diff options
Diffstat (limited to 'src/game/Player.h')
-rw-r--r-- | src/game/Player.h | 328 |
1 files changed, 164 insertions, 164 deletions
diff --git a/src/game/Player.h b/src/game/Player.h index e9849d5f7ee..3f32047e4a9 100644 --- a/src/game/Player.h +++ b/src/game/Player.h @@ -158,7 +158,7 @@ enum ActionButtonType struct ActionButton { - ActionButton() : packedData(0), uState( ACTIONBUTTON_NEW ), canRemoveByClient(true){} + ActionButton() : packedData(0), uState(ACTIONBUTTON_NEW), canRemoveByClient(true){} uint32 packedData; ActionButtonUpdateState uState; @@ -209,7 +209,7 @@ struct PlayerClassInfo struct PlayerLevelInfo { - PlayerLevelInfo() { for (uint8 i=0; i < MAX_STATS; ++i ) stats[i] = 0; } + PlayerLevelInfo() { for (uint8 i=0; i < MAX_STATS; ++i) stats[i] = 0; } uint8 stats[MAX_STATS]; }; @@ -353,7 +353,7 @@ 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; } + 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 == LFG_TYPE_DUNGEON || type == LFG_TYPE_HEROIC_DUNGEON); } @@ -914,7 +914,7 @@ class PlayerTaxi { uint8 field = uint8((nodeidx - 1) / 32); uint32 submask = 1<<((nodeidx-1)%32); - if ((m_taximask[field] & submask) != submask ) + if ((m_taximask[field] & submask) != submask) { m_taximask[field] |= submask; return true; @@ -982,7 +982,7 @@ class Player : public Unit, public GridObject<Player> friend void Item::RemoveFromUpdateQueueOf(Player *player); public: explicit Player (WorldSession *session); - ~Player ( ); + ~Player (); void CleanupsBeforeDelete(bool finalCleanup = true); @@ -1012,11 +1012,11 @@ class Player : public Unit, public GridObject<Player> } void SummonIfPossible(bool agree); - bool 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 ); + bool 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); - void Update( uint32 time ); + void Update(uint32 time); - static bool BuildEnumData( QueryResult_AutoPtr result, WorldPacket * p_data ); + static bool BuildEnumData(QueryResult_AutoPtr result, WorldPacket * p_data); void SetInWater(bool apply); @@ -1116,15 +1116,15 @@ class Player : public Unit, public GridObject<Player> /*** STORAGE SYSTEM ***/ /*********************************************************/ - void SetVirtualItemSlot( uint8 i, Item* item); - void SetSheath( SheathState sheathed ); // overwrite Unit version - 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* GetItemByEntry( uint32 entry ) const; - Item* GetItemByPos( uint16 pos ) const; - Item* GetItemByPos( uint8 bag, uint8 slot ) const; - inline Item* GetUseableItemByPos( uint8 bag, uint8 slot ) const //Does additional check for disarmed weapons + void SetVirtualItemSlot(uint8 i, Item* item); + void SetSheath(SheathState sheathed); // overwrite Unit version + 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* GetItemByEntry(uint32 entry) const; + Item* GetItemByPos(uint16 pos) const; + Item* GetItemByPos(uint8 bag, uint8 slot) const; + inline Item* GetUseableItemByPos(uint8 bag, uint8 slot) const //Does additional check for disarmed weapons { if (!CanUseAttackType(GetAttackBySlot(slot))) return NULL; @@ -1132,118 +1132,118 @@ class Player : public Unit, public GridObject<Player> } Item* GetWeaponForAttack(WeaponAttackType attackType, bool useable = false) const; Item* GetShield(bool useable = false) const; - static uint8 GetAttackBySlot( uint8 slot ); // MAX_ATTACK if not weapon slot + static uint8 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 IsValidPos( uint16 pos ) { return IsBankPos(pos >> 8,pos & 255); } - bool IsValidPos( uint8 bag, uint8 slot ); + 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 IsValidPos(uint16 pos) { return IsBankPos(pos >> 8,pos & 255); } + bool IsValidPos(uint8 bag, uint8 slot); uint8 GetBankBagSlotCount() const { return GetByteValue(PLAYER_BYTES_2, 2); } void SetBankBagSlotCount(uint8 count) { SetByteValue(PLAYER_BYTES_2, 2, count); } - bool HasItemCount( uint32 item, uint32 count, bool inBankAlso = false ) const; + bool HasItemCount(uint32 item, uint32 count, bool inBankAlso = false) const; bool HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem = NULL); bool CanNoReagentCast(SpellEntry const* spellInfo) const; - bool HasItemOrGemWithIdEquipped( uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const; - bool HasItemOrGemWithLimitCategoryEquipped( uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const; + bool HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const; + bool HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const; uint8 CountItemWithLimitCategory(uint32 limitCategory, Item* skipItem = NULL) 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 + 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 ); + 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 + 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 ); + 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, bool swap ) const; - uint8 CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading = true ) const; - - uint8 CanEquipUniqueItem( Item * pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1 ) const; - uint8 CanEquipUniqueItem( ItemPrototype const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1 ) 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, bool update ); - Item* EquipItem( uint16 pos, Item *pItem, bool update ); + uint8 CanStoreItems(Item **pItem,int count) const; + uint8 CanEquipNewItem(uint8 slot, uint16 &dest, uint32 item, bool swap) const; + uint8 CanEquipItem(uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading = true) const; + + uint8 CanEquipUniqueItem(Item * pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const; + uint8 CanEquipUniqueItem(ItemPrototype const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) 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, bool update); + Item* EquipItem(uint16 pos, Item *pItem, bool update); void AutoUnequipOffhandIfNeed(bool force = false); bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count); void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false); void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false) { AutoStoreLoot(NULL_BAG,NULL_SLOT,loot_id,store,broadcast); } 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; + 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 AddRefundReference(uint64 it); void DeleteRefundReference(uint64 it); - void ApplyEquipCooldown( Item * pItem ); - void SetAmmo( uint32 item ); + 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 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 ) + Item* BankItem(ItemPosCountVec const& dest, Item *pItem, bool update) { - return StoreItem( dest, pItem, update); + return StoreItem(dest, pItem, update); } - Item* BankItem( uint16 pos, Item *pItem, bool update ); - void RemoveItem( uint8 bag, uint8 slot, bool 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 ); + 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 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 IsUseEquipedWeapon( bool mainhand ) const + bool IsUseEquipedWeapon(bool mainhand) const { // disarm applied only to mainhand weapon - return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISARMED) ); + return !IsInFeralForm() && (!mainhand || !HasFlag(UNIT_FIELD_FLAGS,UNIT_FLAG_DISARMED)); } bool IsTwoHandUsed() const { Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); return mainItem && mainItem->GetProto()->InventoryType == INVTYPE_2HWEAPON && !CanTitanGrip(); } - void SendNewItem( Item *item, uint32 count, bool received, bool created, bool broadcast = false ); + void SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast = false); bool BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint8 bag, uint8 slot); - float GetReputationPriceDiscount( Creature const* pCreature ) const; + float GetReputationPriceDiscount(Creature const* pCreature) const; Player* GetTrader() const { return pTrader; } void ClearTrade(); void TradeCancel(bool sendback); @@ -1288,46 +1288,46 @@ class Player : public Unit, public GridObject<Player> /*** QUEST SYSTEM ***/ /*********************************************************/ - int32 GetQuestLevel( Quest const* pQuest ) const { return pQuest && (pQuest->GetQuestLevel() > 0) ? pQuest->GetQuestLevel() : getLevel(); } + int32 GetQuestLevel(Quest const* pQuest) const { return pQuest && (pQuest->GetQuestLevel() > 0) ? pQuest->GetQuestLevel() : getLevel(); } - 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 ); + 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 ); - 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 ); + 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); + 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; + 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); } uint16 GetQuestSlotCounter(uint16 slot, uint8 counter) const { return (uint16)(GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET) >> (counter * 16)); } @@ -1362,41 +1362,41 @@ class Player : public Unit, public GridObject<Player> } } uint32 GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry); - 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( CreatureInfo const* cInfo, uint64 guid ); - void KilledMonsterCredit( uint32 entry, uint64 guid ); - void CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id ); - void TalkedToCreature( uint32 entry, uint64 guid ); - void MoneyChanged( uint32 value ); - void ReputationChanged(FactionEntry const* factionEntry ); - void ReputationChanged2(FactionEntry const* factionEntry ); - bool HasQuestForItem( uint32 itemid ) const; + 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(CreatureInfo const* cInfo, uint64 guid); + void KilledMonsterCredit(uint32 entry, uint64 guid); + void CastedCreatureOrGO(uint32 entry, uint64 guid, uint32 spell_id); + void TalkedToCreature(uint32 entry, uint64 guid); + void MoneyChanged(uint32 value); + void ReputationChanged(FactionEntry const* factionEntry); + void ReputationChanged2(FactionEntry const* factionEntry); + bool HasQuestForItem(uint32 itemid) const; bool HasQuestForGO(int32 GOId) const; void UpdateForQuestWorldObjects(); 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 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 SendQuestConfirmAccept(Quest const* pQuest, Player* pReceiver); - 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 ); + 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; } + void SetDivider(uint64 guid) { m_divider = guid; } uint32 GetInGameTime() { return m_ingametime; } - void SetInGameTime( uint32 time ) { m_ingametime = time; } + void SetInGameTime(uint32 time) { m_ingametime = time; } - void AddTimedQuest( uint32 quest_id ) { m_timedquests.insert(quest_id); } - void RemoveTimedQuest( uint32 quest_id ) { m_timedquests.erase(quest_id); } + void AddTimedQuest(uint32 quest_id) { m_timedquests.insert(quest_id); } + void RemoveTimedQuest(uint32 quest_id) { m_timedquests.erase(quest_id); } /*********************************************************/ /*** LOAD SYSTEM ***/ @@ -1437,7 +1437,7 @@ class Player : public Unit, public GridObject<Player> void SetBindPoint(uint64 guid); void SendTalentWipeConfirm(uint64 guid); void ResetPetTalents(); - void CalcRage( uint32 damage,bool attacker ); + void CalcRage(uint32 damage,bool attacker); void RegenerateAll(); void Regenerate(Powers power); void RegenerateHealth(); @@ -1445,7 +1445,7 @@ class Player : public Unit, public GridObject<Player> void setWeaponChangeTimer(uint32 time) {m_weaponChangeTimer = time;} uint32 GetMoney() { return GetUInt32Value (PLAYER_FIELD_COINAGE); } - void ModifyMoney( int32 d ) + void ModifyMoney(int32 d) { d = GetSession()->HandleOnGetMoney(d); if (d < 0) @@ -1457,16 +1457,16 @@ class Player : public Unit, public GridObject<Player> if (GetMoney() >= MAX_MONEY_AMOUNT) SendEquipError(EQUIP_ERR_TOO_MUCH_GOLD,NULL,NULL); } - void SetMoney( uint32 value ) + void SetMoney(uint32 value) { SetUInt32Value (PLAYER_FIELD_COINAGE, value); - MoneyChanged( value ); + MoneyChanged(value); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED); } QuestStatusMap& getQuestStatusMap() { return mQuestStatus; }; - const uint64& GetSelection( ) const { return m_curSelection; } + const uint64& GetSelection() const { return m_curSelection; } Unit *GetSelectedUnit() const; Player *GetSelectedPlayer() const; void SetSelection(const uint64 &guid) { m_curSelection = guid; SetUInt64Value(UNIT_FIELD_TARGET, guid); } @@ -1513,7 +1513,7 @@ class Player : public Unit, public GridObject<Player> void AddMItem(Item* it) { - ASSERT( it ); + ASSERT(it); //assert deleted, because items can be added before loading mMitems[it->GetGUIDLow()] = it; } @@ -1531,7 +1531,7 @@ class Player : public Unit, public GridObject<Player> bool HasSpell(uint32 spell) const; bool HasActiveSpell(uint32 spell) const; // show in spellbook TrainerSpellState GetTrainerSpellState(TrainerSpell const* trainer_spell) const; - bool IsSpellFitByClassAndRace( uint32 spell_id ) const; + bool IsSpellFitByClassAndRace(uint32 spell_id) const; bool IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const; void SendProficiency(uint8 pr1, uint32 pr2); @@ -1613,13 +1613,13 @@ class Player : public Unit, public GridObject<Player> time_t t = time(NULL); return itr != m_spellCooldowns.end() && itr->second.end > t ? itr->second.end - t : 0; } - void AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell = NULL, bool infinityCooldown = false ); + void AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell = NULL, bool infinityCooldown = false); void AddSpellCooldown(uint32 spell_id, uint32 itemid, time_t end_time); void SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId = 0, Spell* spell = NULL); - void ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs ); + void ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs); void RemoveSpellCooldown(uint32 spell_id, bool update = false); void RemoveSpellCategoryCooldown(uint32 cat, bool update = false); - void SendClearCooldown( uint32 spell_id, Unit* target ); + void SendClearCooldown(uint32 spell_id, Unit* target); void RemoveCategoryCooldown(uint32 cat); void RemoveArenaSpellCooldowns(); @@ -1670,8 +1670,8 @@ class Player : public Unit, public GridObject<Player> void UpdateZone(uint32 newZone,uint32 newArea); void UpdateArea(uint32 newArea); - void UpdateZoneDependentAuras( uint32 zone_id ); // zones - void UpdateAreaDependentAuras( uint32 area_id ); // subzones + void UpdateZoneDependentAuras(uint32 zone_id); // zones + void UpdateAreaDependentAuras(uint32 area_id); // subzones void UpdateAfkReport(time_t currTime); void UpdatePvPFlag(time_t currTime); @@ -1797,8 +1797,8 @@ class Player : public Unit, public GridObject<Player> WorldSession* GetSession() const { return m_session; } void SetSession(WorldSession *s) { m_session = s; } - void BuildCreateUpdateBlockForPlayer( UpdateData *data, Player *target ) const; - void DestroyForPlayer( Player *target, bool anim = false ) const; + void BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const; + void DestroyForPlayer(Player *target, bool anim = false) const; void SendLogXPGain(uint32 GivenXP,Unit* victim,uint32 RestXP); // notifiers @@ -1819,7 +1819,7 @@ class Player : public Unit, public GridObject<Player> virtual bool SetPosition(float x, float y, float z, float orientation, bool teleport = false); bool SetPosition(const Position &pos, bool teleport = false) { return SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); } - void UpdateUnderwaterState( Map * m, float x, float y, float z ); + 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 @@ -1862,7 +1862,7 @@ class Player : public Unit, public GridObject<Player> void JoinedChannel(Channel *c); void LeftChannel(Channel *c); void CleanupChannels(); - void UpdateLocalChannels( uint32 newZone ); + void UpdateLocalChannels(uint32 newZone); void LeaveLFGChannel(); void UpdateDefense(); @@ -1920,8 +1920,8 @@ class Player : public Unit, public GridObject<Player> bool RewardHonor(Unit *pVictim, uint32 groupsize, float honor = -1, bool pvptoken = false); uint32 GetHonorPoints() { return GetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY); } uint32 GetArenaPoints() { return GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY); } - void ModifyHonorPoints( int32 value ); - void ModifyArenaPoints( int32 value ); + void ModifyHonorPoints(int32 value); + void ModifyArenaPoints(int32 value); uint32 GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot); //End of PvP System @@ -1991,7 +1991,7 @@ class Player : public Unit, public GridObject<Player> std::vector<ItemSetEffect *> ItemSetEff; void SendLoot(uint64 guid, LootType loot_type); - void SendLootRelease( uint64 guid ); + void SendLootRelease(uint64 guid); void SendNotifyLootItemRemoved(uint8 lootSlot); void SendNotifyLootMoneyRemoved(); @@ -2554,16 +2554,16 @@ class Player : public Unit, public GridObject<Player> EquipmentSets m_EquipmentSets; 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 ); + 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); std::set<uint64> m_refundableItems; void UpdateKnownCurrencies(uint32 itemId, bool apply); int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest); - void AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData ); + void AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData); bool IsCanDelayTeleport() const { return m_bCanDelayTeleport; } void SetCanDelayTeleport(bool setting) { m_bCanDelayTeleport = setting; } @@ -2645,12 +2645,12 @@ template <class T> T Player::ApplySpellMod(uint32 spellId, SpellModOp op, T &bas totalflat += mod->value; else if (mod->type == SPELLMOD_PCT) { - // skip percent mods for null basevalue (most important for spell mods with charges ) + // 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) + if (mod->op==SPELLMOD_CASTING_TIME && basevalue >= T(10000) && mod->value <= -100) continue; totalmul *= 1.0f + (float)mod->value / 100.0f; |