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE)); + SetDrunkValue(newDrunkenValue); + + m_rest_bonus = fields[22].GetFloat(); + //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour) + float bubble0 = 0.031; + //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour) + float bubble1 = 0.125; + + if (time_diff > 0) + { + float bubble = fields[24].GetUInt32() > 0 + ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY) + : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS); + + SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble); + } + + m_cinematic = fields[19].GetUInt32(); + m_Played_time[PLAYED_TIME_TOTAL]= fields[20].GetUInt32(); + m_Played_time[PLAYED_TIME_LEVEL]= fields[21].GetUInt32(); + + m_resetTalentsCost = fields[25].GetUInt32(); + m_resetTalentsTime = time_t(fields[26].GetUInt64()); + + // reserve some flags + uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM ); + + if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM)) + SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags); + + m_taxi.LoadTaxiMask(fields[18].GetString()); // must be before InitTaxiNodesForLevel + + uint32 extraflags = fields[32].GetUInt32(); + + m_stableSlots = fields[33].GetUInt32(); + if (m_stableSlots > MAX_PET_STABLES) + { + sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots)); + m_stableSlots = MAX_PET_STABLES; + } + + m_atLoginFlags = fields[34].GetUInt32(); + + // Honor system + // Update Honor kills data + m_lastHonorUpdateTime = logoutTime; + UpdateHonorFields(); + + m_deathExpireTime = (time_t)fields[37].GetUInt64(); + if (m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP) + m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1; + + // clear channel spell data (if saved at channel spell casting) + SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0); + SetUInt32Value(UNIT_CHANNEL_SPELL,0); + + // clear charm/summon related fields + SetUInt64Value(UNIT_FIELD_SUMMONEDBY, 0); + SetUInt64Value(UNIT_FIELD_CHARMEDBY, 0); + SetUInt64Value(UNIT_FIELD_CHARM, 0); + SetUInt64Value(UNIT_FIELD_SUMMON, 0); + SetUInt64Value(PLAYER_FARSIGHT, 0); + SetCreatorGUID(0); + + RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FORCE_MOVE); + + // reset some aura modifiers before aura apply + SetUInt32Value(PLAYER_TRACK_CREATURES, 0 ); + SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 ); + + // make sure the unit is considered out of combat for proper loading + ClearInCombat(); + + // make sure the unit is considered not in duel for proper loading + SetUInt64Value(PLAYER_DUEL_ARBITER, 0); + SetUInt32Value(PLAYER_DUEL_TEAM, 0); + + // remember loaded power/health values to restore after stats initialization and modifier applying + uint32 savedHealth = GetHealth(); + uint32 savedPower[MAX_POWERS]; + for (uint8 i = 0; i < MAX_POWERS; ++i) + savedPower[i] = GetPower(Powers(i)); + + // reset stats before loading any modifiers + InitStatsForLevel(); + InitGlyphsForLevel(); + InitTaxiNodesForLevel(); + InitRunes(); + + // load skills after InitStatsForLevel because it triggering aura apply also + _LoadSkills(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSKILLS)); + + // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods() + + //mails are loaded only when needed ;-) - when player in game click on mailbox. + //_LoadMail(); + + m_specsCount = fields[42].GetUInt8(); + m_activeSpec = fields[43].GetUInt8(); + + // sanity check + if (m_specsCount > MAX_TALENT_SPECS || m_activeSpec > MAX_TALENT_SPEC || + m_specsCount < MIN_TALENT_SPECS || m_activeSpec < MIN_TALENT_SPEC) + { + m_activeSpec = 0; + sLog.outError("Player %s(GUID: %u) has SpecCount = %u and ActiveSpec = %u.", GetName(), GetGUIDLow(), m_specsCount, m_activeSpec); + } + + _LoadTalents(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTALENTS)); + _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS)); + + _LoadGlyphs(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGLYPHS)); + _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff); + _LoadGlyphAuras(); + // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura) + if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) + m_deathState = DEAD; + + // after spell load, learn rewarded spell if need also + _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS)); + _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS)); + + // after spell and quest load + InitTalentForLevel(); + learnDefaultSpells(); + + // must be before inventory (some items required reputation check) + m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION)); + + _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff); + + // update items with duration and realtime + UpdateItemDuration(time_diff, true); + + _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS), true); + + // unread mails and next delivery time, actual mails not loaded + _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE)); + + m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow()); + + // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES + // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded + if (uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE)) + if(!HasTitle(curTitle)) + SetUInt32Value(PLAYER_CHOSEN_TITLE, 0); + + // has to be called after last Relocate() in Player::LoadFromDB + SetFallInformation(0, GetPositionZ()); + + _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS)); + + // Spell code allow apply any auras to dead character in load time in aura/spell/item loading + // Do now before stats re-calculation cleanup for ghost state unexpected auras + if (!isAlive()) + RemoveAllAurasOnDeath(); + + //apply all stat bonuses from items and auras + SetCanModifyStats(true); + UpdateAllStats(); + + // restore remembered power/health values (but not more max values) + SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth); + for (uint8 i = 0; i < MAX_POWERS; ++i) + SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]); + + sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str()); + outDebugValues(); + + // GM state + if (GetSession()->GetSecurity() > SEC_PLAYER) + { + switch (sWorld.getConfig(CONFIG_GM_LOGIN_STATE)) + { + default: + case 0: break; // disable + case 1: SetGameMaster(true); break; // enable + case 2: // save state + if(extraflags & PLAYER_EXTRA_GM_ON) + SetGameMaster(true); + break; + } + + switch (sWorld.getConfig(CONFIG_GM_VISIBLE_STATE)) + { + default: + case 0: SetGMVisible(false); break; // invisible + case 1: break; // visible + case 2: // save state + if(extraflags & PLAYER_EXTRA_GM_INVISIBLE) + SetGMVisible(false); + break; + } + + /*switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS)) + { + default: + case 0: break; // disable + case 1: SetAcceptTicket(true); break; // enable + case 2: // save state + if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS) + SetAcceptTicket(true); + break; + }*/ + + switch (sWorld.getConfig(CONFIG_GM_CHAT)) + { + default: + case 0: break; // disable + case 1: SetGMChat(true); break; // enable + case 2: // save state + if(extraflags & PLAYER_EXTRA_GM_CHAT) + SetGMChat(true); + break; + } + + switch (sWorld.getConfig(CONFIG_GM_WISPERING_TO)) + { + default: + case 0: break; // disable + case 1: SetAcceptWhispers(true); break; // enable + case 2: // save state + if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS) + SetAcceptWhispers(true); + break; + } + } + + _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES)); + + m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS)); + m_achievementMgr.CheckAllAchievementCriteria(); + + _LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS)); + + return true; +} + +bool Player::isAllowedToLoot(Creature* creature) +{ + if (creature->isDead() && !creature->IsDamageEnoughForLootingAndReward()) + return false; + + if (Player* recipient = creature->GetLootRecipient()) + { + if (recipient == this) + return true; + if (Group* otherGroup = recipient->GetGroup()) + { + Group* thisGroup = GetGroup(); + if (!thisGroup) + return false; + return thisGroup == otherGroup; + } + return false; + } + else + // prevent other players from looting if the recipient got disconnected + return !creature->hasLootRecipient(); +} + +void Player::_LoadActions(QueryResult_AutoPtr result, bool startup) +{ + if (result) + { + do + { + Field *fields = result->Fetch(); + + uint8 button = fields[0].GetUInt8(); + uint32 action = fields[1].GetUInt32(); + uint8 type = fields[2].GetUInt8(); + + if(ActionButton* ab = addActionButton(button, action, type)) + { + ab->uState = ACTIONBUTTON_UNCHANGED; + if(!startup) // Switching specs + ab->canRemoveByClient = false; + } + else + { + sLog.outError( " ...at loading, and will deleted in DB also"); + + // Will deleted in DB at next save (it can create data until save but marked as deleted) + m_actionButtons[button].uState = ACTIONBUTTON_DELETED; + } + } + while (result->NextRow()); + } +} + +void Player::_LoadAuras(QueryResult_AutoPtr result, uint32 timediff) +{ + sLog.outDebug("Loading auras for player %u",GetGUIDLow()); + + //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_mask,recalculate_mask,stackcount,amount0,amount1,amount2,base_amount0,base_amount1,base_amount2,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow()); + + if (result) + { + do + { + int32 damage[3]; + int32 baseDamage[3]; + Field *fields = result->Fetch(); + uint64 caster_guid = fields[0].GetUInt64(); + uint32 spellid = fields[1].GetUInt32(); + uint8 effmask = fields[2].GetUInt8(); + uint8 recalculatemask = fields[3].GetUInt8(); + uint8 stackcount = fields[4].GetUInt8(); + damage[0] = fields[5].GetInt32(); + damage[1] = fields[6].GetInt32(); + damage[2] = fields[7].GetInt32(); + baseDamage[0] = fields[8].GetInt32(); + baseDamage[1] = fields[9].GetInt32(); + baseDamage[2] = fields[10].GetInt32(); + int32 maxduration = fields[11].GetInt32(); + int32 remaintime = fields[12].GetInt32(); + uint8 remaincharges = fields[13].GetUInt8(); + + SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid); + if (!spellproto) + { + sLog.outError("Unknown aura (spellid %u), ignore.",spellid); + continue; + } + + // negative effects should continue counting down after logout + if (remaintime != -1 && !IsPositiveSpell(spellid)) + { + if (remaintime/IN_MILISECONDS <= int32(timediff)) + continue; + + remaintime -= timediff*IN_MILISECONDS; + } + + // prevent wrong values of remaincharges + if (spellproto->procCharges) + { + if(remaincharges <= 0 || remaincharges > spellproto->procCharges) + remaincharges = spellproto->procCharges; + } + else + remaincharges = 0; + + if (Aura * aura = Aura::TryCreate(spellproto, effmask, this, NULL, &baseDamage[0], NULL, caster_guid)) + { + if (!aura->CanBeSaved()) + { + aura->Remove(); + continue; + } + aura->SetLoadedState(maxduration,remaintime,remaincharges,stackcount,recalculatemask,&damage[0]); + aura->ApplyForTargets(); + sLog.outDetail("Added aura spellid %u, effectmask %u", spellproto->Id, effmask); + } + } + while (result->NextRow()); + } + + if (getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT)) + CastSpell(this, 2457, true); +} + +void Player::_LoadGlyphAuras() +{ + for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i) + { + if (uint32 glyph = GetGlyph(i)) + { + if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph)) + { + if (GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i))) + { + if (gp->TypeFlags == gs->TypeFlags) + { + CastSpell(this, gp->SpellId, true); + continue; + } + else + sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags); + } + else + sLog.outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i); + } + else + sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i); + + // On any error remove glyph + SetGlyph(i, 0); + } + } +} + +void Player::LoadCorpse() +{ + if (isAlive()) + ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()); + else + { + if (Corpse *corpse = GetCorpse()) + ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable() ); + else + //Prevent Dead Player login without corpse + ResurrectPlayer(0.5f); + } +} + +void Player::_LoadInventory(QueryResult_AutoPtr result, uint32 timediff) +{ + //QueryResult *result = CharacterDatabase.PQuery("SELECT data,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow()); + std::map<uint64, Bag*> bagMap; // fast guid lookup for bags + //NOTE: the "order by `bag`" is important because it makes sure + //the bagMap is filled before items in the bags are loaded + //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?) + //expected to be equipped before offhand items (TODO: fixme) + + uint32 zone = GetZoneId(); + + if (result) + { + std::list<Item*> problematicItems; + + // prevent items from being added to the queue when stored + m_itemUpdateQueueBlocked = true; + do + { + Field *fields = result->Fetch(); + uint32 bag_guid = fields[1].GetUInt32(); + uint8 slot = fields[2].GetUInt8(); + uint32 item_guid = fields[3].GetUInt32(); + uint32 item_id = fields[4].GetUInt32(); + + ItemPrototype const * proto = objmgr.GetItemPrototype(item_id); + + if (!proto) + { + CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); + CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid); + sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id ); + continue; + } + + Item *item = NewItemOrBag(proto); + + if (!item->LoadFromDB(item_guid, GetGUID(), result)) + { + sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id ); + CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); + item->FSetState(ITEM_REMOVED); + item->SaveToDB(); // it also deletes item object ! + continue; + } + + // not allow have in alive state item limited to another map/zone + if (isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone)) + { + CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); + item->FSetState(ITEM_REMOVED); + item->SaveToDB(); // it also deletes item object ! + continue; + } + + // "Conjured items disappear if you are logged out for more than 15 minutes" + if (timediff > 15*MINUTE && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED)) + { + CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); + item->FSetState(ITEM_REMOVED); + item->SaveToDB(); // it also deletes item object ! + continue; + } + + bool success = true; + + if (!bag_guid) + { + // the item is not in a bag + item->SetContainer(NULL); + item->SetSlot(slot); + + if (IsInventoryPos(INVENTORY_SLOT_BAG_0, slot)) + { + ItemPosCountVec dest; + if (CanStoreItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false) == EQUIP_ERR_OK) + item = StoreItem(dest, item, true); + else + success = false; + } + else if (IsEquipmentPos(INVENTORY_SLOT_BAG_0, slot)) + { + uint16 dest; + if (CanEquipItem(slot, dest, item, false, false) == EQUIP_ERR_OK) + QuickEquipItem(dest, item); + else + success = false; + } + else if (IsBankPos(INVENTORY_SLOT_BAG_0, slot)) + { + ItemPosCountVec dest; + if (CanBankItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false, false) == EQUIP_ERR_OK) + item = BankItem(dest, item, true); + else + success = false; + } + + if (success) + { + // store bags that may contain items in them + if (item->IsBag() && IsBagPos(item->GetPos())) + bagMap[item_guid] = (Bag*)item; + } + } + else + { + item->SetSlot(NULL_SLOT); + // the item is in a bag, find the bag + std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid); + if (itr != bagMap.end()) + { + ItemPosCountVec dest; + uint8 result = CanStoreItem(itr->second->GetSlot(), slot, dest, item); + if (result == EQUIP_ERR_OK) + itr->second->StoreItem(slot, item, true); + else + { + sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by reason %u.", GetName(),item_guid, item_id, bag_guid, slot, result); + success = false; + } + } + else + success = false; + } + + // item's state may have changed after stored + if (success) + item->SetState(ITEM_UNCHANGED, this); + else + { + sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by some reason, will send by mail.", GetName(),item_guid, item_id, bag_guid, slot); + CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); + problematicItems.push_back(item); + } + } while (result->NextRow()); + + m_itemUpdateQueueBlocked = false; + + // send by mail problematic items + while (!problematicItems.empty()) + { + std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM); + + // fill mail + MailDraft draft(subject); + + for (uint8 i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i) + { + Item* item = problematicItems.front(); + problematicItems.pop_front(); + + draft.AddItem(item); + } + + draft.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM)); + } + } + //if(isAlive()) + _ApplyAllItemMods(); +} + +// load mailed item which should receive current player +void Player::_LoadMailedItems(Mail *mail) +{ + // data needs to be at first place for Item::LoadFromDB + QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT data, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail->messageID); + if (!result) + return; + + do + { + Field *fields = result->Fetch(); + uint32 item_guid_low = fields[1].GetUInt32(); + uint32 item_template = fields[2].GetUInt32(); + + mail->AddItem(item_guid_low, item_template); + + ItemPrototype const *proto = objmgr.GetItemPrototype(item_template); + + if (!proto) + { + sLog.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID); + CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low); + CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low); + continue; + } + + Item *item = NewItemOrBag(proto); + + if (!item->LoadFromDB(item_guid_low, 0, result)) + { + sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low); + CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low); + item->FSetState(ITEM_REMOVED); + item->SaveToDB(); // it also deletes item object ! + continue; + } + + AddMItem(item); + } while (result->NextRow()); +} + +void Player::_LoadMailInit(QueryResult_AutoPtr resultUnread, QueryResult_AutoPtr resultDelivery) +{ + //set a count of unread mails + //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime); + if (resultUnread) + { + Field *fieldMail = resultUnread->Fetch(); + unReadMails = fieldMail[0].GetUInt8(); + } + + // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called) + //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid)); + if (resultDelivery) + { + Field *fieldMail = resultDelivery->Fetch(); + m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64(); + } +} + +void Player::_LoadMail() +{ + m_mail.clear(); + //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13 + QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT id,messageType,sender,receiver,subject,itemTextId,has_items,expire_time,deliver_time,money,cod,checked,stationery,mailTemplateId FROM mail WHERE receiver = '%u' ORDER BY id DESC",GetGUIDLow()); + if (result) + { + do + { + Field *fields = result->Fetch(); + Mail *m = new Mail; + m->messageID = fields[0].GetUInt32(); + m->messageType = fields[1].GetUInt8(); + m->sender = fields[2].GetUInt32(); + m->receiver = fields[3].GetUInt32(); + m->subject = fields[4].GetCppString(); + m->itemTextId = fields[5].GetUInt32(); + bool has_items = fields[6].GetBool(); + m->expire_time = (time_t)fields[7].GetUInt64(); + m->deliver_time = (time_t)fields[8].GetUInt64(); + m->money = fields[9].GetUInt32(); + m->COD = fields[10].GetUInt32(); + m->checked = fields[11].GetUInt32(); + m->stationery = fields[12].GetUInt8(); + m->mailTemplateId = fields[13].GetInt16(); + + if (m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId)) + { + sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId); + m->mailTemplateId = 0; + } + + m->state = MAIL_STATE_UNCHANGED; + + if (has_items) + _LoadMailedItems(m); + + m_mail.push_back(m); + } while (result->NextRow()); + } + m_mailsLoaded = true; +} + +void Player::LoadPet() +{ + //fixme: the pet should still be loaded if the player is not in world + // just not added to the map + if (IsInWorld()) + { + Pet *pet = new Pet(this); + if (!pet->LoadPetFromDB(this,0,0,true)) + delete pet; + } +} + +void Player::_LoadQuestStatus(QueryResult_AutoPtr result) +{ + mQuestStatus.clear(); + + uint16 slot = 0; + + //// 0 1 2 3 4 5 6 7 8 9 10 11 12 + //QueryResult *result = CharacterDatabase.PQuery("SELECT quest, status, rewarded, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3, itemcount4 FROM character_queststatus WHERE guid = '%u'", GetGUIDLow()); + + if (result) + { + do + { + Field *fields = result->Fetch(); + + uint32 quest_id = fields[0].GetUInt32(); + // used to be new, no delete? + Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); + if (pQuest) + { + // find or create + QuestStatusData& questStatusData = mQuestStatus[quest_id]; + + uint32 qstatus = fields[1].GetUInt32(); + if (qstatus < MAX_QUEST_STATUS) + questStatusData.m_status = QuestStatus(qstatus); + else + { + questStatusData.m_status = QUEST_STATUS_NONE; + sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus); + } + + questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 ); + questStatusData.m_explored = ( fields[3].GetUInt8() > 0 ); + + time_t quest_time = time_t(fields[4].GetUInt64()); + + if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE) + { + AddTimedQuest(quest_id); + + if (quest_time <= sWorld.GetGameTime()) + questStatusData.m_timer = 1; + else + questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * IN_MILISECONDS; + } + else + quest_time = 0; + + questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32(); + questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32(); + questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32(); + questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32(); + questStatusData.m_itemcount[0] = fields[9].GetUInt32(); + questStatusData.m_itemcount[1] = fields[10].GetUInt32(); + questStatusData.m_itemcount[2] = fields[11].GetUInt32(); + questStatusData.m_itemcount[3] = fields[12].GetUInt32(); + + questStatusData.uState = QUEST_UNCHANGED; + + // add to quest log + if (slot < MAX_QUEST_LOG_SIZE && + ((questStatusData.m_status == QUEST_STATUS_INCOMPLETE || + questStatusData.m_status == QUEST_STATUS_COMPLETE || + questStatusData.m_status == QUEST_STATUS_FAILED) && + (!questStatusData.m_rewarded || pQuest->IsRepeatable()))) + { + SetQuestSlot(slot, quest_id, quest_time); + + if (questStatusData.m_status == QUEST_STATUS_COMPLETE) + SetQuestSlotState(slot, QUEST_STATE_COMPLETE); + + if (questStatusData.m_status == QUEST_STATUS_FAILED) + SetQuestSlotState(slot, QUEST_STATE_FAIL); + + for (uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx) + if (questStatusData.m_creatureOrGOcount[idx]) + SetQuestSlotCounter(slot, idx, questStatusData.m_creatureOrGOcount[idx]); + + ++slot; + } + + if (questStatusData.m_rewarded) + { + // learn rewarded spell if unknown + learnQuestRewardedSpells(pQuest); + + // set rewarded title if any + if (pQuest->GetCharTitleId()) + { + if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId())) + SetTitle(titleEntry); + } + + if(pQuest->GetBonusTalents()) + m_questRewardTalentCount += pQuest->GetBonusTalents(); + } + + sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow()); + } + } + while (result->NextRow()); + } + + // clear quest log tail + for (uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i) + SetQuestSlot(i, 0); +} + +void Player::_LoadDailyQuestStatus(QueryResult_AutoPtr result) +{ + for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) + SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0); + + //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow()); + + if (result) + { + uint32 quest_daily_idx = 0; + + do + { + if (quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query + { + sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow()); + break; + } + + Field *fields = result->Fetch(); + + uint32 quest_id = fields[0].GetUInt32(); + + // save _any_ from daily quest times (it must be after last reset anyway) + m_lastDailyQuestTime = (time_t)fields[1].GetUInt64(); + + Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); + if (!pQuest) + continue; + + SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id); + ++quest_daily_idx; + + sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow()); + } + while (result->NextRow()); + } + + m_DailyQuestChanged = false; +} + +void Player::_LoadSpells(QueryResult_AutoPtr result) +{ + //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow()); + + if (result) + { + do + { + Field *fields = result->Fetch(); + + addSpell(fields[0].GetUInt32(), fields[1].GetBool(), false, false, fields[2].GetBool()); + } + while (result->NextRow()); + } +} + +void Player::_LoadGroup(QueryResult_AutoPtr result) +{ + //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow()); + if (result) + { + uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER); + if (Group* group = objmgr.GetGroupByLeader(leaderGuid)) + { + uint8 subgroup = group->GetMemberGroup(GetGUID()); + SetGroup(group, subgroup); + if (getLevel() >= LEVELREQUIREMENT_HEROIC) + { + // the group leader may change the instance difficulty while the player is offline + SetDungeonDifficulty(group->GetDungeonDifficulty()); + SetRaidDifficulty(group->GetRaidDifficulty()); + } + } + } +} + +void Player::_LoadBoundInstances(QueryResult_AutoPtr result) +{ + for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) + m_boundInstances[i].clear(); + + Group *group = GetGroup(); + + //QueryResult *result = CharacterDatabase.PQuery("SELECT id, permanent, map, difficulty, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE guid = '%u'", GUID_LOPART(m_guid)); + if (result) + { + do + { + Field *fields = result->Fetch(); + bool perm = fields[1].GetBool(); + uint32 mapId = fields[2].GetUInt32(); + uint32 instanceId = fields[0].GetUInt32(); + uint8 difficulty = fields[3].GetUInt8(); + + time_t resetTime = (time_t)fields[4].GetUInt64(); + // the resettime for normal instances is only saved when the InstanceSave is unloaded + // so the value read from the DB may be wrong here but only if the InstanceSave is loaded + // and in that case it is not used + + MapEntry const* mapEntry = sMapStore.LookupEntry(mapId); + if (!mapEntry || !mapEntry->IsDungeon()) + { + sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId); + CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId); + continue; + } + + if(difficulty >= MAX_DIFFICULTY) + { + sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId); + CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId); + continue; + } + + MapDifficulty const* mapDiff = GetMapDifficultyData(mapId,Difficulty(difficulty)); + if(!mapDiff) + { + sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId); + CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId); + continue; + } + + + if (!perm && group) + { + sLog.outError("_LoadBoundInstances: player %s(%d) is in group %d but has a non-permanent character bind to map %d,%d,%d", GetName(), GetGUIDLow(), GUID_LOPART(group->GetLeaderGUID()), mapId, instanceId, difficulty); + CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId); + continue; + } + + // since non permanent binds are always solo bind, they can always be reset + if (InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, Difficulty(difficulty), resetTime, !perm, true)) + BindToInstance(save, perm, true); + } while (result->NextRow()); + } +} + +InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty) +{ + // some instances only have one difficulty + MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty); + if(!mapDiff) + return NULL; + + BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); + if (itr != m_boundInstances[difficulty].end()) + return &itr->second; + else + return NULL; +} + +InstanceSave * Player::GetInstanceSave(uint32 mapid, bool raid) +{ + InstancePlayerBind *pBind = GetBoundInstance(mapid, GetDifficulty(raid)); + InstanceSave *pSave = pBind ? pBind->save : NULL; + if (!pBind || !pBind->perm) + if(Group *group = GetGroup()) + if(InstanceGroupBind *groupBind = group->GetBoundInstance(this)) + pSave = groupBind->save; + + return pSave; +} + +void Player::UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload) +{ + BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); + UnbindInstance(itr, difficulty, unload); +} + +void Player::UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload) +{ + if (itr != m_boundInstances[difficulty].end()) + { + if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId()); + itr->second.save->RemovePlayer(this); // save can become invalid + m_boundInstances[difficulty].erase(itr++); + } +} + +InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load) +{ + if(save) + { + InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()]; + if (bind.save) + { + // update the save when the group kills a boss + if (permanent != bind.perm || save != bind.save) + if (!load) + CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u', permanent = '%u' WHERE guid = '%u' AND instance = '%u'", save->GetInstanceId(), permanent, GetGUIDLow(), bind.save->GetInstanceId()); + } + else + if (!load) + CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent); + + if (bind.save != save) + { + if(bind.save) + bind.save->RemovePlayer(this); + save->AddPlayer(this); + } + + if (permanent) + save->SetCanReset(false); + + bind.save = save; + bind.perm = permanent; + if (!load) + sLog.outDebug("Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d", GetName(), GetGUIDLow(), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty()); + return &bind; + } + else + return NULL; +} + +void Player::SendRaidInfo() +{ + uint32 counter = 0; + + WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4); + + size_t p_counter = data.wpos(); + data << uint32(counter); // placeholder + + time_t now = time(NULL); + + for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) + { + for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) + { + if(itr->second.perm) + { + InstanceSave *save = itr->second.save; + data << uint32(save->GetMapId()); // map id + data << uint32(save->GetDifficulty()); // difficulty + data << uint64(save->GetInstanceId()); // instance id + data << uint8(1); // expired = 0 + data << uint8(0); // extended = 1 + data << uint32(save->GetResetTime() - now); // reset time + ++counter; + } + } + } + data.put<uint32>(p_counter, counter); + GetSession()->SendPacket(&data); +} + +/* +- called on every successful teleportation to a map +*/ +void Player::SendSavedInstances() +{ + bool hasBeenSaved = false; + WorldPacket data; + + for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) + { + for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) + { + if (itr->second.perm) // only permanent binds are sent + { + hasBeenSaved = true; + break; + } + } + } + + //Send opcode 811. true or false means, whether you have current raid/heroic instances + data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP); + data << uint32(hasBeenSaved); + GetSession()->SendPacket(&data); + + if (!hasBeenSaved) + return; + + for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) + { + for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) + { + if (itr->second.perm) + { + data.Initialize(SMSG_UPDATE_LAST_INSTANCE); + data << uint32(itr->second.save->GetMapId()); + GetSession()->SendPacket(&data); + } + } + } +} + +/// convert the player's binds to the group +void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid) +{ + bool has_binds = false; + bool has_solo = false; + + if(player) + { + player_guid = player->GetGUID(); + if (!group) + group = player->GetGroup(); + } + assert(player_guid); + + // copy all binds to the group, when changing leader it's assumed the character + // will not have any solo binds + + if (player) + { + for (uint8 i = 0; i < MAX_DIFFICULTY; ++i) + { + for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();) + { + has_binds = true; + if (group) + group->BindToInstance(itr->second.save, itr->second.perm, true); + // permanent binds are not removed + if (!itr->second.perm) + { + // increments itr in call + player->UnbindInstance(itr, Difficulty(i), true); + has_solo = true; + } + else + ++itr; + } + } + } + + // if the player's not online we don't know what binds it has + if(!player || !group || has_binds) + CharacterDatabase.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", GUID_LOPART(player_guid)); + // the following should not get executed when changing leaders + if(!player || has_solo) + CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid)); +} + +bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report) +{ + if (!isGameMaster() && ar) + { + uint8 LevelMin = 0; + uint8 LevelMax = 0; + + if (!sWorld.getConfig(CONFIG_INSTANCE_IGNORE_LEVEL)) + { + if (ar->levelMin && getLevel() < ar->levelMin) + LevelMin = ar->levelMin; + if(ar->heroicLevelMin && GetDungeonDifficulty() == DUNGEON_DIFFICULTY_HEROIC && getLevel() < ar->heroicLevelMin) + LevelMin = ar->heroicLevelMin; + if (ar->levelMax && getLevel() > ar->levelMax) + LevelMax = ar->levelMax; + } + + uint32 missingItem = 0; + if (ar->item) + { + if (!HasItemCount(ar->item, 1) && + (!ar->item2 || !HasItemCount(ar->item2, 1))) + missingItem = ar->item; + } + else if(ar->item2 && !HasItemCount(ar->item2, 1)) + missingItem = ar->item2; + + MapEntry const* mapEntry = sMapStore.LookupEntry(target_map); + if(!mapEntry) + return false; + + bool isNormalTargetMap = mapEntry->IsRaid() + ? (GetRaidDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL) + : (GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL); + + uint32 missingKey = 0; + uint32 missingHeroicQuest = 0; + if(!isNormalTargetMap) + { + if (ar->heroicKey) + { + if (!HasItemCount(ar->heroicKey, 1) && + (!ar->heroicKey2 || !HasItemCount(ar->heroicKey2, 1))) + missingKey = ar->heroicKey; + } + else if (ar->heroicKey2 && !HasItemCount(ar->heroicKey2, 1)) + missingKey = ar->heroicKey2; + + if (ar->heroicQuest && !GetQuestRewardStatus(ar->heroicQuest)) + missingHeroicQuest = ar->heroicQuest; + } + + uint32 missingQuest = 0; + if(ar->quest && !GetQuestRewardStatus(ar->quest)) + missingQuest = ar->quest; + + if (LevelMin || LevelMax || missingItem || missingKey || missingQuest || missingHeroicQuest) + { + if (report) + { + if (missingItem) + GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED_AND_ITEM), LevelMin, objmgr.GetItemPrototype(missingItem)->Name1); + else if (missingKey) + SendTransferAborted(target_map, TRANSFER_ABORT_DIFFICULTY, isNormalTargetMap ? DUNGEON_DIFFICULTY_NORMAL : DUNGEON_DIFFICULTY_HEROIC); + else if (missingHeroicQuest) + GetSession()->SendAreaTriggerMessage(ar->heroicQuestFailedText.c_str()); + else if (missingQuest) + GetSession()->SendAreaTriggerMessage(ar->questFailedText.c_str()); + else if (LevelMin) + GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED), LevelMin); + } + return false; + } + } + return true; +} + +bool Player::_LoadHomeBind(QueryResult_AutoPtr result) +{ + PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass()); + if (!info) + { + sLog.outError("Player have incorrect race/class pair. Can't be loaded."); + return false; + } + + bool ok = false; + //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid)); + if (result) + { + Field *fields = result->Fetch(); + m_homebindMapId = fields[0].GetUInt32(); + m_homebindZoneId = fields[1].GetUInt16(); + m_homebindX = fields[2].GetFloat(); + m_homebindY = fields[3].GetFloat(); + m_homebindZ = fields[4].GetFloat(); + + MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId); + + // accept saved data only for valid position (and non instanceable), and accessable + if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) && + !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion()) + ok = true; + else + CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow()); + } + + if (!ok) + { + m_homebindMapId = info->mapId; + m_homebindZoneId = info->zoneId; + m_homebindX = info->positionX; + m_homebindY = info->positionY; + m_homebindZ = info->positionZ; + + CharacterDatabase.PExecute("INSERT INTO character_homebind (guid,map,zone,position_x,position_y,position_z) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')", GetGUIDLow(), m_homebindMapId, (uint32)m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ); + } + + DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f", + m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ); + + return true; +} + +/*********************************************************/ +/*** SAVE SYSTEM ***/ +/*********************************************************/ + +void Player::SaveToDB() +{ + // delay auto save at any saves (manual, in code, or autosave) + m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE); + + //lets allow only players in world to be saved + if (IsBeingTeleportedFar()) + { + ScheduleDelayedOperation(DELAYED_SAVE_PLAYER); + return; + } + + // first save/honor gain after midnight will also update the player's honor fields + UpdateHonorFields(); + + sLog.outDebug("The value of player %s at save: ", m_name.c_str()); + outDebugValues(); + + std::string sql_name = m_name; + CharacterDatabase.escape_string(sql_name); + + std::ostringstream ss; + ss << "REPLACE INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags," + "map, instance_id, dungeon_difficulty, position_x, position_y, position_z, orientation, data, " + "taximask, online, cinematic, " + "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, " + "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, " + "death_expire_time, taxi_path, arena_pending_points, latency, speccount, activespec) VALUES (" + << GetGUIDLow() << ", " + << GetSession()->GetAccountId() << ", '" + << sql_name << "', " + << uint32(getRace()) << ", " + << uint32(getClass()) << ", " + << uint32(getGender()) << ", " + << uint32(getLevel()) << ", " + << GetUInt32Value(PLAYER_XP) << ", " + << GetMoney() << ", " + << GetUInt32Value(PLAYER_BYTES) << ", " + << GetUInt32Value(PLAYER_BYTES_2) << ", " + << GetUInt32Value(PLAYER_FLAGS) << ", "; + + if (!IsBeingTeleported()) + { + ss << GetMapId() << ", " + << (uint32)GetInstanceId() << ", " + << (uint32)GetDungeonDifficulty() << ", " + << finiteAlways(GetPositionX()) << ", " + << finiteAlways(GetPositionY()) << ", " + << finiteAlways(GetPositionZ()) << ", " + << finiteAlways(GetOrientation()) << ", '"; + } + else + { + ss << GetTeleportDest().GetMapId() << ", " + << (uint32)0 << ", " + << (uint32)GetDungeonDifficulty() << ", " + << finiteAlways(GetTeleportDest().GetPositionX()) << ", " + << finiteAlways(GetTeleportDest().GetPositionY()) << ", " + << finiteAlways(GetTeleportDest().GetPositionZ()) << ", " + << finiteAlways(GetTeleportDest().GetOrientation()) << ", '"; + } + + uint16 i; + for (i = 0; i < m_valuesCount; ++i) + ss << GetUInt32Value(i) << " "; + + ss << "', "; + + ss << m_taxi << ", "; // string with TaxiMaskSize numbers + + ss << (IsInWorld() ? 1 : 0) << ", "; + + ss << m_cinematic << ", "; + + ss << m_Played_time[PLAYED_TIME_TOTAL] << ", "; + ss << m_Played_time[PLAYED_TIME_LEVEL] << ", "; + + ss << finiteAlways(m_rest_bonus) << ", "; + ss << (uint64)time(NULL) << ", "; + ss << (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0) << ", "; + //save, far from tavern/city + //save, but in tavern/city + ss << m_resetTalentsCost << ", "; + ss << (uint64)m_resetTalentsTime << ", "; + + ss << finiteAlways(m_movementInfo.t_x) << ", "; + ss << finiteAlways(m_movementInfo.t_y) << ", "; + ss << finiteAlways(m_movementInfo.t_z) << ", "; + ss << finiteAlways(m_movementInfo.t_o) << ", "; + if (m_transport) + ss << m_transport->GetGUIDLow(); + else + ss << "0"; + ss << ", "; + + ss << m_ExtraFlags << ", "; + + ss << uint32(m_stableSlots) << ", "; // to prevent save uint8 as char + + ss << uint32(m_atLoginFlags) << ", "; + + ss << GetZoneId() << ", "; + + ss << (uint64)m_deathExpireTime << ", '"; + + ss << m_taxi.SaveTaxiDestinationsToString() << "', "; + ss << "'0', "; // arena_pending_points + ss << GetSession()->GetLatency(); + ss << ", "; + ss << uint32(m_specsCount); + ss << ", "; + ss << uint32(m_activeSpec); + ss << ")"; + + CharacterDatabase.BeginTransaction(); + + CharacterDatabase.Execute( ss.str().c_str() ); + + if (m_mailsUpdated) //save mails only when needed + _SaveMail(); + + _SaveBGData(); + _SaveInventory(); + _SaveQuestStatus(); + _SaveDailyQuestStatus(); + _SaveTalents(); + _SaveSpells(); + _SaveSpellCooldowns(); + _SaveActions(); + _SaveAuras(); + _SaveSkills(); + m_achievementMgr.SaveToDB(); + m_reputationMgr.SaveToDB(); + _SaveEquipmentSets(); + GetSession()->SaveTutorialsData(); // changed only while character in game + _SaveGlyphs(); + + CharacterDatabase.CommitTransaction(); + + // save pet (hunter pet level and experience and all type pets health/mana). + if (Pet* pet = GetPet()) + pet->SavePetToDB(PET_SAVE_AS_CURRENT); +} + +// fast save function for item/money cheating preventing - save only inventory and money state +void Player::SaveInventoryAndGoldToDB() +{ + _SaveInventory(); + SaveGoldToDB(); +} + +void Player::SaveGoldToDB() +{ + CharacterDatabase.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow()); +} + +void Player::_SaveActions() +{ + for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end();) + { + switch (itr->second.uState) + { + case ACTIONBUTTON_NEW: + CharacterDatabase.PExecute("INSERT INTO character_action (guid,spec,button,action,type) VALUES ('%u', '%u', '%u', '%u', '%u')", + GetGUIDLow(), (uint32)m_activeSpec, (uint32)itr->first, (uint32)itr->second.GetAction(), (uint32)itr->second.GetType() ); + itr->second.uState = ACTIONBUTTON_UNCHANGED; + ++itr; + break; + case ACTIONBUTTON_CHANGED: + CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid = '%u' AND button = '%u' AND spec = '%u'", + (uint32)itr->second.GetAction(), (uint32)itr->second.GetType(), GetGUIDLow(), (uint32)itr->first, (uint32)m_activeSpec); + itr->second.uState = ACTIONBUTTON_UNCHANGED; + ++itr; + break; + case ACTIONBUTTON_DELETED: + CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u' and spec = '%u'", GetGUIDLow(), (uint32)itr->first, (uint32)m_activeSpec ); + m_actionButtons.erase(itr++); + break; + default: + ++itr; + break; + } + } +} + +void Player::_SaveAuras() +{ + CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow()); + + for (AuraMap::const_iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end() ; ++itr) + { + if (!itr->second->CanBeSaved()) + continue; + + Aura * aura = itr->second; + + int32 damage[MAX_SPELL_EFFECTS]; + int32 baseDamage[MAX_SPELL_EFFECTS]; + uint8 effMask = 0; + uint8 recalculateMask = 0; + for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) + { + if (aura->GetEffect(i)) + { + baseDamage[i] = aura->GetEffect(i)->GetBaseAmount(); + damage[i] = aura->GetEffect(i)->GetAmount(); + effMask |= (1<<i); + if (aura->GetEffect(i)->CanBeRecalculated()) + recalculateMask |= (1<<i); + } + else + { + baseDamage[i] = NULL; + damage[i] = NULL; + } + } + + CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_mask,recalculate_mask,stackcount,amount0,amount1,amount2,base_amount0,base_amount1,base_amount2,maxduration,remaintime,remaincharges) " + "VALUES ('%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%d', '%d', '%d', '%d', '%d', '%d', '%d', '%d', '%u')", + GetGUIDLow(), itr->second->GetCasterGUID(), itr->second->GetId(), effMask, recalculateMask, + itr->second->GetStackAmount(), damage[0], damage[1], damage[2], baseDamage[0], baseDamage[1], baseDamage[2], + itr->second->GetMaxDuration(), itr->second->GetDuration(),itr->second->GetCharges()); + } +} + +void Player::_SaveInventory() +{ + // force items in buyback slots to new state + // and remove those that aren't already + for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i) + { + Item *item = m_items[i]; + if (!item || item->GetState() == ITEM_NEW) + continue; + CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow()); + CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow()); + m_items[i]->FSetState(ITEM_NEW); + } + + // update enchantment durations + for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr) + itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration); + + // if no changes + if (m_itemUpdateQueue.empty()) + return; + + // do not save if the update queue is corrupt + bool error = false; + for (size_t i = 0; i < m_itemUpdateQueue.size(); ++i) + { + Item *item = m_itemUpdateQueue[i]; + if(!item || item->GetState() == ITEM_REMOVED) continue; + Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot()); + + if (test == NULL) + { + sLog.outCrash("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d (state %d) are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), (int32)item->GetState()); + //error = true; + //now some items in bags cannot be saved but after cleansup they appear again + } + else if (test != item) + { + sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), test->GetGUIDLow()); + error = true; + } + } + + if (error) + { + sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!"); + ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED); + return; + } + + for (size_t i = 0; i < m_itemUpdateQueue.size(); i++) + { + Item *item = m_itemUpdateQueue[i]; + if(!item) continue; + + Bag *container = item->GetContainer(); + uint32 bag_guid = container ? container->GetGUIDLow() : 0; + + switch(item->GetState()) + { + case ITEM_NEW: + CharacterDatabase.PExecute("INSERT INTO character_inventory (guid,bag,slot,item,item_template) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetGUIDLow(), item->GetEntry()); + break; + case ITEM_CHANGED: + CharacterDatabase.PExecute("UPDATE character_inventory SET guid='%u', bag='%u', slot='%u', item_template='%u' WHERE item='%u'", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetEntry(), item->GetGUIDLow()); + break; + case ITEM_REMOVED: + CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow()); + break; + case ITEM_UNCHANGED: + break; + } + + item->SaveToDB(); // item have unchanged inventory record and can be save standalone + } + m_itemUpdateQueue.clear(); +} + +void Player::_SaveMail() +{ + if (!m_mailsLoaded) + return; + + for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) + { + Mail *m = (*itr); + if (m->state == MAIL_STATE_CHANGED) + { + CharacterDatabase.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD "', deliver_time = '" UI64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'", + m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID); + if(m->removedItems.size()) + { + for (std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2) + CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2); + m->removedItems.clear(); + } + m->state = MAIL_STATE_UNCHANGED; + } + else if (m->state == MAIL_STATE_DELETED) + { + if (m->HasItems()) + for (std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2) + CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid); + if (m->itemTextId) + CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId); + CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID); + CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID); + } + } + + //deallocate deleted mails... + for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();) + { + if ((*itr)->state == MAIL_STATE_DELETED) + { + Mail* m = *itr; + m_mail.erase(itr); + delete m; + itr = m_mail.begin(); + } + else + ++itr; + } + + m_mailsUpdated = false; +} + +void Player::_SaveQuestStatus() +{ + // we don't need transactions here. + for (QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i ) + { + switch (i->second.uState) + { + case QUEST_NEW : + CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) " + "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", + GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS+ sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]); + break; + case QUEST_CHANGED : + CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ", + i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first ); + break; + case QUEST_UNCHANGED: + break; + }; + i->second.uState = QUEST_UNCHANGED; + } +} + +void Player::_SaveDailyQuestStatus() +{ + if(!m_DailyQuestChanged) + return; + + m_DailyQuestChanged = false; + + // save last daily quest time for all quests: we need only mostly reset time for reset check anyway + + // we don't need transactions here. + CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow()); + for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) + if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) + CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD "')", + GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime)); +} + +void Player::_SaveSkills() +{ + // we don't need transactions here. + for( SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ) + { + if(itr->second.uState == SKILL_UNCHANGED) + { + ++itr; + continue; + } + + if(itr->second.uState == SKILL_DELETED) + { + CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), itr->first ); + mSkillStatus.erase(itr++); + continue; + } + + uint32 valueData = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)); + uint16 value = SKILL_VALUE(valueData); + uint16 max = SKILL_MAX(valueData); + + switch (itr->second.uState) + { + case SKILL_NEW: + CharacterDatabase.PExecute("INSERT INTO character_skills (guid, skill, value, max) VALUES ('%u', '%u', '%u', '%u')", + GetGUIDLow(), itr->first, value, max); + break; + case SKILL_CHANGED: + CharacterDatabase.PExecute("UPDATE character_skills SET value = '%u',max = '%u'WHERE guid = '%u' AND skill = '%u' ", + value, max, GetGUIDLow(), itr->first ); + break; + }; + itr->second.uState = SKILL_UNCHANGED; + + ++itr; + } +} + +void Player::_SaveSpells() +{ + for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();) + { + if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED) + CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first); + + // add only changed/new not dependent spells + if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)) + CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0); + + if (itr->second->state == PLAYERSPELL_REMOVED) + { + delete itr->second; + m_spells.erase(itr++); + } + else + { + itr->second->state = PLAYERSPELL_UNCHANGED; + ++itr; + } + + } +} + +void Player::outDebugValues() const +{ + if(!sLog.IsOutDebug()) // optimize disabled debug output + return; + + sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA)); + sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH)); + sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT)); + sLog.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA)); + sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE)); + sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE)); + sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST)); + sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE)); + sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE)); + sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE)); + sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE)); + sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK)); +} + +/*********************************************************/ +/*** FLOOD FILTER SYSTEM ***/ +/*********************************************************/ + +void Player::UpdateSpeakTime() +{ + // ignore chat spam protection for GMs in any mode + if(GetSession()->GetSecurity() > SEC_PLAYER) + return; + + time_t current = time (NULL); + if(m_speakTime > current) + { + uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT); + if(!max_count) + return; + + ++m_speakCount; + if(m_speakCount >= max_count) + { + // prevent overwrite mute time, if message send just before mutes set, for example. + time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME); + if(GetSession()->m_muteTime < new_mute) + GetSession()->m_muteTime = new_mute; + + m_speakCount = 0; + } + } + else + m_speakCount = 0; + + m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY); +} + +bool Player::CanSpeak() const +{ + return GetSession()->m_muteTime <= time (NULL); +} + +/*********************************************************/ +/*** LOW LEVEL FUNCTIONS:Notifiers ***/ +/*********************************************************/ + +void Player::SendAttackSwingNotInRange() +{ + WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0); + GetSession()->SendPacket( &data ); +} + +void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid) +{ + std::ostringstream ss; + ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y + << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid + << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0'," + << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'"; + sLog.outDebug(ss.str().c_str()); + CharacterDatabase.Execute(ss.str().c_str()); +} + +void Player::SaveDataFieldToDB() +{ + std::ostringstream ss; + ss<<"UPDATE characters SET data='"; + + for (uint16 i = 0; i < m_valuesCount; i++ ) + { + ss << GetUInt32Value(i) << " "; + } + ss<<"' WHERE guid='"<< GUID_LOPART(GetGUIDLow()) <<"'"; + + CharacterDatabase.Execute(ss.str().c_str()); +} + +bool Player::SaveValuesArrayInDB(Tokens const& tokens, uint64 guid) +{ + std::ostringstream ss2; + ss2<<"UPDATE characters SET data='"; + uint32 i=0; + for (Tokens::const_iterator iter = tokens.begin(); iter != tokens.end(); ++iter, ++i) + { + ss2<<tokens[i]<<" "; + } + ss2<<"' WHERE guid='"<< GUID_LOPART(guid) <<"'"; + + return CharacterDatabase.Execute(ss2.str().c_str()); +} + +void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value) +{ + char buf[11]; + snprintf(buf,11,"%u",value); + + if(index >= tokens.size()) + return; + + tokens[index] = buf; +} + +void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid) +{ + Tokens tokens; + if(!LoadValuesArrayFromDB(tokens,guid)) + return; + + if(index >= tokens.size()) + return; + + char buf[11]; + snprintf(buf,11,"%u",value); + tokens[index] = buf; + + SaveValuesArrayInDB(tokens,guid); +} + +void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid) +{ + uint32 temp; + memcpy(&temp, &value, sizeof(value)); + Player::SetUInt32ValueInDB(index, temp, guid); +} + +void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair) +{ + // 0 + QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid)); + if(!result) + return; + + Field* fields = result->Fetch(); + + uint32 player_bytes2 = fields[0].GetUInt32(); + player_bytes2 &= ~0xFF; + player_bytes2 |= facialHair; + + CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, GUID_LOPART(guid)); +} + +void Player::SendAttackSwingDeadTarget() +{ + WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0); + GetSession()->SendPacket( &data ); +} + +void Player::SendAttackSwingCantAttack() +{ + WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0); + GetSession()->SendPacket( &data ); +} + +void Player::SendAttackSwingCancelAttack() +{ + WorldPacket data(SMSG_CANCEL_COMBAT, 0); + GetSession()->SendPacket( &data ); +} + +void Player::SendAttackSwingBadFacingAttack() +{ + WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0); + GetSession()->SendPacket( &data ); +} + +void Player::SendAutoRepeatCancel(Unit *target) +{ + WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size()); + data.append(target->GetPackGUID()); // may be it's target guid + GetSession()->SendPacket( &data ); +} + +void Player::SendExplorationExperience(uint32 Area, uint32 Experience) +{ + WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 ); + data << Area; + data << Experience; + GetSession()->SendPacket(&data); +} + +void Player::SendDungeonDifficulty(bool IsInGroup) +{ + uint8 val = 0x00000001; + WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12); + data << (uint32)GetDungeonDifficulty(); + data << uint32(val); + data << uint32(IsInGroup); + GetSession()->SendPacket(&data); +} + +void Player::SendRaidDifficulty(bool IsInGroup) +{ + uint8 val = 0x00000001; + WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12); + data << uint32(GetRaidDifficulty()); + data << uint32(val); + data << uint32(IsInGroup); + GetSession()->SendPacket(&data); +} + +void Player::SendResetFailedNotify(uint32 mapid) +{ + WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4); + data << uint32(mapid); + GetSession()->SendPacket(&data); +} + +/// Reset all solo instances and optionally send a message on success for each +void Player::ResetInstances(uint8 method, bool isRaid) +{ + // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN + + // we assume that when the difficulty changes, all instances that can be reset will be + Difficulty diff = GetDifficulty(isRaid); + + for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end(); ) + { + InstanceSave *p = itr->second.save; + const MapEntry *entry = sMapStore.LookupEntry(itr->first); + if(!entry || entry->IsRaid() != isRaid || !p->CanReset()) + { + ++itr; + continue; + } + + if(method == INSTANCE_RESET_ALL) + { + // the "reset all instances" method can only reset normal maps + if(entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC) + { + ++itr; + continue; + } + } + + // if the map is loaded, reset it + Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId()); + if(map && map->IsDungeon()) + if(!((InstanceMap*)map)->Reset(method)) + { + ++itr; + continue; + } + + // since this is a solo instance there should not be any players inside + if(method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY) + SendResetInstanceSuccess(p->GetMapId()); + + p->DeleteFromDB(); + m_boundInstances[diff].erase(itr++); + + // the following should remove the instance save from the manager and delete it as well + p->RemovePlayer(this); + } +} + +void Player::SendResetInstanceSuccess(uint32 MapId) +{ + WorldPacket data(SMSG_INSTANCE_RESET, 4); + data << MapId; + GetSession()->SendPacket(&data); +} + +void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId) +{ + // TODO: find what other fail reasons there are besides players in the instance + WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4); + data << reason; + data << MapId; + GetSession()->SendPacket(&data); +} + +/*********************************************************/ +/*** Update timers ***/ +/*********************************************************/ + +///checks the 15 afk reports per 5 minutes limit +void Player::UpdateAfkReport(time_t currTime) +{ + if(m_bgData.bgAfkReportedTimer <= currTime) + { + m_bgData.bgAfkReportedCount = 0; + m_bgData.bgAfkReportedTimer = currTime+5*MINUTE; + } +} + +void Player::UpdateContestedPvP(uint32 diff) +{ + if(!m_contestedPvPTimer||isInCombat()) + return; + if(m_contestedPvPTimer <= diff) + { + ResetContestedPvP(); + } + else + m_contestedPvPTimer -= diff; +} + +void Player::UpdatePvPFlag(time_t currTime) +{ + if(!IsPvP()) + return; + if(pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300)) + return; + + UpdatePvP(false); +} + +void Player::UpdateDuelFlag(time_t currTime) +{ + if(!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3) + return; + + SetUInt32Value(PLAYER_DUEL_TEAM, 1); + duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2); + + duel->startTimer = 0; + duel->startTime = currTime; + duel->opponent->duel->startTimer = 0; + duel->opponent->duel->startTime = currTime; +} + +Pet* Player::GetPet() const +{ + if(uint64 pet_guid = GetPetGUID()) + { + if(!IS_PET_GUID(pet_guid)) + return NULL; + + Pet* pet = ObjectAccessor::GetPet(pet_guid); + + if (!pet) + return NULL; + + if(IsInWorld() && pet) + return pet; + + //there may be a guardian in slot + //sLog.outError("Player::GetPet: Pet %u not exist.",GUID_LOPART(pet_guid)); + //const_cast<Player*>(this)->SetPetGUID(0); + } + + return NULL; +} + +void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent) +{ + if(!pet) + pet = GetPet(); + + if(pet) + { + sLog.outDebug("RemovePet %u, %u, %u", pet->GetEntry(), mode, returnreagent); + + if(pet->m_removed) + return; + } + + if(returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleGround()) + { + //returning of reagents only for players, so best done here + uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell; + SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); + + if(spellInfo) + { + for (uint32 i = 0; i < 7; ++i) + { + if(spellInfo->Reagent[i] > 0) + { + ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout) + uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] ); + if( msg == EQUIP_ERR_OK ) + { + Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true); + if(IsInWorld()) + SendNewItem(item,spellInfo->ReagentCount[i],true,false); + } + } + } + } + m_temporaryUnsummonedPetNumber = 0; + } + + if(!pet || pet->GetOwnerGUID()!=GetGUID()) + return; + + pet->CombatStop(); + + if(returnreagent) + { + switch(pet->GetEntry()) + { + //warlock pets except imp are removed(?) when logging out + case 1860: + case 1863: + case 417: + case 17252: + mode = PET_SAVE_NOT_IN_SLOT; + break; + } + } + + // only if current pet in slot + pet->SavePetToDB(mode); + + SetMinion(pet, false); + + pet->AddObjectToRemoveList(); + pet->m_removed = true; + + if(pet->isControlled()) + { + WorldPacket data(SMSG_PET_SPELLS, 8); + data << uint64(0); + GetSession()->SendPacket(&data); + + if(GetGroup()) + SetGroupUpdateFlag(GROUP_UPDATE_PET); + } +} + +void Player::StopCastingCharm() +{ + Unit* charm = GetCharm(); + if(!charm) + return; + + if(charm->GetTypeId() == TYPEID_UNIT) + { + if(((Creature*)charm)->HasUnitTypeMask(UNIT_MASK_PUPPET)) + ((Puppet*)charm)->UnSummon(); + else if(charm->IsVehicle()) + ExitVehicle(); + } + if(GetCharmGUID()) + charm->RemoveCharmAuras(); + + if(GetCharmGUID()) + { + sLog.outCrash("Player %s (GUID: " UI64FMTD " is not able to uncharm unit (GUID: " UI64FMTD " Entry: %u, Type: %u)", GetName(), GetGUID(), GetCharmGUID(), charm->GetEntry(), charm->GetTypeId()); + if(charm->GetCharmerGUID()) + { + sLog.outCrash("Charmed unit has charmer guid " UI64FMTD, charm->GetCharmerGUID()); + assert(false); + } + else + SetCharm(charm, false); + } +} + +void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const +{ + *data << (uint8)msgtype; + *data << (uint32)language; + *data << (uint64)GetGUID(); + *data << (uint32)language; //language 2.1.0 ? + *data << (uint64)GetGUID(); + *data << (uint32)(text.length()+1); + *data << text; + *data << (uint8)chatTag(); +} + +void Player::Say(const std::string& text, const uint32 language) +{ + WorldPacket data(SMSG_MESSAGECHAT, 200); + BuildPlayerChat(&data, CHAT_MSG_SAY, text, language); + SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true); + + if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) + sLog.outChat("[SAY] Player %s says (language %u): %s", + GetName(), language, text.c_str()); +} + +void Player::Yell(const std::string& text, const uint32 language) +{ + WorldPacket data(SMSG_MESSAGECHAT, 200); + BuildPlayerChat(&data, CHAT_MSG_YELL, text, language); + SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true); + + if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) + sLog.outChat("[YELL] Player %s yells (language %u): %s", + GetName(), language, text.c_str()); +} + +void Player::TextEmote(const std::string& text) +{ + WorldPacket data(SMSG_MESSAGECHAT, 200); + BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL); + SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT)); + + if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) + sLog.outChat("[TEXTEMOTE] Player %s emotes: %s", + GetName(), text.c_str()); +} + +void Player::Whisper(const std::string& text, uint32 language,uint64 receiver) +{ + if (language != LANG_ADDON) // if not addon data + language = LANG_UNIVERSAL; // whispers should always be readable + + Player *rPlayer = objmgr.GetPlayer(receiver); + + if(sWorld.getConfig(CONFIG_CHATLOG_WHISPER)) + sLog.outChat("[WHISPER] Player %s tells %s: %s", + GetName(), rPlayer->GetName(), text.c_str()); + + // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode + if(!rPlayer->isDND() || isGameMaster()) + { + WorldPacket data(SMSG_MESSAGECHAT, 200); + BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language); + rPlayer->GetSession()->SendPacket(&data); + + // not send confirmation for addon messages + if (language != LANG_ADDON) + { + data.Initialize(SMSG_MESSAGECHAT, 200); + rPlayer->BuildPlayerChat(&data, CHAT_MSG_WHISPER_INFORM, text, language); + GetSession()->SendPacket(&data); + } + } + else + { + // announce to player that player he is whispering to is dnd and cannot receive his message + ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str()); + } + + if(!isAcceptWhispers() && !isGameMaster() && !rPlayer->isGameMaster()) + { + SetAcceptWhispers(true); + ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON); + } + + // announce to player that player he is whispering to is afk + if(rPlayer->isAFK()) + ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str()); + + // if player whisper someone, auto turn of dnd to be able to receive an answer + if(isDND() && !rPlayer->isGameMaster()) + ToggleDND(); +} + +void Player::PetSpellInitialize() +{ + Pet* pet = GetPet(); + + if(!pet) + return; + + sLog.outDebug("Pet Spells Groups"); + + CharmInfo *charmInfo = pet->GetCharmInfo(); + + WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1); + data << uint64(pet->GetGUID()); + data << uint16(pet->GetCreatureInfo()->family); // creature family (required for pet talents) + data << uint32(0); + data << uint8(pet->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0); + + // action bar loop + charmInfo->BuildActionBar(&data); + + size_t spellsCountPos = data.wpos(); + + // spells count + uint8 addlist = 0; + data << uint8(addlist); // placeholder + + if (pet->IsPermanentPetFor(this)) + { + // spells loop + for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr) + { + if(itr->second.state == PETSPELL_REMOVED) + continue; + + data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first,itr->second.active)); + ++addlist; + } + } + + data.put<uint8>(spellsCountPos, addlist); + + uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size(); + data << uint8(cooldownsCount); + + time_t curTime = time(NULL); + + for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr) + { + time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0; + + data << uint32(itr->first); // spellid + data << uint16(0); // spell category? + data << uint32(cooldown); // cooldown + data << uint32(0); // category cooldown + } + + for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr) + { + time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0; + + data << uint32(itr->first); // spellid + data << uint16(0); // spell category? + data << uint32(0); // cooldown + data << uint32(cooldown); // category cooldown + } + + data.hexlike(); + + GetSession()->SendPacket(&data); +} + +void Player::PossessSpellInitialize() +{ + Unit* charm = GetCharm(); + if(!charm) + return; + + CharmInfo *charmInfo = charm->GetCharmInfo(); + + if(!charmInfo) + { + sLog.outError("Player::PossessSpellInitialize(): charm ("UI64FMTD") has no charminfo!", charm->GetGUID()); + return; + } + + WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1); + data << uint64(charm->GetGUID()); + data << uint16(0); + data << uint32(0); + data << uint32(0); + + charmInfo->BuildActionBar(&data); + + data << uint8(0); // spells count + data << uint8(0); // cooldowns count + + GetSession()->SendPacket(&data); +} + +void Player::VehicleSpellInitialize() +{ + Creature* veh = GetVehicleCreatureBase(); + if(!veh) + return; + + // GetPosition_ is not a member of 'Vehicle', SetPosition is a member of 'Player': SetPosition(GetVehicle()->GetPositionX(), GetVehicle()->GetPositionY(), GetVehicle()->GetPositionZ(), GetVehicle()->GetOrientation()); + + // GetPosition_ is not a member of 'Vehicle', SetPosition is a member of 'Player': SetPosition(GetVehicle()->GetPositionX(), GetVehicle()->GetPositionY(), GetVehicle()->GetPositionZ(), GetVehicle()->GetOrientation()); + + WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*10+1+1); + data << uint64(veh->GetGUID()); + data << uint16(0); + data << uint32(0); + data << uint32(0x00000101); + + for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) + { + uint32 spellId = ((Creature*)veh)->m_spells[i]; + if(!spellId) + continue; + + SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); + if(!spellInfo) + continue; + + if(IsPassiveSpell(spellId)) + { + veh->CastSpell(veh, spellId, true); + data << uint16(0) << uint8(0) << uint8(i+8); + } + else + data << uint32(MAKE_UNIT_ACTION_BUTTON(spellId,i+8)); + } + + for (uint32 i = CREATURE_MAX_SPELLS; i < MAX_SPELL_CONTROL_BAR; ++i) + data << uint16(0) << uint8(0) << uint8(i+8); + + data << uint8(0); + data << uint8(0); + GetSession()->SendPacket(&data); +} + +void Player::CharmSpellInitialize() +{ + Unit* charm = GetFirstControlled(); + if(!charm) + return; + + CharmInfo *charmInfo = charm->GetCharmInfo(); + if(!charmInfo) + { + sLog.outError("Player::CharmSpellInitialize(): the player's charm ("UI64FMTD") has no charminfo!", charm->GetGUID()); + return; + } + + uint8 addlist = 0; + if(charm->GetTypeId() != TYPEID_PLAYER) + { + CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo(); + //if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK) + { + for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i) + { + if(charmInfo->GetCharmSpell(i)->GetAction()) + ++addlist; + } + } + } + + WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1); + data << uint64(charm->GetGUID()); + data << uint16(0); + data << uint32(0); + + if(charm->GetTypeId() != TYPEID_PLAYER) + data << uint8(((Creature*)charm)->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0); + else + data << uint8(0) << uint8(0) << uint16(0); + + charmInfo->BuildActionBar(&data); + + data << uint8(addlist); + + if(addlist) + { + for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i) + { + CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i); + if(cspell->GetAction()) + data << uint32(cspell->packedData); + } + } + + data << uint8(0); // cooldowns count + + GetSession()->SendPacket(&data); +} + +void Player::SendRemoveControlBar() +{ + WorldPacket data(SMSG_PET_SPELLS, 8); + data << uint64(0); + GetSession()->SendPacket(&data); +} + +bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell * spell) +{ + if (!mod || !spellInfo) + return false; + + // Mod out of charges + if (spell && mod->charges == -1 && spell->m_appliedMods.find(mod->ownerAura) == spell->m_appliedMods.end()) + return false; + + return spellmgr.IsAffectedByMod(spellInfo, mod); +} + +void Player::AddSpellMod(SpellModifier* mod, bool apply) +{ + sLog.outDebug("Player::AddSpellMod %d", mod->spellId); + uint16 Opcode = (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER; + + int i = 0; + flag96 _mask = 0; + for (int eff = 0; eff < 96; ++eff) + { + if (eff != 0 && eff%32 == 0) + _mask[i++] = 0; + + _mask[i] = uint32(1) << (eff-(32*i)); + if (mod->mask & _mask) + { + int32 val = 0; + for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr) + { + if ((*itr)->type == mod->type && (*itr)->mask & _mask) + val += (*itr)->value; + } + val += apply ? mod->value : -(mod->value); + WorldPacket data(Opcode, (1+1+4)); + data << uint8(eff); + data << uint8(mod->op); + data << int32(val); + SendDirectMessage(&data); + } + } + + if (apply) + m_spellMods[mod->op].push_back(mod); + else + { + m_spellMods[mod->op].remove(mod); + // mods bound to aura will be removed in AuraEffect::~AuraEffect + if (!mod->ownerAura) + delete mod; + } +} + +// Restore spellmods in case of failed cast +void Player::RestoreSpellMods(Spell * spell) +{ + if (!spell || spell->m_appliedMods.empty()) + return; + + for (uint8 i=0; i<MAX_SPELLMOD; ++i) + { + for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end(); ++itr) + { + SpellModifier *mod = *itr; + + // spellmods without aura set cannot be charged + if (!mod->ownerAura || !mod->ownerAura->GetCharges()) + continue; + + // check if mod affected this spell + Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura); + if (iterMod == spell->m_appliedMods.end()) + continue; + + // remove from list + spell->m_appliedMods.erase(iterMod); + + // add mod charges back to mod + if (mod->charges == -1) + mod->charges = 1; + else + mod->charges++; + + // Do not set more spellmods than avalible + if (mod->ownerAura->GetCharges() < mod->charges) + mod->charges = mod->ownerAura->GetCharges(); + + // Skip this check for now - aura charges may change due to various reason + // TODO: trac these changes correctly + //assert (mod->ownerAura->GetCharges() <= mod->charges); + } + } +} + +void Player::RemoveSpellMods(Spell * spell) +{ + if (!spell) + return; + std::set <Aura *> checkedSpells; + + AuraEffectList const & auraList = GetAuraEffectsByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE); + for (AuraEffectList::const_iterator itr = auraList.begin(); itr != auraList.end();) + { + AuraEffect * aurEff = *itr; + Aura * aura = aurEff->GetBase(); + ++itr; + if (!aura->GetCharges()) + continue; + + SpellEntry const * spellInfo = aura->GetSpellProto(); + + if (spellInfo->SpellFamilyName != spell->m_spellInfo->SpellFamilyName || + checkedSpells.find(aura) != checkedSpells.end()) + continue; + + if (spell->m_spellInfo->SpellFamilyFlags & spellInfo->EffectSpellClassMask[aurEff->GetEffIndex()] + // this is for fingers of frost, look at spell::finish part, a charge will be taken by the triggering spell + && aura->GetDuration() != aura->GetMaxDuration()) + { + checkedSpells.insert(aura); + spell->m_appliedMods.erase(aura); + if (aura->DropCharge()) + itr = auraList.begin(); + } + } + + if (spell->m_appliedMods.empty()) + return; + + for (uint8 i=0; i<MAX_SPELLMOD; ++i) + { + for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();) + { + SpellModifier *mod = *itr; + ++itr; + + // spellmods without aura set cannot be charged + if (!mod->ownerAura || !mod->ownerAura->GetCharges()) + continue; + + // check if mod affected this spell + Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura); + if (iterMod == spell->m_appliedMods.end()) + continue; + + // remove from list + spell->m_appliedMods.erase(iterMod); + + if (mod->ownerAura->DropCharge()) + itr = m_spellMods[i].begin(); + } + } +} + +void Player::DropModCharge(SpellModifier * mod, Spell * spell) +{ + if (spell && mod->ownerAura && mod->charges > 0 ) + { + --mod->charges; + if (mod->charges == 0) + { + mod->charges = -1; + } + spell->m_appliedMods.insert(mod->ownerAura); + } +} + +void Player::SetSpellModTakingSpell(Spell * spell, bool apply) +{ + if (!spell || (m_spellModTakingSpell && m_spellModTakingSpell != spell)) + return; + + if (apply && spell->getState() == SPELL_STATE_FINISHED) + return; + + m_spellModTakingSpell = apply ? spell : NULL; +} + +// send Proficiency +void Player::SendProficiency(uint8 pr1, uint32 pr2) +{ + WorldPacket data(SMSG_SET_PROFICIENCY, 8); + data << pr1 << pr2; + GetSession()->SendPacket (&data); +} + +void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type) +{ + QueryResult_AutoPtr result = QueryResult_AutoPtr(NULL); + if(type==10) + result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid)); + else + result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); + if(result) + { + do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand. + { // and SendPetitionQueryOpcode reads data from the DB + Field *fields = result->Fetch(); + uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER); + uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM); + + // send update if charter owner in game + Player* owner = objmgr.GetPlayer(ownerguid); + if(owner) + owner->GetSession()->SendPetitionQueryOpcode(petitionguid); + + } while ( result->NextRow() ); + + if(type==10) + CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid)); + else + CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); + } + + CharacterDatabase.BeginTransaction(); + if(type == 10) + { + CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid)); + CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid)); + } + else + { + CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); + CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); + } + CharacterDatabase.CommitTransaction(); +} + +void Player::LeaveAllArenaTeams(uint64 guid) +{ + QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid)); + if(!result) + return; + + do + { + Field *fields = result->Fetch(); + uint32 at_id = fields[0].GetUInt32(); + if(at_id != 0) + { + ArenaTeam * at = objmgr.GetArenaTeamById(at_id); + if(at) + at->DelMember(guid); + } + } while (result->NextRow()); +} + +void Player::SetRestBonus (float rest_bonus_new) +{ + // Prevent resting on max level + if(getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) + rest_bonus_new = 0; + + if(rest_bonus_new < 0) + rest_bonus_new = 0; + + float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2; + + if(rest_bonus_new > rest_bonus_max) + m_rest_bonus = rest_bonus_max; + else + m_rest_bonus = rest_bonus_new; + + // update data for client + if(m_rest_bonus>10) + SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested + else if(m_rest_bonus<=1) + SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal + + //RestTickUpdate + SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus)); +} + +void Player::HandleStealthedUnitsDetection() +{ + std::list<Unit*> stealthedUnits; + Trinity::AnyStealthedCheck u_check; + Trinity::UnitListSearcher<Trinity::AnyStealthedCheck > searcher(this, stealthedUnits, u_check); + VisitNearbyObject(GetMap()->GetVisibilityDistance(), searcher); + + for (std::list<Unit*>::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i) + { + if((*i)==this) + continue; + + bool hasAtClient = HaveAtClient((*i)); + bool hasDetected = canSeeOrDetect(*i, true); + + if (hasDetected) + { + if(!hasAtClient) + { + (*i)->SendUpdateToPlayer(this); + m_clientGUIDs.insert((*i)->GetGUID()); + + #ifdef TRINITY_DEBUG + if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) + sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i)); + #endif + + // target aura duration for caster show only if target exist at caster client + // send data at target visibility change (adding to client) + SendInitialVisiblePackets(*i); + } + } + else + { + if(hasAtClient) + { + (*i)->DestroyForPlayer(this); + m_clientGUIDs.erase((*i)->GetGUID()); + } + } + } +} + +bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/) +{ + if(nodes.size() < 2) + return false; + + // not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root + if(GetSession()->isLogingOut() || isInCombat() || hasUnitState(UNIT_STAT_STUNNED) || hasUnitState(UNIT_STAT_ROOT)) + { + WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); + data << uint32(ERR_TAXIPLAYERBUSY); + GetSession()->SendPacket(&data); + return false; + } + + if(HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE)) + return false; + + // taximaster case + if(npc) + { + // not let cheating with start flight mounted + if(IsMounted()) + { + WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); + data << uint32(ERR_TAXIPLAYERALREADYMOUNTED); + GetSession()->SendPacket(&data); + return false; + } + + if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW ) + { + WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); + data << uint32(ERR_TAXIPLAYERSHAPESHIFTED); + GetSession()->SendPacket(&data); + return false; + } + + // not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi + if(IsNonMeleeSpellCasted(false)) + { + WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); + data << uint32(ERR_TAXIPLAYERBUSY); + GetSession()->SendPacket(&data); + return false; + } + } + // cast case or scripted call case + else + { + RemoveAurasByType(SPELL_AURA_MOUNTED); + + if( m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW ) + RemoveAurasDueToSpell(m_ShapeShiftFormSpellId); + + if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL)) + if (spell->m_spellInfo->Id != spellid) + InterruptSpell(CURRENT_GENERIC_SPELL,false); + + InterruptSpell(CURRENT_AUTOREPEAT_SPELL,false); + + if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL)) + if (spell->m_spellInfo->Id != spellid) + InterruptSpell(CURRENT_CHANNELED_SPELL,true); + } + + uint32 sourcenode = nodes[0]; + + // starting node too far away (cheat?) + TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode); + if (!node) + { + WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); + data << uint32(ERR_TAXINOSUCHPATH); + GetSession()->SendPacket(&data); + return false; + } + + // check node starting pos data set case if provided + if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f) + { + if (node->map_id != GetMapId() || + (node->x - GetPositionX())*(node->x - GetPositionX())+ + (node->y - GetPositionY())*(node->y - GetPositionY())+ + (node->z - GetPositionZ())*(node->z - GetPositionZ()) > + (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)) + { + WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); + data << uint32(ERR_TAXITOOFARAWAY); + GetSession()->SendPacket(&data); + return false; + } + } + // node must have pos if taxi master case (npc != NULL) + else if (npc) + { + WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); + data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR); + GetSession()->SendPacket(&data); + return false; + } + + // Prepare to flight start now + + // stop combat at start taxi flight if any + CombatStop(); + + StopCastingCharm(); + StopCastingBindSight(); + ExitVehicle(); + + // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it) + TradeCancel(true); + + // clean not finished taxi path if any + m_taxi.ClearTaxiDestinations(); + + // 0 element current node + m_taxi.AddTaxiDestination(sourcenode); + + // fill destinations path tail + uint32 sourcepath = 0; + uint32 totalcost = 0; + + uint32 prevnode = sourcenode; + uint32 lastnode = 0; + + for (uint32 i = 1; i < nodes.size(); ++i) + { + uint32 path, cost; + + lastnode = nodes[i]; + objmgr.GetTaxiPath(prevnode, lastnode, path, cost); + + if(!path) + { + m_taxi.ClearTaxiDestinations(); + return false; + } + + totalcost += cost; + + if(prevnode == sourcenode) + sourcepath = path; + + m_taxi.AddTaxiDestination(lastnode); + + prevnode = lastnode; + } + + // get mount model (in case non taximaster (npc==NULL) allow more wide lookup) + // + // Hack-Fix for Alliance not being able to use Acherus taxi. There is + // only one mount ID for both sides. Probably not good to use 315 in case DBC nodes + // change but I couldn't find a suitable alternative. OK to use class because only DK + // can use this taxi. + uint32 mount_display_id = objmgr.GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == NULL || (sourcenode == 315 && getClass() == CLASS_DEATH_KNIGHT)); + + // in spell case allow 0 model + if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0) + { + WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); + data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR); + GetSession()->SendPacket(&data); + m_taxi.ClearTaxiDestinations(); + return false; + } + + uint32 money = GetMoney(); + + if (npc) + totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc)); + + if(money < totalcost) + { + WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); + data << uint32(ERR_TAXINOTENOUGHMONEY); + GetSession()->SendPacket(&data); + m_taxi.ClearTaxiDestinations(); + return false; + } + + //Checks and preparations done, DO FLIGHT + ModifyMoney(-(int32)totalcost); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost); + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1); + + // prevent stealth flight + //RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK); + + if (sWorld.getConfig(CONFIG_INSTANT_TAXI)) + { + TaxiNodesEntry const* lastnode = sTaxiNodesStore.LookupEntry(nodes[nodes.size()-1]); + m_taxi.ClearTaxiDestinations(); + TeleportTo(lastnode->map_id, lastnode->x, lastnode->y, lastnode->z, GetOrientation()); + return false; + } + else + { + WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4); + data << uint32(ERR_TAXIOK); + GetSession()->SendPacket(&data); + sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY"); + GetSession()->SendDoFlight(mount_display_id, sourcepath); + } + return true; +} + +bool Player::ActivateTaxiPathTo( uint32 taxi_path_id, uint32 spellid /*= 0*/ ) +{ + TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id); + if(!entry) + return false; + + std::vector<uint32> nodes; + + nodes.resize(2); + nodes[0] = entry->from; + nodes[1] = entry->to; + + return ActivateTaxiPathTo(nodes,NULL,spellid); +} + +void Player::CleanupAfterTaxiFlight() +{ + m_taxi.ClearTaxiDestinations(); // not destinations, clear source node + Unmount(); + RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); + getHostilRefManager().setOnlineOfflineState(true); +} + +void Player::ContinueTaxiFlight() +{ + uint32 sourceNode = m_taxi.GetTaxiSource(); + if (!sourceNode) + return; + + sLog.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() ); + + uint32 mountDisplayId = objmgr.GetTaxiMountDisplayId(sourceNode, GetTeam(),true); + uint32 path = m_taxi.GetCurrentTaxiPath(); + + // search appropriate start path node + uint32 startNode = 0; + + TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path]; + + float distPrev = MAP_SIZE*MAP_SIZE; + float distNext = + (nodeList[0].x-GetPositionX())*(nodeList[0].x-GetPositionX())+ + (nodeList[0].y-GetPositionY())*(nodeList[0].y-GetPositionY())+ + (nodeList[0].z-GetPositionZ())*(nodeList[0].z-GetPositionZ()); + + for (uint32 i = 1; i < nodeList.size(); ++i) + { + TaxiPathNode const& node = nodeList[i]; + TaxiPathNode const& prevNode = nodeList[i-1]; + + // skip nodes at another map + if(node.mapid != GetMapId()) + continue; + + distPrev = distNext; + + distNext = + (node.x-GetPositionX())*(node.x-GetPositionX())+ + (node.y-GetPositionY())*(node.y-GetPositionY())+ + (node.z-GetPositionZ())*(node.z-GetPositionZ()); + + float distNodes = + (node.x-prevNode.x)*(node.x-prevNode.x)+ + (node.y-prevNode.y)*(node.y-prevNode.y)+ + (node.z-prevNode.z)*(node.z-prevNode.z); + + if(distNext + distPrev < distNodes) + { + startNode = i; + break; + } + } + + GetSession()->SendDoFlight(mountDisplayId, path, startNode); +} + +void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs ) +{ + // last check 2.0.10 + WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8); + data << GetGUID(); + data << uint8(0x0); // flags (0x1, 0x2) + time_t curTime = time(NULL); + for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) + { + if (itr->second->state == PLAYERSPELL_REMOVED) + continue; + uint32 unSpellId = itr->first; + SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId); + if (!spellInfo) + { + ASSERT(spellInfo); + continue; + } + + // Not send cooldown for this spells + if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) + continue; + + if(spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE) + continue; + + if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs ) + { + data << uint32(unSpellId); + data << uint32(unTimeMs); // in m.secs + AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILISECONDS); + } + } + GetSession()->SendPacket(&data); +} + +void Player::InitDataForForm(bool reapplyMods) +{ + SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form); + if(ssEntry && ssEntry->attackSpeed) + { + SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed); + SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed); + SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME); + } + else + SetRegularAttackTime(); + + switch(m_form) + { + case FORM_GHOUL: + case FORM_CAT: + { + if(getPowerType()!=POWER_ENERGY) + setPowerType(POWER_ENERGY); + break; + } + case FORM_BEAR: + case FORM_DIREBEAR: + { + if(getPowerType()!=POWER_RAGE) + setPowerType(POWER_RAGE); + break; + } + default: // 0, for example + { + ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass()); + if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType) + setPowerType(Powers(cEntry->powerType)); + break; + } + } + + // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change. + if (!reapplyMods) + UpdateEquipSpellsAtFormChange(); + + UpdateAttackPowerAndDamage(); + UpdateAttackPowerAndDamage(true); +} + +void Player::InitDisplayIds() +{ + PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass()); + if(!info) + { + sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow()); + return; + } + + uint8 gender = getGender(); + switch(gender) + { + case GENDER_FEMALE: + SetDisplayId(info->displayId_f ); + SetNativeDisplayId(info->displayId_f ); + break; + case GENDER_MALE: + SetDisplayId(info->displayId_m ); + SetNativeDisplayId(info->displayId_m ); + break; + default: + sLog.outError("Invalid gender %u for player",gender); + return; + } +} + +// Return true is the bought item has a max count to force refresh of window by caller +bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint8 bag, uint8 slot) +{ + // cheating attempt + if (count < 1) count = 1; + + // cheating attempt + if(slot > MAX_BAG_SIZE && slot !=NULL_SLOT) + return false; + + if (!isAlive()) + return false; + + ItemPrototype const *pProto = objmgr.GetItemPrototype( item ); + if (!pProto) + { + SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0); + return false; + } + + Creature *pCreature = GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR); + if (!pCreature) + { + sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) ); + SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0); + return false; + } + + VendorItemData const* vItems = pCreature->GetVendorItems(); + if(!vItems || vItems->Empty()) + { + SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); + return false; + } + + size_t vendor_slot = vItems->FindItemSlot(item); + if (vendor_slot >= vItems->GetItemCount()) + { + SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); + return false; + } + + VendorItem const* crItem = vItems->m_items[vendor_slot]; + + // check current item amount if it limited + if (crItem->maxcount != 0) + { + if (pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count ) + { + SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0); + return false; + } + } + + if (pProto->RequiredReputationFaction && (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)) + { + SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0); + return false; + } + else if (!pProto->RequiredReputationFaction && pProto->RequiredReputationRank > 0) + { + if (uint32(GetReputationRank(pCreature->getFactionTemplateEntry()->faction)) < pProto->RequiredReputationRank) + { + SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0); + return false; + } + } + + if (crItem->ExtendedCost) + { + ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost); + if (!iece) + { + sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost); + return false; + } + + // honor points price + if (GetHonorPoints() < (iece->reqhonorpoints * count)) + { + SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL); + return false; + } + + // arena points price + if (GetArenaPoints() < (iece->reqarenapoints * count)) + { + SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL); + return false; + } + + // item base price + for (uint8 i = 0; i < 5; ++i) + { + if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count))) + { + SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL); + return false; + } + } + + // check for personal arena rating requirement + if( GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating ) + { + // probably not the proper equip err + SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL); + return false; + } + } + + int32 price = pProto->BuyPrice * count; + + // reputation discount + price = uint32(floor(price * GetReputationPriceDiscount(pCreature))); + + if (GetMoney() < price) + { + SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0); + return false; + } + + if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot)) + { + ItemPosCountVec dest; + uint8 msg = CanStoreNewItem( bag, slot, dest, item, pProto->BuyCount * count ); + if (msg != EQUIP_ERR_OK) + { + SendEquipError( msg, NULL, NULL ); + return false; + } + + ModifyMoney( -(int32)price ); + uint32 arenaPoints = 0; + uint32 honorPoints = 0; + uint32 extendedCost[5] = {0,0,0,0,0}; + uint32 extendedCostCount[5] = {0,0,0,0,0}; + + if (crItem->ExtendedCost) // case for new honor system + { + ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost); + if (iece->reqhonorpoints) + { + honorPoints = iece->reqhonorpoints * count; + ModifyHonorPoints( - int32(honorPoints) ); + } + if (iece->reqarenapoints) + { + arenaPoints = iece->reqarenapoints * count; + ModifyArenaPoints( - int32(arenaPoints) ); + } + for (uint8 i = 0; i < 5; ++i) + { + if (iece->reqitem[i]) + { + DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true); + extendedCost[i] = iece->reqitem[i]; + extendedCostCount[i] = iece->reqitemcount[i]; + } + } + } + + if (Item *it = StoreNewItem( dest, item, true )) + { + uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count); + + WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4)); + data << uint64(pCreature->GetGUID()); + data << uint32(vendor_slot+1); // numbered from 1 at client + data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF); + data << uint32(count); + GetSession()->SendPacket(&data); + SendNewItem(it, pProto->BuyCount*count, true, false, false); + + // Item Refund system, only works for non stackable items with extendedcost + if(count == 1 && crItem->ExtendedCost ) + { + it->SetPaidArenaPoints(arenaPoints); + it->SetPaidHonorPoints(honorPoints); + it->SetRefundExpiryTime( time(NULL)+(HOUR*2) ); + for (uint8 i = 0; i < 5; ++i) + it->SetPaidExtendedCost(i, extendedCost[i], extendedCostCount[i]); + } + } + } + else if (IsEquipmentPos(bag, slot)) + { + if (pProto->BuyCount * count != 1) + { + SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL ); + return false; + } + + uint16 dest; + uint8 msg = CanEquipNewItem( slot, dest, item, false ); + if (msg != EQUIP_ERR_OK) + { + SendEquipError( msg, NULL, NULL ); + return false; + } + + ModifyMoney( -(int32)price ); + if (crItem->ExtendedCost) // case for new honor system + { + ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost); + if (iece->reqhonorpoints) + ModifyHonorPoints( - int32(iece->reqhonorpoints)); + if (iece->reqarenapoints) + ModifyArenaPoints( - int32(iece->reqarenapoints)); + for (uint8 i = 0; i < 5; ++i) + { + if(iece->reqitem[i]) + DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true); + } + } + + if (Item *it = EquipNewItem( dest, item, true )) + { + uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count); + + WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4)); + data << uint64(pCreature->GetGUID()); + data << uint32(vendor_slot + 1); // numbered from 1 at client + data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF); + data << uint32(count); + GetSession()->SendPacket(&data); + + SendNewItem(it, pProto->BuyCount*count, true, false, false); + + AutoUnequipOffhandIfNeed(); + } + } + else + { + SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL ); + return false; + } + + return crItem->maxcount != 0; +} + +uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot) +{ + // returns the maximal personal arena rating that can be used to purchase items requiring this condition + // the personal rating of the arena team must match the required limit as well + // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype])) + uint32 max_personal_rating = 0; + for (uint8 i = minarenaslot; i < MAX_ARENA_SLOT; ++i) + { + if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i))) + { + uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * ARENA_TEAM_END) + ARENA_TEAM_PERSONAL_RATING); + uint32 t_rating = at->GetRating(); + p_rating = p_rating < t_rating ? p_rating : t_rating; + if(max_personal_rating < p_rating) + max_personal_rating = p_rating; + } + } + return max_personal_rating; +} + +void Player::UpdateHomebindTime(uint32 time) +{ + // GMs never get homebind timer online + if (m_InstanceValid || isGameMaster()) + { + if(m_HomebindTimer) // instance valid, but timer not reset + { + // hide reminder + WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4); + data << uint32(0); + data << uint32(0); + GetSession()->SendPacket(&data); + } + // instance is valid, reset homebind timer + m_HomebindTimer = 0; + } + else if (m_HomebindTimer > 0) + { + if (time >= m_HomebindTimer) + { + // teleport to nearest graveyard + SetPhaseMask(1,true); + RepopAtGraveyard(); + } + else + m_HomebindTimer -= time; + } + else + { + // instance is invalid, start homebind timer + m_HomebindTimer = 60000; + // send message to player + WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4); + data << uint32(m_HomebindTimer); + data << uint32(1); + GetSession()->SendPacket(&data); + sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow()); + SetPhaseMask(2,true); + } +} + +void Player::UpdatePvPState(bool onlyFFA) +{ + // TODO: should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled? + if(!pvpInfo.inNoPvPArea && !isGameMaster() + && (pvpInfo.inFFAPvPArea || sWorld.IsFFAPvPRealm())) + { + if(!HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) + { + SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); + for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) + (*itr)->SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); + } + } + else if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) + { + RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); + for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) + (*itr)->RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); + } + + if(onlyFFA) + return; + + if(pvpInfo.inHostileArea) // in hostile area + { + if(!IsPvP() || pvpInfo.endTimer != 0) + UpdatePvP(true, true); + } + else // in friendly area + { + if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0) + pvpInfo.endTimer = time(0); // start toggle-off + } +} + +void Player::UpdatePvP(bool state, bool override) +{ + if(!state || override) + { + SetPvP(state); + pvpInfo.endTimer = 0; + } + else + { + if(pvpInfo.endTimer != 0) + pvpInfo.endTimer = time(NULL); + else + SetPvP(state); + } +} + +void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown) +{ + // init cooldown values + uint32 cat = 0; + int32 rec = -1; + int32 catrec = -1; + + // some special item spells without correct cooldown in SpellInfo + // cooldown information stored in item prototype + // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client. + + if(itemId) + { + if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId)) + { + for (uint8 idx = 0; idx < 5; ++idx) + { + if(proto->Spells[idx].SpellId == spellInfo->Id) + { + cat = proto->Spells[idx].SpellCategory; + rec = proto->Spells[idx].SpellCooldown; + catrec = proto->Spells[idx].SpellCategoryCooldown; + break; + } + } + } + } + + // if no cooldown found above then base at DBC data + if(rec < 0 && catrec < 0) + { + cat = spellInfo->Category; + rec = spellInfo->RecoveryTime; + catrec = spellInfo->CategoryRecoveryTime; + } + + time_t curTime = time(NULL); + + time_t catrecTime; + time_t recTime; + + // overwrite time for selected category + if(infinityCooldown) + { + // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped) + // but not allow ignore until reset or re-login + catrecTime = catrec > 0 ? curTime+infinityCooldownDelay : 0; + recTime = rec > 0 ? curTime+infinityCooldownDelay : catrecTime; + } + else + { + // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK) + // prevent 0 cooldowns set by another way + if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != 75)) + rec = GetAttackTime(RANGED_ATTACK); + + // Now we have cooldown data (if found any), time to apply mods + if(rec > 0) + ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell); + + if(catrec > 0) + ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell); + + // replace negative cooldowns by 0 + if (rec < 0) rec = 0; + if (catrec < 0) catrec = 0; + + // no cooldown after applying spell mods + if( rec == 0 && catrec == 0) + return; + + catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0; + recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime; + } + + // self spell cooldown + if(recTime > 0) + AddSpellCooldown(spellInfo->Id, itemId, recTime); + + // category spells + if (cat && catrec > 0) + { + SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat); + if(i_scstore != sSpellCategoryStore.end()) + { + for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset) + { + if(*i_scset == spellInfo->Id) // skip main spell, already handled above + continue; + + AddSpellCooldown(*i_scset, itemId, catrecTime); + } + } + } +} + +void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time) +{ + SpellCooldown sc; + sc.end = end_time; + sc.itemid = itemid; + m_spellCooldowns[spellid] = sc; +} + +void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell) +{ + // start cooldowns at server side, if any + AddSpellAndCategoryCooldowns(spellInfo,itemId,spell); + + // Send activate cooldown timer (possible 0) at client side + WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8)); + data << uint32(spellInfo->Id); + data << uint64(GetGUID()); + SendDirectMessage(&data); +} + +void Player::UpdatePotionCooldown(Spell* spell) +{ + // no potion used i combat or still in combat + if(!m_lastPotionId || isInCombat()) + return; + + // Call not from spell cast, send cooldown event for item spells if no in combat + if(!spell) + { + // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions) + if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId)) + for (uint8 idx = 0; idx < 5; ++idx) + if(proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE) + if(SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId)) + SendCooldownEvent(spellInfo,m_lastPotionId); + } + // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown) + else + SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell); + + m_lastPotionId = 0; +} + + //slot to be excluded while counting +bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot) +{ + if(!enchantmentcondition) + return true; + + SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition); + + if(!Condition) + return true; + + uint8 curcount[4] = {0, 0, 0, 0}; + + //counting current equipped gem colors + for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) + { + if (i == slot) + continue; + Item *pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i); + if (pItem2 && !pItem2->IsBroken() && pItem2->GetProto()->Socket[0].Color) + { + for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) + { + uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot)); + if(!enchant_id) + continue; + + SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); + if(!enchantEntry) + continue; + + uint32 gemid = enchantEntry->GemID; + if(!gemid) + continue; + + ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid); + if(!gemProto) + continue; + + GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties); + if(!gemProperty) + continue; + + uint8 GemColor = gemProperty->color; + + for (uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1) + { + if(tmpcolormask & GemColor) + ++curcount[b]; + } + } + } + } + + bool activate = true; + + for (uint8 i = 0; i < 5; i++) + { + if(!Condition->Color[i]) + continue; + + uint32 _cur_gem = curcount[Condition->Color[i] - 1]; + + // if have <CompareColor> use them as count, else use <value> from Condition + uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i]; + + switch(Condition->Comparator[i]) + { + case 2: // requires less <color> than (<value> || <comparecolor>) gems + activate &= (_cur_gem < _cmp_gem) ? true : false; + break; + case 3: // requires more <color> than (<value> || <comparecolor>) gems + activate &= (_cur_gem > _cmp_gem) ? true : false; + break; + case 5: // requires at least <color> than (<value> || <comparecolor>) gems + activate &= (_cur_gem >= _cmp_gem) ? true : false; + break; + } + } + + sLog.outDebug("Checking Condition %u, there are %u Meta Gems, %u Red Gems, %u Yellow Gems and %u Blue Gems, Activate:%s", enchantmentcondition, curcount[0], curcount[1], curcount[2], curcount[3], activate ? "yes" : "no"); + + return activate; +} + +void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply) +{ + //cycle all equipped items + for (uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) + { + //enchants for the slot being socketed are handled by Player::ApplyItemMods + if(slot == exceptslot) + continue; + + Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ); + + if(!pItem || !pItem->GetProto()->Socket[0].Color) + continue; + + for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) + { + uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); + if(!enchant_id) + continue; + + SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); + if(!enchantEntry) + continue; + + uint32 condition = enchantEntry->EnchantmentCondition; + if(condition) + { + //was enchant active with/without item? + bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1); + //should it now be? + if(wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot)) + { + // ignore item gem conditions + //if state changed, (dis)apply enchant + ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true); + } + } + } + } +} + + //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements +void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply) +{ + //cycle all equipped items + for (int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) + { + //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data) + if(slot == exceptslot) + continue; + + Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, slot ); + + if(!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item + continue; + + //cycle all (gem)enchants + for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) + { + uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); + if(!enchant_id) //if no enchant go to next enchant(slot) + continue; + + SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); + if(!enchantEntry) + continue; + + //only metagems to be (de)activated, so only enchants with condition + uint32 condition = enchantEntry->EnchantmentCondition; + if(condition) + ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply); + } + } +} + +void Player::SetBattleGroundEntryPoint() +{ + // Taxi path store + if (!m_taxi.empty()) + { + m_bgData.mountSpell = 0; + m_bgData.taxiPath[0] = m_taxi.GetTaxiSource(); + m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination(); + + // On taxi we don't need check for dungeon + m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); + return; + } + else + { + m_bgData.ClearTaxiPath(); + + // Mount spell id storing + if (IsMounted()) + { + AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOUNTED); + if (!auras.empty()) + m_bgData.mountSpell = (*auras.begin())->GetId(); + } + else + m_bgData.mountSpell = 0; + + // If map is dungeon find linked graveyard + if(GetMap()->IsDungeon()) + { + if (const WorldSafeLocsEntry* entry = objmgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam())) + { + m_bgData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f); + return; + } + else + sLog.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId()); + } + // If new entry point is not BG or arena set it + else if (!GetMap()->IsBattleGroundOrArena()) + { + m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation()); + return; + } + } + + // In error cases use homebind position + m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f); +} + +void Player::LeaveBattleground(bool teleportToEntryPoint) +{ + if(BattleGround *bg = GetBattleGround()) + { + bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true); + + // call after remove to be sure that player resurrected for correct cast + if( bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER) ) + { + if( bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN ) + { + //lets check if player was teleported from BG and schedule delayed Deserter spell cast + if(IsBeingTeleportedFar()) + { + ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER); + return; + } + + CastSpell(this, 26013, true); // Deserter + } + } + } +} + +bool Player::CanJoinToBattleground() const +{ + // check Deserter debuff + if (HasAura(26013)) + return false; + + return true; +} + +bool Player::CanReportAfkDueToLimit() +{ + // a player can complain about 15 people per 5 minutes + if(m_bgData.bgAfkReportedCount++ >= 15) + return false; + + return true; +} + +///This player has been blamed to be inactive in a battleground +void Player::ReportedAfkBy(Player* reporter) +{ + BattleGround *bg = GetBattleGround(); + if(!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam()) + return; + + // check if player has 'Idle' or 'Inactive' debuff + if(m_bgData.bgAfkReporter.find(reporter->GetGUIDLow())==m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit()) + { + m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow()); + // 3 players have to complain to apply debuff + if(m_bgData.bgAfkReporter.size() >= 3) + { + // cast 'Idle' spell + CastSpell(this, 43680, true); + m_bgData.bgAfkReporter.clear(); + } + } +} + +WorldLocation Player::GetStartPosition() const +{ + PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass()); + uint32 mapId = info->mapId; + if (getClass() == CLASS_DEATH_KNIGHT && HasSpell(50977)) + mapId = 0; + return WorldLocation(mapId, info->positionX, info->positionY, info->positionZ, 0); +} + +bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance) const +{ + // Always can see self + if (m_mover == u || this == u) + return true; + + // phased visibility (both must phased in same way) + if(!InSamePhase(u)) + return false; + + // player visible for other player if not logout and at same transport + // including case when player is out of world + bool at_same_transport = + GetTransport() && u->GetTypeId() == TYPEID_PLAYER + && !GetSession()->PlayerLogout() && !((Player*)u)->GetSession()->PlayerLogout() + && !GetSession()->PlayerLoading() && !((Player*)u)->GetSession()->PlayerLoading() + && GetTransport() == ((Player*)u)->GetTransport(); + + // not in world + if(!at_same_transport && (!IsInWorld() || !u->IsInWorld())) + return false; + + // forbidden to seen (at GM respawn command) + //if(u->GetVisibility() == VISIBILITY_RESPAWN) + // return false; + + Map& _map = *u->GetMap(); + // Grid dead/alive checks + // non visible at grid for any stealth state + if(!u->IsVisibleInGridForPlayer(this)) + return false; + + // always seen by owner + if(uint64 guid = u->GetCharmerOrOwnerGUID()) + if(GetGUID() == guid) + return true; + + if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT)) + if(u->GetGUID() == guid) + return true; + + // different visible distance checks + if(isInFlight()) // what see player in flight + { + if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance)) + return false; + } + else if(!u->isAlive()) // distance for show body + { + if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance)) + return false; + } + else if(u->GetTypeId() == TYPEID_PLAYER) // distance for show player + { + // Players far than max visible distance for player or not in our map are not visible too + if (!at_same_transport && !m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance)) + return false; + } + else if(u->GetCharmerOrOwnerGUID()) // distance for show pet/charmed + { + // Pet/charmed far than max visible distance for player or not in our map are not visible too + if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance)) + return false; + } + else // distance for show creature + { + // Units farther than max visible distance for creature or not in our map are not visible too + if (!m_seer->IsWithinDistInMap(u + , u->isActiveObject() ? (MAX_VISIBILITY_DISTANCE - (inVisibleList ? 0.0f : World::GetVisibleUnitGreyDistance())) + : (_map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)) + , is3dDistance)) + return false; + } + + if(u->GetVisibility() == VISIBILITY_OFF) + { + // GMs see any players, not higher GMs and all units + if(isGameMaster()) + { + if(u->GetTypeId() == TYPEID_PLAYER) + return ((Player *)u)->GetSession()->GetSecurity() <= GetSession()->GetSecurity(); + else + return true; + } + return false; + } + + // GM's can see everyone with invisibilitymask with less or equal security level + if(m_mover->m_invisibilityMask || u->m_invisibilityMask) + { + if(isGameMaster()) + { + if(u->GetTypeId() == TYPEID_PLAYER) + return ((Player*)u)->GetSession()->GetSecurity() <= GetSession()->GetSecurity(); + else + return true; + } + + // player see other player with stealth/invisibility only if he in same group or raid or same team (raid/team case dependent from conf setting) + if(!m_mover->canDetectInvisibilityOf(u)) + if(!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(((Player*)u)))) + return false; + } + + // GM invisibility checks early, invisibility if any detectable, so if not stealth then visible + if(u->GetVisibility() == VISIBILITY_GROUP_STEALTH && !isGameMaster()) + { + // if player is dead then he can't detect anyone in any cases + //do not know what is the use of this detect + // stealth and detected and visible for some seconds + if(!isAlive()) + detect = false; + if(m_DetectInvTimer < 300 || !HaveAtClient(u)) + if(!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(((Player*)u)))) + if(!detect || !m_mover->canDetectStealthOf(u, GetDistance(u))) + return false; + } + + // If use this server will be too laggy + // Now check is target visible with LoS + //return u->IsWithinLOS(GetPositionX(),GetPositionY(),GetPositionZ()); + return true; +} + +bool Player::IsVisibleInGridForPlayer( Player const * pl ) const +{ + // gamemaster in GM mode see all, including ghosts + if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity()) + return true; + + // It seems in battleground everyone sees everyone, except the enemy-faction ghosts + if (InBattleGround()) + { + if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) ) + return false; + return true; + } + + // Live player see live player or dead player with not realized corpse + if(pl->isAlive() || pl->m_deathTimer > 0) + { + return isAlive() || m_deathTimer > 0; + } + + // Ghost see other friendly ghosts, that's for sure + if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl)) + return true; + + // Dead player see live players near own corpse + if(isAlive()) + { + Corpse *corpse = pl->GetCorpse(); + if(corpse) + { + // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level + if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO))) + return true; + } + } + + // and not see any other + return false; +} + +bool Player::IsVisibleGloballyFor( Player* u ) const +{ + if(!u) + return false; + + // Always can see self + if (u==this) + return true; + + // Visible units, always are visible for all players + if (GetVisibility() == VISIBILITY_ON) + return true; + + // GMs are visible for higher gms (or players are visible for gms) + if (u->GetSession()->GetSecurity() > SEC_PLAYER) + return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity(); + + // non faction visibility non-breakable for non-GMs + if (GetVisibility() == VISIBILITY_OFF) + return false; + + // non-gm stealth/invisibility not hide from global player lists + return true; +} + +template<class T> +inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target, std::set<Unit*>& v) +{ + s64.insert(target->GetGUID()); +} + +template<> +inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target, std::set<Unit*>& v) +{ + if(!target->IsTransport()) + s64.insert(target->GetGUID()); +} + +template<> +inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, Creature* target, std::set<Unit*>& v) +{ + s64.insert(target->GetGUID()); + v.insert(target); +} + +template<> +inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, Player* target, std::set<Unit*>& v) +{ + s64.insert(target->GetGUID()); + v.insert(target); +} + +template<class T> +inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/) +{ +} + +template<> +inline void BeforeVisibilityDestroy<Creature>(Creature* t, Player* p) +{ + if (p->GetPetGUID()==t->GetGUID() && ((Creature*)t)->isPet()) + ((Pet*)t)->Remove(PET_SAVE_NOT_IN_SLOT, true); +} + +void Player::UpdateVisibilityOf(WorldObject* target) +{ + if(HaveAtClient(target)) + { + if(!target->isVisibleForInState(this, true)) + { + if (target->GetTypeId()==TYPEID_UNIT) + BeforeVisibilityDestroy<Creature>((Creature*)target,this); + + target->DestroyForPlayer(this); + m_clientGUIDs.erase(target->GetGUID()); + + #ifdef TRINITY_DEBUG + if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) + sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target)); + #endif + } + } + else + { + if(target->isVisibleForInState(this,false)) + { + //if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle) + // UpdateVisibilityOf(((Unit*)target)->m_Vehicle); + + target->SendUpdateToPlayer(this); + m_clientGUIDs.insert(target->GetGUID()); + + #ifdef TRINITY_DEBUG + if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) + sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target)); + #endif + + // target aura duration for caster show only if target exist at caster client + // send data at target visibility change (adding to client) + if(target->isType(TYPEMASK_UNIT)) + SendInitialVisiblePackets((Unit*)target); + } + } +} + +void Player::SendInitialVisiblePackets(Unit* target) +{ + SendAurasForTarget(target); + if(target->isAlive()) + { + if(target->GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE) + target->SendMonsterMoveWithSpeedToCurrentDestination(this); + if(target->hasUnitState(UNIT_STAT_MELEE_ATTACKING) && target->getVictim()) + target->SendMeleeAttackStart(target->getVictim()); + } +} + +template<class T> +void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& visibleNow) +{ + if(HaveAtClient(target)) + { + if(!target->isVisibleForInState(this,true)) + { + BeforeVisibilityDestroy<T>(target,this); + + target->BuildOutOfRangeUpdateBlock(&data); + m_clientGUIDs.erase(target->GetGUID()); + + #ifdef TRINITY_DEBUG + if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) + sLog.outDebug("Object %u (Type: %u, Entry: %u) is out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target)); + #endif + } + } + else //if(visibleNow.size() < 30 || target->GetTypeId() == TYPEID_UNIT && ((Creature*)target)->IsVehicle()) + { + if(target->isVisibleForInState(this,false)) + { + //if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle) + // UpdateVisibilityOf(((Unit*)target)->m_Vehicle, data, visibleNow); + + target->BuildCreateUpdateBlockForPlayer(&data, this); + UpdateVisibilityOf_helper(m_clientGUIDs,target,visibleNow); + + #ifdef TRINITY_DEBUG + if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) + sLog.outDebug("Object %u (Type: %u, Entry: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target)); + #endif + } + } +} + +template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, std::set<Unit*>& visibleNow); +template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, std::set<Unit*>& visibleNow); +template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, std::set<Unit*>& visibleNow); +template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, std::set<Unit*>& visibleNow); +template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, std::set<Unit*>& visibleNow); + +void Player::InitPrimaryProfessions() +{ + SetFreePrimaryProfessions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL)); +} + +Unit * Player::GetSelectedUnit() const +{ + if(m_curSelection) + return ObjectAccessor::GetUnit(*this, m_curSelection); + return NULL; +} + +Player * Player::GetSelectedPlayer() const +{ + if(m_curSelection) + return ObjectAccessor::GetPlayer(*this, m_curSelection); + return NULL; +} + +void Player::SendComboPoints() +{ + Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget); + if (combotarget) + { + WorldPacket data; + if(m_mover != this) + { + data.Initialize(SMSG_PET_UPDATE_COMBO_POINTS, m_mover->GetPackGUID().size()+combotarget->GetPackGUID().size()+1); + data.append(m_mover->GetPackGUID()); + } + else + data.Initialize(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1); + data.append(combotarget->GetPackGUID()); + data << uint8(m_comboPoints); + GetSession()->SendPacket(&data); + } +} + +void Player::AddComboPoints(Unit* target, int8 count, Spell * spell) +{ + if(!count) + return; + + int8 * comboPoints = spell ? &spell->m_comboPointGain : &m_comboPoints; + + // without combo points lost (duration checked in aura) + RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS); + + if (target->GetGUID() == m_comboTarget) + *comboPoints += count; + else + { + if (m_comboTarget) + if (Unit* target2 = ObjectAccessor::GetUnit(*this, m_comboTarget)) + target2->RemoveComboPointHolder(GetGUIDLow()); + + // Spells will always add value to m_comboPoints eventualy, so it must be cleared first + if (spell) + m_comboPoints = 0; + + m_comboTarget = target->GetGUID(); + *comboPoints = count; + + target->AddComboPointHolder(GetGUIDLow()); + } + + if (*comboPoints > 5) + *comboPoints = 5; + else if (*comboPoints < 0) + *comboPoints = 0; + + if (!spell) + SendComboPoints(); +} + +void Player::GainSpellComboPoints(int8 count) +{ + if(!count) + return; + + m_comboPoints += count; + if (m_comboPoints > 5) m_comboPoints = 5; + else if (m_comboPoints < 0) m_comboPoints = 0; + + SendComboPoints(); +} + +void Player::ClearComboPoints() +{ + if(!m_comboTarget) + return; + + // without combopoints lost (duration checked in aura) + RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS); + + m_comboPoints = 0; + + SendComboPoints(); + + if(Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget)) + target->RemoveComboPointHolder(GetGUIDLow()); + + m_comboTarget = 0; +} + +void Player::SetGroup(Group *group, int8 subgroup) +{ + if(group == NULL) + m_group.unlink(); + else + { + // never use SetGroup without a subgroup unless you specify NULL for group + assert(subgroup >= 0); + m_group.link(group, this); + m_group.setSubGroup((uint8)subgroup); + } +} + +void Player::SendInitialPacketsBeforeAddToMap() +{ + GetSocial()->SendSocialList(); + + // guild bank list wtf? + + // Homebind + WorldPacket data(SMSG_BINDPOINTUPDATE, 5*4); + data << m_homebindX << m_homebindY << m_homebindZ; + data << (uint32) m_homebindMapId; + data << (uint32) m_homebindZoneId; + GetSession()->SendPacket(&data); + + // SMSG_SET_PROFICIENCY + // SMSG_SET_PCT_SPELL_MODIFIER + // SMSG_SET_FLAT_SPELL_MODIFIER + // SMSG_UPDATE_AURA_DURATION + + SendTalentsInfoData(false); + + // SMSG_INSTANCE_DIFFICULTY + + SendInitialSpells(); + + data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4); + data << uint32(0); // count, for(count) uint32; + GetSession()->SendPacket(&data); + + SendInitialActionButtons(); + m_reputationMgr.SendInitialReputations(); + m_achievementMgr.SendAllAchievementData(); + + SendEquipmentSetList(); + + data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4); + data << uint32(secsToTimeBitFields(sWorld.GetGameTime())); + data << (float)0.01666667f; // game speed + data << uint32(0); // added in 3.1.2 + GetSession()->SendPacket( &data ); + + GetReputationMgr().SendForceReactions(); // SMSG_SET_FORCED_REACTIONS + + // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...) + // SMSG_PET_GUIDS + // SMSG_UPDATE_WORLD_STATE + // SMSG_POWER_UPDATE + +} + +void Player::SendInitialPacketsAfterAddToMap() +{ + // update zone + uint32 newzone, newarea; + GetZoneAndAreaId(newzone,newarea); + UpdateZone(newzone,newarea); // also call SendInitWorldStates(); + + ResetTimeSync(); + SendTimeSync(); + + CastSpell(this, 836, true); // LOGINEFFECT + + // set some aura effects that send packet to player client after add player to map + // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply + // same auras state lost at far teleport, send it one more time in this case also + static const AuraType auratypes[] = + { + SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK, + SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL, + SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED, SPELL_AURA_NONE + }; + for (AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr) + { + Unit::AuraEffectList const& auraList = GetAuraEffectsByType(*itr); + if(!auraList.empty()) + auraList.front()->HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); + } + + if(HasAuraType(SPELL_AURA_MOD_STUN)) + SetMovement(MOVE_ROOT); + + // manual send package (have code in HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); that don't must be re-applied. + if(HasAuraType(SPELL_AURA_MOD_ROOT)) + { + WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10); + data2.append(GetPackGUID()); + data2 << (uint32)2; + SendMessageToSet(&data2,true); + } + + SendAurasForTarget(this); + SendEnchantmentDurations(); // must be after add to map + SendItemDurations(); // must be after add to map +} + +void Player::SendUpdateToOutOfRangeGroupMembers() +{ + if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE) + return; + if(Group* group = GetGroup()) + group->UpdatePlayerOutOfRange(this); + + m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE; + m_auraRaidUpdateMask = 0; + if(Pet *pet = GetPet()) + pet->ResetAuraUpdateMaskForRaid(); +} + +void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg) +{ + WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2); + data << uint32(mapid); + data << uint8(reason); // transfer abort reason + switch(reason) + { + case TRANSFER_ABORT_INSUF_EXPAN_LVL: + case TRANSFER_ABORT_DIFFICULTY: + case TRANSFER_ABORT_UNIQUE_MESSAGE: + case TRANSFER_ABORT_ZONE_IN_COMBAT: + case TRANSFER_ABORT_MAX_PLAYERS: + data << uint8(arg); + break; + } + GetSession()->SendPacket(&data); +} + +void Player::SendInstanceResetWarning( uint32 mapid, Difficulty difficulty, uint32 time ) +{ + // type of warning, based on the time remaining until reset + uint32 type; + if(time > 3600) + type = RAID_INSTANCE_WELCOME; + else if(time > 900 && time <= 3600) + type = RAID_INSTANCE_WARNING_HOURS; + else if(time > 300 && time <= 900) + type = RAID_INSTANCE_WARNING_MIN; + else + type = RAID_INSTANCE_WARNING_MIN_SOON; + + WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4); + data << uint32(type); + data << uint32(mapid); + data << uint32(difficulty); // difficulty + data << uint32(time); + if(type == RAID_INSTANCE_WELCOME) + { + data << uint8(0); // is your (1) + data << uint8(0); // is extended (1), ignored if prev field is 0 + } + GetSession()->SendPacket(&data); +} + +void Player::ApplyEquipCooldown( Item * pItem ) +{ + for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) + { + _Spell const& spellData = pItem->GetProto()->Spells[i]; + + // no spell + if( !spellData.SpellId ) + continue; + + // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown) + if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE ) + continue; + + AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30); + + WorldPacket data(SMSG_ITEM_COOLDOWN, 12); + data << pItem->GetGUID(); + data << uint32(spellData.SpellId); + GetSession()->SendPacket(&data); + } +} + +void Player::resetSpells(bool myClassOnly) +{ + // not need after this call + if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) + RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS,true); + + // make full copy of map (spells removed and marked as deleted at another spell remove + // and we can't use original map for safe iterative with visit each spell at loop end + PlayerSpellMap smap = GetSpellMap(); + + uint32 family; + + if(myClassOnly) + { + ChrClassesEntry const* clsEntry = sChrClassesStore.LookupEntry(getClass()); + if(!clsEntry) + return; + family = clsEntry->spellfamily; + } + + for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter) + { + if(myClassOnly) + { + SpellEntry const *spellInfo = sSpellStore.LookupEntry(iter->first); + if(!spellInfo) + continue; + + // skip server-side/triggered spells + if(spellInfo->spellLevel == 0) + continue; + + // skip wrong class/race skills + if(!IsSpellFitByClassAndRace(spellInfo->Id)) + continue; + + // skip other spell families + if(spellInfo->SpellFamilyName != family) + continue; + + // skip spells with first rank learned as talent (and all talents then also) + uint32 first_rank = spellmgr.GetFirstSpellInChain(spellInfo->Id); + if(GetTalentSpellCost(first_rank) > 0) + continue; + + // skip broken spells + if(!SpellMgr::IsSpellValid(spellInfo,this,false)) + continue; + } + removeSpell(iter->first,false,false); // only iter->first can be accessed, object by iter->second can be deleted already + } + + learnDefaultSpells(); + learnQuestRewardedSpells(); +} + +void Player::learnDefaultSpells() +{ + // learn default race/class spells + PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass()); + for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr) + { + uint32 tspell = *itr; + sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell); + if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add + addSpell(tspell,true,true,true,false); + else // but send in normal spell in game learn case + learnSpell(tspell,true); + } +} + +void Player::learnQuestRewardedSpells(Quest const* quest) +{ + int32 spell_id = quest->GetRewSpellCast(); + uint32 src_spell_id = quest->GetSrcSpell(); + + // skip quests without rewarded spell + if( !spell_id ) + return; + + // if RewSpellCast = -1 we remove aura do to SrcSpell from player. + if (spell_id == -1 && src_spell_id) + { + this->RemoveAurasDueToSpell(src_spell_id); + return; + } + + SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); + if(!spellInfo) + return; + + // check learned spells state + bool found = false; + for (uint8 i = 0; i < 3; ++i) + { + if(spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i])) + { + found = true; + break; + } + } + + // skip quests with not teaching spell or already known spell + if(!found) + return; + + // prevent learn non first rank unknown profession and second specialization for same profession) + uint32 learned_0 = spellInfo->EffectTriggerSpell[0]; + if( spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0) ) + { + // not have first rank learned (unlearned prof?) + uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0); + if( !HasSpell(first_spell) ) + return; + + SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0); + if(!learnedInfo) + return; + + SpellsRequiringSpellMapBounds spellsRequired = spellmgr.GetSpellsRequiredForSpellBounds(learned_0); + for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequired.first; itr2 != spellsRequired.second; ++itr2) + { + uint32 profSpell = itr2->second; + + // specialization + if(learnedInfo->Effect[0]==SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1]==0 && profSpell) + { + // search other specialization for same prof + for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) + { + if(itr->second->state == PLAYERSPELL_REMOVED || itr->first==learned_0) + continue; + + SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first); + if(!itrInfo) + return; + + // compare only specializations + if(itrInfo->Effect[0]!=SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1]!=0) + continue; + + // compare same chain spells + if (spellmgr.IsSpellRequiringSpell(itr->first, profSpell)) + return; + } + } + } + } + + CastSpell( this, spell_id, true); +} + +void Player::learnQuestRewardedSpells() +{ + // learn spells received from quest completing + for (QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr) + { + // skip no rewarded quests + if(!itr->second.m_rewarded) + continue; + + Quest const* quest = objmgr.GetQuestTemplate(itr->first); + if( !quest ) + continue; + + learnQuestRewardedSpells(quest); + } +} + +void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value ) +{ + uint32 raceMask = getRaceMask(); + uint32 classMask = getClassMask(); + for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j) + { + SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j); + if (!pAbility || pAbility->skillId!=skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL) + continue; + // Check race if set + if (pAbility->racemask && !(pAbility->racemask & raceMask)) + continue; + // Check class if set + if (pAbility->classmask && !(pAbility->classmask & classMask)) + continue; + + if (sSpellStore.LookupEntry(pAbility->spellId)) + { + // need unlearn spell + if (skill_value < pAbility->req_skill_value) + removeSpell(pAbility->spellId); + // need learn + else if (!IsInWorld()) + addSpell(pAbility->spellId,true,true,true,false); + else + learnSpell(pAbility->spellId,true); + } + } +} + +void Player::SendAurasForTarget(Unit *target) +{ + if(!target || target->GetVisibleAuras()->empty()) // speedup things + return; + + WorldPacket data(SMSG_AURA_UPDATE_ALL); + data.append(target->GetPackGUID()); + + Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras(); + for (Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr) + { + AuraApplication * auraApp = itr->second; + Aura * aura = auraApp->GetBase(); + data << uint8(auraApp->GetSlot()); + data << uint32(aura->GetId()); + + // flags + uint32 flags = auraApp->GetFlags(); + if (aura->GetMaxDuration() > 0) + flags |= AFLAG_DURATION; + data << uint8(flags); + // level + data << uint8(aura->GetCasterLevel()); + // charges + data << uint8(aura->GetStackAmount() > 1 ? aura->GetStackAmount() : (aura->GetCharges()) ? aura->GetCharges() : 1); + + if(!(flags & AFLAG_CASTER)) + data.appendPackGUID(aura->GetCasterGUID()); + + if(flags & AFLAG_DURATION) // include aura duration + { + data << uint32(aura->GetMaxDuration()); + data << uint32(aura->GetDuration()); + } + } + + GetSession()->SendPacket(&data); +} + +void Player::SetDailyQuestStatus( uint32 quest_id ) +{ + for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) + { + if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) + { + SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id); + m_lastDailyQuestTime = time(NULL); // last daily quest time + m_DailyQuestChanged = true; + break; + } + } +} + +void Player::ResetDailyQuestStatus() +{ + for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) + SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0); + + // DB data deleted in caller + m_DailyQuestChanged = false; + m_lastDailyQuestTime = 0; +} + +BattleGround* Player::GetBattleGround() const +{ + if(GetBattleGroundId()==0) + return NULL; + + return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID); +} + +bool Player::InArena() const +{ + BattleGround *bg = GetBattleGround(); + if(!bg || !bg->isArena()) + return false; + + return true; +} + +bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const +{ + // get a template bg instead of running one + BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); + if(!bg) + return false; + + // limit check leel to dbc compatible level range + uint32 level = getLevel(); + if (level > DEFAULT_MAX_LEVEL) + level = DEFAULT_MAX_LEVEL; + + if(level < bg->GetMinLevel() || level > bg->GetMaxLevel()) + return false; + + return true; +} + +float Player::GetReputationPriceDiscount( Creature const* pCreature ) const +{ + FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry(); + if (!vendor_faction || !vendor_faction->faction) + return 1.0f; + + ReputationRank rank = GetReputationRank(vendor_faction->faction); + if (rank <= REP_NEUTRAL) + return 1.0f; + + return 1.0f - 0.05f* (rank - REP_NEUTRAL); +} + +bool Player::IsSpellFitByClassAndRace( uint32 spell_id ) const +{ + uint32 racemask = getRaceMask(); + uint32 classmask = getClassMask(); + + SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id); + if (bounds.first==bounds.second) + return true; + + for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) + { + // skip wrong race skills + if (_spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0) + continue; + + // skip wrong class skills + if (_spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0) + continue; + + return true; + } + + return false; +} + +bool Player::HasQuestForGO(int32 GOId) const +{ + for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i) + { + uint32 questid = GetQuestSlotQuestId(i); + if (questid == 0) + continue; + + QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid); + if (qs_itr == mQuestStatus.end()) + continue; + + QuestStatusData const& qs = qs_itr->second; + + if (qs.m_status == QUEST_STATUS_INCOMPLETE) + { + Quest const* qinfo = objmgr.GetQuestTemplate(questid); + if (!qinfo) + continue; + + if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID) + continue; + + for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) + { + if (qinfo->ReqCreatureOrGOId[j] >= 0) //skip non GO case + continue; + + if ((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j]) + return true; + } + } + } + return false; +} + +void Player::UpdateForQuestWorldObjects() +{ + if (m_clientGUIDs.empty()) + return; + + UpdateData udata; + WorldPacket packet; + for (ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr!=m_clientGUIDs.end(); ++itr) + { + if (IS_GAMEOBJECT_GUID(*itr)) + { + if (GameObject *obj = HashMapHolder<GameObject>::Find(*itr)) + obj->BuildValuesUpdateBlockForPlayer(&udata,this); + } + else if (IS_CRE_OR_VEH_GUID(*itr)) + { + Creature *obj = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr); + if (!obj) + continue; + + // check if this unit requires quest specific flags + if(!obj->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK)) + continue; + + SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(obj->GetEntry()); + for (SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr) + if(_itr->second.questStart || _itr->second.questEnd) + { + obj->BuildCreateUpdateBlockForPlayer(&udata,this); + break; + } + } + } + udata.BuildPacket(&packet); + GetSession()->SendPacket(&packet); +} + +void Player::SummonIfPossible(bool agree) +{ + if (!agree) + { + m_summon_expire = 0; + return; + } + + // expire and auto declined + if (m_summon_expire < time(NULL)) + return; + + // stop taxi flight at summon + if (isInFlight()) + { + GetMotionMaster()->MovementExpired(); + CleanupAfterTaxiFlight(); + } + + // drop flag at summon + // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag + if (BattleGround *bg = GetBattleGround()) + bg->EventPlayerDroppedFlag(this); + + m_summon_expire = 0; + + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1); + + TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation()); +} + +void Player::RemoveItemDurations(Item *item) +{ + for (ItemDurationList::iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr) + { + if(*itr == item) + { + m_itemDuration.erase(itr); + break; + } + } +} + +void Player::AddItemDurations(Item *item) +{ + if (item->GetUInt32Value(ITEM_FIELD_DURATION)) + { + m_itemDuration.push_back(item); + item->SendTimeUpdate(this); + } +} + +void Player::AutoUnequipOffhandIfNeed(bool force /*= false*/) +{ + Item *offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND); + if (!offItem) + return; + + // need unequip offhand for 2h-weapon without TitanGrip (in any from hands) + if (!force && (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed()))) + return; + + ItemPosCountVec off_dest; + uint8 off_msg = CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false); + if (off_msg == EQUIP_ERR_OK) + { + RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true); + StoreItem(off_dest, offItem, true); + } + else + { + MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true); + CharacterDatabase.BeginTransaction(); + offItem->DeleteFromInventoryDB(); // deletes item from character's inventory + offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone + CharacterDatabase.CommitTransaction(); + + std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM); + MailDraft(subject).AddItem(offItem).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM)); + } +} + +OutdoorPvP * Player::GetOutdoorPvP() const +{ + return sOutdoorPvPMgr.GetOutdoorPvPToZoneId(GetZoneId()); +} + +bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem) +{ + if (spellInfo->EquippedItemClass < 0) + return true; + + // scan other equipped items for same requirements (mostly 2 daggers/etc) + // for optimize check 2 used cases only + switch (spellInfo->EquippedItemClass) + { + case ITEM_CLASS_WEAPON: + { + for (uint8 i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i) + if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i )) + if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) + return true; + break; + } + case ITEM_CLASS_ARMOR: + { + // tabard not have dependent spells + for (uint8 i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i) + if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i )) + if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) + return true; + + // shields can be equipped to offhand slot + if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND)) + if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) + return true; + + // ranged slot can have some armor subclasses + if(Item *item = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED)) + if(item != ignoreItem && item->IsFitToSpellRequirements(spellInfo)) + return true; + + break; + } + default: + sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass); + break; + } + + return false; +} + +bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const +{ + // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP + if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP && + HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION)) + return true; + + // Check no reagent use mask + flag96 noReagentMask; + noReagentMask[0] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1); + noReagentMask[1] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+1); + noReagentMask[2] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+2); + if (spellInfo->SpellFamilyFlags & noReagentMask) + return true; + + return false; +} + +void Player::RemoveItemDependentAurasAndCasts( Item * pItem ) +{ + for (AuraMap::iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end();) + { + Aura * aura = itr->second; + + // skip passive (passive item dependent spells work in another way) and not self applied auras + SpellEntry const* spellInfo = aura->GetSpellProto(); + if(aura->IsPassive() || aura->GetCasterGUID() != GetGUID()) + { + ++itr; + continue; + } + + // skip if not item dependent or have alternative item + if(HasItemFitToSpellReqirements(spellInfo,pItem)) + { + ++itr; + continue; + } + + // no alt item, remove aura, restart check + RemoveOwnedAura(itr); + } + + // currently casted spells can be dependent from item + for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i) + if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i))) + if (spell->getState()!=SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(spell->m_spellInfo,pItem) ) + InterruptSpell(CurrentSpellTypes(i)); +} + +uint32 Player::GetResurrectionSpellId() +{ + // search priceless resurrection possibilities + uint32 prio = 0; + uint32 spell_id = 0; + AuraEffectList const& dummyAuras = GetAuraEffectsByType(SPELL_AURA_DUMMY); + for (AuraEffectList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr) + { + // Soulstone Resurrection // prio: 3 (max, non death persistent) + if (prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92 ) + { + switch ((*itr)->GetId()) + { + case 20707: spell_id = 3026; break; // rank 1 + case 20762: spell_id = 20758; break; // rank 2 + case 20763: spell_id = 20759; break; // rank 3 + case 20764: spell_id = 20760; break; // rank 4 + case 20765: spell_id = 20761; break; // rank 5 + case 27239: spell_id = 27240; break; // rank 6 + case 47883: spell_id = 47882; break; // rank 7 + default: + sLog.outError("Unhandled spell %u: S.Resurrection",(*itr)->GetId()); + continue; + } + + prio = 3; + } + // Twisting Nether // prio: 2 (max) + else if ((*itr)->GetId()==23701 && roll_chance_i(10)) + { + prio = 2; + spell_id = 23700; + } + } + + // Reincarnation (passive spell) // prio: 1 // Glyph of Renewed Life + if (prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasAura(58059) || HasItemCount(17030,1))) + spell_id = 21169; + + return spell_id; +} + +// Used in triggers for check "Only to targets that grant experience or honor" req +bool Player::isHonorOrXPTarget(Unit* pVictim) +{ + uint8 v_level = pVictim->getLevel(); + uint8 k_grey = Trinity::XP::GetGrayLevel(getLevel()); + + // Victim level less gray level + if(v_level <= k_grey) + return false; + + if(pVictim->GetTypeId() == TYPEID_UNIT) + { + if (((Creature*)pVictim)->isTotem() || + ((Creature*)pVictim)->isPet() || + ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL) + return false; + } + return true; +} + +bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim) +{ + bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer(); + + // prepare data for near group iteration (PvP and !PvP cases) + uint32 xp = 0; + bool honored_kill = false; + + if(Group *pGroup = GetGroup()) + { + uint32 count = 0; + uint32 sum_level = 0; + Player* member_with_max_level = NULL; + Player* not_gray_member_with_max_level = NULL; + + pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level); + + if(member_with_max_level) + { + // PvP kills doesn't yield experience + // also no XP gained if there is no member below gray level + xp = (PvP || !not_gray_member_with_max_level || GetVehicle()) ? 0 : Trinity::XP::Gain(not_gray_member_with_max_level, pVictim); + + /// skip in check PvP case (for speed, not used) + bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup(); + bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon(); + float group_rate = Trinity::XP::xp_in_group_rate(count,is_raid); + + for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) + { + Player* pGroupGuy = itr->getSource(); + if(!pGroupGuy) + continue; + + if(!pGroupGuy->IsAtGroupRewardDistance(pVictim)) + continue; // member (alive or dead) or his corpse at req. distance + + // honor can be in PvP and !PvP (racial leader) cases (for alive) + if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count, -1, true) && pGroupGuy==this) + honored_kill = true; + + // xp and reputation only in !PvP case + if(!PvP) + { + float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level; + + // if is in dungeon then all receive full reputation at kill + // rewarded any alive/dead/near_corpse group member + pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate); + + // XP updated only for alive group member + if(pGroupGuy->isAlive() && not_gray_member_with_max_level && + pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel()) + { + uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1); + + // handle SPELL_AURA_MOD_XP_PCT auras + Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT); + for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i) + itr_xp = uint32(itr_xp*(1.0f + (*i)->GetAmount() / 100.0f)); + + pGroupGuy->GiveXP(itr_xp, pVictim); + if(Pet* pet = pGroupGuy->GetPet()) + pet->GivePetXP(itr_xp/2); + } + + // quest objectives updated only for alive group member or dead but with not released body + if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse()) + { + // normal creature (not pet/etc) can be only in !PvP case + if(pVictim->GetTypeId() == TYPEID_UNIT) + pGroupGuy->KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID()); + } + } + } + } + } + else // if (!pGroup) + { + xp = (PvP || GetVehicle()) ? 0 : Trinity::XP::Gain(this, pVictim); + + // honor can be in PvP and !PvP (racial leader) cases + if(RewardHonor(pVictim,1, -1, true)) + honored_kill = true; + + // xp and reputation only in !PvP case + if(!PvP) + { + RewardReputation(pVictim,1); + + // handle SPELL_AURA_MOD_XP_PCT auras + Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT); + for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i) + xp = uint32(xp*(1.0f + (*i)->GetAmount() / 100.0f)); + + GiveXP(xp, pVictim); + + if(Pet* pet = GetPet()) + pet->GivePetXP(xp); + + // normal creature (not pet/etc) can be only in !PvP case + if(pVictim->GetTypeId() == TYPEID_UNIT) + KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID()); + } + } + return xp || honored_kill; +} + +void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource) +{ + if (!pRewardSource) + return; + uint64 creature_guid = (pRewardSource->GetTypeId() == TYPEID_UNIT) ? pRewardSource->GetGUID() : uint64(0); + + // prepare data for near group iteration + if(Group *pGroup = GetGroup()) + { + for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) + { + Player* pGroupGuy = itr->getSource(); + if(!pGroupGuy) + continue; + + if(!pGroupGuy->IsAtGroupRewardDistance(pRewardSource)) + continue; // member (alive or dead) or his corpse at req. distance + + // quest objectives updated only for alive group member or dead but with not released body + if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse()) + pGroupGuy->KilledMonsterCredit(creature_id, creature_guid); + } + } + else // if (!pGroup) + KilledMonsterCredit(creature_id, creature_guid); +} + +bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const +{ + if (!pRewardSource) + return false; + const WorldObject* player = GetCorpse(); + if(!player || isAlive()) + player = this; + + if(player->GetMapId() != pRewardSource->GetMapId() || player->GetInstanceId() != pRewardSource->GetInstanceId()) + return false; + + return pRewardSource->GetDistance(player) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE); +} + +uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const +{ + Item* item = GetWeaponForAttack(attType,true); + + // unarmed only with base attack + if(attType != BASE_ATTACK && !item) + return 0; + + // weapon skill or (unarmed for base attack and for fist weapons) + uint32 skill = (item && item->GetSkill() != SKILL_FIST_WEAPONS) ? item->GetSkill() : uint32(SKILL_UNARMED); + return GetBaseSkillValue(skill); +} + +void Player::ResurectUsingRequestData() +{ + /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse + if(IS_PLAYER_GUID(m_resurrectGUID)) + TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation()); + + //we cannot resurrect player when we triggered far teleport + //player will be resurrected upon teleportation + if(IsBeingTeleportedFar()) + { + ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER); + return; + } + + ResurrectPlayer(0.0f,false); + + if(GetMaxHealth() > m_resurrectHealth) + SetHealth( m_resurrectHealth ); + else + SetHealth( GetMaxHealth() ); + + if(GetMaxPower(POWER_MANA) > m_resurrectMana) + SetPower(POWER_MANA, m_resurrectMana ); + else + SetPower(POWER_MANA, GetMaxPower(POWER_MANA) ); + + SetPower(POWER_RAGE, 0 ); + + SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) ); + + SpawnCorpseBones(); +} + +void Player::SetClientControl(Unit* target, uint8 allowMove) +{ + WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1); + data.append(target->GetPackGUID()); + data << uint8(allowMove); + GetSession()->SendPacket(&data); + if(target == this) + SetMover(this); +} + +void Player::UpdateZoneDependentAuras( uint32 newZone ) +{ + // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update + SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newZone); + for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) + if(itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0)) + if( !HasAura(itr->second->spellId) ) + CastSpell(this,itr->second->spellId,true); +} + +void Player::UpdateAreaDependentAuras( uint32 newArea ) +{ + // remove auras from spells with area limitations + for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();) + { + // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date + if(spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK) + RemoveOwnedAura(iter); + else + ++iter; + } + + // some auras applied at subzone enter + SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newArea); + for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) + if(itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea)) + if( !HasAura(itr->second->spellId) ) + CastSpell(this,itr->second->spellId,true); + + if(newArea == 4273 && GetVehicle() && GetPositionX() > 400) // Ulduar + { + switch(GetVehicleBase()->GetEntry()) + { + case 33062: + case 33109: + case 33060: + GetVehicle()->Dismiss(); + break; + } + } +} + +uint32 Player::GetCorpseReclaimDelay(bool pvp) const +{ + if(pvp) + { + if(!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) + return copseReclaimDelay[0]; + } + else if(!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) ) + return 0; + + time_t now = time(NULL); + // 0..2 full period + // should be ceil(x)-1 but not floor(x) + uint32 count = (now < m_deathExpireTime - 1) ? (m_deathExpireTime - 1 - now)/DEATH_EXPIRE_STEP : 0; + return copseReclaimDelay[count]; +} + +void Player::UpdateCorpseReclaimDelay() +{ + bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH; + + if ((pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) || + (!pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) )) + return; + + time_t now = time(NULL); + if(now < m_deathExpireTime) + { + // full and partly periods 1..3 + uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1; + if(count < MAX_DEATH_COUNT) + m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP; + else + m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP; + } + else + m_deathExpireTime = now+DEATH_EXPIRE_STEP; +} + +void Player::SendCorpseReclaimDelay(bool load) +{ + Corpse* corpse = GetCorpse(); + if(load && !corpse) + return; + + bool pvp; + if(corpse) + pvp = (corpse->GetType() == CORPSE_RESURRECTABLE_PVP); + else + pvp = (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH); + + uint32 delay; + if(load) + { + if(corpse->GetGhostTime() > m_deathExpireTime) + return; + + uint32 count; + if( pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) || + !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE) ) + { + count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP; + if(count>=MAX_DEATH_COUNT) + count = MAX_DEATH_COUNT-1; + } + else + count=0; + + time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count]; + + time_t now = time(NULL); + if(now >= expected_time) + return; + + delay = expected_time-now; + } + else + delay = GetCorpseReclaimDelay(pvp); + + if(!delay) return; + + //! corpse reclaim delay 30 * 1000ms or longer at often deaths + WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4); + data << uint32(delay*IN_MILISECONDS); + GetSession()->SendPacket( &data ); +} + +Player* Player::GetNextRandomRaidMember(float radius) +{ + Group *pGroup = GetGroup(); + if(!pGroup) + return NULL; + + std::vector<Player*> nearMembers; + nearMembers.reserve(pGroup->GetMembersCount()); + + for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) + { + Player* Target = itr->getSource(); + + // IsHostileTo check duel and controlled by enemy + if( Target && Target != this && IsWithinDistInMap(Target, radius) && + !Target->HasInvisibilityAura() && !IsHostileTo(Target) ) + nearMembers.push_back(Target); + } + + if (nearMembers.empty()) + return NULL; + + uint32 randTarget = urand(0,nearMembers.size()-1); + return nearMembers[randTarget]; +} + +PartyResult Player::CanUninviteFromGroup() const +{ + const Group* grp = GetGroup(); + if(!grp) + return PARTY_RESULT_YOU_NOT_IN_GROUP; + + if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID())) + return PARTY_RESULT_YOU_NOT_LEADER; + + if(InBattleGround()) + return PARTY_RESULT_INVITE_RESTRICTED; + + return PARTY_RESULT_OK; +} + +void Player::SetBattleGroundRaid(Group* group, int8 subgroup) +{ + //we must move references from m_group to m_originalGroup + SetOriginalGroup(GetGroup(), GetSubGroup()); + + m_group.unlink(); + m_group.link(group, this); + m_group.setSubGroup((uint8)subgroup); +} + +void Player::RemoveFromBattleGroundRaid() +{ + //remove existing reference + m_group.unlink(); + if( Group* group = GetOriginalGroup() ) + { + m_group.link(group, this); + m_group.setSubGroup(GetOriginalSubGroup()); + } + SetOriginalGroup(NULL); +} + +void Player::SetOriginalGroup(Group *group, int8 subgroup) +{ + if( group == NULL ) + m_originalGroup.unlink(); + else + { + // never use SetOriginalGroup without a subgroup unless you specify NULL for group + assert(subgroup >= 0); + m_originalGroup.link(group, this); + m_originalGroup.setSubGroup((uint8)subgroup); + } +} + +void Player::UpdateUnderwaterState( Map* m, float x, float y, float z ) +{ + LiquidData liquid_status; + ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status); + if (!res) + { + m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWARER_INDARKWATER); + // Small hack for enable breath in WMO + if (IsInWater()) + m_MirrorTimerFlags|=UNDERWATER_INWATER; + return; + } + + // All liquids type - check under water position + if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME)) + { + if ( res & LIQUID_MAP_UNDER_WATER) + m_MirrorTimerFlags |= UNDERWATER_INWATER; + else + m_MirrorTimerFlags &= ~UNDERWATER_INWATER; + } + + // Allow travel in dark water on taxi or transport + if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !isInFlight() && !GetTransport()) + m_MirrorTimerFlags |= UNDERWARER_INDARKWATER; + else + m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER; + + // in lava check, anywhere in lava level + if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA) + { + if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK)) + m_MirrorTimerFlags |= UNDERWATER_INLAVA; + else + m_MirrorTimerFlags &= ~UNDERWATER_INLAVA; + } + // in slime check, anywhere in slime level + if (liquid_status.type&MAP_LIQUID_TYPE_SLIME) + { + if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK)) + m_MirrorTimerFlags |= UNDERWATER_INSLIME; + else + m_MirrorTimerFlags &= ~UNDERWATER_INSLIME; + } +} + +void Player::SetCanParry( bool value ) +{ + if(m_canParry==value) + return; + + m_canParry = value; + UpdateParryPercentage(); +} + +void Player::SetCanBlock( bool value ) +{ + if(m_canBlock==value) + return; + + m_canBlock = value; + UpdateBlockPercentage(); +} + +bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const +{ + for (ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end(); ++itr) + if(itr->pos == pos) + return true; + return false; +} + +//*********************************** +//-------------TRINITY--------------- +//*********************************** + +void Player::StopCastingBindSight() +{ + if(WorldObject* target = GetViewpoint()) + { + if(target->isType(TYPEMASK_UNIT)) + { + ((Unit*)target)->RemoveAura(SPELL_AURA_BIND_SIGHT, GetGUID()); + ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS, GetGUID()); + ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS_PET, GetGUID()); + } + } +} + +void Player::SetViewpoint(WorldObject* target, bool apply) +{ + if(apply) + { + sLog.outDebug("Player::CreateViewpoint: Player %s create seer %u (TypeId: %u).", GetName(), target->GetEntry(), target->GetTypeId()); + + if(!AddUInt64Value(PLAYER_FARSIGHT, target->GetGUID())) + { + sLog.outCrash("Player::CreateViewpoint: Player %s cannot add new viewpoint!", GetName()); + return; + } + + // farsight dynobj or puppet may be very far away + UpdateVisibilityOf(target); + + if(target->isType(TYPEMASK_UNIT) && !GetVehicle()) + ((Unit*)target)->AddPlayerToVision(this); + } + else + { + sLog.outDebug("Player::CreateViewpoint: Player %s remove seer", GetName()); + + if(!RemoveUInt64Value(PLAYER_FARSIGHT, target->GetGUID())) + { + sLog.outCrash("Player::CreateViewpoint: Player %s cannot remove current viewpoint!", GetName()); + return; + } + + if(target->isType(TYPEMASK_UNIT) && !GetVehicle()) + ((Unit*)target)->RemovePlayerFromVision(this); + + //must immediately set seer back otherwise may crash + m_seer = this; + + //WorldPacket data(SMSG_CLEAR_FAR_SIGHT_IMMEDIATE, 0); + //GetSession()->SendPacket(&data); + } +} + +WorldObject* Player::GetViewpoint() const +{ + if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT)) + return (WorldObject*)ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_SEER); + return NULL; +} + +bool Player::CanUseBattleGroundObject() +{ + // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction) + // maybe gameobject code should handle that ForceReaction usage + // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet + return ( //InBattleGround() && // in battleground - not need, check in other cases + //!IsMounted() && - not correct, player is dismounted when he clicks on flag + //player cannot use object when he is invulnerable (immune) + !isTotalImmune() && // not totally immune + //i'm not sure if these two are correct, because invisible players should get visible when they click on flag + !HasStealthAura() && // not stealthed + !HasInvisibilityAura() && // not invisible + !HasAura(SPELL_RECENTLY_DROPPED_FLAG) && // can't pickup + isAlive() // live player + ); +} + +bool Player::CanCaptureTowerPoint() +{ + return ( !HasStealthAura() && // not stealthed + !HasInvisibilityAura() && // not invisible + isAlive() // live player + ); +} + +uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin ) + +{ + uint8 level = getLevel(); + + if(level > GT_MAX_LEVEL) + level = GT_MAX_LEVEL; // max level in this dbc + + uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2); + uint8 haircolor = GetByteValue(PLAYER_BYTES, 3); + uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0); + uint8 skincolor = GetByteValue(PLAYER_BYTES, 0); + + if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair) && (!newSkin || (newSkin->hair_id == skincolor))) + return 0; + + GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1); + + if(!bsc) // shouldn't happen + return 0xFFFFFFFF; + + float cost = 0; + + if(hairstyle != newhairstyle) + cost += bsc->cost; // full price + + if((haircolor != newhaircolor) && (hairstyle == newhairstyle)) + cost += bsc->cost * 0.5f; // +1/2 of price + + if(facialhair != newfacialhair) + cost += bsc->cost * 0.75f; // +3/4 of price + + if(newSkin && skincolor != newSkin->hair_id) + cost += bsc->cost * 0.75f; // +5/6 of price + + return uint32(cost); +} + +void Player::InitGlyphsForLevel() +{ + for (uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i) + if(GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i)) + if(gs->Order) + SetGlyphSlot(gs->Order - 1, gs->Id); + + uint8 level = getLevel(); + uint32 value = 0; + + // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level + if(level >= 15) + value |= (0x01 | 0x02); + if(level >= 30) + value |= 0x08; + if(level >= 50) + value |= 0x04; + if(level >= 70) + value |= 0x10; + if(level >= 80) + value |= 0x20; + + SetUInt32Value(PLAYER_GLYPHS_ENABLED, value); +} + +bool Player::isTotalImmune() +{ + AuraEffectList const& immune = GetAuraEffectsByType(SPELL_AURA_SCHOOL_IMMUNITY); + + uint32 immuneMask = 0; + for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr) + { + immuneMask |= (*itr)->GetMiscValue(); + if( immuneMask & SPELL_SCHOOL_MASK_ALL ) // total immunity + return true; + } + return false; +} + +bool Player::HasTitle(uint32 bitIndex) +{ + if (bitIndex > MAX_TITLE_INDEX) + return false; + + uint32 fieldIndexOffset = bitIndex / 32; + uint32 flag = 1 << (bitIndex % 32); + return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); +} + +void Player::SetTitle(CharTitlesEntry const* title, bool lost) +{ + uint32 fieldIndexOffset = title->bit_index / 32; + uint32 flag = 1 << (title->bit_index % 32); + + if(lost) + { + if(!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag)) + return; + + RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); + } + else + { + if(HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag)) + return; + + SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag); + } + + WorldPacket data(SMSG_TITLE_EARNED, 4 + 4); + data << uint32(title->bit_index); + data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost + GetSession()->SendPacket(&data); +} + +/*-----------------------TRINITY--------------------------*/ +bool Player::isTotalImmunity() +{ + AuraEffectList const& immune = GetAuraEffectsByType(SPELL_AURA_SCHOOL_IMMUNITY); + + for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr) + { + if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_ALL) !=0) // total immunity + { + return true; + } + if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) !=0) // physical damage immunity + { + for (AuraEffectList::const_iterator i = immune.begin(); i != immune.end(); ++i) + { + if (((*i)->GetMiscValue() & SPELL_SCHOOL_MASK_MAGIC) !=0) // magic immunity + { + return true; + } + } + } + } + return false; +} + +void Player::UpdateCharmedAI() +{ + //This should only called in Player::Update + Creature *charmer = (Creature*)GetCharmer(); + + //kill self if charm aura has infinite duration + if(charmer->IsInEvadeMode()) + { + AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOD_CHARM); + for (AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter) + if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent()) + { + charmer->DealDamage(this, GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false); + return; + } + } + + if(!charmer->isInCombat()) + GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE); + + Unit *target = getVictim(); + if(!target || !charmer->canAttack(target)) + { + target = charmer->SelectNearestTarget(); + if(!target) + return; + + GetMotionMaster()->MoveChase(target); + Attack(target, true); + } +} + +uint32 Player::GetRuneBaseCooldown(uint8 index) +{ + uint8 rune = GetBaseRune(index); + uint32 cooldown = RUNE_COOLDOWN; + + AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT); + for(AuraEffectList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i) + { + if((*i)->GetMiscValue() == POWER_RUNE && (*i)->GetMiscValueB() == rune) + cooldown = cooldown*(100-(*i)->GetAmount())/100; + } + + return cooldown; +} + +void Player::RemoveRunesByAuraEffect(AuraEffect const * aura) +{ + for(uint8 i = 0; i < MAX_RUNES; ++i) + { + if (m_runes->runes[i].ConvertAura == aura) + { + ConvertRune(i, GetBaseRune(i)); + SetRuneConvertAura(i, NULL); + } + } +} + +void Player::RestoreBaseRune(uint8 index) +{ + AuraEffect const * aura = m_runes->runes[index].ConvertAura; + ConvertRune(index, GetBaseRune(index)); + SetRuneConvertAura(index, NULL); + // Don't drop passive talents providing rune convertion + if (!aura || aura->GetAuraType() != SPELL_AURA_CONVERT_RUNE) + return; + for(uint8 i = 0; i < MAX_RUNES; ++i) + { + if (aura == m_runes->runes[i].ConvertAura) + return; + } + aura->GetBase()->Remove(); +} + +void Player::ConvertRune(uint8 index, RuneType newType) +{ + SetCurrentRune(index, newType); + + WorldPacket data(SMSG_CONVERT_RUNE, 2); + data << uint8(index); + data << uint8(newType); + GetSession()->SendPacket(&data); +} + +void Player::ResyncRunes(uint8 count) +{ + WorldPacket data(SMSG_RESYNC_RUNES, count * 2); + for (uint32 i = 0; i < count; ++i) + { + data << uint8(GetCurrentRune(i)); // rune type + data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255) + } + GetSession()->SendPacket(&data); +} + +void Player::AddRunePower(uint8 index) +{ + WorldPacket data(SMSG_ADD_RUNE_POWER, 4); + data << uint32(1 << index); // mask (0x00-0x3F probably) + GetSession()->SendPacket(&data); +} + +static RuneType runeSlotTypes[MAX_RUNES] = { + /*0*/ RUNE_BLOOD, + /*1*/ RUNE_BLOOD, + /*2*/ RUNE_UNHOLY, + /*3*/ RUNE_UNHOLY, + /*4*/ RUNE_FROST, + /*5*/ RUNE_FROST +}; + +void Player::InitRunes() +{ + if(getClass() != CLASS_DEATH_KNIGHT) + return; + + m_runes = new Runes; + + m_runes->runeState = 0; + m_runes->lastUsedRune = RUNE_BLOOD; + + for (uint32 i = 0; i < MAX_RUNES; ++i) + { + SetBaseRune(i, runeSlotTypes[i]); // init base types + SetCurrentRune(i, runeSlotTypes[i]); // init current types + SetRuneCooldown(i, 0); // reset cooldowns + SetRuneConvertAura(i, NULL); + m_runes->SetRuneState(i); + } + + for (uint32 i = 0; i < NUM_RUNE_TYPES; ++i) + SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f); +} + +bool Player::IsBaseRuneSlotsOnCooldown(RuneType runeType) const +{ + for (uint32 i = 0; i < MAX_RUNES; ++i) + if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0) + return false; + + return true; +} + +void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast) +{ + Loot loot; + loot.FillLoot (loot_id,store,this,true); + + uint32 max_slot = loot.GetMaxSlotInLootFor(this); + for (uint32 i = 0; i < max_slot; ++i) + { + LootItem* lootItem = loot.LootItemInSlot(i,this); + + ItemPosCountVec dest; + uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count); + if(msg != EQUIP_ERR_OK && slot != NULL_SLOT) + msg = CanStoreNewItem( bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count); + if( msg != EQUIP_ERR_OK && bag != NULL_BAG) + msg = CanStoreNewItem( NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count); + if(msg != EQUIP_ERR_OK) + { + SendEquipError( msg, NULL, NULL ); + continue; + } + + Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId); + SendNewItem(pItem, lootItem->count, false, false, broadcast); + } +} + +uint32 Player::CalculateTalentsPoints() const +{ + uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9; + + if(getClass() != CLASS_DEATH_KNIGHT || GetMapId() != 609) + return uint32(base_talent * sWorld.getRate(RATE_TALENT)); + + uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55; + talentPointsForLevel += m_questRewardTalentCount; + + if(talentPointsForLevel > base_talent) + talentPointsForLevel = base_talent; + + return uint32(talentPointsForLevel * sWorld.getRate(RATE_TALENT)); +} + +bool Player::IsKnowHowFlyIn(uint32 mapid, uint32 zone) const +{ + // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update + uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone); + return v_map != 571 || HasSpell(54197); // Cold Weather Flying +} + +void Player::learnSpellHighRank(uint32 spellid) +{ + learnSpell(spellid,false); + + if(uint32 next = spellmgr.GetNextSpellInChain(spellid)) + learnSpellHighRank(next); +} + +void Player::_LoadSkills(QueryResult_AutoPtr result) +{ + // 0 1 2 + // SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid)); + + uint32 count = 0; + if (result) + { + do + { + Field *fields = result->Fetch(); + + uint16 skill = fields[0].GetUInt16(); + uint16 value = fields[1].GetUInt16(); + uint16 max = fields[2].GetUInt16(); + + SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(skill); + if(!pSkill) + { + sLog.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill); + continue; + } + + // set fixed skill ranges + switch(GetSkillRangeType(pSkill,false)) + { + case SKILL_RANGE_LANGUAGE: // 300..300 + value = max = 300; + break; + case SKILL_RANGE_MONO: // 1..1, grey monolite bar + value = max = 1; + break; + default: + break; + } + if(value == 0) + { + sLog.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill); + CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill ); + continue; + } + + // enable unlearn button for primary professions only + if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION) + SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,1)); + else + SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,0)); + + SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),MAKE_SKILL_VALUE(value, max)); + SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0); + + mSkillStatus.insert(SkillStatusMap::value_type(skill, SkillStatusData(count, SKILL_UNCHANGED))); + + learnSkillRewardedSpells(skill, value); + + ++count; + + if(count >= PLAYER_MAX_SKILLS) // client limit + { + sLog.outError("Character %u has more than %u skills.", PLAYER_MAX_SKILLS); + break; + } + } while (result->NextRow()); + } + + for (; count < PLAYER_MAX_SKILLS; ++count) + { + SetUInt32Value(PLAYER_SKILL_INDEX(count), 0); + SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),0); + SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0); + } + + // special settings + if (getClass() == CLASS_DEATH_KNIGHT) + { + uint8 base_level = std::min(getLevel(),uint8(sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL))); + if (base_level < 1) + base_level = 1; + uint16 base_skill = (base_level-1)*5; // 270 at starting level 55 + if (base_skill < 1) + base_skill = 1; // skill mast be known and then > 0 in any case + + if (GetPureSkillValue(SKILL_FIRST_AID) < base_skill) + SetSkill(SKILL_FIRST_AID,base_skill, base_skill); + if (GetPureSkillValue(SKILL_AXES) < base_skill) + SetSkill(SKILL_AXES, base_skill,base_skill); + if (GetPureSkillValue(SKILL_DEFENSE) < base_skill) + SetSkill(SKILL_DEFENSE, base_skill,base_skill); + if (GetPureSkillValue(SKILL_POLEARMS) < base_skill) + SetSkill(SKILL_POLEARMS, base_skill,base_skill); + if (GetPureSkillValue(SKILL_SWORDS) < base_skill) + SetSkill(SKILL_SWORDS, base_skill,base_skill); + if (GetPureSkillValue(SKILL_2H_AXES) < base_skill) + SetSkill(SKILL_2H_AXES, base_skill,base_skill); + if (GetPureSkillValue(SKILL_2H_SWORDS) < base_skill) + SetSkill(SKILL_2H_SWORDS, base_skill,base_skill); + if (GetPureSkillValue(SKILL_UNARMED) < base_skill) + SetSkill(SKILL_UNARMED, base_skill,base_skill); + } +} + +uint32 Player::GetPhaseMaskForSpawn() const +{ + uint32 phase = PHASEMASK_NORMAL; + if (!isGameMaster()) + phase = GetPhaseMask(); + else + { + AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE); + if (!phases.empty()) + phase = phases.front()->GetMiscValue(); + } + + // some aura phases include 1 normal map in addition to phase itself + if (uint32 n_phase = phase & ~PHASEMASK_NORMAL) + return n_phase; + + return PHASEMASK_NORMAL; +} + +uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const +{ + ItemPrototype const* pProto = pItem->GetProto(); + + // proto based limitations + if (uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count)) + return res; + + // check unique-equipped on gems + for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot) + { + uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot)); + if (!enchant_id) + continue; + SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id); + if (!enchantEntry) + continue; + + ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID); + if (!pGem) + continue; + + // include for check equip another gems with same limit category for not equipped item (and then not counted) + uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory + ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1; + + if (uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count)) + return res; + } + + return EQUIP_ERR_OK; +} + +uint8 Player::CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const +{ + // check unique-equipped on item + if (itemProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED) + { + // there is an equip limit on this item + if (HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot)) + return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; + } + + // check unique-equipped limit + if (itemProto->ItemLimitCategory) + { + ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory); + if (!limitEntry) + return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; + + if (limit_count > limitEntry->maxCount) + return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; // attempt add too many limit category items (gems) + + // there is an equip limit on this item + if (HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot)) + return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; + } + + return EQUIP_ERR_OK; +} + +void Player::HandleFall(MovementInfo const& movementInfo) +{ + // calculate total z distance of the fall + float z_diff = m_lastFallZ - movementInfo.z; + //sLog.outDebug("zDiff = %f", z_diff); + + //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored + // 14.57 can be calculated by resolving damageperc formula below to 0 + if (z_diff >= 14.57f && !isDead() && !isGameMaster() && + !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) && + !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL) ) + { + //Safe fall, fall height reduction + int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL); + + float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f; + + if (damageperc > 0) + { + uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL)); + + float height = movementInfo.z; + UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height); + + if (damage > 0) + { + //Prevent fall damage from being more than the player maximum health + if (damage > GetMaxHealth()) + damage = GetMaxHealth(); + + // Gust of Wind + if (HasAura(43621)) + damage = GetMaxHealth()/2; + + uint32 original_health = GetHealth(); + uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage); + + // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case + if (isAlive() && final_damage < original_health) + GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100)); + } + + //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction + DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall); + } + } + RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_LANDING); // No fly zone - Parachute +} + +void Player::UpdateAchievementCriteria( AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/ ) +{ + GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1, miscvalue2, unit, time); +} + +void Player::CompletedAchievement(AchievementEntry const* entry) +{ + GetAchievementMgr().CompletedAchievement(entry); +} + +void Player::LearnTalent(uint32 talentId, uint32 talentRank) +{ + uint32 CurTalentPoints = GetFreeTalentPoints(); + + if(CurTalentPoints == 0) + return; + + if (talentRank >= MAX_TALENT_RANK) + return; + + TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentId ); + + if(!talentInfo) + return; + + TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentInfo->TalentTab ); + + if(!talentTabInfo) + return; + + // prevent learn talent for different class (cheating) + if( (getClassMask() & talentTabInfo->ClassMask) == 0 ) + return; + + // find current max talent rank (0~5) + uint8 curtalent_maxrank = 0; // 0 = not learned any rank + for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) + { + if(talentInfo->RankID[rank] && HasSpell(talentInfo->RankID[rank])) + { + curtalent_maxrank = (rank + 1); + break; + } + } + + // we already have same or higher talent rank learned + if(curtalent_maxrank >= (talentRank + 1)) + return; + + // check if we have enough talent points + if(CurTalentPoints < (talentRank - curtalent_maxrank + 1)) + return; + + // Check if it requires another talent + if (talentInfo->DependsOn > 0) + { + if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn)) + { + bool hasEnoughRank = false; + for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++) + { + if (depTalentInfo->RankID[rank] != 0) + if (HasSpell(depTalentInfo->RankID[rank])) + hasEnoughRank = true; + } + if (!hasEnoughRank) + return; + } + } + + // Find out how many points we have in this field + uint32 spentPoints = 0; + + uint32 tTab = talentInfo->TalentTab; + if (talentInfo->Row > 0) + { + uint32 numRows = sTalentStore.GetNumRows(); + for (uint32 i = 0; i < numRows; i++) // Loop through all talents. + { + // Someday, someone needs to revamp + const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i); + if (tmpTalent) // the way talents are tracked + { + if (tmpTalent->TalentTab == tTab) + { + for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++) + { + if (tmpTalent->RankID[rank] != 0) + { + if (HasSpell(tmpTalent->RankID[rank])) + { + spentPoints += (rank + 1); + } + } + } + } + } + } + } + + // not have required min points spent in talent tree + if(spentPoints < (talentInfo->Row * MAX_TALENT_RANK)) + return; + + // spell not set in talent.dbc + uint32 spellid = talentInfo->RankID[talentRank]; + if( spellid == 0 ) + { + sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank); + return; + } + + // already known + if(HasSpell(spellid)) + return; + + // learn! (other talent ranks will unlearned at learning) + learnSpell(spellid, false); + AddTalent(spellid, m_activeSpec, true); + + sLog.outDetail("TalentID: %u Rank: %u Spell: %u Spec: %u\n", talentId, talentRank, spellid, m_activeSpec); + + // update free talent points + SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1)); +} + +void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank) +{ + Pet *pet = GetPet(); + + if(!pet) + return; + + if(petGuid != pet->GetGUID()) + return; + + uint32 CurTalentPoints = pet->GetFreeTalentPoints(); + + if(CurTalentPoints == 0) + return; + + if (talentRank >= MAX_PET_TALENT_RANK) + return; + + TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId); + + if(!talentInfo) + return; + + TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); + + if(!talentTabInfo) + return; + + CreatureInfo const *ci = pet->GetCreatureInfo(); + + if(!ci) + return; + + CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family); + + if(!pet_family) + return; + + if(pet_family->petTalentType < 0) // not hunter pet + return; + + // prevent learn talent for different family (cheating) + if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask)) + return; + + // find current max talent rank (0~5) + uint8 curtalent_maxrank = 0; // 0 = not learned any rank + for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) + { + if(talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank])) + { + curtalent_maxrank = (rank + 1); + break; + } + } + + // we already have same or higher talent rank learned + if(curtalent_maxrank >= (talentRank + 1)) + return; + + // check if we have enough talent points + if(CurTalentPoints < (talentRank - curtalent_maxrank + 1)) + return; + + // Check if it requires another talent + if (talentInfo->DependsOn > 0) + { + if(TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn)) + { + bool hasEnoughRank = false; + for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++) + { + if (depTalentInfo->RankID[rank] != 0) + if (pet->HasSpell(depTalentInfo->RankID[rank])) + hasEnoughRank = true; + } + if (!hasEnoughRank) + return; + } + } + + // Find out how many points we have in this field + uint32 spentPoints = 0; + + uint32 tTab = talentInfo->TalentTab; + if (talentInfo->Row > 0) + { + uint32 numRows = sTalentStore.GetNumRows(); + for (uint32 i = 0; i < numRows; ++i) // Loop through all talents. + { + // Someday, someone needs to revamp + const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i); + if (tmpTalent) // the way talents are tracked + { + if (tmpTalent->TalentTab == tTab) + { + for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++) + { + if (tmpTalent->RankID[rank] != 0) + { + if (pet->HasSpell(tmpTalent->RankID[rank])) + { + spentPoints += (rank + 1); + } + } + } + } + } + } + } + + // not have required min points spent in talent tree + if(spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK)) + return; + + // spell not set in talent.dbc + uint32 spellid = talentInfo->RankID[talentRank]; + if( spellid == 0 ) + { + sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank); + return; + } + + // already known + if(pet->HasSpell(spellid)) + return; + + // learn! (other talent ranks will unlearned at learning) + pet->learnSpell(spellid); + sLog.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid); + + // update free talent points + pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1)); +} + +void Player::UpdateKnownCurrencies(uint32 itemId, bool apply) +{ + if(CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId)) + { + if(apply) + SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1))); + else + RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1))); + } +} + +void Player::UpdateFallInformationIfNeed( MovementInfo const& minfo,uint16 opcode ) +{ + if (m_lastFallTime >= minfo.fallTime || m_lastFallZ <=minfo.z || opcode == MSG_MOVE_FALL_LAND) + SetFallInformation(minfo.fallTime, minfo.z); +} + +void Player::UnsummonPetTemporaryIfAny() +{ + Pet* pet = GetPet(); + if(!pet) + return; + + if(!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned() ) + { + m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber(); + m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL); + } + + RemovePet(pet, PET_SAVE_AS_CURRENT); +} + +void Player::ResummonPetTemporaryUnSummonedIfAny() +{ + if(!m_temporaryUnsummonedPetNumber) + return; + + // not resummon in not appropriate state + if(IsPetNeedBeTemporaryUnsummoned()) + return; + + if(GetPetGUID()) + return; + + Pet* NewPet = new Pet(this); + if(!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true)) + delete NewPet; + + m_temporaryUnsummonedPetNumber = 0; +} + +bool Player::canSeeSpellClickOn(Creature const *c) const +{ + if(!c->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK)) + return false; + + SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(c->GetEntry()); + if(clickPair.first == clickPair.second) + return true; + + for (SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr) + if(itr->second.IsFitToRequirements(this, c)) + return true; + + return false; +} + +void Player::BuildPlayerTalentsInfoData(WorldPacket *data) +{ + *data << uint32(GetFreeTalentPoints()); // unspentTalentPoints + *data << uint8(m_specsCount); // talent group count (0, 1 or 2) + *data << uint8(m_activeSpec); // talent group index (0 or 1) + + if(m_specsCount) + { + // loop through all specs (only 1 for now) + for (uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx) + { + uint8 talentIdCount = 0; + size_t pos = data->wpos(); + *data << uint8(talentIdCount); // [PH], talentIdCount + + // find class talent tabs (all players have 3 talent tabs) + uint32 const* talentTabIds = GetTalentTabPages(getClass()); + + for (uint8 i = 0; i < 3; ++i) + { + uint32 talentTabId = talentTabIds[i]; + + for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId) + { + TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); + if(!talentInfo) + continue; + + // skip another tab talents + if(talentInfo->TalentTab != talentTabId) + continue; + + // find max talent rank (0~4) + int8 curtalent_maxrank = -1; + for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) + { + if(talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], specIdx)) + { + curtalent_maxrank = rank; + break; + } + } + + // not learned talent + if(curtalent_maxrank < 0) + continue; + + *data << uint32(talentInfo->TalentID); // Talent.dbc + *data << uint8(curtalent_maxrank); // talentMaxRank (0-4) + + ++talentIdCount; + } + } + + data->put<uint8>(pos, talentIdCount); // put real count + + *data << uint8(MAX_GLYPH_SLOT_INDEX); // glyphs count + + for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i) + *data << uint16(m_Glyphs[specIdx][i]); // GlyphProperties.dbc + } + } +} + +void Player::BuildPetTalentsInfoData(WorldPacket *data) +{ + uint32 unspentTalentPoints = 0; + size_t pointsPos = data->wpos(); + *data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints + + uint8 talentIdCount = 0; + size_t countPos = data->wpos(); + *data << uint8(talentIdCount); // [PH], talentIdCount + + Pet *pet = GetPet(); + if(!pet) + return; + + unspentTalentPoints = pet->GetFreeTalentPoints(); + + data->put<uint32>(pointsPos, unspentTalentPoints); // put real points + + CreatureInfo const *ci = pet->GetCreatureInfo(); + if(!ci) + return; + + CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family); + if(!pet_family || pet_family->petTalentType < 0) + return; + + for (uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId) + { + TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry( talentTabId ); + if(!talentTabInfo) + continue; + + if(!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask)) + continue; + + for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId) + { + TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId); + if(!talentInfo) + continue; + + // skip another tab talents + if(talentInfo->TalentTab != talentTabId) + continue; + + // find max talent rank (0~4) + int8 curtalent_maxrank = -1; + for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) + { + if(talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank])) + { + curtalent_maxrank = rank; + break; + } + } + + // not learned talent + if(curtalent_maxrank < 0) + continue; + + *data << uint32(talentInfo->TalentID); // Talent.dbc + *data << uint8(curtalent_maxrank); // talentMaxRank (0-4) + + ++talentIdCount; + } + + data->put<uint8>(countPos, talentIdCount); // put real count + + break; + } +} + +void Player::SendTalentsInfoData(bool pet) +{ + WorldPacket data(SMSG_TALENTS_INFO, 50); + data << uint8(pet ? 1 : 0); + if(pet) + BuildPetTalentsInfoData(&data); + else + BuildPlayerTalentsInfoData(&data); + GetSession()->SendPacket(&data); +} + +void Player::BuildEnchantmentsInfoData(WorldPacket *data) +{ + uint32 slotUsedMask = 0; + size_t slotUsedMaskPos = data->wpos(); + *data << uint32(slotUsedMask); // slotUsedMask < 0x80000 + + for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) + { + Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i); + + if(!item) + continue; + + slotUsedMask |= (1 << i); + + *data << uint32(item->GetEntry()); // item entry + + uint16 enchantmentMask = 0; + size_t enchantmentMaskPos = data->wpos(); + *data << uint16(enchantmentMask); // enchantmentMask < 0x1000 + + for (uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j) + { + uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j)); + + if(!enchId) + continue; + + enchantmentMask |= (1 << j); + + *data << uint16(enchId); // enchantmentId? + } + + data->put<uint16>(enchantmentMaskPos, enchantmentMask); + + *data << uint16(0); // unknown + data->appendPackGUID(item->GetUInt64Value(ITEM_FIELD_CREATOR)); // item creator + *data << uint32(0); // seed? + } + + data->put<uint32>(slotUsedMaskPos, slotUsedMask); +} + +void Player::SendEquipmentSetList() +{ + uint32 count = 0; + WorldPacket data(SMSG_EQUIPMENT_SET_LIST, 4); + size_t count_pos = data.wpos(); + data << uint32(count); // count placeholder + for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) + { + if(itr->second.state==EQUIPMENT_SET_DELETED) + continue; + data.appendPackGUID(itr->second.Guid); + data << uint32(itr->first); + data << itr->second.Name; + data << itr->second.IconName; + for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i) + data.appendPackGUID(MAKE_NEW_GUID(itr->second.Items[i], 0, HIGHGUID_ITEM)); + + ++count; // client have limit but it checked at loading and set + } + data.put<uint32>(count_pos, count); + GetSession()->SendPacket(&data); +} + +void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset) +{ + if(eqset.Guid != 0) + { + bool found = false; + + for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) + { + if((itr->second.Guid == eqset.Guid) && (itr->first == index)) + { + found = true; + break; + } + } + + if(!found) // something wrong... + { + sLog.outError("Player %s tried to save equipment set "UI64FMTD" (index %u), but that equipment set not found!", GetName(), eqset.Guid, index); + return; + } + } + + EquipmentSet& eqslot = m_EquipmentSets[index]; + + EquipmentSetUpdateState old_state = eqslot.state; + + eqslot = eqset; + + if(eqset.Guid == 0) + { + eqslot.Guid = objmgr.GenerateEquipmentSetGuid(); + + WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1); + data << uint32(index); + data.appendPackGUID(eqslot.Guid); + GetSession()->SendPacket(&data); + } + + eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED; +} + +void Player::_SaveEquipmentSets() +{ + for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();) + { + uint32 index = itr->first; + EquipmentSet& eqset = itr->second; + switch(eqset.state) + { + case EQUIPMENT_SET_UNCHANGED: + ++itr; + break; // nothing do + case EQUIPMENT_SET_CHANGED: + CharacterDatabase.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD"' AND setindex='%u'", + eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7], + eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18], GetGUIDLow(), eqset.Guid, index); + eqset.state = EQUIPMENT_SET_UNCHANGED; + ++itr; + break; + case EQUIPMENT_SET_NEW: + CharacterDatabase.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", + GetGUIDLow(), eqset.Guid, index, eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7], + eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18]); + eqset.state = EQUIPMENT_SET_UNCHANGED; + ++itr; + break; + case EQUIPMENT_SET_DELETED: + CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD, eqset.Guid); + m_EquipmentSets.erase(itr++); + break; + } + } +} + +void Player::_SaveBGData() +{ + CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow()); + if (m_bgData.bgInstanceID) + { + /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */ + CharacterDatabase.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')", + GetGUIDLow(), m_bgData.bgInstanceID, m_bgData.bgTeam, m_bgData.joinPos.GetPositionX(), m_bgData.joinPos.GetPositionY(), m_bgData.joinPos.GetPositionZ(), + m_bgData.joinPos.GetOrientation(), m_bgData.joinPos.GetMapId(), m_bgData.taxiPath[0], m_bgData.taxiPath[1], m_bgData.mountSpell); + } +} + +void Player::DeleteEquipmentSet(uint64 setGuid) +{ + for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) + { + if(itr->second.Guid == setGuid) + { + if(itr->second.state == EQUIPMENT_SET_NEW) + m_EquipmentSets.erase(itr); + else + itr->second.state = EQUIPMENT_SET_DELETED; + break; + } + } +} + +void Player::RemoveAtLoginFlag( AtLoginFlags f, bool in_db_also /*= false*/ ) +{ + m_atLoginFlags &= ~f; + + if(in_db_also) + CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f), GetGUIDLow()); +} + +void Player::SendClearCooldown( uint32 spell_id, Unit* target ) +{ + WorldPacket data(SMSG_CLEAR_COOLDOWN, 4+8); + data << uint32(spell_id); + data << uint64(target->GetGUID()); + SendDirectMessage(&data); +} + +void Player::ResetMap() +{ + // this may be called during Map::Update + // after decrement+unlink, ++m_mapRefIter will continue correctly + // when the first element of the list is being removed + // nocheck_prev will return the padding element of the RefManager + // instead of NULL in the case of prev + GetMap()->UpdateIteratorBack(this); + Unit::ResetMap(); + GetMapRef().unlink(); +} + +void Player::SetMap(Map * map) +{ + Unit::SetMap(map); + m_mapRef.link(map, this); +} + +void Player::_LoadGlyphs(QueryResult_AutoPtr result) +{ + // SetPQuery(PLAYER_LOGIN_QUERY_LOADGLYPHS, "SELECT spec, glyph1, glyph2, glyph3, glyph4, glyph5, glyph6 from character_glyphs WHERE guid = '%u'", GUID_LOPART(m_guid)); + if (!result) + return; + + do + { + Field *fields = result->Fetch(); + + uint8 spec = fields[0].GetUInt8(); + if (spec >= m_specsCount) + continue; + + m_Glyphs[spec][0] = fields[1].GetUInt32(); + m_Glyphs[spec][1] = fields[2].GetUInt32(); + m_Glyphs[spec][2] = fields[3].GetUInt32(); + m_Glyphs[spec][3] = fields[4].GetUInt32(); + m_Glyphs[spec][4] = fields[5].GetUInt32(); + m_Glyphs[spec][5] = fields[6].GetUInt32(); + + } while (result->NextRow()); +} + +void Player::_SaveGlyphs() +{ + CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid='%u'",GetGUIDLow()); + for (uint8 spec = 0; spec < m_specsCount; ++spec) + { + CharacterDatabase.PExecute("INSERT INTO character_glyphs VALUES('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", + GetGUIDLow(), spec, m_Glyphs[spec][0], m_Glyphs[spec][1], m_Glyphs[spec][2], m_Glyphs[spec][3], m_Glyphs[spec][4], m_Glyphs[spec][5]); + } +} + +void Player::_LoadTalents(QueryResult_AutoPtr result) +{ + // SetPQuery(PLAYER_LOGIN_QUERY_LOADTALENTS, "SELECT spell, spec FROM character_talent WHERE guid = '%u'", GUID_LOPART(m_guid)); + if (result) + { + do + { + Field *fields = result->Fetch(); + + AddTalent(fields[0].GetUInt32(), fields[1].GetUInt32(), false); + } + while( result->NextRow() ); + } +} + +void Player::_SaveTalents() +{ + for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i) + { + for (PlayerTalentMap::iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end();) + { + if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED) + CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' and spell = '%u' and spec = '%u'", GetGUIDLow(), itr->first, itr->second->spec); + + if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED) + CharacterDatabase.PExecute("INSERT INTO character_talent (guid,spell,spec) VALUES ('%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->spec); + + if (itr->second->state == PLAYERSPELL_REMOVED) + { + delete itr->second; + m_talents[i]->erase(itr++); + } + else + { + itr->second->state = PLAYERSPELL_UNCHANGED; + ++itr; + } + } + } +} + +void Player::UpdateSpecCount(uint8 count) +{ + if (GetSpecsCount() == count) + return; + + if (count == MIN_TALENT_SPECS) + { + _SaveActions(); // make sure the button list is cleaned up + // active spec becomes only spec? + CharacterDatabase.PExecute("DELETE FROM character_action WHERE spec<>'%u' AND guid='%u'",m_activeSpec, GetGUIDLow()); + m_activeSpec = 0; + } + else if (count == MAX_TALENT_SPECS) + { + _SaveActions(); // make sure the button list is cleaned up + for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); ++itr) + CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,spec) VALUES ('%u', '%u', '%u', '%u', '%u')", + GetGUIDLow(), uint32(itr->first), uint32(itr->second.GetAction()), uint32(itr->second.GetType()), 1); + } + else + return; + + SetSpecsCount(count); + + SendTalentsInfoData(false); +} + +void Player::ActivateSpec(uint8 spec) +{ + if (GetActiveSpec() == spec) + return; + + if (GetSpecsCount() != MAX_TALENT_SPECS) + return; + + if (GetMap()->IsBattleGround() && !HasAura(44521)) // In BattleGround with no Preparation buff + return; + + _SaveActions(); + + if (IsNonMeleeSpellCasted(false)) + InterruptNonMeleeSpells(false); + + // "Hunter pets should have their talents refunded when a hunter switches talent specs, even if they are dismissed at the time." + if (getClass() == CLASS_HUNTER) + Pet::resetTalentsForAllPetsOf(this, GetPet()); + + UnsummonPetTemporaryIfAny(); + ClearComboPointHolders(); + ClearAllReactives(); + UnsummonAllTotems(); + RemoveAllControlled(); + /*RemoveAllAurasOnDeath(); + if (GetPet()) + GetPet()->RemoveAllAurasOnDeath();*/ + + //RemoveAllAuras(this->GetGUID(), NULL, false, true); // removes too many auras + //ExitVehicle(); // should be impossible to switch specs from inside a vehicle.. + + for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i) + { + TalentEntry const *talentInfo = sTalentStore.LookupEntry(i); + + if (!talentInfo) + continue; + + TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); + + if (!talentTabInfo) + continue; + + // unlearn only talents for character class + // some spell learned by one class as normal spells or know at creation but another class learn it as talent, + // to prevent unexpected lost normal learned spell skip another class talents + if ((getClassMask() & talentTabInfo->ClassMask) == 0) + continue; + + for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) + { + // skip non-existant talent ranks + if (talentInfo->RankID[rank] == 0) + continue; + removeSpell(talentInfo->RankID[rank], true); // removes the talent, and all dependant, learned, and chained spells.. + if (const SpellEntry *_spellEntry = sSpellStore.LookupEntry(talentInfo->RankID[rank])) + for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) // search through the SpellEntry for valid trigger spells + if (_spellEntry->EffectTriggerSpell[i] > 0 && _spellEntry->Effect[i] == SPELL_EFFECT_LEARN_SPELL) + removeSpell(_spellEntry->EffectTriggerSpell[i], true); // and remove any spells that the talent teaches + // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted + //PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]); + //if (plrTalent != m_talents[m_activeSpec]->end()) + // plrTalent->second->state = PLAYERSPELL_REMOVED; + } + } + + // set glyphs + for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot) + // remove secondary glyph + if (uint32 oldglyph = m_Glyphs[m_activeSpec][slot]) + if (GlyphPropertiesEntry const *old_gp = sGlyphPropertiesStore.LookupEntry(oldglyph)) + RemoveAurasDueToSpell(old_gp->SpellId); + + SetActiveSpec(spec); + uint32 spentTalents = 0; + + for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId) + { + TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId); + + if (!talentInfo) + continue; + + TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab); + + if (!talentTabInfo) + continue; + + // learn only talents for character class + if ((getClassMask() & talentTabInfo->ClassMask) == 0) + continue; + + // learn highest talent rank that exists in newly activated spec + for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) + { + // skip non-existant talent ranks + if (talentInfo->RankID[rank] == 0) + continue; + // if the talent can be found in the newly activated PlayerTalentMap + if (HasTalent(talentInfo->RankID[rank], m_activeSpec)) + { + learnSpell(talentInfo->RankID[rank], false); // add the talent to the PlayerSpellMap + spentTalents += (rank + 1); // increment the spentTalents count + } + } + } + + // set glyphs + for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot) + { + uint32 glyph = m_Glyphs[m_activeSpec][slot]; + + // apply primary glyph + if (glyph) + if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph)) + CastSpell(this, gp->SpellId, true); + + SetGlyph(slot, glyph); + } + + m_usedTalentCount = spentTalents; + InitTalentForLevel(); + + // Let client clear his current Actions + SendActionButtons(2); + m_actionButtons.clear(); + if (QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' AND spec = '%u' ORDER BY button", GetGUIDLow(), m_activeSpec)) + _LoadActions(result, false); + + ResummonPetTemporaryUnSummonedIfAny(); + SendActionButtons(1); + + Powers pw = getPowerType(); + if (pw != POWER_MANA) + SetPower(POWER_MANA, 0); // Mana must be 0 even if it isn't the active power type. + + SetPower(pw, 0); +} + +void Player::ResetTimeSync() +{ + m_timeSyncCount = 0; + m_timeSyncTimer = 0; +} + +void Player::SendTimeSync() +{ + WorldPacket data(SMSG_TIME_SYNC_REQ, 4); + data << uint32(m_timeSyncCount++); + GetSession()->SendPacket(&data); + + // Send another opcode in 10s again + m_timeSyncTimer = 10000; +} + +void Player::SetReputation(uint32 factionentry, uint32 value) +{ + GetReputationMgr().SetReputation(sFactionStore.LookupEntry(factionentry),value); +} +uint32 Player::GetReputation(uint32 factionentry) +{ + return GetReputationMgr().GetReputation(sFactionStore.LookupEntry(factionentry)); +} +std::string Player::GetGuildName() +{ + return objmgr.GetGuildById(GetGuildId())->GetName(); +} + +void Player::SendDuelCountdown(uint32 counter) +{ + WorldPacket data(SMSG_DUEL_COUNTDOWN, 4); + data << uint32(counter); // seconds + GetSession()->SendPacket(&data); +} |
