aboutsummaryrefslogtreecommitdiff
path: root/src/game/Player.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/game/Player.h')
-rw-r--r--src/game/Player.h2310
1 files changed, 2310 insertions, 0 deletions
diff --git a/src/game/Player.h b/src/game/Player.h
new file mode 100644
index 00000000000..d30d8e56622
--- /dev/null
+++ b/src/game/Player.h
@@ -0,0 +1,2310 @@
+/*
+ * Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#ifndef _PLAYER_H
+#define _PLAYER_H
+
+#include "Common.h"
+#include "ItemPrototype.h"
+#include "Unit.h"
+#include "Item.h"
+
+#include "Database/DatabaseEnv.h"
+#include "NPCHandler.h"
+#include "QuestDef.h"
+#include "Group.h"
+#include "Bag.h"
+#include "WorldSession.h"
+#include "Pet.h"
+#include "Util.h" // for Tokens typedef
+
+#include<string>
+#include<vector>
+
+struct Mail;
+class Channel;
+class DynamicObject;
+class Creature;
+class Pet;
+class PlayerMenu;
+class Transport;
+class UpdateMask;
+class PlayerSocial;
+
+typedef std::deque<Mail*> PlayerMails;
+
+#define PLAYER_MAX_SKILLS 127
+#define PLAYER_MAX_DAILY_QUESTS 25
+
+// Note: SPELLMOD_* values is aura types in fact
+enum SpellModType
+{
+ SPELLMOD_FLAT = 107, // SPELL_AURA_ADD_FLAT_MODIFIER
+ SPELLMOD_PCT = 108 // SPELL_AURA_ADD_PCT_MODIFIER
+};
+
+enum PlayerSpellState
+{
+ PLAYERSPELL_UNCHANGED = 0,
+ PLAYERSPELL_CHANGED = 1,
+ PLAYERSPELL_NEW = 2,
+ PLAYERSPELL_REMOVED = 3
+};
+
+struct PlayerSpell
+{
+ uint16 slotId : 16;
+ PlayerSpellState state : 8;
+ bool active : 1;
+ bool disabled : 1;
+};
+
+#define SPELL_WITHOUT_SLOT_ID uint16(-1)
+
+struct SpellModifier
+{
+ SpellModOp op : 8;
+ SpellModType type : 8;
+ int16 charges : 16;
+ int32 value;
+ uint64 mask;
+ uint32 spellId;
+ uint32 effectId;
+ Spell const* lastAffected;
+};
+
+typedef HM_NAMESPACE::hash_map<uint16, PlayerSpell*> PlayerSpellMap;
+typedef std::list<SpellModifier*> SpellModList;
+
+struct SpellCooldown
+{
+ time_t end;
+ uint16 itemid;
+};
+
+typedef std::map<uint32, SpellCooldown> SpellCooldowns;
+
+enum TrainerSpellState
+{
+ TRAINER_SPELL_GREEN = 0,
+ TRAINER_SPELL_RED = 1,
+ TRAINER_SPELL_GRAY = 2
+};
+
+enum ActionButtonUpdateState
+{
+ ACTIONBUTTON_UNCHANGED = 0,
+ ACTIONBUTTON_CHANGED = 1,
+ ACTIONBUTTON_NEW = 2,
+ ACTIONBUTTON_DELETED = 3
+};
+
+struct ActionButton
+{
+ ActionButton() : action(0), type(0), misc(0), uState( ACTIONBUTTON_NEW ) {}
+ ActionButton(uint16 _action, uint8 _type, uint8 _misc) : action(_action), type(_type), misc(_misc), uState( ACTIONBUTTON_NEW ) {}
+
+ uint16 action;
+ uint8 type;
+ uint8 misc;
+ ActionButtonUpdateState uState;
+};
+
+enum ActionButtonType
+{
+ ACTION_BUTTON_SPELL = 0,
+ ACTION_BUTTON_MACRO = 64,
+ ACTION_BUTTON_CMACRO= 65,
+ ACTION_BUTTON_ITEM = 128
+};
+
+#define MAX_ACTION_BUTTONS 132 //checked in 2.3.0
+
+typedef std::map<uint8,ActionButton> ActionButtonList;
+
+typedef std::pair<uint16, uint8> CreateSpellPair;
+
+struct PlayerCreateInfoItem
+{
+ PlayerCreateInfoItem(uint32 id, uint32 amount) : item_id(id), item_amount(amount) {}
+
+ uint32 item_id;
+ uint32 item_amount;
+};
+
+typedef std::list<PlayerCreateInfoItem> PlayerCreateInfoItems;
+
+struct PlayerClassLevelInfo
+{
+ PlayerClassLevelInfo() : basehealth(0), basemana(0) {}
+ uint16 basehealth;
+ uint16 basemana;
+};
+
+struct PlayerClassInfo
+{
+ PlayerClassInfo() : levelInfo(NULL) { }
+
+ PlayerClassLevelInfo* levelInfo; //[level-1] 0..MaxPlayerLevel-1
+};
+
+struct PlayerLevelInfo
+{
+ PlayerLevelInfo() { for(int i=0; i < MAX_STATS; ++i ) stats[i] = 0; }
+
+ uint8 stats[MAX_STATS];
+};
+
+struct PlayerInfo
+{
+ // existence checked by displayId != 0 // existence checked by displayId != 0
+ PlayerInfo() : displayId_m(0),displayId_f(0),levelInfo(NULL)
+ {
+ }
+
+ uint32 mapId;
+ uint32 zoneId;
+ float positionX;
+ float positionY;
+ float positionZ;
+ uint16 displayId_m;
+ uint16 displayId_f;
+ PlayerCreateInfoItems item;
+ std::list<CreateSpellPair> spell;
+ std::list<uint16> action[4];
+
+ PlayerLevelInfo* levelInfo; //[level-1] 0..MaxPlayerLevel-1
+};
+
+struct PvPInfo
+{
+ PvPInfo() : inHostileArea(false), endTimer(0) {}
+
+ bool inHostileArea;
+ time_t endTimer;
+};
+
+struct DuelInfo
+{
+ DuelInfo() : initiator(NULL), opponent(NULL), startTimer(0), startTime(0), outOfBound(0) {}
+
+ Player *initiator;
+ Player *opponent;
+ time_t startTimer;
+ time_t startTime;
+ time_t outOfBound;
+};
+
+struct Areas
+{
+ uint32 areaID;
+ uint32 areaFlag;
+ float x1;
+ float x2;
+ float y1;
+ float y2;
+};
+
+enum FactionFlags
+{
+ FACTION_FLAG_VISIBLE = 0x01, // makes visible in client (set or can be set at interaction with target of this faction)
+ FACTION_FLAG_AT_WAR = 0x02, // enable AtWar-button in client. player controlled (except opposition team always war state), Flag only set on initial creation
+ FACTION_FLAG_HIDDEN = 0x04, // hidden faction from reputation pane in client (player can gain reputation, but this update not sent to client)
+ FACTION_FLAG_INVISIBLE_FORCED = 0x08, // always overwrite FACTION_FLAG_VISIBLE and hide faction in rep.list, used for hide opposite team factions
+ FACTION_FLAG_PEACE_FORCED = 0x10, // always overwrite FACTION_FLAG_AT_WAR, used for prevent war with own team factions
+ FACTION_FLAG_INACTIVE = 0x20, // player controlled, state stored in characters.data ( CMSG_SET_FACTION_INACTIVE )
+ FACTION_FLAG_RIVAL = 0x40 // flag for the two competing outland factions
+};
+
+typedef uint32 RepListID;
+struct FactionState
+{
+ uint32 ID;
+ RepListID ReputationListID;
+ uint32 Flags;
+ int32 Standing;
+ bool Changed;
+};
+
+typedef std::map<RepListID,FactionState> FactionStateList;
+
+typedef std::map<uint32,ReputationRank> ForcedReactions;
+
+typedef std::set<uint64> GuardianPetList;
+
+struct EnchantDuration
+{
+ EnchantDuration() : item(NULL), slot(MAX_ENCHANTMENT_SLOT), leftduration(0) {};
+ EnchantDuration(Item * _item, EnchantmentSlot _slot, uint32 _leftduration) : item(_item), slot(_slot), leftduration(_leftduration) { assert(item); };
+
+ Item * item;
+ EnchantmentSlot slot;
+ uint32 leftduration;
+};
+
+typedef std::list<EnchantDuration> EnchantDurationList;
+typedef std::list<Item*> ItemDurationList;
+
+struct LookingForGroupSlot
+{
+ LookingForGroupSlot() : entry(0), type(0) {}
+ bool Empty() const { return !entry && !type; }
+ void Clear() { entry = 0; type = 0; }
+ void Set(uint32 _entry, uint32 _type ) { entry = _entry; type = _type; }
+ bool Is(uint32 _entry, uint32 _type) const { return entry==_entry && type==_type; }
+ bool canAutoJoin() const { return entry && (type == 1 || type == 5); }
+
+ uint32 entry;
+ uint32 type;
+};
+
+#define MAX_LOOKING_FOR_GROUP_SLOT 3
+
+struct LookingForGroup
+{
+ LookingForGroup() {}
+ bool HaveInSlot(LookingForGroupSlot const& slot) const { return HaveInSlot(slot.entry,slot.type); }
+ bool HaveInSlot(uint32 _entry, uint32 _type) const
+ {
+ for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i)
+ if(slots[i].Is(_entry,_type))
+ return true;
+ return false;
+ }
+
+ bool canAutoJoin() const
+ {
+ for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i)
+ if(slots[i].canAutoJoin())
+ return true;
+ return false;
+ }
+
+ bool Empty() const
+ {
+ for(int i = 0; i < MAX_LOOKING_FOR_GROUP_SLOT; ++i)
+ if(!slots[i].Empty())
+ return false;
+ return more.Empty();
+ }
+
+ LookingForGroupSlot slots[MAX_LOOKING_FOR_GROUP_SLOT];
+ LookingForGroupSlot more;
+ std::string comment;
+};
+
+enum PlayerMovementType
+{
+ MOVE_ROOT = 1,
+ MOVE_UNROOT = 2,
+ MOVE_WATER_WALK = 3,
+ MOVE_LAND_WALK = 4
+};
+
+enum DrunkenState
+{
+ DRUNKEN_SOBER = 0,
+ DRUNKEN_TIPSY = 1,
+ DRUNKEN_DRUNK = 2,
+ DRUNKEN_SMASHED = 3
+};
+
+enum PlayerStateType
+{
+ /*
+ PLAYER_STATE_DANCE
+ PLAYER_STATE_SLEEP
+ PLAYER_STATE_SIT
+ PLAYER_STATE_STAND
+ PLAYER_STATE_READYUNARMED
+ PLAYER_STATE_WORK
+ PLAYER_STATE_POINT(DNR)
+ PLAYER_STATE_NONE // not used or just no state, just standing there?
+ PLAYER_STATE_STUN
+ PLAYER_STATE_DEAD
+ PLAYER_STATE_KNEEL
+ PLAYER_STATE_USESTANDING
+ PLAYER_STATE_STUN_NOSHEATHE
+ PLAYER_STATE_USESTANDING_NOSHEATHE
+ PLAYER_STATE_WORK_NOSHEATHE
+ PLAYER_STATE_SPELLPRECAST
+ PLAYER_STATE_READYRIFLE
+ PLAYER_STATE_WORK_NOSHEATHE_MINING
+ PLAYER_STATE_WORK_NOSHEATHE_CHOPWOOD
+ PLAYER_STATE_AT_EASE
+ PLAYER_STATE_READY1H
+ PLAYER_STATE_SPELLKNEELSTART
+ PLAYER_STATE_SUBMERGED
+ */
+
+ PLAYER_STATE_NONE = 0,
+ PLAYER_STATE_SIT = 1,
+ PLAYER_STATE_SIT_CHAIR = 2,
+ PLAYER_STATE_SLEEP = 3,
+ PLAYER_STATE_SIT_LOW_CHAIR = 4,
+ PLAYER_STATE_SIT_MEDIUM_CHAIR = 5,
+ PLAYER_STATE_SIT_HIGH_CHAIR = 6,
+ PLAYER_STATE_DEAD = 7,
+ PLAYER_STATE_KNEEL = 8,
+
+ PLAYER_STATE_FORM_ALL = 0x00FF0000,
+
+ PLAYER_STATE_FLAG_ALWAYS_STAND = 0x01, // byte 4
+ PLAYER_STATE_FLAG_CREEP = 0x02000000,
+ PLAYER_STATE_FLAG_UNTRACKABLE = 0x04000000,
+ PLAYER_STATE_FLAG_ALL = 0xFF000000,
+};
+
+enum PlayerFlags
+{
+ PLAYER_FLAGS_GROUP_LEADER = 0x00000001,
+ PLAYER_FLAGS_AFK = 0x00000002,
+ PLAYER_FLAGS_DND = 0x00000004,
+ PLAYER_FLAGS_GM = 0x00000008,
+ PLAYER_FLAGS_GHOST = 0x00000010,
+ PLAYER_FLAGS_RESTING = 0x00000020,
+ PLAYER_FLAGS_FFA_PVP = 0x00000080,
+ PLAYER_FLAGS_CONTESTED_PVP = 0x00000100, // Player has been involved in a PvP combat and will be attacked by contested guards
+ PLAYER_FLAGS_IN_PVP = 0x00000200,
+ PLAYER_FLAGS_HIDE_HELM = 0x00000400,
+ PLAYER_FLAGS_HIDE_CLOAK = 0x00000800,
+ PLAYER_FLAGS_UNK1 = 0x00001000, // played long time
+ PLAYER_FLAGS_UNK2 = 0x00002000, // played too long time
+ PLAYER_FLAGS_UNK3 = 0x00008000, // strange visual effect (2.0.1), looks like PLAYER_FLAGS_GHOST flag
+ PLAYER_FLAGS_SANCTUARY = 0x00010000, // player entered sanctuary
+ PLAYER_FLAGS_UNK4 = 0x00020000, // taxi benchmark mode (on/off) (2.0.1)
+ PLAYER_UNK = 0x00040000, // 2.0.8...
+};
+
+// used for PLAYER__FIELD_KNOWN_TITLES field (uint64), (1<<bit_index) without (-1)
+// can't use enum for uint64 values
+#define PLAYER_TITLE_DISABLED 0x0000000000000000LL
+#define PLAYER_TITLE_NONE 0x0000000000000001LL
+#define PLAYER_TITLE_PRIVATE 0x0000000000000002LL // 1
+#define PLAYER_TITLE_CORPORAL 0x0000000000000004LL // 2
+#define PLAYER_TITLE_SERGEANT_A 0x0000000000000008LL // 3
+#define PLAYER_TITLE_MASTER_SERGEANT 0x0000000000000010LL // 4
+#define PLAYER_TITLE_SERGEANT_MAJOR 0x0000000000000020LL // 5
+#define PLAYER_TITLE_KNIGHT 0x0000000000000040LL // 6
+#define PLAYER_TITLE_KNIGHT_LIEUTENANT 0x0000000000000080LL // 7
+#define PLAYER_TITLE_KNIGHT_CAPTAIN 0x0000000000000100LL // 8
+#define PLAYER_TITLE_KNIGHT_CHAMPION 0x0000000000000200LL // 9
+#define PLAYER_TITLE_LIEUTENANT_COMMANDER 0x0000000000000400LL // 10
+#define PLAYER_TITLE_COMMANDER 0x0000000000000800LL // 11
+#define PLAYER_TITLE_MARSHAL 0x0000000000001000LL // 12
+#define PLAYER_TITLE_FIELD_MARSHAL 0x0000000000002000LL // 13
+#define PLAYER_TITLE_GRAND_MARSHAL 0x0000000000004000LL // 14
+#define PLAYER_TITLE_SCOUT 0x0000000000008000LL // 15
+#define PLAYER_TITLE_GRUNT 0x0000000000010000LL // 16
+#define PLAYER_TITLE_SERGEANT_H 0x0000000000020000LL // 17
+#define PLAYER_TITLE_SENIOR_SERGEANT 0x0000000000040000LL // 18
+#define PLAYER_TITLE_FIRST_SERGEANT 0x0000000000080000LL // 19
+#define PLAYER_TITLE_STONE_GUARD 0x0000000000100000LL // 20
+#define PLAYER_TITLE_BLOOD_GUARD 0x0000000000200000LL // 21
+#define PLAYER_TITLE_LEGIONNAIRE 0x0000000000400000LL // 22
+#define PLAYER_TITLE_CENTURION 0x0000000000800000LL // 23
+#define PLAYER_TITLE_CHAMPION 0x0000000001000000LL // 24
+#define PLAYER_TITLE_LIEUTENANT_GENERAL 0x0000000002000000LL // 25
+#define PLAYER_TITLE_GENERAL 0x0000000004000000LL // 26
+#define PLAYER_TITLE_WARLORD 0x0000000008000000LL // 27
+#define PLAYER_TITLE_HIGH_WARLORD 0x0000000010000000LL // 28
+#define PLAYER_TITLE_GLADIATOR 0x0000000020000000LL // 29
+#define PLAYER_TITLE_DUELIST 0x0000000040000000LL // 30
+#define PLAYER_TITLE_RIVAL 0x0000000080000000LL // 31
+#define PLAYER_TITLE_CHALLENGER 0x0000000100000000LL // 32
+#define PLAYER_TITLE_SCARAB_LORD 0x0000000200000000LL // 33
+#define PLAYER_TITLE_CONQUEROR 0x0000000400000000LL // 34
+#define PLAYER_TITLE_JUSTICAR 0x0000000800000000LL // 35
+#define PLAYER_TITLE_CHAMPION_OF_THE_NAARU 0x0000001000000000LL // 36
+#define PLAYER_TITLE_MERCILESS_GLADIATOR 0x0000002000000000LL // 37
+#define PLAYER_TITLE_OF_THE_SHATTERED_SUN 0x0000004000000000LL // 38
+#define PLAYER_TITLE_HAND_OF_ADAL 0x0000008000000000LL // 39
+#define PLAYER_TITLE_VENGEFUL_GLADIATOR 0x0000010000000000LL // 40
+
+// used in PLAYER_FIELD_BYTES values
+enum PlayerFieldByteFlags
+{
+ PLAYER_FIELD_BYTE_TRACK_STEALTHED = 0x00000002,
+ PLAYER_FIELD_BYTE_RELEASE_TIMER = 0x00000008, // Display time till auto release spirit
+ PLAYER_FIELD_BYTE_NO_RELEASE_WINDOW = 0x00000010 // Display no "release spirit" window at all
+};
+
+// used in PLAYER_FIELD_BYTES2 values
+enum PlayerFieldByte2Flags
+{
+ PLAYER_FIELD_BYTE2_NONE = 0x0000,
+ PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW = 0x4000
+};
+
+enum ActivateTaxiReplies
+{
+ ERR_TAXIOK = 0,
+ ERR_TAXIUNSPECIFIEDSERVERERROR = 1,
+ ERR_TAXINOSUCHPATH = 2,
+ ERR_TAXINOTENOUGHMONEY = 3,
+ ERR_TAXITOOFARAWAY = 4,
+ ERR_TAXINOVENDORNEARBY = 5,
+ ERR_TAXINOTVISITED = 6,
+ ERR_TAXIPLAYERBUSY = 7,
+ ERR_TAXIPLAYERALREADYMOUNTED = 8,
+ ERR_TAXIPLAYERSHAPESHIFTED = 9,
+ ERR_TAXIPLAYERMOVING = 10,
+ ERR_TAXISAMENODE = 11,
+ ERR_TAXINOTSTANDING = 12
+};
+
+enum LootType
+{
+ LOOT_CORPSE = 1,
+ LOOT_SKINNING = 2,
+ LOOT_FISHING = 3,
+ LOOT_PICKPOCKETING = 4, // unsupported by client, sending LOOT_SKINNING instead
+ LOOT_DISENCHANTING = 5, // unsupported by client, sending LOOT_SKINNING instead
+ LOOT_PROSPECTING = 6, // unsupported by client, sending LOOT_SKINNING instead
+ LOOT_INSIGNIA = 7, // unsupported by client, sending LOOT_SKINNING instead
+ LOOT_FISHINGHOLE = 8 // unsupported by client, sending LOOT_FISHING instead
+};
+
+enum MirrorTimerType
+{
+ FATIGUE_TIMER = 0,
+ BREATH_TIMER = 1,
+ FIRE_TIMER = 2
+};
+
+// 2^n values
+enum PlayerExtraFlags
+{
+ // gm abilities
+ PLAYER_EXTRA_GM_ON = 0x0001,
+ PLAYER_EXTRA_GM_ACCEPT_TICKETS = 0x0002,
+ PLAYER_EXTRA_ACCEPT_WHISPERS = 0x0004,
+ PLAYER_EXTRA_TAXICHEAT = 0x0008,
+ PLAYER_EXTRA_GM_INVISIBLE = 0x0010,
+
+ // other states
+ PLAYER_EXTRA_PVP_DEATH = 0x0100 // store PvP death status until corpse creating.
+};
+
+// 2^n values
+enum AtLoginFlags
+{
+ AT_LOGIN_NONE = 0,
+ AT_LOGIN_RENAME = 1,
+ AT_LOGIN_RESET_SPELLS = 2,
+ AT_LOGIN_RESET_TALENTS = 4
+};
+
+typedef std::map<uint32, QuestStatusData> QuestStatusMap;
+
+enum QuestSlotOffsets
+{
+ QUEST_ID_OFFSET = 0,
+ QUEST_STATE_OFFSET = 1,
+ QUEST_COUNTS_OFFSET = 2,
+ QUEST_TIME_OFFSET = 3
+};
+
+#define MAX_QUEST_OFFSET 4
+
+enum QuestSlotStateMask
+{
+ QUEST_STATE_NONE = 0x0000,
+ QUEST_STATE_COMPLETE = 0x0001,
+ QUEST_STATE_FAIL = 0x0002
+};
+
+class Quest;
+class Spell;
+class Item;
+class WorldSession;
+
+enum PlayerSlots
+{
+ // first slot for item stored (in any way in player m_items data)
+ PLAYER_SLOT_START = 0,
+ // last+1 slot for item stored (in any way in player m_items data)
+ PLAYER_SLOT_END = 118,
+ PLAYER_SLOTS_COUNT = (PLAYER_SLOT_END - PLAYER_SLOT_START)
+};
+
+enum EquipmentSlots
+{
+ EQUIPMENT_SLOT_START = 0,
+ EQUIPMENT_SLOT_HEAD = 0,
+ EQUIPMENT_SLOT_NECK = 1,
+ EQUIPMENT_SLOT_SHOULDERS = 2,
+ EQUIPMENT_SLOT_BODY = 3,
+ EQUIPMENT_SLOT_CHEST = 4,
+ EQUIPMENT_SLOT_WAIST = 5,
+ EQUIPMENT_SLOT_LEGS = 6,
+ EQUIPMENT_SLOT_FEET = 7,
+ EQUIPMENT_SLOT_WRISTS = 8,
+ EQUIPMENT_SLOT_HANDS = 9,
+ EQUIPMENT_SLOT_FINGER1 = 10,
+ EQUIPMENT_SLOT_FINGER2 = 11,
+ EQUIPMENT_SLOT_TRINKET1 = 12,
+ EQUIPMENT_SLOT_TRINKET2 = 13,
+ EQUIPMENT_SLOT_BACK = 14,
+ EQUIPMENT_SLOT_MAINHAND = 15,
+ EQUIPMENT_SLOT_OFFHAND = 16,
+ EQUIPMENT_SLOT_RANGED = 17,
+ EQUIPMENT_SLOT_TABARD = 18,
+ EQUIPMENT_SLOT_END = 19
+};
+
+enum InventorySlots
+{
+ INVENTORY_SLOT_BAG_0 = 255,
+ INVENTORY_SLOT_BAG_START = 19,
+ INVENTORY_SLOT_BAG_1 = 19,
+ INVENTORY_SLOT_BAG_2 = 20,
+ INVENTORY_SLOT_BAG_3 = 21,
+ INVENTORY_SLOT_BAG_4 = 22,
+ INVENTORY_SLOT_BAG_END = 23,
+
+ INVENTORY_SLOT_ITEM_START = 23,
+ INVENTORY_SLOT_ITEM_1 = 23,
+ INVENTORY_SLOT_ITEM_2 = 24,
+ INVENTORY_SLOT_ITEM_3 = 25,
+ INVENTORY_SLOT_ITEM_4 = 26,
+ INVENTORY_SLOT_ITEM_5 = 27,
+ INVENTORY_SLOT_ITEM_6 = 28,
+ INVENTORY_SLOT_ITEM_7 = 29,
+ INVENTORY_SLOT_ITEM_8 = 30,
+ INVENTORY_SLOT_ITEM_9 = 31,
+ INVENTORY_SLOT_ITEM_10 = 32,
+ INVENTORY_SLOT_ITEM_11 = 33,
+ INVENTORY_SLOT_ITEM_12 = 34,
+ INVENTORY_SLOT_ITEM_13 = 35,
+ INVENTORY_SLOT_ITEM_14 = 36,
+ INVENTORY_SLOT_ITEM_15 = 37,
+ INVENTORY_SLOT_ITEM_16 = 38,
+ INVENTORY_SLOT_ITEM_END = 39
+};
+
+enum BankSlots
+{
+ BANK_SLOT_ITEM_START = 39,
+ BANK_SLOT_ITEM_1 = 39,
+ BANK_SLOT_ITEM_2 = 40,
+ BANK_SLOT_ITEM_3 = 41,
+ BANK_SLOT_ITEM_4 = 42,
+ BANK_SLOT_ITEM_5 = 43,
+ BANK_SLOT_ITEM_6 = 44,
+ BANK_SLOT_ITEM_7 = 45,
+ BANK_SLOT_ITEM_8 = 46,
+ BANK_SLOT_ITEM_9 = 47,
+ BANK_SLOT_ITEM_10 = 48,
+ BANK_SLOT_ITEM_11 = 49,
+ BANK_SLOT_ITEM_12 = 50,
+ BANK_SLOT_ITEM_13 = 51,
+ BANK_SLOT_ITEM_14 = 52,
+ BANK_SLOT_ITEM_15 = 53,
+ BANK_SLOT_ITEM_16 = 54,
+ BANK_SLOT_ITEM_17 = 55,
+ BANK_SLOT_ITEM_18 = 56,
+ BANK_SLOT_ITEM_19 = 57,
+ BANK_SLOT_ITEM_20 = 58,
+ BANK_SLOT_ITEM_21 = 59,
+ BANK_SLOT_ITEM_22 = 60,
+ BANK_SLOT_ITEM_23 = 61,
+ BANK_SLOT_ITEM_24 = 62,
+ BANK_SLOT_ITEM_25 = 63,
+ BANK_SLOT_ITEM_26 = 64,
+ BANK_SLOT_ITEM_27 = 65,
+ BANK_SLOT_ITEM_28 = 66,
+ BANK_SLOT_ITEM_END = 67,
+
+ BANK_SLOT_BAG_START = 67,
+ BANK_SLOT_BAG_1 = 67,
+ BANK_SLOT_BAG_2 = 68,
+ BANK_SLOT_BAG_3 = 69,
+ BANK_SLOT_BAG_4 = 70,
+ BANK_SLOT_BAG_5 = 71,
+ BANK_SLOT_BAG_6 = 72,
+ BANK_SLOT_BAG_7 = 73,
+ BANK_SLOT_BAG_END = 74
+};
+
+enum BuyBackSlots
+{
+ // stored in m_buybackitems
+ BUYBACK_SLOT_START = 74,
+ BUYBACK_SLOT_1 = 74,
+ BUYBACK_SLOT_2 = 75,
+ BUYBACK_SLOT_3 = 76,
+ BUYBACK_SLOT_4 = 77,
+ BUYBACK_SLOT_5 = 78,
+ BUYBACK_SLOT_6 = 79,
+ BUYBACK_SLOT_7 = 80,
+ BUYBACK_SLOT_8 = 81,
+ BUYBACK_SLOT_9 = 82,
+ BUYBACK_SLOT_10 = 83,
+ BUYBACK_SLOT_11 = 84,
+ BUYBACK_SLOT_12 = 85,
+ BUYBACK_SLOT_END = 86
+};
+
+enum KeyRingSlots
+{
+ KEYRING_SLOT_START = 86,
+ KEYRING_SLOT_END = 118
+};
+
+struct ItemPosCount
+{
+ ItemPosCount(uint16 _pos, uint8 _count) : pos(_pos), count(_count) {}
+ bool isContainedIn(std::vector<ItemPosCount>&);
+ uint16 pos;
+ uint8 count;
+};
+typedef std::vector<ItemPosCount> ItemPosCountVec;
+
+enum SwitchWeapon
+{
+ DEFAULT_SWITCH_WEAPON = 1500, //cooldown in ms
+ ROGUE_SWITCH_WEAPON = 1000
+};
+
+enum TradeSlots
+{
+ TRADE_SLOT_COUNT = 7,
+ TRADE_SLOT_TRADED_COUNT = 6,
+ TRADE_SLOT_NONTRADED = 6
+};
+
+enum TransferAbortReason
+{
+ TRANSFER_ABORT_MAX_PLAYERS = 0x0001, // Transfer Aborted: instance is full
+ TRANSFER_ABORT_NOT_FOUND = 0x0002, // Transfer Aborted: instance not found
+ TRANSFER_ABORT_TOO_MANY_INSTANCES = 0x0003, // You have entered too many instances recently.
+ TRANSFER_ABORT_ZONE_IN_COMBAT = 0x0005, // Unable to zone in while an encounter is in progress.
+ TRANSFER_ABORT_INSUF_EXPAN_LVL1 = 0x0106, // You must have TBC expansion installed to access this area.
+ TRANSFER_ABORT_DIFFICULTY1 = 0x0007, // Normal difficulty mode is not available for %s.
+ TRANSFER_ABORT_DIFFICULTY2 = 0x0107, // Heroic difficulty mode is not available for %s.
+ TRANSFER_ABORT_DIFFICULTY3 = 0x0207 // Epic difficulty mode is not available for %s.
+};
+
+enum InstanceResetWarningType
+{
+ RAID_INSTANCE_WARNING_HOURS = 1, // WARNING! %s is scheduled to reset in %d hour(s).
+ RAID_INSTANCE_WARNING_MIN = 2, // WARNING! %s is scheduled to reset in %d minute(s)!
+ RAID_INSTANCE_WARNING_MIN_SOON = 3, // WARNING! %s is scheduled to reset in %d minute(s). Please exit the zone or you will be returned to your bind location!
+ RAID_INSTANCE_WELCOME = 4 // Welcome to %s. This raid instance is scheduled to reset in %s.
+};
+
+struct MovementInfo
+{
+ // common
+ //uint32 flags;
+ uint8 unk1;
+ uint32 time;
+ float x, y, z, o;
+ // transport
+ uint64 t_guid;
+ float t_x, t_y, t_z, t_o;
+ uint32 t_time;
+ // swimming and unk
+ float s_pitch;
+ // last fall time
+ uint32 fallTime;
+ // jumping
+ float j_unk, j_sinAngle, j_cosAngle, j_xyspeed;
+ // spline
+ float u_unk1;
+
+ MovementInfo()
+ {
+ //flags =
+ time = t_time = fallTime = 0;
+ unk1 = 0;
+ x = y = z = o = t_x = t_y = t_z = t_o = s_pitch = j_unk = j_sinAngle = j_cosAngle = j_xyspeed = u_unk1 = 0.0f;
+ t_guid = 0;
+ }
+
+ /*void SetMovementFlags(uint32 _flags)
+ {
+ flags = _flags;
+ }*/
+};
+
+// flags that use in movement check for example at spell casting
+MovementFlags const movementFlagsMask = MovementFlags(
+ MOVEMENTFLAG_FORWARD |MOVEMENTFLAG_BACKWARD |MOVEMENTFLAG_STRAFE_LEFT|MOVEMENTFLAG_STRAFE_RIGHT|
+ MOVEMENTFLAG_PITCH_UP|MOVEMENTFLAG_PITCH_DOWN|MOVEMENTFLAG_FLY_UNK1 |
+ MOVEMENTFLAG_JUMPING |MOVEMENTFLAG_FALLING |MOVEMENTFLAG_FLY_UP |
+ MOVEMENTFLAG_FLYING |MOVEMENTFLAG_SPLINE
+);
+
+MovementFlags const movementOrTurningFlagsMask = MovementFlags(
+ movementFlagsMask | MOVEMENTFLAG_LEFT | MOVEMENTFLAG_RIGHT
+);
+class InstanceSave;
+
+enum RestType
+{
+ REST_TYPE_NO = 0,
+ REST_TYPE_IN_TAVERN = 1,
+ REST_TYPE_IN_CITY = 2
+};
+
+enum DuelCompleteType
+{
+ DUEL_INTERUPTED = 0,
+ DUEL_WON = 1,
+ DUEL_FLED = 2
+};
+
+enum TeleportToOptions
+{
+ TELE_TO_GM_MODE = 0x01,
+ TELE_TO_NOT_LEAVE_TRANSPORT = 0x02,
+ TELE_TO_NOT_LEAVE_COMBAT = 0x04,
+ TELE_TO_NOT_UNSUMMON_PET = 0x08,
+ TELE_TO_SPELL = 0x10,
+};
+
+/// Type of environmental damages
+enum EnviromentalDamage
+{
+ DAMAGE_EXHAUSTED = 0,
+ DAMAGE_DROWNING = 1,
+ DAMAGE_FALL = 2,
+ DAMAGE_LAVA = 3,
+ DAMAGE_SLIME = 4,
+ DAMAGE_FIRE = 5,
+ DAMAGE_FALL_TO_VOID = 6 // custom case for fall without durability loss
+};
+
+// used at player loading query list preparing, and later result selection
+enum PlayerLoginQueryIndex
+{
+ PLAYER_LOGIN_QUERY_LOADFROM = 0,
+ PLAYER_LOGIN_QUERY_LOADGROUP = 1,
+ PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES = 2,
+ PLAYER_LOGIN_QUERY_LOADAURAS = 3,
+ PLAYER_LOGIN_QUERY_LOADSPELLS = 4,
+ PLAYER_LOGIN_QUERY_LOADQUESTSTATUS = 5,
+ PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS = 6,
+ PLAYER_LOGIN_QUERY_LOADTUTORIALS = 7, // common for all characters for some account at specific realm
+ PLAYER_LOGIN_QUERY_LOADREPUTATION = 8,
+ PLAYER_LOGIN_QUERY_LOADINVENTORY = 9,
+ PLAYER_LOGIN_QUERY_LOADACTIONS = 10,
+ PLAYER_LOGIN_QUERY_LOADMAILCOUNT = 11,
+ PLAYER_LOGIN_QUERY_LOADMAILDATE = 12,
+ PLAYER_LOGIN_QUERY_LOADSOCIALLIST = 13,
+ PLAYER_LOGIN_QUERY_LOADHOMEBIND = 14,
+ PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS = 15,
+ PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES = 16,
+ PLAYER_LOGIN_QUERY_LOADGUILD = 17,
+};
+
+#define MAX_PLAYER_LOGIN_QUERY 18
+
+// Player summoning auto-decline time (in secs)
+#define MAX_PLAYER_SUMMON_DELAY (2*MINUTE)
+#define MAX_MONEY_AMOUNT (0x7FFFFFFF-1)
+
+struct InstancePlayerBind
+{
+ InstanceSave *save;
+ bool perm;
+ /* permanent PlayerInstanceBinds are created in Raid/Heroic instances for players
+ that aren't already permanently bound when they are inside when a boss is killed
+ or when they enter an instance that the group leader is permanently bound to. */
+ InstancePlayerBind() : save(NULL), perm(false) {}
+};
+
+class MANGOS_DLL_SPEC PlayerTaxi
+{
+ public:
+ PlayerTaxi();
+ ~PlayerTaxi() {}
+ // Nodes
+ void InitTaxiNodesForLevel(uint32 race, uint32 level);
+ void LoadTaxiMask(const char* data);
+ void SaveTaxiMask(const char* data);
+
+ uint32 GetTaximask( uint8 index ) const { return m_taximask[index]; }
+ bool IsTaximaskNodeKnown(uint32 nodeidx) const
+ {
+ uint8 field = uint8((nodeidx - 1) / 32);
+ uint32 submask = 1<<((nodeidx-1)%32);
+ return (m_taximask[field] & submask) == submask;
+ }
+ bool SetTaximaskNode(uint32 nodeidx)
+ {
+ uint8 field = uint8((nodeidx - 1) / 32);
+ uint32 submask = 1<<((nodeidx-1)%32);
+ if ((m_taximask[field] & submask) != submask )
+ {
+ m_taximask[field] |= submask;
+ return true;
+ }
+ else
+ return false;
+ }
+ void AppendTaximaskTo(ByteBuffer& data,bool all);
+
+ // Destinations
+ bool LoadTaxiDestinationsFromString(std::string values);
+ std::string SaveTaxiDestinationsToString();
+
+ void ClearTaxiDestinations() { m_TaxiDestinations.clear(); }
+ void AddTaxiDestination(uint32 dest) { m_TaxiDestinations.push_back(dest); }
+ uint32 GetTaxiSource() const { return m_TaxiDestinations.empty() ? 0 : m_TaxiDestinations.front(); }
+ uint32 GetTaxiDestination() const { return m_TaxiDestinations.size() < 2 ? 0 : m_TaxiDestinations[1]; }
+ uint32 GetCurrentTaxiPath() const;
+ uint32 NextTaxiDestination()
+ {
+ m_TaxiDestinations.pop_front();
+ return GetTaxiDestination();
+ }
+ bool empty() const { return m_TaxiDestinations.empty(); }
+ private:
+ TaxiMask m_taximask;
+ std::deque<uint32> m_TaxiDestinations;
+};
+
+class MANGOS_DLL_SPEC Player : public Unit
+{
+ friend class WorldSession;
+ friend void Item::AddToUpdateQueueOf(Player *player);
+ friend void Item::RemoveFromUpdateQueueOf(Player *player);
+ public:
+ explicit Player (WorldSession *session);
+ ~Player ( );
+
+ void CleanupsBeforeDelete();
+
+ static UpdateMask updateVisualBits;
+ static void InitVisibleBits();
+
+ void AddToWorld();
+ void RemoveFromWorld();
+
+ bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options = 0);
+
+ bool TeleportTo(WorldLocation const &loc, uint32 options = 0)
+ {
+ return TeleportTo(loc.mapid, loc.x, loc.y, loc.z, options);
+ }
+
+ void SetSummonPoint(uint32 mapid, float x, float y, float z)
+ {
+ m_summon_expire = time(NULL) + MAX_PLAYER_SUMMON_DELAY;
+ m_summon_mapid = mapid;
+ m_summon_x = x;
+ m_summon_y = y;
+ m_summon_z = z;
+ }
+ void SummonIfPossible(bool agree);
+
+ bool Create( uint32 guidlow, std::string name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId );
+
+ void Update( uint32 time );
+
+ void BuildEnumData( QueryResult * result, WorldPacket * p_data );
+
+ void SetInWater(bool apply);
+
+ bool IsInWater() const { return m_isInWater; }
+ bool IsUnderWater() const;
+
+ void SendInitialPacketsBeforeAddToMap();
+ void SendInitialPacketsAfterAddToMap();
+ void SendTransferAborted(uint32 mapid, uint16 reason);
+ void SendInstanceResetWarning(uint32 mapid, uint32 time);
+
+ bool CanInteractWithNPCs(bool alive = true) const;
+
+ bool ToggleAFK();
+ bool ToggleDND();
+ bool isAFK() const { return HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_AFK); };
+ bool isDND() const { return HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_DND); };
+ uint8 chatTag() const;
+ std::string afkMsg;
+ std::string dndMsg;
+
+ PlayerSocial *GetSocial() { return m_social; }
+
+ PlayerTaxi m_taxi;
+ void InitTaxiNodesForLevel() { m_taxi.InitTaxiNodesForLevel(getRace(),getLevel()); }
+ bool ActivateTaxiPathTo(std::vector<uint32> const& nodes, uint32 mount_id = 0 , Creature* npc = NULL);
+ // mount_id can be used in scripting calls
+ bool isAcceptTickets() const { return GetSession()->GetSecurity() >= SEC_GAMEMASTER && (m_ExtraFlags & PLAYER_EXTRA_GM_ACCEPT_TICKETS); }
+ void SetAcceptTicket(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_GM_ACCEPT_TICKETS; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_ACCEPT_TICKETS; }
+ bool isAcceptWhispers() const { return m_ExtraFlags & PLAYER_EXTRA_ACCEPT_WHISPERS; }
+ void SetAcceptWhispers(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_ACCEPT_WHISPERS; else m_ExtraFlags &= ~PLAYER_EXTRA_ACCEPT_WHISPERS; }
+ bool isGameMaster() const { return m_ExtraFlags & PLAYER_EXTRA_GM_ON; }
+ void SetGameMaster(bool on);
+ bool isTaxiCheater() const { return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT; }
+ void SetTaxiCheater(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT; else m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT; }
+ bool isGMVisible() const { return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE); }
+ void SetGMVisible(bool on);
+ void SetPvPDeath(bool on) { if(on) m_ExtraFlags |= PLAYER_EXTRA_PVP_DEATH; else m_ExtraFlags &= ~PLAYER_EXTRA_PVP_DEATH; }
+
+ void GiveXP(uint32 xp, Unit* victim);
+ void GiveLevel(uint32 level);
+ void InitStatsForLevel(bool reapplyMods = false);
+
+ // Played Time Stuff
+ time_t m_logintime;
+ time_t m_Last_tick;
+ uint32 m_Played_time[2];
+ uint32 GetTotalPlayedTime() { return m_Played_time[0]; };
+ uint32 GetLevelPlayedTime() { return m_Played_time[1]; };
+
+ void setDeathState(DeathState s); // overwrite Unit::setDeathState
+
+ void InnEnter (int time,uint32 mapid, float x,float y,float z)
+ {
+ inn_pos_mapid = mapid;
+ inn_pos_x = x;
+ inn_pos_y = y;
+ inn_pos_z = z;
+ time_inn_enter = time;
+ };
+
+ float GetRestBonus() const { return m_rest_bonus; };
+ void SetRestBonus(float rest_bonus_new);
+
+ RestType GetRestType() const { return rest_type; };
+ void SetRestType(RestType n_r_type) { rest_type = n_r_type; };
+
+ uint32 GetInnPosMapId() const { return inn_pos_mapid; };
+ float GetInnPosX() const { return inn_pos_x; };
+ float GetInnPosY() const { return inn_pos_y; };
+ float GetInnPosZ() const { return inn_pos_z; };
+
+ int GetTimeInnEnter() const { return time_inn_enter; };
+ void UpdateInnerTime (int time) { time_inn_enter = time; };
+
+ void RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent = false);
+ void RemoveMiniPet();
+ Pet* GetMiniPet();
+ void SetMiniPet(Pet* pet) { m_miniPet = pet->GetGUID(); }
+ void RemoveGuardians();
+ bool HasGuardianWithEntry(uint32 entry);
+ void AddGuardian(Pet* pet) { m_guardianPets.insert(pet->GetGUID()); }
+ GuardianPetList const& GetGuardians() const { return m_guardianPets; }
+ void Uncharm();
+
+ void Say(std::string text, const uint32 language);
+ void Yell(std::string text, const uint32 language);
+ void TextEmote(std::string text);
+ void Whisper(std::string text, const uint32 language,uint64 receiver);
+ void BuildPlayerChat(WorldPacket *data, uint8 msgtype, std::string text, uint32 language) const;
+
+ /*********************************************************/
+ /*** STORAGE SYSTEM ***/
+ /*********************************************************/
+
+ void SetVirtualItemSlot( uint8 i, Item* item);
+ void SetSheath( uint32 sheathed );
+ uint8 FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const;
+ uint32 GetItemCount( uint32 item, bool inBankAlso = false, Item* skipItem = NULL ) const;
+ Item* GetItemByGuid( uint64 guid ) const;
+ Item* GetItemByPos( uint16 pos ) const;
+ Item* GetItemByPos( uint8 bag, uint8 slot ) const;
+ Item* GetWeaponForAttack(WeaponAttackType attackType, bool useable = false) const;
+ Item* GetShield(bool useable = false) const;
+ static uint32 GetAttackBySlot( uint8 slot ); // MAX_ATTACK if not weapon slot
+ std::vector<Item *> &GetItemUpdateQueue() { return m_itemUpdateQueue; }
+ static bool IsInventoryPos( uint16 pos ) { return IsInventoryPos(pos >> 8,pos & 255); }
+ static bool IsInventoryPos( uint8 bag, uint8 slot );
+ static bool IsEquipmentPos( uint16 pos ) { return IsEquipmentPos(pos >> 8,pos & 255); }
+ static bool IsEquipmentPos( uint8 bag, uint8 slot );
+ static bool IsBagPos( uint16 pos );
+ static bool IsBankPos( uint16 pos ) { return IsBankPos(pos >> 8,pos & 255); }
+ static bool IsBankPos( uint8 bag, uint8 slot );
+ bool HasBankBagSlot( uint8 slot ) const;
+ bool HasItemCount( uint32 item, uint32 count, bool inBankAlso = false ) const;
+ bool HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem = NULL);
+ Item* GetItemOrItemWithGemEquipped( uint32 item ) const;
+ uint8 CanTakeMoreSimilarItems(Item* pItem) const { return _CanTakeMoreSimilarItems(pItem->GetEntry(),pItem->GetCount(),pItem); }
+ uint8 CanTakeMoreSimilarItems(uint32 entry, uint32 count) const { return _CanTakeMoreSimilarItems(entry,count,NULL); }
+ uint8 CanStoreNewItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = NULL ) const
+ {
+ return _CanStoreItem(bag, slot, dest, item, count, NULL, false, no_space_count );
+ }
+ uint8 CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap = false ) const
+ {
+ if(!pItem)
+ return EQUIP_ERR_ITEM_NOT_FOUND;
+ uint32 count = pItem->GetCount();
+ return _CanStoreItem( bag, slot, dest, pItem->GetEntry(), count, pItem, swap, NULL );
+
+ }
+ uint8 CanStoreItems( Item **pItem,int count) const;
+ uint8 CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, uint32 count, bool swap ) const;
+ uint8 CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading = true ) const;
+ uint8 CanUnequipItems( uint32 item, uint32 count ) const;
+ uint8 CanUnequipItem( uint16 src, bool swap ) const;
+ uint8 CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, Item *pItem, bool swap, bool not_loading = true ) const;
+ uint8 CanUseItem( Item *pItem, bool not_loading = true ) const;
+ bool HasItemTotemCategory( uint32 TotemCategory ) const;
+ bool CanUseItem( ItemPrototype const *pItem );
+ uint8 CanUseAmmo( uint32 item ) const;
+ Item* StoreNewItem( ItemPosCountVec const& pos, uint32 item, bool update,int32 randomPropertyId = 0 );
+ Item* StoreItem( ItemPosCountVec const& pos, Item *pItem, bool update );
+ Item* EquipNewItem( uint16 pos, uint32 item, uint32 count, bool update );
+ Item* EquipItem( uint16 pos, Item *pItem, bool update );
+ void AutoUnequipOffhandIfNeed();
+
+ uint8 _CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = NULL) const;
+ uint8 _CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item *pItem = NULL, bool swap = false, uint32* no_space_count = NULL ) const;
+
+ void ApplyEquipCooldown( Item * pItem );
+ void SetAmmo( uint32 item );
+ void RemoveAmmo();
+ float GetAmmoDPS() const { return m_ammoDPS; }
+ bool CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const;
+ void QuickEquipItem( uint16 pos, Item *pItem);
+ void VisualizeItem( uint8 slot, Item *pItem);
+ void SetVisibleItemSlot(uint8 slot, Item *pItem);
+ Item* BankItem( ItemPosCountVec const& dest, Item *pItem, bool update )
+ {
+ return StoreItem( dest, pItem, update);
+ }
+ Item* BankItem( uint16 pos, Item *pItem, bool update );
+ void RemoveItem( uint8 bag, uint8 slot, bool update );
+ void MoveItemFromInventory(uint8 bag, uint8 slot, bool update);
+ // in trade, auction, guild bank, mail....
+ void MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB = false);
+ // in trade, guild bank, mail....
+ void RemoveItemDependentAurasAndCasts( Item * pItem );
+ void DestroyItem( uint8 bag, uint8 slot, bool update );
+ void DestroyItemCount( uint32 item, uint32 count, bool update, bool unequip_check = false);
+ void DestroyItemCount( Item* item, uint32& count, bool update );
+ void DestroyConjuredItems( bool update );
+ void DestroyZoneLimitedItem( bool update, uint32 new_zone );
+ void SplitItem( uint16 src, uint16 dst, uint32 count );
+ void SwapItem( uint16 src, uint16 dst );
+ void AddItemToBuyBackSlot( Item *pItem );
+ Item* GetItemFromBuyBackSlot( uint32 slot );
+ void RemoveItemFromBuyBackSlot( uint32 slot, bool del );
+ uint32 GetMaxKeyringSize() const { return KEYRING_SLOT_END-KEYRING_SLOT_START; }
+ void SendEquipError( uint8 msg, Item* pItem, Item *pItem2 );
+ void SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param );
+ void SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param );
+ void AddWeaponProficiency(uint32 newflag) { m_WeaponProficiency |= newflag; }
+ void AddArmorProficiency(uint32 newflag) { m_ArmorProficiency |= newflag; }
+ uint32 GetWeaponProficiency() const { return m_WeaponProficiency; }
+ uint32 GetArmorProficiency() const { return m_ArmorProficiency; }
+ bool IsInFeralForm() const { return m_form == FORM_CAT || m_form == FORM_BEAR || m_form == FORM_DIREBEAR; }
+ bool IsUseEquipedWeapon( bool mainhand ) const
+ {
+ // disarm applied only to mainhand weapon
+ return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISARMED) );
+ }
+ void SendNewItem( Item *item, uint32 count, bool received, bool created, bool broadcast = false );
+ bool BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint64 bagguid, uint8 slot);
+
+ float GetReputationPriceDiscount( Creature const* pCreature ) const;
+ Player* GetTrader() const { return pTrader; }
+ void ClearTrade();
+ void TradeCancel(bool sendback);
+ uint16 GetItemPosByTradeSlot(uint32 slot) const { return tradeItems[slot]; }
+
+ void UpdateEnchantTime(uint32 time);
+ void UpdateItemDuration(uint32 time, bool realtimeonly=false);
+ void AddEnchantmentDurations(Item *item);
+ void RemoveEnchantmentDurations(Item *item);
+ void RemoveAllEnchantments(EnchantmentSlot slot);
+ void AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration);
+ void ApplyEnchantment(Item *item,EnchantmentSlot slot,bool apply, bool apply_dur = true, bool ignore_condition = false);
+ void ApplyEnchantment(Item *item,bool apply);
+ void SendEnchantmentDurations();
+ void AddItemDurations(Item *item);
+ void RemoveItemDurations(Item *item);
+ void SendItemDurations();
+ void LoadCorpse();
+ void LoadPet();
+
+ uint32 m_stableSlots;
+
+ /*********************************************************/
+ /*** QUEST SYSTEM ***/
+ /*********************************************************/
+
+ void PrepareQuestMenu( uint64 guid );
+ void SendPreparedQuest( uint64 guid );
+ bool IsActiveQuest( uint32 quest_id ) const;
+ Quest const *GetNextQuest( uint64 guid, Quest const *pQuest );
+ bool CanSeeStartQuest( Quest const *pQuest );
+ bool CanTakeQuest( Quest const *pQuest, bool msg );
+ bool CanAddQuest( Quest const *pQuest, bool msg );
+ bool CanCompleteQuest( uint32 quest_id );
+ bool CanCompleteRepeatableQuest(Quest const *pQuest);
+ bool CanRewardQuest( Quest const *pQuest, bool msg );
+ bool CanRewardQuest( Quest const *pQuest, uint32 reward, bool msg );
+ void AddQuest( Quest const *pQuest, Object *questGiver );
+ void CompleteQuest( uint32 quest_id );
+ void IncompleteQuest( uint32 quest_id );
+ void RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce = true );
+ void FailQuest( uint32 quest_id );
+ void FailTimedQuest( uint32 quest_id );
+ bool SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg );
+ bool SatisfyQuestLevel( Quest const* qInfo, bool msg );
+ bool SatisfyQuestLog( bool msg );
+ bool SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg );
+ bool SatisfyQuestRace( Quest const* qInfo, bool msg );
+ bool SatisfyQuestReputation( Quest const* qInfo, bool msg );
+ bool SatisfyQuestStatus( Quest const* qInfo, bool msg );
+ bool SatisfyQuestTimed( Quest const* qInfo, bool msg );
+ bool SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg );
+ bool SatisfyQuestNextChain( Quest const* qInfo, bool msg );
+ bool SatisfyQuestPrevChain( Quest const* qInfo, bool msg );
+ bool SatisfyQuestDay( Quest const* qInfo, bool msg );
+ bool GiveQuestSourceItem( Quest const *pQuest );
+ bool TakeQuestSourceItem( uint32 quest_id, bool msg );
+ bool GetQuestRewardStatus( uint32 quest_id ) const;
+ QuestStatus GetQuestStatus( uint32 quest_id ) const;
+ void SetQuestStatus( uint32 quest_id, QuestStatus status );
+
+ void SetDailyQuestStatus( uint32 quest_id );
+ void ResetDailyQuestStatus();
+
+ uint16 FindQuestSlot( uint32 quest_id ) const;
+ uint32 GetQuestSlotQuestId(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_ID_OFFSET); }
+ uint32 GetQuestSlotState(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_STATE_OFFSET); }
+ uint32 GetQuestSlotCounters(uint16 slot)const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET); }
+ uint8 GetQuestSlotCounter(uint16 slot,uint8 counter) const { return GetByteValue(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET,counter); }
+ uint32 GetQuestSlotTime(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_TIME_OFFSET); }
+ void SetQuestSlot(uint16 slot,uint32 quest_id, uint32 timer = 0)
+ {
+ SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_ID_OFFSET,quest_id);
+ SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_STATE_OFFSET,0);
+ SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET,0);
+ SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_TIME_OFFSET,timer);
+ }
+ void SetQuestSlotCounter(uint16 slot,uint8 counter,uint8 count) { SetByteValue(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET,counter,count); }
+ void SetQuestSlotState(uint16 slot,uint32 state) { SetFlag(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_STATE_OFFSET,state); }
+ void RemoveQuestSlotState(uint16 slot,uint32 state) { RemoveFlag(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_STATE_OFFSET,state); }
+ void SetQuestSlotTimer(uint16 slot,uint32 timer) { SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot*MAX_QUEST_OFFSET + QUEST_TIME_OFFSET,timer); }
+ void SwapQuestSlot(uint16 slot1,uint16 slot2)
+ {
+ for (int i = 0; i < MAX_QUEST_OFFSET ; ++i )
+ {
+ uint32 temp1 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET *slot1 + i);
+ uint32 temp2 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET *slot2 + i);
+
+ SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET *slot1 + i, temp2);
+ SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET *slot2 + i, temp1);
+ }
+ }
+ uint32 GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry);
+ void AdjustQuestReqItemCount( Quest const* pQuest );
+ void AreaExploredOrEventHappens( uint32 questId );
+ void GroupEventHappens( uint32 questId, WorldObject const* pEventObject );
+ void ItemAddedQuestCheck( uint32 entry, uint32 count );
+ void ItemRemovedQuestCheck( uint32 entry, uint32 count );
+ void KilledMonster( uint32 entry, uint64 guid );
+ void CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id );
+ void TalkedToCreature( uint32 entry, uint64 guid );
+ void MoneyChanged( uint32 value );
+ bool HasQuestForItem( uint32 itemid ) const;
+ bool HasQuestForGO(int32 GOId);
+ void UpdateForQuestsGO();
+ bool CanShareQuest(uint32 quest_id) const;
+
+ void SendQuestComplete( uint32 quest_id );
+ void SendQuestReward( Quest const *pQuest, uint32 XP, Object* questGiver );
+ void SendQuestFailed( uint32 quest_id );
+ void SendQuestTimerFailed( uint32 quest_id );
+ void SendCanTakeQuestResponse( uint32 msg );
+ void SendPushToPartyResponse( Player *pPlayer, uint32 msg );
+ void SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count );
+ void SendQuestUpdateAddCreatureOrGo( Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count );
+
+ uint64 GetDivider() { return m_divider; };
+ void SetDivider( uint64 guid ) { m_divider = guid; };
+
+ uint32 GetInGameTime() { return m_ingametime; };
+
+ void SetInGameTime( uint32 time ) { m_ingametime = time; };
+
+ void AddTimedQuest( uint32 quest_id ) { m_timedquests.insert(quest_id); }
+
+ /*********************************************************/
+ /*** LOAD SYSTEM ***/
+ /*********************************************************/
+
+ bool LoadFromDB(uint32 guid, SqlQueryHolder *holder);
+ bool MinimalLoadFromDB(QueryResult *result, uint32 guid);
+ static bool LoadValuesArrayFromDB(Tokens& data,uint64 guid);
+ static uint32 GetUInt32ValueFromArray(Tokens const& data, uint16 index);
+ static float GetFloatValueFromArray(Tokens const& data, uint16 index);
+ static uint32 GetUInt32ValueFromDB(uint16 index, uint64 guid);
+ static float GetFloatValueFromDB(uint16 index, uint64 guid);
+ static uint32 GetZoneIdFromDB(uint64 guid);
+ static bool LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid);
+
+ /*********************************************************/
+ /*** SAVE SYSTEM ***/
+ /*********************************************************/
+
+ void SaveToDB();
+ void SaveInventoryAndGoldToDB(); // fast save function for item/money cheating preventing
+ void SaveGoldToDB() { SetUInt32ValueInDB(PLAYER_FIELD_COINAGE,GetMoney(),GetGUID()); }
+ static bool SaveValuesArrayInDB(Tokens const& data,uint64 guid);
+ static void SetUInt32ValueInArray(Tokens& data,uint16 index, uint32 value);
+ static void SetFloatValueInArray(Tokens& data,uint16 index, float value);
+ static void SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid);
+ static void SetFloatValueInDB(uint16 index, float value, uint64 guid);
+ static void SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid);
+
+ bool m_mailsLoaded;
+ bool m_mailsUpdated;
+
+ void SetBindPoint(uint64 guid);
+ void SendTalentWipeConfirm(uint64 guid);
+ void RewardRage( uint32 damage, uint32 weaponSpeedHitFactor, bool attacker );
+ void SendPetSkillWipeConfirm();
+ void CalcRage( uint32 damage,bool attacker );
+ void RegenerateAll();
+ void Regenerate(Powers power);
+ void RegenerateHealth();
+ void setRegenTimer(uint32 time) {m_regenTimer = time;}
+ void setWeaponChangeTimer(uint32 time) {m_weaponChangeTimer = time;}
+
+ uint32 GetMoney() { return GetUInt32Value (PLAYER_FIELD_COINAGE); }
+ void ModifyMoney( int32 d )
+ {
+ if(d < 0)
+ SetMoney (GetMoney() > uint32(-d) ? GetMoney() + d : 0);
+ else
+ SetMoney (GetMoney() < MAX_MONEY_AMOUNT - d ? GetMoney() + d : MAX_MONEY_AMOUNT);
+
+ // "At Gold Limit"
+ if(GetMoney() >= MAX_MONEY_AMOUNT)
+ SendEquipError(EQUIP_ERR_TOO_MUCH_GOLD,NULL,NULL);
+ }
+ void SetMoney( uint32 value )
+ {
+ SetUInt32Value (PLAYER_FIELD_COINAGE, value);
+ MoneyChanged( value );
+ }
+
+ uint32 GetTutorialInt(uint32 intId )
+ {
+ ASSERT( (intId < 8) );
+ return m_Tutorials[intId];
+ }
+
+ void SetTutorialInt(uint32 intId, uint32 value)
+ {
+ ASSERT( (intId < 8) );
+ if(m_Tutorials[intId]!=value)
+ {
+ m_Tutorials[intId] = value;
+ m_TutorialsChanged = true;
+ }
+ }
+
+ QuestStatusMap& getQuestStatusMap() { return mQuestStatus; };
+
+ const uint64& GetSelection( ) const { return m_curSelection; }
+ void SetSelection(const uint64 &guid) { m_curSelection = guid; SetUInt64Value(UNIT_FIELD_TARGET, guid); }
+
+ uint8 GetComboPoints() { return m_comboPoints; }
+ uint64 GetComboTarget() { return m_comboTarget; }
+
+ void AddComboPoints(Unit* target, int8 count);
+ void ClearComboPoints();
+ void SendComboPoints();
+
+ void SendMailResult(uint32 mailId, uint32 mailAction, uint32 mailError, uint32 equipError = 0, uint32 item_guid = 0, uint32 item_count = 0);
+ void SendNewMail();
+ void UpdateNextMailTimeAndUnreads();
+ void AddNewMailDeliverTime(time_t deliver_time);
+ bool IsMailsLoaded() const { return m_mailsLoaded; }
+
+ //void SetMail(Mail *m);
+ void RemoveMail(uint32 id);
+
+ void AddMail(Mail* mail) { m_mail.push_front(mail);}// for call from WorldSession::SendMailTo
+ uint32 GetMailSize() { return m_mail.size();};
+ Mail* GetMail(uint32 id);
+
+ PlayerMails::iterator GetmailBegin() { return m_mail.begin();};
+ PlayerMails::iterator GetmailEnd() { return m_mail.end();};
+
+ /*********************************************************/
+ /*** MAILED ITEMS SYSTEM ***/
+ /*********************************************************/
+
+ uint8 unReadMails;
+ time_t m_nextMailDelivereTime;
+
+ typedef HM_NAMESPACE::hash_map<uint32, Item*> ItemMap;
+
+ ItemMap mMitems; //template defined in objectmgr.cpp
+
+ Item* GetMItem(uint32 id)
+ {
+ ItemMap::const_iterator itr = mMitems.find(id);
+ if (itr != mMitems.end())
+ return itr->second;
+
+ return NULL;
+ }
+
+ void AddMItem(Item* it)
+ {
+ ASSERT( it );
+ //assert deleted, because items can be added before loading
+ mMitems[it->GetGUIDLow()] = it;
+ }
+
+ bool RemoveMItem(uint32 id)
+ {
+ ItemMap::iterator i = mMitems.find(id);
+ if (i == mMitems.end())
+ return false;
+
+ mMitems.erase(i);
+ return true;
+ }
+
+ void PetSpellInitialize();
+ void CharmSpellInitialize();
+ void PossessSpellInitialize();
+ bool HasSpell(uint32 spell) const;
+ TrainerSpellState GetTrainerSpellState(TrainerSpell const* trainer_spell) const;
+ bool IsSpellFitByClassAndRace( uint32 spell_id ) const;
+
+ void SendProficiency(uint8 pr1, uint32 pr2);
+ void SendInitialSpells();
+ bool addSpell(uint32 spell_id, bool active, bool learning = true, bool loading = false, uint16 slot_id=SPELL_WITHOUT_SLOT_ID, bool disabled = false);
+ void learnSpell(uint32 spell_id);
+ void removeSpell(uint32 spell_id, bool disabled = false);
+ void resetSpells();
+ void learnDefaultSpells(bool loading = false);
+ void learnQuestRewardedSpells();
+ void learnQuestRewardedSpells(Quest const* quest);
+
+ uint32 GetFreeTalentPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS1); }
+ void SetFreeTalentPoints(uint32 points) { SetUInt32Value(PLAYER_CHARACTER_POINTS1,points); }
+ bool resetTalents(bool no_cost = false);
+ uint32 resetTalentsCost() const;
+ void InitTalentForLevel();
+
+ uint32 GetFreePrimaryProffesionPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS2); }
+ void SetFreePrimaryProffesions(uint16 profs) { SetUInt32Value(PLAYER_CHARACTER_POINTS2,profs); }
+ void InitPrimaryProffesions();
+
+ PlayerSpellMap const& GetSpellMap() const { return m_spells; }
+ PlayerSpellMap & GetSpellMap() { return m_spells; }
+
+ void AddSpellMod(SpellModifier* mod, bool apply);
+ int32 GetTotalFlatMods(uint32 spellId, SpellModOp op);
+ int32 GetTotalPctMods(uint32 spellId, SpellModOp op);
+ bool IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell const* spell = NULL);
+ template <class T> T ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell const* spell = NULL);
+ void RemoveSpellMods(Spell const* spell);
+
+ bool HasSpellCooldown(uint32 spell_id) const
+ {
+ SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
+ return itr != m_spellCooldowns.end() && itr->second.end > time(NULL);
+ }
+ uint32 GetSpellCooldownDelay(uint32 spell_id) const
+ {
+ SpellCooldowns::const_iterator itr = m_spellCooldowns.find(spell_id);
+ time_t t = time(NULL);
+ return itr != m_spellCooldowns.end() && itr->second.end > t ? itr->second.end - t : 0;
+ }
+ void AddSpellCooldown(uint32 spell_id, uint32 itemid, time_t end_time);
+ void SendCooldownEvent(SpellEntry const *spellInfo);
+ void ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs );
+ void RemoveSpellCooldown(uint32 spell_id) { m_spellCooldowns.erase(spell_id); }
+ void RemoveArenaSpellCooldowns();
+ void RemoveAllSpellCooldown();
+ void _LoadSpellCooldowns(QueryResult *result);
+ void _SaveSpellCooldowns();
+
+ void setResurrectRequestData(uint64 guid, uint32 mapId, float X, float Y, float Z, uint32 health, uint32 mana)
+ {
+ m_resurrectGUID = guid;
+ m_resurrectMap = mapId;
+ m_resurrectX = X;
+ m_resurrectY = Y;
+ m_resurrectZ = Z;
+ m_resurrectHealth = health;
+ m_resurrectMana = mana;
+ };
+ void clearResurrectRequestData() { setResurrectRequestData(0,0,0.0f,0.0f,0.0f,0,0); }
+ bool isRessurectRequestedBy(uint64 guid) const { return m_resurrectGUID == guid; }
+ bool isRessurectRequested() const { return m_resurrectGUID != 0; }
+ void ResurectUsingRequestData();
+
+ int getCinematic()
+ {
+ return m_cinematic;
+ }
+ void setCinematic(int cine)
+ {
+ m_cinematic = cine;
+ }
+
+ void addActionButton(uint8 button, uint16 action, uint8 type, uint8 misc);
+ void removeActionButton(uint8 button);
+ void SendInitialActionButtons();
+
+ PvPInfo pvpInfo;
+ void UpdatePvP(bool state, bool ovrride=false);
+ void UpdateZone(uint32 newZone);
+ void UpdateArea(uint32 newArea);
+
+ void UpdateZoneDependentAuras( uint32 zone_id ); // zones
+ void UpdateAreaDependentAuras( uint32 area_id ); // subzones
+
+ void UpdateAfkReport(time_t currTime);
+ void UpdatePvPFlag(time_t currTime);
+ void UpdateContestedPvP(uint32 currTime);
+ void SetContestedPvPTimer(uint32 newTime) {m_contestedPvPTimer = newTime;}
+ void ResetContestedPvP()
+ {
+ clearUnitState(UNIT_STAT_ATTACK_PLAYER);
+ RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_CONTESTED_PVP);
+ m_contestedPvPTimer = 0;
+ }
+
+ /** todo: -maybe move UpdateDuelFlag+DuelComplete to independent DuelHandler.. **/
+ DuelInfo *duel;
+ void UpdateDuelFlag(time_t currTime);
+ void CheckDuelDistance(time_t currTime);
+ void DuelComplete(DuelCompleteType type);
+
+ bool IsGroupVisibleFor(Player* p) const;
+ bool IsInSameGroupWith(Player const* p) const;
+ bool IsInSameRaidWith(Player const* p) const { return p==this || (GetGroup() != NULL && GetGroup() == p->GetGroup()); }
+ void UninviteFromGroup();
+ static void RemoveFromGroup(Group* group, uint64 guid);
+ void RemoveFromGroup() { RemoveFromGroup(GetGroup(),GetGUID()); }
+ void SendUpdateToOutOfRangeGroupMembers();
+
+ void SetInGuild(uint32 GuildId) { SetUInt32Value(PLAYER_GUILDID, GuildId); Player::SetUInt32ValueInDB(PLAYER_GUILDID, GuildId, this->GetGUID()); }
+ void SetRank(uint32 rankId){ SetUInt32Value(PLAYER_GUILDRANK, rankId); Player::SetUInt32ValueInDB(PLAYER_GUILDRANK, rankId, this->GetGUID()); }
+ void SetGuildIdInvited(uint32 GuildId) { m_GuildIdInvited = GuildId; }
+ uint32 GetGuildId() { return GetUInt32Value(PLAYER_GUILDID); }
+ static uint32 GetGuildIdFromDB(uint64 guid);
+ uint32 GetRank(){ return GetUInt32Value(PLAYER_GUILDRANK); }
+ static uint32 GetRankFromDB(uint64 guid);
+ int GetGuildIdInvited() { return m_GuildIdInvited; }
+ static void RemovePetitionsAndSigns(uint64 guid, uint32 type);
+
+ // Arena Team
+ void SetInArenaTeam(uint32 ArenaTeamId, uint8 slot)
+ {
+ SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * 6), ArenaTeamId);
+ SetUInt32ValueInDB(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * 6), ArenaTeamId, this->GetGUID());
+ }
+ uint32 GetArenaTeamId(uint8 slot) { return GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (slot * 6)); }
+ static uint32 GetArenaTeamIdFromDB(uint64 guid, uint8 slot);
+ void SetArenaTeamIdInvited(uint32 ArenaTeamId) { m_ArenaTeamIdInvited = ArenaTeamId; }
+ uint32 GetArenaTeamIdInvited() { return m_ArenaTeamIdInvited; }
+
+ void SetDifficulty(uint32 dungeon_difficulty) { m_dungeonDifficulty = dungeon_difficulty; }
+ uint8 GetDifficulty() { return m_dungeonDifficulty; }
+
+ bool UpdateSkill(uint32 skill_id, uint32 step);
+ bool UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step);
+
+ bool UpdateCraftSkill(uint32 spellid);
+ bool UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator = 1);
+ bool UpdateFishingSkill();
+
+ uint32 GetBaseDefenseSkillValue() const { return GetBaseSkillValue(SKILL_DEFENSE); }
+ uint32 GetBaseWeaponSkillValue(WeaponAttackType attType) const;
+
+ uint32 GetSpellByProto(ItemPrototype *proto);
+
+ float GetHealthBonusFromStamina();
+ float GetManaBonusFromIntellect();
+
+ bool UpdateStats(Stats stat);
+ bool UpdateAllStats();
+ void UpdateResistances(uint32 school);
+ void UpdateArmor();
+ void UpdateMaxHealth();
+ void UpdateMaxPower(Powers power);
+ void UpdateAttackPowerAndDamage(bool ranged = false);
+ void UpdateShieldBlockValue();
+ void UpdateDamagePhysical(WeaponAttackType attType);
+ void UpdateSpellDamageAndHealingBonus();
+
+ void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, float& min_damage, float& max_damage);
+
+ void UpdateDefenseBonusesMod();
+ void ApplyRatingMod(CombatRating cr, int32 value, bool apply);
+ float GetMeleeCritFromAgility();
+ float GetDodgeFromAgility();
+ float GetSpellCritFromIntellect();
+ float OCTRegenHPPerSpirit();
+ float OCTRegenMPPerSpirit();
+ float GetRatingCoefficient(CombatRating cr) const;
+ float GetRatingBonusValue(CombatRating cr) const;
+ uint32 GetMeleeCritDamageReduction(uint32 damage) const;
+ uint32 GetRangedCritDamageReduction(uint32 damage) const;
+ uint32 GetSpellCritDamageReduction(uint32 damage) const;
+ uint32 GetDotDamageReduction(uint32 damage) const;
+
+ float GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const;
+ void UpdateBlockPercentage();
+ void UpdateCritPercentage(WeaponAttackType attType);
+ void UpdateAllCritPercentages();
+ void UpdateParryPercentage();
+ void UpdateDodgePercentage();
+ void UpdateAllSpellCritChances();
+ void UpdateSpellCritChance(uint32 school);
+ void UpdateExpertise(WeaponAttackType attType);
+ void UpdateManaRegen();
+
+ const uint64& GetLootGUID() const { return m_lootGuid; }
+ void SetLootGUID(const uint64 &guid) { m_lootGuid = guid; }
+
+ void RemovedInsignia(Player* looterPlr);
+
+ WorldSession* GetSession() const { return m_session; }
+ void SetSession(WorldSession *s) { m_session = s; }
+
+ void BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const;
+ void DestroyForPlayer( Player *target ) const;
+ void SendDelayResponse(const uint32);
+ void SendLogXPGain(uint32 GivenXP,Unit* victim,uint32 RestXP);
+
+ //Low Level Packets
+ void PlaySound(uint32 Sound, bool OnlySelf);
+ //notifiers
+ void SendAttackSwingCantAttack();
+ void SendAttackSwingCancelAttack();
+ void SendAttackSwingDeadTarget();
+ void SendAttackSwingNotStanding();
+ void SendAttackSwingNotInRange();
+ void SendAttackSwingBadFacingAttack();
+ void SendAutoRepeatCancel();
+ void SendExplorationExperience(uint32 Area, uint32 Experience);
+
+ void SendDungeonDifficulty(bool IsInGroup);
+ void ResetInstances(uint8 method);
+ void SendResetInstanceSuccess(uint32 MapId);
+ void SendResetInstanceFailed(uint32 reason, uint32 MapId);
+ void SendResetFailedNotify(uint32 mapid);
+
+ bool SetPosition(float x, float y, float z, float orientation, bool teleport = false);
+ void UpdateUnderwaterState( Map * m, float x, float y, float z );
+
+ void SendMessageToSet(WorldPacket *data, bool self);// overwrite Object::SendMessageToSet
+ void SendMessageToSetInRange(WorldPacket *data, float fist, bool self);
+ // overwrite Object::SendMessageToSetInRange
+ void SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only);
+
+ static void DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars = true);
+
+ Corpse *GetCorpse() const;
+ void SpawnCorpseBones();
+ void CreateCorpse();
+ void KillPlayer();
+ uint32 GetResurrectionSpellId();
+ void ResurrectPlayer(float restore_percent, bool updateToWorld = true, bool applySickness = false);
+ void BuildPlayerRepop();
+ void RepopAtGraveyard();
+
+ void DurabilityLossAll(double percent, bool inventory);
+ void DurabilityLoss(Item* item, double percent);
+ void DurabilityPointsLossAll(int32 points, bool inventory);
+ void DurabilityPointsLoss(Item* item, int32 points);
+ void DurabilityPointLossForEquipSlot(EquipmentSlots slot);
+ uint32 DurabilityRepairAll(bool cost, float discountMod, bool guildBank);
+ uint32 DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank);
+
+ void StopMirrorTimers()
+ {
+ StopMirrorTimer(FATIGUE_TIMER);
+ StopMirrorTimer(BREATH_TIMER);
+ StopMirrorTimer(FIRE_TIMER);
+ }
+
+ void SetMovement(PlayerMovementType pType);
+
+ void JoinedChannel(Channel *c);
+ void LeftChannel(Channel *c);
+ void CleanupChannels();
+ void UpdateLocalChannels( uint32 newZone );
+ void LeaveLFGChannel();
+
+ void UpdateDefense();
+ void UpdateWeaponSkill (WeaponAttackType attType);
+ void UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, MeleeHitOutcome outcome, bool defence);
+
+ void SetSkill(uint32 id, uint16 currVal, uint16 maxVal);
+ uint16 GetMaxSkillValue(uint32 skill) const; // max + perm. bonus
+ uint16 GetPureMaxSkillValue(uint32 skill) const; // max
+ uint16 GetSkillValue(uint32 skill) const; // skill value + perm. bonus + temp bonus
+ uint16 GetBaseSkillValue(uint32 skill) const; // skill value + perm. bonus
+ uint16 GetPureSkillValue(uint32 skill) const; // skill value
+ int16 GetSkillTempBonusValue(uint32 skill) const;
+ bool HasSkill(uint32 skill) const;
+ void learnSkillRewardedSpells( uint32 id );
+ void learnSkillRewardedSpells();
+
+ void SetDontMove(bool dontMove);
+ bool GetDontMove() const { return m_dontMove; }
+
+ void CheckExploreSystem(void);
+
+ static uint32 TeamForRace(uint8 race);
+ uint32 GetTeam() const { return m_team; }
+ static uint32 getFactionForRace(uint8 race);
+ void setFactionForRace(uint8 race);
+
+ bool IsAtGroupRewardDistance(WorldObject const* pRewardSource) const;
+ bool RewardPlayerAndGroupAtKill(Unit* pVictim);
+
+ FactionStateList m_factions;
+ ForcedReactions m_forcedReactions;
+ uint32 GetDefaultReputationFlags(const FactionEntry *factionEntry) const;
+ int32 GetBaseReputation(const FactionEntry *factionEntry) const;
+ int32 GetReputation(uint32 faction_id) const;
+ int32 GetReputation(const FactionEntry *factionEntry) const;
+ ReputationRank GetReputationRank(uint32 faction) const;
+ ReputationRank GetReputationRank(const FactionEntry *factionEntry) const;
+ ReputationRank GetBaseReputationRank(const FactionEntry *factionEntry) const;
+ ReputationRank ReputationToRank(int32 standing) const;
+ const static int32 ReputationRank_Length[MAX_REPUTATION_RANK];
+ const static int32 Reputation_Cap = 42999;
+ const static int32 Reputation_Bottom = -42000;
+ bool ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation);
+ bool ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing);
+ bool ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing);
+ bool SetFactionReputation(uint32 FactionTemplateId, int32 standing);
+ bool SetFactionReputation(FactionEntry const* factionEntry, int32 standing);
+ bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing);
+ int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest);
+ void RewardReputation(Unit *pVictim, float rate);
+ void RewardReputation(Quest const *pQuest);
+ void SetInitialFactions();
+ void UpdateReputation() const;
+ void SendFactionState(FactionState const* faction) const;
+ void SendInitialReputations();
+ FactionState const* GetFactionState( FactionEntry const* factionEntry) const;
+ void SetFactionAtWar(FactionState* faction, bool atWar);
+ void SetFactionInactive(FactionState* faction, bool inactive);
+ void SetFactionVisible(FactionState* faction);
+ void SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId);
+ void SetFactionVisibleForFactionId(uint32 FactionId);
+ void UpdateMaxSkills();
+ void UpdateSkillsToMaxSkillsForLevel(); // for .levelup
+ void ModifySkillBonus(uint32 skillid,int32 val, bool talent);
+
+ /*********************************************************/
+ /*** PVP SYSTEM ***/
+ /*********************************************************/
+ void UpdateArenaFields();
+ void UpdateHonorFields();
+ bool RewardHonor(Unit *pVictim, uint32 groupsize, float honor = -1);
+ uint32 GetHonorPoints() { return GetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY); }
+ uint32 GetArenaPoints() { return GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY); }
+ void ModifyHonorPoints( int32 value );
+ void ModifyArenaPoints( int32 value );
+ uint32 GetMaxPersonalArenaRatingRequirement();
+
+ //End of PvP System
+
+ void SetDrunkValue(uint16 newDrunkValue, uint32 itemid=0);
+ uint16 GetDrunkValue() const { return m_drunk; }
+ static DrunkenState GetDrunkenstateByValue(uint16 value);
+
+ uint32 GetDeathTimer() const { return m_deathTimer; }
+ uint32 GetCorpseReclaimDelay(bool pvp) const;
+ void UpdateCorpseReclaimDelay();
+ void SendCorpseReclaimDelay(bool load = false);
+
+ uint32 GetShieldBlockValue() const; // overwrite Unit version (virtual)
+ bool CanParry() const { return m_canParry; }
+ void SetCanParry(bool value) { m_canParry = value; }
+ bool CanDualWield() const { return m_canDualWield; }
+ void SetCanDualWield(bool value) { m_canDualWield = value; }
+
+ void SetRegularAttackTime();
+ void SetBaseModValue(BaseModGroup modGroup, BaseModType modType, float value) { m_auraBaseMod[modGroup][modType] = value; }
+ void HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply, bool affectStats = true);
+ float GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const;
+ float GetTotalBaseModValue(BaseModGroup modGroup) const;
+ float GetTotalPercentageModValue(BaseModGroup modGroup) const { return m_auraBaseMod[modGroup][FLAT_MOD] + m_auraBaseMod[modGroup][PCT_MOD]; }
+ void _ApplyAllStatBonuses();
+ void _RemoveAllStatBonuses();
+
+ void _ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply);
+ void _ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply);
+ void _ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, Aura* aura, bool apply);
+
+ void _ApplyItemMods(Item *item,uint8 slot,bool apply);
+ void _RemoveAllItemMods();
+ void _ApplyAllItemMods();
+ void _ApplyItemBonuses(ItemPrototype const *proto,uint8 slot,bool apply);
+ void _ApplyAmmoBonuses();
+ bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot);
+ void ToggleMetaGemsActive(uint8 exceptslot, bool apply);
+ void CorrectMetaGemEnchants(uint8 slot, bool apply);
+ void InitDataForForm(bool reapplyMods = false);
+
+ void ApplyItemEquipSpell(Item *item, bool apply, bool form_change = false);
+ void ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change = false);
+ void UpdateEquipSpellsAtFormChange();
+ void CastItemCombatSpell(Item *item,Unit* Target, WeaponAttackType attType);
+
+ void SendInitWorldStates();
+ void SendUpdateWorldState(uint32 Field, uint32 Value);
+ void SendDirectMessage(WorldPacket *data);
+
+ void SendAuraDurationsForTarget(Unit* target);
+
+ PlayerMenu* PlayerTalkClass;
+ std::vector<ItemSetEffect *> ItemSetEff;
+
+ void SendLoot(uint64 guid, LootType loot_type);
+ void SendLootRelease( uint64 guid );
+ void SendNotifyLootItemRemoved(uint8 lootSlot);
+ void SendNotifyLootMoneyRemoved();
+
+ /*********************************************************/
+ /*** BATTLEGROUND SYSTEM ***/
+ /*********************************************************/
+
+ bool InBattleGround() const { return m_bgBattleGroundID != 0; }
+ uint32 GetBattleGroundId() const { return m_bgBattleGroundID; }
+ BattleGround* GetBattleGround() const;
+ bool InArena() const;
+
+ static uint32 GetMinLevelForBattleGroundQueueId(uint32 queue_id);
+ static uint32 GetMaxLevelForBattleGroundQueueId(uint32 queue_id);
+ uint32 GetBattleGroundQueueIdFromLevel() const;
+
+ uint32 GetBattleGroundQueueId(uint32 index) const { return m_bgBattleGroundQueueID[index].bgType; }
+ uint32 GetBattleGroundQueueIndex(uint32 bgType) const
+ {
+ for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
+ if (m_bgBattleGroundQueueID[i].bgType == bgType)
+ return i;
+ return PLAYER_MAX_BATTLEGROUND_QUEUES;
+ }
+ bool IsInvitedForBattleGroundType(uint32 bgType) const
+ {
+ for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
+ if (m_bgBattleGroundQueueID[i].bgType == bgType)
+ return m_bgBattleGroundQueueID[i].invited;
+ return PLAYER_MAX_BATTLEGROUND_QUEUES;
+ }
+ bool InBattleGroundQueueForBattleGroundType(uint32 bgType) const
+ {
+ return GetBattleGroundQueueIndex(bgType) < PLAYER_MAX_BATTLEGROUND_QUEUES;
+ }
+
+ void SetBattleGroundId(uint32 val) { m_bgBattleGroundID = val; }
+ uint32 AddBattleGroundQueueId(uint32 val)
+ {
+ for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
+ {
+ if (m_bgBattleGroundQueueID[i].bgType == 0 || m_bgBattleGroundQueueID[i].bgType == val)
+ {
+ m_bgBattleGroundQueueID[i].bgType = val;
+ m_bgBattleGroundQueueID[i].invited = false;
+ return i;
+ }
+ }
+ return PLAYER_MAX_BATTLEGROUND_QUEUES;
+ }
+ void RemoveBattleGroundQueueId(uint32 val)
+ {
+ for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
+ {
+ if (m_bgBattleGroundQueueID[i].bgType == val)
+ {
+ m_bgBattleGroundQueueID[i].bgType = 0;
+ m_bgBattleGroundQueueID[i].invited = false;
+ return;
+ }
+ }
+ }
+ void SetInviteForBattleGroundType(uint32 bgType)
+ {
+ for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; i++)
+ if (m_bgBattleGroundQueueID[i].bgType == bgType)
+ m_bgBattleGroundQueueID[i].invited = true;
+ }
+
+ uint32 GetBattleGroundEntryPointMap() const { return m_bgEntryPointMap; }
+ float GetBattleGroundEntryPointX() const { return m_bgEntryPointX; }
+ float GetBattleGroundEntryPointY() const { return m_bgEntryPointY; }
+ float GetBattleGroundEntryPointZ() const { return m_bgEntryPointZ; }
+ float GetBattleGroundEntryPointO() const { return m_bgEntryPointO; }
+ void SetBattleGroundEntryPoint(uint32 Map, float PosX, float PosY, float PosZ, float PosO )
+ {
+ m_bgEntryPointMap = Map;
+ m_bgEntryPointX = PosX;
+ m_bgEntryPointY = PosY;
+ m_bgEntryPointZ = PosZ;
+ m_bgEntryPointO = PosO;
+ }
+
+ void SetBGTeam(uint32 team) { m_bgTeam = team; }
+ uint32 GetBGTeam() const { return m_bgTeam ? m_bgTeam : GetTeam(); }
+
+ void LeaveBattleground(bool teleportToEntryPoint = true);
+ bool CanJoinToBattleground() const;
+ bool CanReportAfkDueToLimit();
+ void ReportedAfkBy(Player* reporter);
+ void ClearAfkReports() { m_bgAfkReporter.clear(); }
+
+ bool GetBGAccessByLevel(uint32 bgTypeId) const;
+
+ /*********************************************************/
+ /*** REST SYSTEM ***/
+ /*********************************************************/
+
+ bool isRested() const { return GetRestTime() >= 10000; }
+ uint32 GetXPRestBonus(uint32 xp);
+ uint32 GetRestTime() const { return m_restTime;};
+ void SetRestTime(uint32 v) { m_restTime = v;};
+
+ /*********************************************************/
+ /*** ENVIROMENTAL SYSTEM ***/
+ /*********************************************************/
+
+ void EnvironmentalDamage(uint64 guid, EnviromentalDamage type, uint32 damage);
+
+ /*********************************************************/
+ /*** FLOOD FILTER SYSTEM ***/
+ /*********************************************************/
+
+ void UpdateSpeakTime();
+ bool CanSpeak() const;
+ void ChangeSpeakTime(int utime);
+
+ /*********************************************************/
+ /*** VARIOUS SYSTEMS ***/
+ /*********************************************************/
+ MovementInfo m_movementInfo;
+ bool isMoving() const { return HasUnitMovementFlag(movementFlagsMask); }
+ bool isMovingOrTurning() const { return HasUnitMovementFlag(movementOrTurningFlagsMask); }
+
+ bool CanFly() const { return HasUnitMovementFlag(MOVEMENTFLAG_CAN_FLY); }
+ bool IsFlying() const { return HasUnitMovementFlag(MOVEMENTFLAG_FLYING); }
+
+ void HandleDrowning();
+
+ void SetClientControl(Unit* target, uint8 allowMove);
+
+ // Transports
+ Transport * GetTransport() const { return m_transport; }
+ void SetTransport(Transport * t) { m_transport = t; }
+
+ float GetTransOffsetX() const { return m_movementInfo.t_x; }
+ float GetTransOffsetY() const { return m_movementInfo.t_y; }
+ float GetTransOffsetZ() const { return m_movementInfo.t_z; }
+ float GetTransOffsetO() const { return m_movementInfo.t_o; }
+ uint32 GetTransTime() const { return m_movementInfo.t_time; }
+
+ uint32 GetSaveTimer() const { return m_nextSave; }
+ void SetSaveTimer(uint32 timer) { m_nextSave = timer; }
+
+ // Recall position
+ uint32 m_recallMap;
+ float m_recallX;
+ float m_recallY;
+ float m_recallZ;
+ float m_recallO;
+ void SaveRecallPosition();
+
+ // Homebind coordinates
+ uint32 m_homebindMapId;
+ uint16 m_homebindZoneId;
+ float m_homebindX;
+ float m_homebindY;
+ float m_homebindZ;
+
+ // currently visible objects at player client
+ typedef std::set<uint64> ClientGUIDs;
+ ClientGUIDs m_clientGUIDs;
+
+ bool HaveAtClient(WorldObject const* u) { return u==this || m_clientGUIDs.find(u->GetGUID())!=m_clientGUIDs.end(); }
+
+ bool IsVisibleInGridForPlayer(Player* pl) const;
+ bool IsVisibleGloballyFor(Player* pl) const;
+
+ void UpdateVisibilityOf(WorldObject* target);
+
+ template<class T>
+ void UpdateVisibilityOf(T* target, UpdateData& data, UpdateDataMapType& data_updates, std::set<WorldObject*>& visibleNow);
+
+ // Stealth detection system
+ uint32 m_DetectInvTimer;
+ void HandleStealthedUnitsDetection();
+
+ uint8 m_forced_speed_changes[MAX_MOVE_TYPE];
+
+ bool HasAtLoginFlag(AtLoginFlags f) const { return m_atLoginFlags & f; }
+ void SetAtLoginFlag(AtLoginFlags f) { m_atLoginFlags |= f; }
+
+ LookingForGroup m_lookingForGroup;
+
+ // Temporarily removed pet cache
+ uint32 GetTemporaryUnsummonedPetNumber() const { return m_temporaryUnsummonedPetNumber; }
+ void SetTemporaryUnsummonedPetNumber(uint32 petnumber) { m_temporaryUnsummonedPetNumber = petnumber; }
+ uint32 GetOldPetSpell() const { return m_oldpetspell; }
+ void SetOldPetSpell(uint32 petspell) { m_oldpetspell = petspell; }
+
+ /*********************************************************/
+ /*** INSTANCE SYSTEM ***/
+ /*********************************************************/
+
+ typedef HM_NAMESPACE::hash_map< uint32 /*mapId*/, InstancePlayerBind > BoundInstancesMap;
+
+ void UpdateHomebindTime(uint32 time);
+
+ uint32 m_HomebindTimer;
+ bool m_InstanceValid;
+ // permanent binds and solo binds by difficulty
+ BoundInstancesMap m_boundInstances[TOTAL_DIFFICULTIES];
+ InstancePlayerBind* GetBoundInstance(uint32 mapid, uint8 difficulty);
+ BoundInstancesMap& GetBoundInstances(uint8 difficulty) { return m_boundInstances[difficulty]; }
+ void UnbindInstance(uint32 mapid, uint8 difficulty, bool unload = false);
+ void UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload = false);
+ InstancePlayerBind* BindToInstance(InstanceSave *save, bool permanent, bool load = false);
+ void SendRaidInfo();
+ void SendSavedInstances();
+ static void ConvertInstancesToGroup(Player *player, Group *group = NULL, uint64 player_guid = 0);
+
+ /*********************************************************/
+ /*** GROUP SYSTEM ***/
+ /*********************************************************/
+
+ Group * GetGroupInvite() { return m_groupInvite; }
+ void SetGroupInvite(Group *group) { m_groupInvite = group; }
+ Group * GetGroup() { return m_group.getTarget(); }
+ const Group * GetGroup() const { return (const Group*)m_group.getTarget(); }
+ GroupReference& GetGroupRef() { return m_group; }
+ void SetGroup(Group *group, int8 subgroup = -1);
+ uint8 GetSubGroup() const { return m_group.getSubGroup(); }
+ uint32 GetGroupUpdateFlag() { return m_groupUpdateMask; }
+ void SetGroupUpdateFlag(uint32 flag) { m_groupUpdateMask |= flag; }
+ uint64 GetAuraUpdateMask() { return m_auraUpdateMask; }
+ void SetAuraUpdateMask(uint8 slot) { m_auraUpdateMask |= (uint64(1) << slot); }
+ Player* GetNextRandomRaidMember(float radius);
+
+ GridReference<Player> &GetGridRef() { return m_gridRef; }
+ bool isAllowedToLoot(Creature* creature);
+
+ WorldLocation& GetTeleportDest() { return m_teleport_dest; }
+
+ DeclinedName const* GetDeclinedNames() const { return m_declinedname; }
+
+ protected:
+
+ /*********************************************************/
+ /*** BATTLEGROUND SYSTEM ***/
+ /*********************************************************/
+
+ /* this variable is set to bg->m_InstanceID, when player is teleported to BG - (it is battleground's GUID)*/
+ uint32 m_bgBattleGroundID;
+ /*
+ this is an array of BG queues (BgTypeIDs) in which is player
+ */
+ struct BgBattleGroundQueueID_Rec
+ {
+ uint32 bgType;
+ bool invited;
+ };
+ BgBattleGroundQueueID_Rec m_bgBattleGroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES];
+ uint32 m_bgEntryPointMap;
+ float m_bgEntryPointX;
+ float m_bgEntryPointY;
+ float m_bgEntryPointZ;
+ float m_bgEntryPointO;
+
+ std::set<uint32> m_bgAfkReporter;
+ uint8 m_bgAfkReportedCount;
+ time_t m_bgAfkReportedTimer;
+ uint32 m_contestedPvPTimer;
+
+ uint32 m_bgTeam; // what side the player will be added to
+
+ /*********************************************************/
+ /*** QUEST SYSTEM ***/
+ /*********************************************************/
+
+ std::set<uint32> m_timedquests;
+
+ uint64 m_divider;
+ uint32 m_ingametime;
+
+ /*********************************************************/
+ /*** LOAD SYSTEM ***/
+ /*********************************************************/
+
+ void _LoadActions(QueryResult *result);
+ void _LoadAuras(QueryResult *result, uint32 timediff);
+ void _LoadBoundInstances(QueryResult *result);
+ void _LoadInventory(QueryResult *result, uint32 timediff);
+ void _LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery);
+ void _LoadMail();
+ void _LoadMailedItems(Mail *mail);
+ void _LoadQuestStatus(QueryResult *result);
+ void _LoadDailyQuestStatus(QueryResult *result);
+ void _LoadGroup(QueryResult *result);
+ void _LoadReputation(QueryResult *result);
+ void _LoadSpells(QueryResult *result);
+ void _LoadTutorials(QueryResult *result);
+ void _LoadFriendList(QueryResult *result);
+ bool _LoadHomeBind(QueryResult *result);
+ void _LoadDeclinedNames(QueryResult *result);
+
+ /*********************************************************/
+ /*** SAVE SYSTEM ***/
+ /*********************************************************/
+
+ void _SaveActions();
+ void _SaveAuras();
+ void _SaveInventory();
+ void _SaveMail();
+ void _SaveQuestStatus();
+ void _SaveDailyQuestStatus();
+ void _SaveReputation();
+ void _SaveSpells();
+ void _SaveTutorials();
+
+ void _SetCreateBits(UpdateMask *updateMask, Player *target) const;
+ void _SetUpdateBits(UpdateMask *updateMask, Player *target) const;
+
+ /*********************************************************/
+ /*** ENVIRONMENTAL SYSTEM ***/
+ /*********************************************************/
+ void HandleLava();
+ void HandleSobering();
+ void StartMirrorTimer(MirrorTimerType Type, uint32 MaxValue);
+ void ModifyMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, uint32 Regen);
+ void StopMirrorTimer(MirrorTimerType Type);
+ uint8 m_isunderwater;
+ bool m_isInWater;
+
+ /*********************************************************/
+ /*** HONOR SYSTEM ***/
+ /*********************************************************/
+ time_t m_lastHonorUpdateTime;
+
+ void outDebugValues() const;
+ bool _removeSpell(uint16 spell_id);
+ uint64 m_lootGuid;
+
+ uint32 m_race;
+ uint32 m_class;
+ uint32 m_team;
+ uint32 m_nextSave;
+ time_t m_speakTime;
+ uint32 m_speakCount;
+ uint32 m_dungeonDifficulty;
+
+ uint32 m_atLoginFlags;
+
+ Item* m_items[PLAYER_SLOTS_COUNT];
+ uint32 m_currentBuybackSlot;
+
+ std::vector<Item*> m_itemUpdateQueue;
+ bool m_itemUpdateQueueBlocked;
+
+ uint32 m_ExtraFlags;
+ uint64 m_curSelection;
+
+ uint64 m_comboTarget;
+ int8 m_comboPoints;
+
+ QuestStatusMap mQuestStatus;
+
+ uint32 m_GuildIdInvited;
+ uint32 m_ArenaTeamIdInvited;
+
+ PlayerMails m_mail;
+ PlayerSpellMap m_spells;
+ SpellCooldowns m_spellCooldowns;
+
+ ActionButtonList m_actionButtons;
+
+ float m_auraBaseMod[BASEMOD_END][MOD_END];
+
+ SpellModList m_spellMods[MAX_SPELLMOD];
+ int32 m_SpellModRemoveCount;
+ EnchantDurationList m_enchantDuration;
+ ItemDurationList m_itemDuration;
+
+ uint64 m_resurrectGUID;
+ uint32 m_resurrectMap;
+ float m_resurrectX, m_resurrectY, m_resurrectZ;
+ uint32 m_resurrectHealth, m_resurrectMana;
+
+ WorldSession *m_session;
+
+ typedef std::list<Channel*> JoinedChannelsList;
+ JoinedChannelsList m_channels;
+
+ bool m_dontMove;
+
+ int m_cinematic;
+
+ Player *pTrader;
+ bool acceptTrade;
+ uint16 tradeItems[TRADE_SLOT_COUNT];
+ uint32 tradeGold;
+
+ time_t m_nextThinkTime;
+
+ uint32 m_Tutorials[8];
+ bool m_TutorialsChanged;
+
+ bool m_DailyQuestChanged;
+ time_t m_lastDailyQuestTime;
+
+ uint32 m_regenTimer;
+ uint32 m_breathTimer;
+ uint32 m_drunkTimer;
+ uint16 m_drunk;
+ uint32 m_weaponChangeTimer;
+
+ uint32 m_zoneUpdateId;
+ uint32 m_zoneUpdateTimer;
+ uint32 m_areaUpdateId;
+
+ uint32 m_deathTimer;
+ time_t m_deathExpireTime;
+
+ uint32 m_restTime;
+
+ uint32 m_WeaponProficiency;
+ uint32 m_ArmorProficiency;
+ bool m_canParry;
+ bool m_canDualWield;
+ uint8 m_swingErrorMsg;
+ float m_ammoDPS;
+ ////////////////////Rest System/////////////////////
+ int time_inn_enter;
+ uint32 inn_pos_mapid;
+ float inn_pos_x;
+ float inn_pos_y;
+ float inn_pos_z;
+ float m_rest_bonus;
+ RestType rest_type;
+ ////////////////////Rest System/////////////////////
+
+ // Transports
+ Transport * m_transport;
+
+ uint32 m_resetTalentsCost;
+ time_t m_resetTalentsTime;
+ uint32 m_usedTalentCount;
+
+ // Social
+ PlayerSocial *m_social;
+
+ // Groups
+ GroupReference m_group;
+ Group *m_groupInvite;
+ uint32 m_groupUpdateMask;
+ uint64 m_auraUpdateMask;
+
+ // Temporarily removed pet cache
+ uint32 m_temporaryUnsummonedPetNumber;
+ uint32 m_oldpetspell;
+
+ uint64 m_miniPet;
+ GuardianPetList m_guardianPets;
+
+ // Player summoning
+ time_t m_summon_expire;
+ uint32 m_summon_mapid;
+ float m_summon_x;
+ float m_summon_y;
+ float m_summon_z;
+
+ // Far Teleport
+ WorldLocation m_teleport_dest;
+
+ DeclinedName *m_declinedname;
+ private:
+ // internal common parts for CanStore/StoreItem functions
+ uint8 _CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool swap, Item *pSrcItem ) const;
+ uint8 _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;
+ uint8 _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;
+ Item* _StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update );
+
+ GridReference<Player> m_gridRef;
+};
+
+void AddItemsSetItem(Player*player,Item *item);
+void RemoveItemsSetItem(Player*player,ItemPrototype const *proto);
+
+// "the bodies of template functions must be made available in a header file"
+template <class T> T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T &basevalue, Spell const* spell)
+{
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
+ if (!spellInfo) return 0;
+ int32 totalpct = 0;
+ int32 totalflat = 0;
+ for (SpellModList::iterator itr = m_spellMods[op].begin(); itr != m_spellMods[op].end(); ++itr)
+ {
+ SpellModifier *mod = *itr;
+
+ if(!IsAffectedBySpellmod(spellInfo,mod,spell))
+ continue;
+ if (mod->type == SPELLMOD_FLAT)
+ totalflat += mod->value;
+ else if (mod->type == SPELLMOD_PCT)
+ {
+ // skip percent mods for null basevalue (most important for spell mods with charges )
+ if(basevalue == T(0))
+ continue;
+
+ // special case (skip >10sec spell casts for instant cast setting)
+ if( mod->op==SPELLMOD_CASTING_TIME && basevalue >= T(10000) && mod->value <= -100)
+ continue;
+
+ totalpct += mod->value;
+ }
+
+ if (mod->charges > 0 )
+ {
+ --mod->charges;
+ if (mod->charges == 0)
+ {
+ mod->charges = -1;
+ mod->lastAffected = spell;
+ if(!mod->lastAffected)
+ mod->lastAffected = FindCurrentSpellBySpellId(spellId);
+ ++m_SpellModRemoveCount;
+ }
+ }
+ }
+
+ float diff = (float)basevalue*(float)totalpct/100.0f + (float)totalflat;
+ basevalue = T((float)basevalue + diff);
+ return T(diff);
+}
+#endif