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-rw-r--r--src/server/game/Player.cpp23935
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diff --git a/src/server/game/Player.cpp b/src/server/game/Player.cpp
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+++ b/src/server/game/Player.cpp
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+/*
+ * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
+ *
+ * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+#include "Common.h"
+#include "Language.h"
+#include "Database/DatabaseEnv.h"
+#include "Log.h"
+#include "Opcodes.h"
+#include "SpellMgr.h"
+#include "World.h"
+#include "WorldPacket.h"
+#include "WorldSession.h"
+#include "UpdateMask.h"
+#include "Player.h"
+#include "Vehicle.h"
+#include "SkillDiscovery.h"
+#include "QuestDef.h"
+#include "GossipDef.h"
+#include "UpdateData.h"
+#include "Channel.h"
+#include "ChannelMgr.h"
+#include "MapManager.h"
+#include "MapInstanced.h"
+#include "InstanceSaveMgr.h"
+#include "GridNotifiers.h"
+#include "GridNotifiersImpl.h"
+#include "CellImpl.h"
+#include "ObjectMgr.h"
+#include "ObjectAccessor.h"
+#include "CreatureAI.h"
+#include "Formulas.h"
+#include "Group.h"
+#include "Guild.h"
+#include "Pet.h"
+#include "Util.h"
+#include "Transports.h"
+#include "Weather.h"
+#include "BattleGround.h"
+#include "BattleGroundAV.h"
+#include "BattleGroundMgr.h"
+#include "OutdoorPvP.h"
+#include "OutdoorPvPMgr.h"
+#include "ArenaTeam.h"
+#include "Chat.h"
+#include "Database/DatabaseImpl.h"
+#include "Spell.h"
+#include "SocialMgr.h"
+#include "GameEventMgr.h"
+#include "AchievementMgr.h"
+#include "SpellAuras.h"
+#include "SpellAuraEffects.h"
+#include "ConditionMgr.h"
+#include <cmath>
+
+#define ZONE_UPDATE_INTERVAL (1*IN_MILISECONDS)
+
+#define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3))
+#define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1)
+#define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2)
+
+#define SKILL_VALUE(x) PAIR32_LOPART(x)
+#define SKILL_MAX(x) PAIR32_HIPART(x)
+#define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v,m)
+
+#define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x))
+#define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x))
+#define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t,p)
+
+enum CharacterFlags
+{
+ CHARACTER_FLAG_NONE = 0x00000000,
+ CHARACTER_FLAG_UNK1 = 0x00000001,
+ CHARACTER_FLAG_UNK2 = 0x00000002,
+ CHARACTER_LOCKED_FOR_TRANSFER = 0x00000004,
+ CHARACTER_FLAG_UNK4 = 0x00000008,
+ CHARACTER_FLAG_UNK5 = 0x00000010,
+ CHARACTER_FLAG_UNK6 = 0x00000020,
+ CHARACTER_FLAG_UNK7 = 0x00000040,
+ CHARACTER_FLAG_UNK8 = 0x00000080,
+ CHARACTER_FLAG_UNK9 = 0x00000100,
+ CHARACTER_FLAG_UNK10 = 0x00000200,
+ CHARACTER_FLAG_HIDE_HELM = 0x00000400,
+ CHARACTER_FLAG_HIDE_CLOAK = 0x00000800,
+ CHARACTER_FLAG_UNK13 = 0x00001000,
+ CHARACTER_FLAG_GHOST = 0x00002000,
+ CHARACTER_FLAG_RENAME = 0x00004000,
+ CHARACTER_FLAG_UNK16 = 0x00008000,
+ CHARACTER_FLAG_UNK17 = 0x00010000,
+ CHARACTER_FLAG_UNK18 = 0x00020000,
+ CHARACTER_FLAG_UNK19 = 0x00040000,
+ CHARACTER_FLAG_UNK20 = 0x00080000,
+ CHARACTER_FLAG_UNK21 = 0x00100000,
+ CHARACTER_FLAG_UNK22 = 0x00200000,
+ CHARACTER_FLAG_UNK23 = 0x00400000,
+ CHARACTER_FLAG_UNK24 = 0x00800000,
+ CHARACTER_FLAG_LOCKED_BY_BILLING = 0x01000000,
+ CHARACTER_FLAG_DECLINED = 0x02000000,
+ CHARACTER_FLAG_UNK27 = 0x04000000,
+ CHARACTER_FLAG_UNK28 = 0x08000000,
+ CHARACTER_FLAG_UNK29 = 0x10000000,
+ CHARACTER_FLAG_UNK30 = 0x20000000,
+ CHARACTER_FLAG_UNK31 = 0x40000000,
+ CHARACTER_FLAG_UNK32 = 0x80000000
+};
+
+enum CharacterCustomizeFlags
+{
+ CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000,
+ CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc...
+ CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc...
+ CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc...
+};
+
+// corpse reclaim times
+#define DEATH_EXPIRE_STEP (5*MINUTE)
+#define MAX_DEATH_COUNT 3
+
+static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
+
+// == PlayerTaxi ================================================
+
+PlayerTaxi::PlayerTaxi()
+{
+ // Taxi nodes
+ memset(m_taximask, 0, sizeof(m_taximask));
+}
+
+void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint8 level)
+{
+ // class specific initial known nodes
+ switch(chrClass)
+ {
+ case CLASS_DEATH_KNIGHT:
+ {
+ for (uint8 i = 0; i < TaxiMaskSize; ++i)
+ m_taximask[i] |= sOldContinentsNodesMask[i];
+ break;
+ }
+ }
+
+ // race specific initial known nodes: capital and taxi hub masks
+ switch(race)
+ {
+ case RACE_HUMAN: SetTaximaskNode(2); break; // Human
+ case RACE_ORC: SetTaximaskNode(23); break; // Orc
+ case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
+ case RACE_NIGHTELF: SetTaximaskNode(26);
+ SetTaximaskNode(27); break; // Night Elf
+ case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
+ case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
+ case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
+ case RACE_TROLL: SetTaximaskNode(23); break; // Troll
+ case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
+ case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
+ }
+
+ // new continent starting masks (It will be accessible only at new map)
+ switch(Player::TeamForRace(race))
+ {
+ case ALLIANCE: SetTaximaskNode(100); break;
+ case HORDE: SetTaximaskNode(99); break;
+ }
+ // level dependent taxi hubs
+ if (level >= 68)
+ SetTaximaskNode(213); //Shattered Sun Staging Area
+}
+
+void PlayerTaxi::LoadTaxiMask(const char* data)
+{
+ Tokens tokens = StrSplit(data, " ");
+
+ uint8 index;
+ Tokens::iterator iter;
+ for (iter = tokens.begin(), index = 0;
+ (index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
+ {
+ // load and set bits only for existed taxi nodes
+ m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
+ }
+}
+
+void PlayerTaxi::AppendTaximaskTo(ByteBuffer& data, bool all)
+{
+ if (all)
+ {
+ for (uint8 i=0; i<TaxiMaskSize; i++)
+ data << uint32(sTaxiNodesMask[i]); // all existed nodes
+ }
+ else
+ {
+ for (uint8 i=0; i<TaxiMaskSize; i++)
+ data << uint32(m_taximask[i]); // known nodes
+ }
+}
+
+bool PlayerTaxi::LoadTaxiDestinationsFromString(const std::string& values, uint32 team)
+{
+ ClearTaxiDestinations();
+
+ Tokens tokens = StrSplit(values," ");
+
+ for (Tokens::iterator iter = tokens.begin(); iter != tokens.end(); ++iter)
+ {
+ uint32 node = uint32(atol(iter->c_str()));
+ AddTaxiDestination(node);
+ }
+
+ if (m_TaxiDestinations.empty())
+ return true;
+
+ // Check integrity
+ if (m_TaxiDestinations.size() < 2)
+ return false;
+
+ for (size_t i = 1; i < m_TaxiDestinations.size(); ++i)
+ {
+ uint32 cost;
+ uint32 path;
+ objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost);
+ if (!path)
+ return false;
+ }
+
+ // can't load taxi path without mount set (quest taxi path?)
+ if (!objmgr.GetTaxiMountDisplayId(GetTaxiSource(),team,true))
+ return false;
+
+ return true;
+}
+
+std::string PlayerTaxi::SaveTaxiDestinationsToString()
+{
+ if (m_TaxiDestinations.empty())
+ return "";
+
+ std::ostringstream ss;
+
+ for (size_t i=0; i < m_TaxiDestinations.size(); ++i)
+ ss << m_TaxiDestinations[i] << " ";
+
+ return ss.str();
+}
+
+uint32 PlayerTaxi::GetCurrentTaxiPath() const
+{
+ if (m_TaxiDestinations.size() < 2)
+ return 0;
+
+ uint32 path;
+ uint32 cost;
+
+ objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost);
+
+ return path;
+}
+
+std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi)
+{
+ ss << "'";
+ for (uint8 i = 0; i < TaxiMaskSize; ++i)
+ ss << taxi.m_taximask[i] << " ";
+ ss << "'";
+ return ss;
+}
+
+// == Player ====================================================
+
+UpdateMask Player::updateVisualBits;
+
+Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputationMgr(this)
+{
+ m_speakTime = 0;
+ m_speakCount = 0;
+
+ m_objectType |= TYPEMASK_PLAYER;
+ m_objectTypeId = TYPEID_PLAYER;
+
+ m_valuesCount = PLAYER_END;
+
+ m_session = session;
+
+ m_divider = 0;
+
+ m_ExtraFlags = 0;
+
+ m_spellModTakingSpell = NULL;
+ //m_pad = 0;
+
+ // players always accept
+ if (GetSession()->GetSecurity() == SEC_PLAYER)
+ SetAcceptWhispers(true);
+
+ m_curSelection = 0;
+ m_lootGuid = 0;
+
+ m_comboTarget = 0;
+ m_comboPoints = 0;
+
+ m_usedTalentCount = 0;
+ m_questRewardTalentCount = 0;
+
+ m_regenTimer = 0;
+ m_regenTimerCount = 0;
+ m_weaponChangeTimer = 0;
+
+ m_zoneUpdateId = 0;
+ m_zoneUpdateTimer = 0;
+
+ m_areaUpdateId = 0;
+
+ m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
+
+ clearResurrectRequestData();
+
+ memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT);
+
+ m_social = NULL;
+
+ // group is initialized in the reference constructor
+ SetGroupInvite(NULL);
+ m_groupUpdateMask = 0;
+ m_auraRaidUpdateMask = 0;
+ m_bPassOnGroupLoot = false;
+
+ duel = NULL;
+
+ m_GuildIdInvited = 0;
+ m_ArenaTeamIdInvited = 0;
+
+ m_atLoginFlags = AT_LOGIN_NONE;
+
+ mSemaphoreTeleport_Near = false;
+ mSemaphoreTeleport_Far = false;
+
+ m_DelayedOperations = 0;
+ m_bCanDelayTeleport = false;
+ m_bHasDelayedTeleport = false;
+ m_teleport_options = 0;
+
+ pTrader = 0;
+ ClearTrade();
+
+ m_cinematic = 0;
+
+ PlayerTalkClass = new PlayerMenu(GetSession());
+ m_currentBuybackSlot = BUYBACK_SLOT_START;
+
+ m_DailyQuestChanged = false;
+ m_lastDailyQuestTime = 0;
+
+ for (uint8 i=0; i<MAX_TIMERS; i++)
+ m_MirrorTimer[i] = DISABLED_MIRROR_TIMER;
+
+ m_MirrorTimerFlags = UNDERWATER_NONE;
+ m_MirrorTimerFlagsLast = UNDERWATER_NONE;
+ m_isInWater = false;
+ m_drunkTimer = 0;
+ m_drunk = 0;
+ m_restTime = 0;
+ m_deathTimer = 0;
+ m_deathExpireTime = 0;
+
+ m_swingErrorMsg = 0;
+
+ m_DetectInvTimer = 1*IN_MILISECONDS;
+
+ for (uint8 j = 0; j < PLAYER_MAX_BATTLEGROUND_QUEUES; ++j)
+ {
+ m_bgBattleGroundQueueID[j].bgQueueTypeId = BATTLEGROUND_QUEUE_NONE;
+ m_bgBattleGroundQueueID[j].invitedToInstance = 0;
+ }
+
+ m_logintime = time(NULL);
+ m_Last_tick = m_logintime;
+ m_WeaponProficiency = 0;
+ m_ArmorProficiency = 0;
+ m_canParry = false;
+ m_canBlock = false;
+ m_canDualWield = false;
+ m_canTitanGrip = false;
+ m_ammoDPS = 0.0f;
+
+ m_temporaryUnsummonedPetNumber = 0;
+ //cache for UNIT_CREATED_BY_SPELL to allow
+ //returning reagents for temporarily removed pets
+ //when dying/logging out
+ m_oldpetspell = 0;
+ m_lastpetnumber = 0;
+
+ ////////////////////Rest System/////////////////////
+ time_inn_enter=0;
+ inn_pos_mapid=0;
+ inn_pos_x=0;
+ inn_pos_y=0;
+ inn_pos_z=0;
+ m_rest_bonus=0;
+ rest_type=REST_TYPE_NO;
+ ////////////////////Rest System/////////////////////
+
+ m_mailsLoaded = false;
+ m_mailsUpdated = false;
+ unReadMails = 0;
+ m_nextMailDelivereTime = 0;
+
+ m_resetTalentsCost = 0;
+ m_resetTalentsTime = 0;
+ m_itemUpdateQueueBlocked = false;
+
+ for (uint8 i = 0; i < MAX_MOVE_TYPE; ++i)
+ m_forced_speed_changes[i] = 0;
+
+ m_stableSlots = 0;
+
+ /////////////////// Instance System /////////////////////
+
+ m_HomebindTimer = 0;
+ m_InstanceValid = true;
+ m_dungeonDifficulty = DUNGEON_DIFFICULTY_NORMAL;
+ m_raidDifficulty = RAID_DIFFICULTY_10MAN_NORMAL;
+
+ m_lastPotionId = 0;
+
+ m_activeSpec = 0;
+ m_specsCount = 1;
+
+ for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
+ {
+ for (uint8 g = 0; g < MAX_GLYPH_SLOT_INDEX; ++g)
+ m_Glyphs[i][g] = 0;
+
+ m_talents[i] = new PlayerTalentMap();
+ }
+
+ for (uint8 i = 0; i < BASEMOD_END; ++i)
+ {
+ m_auraBaseMod[i][FLAT_MOD] = 0.0f;
+ m_auraBaseMod[i][PCT_MOD] = 1.0f;
+ }
+
+ for (uint8 i = 0; i < MAX_COMBAT_RATING; i++)
+ m_baseRatingValue[i] = 0;
+
+ m_baseSpellPower = 0;
+ m_baseFeralAP = 0;
+ m_baseManaRegen = 0;
+ m_baseHealthRegen = 0;
+
+ // Honor System
+ m_lastHonorUpdateTime = time(NULL);
+
+ m_IsBGRandomWinner = false;
+
+ // Player summoning
+ m_summon_expire = 0;
+ m_summon_mapid = 0;
+ m_summon_x = 0.0f;
+ m_summon_y = 0.0f;
+ m_summon_z = 0.0f;
+
+ //Default movement to run mode
+ //m_unit_movement_flags = 0;
+
+ m_mover = this;
+ m_movedPlayer = this;
+ m_seer = this;
+
+ m_contestedPvPTimer = 0;
+
+ m_declinedname = NULL;
+
+ m_isActive = true;
+
+ m_runes = NULL;
+
+ m_lastFallTime = 0;
+ m_lastFallZ = 0;
+
+ m_ControlledByPlayer = true;
+ m_isWorldObject = true;
+
+ sWorld.IncreasePlayerCount();
+
+ m_ChampioningFaction = 0;
+
+ for (int i = 0; i < MAX_POWERS; ++i)
+ m_powerFraction[i] = 0;
+
+ m_globalCooldowns.clear();
+
+ m_ConditionErrorMsgId = 0;
+}
+
+Player::~Player ()
+{
+ // it must be unloaded already in PlayerLogout and accessed only for loggined player
+ //m_social = NULL;
+
+ // Note: buy back item already deleted from DB when player was saved
+ for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; ++i)
+ {
+ if (m_items[i])
+ delete m_items[i];
+ }
+
+ for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
+ delete itr->second;
+
+ for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
+ {
+ for (PlayerTalentMap::const_iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end(); ++itr)
+ delete itr->second;
+ delete m_talents[i];
+ }
+
+ //all mailed items should be deleted, also all mail should be deallocated
+ for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
+ delete *itr;
+
+ for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
+ delete iter->second; //if item is duplicated... then server may crash ... but that item should be deallocated
+
+ delete PlayerTalkClass;
+
+ for (size_t x = 0; x < ItemSetEff.size(); x++)
+ if (ItemSetEff[x])
+ delete ItemSetEff[x];
+
+ delete m_declinedname;
+ delete m_runes;
+
+ sWorld.DecreasePlayerCount();
+}
+
+void Player::CleanupsBeforeDelete(bool finalCleanup)
+{
+ TradeCancel(false);
+ DuelComplete(DUEL_INTERUPTED);
+
+ Unit::CleanupsBeforeDelete(finalCleanup);
+
+ if (m_transport)
+ m_transport->RemovePassenger(this);
+
+ // clean up player-instance binds, may unload some instance saves
+ for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
+ for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
+ itr->second.save->RemovePlayer(this);
+}
+
+bool Player::Create(uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 /*outfitId*/)
+{
+ //FIXME: outfitId not used in player creating
+
+ Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
+
+ m_name = name;
+
+ PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
+ if (!info)
+ {
+ sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
+ return false;
+ }
+
+ for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++)
+ m_items[i] = NULL;
+
+ Relocate(info->positionX,info->positionY,info->positionZ);
+
+ ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
+ if (!cEntry)
+ {
+ sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
+ return false;
+ }
+
+ SetMap(MapManager::Instance().CreateMap(info->mapId, this, 0));
+
+ uint8 powertype = cEntry->powerType;
+
+ SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
+ SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
+
+ setFactionForRace(race);
+
+ uint32 RaceClassGender = (race) | (class_ << 8) | (gender << 16);
+
+ SetUInt32Value(UNIT_FIELD_BYTES_0, (RaceClassGender | (powertype << 24)));
+ InitDisplayIds();
+ if (sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP)
+ {
+ SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP);
+ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
+ }
+ SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
+ SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
+ SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
+
+ // -1 is default value
+ SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
+
+ SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
+ SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
+ SetByteValue(PLAYER_BYTES_3, 0, gender);
+ SetByteValue(PLAYER_BYTES_3, 3, 0); // BattlefieldArenaFaction (0 or 1)
+
+ SetUInt32Value(PLAYER_GUILDID, 0);
+ SetUInt32Value(PLAYER_GUILDRANK, 0);
+ SetUInt32Value(PLAYER_GUILD_TIMESTAMP, 0);
+
+ for (int i = 0; i < KNOWN_TITLES_SIZE; ++i)
+ SetUInt64Value(PLAYER__FIELD_KNOWN_TITLES + i, 0); // 0=disabled
+ SetUInt32Value(PLAYER_CHOSEN_TITLE, 0);
+
+ SetUInt32Value(PLAYER_FIELD_KILLS, 0);
+ SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0);
+ SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
+ SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
+
+ // set starting level
+ uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
+ ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL)
+ : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
+
+ if (GetSession()->GetSecurity() >= SEC_MODERATOR)
+ {
+ uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL);
+ if (gm_level > start_level)
+ start_level = gm_level;
+ }
+
+ SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
+
+ InitRunes();
+
+ SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
+ SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
+ SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
+
+ // start with every map explored
+ if (sWorld.getConfig(CONFIG_START_ALL_EXPLORED))
+ {
+ for (uint8 i=0; i<64; i++)
+ SetFlag(PLAYER_EXPLORED_ZONES_1+i,0xFFFFFFFF);
+ }
+
+ //Reputations if "StartAllReputation" is enabled, -- TODO: Fix this in a better way
+ if (sWorld.getConfig(CONFIG_START_ALL_REP))
+ {
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(942),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(935),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(936),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1011),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(970),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(967),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(989),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(932),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(934),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1038),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1077),42999);
+
+ // Factions depending on team, like cities and some more stuff
+ switch(GetTeam())
+ {
+ case ALLIANCE:
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(72),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(47),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(69),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(930),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(730),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(978),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(54),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(946),42999);
+ break;
+ case HORDE:
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(76),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(68),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(81),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(911),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(729),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(941),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(530),42999);
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(947),42999);
+ break;
+ default:
+ break;
+ }
+ }
+
+ // Played time
+ m_Last_tick = time(NULL);
+ m_Played_time[PLAYED_TIME_TOTAL] = 0;
+ m_Played_time[PLAYED_TIME_LEVEL] = 0;
+
+ // base stats and related field values
+ InitStatsForLevel();
+ InitTaxiNodesForLevel();
+ InitGlyphsForLevel();
+ InitTalentForLevel();
+ InitPrimaryProfessions(); // to max set before any spell added
+
+ // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
+ UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
+ SetHealth(GetMaxHealth());
+ if (getPowerType() == POWER_MANA)
+ {
+ UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
+ SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
+ }
+
+ if (getPowerType() == POWER_RUNIC_POWER)
+ {
+ SetPower(POWER_RUNE, 8);
+ SetMaxPower(POWER_RUNE, 8);
+ SetPower(POWER_RUNIC_POWER, 0);
+ SetMaxPower(POWER_RUNIC_POWER, 1000);
+ }
+
+ // original spells
+ learnDefaultSpells();
+
+ // original action bar
+ for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
+ addActionButton(action_itr->button,action_itr->action, action_itr->type);
+
+ // original items
+ CharStartOutfitEntry const* oEntry = NULL;
+ for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
+ {
+ if (CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
+ {
+ if (entry->RaceClassGender == RaceClassGender)
+ {
+ oEntry = entry;
+ break;
+ }
+ }
+ }
+
+ if (oEntry)
+ {
+ for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
+ {
+ if (oEntry->ItemId[j] <= 0)
+ continue;
+
+ uint32 item_id = oEntry->ItemId[j];
+
+ // just skip, reported in ObjectMgr::LoadItemPrototypes
+ ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
+ if (!iProto)
+ continue;
+
+ // BuyCount by default
+ uint32 count = iProto->BuyCount;
+
+ // special amount for food/drink
+ if (iProto->Class == ITEM_CLASS_CONSUMABLE && iProto->SubClass == ITEM_SUBCLASS_FOOD)
+ {
+ switch(iProto->Spells[0].SpellCategory)
+ {
+ case SPELL_CATEGORY_FOOD: // food
+ count = getClass() == CLASS_DEATH_KNIGHT ? 10 : 4;
+ break;
+ case SPELL_CATEGORY_DRINK: // drink
+ count = 2;
+ break;
+ }
+ if (iProto->Stackable < count)
+ count = iProto->Stackable;
+ }
+ StoreNewItemInBestSlots(item_id, count);
+ }
+ }
+
+ for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr != info->item.end(); ++item_id_itr++)
+ StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
+
+ // bags and main-hand weapon must equipped at this moment
+ // now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
+ // or ammo not equipped in special bag
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ {
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ {
+ uint16 eDest;
+ // equip offhand weapon/shield if it attempt equipped before main-hand weapon
+ uint8 msg = CanEquipItem(NULL_SLOT, eDest, pItem, false);
+ if (msg == EQUIP_ERR_OK)
+ {
+ RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
+ EquipItem(eDest, pItem, true);
+ }
+ // move other items to more appropriate slots (ammo not equipped in special bag)
+ else
+ {
+ ItemPosCountVec sDest;
+ msg = CanStoreItem(NULL_BAG, NULL_SLOT, sDest, pItem, false);
+ if (msg == EQUIP_ERR_OK)
+ {
+ RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
+ pItem = StoreItem(sDest, pItem, true);
+ }
+
+ // if this is ammo then use it
+ msg = CanUseAmmo(pItem->GetEntry());
+ if (msg == EQUIP_ERR_OK)
+ SetAmmo(pItem->GetEntry());
+ }
+ }
+ }
+ // all item positions resolved
+
+ return true;
+}
+
+bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
+{
+ sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
+
+ // attempt equip by one
+ while (titem_amount > 0)
+ {
+ uint16 eDest;
+ uint8 msg = CanEquipNewItem(NULL_SLOT, eDest, titem_id, false);
+ if (msg != EQUIP_ERR_OK)
+ break;
+
+ EquipNewItem(eDest, titem_id, true);
+ AutoUnequipOffhandIfNeed();
+ --titem_amount;
+ }
+
+ if (titem_amount == 0)
+ return true; // equipped
+
+ // attempt store
+ ItemPosCountVec sDest;
+ // store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
+ uint8 msg = CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount);
+ if (msg == EQUIP_ERR_OK)
+ {
+ StoreNewItem(sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id));
+ return true; // stored
+ }
+
+ // item can't be added
+ sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
+ return false;
+}
+
+void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
+{
+ if (int(MaxValue) == DISABLED_MIRROR_TIMER)
+ {
+ if (int(CurrentValue) != DISABLED_MIRROR_TIMER)
+ StopMirrorTimer(Type);
+ return;
+ }
+ WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
+ data << (uint32)Type;
+ data << CurrentValue;
+ data << MaxValue;
+ data << Regen;
+ data << (uint8)0;
+ data << (uint32)0; // spell id
+ GetSession()->SendPacket(&data);
+}
+
+void Player::StopMirrorTimer(MirrorTimerType Type)
+{
+ m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
+ WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
+ data << (uint32)Type;
+ GetSession()->SendPacket(&data);
+}
+
+uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
+{
+ if (!isAlive() || isGameMaster())
+ return 0;
+
+ // Absorb, resist some environmental damage type
+ uint32 absorb = 0;
+ uint32 resist = 0;
+ if (type == DAMAGE_LAVA)
+ CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
+ else if (type == DAMAGE_SLIME)
+ CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
+
+ damage-=absorb+resist;
+
+ DealDamageMods(this,damage,&absorb);
+
+ WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
+ data << uint64(GetGUID());
+ data << uint8(type != DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
+ data << uint32(damage);
+ data << uint32(absorb);
+ data << uint32(resist);
+ SendMessageToSet(&data, true);
+
+ uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
+
+ if (!isAlive())
+ {
+ if (type == DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
+ {
+ DEBUG_LOG("We are fall to death, loosing 10 percents durability");
+ DurabilityLossAll(0.10f,false);
+ // durability lost message
+ WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
+ GetSession()->SendPacket(&data2);
+ }
+
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
+ }
+
+ return final_damage;
+}
+
+int32 Player::getMaxTimer(MirrorTimerType timer)
+{
+ switch (timer)
+ {
+ case FATIGUE_TIMER:
+ return MINUTE*IN_MILISECONDS;
+ case BREATH_TIMER:
+ {
+ if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
+ return DISABLED_MIRROR_TIMER;
+ int32 UnderWaterTime = 3*MINUTE*IN_MILISECONDS;
+ AuraEffectList const& mModWaterBreathing = GetAuraEffectsByType(SPELL_AURA_MOD_WATER_BREATHING);
+ for (AuraEffectList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
+ UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetAmount()) / 100.0f);
+ return UnderWaterTime;
+ }
+ case FIRE_TIMER:
+ {
+ if (!isAlive())
+ return DISABLED_MIRROR_TIMER;
+ return 1*IN_MILISECONDS;
+ }
+ default:
+ return 0;
+ }
+}
+
+void Player::UpdateMirrorTimers()
+{
+ // Desync flags for update on next HandleDrowning
+ if (m_MirrorTimerFlags)
+ m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags;
+}
+
+void Player::HandleDrowning(uint32 time_diff)
+{
+ if (!m_MirrorTimerFlags)
+ return;
+
+ // In water
+ if (m_MirrorTimerFlags & UNDERWATER_INWATER)
+ {
+ // Breath timer not activated - activate it
+ if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER)
+ {
+ m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER);
+ SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1);
+ }
+ else // If activated - do tick
+ {
+ m_MirrorTimer[BREATH_TIMER]-=time_diff;
+ // Timer limit - need deal damage
+ if (m_MirrorTimer[BREATH_TIMER] < 0)
+ {
+ m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILISECONDS;
+ // Calculate and deal damage
+ // TODO: Check this formula
+ uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
+ EnvironmentalDamage(DAMAGE_DROWNING, damage);
+ }
+ else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need
+ SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1);
+ }
+ }
+ else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
+ {
+ int32 UnderWaterTime = getMaxTimer(BREATH_TIMER);
+ // Need breath regen
+ m_MirrorTimer[BREATH_TIMER]+=10*time_diff;
+ if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive())
+ StopMirrorTimer(BREATH_TIMER);
+ else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER)
+ SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10);
+ }
+
+ // In dark water
+ if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER)
+ {
+ // Fatigue timer not activated - activate it
+ if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER)
+ {
+ m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER);
+ SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1);
+ }
+ else
+ {
+ m_MirrorTimer[FATIGUE_TIMER]-=time_diff;
+ // Timer limit - need deal damage or teleport ghost to graveyard
+ if (m_MirrorTimer[FATIGUE_TIMER] < 0)
+ {
+ m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILISECONDS;
+ if (isAlive()) // Calculate and deal damage
+ {
+ uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1);
+ EnvironmentalDamage(DAMAGE_EXHAUSTED, damage);
+ }
+ else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard
+ RepopAtGraveyard();
+ }
+ else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER))
+ SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1);
+ }
+ }
+ else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer
+ {
+ int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER);
+ m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff;
+ if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive())
+ StopMirrorTimer(FATIGUE_TIMER);
+ else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)
+ SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10);
+ }
+
+ if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME))
+ {
+ // Breath timer not activated - activate it
+ if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER)
+ m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER);
+ else
+ {
+ m_MirrorTimer[FIRE_TIMER]-=time_diff;
+ if (m_MirrorTimer[FIRE_TIMER] < 0)
+ {
+ m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILISECONDS;
+ // Calculate and deal damage
+ // TODO: Check this formula
+ uint32 damage = urand(600, 700);
+ if (m_MirrorTimerFlags&UNDERWATER_INLAVA)
+ EnvironmentalDamage(DAMAGE_LAVA, damage);
+ // need to skip Slime damage in Undercity,
+ // maybe someone can find better way to handle environmental damage
+ else if (m_zoneUpdateId != 1497)
+ EnvironmentalDamage(DAMAGE_SLIME, damage);
+ }
+ }
+ }
+ else
+ m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER;
+
+ // Recheck timers flag
+ m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS;
+ for (uint8 i = 0; i< MAX_TIMERS; ++i)
+ if (m_MirrorTimer[i] != DISABLED_MIRROR_TIMER)
+ {
+ m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS;
+ break;
+ }
+ m_MirrorTimerFlagsLast = m_MirrorTimerFlags;
+}
+
+///The player sobers by 256 every 10 seconds
+void Player::HandleSobering()
+{
+ m_drunkTimer = 0;
+
+ uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256);
+ SetDrunkValue(drunk);
+}
+
+DrunkenState Player::GetDrunkenstateByValue(uint16 value)
+{
+ if (value >= 23000)
+ return DRUNKEN_SMASHED;
+ if (value >= 12800)
+ return DRUNKEN_DRUNK;
+ if (value & 0xFFFE)
+ return DRUNKEN_TIPSY;
+ return DRUNKEN_SOBER;
+}
+
+void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
+{
+ uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
+
+ m_drunk = newDrunkenValue;
+ SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE));
+
+ uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk);
+
+ // special drunk invisibility detection
+ if (newDrunkenState >= DRUNKEN_DRUNK)
+ m_detectInvisibilityMask |= (1<<6);
+ else
+ m_detectInvisibilityMask &= ~(1<<6);
+
+ if (newDrunkenState == oldDrunkenState)
+ return;
+
+ WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4));
+ data << uint64(GetGUID());
+ data << uint32(newDrunkenState);
+ data << uint32(itemId);
+
+ SendMessageToSet(&data, true);
+}
+
+void Player::Update(uint32 p_time)
+{
+ if (!IsInWorld())
+ return;
+
+ // undelivered mail
+ if (m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL))
+ {
+ SendNewMail();
+ ++unReadMails;
+
+ // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated)
+ m_nextMailDelivereTime = 0;
+ }
+
+ for (std::map<uint32, uint32>::iterator itr = m_globalCooldowns.begin(); itr != m_globalCooldowns.end(); ++itr)
+ {
+ if (itr->second)
+ {
+ if (itr->second > p_time)
+ itr->second -= p_time;
+ else
+ itr->second = 0;
+ }
+ }
+
+ // If this is set during update SetSpellModTakingSpell call is missing somewhere in the code
+ // Having this would prevent more aura charges to be dropped, so let's crash
+ //assert (!m_spellModTakingSpell);
+ if (/*m_pad ||*/ m_spellModTakingSpell)
+ {
+ //sLog.outCrash("Player has m_pad %u during update!", m_pad);
+ //if (m_spellModTakingSpell)
+ sLog.outCrash("Player has m_spellModTakingSpell %u during update!", m_spellModTakingSpell->m_spellInfo->Id);
+ return;
+ //m_spellModTakingSpell = NULL;
+ }
+
+ //used to implement delayed far teleports
+ SetCanDelayTeleport(true);
+ Unit::Update(p_time);
+ SetCanDelayTeleport(false);
+
+ time_t now = time(NULL);
+
+ UpdatePvPFlag(now);
+
+ UpdateContestedPvP(p_time);
+
+ UpdateDuelFlag(now);
+
+ CheckDuelDistance(now);
+
+ UpdateAfkReport(now);
+
+ if (isCharmed())
+ if (Unit *charmer = GetCharmer())
+ if (charmer->GetTypeId() == TYPEID_UNIT && charmer->isAlive())
+ UpdateCharmedAI();
+
+ // Update items that have just a limited lifetime
+ if (now > m_Last_tick)
+ UpdateItemDuration(uint32(now - m_Last_tick));
+
+ if (!m_timedquests.empty())
+ {
+ QuestSet::iterator iter = m_timedquests.begin();
+ while (iter != m_timedquests.end())
+ {
+ QuestStatusData& q_status = mQuestStatus[*iter];
+ if (q_status.m_timer <= p_time)
+ {
+ uint32 quest_id = *iter;
+ ++iter; // current iter will be removed in FailQuest
+ FailQuest(quest_id);
+ }
+ else
+ {
+ q_status.m_timer -= p_time;
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+ ++iter;
+ }
+ }
+ }
+
+ GetAchievementMgr().UpdateTimedAchievements(p_time);
+
+ if (hasUnitState(UNIT_STAT_MELEE_ATTACKING) && !hasUnitState(UNIT_STAT_CASTING))
+ {
+ if (Unit *pVictim = getVictim())
+ {
+ // default combat reach 10
+ // TODO add weapon,skill check
+
+ if (isAttackReady(BASE_ATTACK))
+ {
+ if (!IsWithinMeleeRange(pVictim))
+ {
+ setAttackTimer(BASE_ATTACK,100);
+ if (m_swingErrorMsg != 1) // send single time (client auto repeat)
+ {
+ SendAttackSwingNotInRange();
+ m_swingErrorMsg = 1;
+ }
+ }
+ //120 degrees of radiant range
+ else if (!HasInArc(2*M_PI/3, pVictim))
+ {
+ setAttackTimer(BASE_ATTACK,100);
+ if (m_swingErrorMsg != 2) // send single time (client auto repeat)
+ {
+ SendAttackSwingBadFacingAttack();
+ m_swingErrorMsg = 2;
+ }
+ }
+ else
+ {
+ m_swingErrorMsg = 0; // reset swing error state
+
+ // prevent base and off attack in same time, delay attack at 0.2 sec
+ if (haveOffhandWeapon())
+ if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
+ setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
+
+ // do attack
+ AttackerStateUpdate(pVictim, BASE_ATTACK);
+ resetAttackTimer(BASE_ATTACK);
+ }
+ }
+
+ if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
+ {
+ if (!IsWithinMeleeRange(pVictim))
+ setAttackTimer(OFF_ATTACK,100);
+ else if (!HasInArc(2*M_PI/3, pVictim))
+ setAttackTimer(OFF_ATTACK,100);
+ else
+ {
+ // prevent base and off attack in same time, delay attack at 0.2 sec
+ if (getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY)
+ setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
+
+ // do attack
+ AttackerStateUpdate(pVictim, OFF_ATTACK);
+ resetAttackTimer(OFF_ATTACK);
+ }
+ }
+
+ /*Unit *owner = pVictim->GetOwner();
+ Unit *u = owner ? owner : pVictim;
+ if (u->IsPvP() && (!duel || duel->opponent != u))
+ {
+ UpdatePvP(true);
+ RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
+ }*/
+ }
+ }
+
+ if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
+ {
+ if (roll_chance_i(3) && GetTimeInnEnter() > 0) // freeze update
+ {
+ int time_inn = time(NULL)-GetTimeInnEnter();
+ if (time_inn >= 10) // freeze update
+ {
+ float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
+ // speed collect rest bonus (section/in hour)
+ SetRestBonus(GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
+ UpdateInnerTime(time(NULL));
+ }
+ }
+ }
+
+ if (m_weaponChangeTimer > 0)
+ {
+ if (p_time >= m_weaponChangeTimer)
+ m_weaponChangeTimer = 0;
+ else
+ m_weaponChangeTimer -= p_time;
+ }
+
+ if (m_zoneUpdateTimer > 0)
+ {
+ if (p_time >= m_zoneUpdateTimer)
+ {
+ uint32 newzone, newarea;
+ GetZoneAndAreaId(newzone,newarea);
+
+ if (m_zoneUpdateId != newzone)
+ UpdateZone(newzone,newarea); // also update area
+ else
+ {
+ // use area updates as well
+ // needed for free far all arenas for example
+ if (m_areaUpdateId != newarea)
+ UpdateArea(newarea);
+
+ m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
+ }
+ }
+ else
+ m_zoneUpdateTimer -= p_time;
+ }
+
+ if (m_timeSyncTimer > 0)
+ {
+ if (p_time >= m_timeSyncTimer)
+ SendTimeSync();
+ else
+ m_timeSyncTimer -= p_time;
+ }
+
+ if (isAlive())
+ {
+ m_regenTimer += p_time;
+ RegenerateAll();
+ }
+
+ if (m_deathState == JUST_DIED)
+ KillPlayer();
+
+ if (m_nextSave > 0)
+ {
+ if (p_time >= m_nextSave)
+ {
+ // m_nextSave reseted in SaveToDB call
+ SaveToDB();
+ sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
+ }
+ else
+ m_nextSave -= p_time;
+ }
+
+ //Handle Water/drowning
+ HandleDrowning(p_time);
+
+ //Handle detect stealth players
+ if (m_DetectInvTimer > 0)
+ {
+ if (p_time >= m_DetectInvTimer)
+ {
+ HandleStealthedUnitsDetection();
+ m_DetectInvTimer = 3000;
+ }
+ else
+ m_DetectInvTimer -= p_time;
+ }
+
+ // Played time
+ if (now > m_Last_tick)
+ {
+ uint32 elapsed = uint32(now - m_Last_tick);
+ m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time
+ m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time
+ m_Last_tick = now;
+ }
+
+ if (m_drunk)
+ {
+ m_drunkTimer += p_time;
+
+ if (m_drunkTimer > 10*IN_MILISECONDS)
+ HandleSobering();
+ }
+
+ // not auto-free ghost from body in instances
+ if (m_deathTimer > 0 && !GetBaseMap()->Instanceable())
+ {
+ if (p_time >= m_deathTimer)
+ {
+ m_deathTimer = 0;
+ BuildPlayerRepop();
+ RepopAtGraveyard();
+ }
+ else
+ m_deathTimer -= p_time;
+ }
+
+ UpdateEnchantTime(p_time);
+ UpdateHomebindTime(p_time);
+
+ // group update
+ SendUpdateToOutOfRangeGroupMembers();
+
+ Pet* pet = GetPet();
+ if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && !pet->isPossessed())
+ //if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
+ RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
+
+ //we should execute delayed teleports only for alive(!) players
+ //because we don't want player's ghost teleported from graveyard
+ if (IsHasDelayedTeleport() && isAlive())
+ TeleportTo(m_teleport_dest, m_teleport_options);
+}
+
+void Player::setDeathState(DeathState s)
+{
+ uint32 ressSpellId = 0;
+
+ bool cur = isAlive();
+
+ if (s == JUST_DIED)
+ {
+ if (!cur)
+ {
+ sLog.outError("setDeathState: attempt to kill a dead player %s(%d)", GetName(), GetGUIDLow());
+ return;
+ }
+
+ // drunken state is cleared on death
+ SetDrunkValue(0);
+ // lost combo points at any target (targeted combo points clear in Unit::setDeathState)
+ ClearComboPoints();
+
+ clearResurrectRequestData();
+
+ // remove form before other mods to prevent incorrect stats calculation
+ RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
+
+ //FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
+ RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
+
+ // save value before aura remove in Unit::setDeathState
+ ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
+
+ // passive spell
+ if (!ressSpellId)
+ ressSpellId = GetResurrectionSpellId();
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
+ }
+ Unit::setDeathState(s);
+
+ // restore resurrection spell id for player after aura remove
+ if (s == JUST_DIED && cur && ressSpellId)
+ SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
+
+ if (isAlive() && !cur)
+ {
+ //clear aura case after resurrection by another way (spells will be applied before next death)
+ SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
+
+ // restore default warrior stance
+ if (getClass() == CLASS_WARRIOR)
+ CastSpell(this, 2457, true);
+ }
+}
+
+bool Player::BuildEnumData(QueryResult_AutoPtr result, WorldPacket * p_data)
+{
+ // 0 1 2 3 4 5 6 7
+ // "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
+ // 8 9 10 11 12 13 14
+ // "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
+ // 15 16 17 18 19 20
+ // "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive "
+
+ Field *fields = result->Fetch();
+
+ uint32 guid = fields[0].GetUInt32();
+ uint8 pRace = fields[2].GetUInt8();
+ uint8 pClass = fields[3].GetUInt8();
+
+ PlayerInfo const *info = objmgr.GetPlayerInfo(pRace, pClass);
+ if (!info)
+ {
+ sLog.outError("Player %u has incorrect race/class pair. Don't build enum.", guid);
+ return false;
+ }
+
+ *p_data << uint64(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
+ *p_data << fields[1].GetString(); // name
+ *p_data << uint8(pRace); // race
+ *p_data << uint8(pClass); // class
+ *p_data << uint8(fields[4].GetUInt8()); // gender
+
+ uint32 playerBytes = fields[5].GetUInt32();
+ *p_data << uint8(playerBytes); // skin
+ *p_data << uint8(playerBytes >> 8); // face
+ *p_data << uint8(playerBytes >> 16); // hair style
+ *p_data << uint8(playerBytes >> 24); // hair color
+
+ uint32 playerBytes2 = fields[6].GetUInt32();
+ *p_data << uint8(playerBytes2 & 0xFF); // facial hair
+
+ *p_data << uint8(fields[7].GetUInt8()); // level
+ *p_data << uint32(fields[8].GetUInt32()); // zone
+ *p_data << uint32(fields[9].GetUInt32()); // map
+
+ *p_data << fields[10].GetFloat(); // x
+ *p_data << fields[11].GetFloat(); // y
+ *p_data << fields[12].GetFloat(); // z
+
+ *p_data << uint32(fields[13].GetUInt32()); // guild id
+
+ uint32 char_flags = 0;
+ uint32 playerFlags = fields[14].GetUInt32();
+ uint32 atLoginFlags = fields[15].GetUInt32();
+ if (playerFlags & PLAYER_FLAGS_HIDE_HELM)
+ char_flags |= CHARACTER_FLAG_HIDE_HELM;
+ if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
+ char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
+ if (playerFlags & PLAYER_FLAGS_GHOST)
+ char_flags |= CHARACTER_FLAG_GHOST;
+ if (atLoginFlags & AT_LOGIN_RENAME)
+ char_flags |= CHARACTER_FLAG_RENAME;
+ if (sWorld.getConfig(CONFIG_DECLINED_NAMES_USED))
+ {
+ if (!fields[20].GetCppString().empty())
+ char_flags |= CHARACTER_FLAG_DECLINED;
+ }
+ else
+ char_flags |= CHARACTER_FLAG_DECLINED;
+
+ *p_data << uint32(char_flags); // character flags
+ // character customize flags
+ *p_data << uint32(atLoginFlags & AT_LOGIN_CUSTOMIZE ? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE : CHAR_CUSTOMIZE_FLAG_NONE);
+ // First login
+ *p_data << uint8(atLoginFlags & AT_LOGIN_FIRST ? 1 : 0);
+
+ // Pets info
+ {
+ uint32 petDisplayId = 0;
+ uint32 petLevel = 0;
+ uint32 petFamily = 0;
+
+ // show pet at selection character in character list only for non-ghost character
+ if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT))
+ {
+ uint32 entry = fields[16].GetUInt32();
+ CreatureInfo const* cInfo = sCreatureStorage.LookupEntry<CreatureInfo>(entry);
+ if (cInfo)
+ {
+ petDisplayId = fields[17].GetUInt32();
+ petLevel = fields[18].GetUInt32();
+ petFamily = cInfo->family;
+ }
+ }
+
+ *p_data << uint32(petDisplayId);
+ *p_data << uint32(petLevel);
+ *p_data << uint32(petFamily);
+ }
+
+ Tokens data = StrSplit(fields[19].GetCppString(), " ");
+ for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
+ {
+ uint32 visualbase = slot * 2;
+ uint32 item_id = GetUInt32ValueFromArray(data, visualbase);
+ const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
+ if (!proto)
+ {
+ *p_data << uint32(0);
+ *p_data << uint8(0);
+ *p_data << uint32(0);
+ continue;
+ }
+
+ SpellItemEnchantmentEntry const *enchant = NULL;
+
+ uint32 enchants = GetUInt32ValueFromArray(data, visualbase + 1);
+ for (uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot)
+ {
+ // values stored in 2 uint16
+ uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16);
+ if (!enchantId)
+ continue;
+
+ enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId);
+ if (enchant)
+ break;
+ }
+
+ *p_data << uint32(proto->DisplayInfoID);
+ *p_data << uint8(proto->InventoryType);
+ *p_data << uint32(enchant ? enchant->aura_id : 0);
+ }
+
+ *p_data << uint32(0); // bag 1 display id
+ *p_data << uint8(0); // bag 1 inventory type
+ *p_data << uint32(0); // enchant?
+ *p_data << uint32(0); // bag 2 display id
+ *p_data << uint8(0); // bag 2 inventory type
+ *p_data << uint32(0); // enchant?
+ *p_data << uint32(0); // bag 3 display id
+ *p_data << uint8(0); // bag 3 inventory type
+ *p_data << uint32(0); // enchant?
+ *p_data << uint32(0); // bag 4 display id
+ *p_data << uint8(0); // bag 4 inventory type
+ *p_data << uint32(0); // enchant?
+
+ return true;
+}
+
+bool Player::ToggleAFK()
+{
+ ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
+
+ bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
+
+ // afk player not allowed in battleground
+ if (state && InBattleGround())
+ LeaveBattleground();
+
+ return state;
+}
+
+bool Player::ToggleDND()
+{
+ ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
+
+ return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
+}
+
+uint8 Player::chatTag() const
+{
+ // it's bitmask
+ // 0x8 - ??
+ // 0x4 - gm
+ // 0x2 - dnd
+ // 0x1 - afk
+ if (isGMChat())
+ return 4;
+ else if (isDND())
+ return 3;
+ if (isAFK())
+ return 1;
+ else
+ return 0;
+}
+
+void Player::SendTeleportPacket(Position &oldPos)
+{
+ WorldPacket data2(MSG_MOVE_TELEPORT, 38);
+ data2.append(GetPackGUID());
+ BuildMovementPacket(&data2);
+ Relocate(&oldPos);
+ SendMessageToSet(&data2, false);
+}
+
+void Player::SendTeleportAckPacket()
+{
+ WorldPacket data(MSG_MOVE_TELEPORT_ACK, 41);
+ data.append(GetPackGUID());
+ data << uint32(0); // this value increments every time
+ BuildMovementPacket(&data);
+ GetSession()->SendPacket(&data);
+}
+
+// this is not used anywhere
+void Player::TeleportOutOfMap(Map *oldMap)
+{
+ while (IsBeingTeleportedFar())
+ GetSession()->HandleMoveWorldportAckOpcode();
+
+ if (GetMap() != oldMap)
+ return;
+
+ TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
+
+ while (IsBeingTeleportedFar())
+ GetSession()->HandleMoveWorldportAckOpcode();
+
+ if (GetMap() == oldMap)
+ {
+ sLog.outCrash("Cannot teleport player out of map!");
+ ResetMap();
+ assert(false);
+ }
+}
+
+bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
+{
+ if (!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
+ {
+ sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
+ return false;
+ }
+
+ if ((GetSession()->GetSecurity() < SEC_GAMEMASTER) && !sWorld.IsAllowedMap(mapid))
+ {
+ sLog.outError("Player %s tried to enter a forbidden map", GetName());
+ return false;
+ }
+
+ // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
+ Pet* pet = GetPet();
+
+ MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
+
+ // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
+ // don't let gm level > 1 either
+ if (!InBattleGround() && mEntry->IsBattleGroundOrArena())
+ return false;
+
+ // client without expansion support
+ if (GetSession()->Expansion() < mEntry->Expansion())
+ {
+ sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
+
+ if (GetTransport())
+ RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
+
+ SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
+
+ return false; // normal client can't teleport to this map...
+ }
+ else
+ sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid);
+
+ // reset movement flags at teleport, because player will continue move with these flags after teleport
+ SetUnitMovementFlags(0);
+
+ if (m_transport)
+ {
+ if (options & TELE_TO_NOT_LEAVE_TRANSPORT)
+ AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
+ else
+ {
+ m_transport->RemovePassenger(this);
+ m_transport = NULL;
+ m_movementInfo.t_x = 0.0f;
+ m_movementInfo.t_y = 0.0f;
+ m_movementInfo.t_z = 0.0f;
+ m_movementInfo.t_o = 0.0f;
+ m_movementInfo.t_time = 0;
+ m_movementInfo.t_seat = -1;
+ }
+ }
+
+ // The player was ported to another map and looses the duel immediately.
+ // We have to perform this check before the teleport, otherwise the
+ // ObjectAccessor won't find the flag.
+ if (duel && GetMapId() != mapid)
+ if (GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER)))
+ DuelComplete(DUEL_FLED);
+
+ if (GetMapId() == mapid && !m_transport)
+ {
+ //lets reset far teleport flag if it wasn't reset during chained teleports
+ SetSemaphoreTeleportFar(false);
+ //setup delayed teleport flag
+ SetDelayedTeleportFlag(IsCanDelayTeleport());
+ //if teleport spell is casted in Unit::Update() func
+ //then we need to delay it until update process will be finished
+ if (IsHasDelayedTeleport())
+ {
+ SetSemaphoreTeleportNear(true);
+ //lets save teleport destination for player
+ m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
+ m_teleport_options = options;
+ return true;
+ }
+
+ if (!(options & TELE_TO_NOT_UNSUMMON_PET))
+ {
+ //same map, only remove pet if out of range for new position
+ if (pet && !pet->IsWithinDist3d(x,y,z, GetMap()->GetVisibilityDistance()))
+ UnsummonPetTemporaryIfAny();
+ }
+
+ if (!(options & TELE_TO_NOT_LEAVE_COMBAT))
+ CombatStop();
+
+ // this will be used instead of the current location in SaveToDB
+ m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
+ SetFallInformation(0, z);
+
+ // code for finish transfer called in WorldSession::HandleMovementOpcodes()
+ // at client packet MSG_MOVE_TELEPORT_ACK
+ SetSemaphoreTeleportNear(true);
+ // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
+ if (!GetSession()->PlayerLogout())
+ {
+ Position oldPos;
+ GetPosition(&oldPos);
+ Relocate(x, y, z, orientation);
+ SendTeleportAckPacket();
+ SendTeleportPacket(oldPos); // this automatically relocates to oldPos in order to broadcast the packet in the right place
+ }
+ }
+ else
+ {
+ if (getClass() == CLASS_DEATH_KNIGHT && GetMapId() == 609 && !isGameMaster() && !HasSpell(50977))
+ return false;
+
+ // far teleport to another map
+ Map* oldmap = IsInWorld() ? GetMap() : NULL;
+ // check if we can enter before stopping combat / removing pet / totems / interrupting spells
+
+ // Check enter rights before map getting to avoid creating instance copy for player
+ // this check not dependent from map instance copy and same for all instance copies of selected map
+ if (!MapManager::Instance().CanPlayerEnter(mapid, this, false))
+ return false;
+
+ // If the map is not created, assume it is possible to enter it.
+ // It will be created in the WorldPortAck.
+ Map *map = MapManager::Instance().FindMap(mapid);
+ if (!map || map->CanEnter(this))
+ {
+ //lets reset near teleport flag if it wasn't reset during chained teleports
+ SetSemaphoreTeleportNear(false);
+ //setup delayed teleport flag
+ SetDelayedTeleportFlag(IsCanDelayTeleport());
+ //if teleport spell is casted in Unit::Update() func
+ //then we need to delay it until update process will be finished
+ if (IsHasDelayedTeleport())
+ {
+ SetSemaphoreTeleportFar(true);
+ //lets save teleport destination for player
+ m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
+ m_teleport_options = options;
+ return true;
+ }
+
+ SetSelection(0);
+
+ CombatStop();
+
+ ResetContestedPvP();
+
+ // remove player from battleground on far teleport (when changing maps)
+ if (BattleGround const* bg = GetBattleGround())
+ {
+ // Note: at battleground join battleground id set before teleport
+ // and we already will found "current" battleground
+ // just need check that this is targeted map or leave
+ if (bg->GetMapId() != mapid)
+ LeaveBattleground(false); // don't teleport to entry point
+ }
+
+ // remove pet on map change
+ if (pet)
+ UnsummonPetTemporaryIfAny();
+
+ // remove all dyn objects
+ RemoveAllDynObjects();
+
+ // stop spellcasting
+ // not attempt interrupt teleportation spell at caster teleport
+ if (!(options & TELE_TO_SPELL))
+ if (IsNonMeleeSpellCasted(true))
+ InterruptNonMeleeSpells(true);
+
+ //remove auras before removing from map...
+ RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
+
+ if (!GetSession()->PlayerLogout())
+ {
+ // send transfer packets
+ WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
+ data << uint32(mapid);
+ if (m_transport)
+ {
+ data << m_transport->GetEntry() << GetMapId();
+ }
+ GetSession()->SendPacket(&data);
+
+ data.Initialize(SMSG_NEW_WORLD, (20));
+ if (m_transport)
+ data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
+ else
+ data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
+
+ GetSession()->SendPacket(&data);
+ SendSavedInstances();
+ }
+
+ // remove from old map now
+ if (oldmap)
+ oldmap->Remove(this, false);
+
+ // new final coordinates
+ float final_x = x;
+ float final_y = y;
+ float final_z = z;
+ float final_o = orientation;
+
+ if (m_transport)
+ {
+ final_x += m_movementInfo.t_x;
+ final_y += m_movementInfo.t_y;
+ final_z += m_movementInfo.t_z;
+ final_o += m_movementInfo.t_o;
+ }
+
+ m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
+ SetFallInformation(0, final_z);
+ // if the player is saved before worldportack (at logout for example)
+ // this will be used instead of the current location in SaveToDB
+
+ // move packet sent by client always after far teleport
+ // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
+ SetSemaphoreTeleportFar(true);
+ }
+ else
+ return false;
+ }
+ return true;
+}
+
+bool Player::TeleportToBGEntryPoint()
+{
+ ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
+ ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
+ return TeleportTo(m_bgData.joinPos);
+}
+
+void Player::ProcessDelayedOperations()
+{
+ if (m_DelayedOperations == 0)
+ return;
+
+ if (m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
+ {
+ ResurrectPlayer(0.0f, false);
+
+ if (GetMaxHealth() > m_resurrectHealth)
+ SetHealth(m_resurrectHealth);
+ else
+ SetHealth(GetMaxHealth());
+
+ if (GetMaxPower(POWER_MANA) > m_resurrectMana)
+ SetPower(POWER_MANA, m_resurrectMana);
+ else
+ SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
+
+ SetPower(POWER_RAGE, 0);
+ SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
+
+ SpawnCorpseBones();
+ }
+
+ if (m_DelayedOperations & DELAYED_SAVE_PLAYER)
+ SaveToDB();
+
+ if (m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
+ CastSpell(this, 26013, true); // Deserter
+
+ if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
+ {
+ if (m_bgData.mountSpell)
+ {
+ CastSpell(this, m_bgData.mountSpell, true);
+ m_bgData.mountSpell = 0;
+ }
+ }
+
+ if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
+ {
+ if (m_bgData.HasTaxiPath())
+ {
+ m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]);
+ m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]);
+ m_bgData.ClearTaxiPath();
+
+ ContinueTaxiFlight();
+ }
+ }
+
+ //we have executed ALL delayed ops, so clear the flag
+ m_DelayedOperations = 0;
+}
+
+void Player::AddToWorld()
+{
+ ///- Do not add/remove the player from the object storage
+ ///- It will crash when updating the ObjectAccessor
+ ///- The player should only be added when logging in
+ Unit::AddToWorld();
+
+ for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
+ if (m_items[i])
+ m_items[i]->AddToWorld();
+}
+
+void Player::RemoveFromWorld()
+{
+ // cleanup
+ if (IsInWorld())
+ {
+ ///- Release charmed creatures, unsummon totems and remove pets/guardians
+ StopCastingCharm();
+ StopCastingBindSight();
+ UnsummonPetTemporaryIfAny();
+ sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId);
+ }
+
+ ///- Do not add/remove the player from the object storage
+ ///- It will crash when updating the ObjectAccessor
+ ///- The player should only be removed when logging out
+ Unit::RemoveFromWorld();
+
+ for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
+ {
+ if (m_items[i])
+ m_items[i]->RemoveFromWorld();
+ }
+
+ for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
+ iter->second->RemoveFromWorld();
+
+ if (m_uint32Values)
+ {
+ if (WorldObject *viewpoint = GetViewpoint())
+ {
+ sLog.outCrash("Player %s has viewpoint %u %u when removed from world", GetName(), viewpoint->GetEntry(), viewpoint->GetTypeId());
+ SetViewpoint(viewpoint, false);
+ }
+ }
+}
+
+void Player::RegenerateAll()
+{
+ //if (m_regenTimer <= 500)
+ // return;
+
+ m_regenTimerCount += m_regenTimer;
+
+ Regenerate(POWER_ENERGY);
+
+ Regenerate(POWER_MANA);
+
+ // Runes act as cooldowns, and they don't need to send any data
+ if (getClass() == CLASS_DEATH_KNIGHT)
+ for (uint32 i = 0; i < MAX_RUNES; ++i)
+ if (uint32 cd = GetRuneCooldown(i))
+ SetRuneCooldown(i, (cd > m_regenTimer) ? cd - m_regenTimer : 0);
+
+ if (m_regenTimerCount >= 2000)
+ {
+ // Not in combat or they have regeneration
+ if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
+ HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed())
+ {
+ RegenerateHealth();
+ }
+
+ Regenerate(POWER_RAGE);
+ if (getClass() == CLASS_DEATH_KNIGHT)
+ Regenerate(POWER_RUNIC_POWER);
+
+ m_regenTimerCount -= 2000;
+ }
+
+ m_regenTimer = 0;
+}
+
+void Player::Regenerate(Powers power)
+{
+ uint32 maxValue = GetMaxPower(power);
+ if (!maxValue)
+ return;
+
+ uint32 curValue = GetPower(power);
+
+ // TODO: possible use of miscvalueb instead of amount
+ if (HasAuraTypeWithValue(SPELL_AURA_PREVENT_REGENERATE_POWER, power))
+ return;
+
+ float addvalue = 0.0f;
+
+ switch (power)
+ {
+ case POWER_MANA:
+ {
+ bool recentCast = IsUnderLastManaUseEffect();
+ float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
+
+ if (getLevel() < 15)
+ ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA) * (2.066f - (getLevel() * 0.066f));
+
+ if (recentCast) // Trinity Updates Mana in intervals of 2s, which is correct
+ addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
+ else
+ addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
+ } break;
+ case POWER_RAGE: // Regenerate rage
+ {
+ if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
+ {
+ float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
+ addvalue += -20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec)
+ }
+ } break;
+ case POWER_ENERGY: // Regenerate energy (rogue)
+ addvalue += 0.01f * m_regenTimer;
+ break;
+ case POWER_RUNIC_POWER:
+ {
+ if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
+ {
+ float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
+ addvalue += -30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
+ }
+ } break;
+ case POWER_RUNE:
+ case POWER_FOCUS:
+ case POWER_HAPPINESS:
+ case POWER_HEALTH:
+ break;
+ }
+
+ // Mana regen calculated in Player::UpdateManaRegen()
+ if (power != POWER_MANA)
+ {
+ AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
+ for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
+ if ((*i)->GetMiscValue() == power)
+ addvalue *= ((*i)->GetAmount() + 100) / 100.0f;
+
+ // Butchery requires combat for this effect
+ if (power != POWER_RUNIC_POWER || isInCombat())
+ addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * ((power != POWER_ENERGY) ? m_regenTimerCount : m_regenTimer) / (5 * IN_MILISECONDS);
+ }
+
+ if (addvalue < 0.0f)
+ {
+ if (curValue == 0)
+ return;
+ }
+ else if (addvalue > 0.0f)
+ {
+ if (curValue == maxValue)
+ return;
+ }
+ else
+ return;
+
+ addvalue += m_powerFraction[power];
+ uint32 integerValue = uint32(abs(addvalue));
+
+ if (addvalue < 0.0f)
+ {
+ if (curValue > integerValue)
+ {
+ curValue -= integerValue;
+ m_powerFraction[power] = addvalue + integerValue;
+ }
+ else
+ {
+ curValue = 0;
+ m_powerFraction[power] = 0;
+ }
+ }
+ else
+ {
+ curValue += integerValue;
+
+ if (curValue > maxValue)
+ {
+ curValue = maxValue;
+ m_powerFraction[power] = 0;
+ }
+ else
+ m_powerFraction[power] = addvalue - integerValue;
+ }
+ if (m_regenTimerCount >= 2000)
+ SetPower(power, curValue);
+ else
+ UpdateUInt32Value(UNIT_FIELD_POWER1 + power, curValue);
+}
+
+void Player::RegenerateHealth()
+{
+ uint32 curValue = GetHealth();
+ uint32 maxValue = GetMaxHealth();
+
+ if (curValue >= maxValue)
+ return;
+
+ float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
+
+ if (getLevel() < 15)
+ HealthIncreaseRate = sWorld.getRate(RATE_HEALTH) * (2.066f - (getLevel() * 0.066f));
+
+ float addvalue = 0.0f;
+
+ // polymorphed case
+ if (IsPolymorphed())
+ addvalue = GetMaxHealth()/3;
+ // normal regen case (maybe partly in combat case)
+ else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
+ {
+ addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
+ if (!isInCombat())
+ {
+ AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
+ for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
+ addvalue *= (100.0f + (*i)->GetAmount()) / 100.0f;
+
+ addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 2 * IN_MILISECONDS / (5 * IN_MILISECONDS);
+ }
+ else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
+ addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
+
+ if (!IsStandState())
+ addvalue *= 1.5;
+ }
+
+ // always regeneration bonus (including combat)
+ addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
+ addvalue += m_baseHealthRegen / 2.5f;
+
+ if (addvalue < 0)
+ addvalue = 0;
+
+ ModifyHealth(int32(addvalue));
+}
+
+bool Player::CanInteractWithNPCs(bool alive) const
+{
+ if (alive && !isAlive())
+ return false;
+ if (isInFlight())
+ return false;
+
+ return true;
+}
+
+Creature*
+Player::GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask)
+{
+ // unit checks
+ if (!guid)
+ return NULL;
+
+ if (!IsInWorld())
+ return NULL;
+
+ // exist (we need look pets also for some interaction (quest/etc)
+ Creature *unit = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
+ if (!unit)
+ return NULL;
+
+ // player check
+ if (!CanInteractWithNPCs(!unit->isSpiritService()))
+ return NULL;
+
+ // appropriate npc type
+ if (npcflagmask && !unit->HasFlag(UNIT_NPC_FLAGS, npcflagmask))
+ return NULL;
+
+ // alive or spirit healer
+ if (!unit->isAlive() && (!unit->isSpiritService() || isAlive()))
+ return NULL;
+
+ // not allow interaction under control, but allow with own pets
+ if (unit->GetCharmerGUID())
+ return NULL;
+
+ // not enemy
+ if (unit->IsHostileTo(this))
+ return NULL;
+
+ // not unfriendly
+ if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
+ if (factionTemplate->faction)
+ if (FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
+ if (faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
+ return NULL;
+
+ // not too far
+ if (!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE))
+ return NULL;
+
+ return unit;
+}
+
+GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const
+{
+ if (GameObject *go = GetMap()->GetGameObject(guid))
+ {
+ if (go->GetGoType() == type)
+ {
+ float maxdist;
+ switch (type)
+ {
+ // TODO: find out how the client calculates the maximal usage distance to spellless working
+ // gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
+ case GAMEOBJECT_TYPE_GUILD_BANK:
+ case GAMEOBJECT_TYPE_MAILBOX:
+ maxdist = 10.0f;
+ break;
+ case GAMEOBJECT_TYPE_FISHINGHOLE:
+ maxdist = 20.0f+CONTACT_DISTANCE; // max spell range
+ break;
+ default:
+ maxdist = INTERACTION_DISTANCE;
+ break;
+ }
+
+ if (go->IsWithinDistInMap(this, maxdist))
+ return go;
+
+ sLog.outDebug("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go->GetGOInfo()->name,
+ go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this));
+ }
+ }
+ return NULL;
+}
+
+bool Player::IsUnderWater() const
+{
+ return IsInWater() &&
+ GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
+}
+
+void Player::SetInWater(bool apply)
+{
+ if (m_isInWater == apply)
+ return;
+
+ //define player in water by opcodes
+ //move player's guid into HateOfflineList of those mobs
+ //which can't swim and move guid back into ThreatList when
+ //on surface.
+ //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
+ m_isInWater = apply;
+
+ // remove auras that need water/land
+ RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
+
+ getHostileRefManager().updateThreatTables();
+}
+
+void Player::SetGameMaster(bool on)
+{
+ if (on)
+ {
+ m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
+ setFaction(35);
+ SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
+
+ if (Pet* pet = GetPet())
+ {
+ pet->setFaction(35);
+ pet->getHostileRefManager().setOnlineOfflineState(false);
+ }
+
+ RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
+ ResetContestedPvP();
+
+ getHostileRefManager().setOnlineOfflineState(false);
+ CombatStopWithPets();
+
+ SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases
+ }
+ else
+ {
+ // restore phase
+ AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE);
+ SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false);
+
+ m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
+ setFactionForRace(getRace());
+ RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
+
+ if (Pet* pet = GetPet())
+ {
+ pet->setFaction(getFaction());
+ pet->getHostileRefManager().setOnlineOfflineState(true);
+ }
+
+ // restore FFA PvP Server state
+ if (sWorld.IsFFAPvPRealm())
+ SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
+
+ // restore FFA PvP area state, remove not allowed for GM mounts
+ UpdateArea(m_areaUpdateId);
+
+ getHostileRefManager().setOnlineOfflineState(true);
+ }
+
+ UpdateObjectVisibility();
+}
+
+void Player::SetGMVisible(bool on)
+{
+ if (on)
+ {
+ m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
+
+ // Reapply stealth/invisibility if active or show if not any
+ if (HasAuraType(SPELL_AURA_MOD_STEALTH))
+ SetVisibility(VISIBILITY_GROUP_STEALTH);
+ //else if (HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
+ // SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
+ else
+ SetVisibility(VISIBILITY_ON);
+ }
+ else
+ {
+ m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
+
+ SetAcceptWhispers(false);
+ SetGameMaster(true);
+
+ SetVisibility(VISIBILITY_OFF);
+ }
+}
+
+bool Player::IsGroupVisibleFor(Player* p) const
+{
+ switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
+ {
+ default: return IsInSameGroupWith(p);
+ case 1: return IsInSameRaidWith(p);
+ case 2: return GetTeam() == p->GetTeam();
+ }
+}
+
+bool Player::IsInSameGroupWith(Player const* p) const
+{
+ return p == this || (GetGroup() != NULL &&
+ GetGroup() == p->GetGroup() &&
+ GetGroup()->SameSubGroup(this, p));
+}
+
+///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
+/// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
+void Player::UninviteFromGroup()
+{
+ Group* group = GetGroupInvite();
+ if (!group)
+ return;
+
+ group->RemoveInvite(this);
+
+ if (group->GetMembersCount() <= 1) // group has just 1 member => disband
+ {
+ if (group->IsCreated())
+ {
+ group->Disband(true);
+ objmgr.RemoveGroup(group);
+ }
+ else
+ group->RemoveAllInvites();
+
+ delete group;
+ }
+}
+
+void Player::RemoveFromGroup(Group* group, uint64 guid)
+{
+ if (group)
+ {
+ if (group->RemoveMember(guid, 0) <= 1)
+ {
+ // group->Disband(); already disbanded in RemoveMember
+ objmgr.RemoveGroup(group);
+ delete group;
+ // removemember sets the player's group pointer to NULL
+ }
+ }
+}
+
+void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
+{
+ WorldPacket data(SMSG_LOG_XPGAIN, 21);
+ data << uint64(victim ? victim->GetGUID() : 0); // guid
+ data << uint32(GivenXP+RestXP); // given experience
+ data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
+ if (victim)
+ {
+ data << uint32(GivenXP); // experience without rested bonus
+ data << float(1); // 1 - none 0 - 100% group bonus output
+ }
+ data << uint8(0); // new 2.4.0
+ GetSession()->SendPacket(&data);
+}
+
+void Player::GiveXP(uint32 xp, Unit* victim)
+{
+ if (xp < 1)
+ return;
+
+ if (!isAlive())
+ return;
+
+ if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_NO_XP_GAIN))
+ return;
+
+ uint8 level = getLevel();
+
+ // Favored experience increase START
+ uint32 zone = GetZoneId();
+ float favored_exp_mult = 0;
+ if ((HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714)) favored_exp_mult = 0.05; // Thrallmar's Favor and Honor Hold's Favor
+ xp *= (1 + favored_exp_mult);
+ // Favored experience increase END
+
+ // XP to money conversion processed in Player::RewardQuest
+ if (level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
+ return;
+
+ // XP resting bonus for kill
+ uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
+
+ // Heirloom Experience Bonus
+ float heirloomModifier = 1.0f;
+ for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ if (m_items[i] && m_items[i]->GetProto()->Spells->SpellId == 57353)
+ heirloomModifier += 0.1f;
+ xp = uint32(xp * heirloomModifier);
+
+ SendLogXPGain(xp,victim,rested_bonus_xp);
+
+ uint32 curXP = GetUInt32Value(PLAYER_XP);
+ uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
+ uint32 newXP = curXP + xp + rested_bonus_xp;
+
+ while (newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
+ {
+ newXP -= nextLvlXP;
+
+ if (level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
+ GiveLevel(level + 1);
+
+ level = getLevel();
+ nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
+ }
+ newXP = GetSession()->HandleOnGetXP(newXP);
+ SetUInt32Value(PLAYER_XP, newXP);
+}
+
+// Update player to next level
+// Current player experience not update (must be update by caller)
+void Player::GiveLevel(uint8 level)
+{
+ if (level == getLevel())
+ return;
+
+ PlayerLevelInfo info;
+ objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
+
+ PlayerClassLevelInfo classInfo;
+ objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
+
+ // send levelup info to client
+ WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
+ data << uint32(level);
+ data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
+ // for (int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
+ data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
+ data << uint32(0);
+ data << uint32(0);
+ data << uint32(0);
+ data << uint32(0);
+ data << uint32(0);
+ data << uint32(0);
+ // end for
+ for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
+ data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
+
+ GetSession()->SendPacket(&data);
+
+ SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level));
+
+ //update level, max level of skills
+ m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset
+
+ _ApplyAllLevelScaleItemMods(false);
+
+ SetLevel(level);
+
+ UpdateSkillsForLevel();
+
+ // save base values (bonuses already included in stored stats
+ for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
+ SetCreateStat(Stats(i), info.stats[i]);
+
+ SetCreateHealth(classInfo.basehealth);
+ SetCreateMana(classInfo.basemana);
+
+ InitTalentForLevel();
+ InitTaxiNodesForLevel();
+ InitGlyphsForLevel();
+
+ UpdateAllStats();
+
+ if (sWorld.getConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up
+ UpdateSkillsToMaxSkillsForLevel();
+
+ // set current level health and mana/energy to maximum after applying all mods.
+ SetHealth(GetMaxHealth());
+ SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
+ SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
+ if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
+ SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
+ SetPower(POWER_FOCUS, 0);
+ SetPower(POWER_HAPPINESS, 0);
+
+ _ApplyAllLevelScaleItemMods(true);
+
+ // update level to hunter/summon pet
+ if (Pet* pet = GetPet())
+ pet->SynchronizeLevelWithOwner();
+
+ if (MailLevelReward const* mailReward = objmgr.GetMailLevelReward(level,getRaceMask()))
+ MailDraft(mailReward->mailTemplateId).SendMailTo(this,MailSender(MAIL_CREATURE,mailReward->senderEntry));
+
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
+}
+
+void Player::InitTalentForLevel()
+{
+ uint8 level = getLevel();
+ // talents base at level diff (talents = level - 9 but some can be used already)
+ if (level < 10)
+ {
+ // Remove all talent points
+ if (m_usedTalentCount > 0) // Free any used talents
+ {
+ resetTalents(true);
+ SetFreeTalentPoints(0);
+ }
+ }
+ else
+ {
+ if (level < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL) || m_specsCount == 0)
+ {
+ m_specsCount = 1;
+ m_activeSpec = 0;
+ }
+
+ uint32 talentPointsForLevel = CalculateTalentsPoints();
+
+ // if used more that have then reset
+ if (m_usedTalentCount > talentPointsForLevel)
+ {
+ if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
+ resetTalents(true);
+ else
+ SetFreeTalentPoints(0);
+ }
+ // else update amount of free points
+ else
+ SetFreeTalentPoints(talentPointsForLevel - m_usedTalentCount);
+ }
+
+ if (!GetSession()->PlayerLoading())
+ SendTalentsInfoData(false); // update at client
+}
+
+void Player::InitStatsForLevel(bool reapplyMods)
+{
+ if (reapplyMods) //reapply stats values only on .reset stats (level) command
+ _RemoveAllStatBonuses();
+
+ PlayerClassLevelInfo classInfo;
+ objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
+
+ PlayerLevelInfo info;
+ objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
+
+ SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL));
+ SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel()));
+
+ // reset before any aura state sources (health set/aura apply)
+ SetUInt32Value(UNIT_FIELD_AURASTATE, 0);
+
+ UpdateSkillsForLevel ();
+
+ // set default cast time multiplier
+ SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
+
+ // reset size before reapply auras
+ SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
+
+ // save base values (bonuses already included in stored stats
+ for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
+ SetCreateStat(Stats(i), info.stats[i]);
+
+ for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
+ SetStat(Stats(i), info.stats[i]);
+
+ SetCreateHealth(classInfo.basehealth);
+
+ //set create powers
+ SetCreateMana(classInfo.basemana);
+
+ SetArmor(int32(m_createStats[STAT_AGILITY]*2));
+
+ InitStatBuffMods();
+
+ //reset rating fields values
+ for (uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
+ SetUInt32Value(index, 0);
+
+ SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
+ for (uint8 i = 0; i < 7; ++i)
+ {
+ SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
+ SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
+ SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
+ }
+
+ //reset attack power, damage and attack speed fields
+ SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f);
+ SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f); // offhand attack time
+ SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f);
+
+ SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f);
+ SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f);
+ SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f);
+ SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f);
+ SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f);
+ SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f);
+
+ SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0);
+ SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0);
+ SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
+ SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0);
+ SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0);
+ SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
+
+ // Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
+ SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
+ SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
+ SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
+
+ // Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
+ for (uint8 i = 0; i < 7; ++i)
+ SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
+
+ SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
+ SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
+ SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
+
+ // Dodge percentage
+ SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
+
+ // set armor (resistance 0) to original value (create_agility*2)
+ SetArmor(int32(m_createStats[STAT_AGILITY]*2));
+ SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
+ SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
+ // set other resistance to original value (0)
+ for (uint8 i = 1; i < MAX_SPELL_SCHOOL; ++i)
+ {
+ SetResistance(SpellSchools(i), 0);
+ SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
+ SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
+ }
+
+ SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
+ SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
+ for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i)
+ {
+ SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0);
+ SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
+ }
+ // Reset no reagent cost field
+ for (uint8 i = 0; i < 3; ++i)
+ SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
+ // Init data for form but skip reapply item mods for form
+ InitDataForForm(reapplyMods);
+
+ // save new stats
+ for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
+ SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
+
+ SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
+
+ // cleanup mounted state (it will set correctly at aura loading if player saved at mount.
+ SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
+
+ // cleanup unit flags (will be re-applied if need at aura load).
+ RemoveFlag(UNIT_FIELD_FLAGS,
+ UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
+ UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
+ UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
+ UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
+ UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT);
+ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); // must be set
+
+ SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set
+
+ // cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
+ RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_ALLOW_ONLY_ABILITY);
+
+ RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
+ RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
+
+ // restore if need some important flags
+ SetUInt32Value(PLAYER_FIELD_BYTES2, 0); // flags empty by default
+
+ if (reapplyMods) // reapply stats values only on .reset stats (level) command
+ _ApplyAllStatBonuses();
+
+ // set current level health and mana/energy to maximum after applying all mods.
+ SetHealth(GetMaxHealth());
+ SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
+ SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
+ if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
+ SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
+ SetPower(POWER_FOCUS, 0);
+ SetPower(POWER_HAPPINESS, 0);
+ SetPower(POWER_RUNIC_POWER, 0);
+
+ // update level to hunter/summon pet
+ if (Pet* pet = GetPet())
+ pet->SynchronizeLevelWithOwner();
+}
+
+void Player::SendInitialSpells()
+{
+ time_t curTime = time(NULL);
+ time_t infTime = curTime + infinityCooldownDelayCheck;
+
+ uint16 spellCount = 0;
+
+ WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
+ data << uint8(0);
+
+ size_t countPos = data.wpos();
+ data << uint16(spellCount); // spell count placeholder
+
+ for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
+ {
+ if (itr->second->state == PLAYERSPELL_REMOVED)
+ continue;
+
+ if (!itr->second->active || itr->second->disabled)
+ continue;
+
+ data << uint32(itr->first);
+ data << uint16(0); // it's not slot id
+
+ spellCount +=1;
+ }
+
+ data.put<uint16>(countPos,spellCount); // write real count value
+
+ uint16 spellCooldowns = m_spellCooldowns.size();
+ data << uint16(spellCooldowns);
+ for (SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
+ {
+ SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
+ if (!sEntry)
+ continue;
+
+ data << uint32(itr->first);
+
+ data << uint16(itr->second.itemid); // cast item id
+ data << uint16(sEntry->Category); // spell category
+
+ // send infinity cooldown in special format
+ if (itr->second.end >= infTime)
+ {
+ data << uint32(1); // cooldown
+ data << uint32(0x80000000); // category cooldown
+ continue;
+ }
+
+ time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILISECONDS : 0;
+
+ if (sEntry->Category) // may be wrong, but anyway better than nothing...
+ {
+ data << uint32(0); // cooldown
+ data << uint32(cooldown); // category cooldown
+ }
+ else
+ {
+ data << uint32(cooldown); // cooldown
+ data << uint32(0); // category cooldown
+ }
+ }
+
+ GetSession()->SendPacket(&data);
+
+ sLog.outDetail("CHARACTER: Sent Initial Spells");
+}
+
+void Player::RemoveMail(uint32 id)
+{
+ for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
+ {
+ if ((*itr)->messageID == id)
+ {
+ //do not delete item, because Player::removeMail() is called when returning mail to sender.
+ m_mail.erase(itr);
+ return;
+ }
+ }
+}
+
+void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
+{
+ WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
+ data << (uint32) mailId;
+ data << (uint32) mailAction;
+ data << (uint32) mailError;
+ if (mailError == MAIL_ERR_EQUIP_ERROR)
+ data << (uint32) equipError;
+ else if (mailAction == MAIL_ITEM_TAKEN)
+ {
+ data << (uint32) item_guid; // item guid low?
+ data << (uint32) item_count; // item count?
+ }
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendNewMail()
+{
+ // deliver undelivered mail
+ WorldPacket data(SMSG_RECEIVED_MAIL, 4);
+ data << (uint32) 0;
+ GetSession()->SendPacket(&data);
+}
+
+void Player::UpdateNextMailTimeAndUnreads()
+{
+ // calculate next delivery time (min. from non-delivered mails
+ // and recalculate unReadMail
+ time_t cTime = time(NULL);
+ m_nextMailDelivereTime = 0;
+ unReadMails = 0;
+ for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
+ {
+ if ((*itr)->deliver_time > cTime)
+ {
+ if (!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
+ m_nextMailDelivereTime = (*itr)->deliver_time;
+ }
+ else if (((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
+ ++unReadMails;
+ }
+}
+
+void Player::AddNewMailDeliverTime(time_t deliver_time)
+{
+ if (deliver_time <= time(NULL)) // ready now
+ {
+ ++unReadMails;
+ SendNewMail();
+ }
+ else // not ready and no have ready mails
+ {
+ if (!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
+ m_nextMailDelivereTime = deliver_time;
+ }
+}
+
+bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
+{
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
+ if (!spellInfo)
+ {
+ // do character spell book cleanup (all characters)
+ if (!IsInWorld() && !learning) // spell load case
+ {
+ sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
+ CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id);
+ }
+ else
+ sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
+
+ return false;
+ }
+
+ if (!SpellMgr::IsSpellValid(spellInfo,this,false))
+ {
+ // do character spell book cleanup (all characters)
+ if (!IsInWorld() && !learning) // spell load case
+ {
+ sLog.outError("Player::addTalent: Broken spell #%u learning not allowed, deleting for all characters in `character_talent`.",spell_id);
+ CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id);
+ }
+ else
+ sLog.outError("Player::addTalent: Broken spell #%u learning not allowed.",spell_id);
+
+ return false;
+ }
+
+ PlayerTalentMap::iterator itr = m_talents[spec]->find(spell_id);
+ if (itr != m_talents[spec]->end())
+ itr->second->state = PLAYERSPELL_UNCHANGED;
+ else if (TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id))
+ {
+ if (TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentPos->talent_id))
+ {
+ for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
+ {
+ // skip learning spell and no rank spell case
+ uint32 rankSpellId = talentInfo->RankID[rank];
+ if (!rankSpellId || rankSpellId == spell_id)
+ continue;
+
+ PlayerTalentMap::iterator itr = m_talents[spec]->find(rankSpellId);
+ if (itr != m_talents[spec]->end())
+ itr->second->state = PLAYERSPELL_REMOVED;
+ }
+ }
+
+ PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
+ PlayerTalent *newtalent = new PlayerTalent();
+
+ newtalent->state = state;
+ newtalent->spec = spec;
+
+ (*m_talents[spec])[spell_id] = newtalent;
+ return true;
+ }
+ return false;
+}
+
+bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
+{
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
+ if (!spellInfo)
+ {
+ // do character spell book cleanup (all characters)
+ if (!IsInWorld() && !learning) // spell load case
+ {
+ sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
+ CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
+ }
+ else
+ sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
+
+ return false;
+ }
+
+ if (!SpellMgr::IsSpellValid(spellInfo,this,false))
+ {
+ // do character spell book cleanup (all characters)
+ if (!IsInWorld() && !learning) // spell load case
+ {
+ sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
+ CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
+ }
+ else
+ sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
+
+ return false;
+ }
+
+ PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
+
+ bool dependent_set = false;
+ bool disabled_case = false;
+ bool superceded_old = false;
+
+ PlayerSpellMap::iterator itr = m_spells.find(spell_id);
+
+ // Remove temporary spell if found to prevent conflicts
+ if (itr != m_spells.end() && itr->second->state == PLAYERSPELL_TEMPORARY)
+ RemoveTemporarySpell(spell_id);
+ else if (itr != m_spells.end())
+ {
+ uint32 next_active_spell_id = 0;
+ // fix activate state for non-stackable low rank (and find next spell for !active case)
+ if (!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
+ {
+ if (uint32 next = spellmgr.GetNextSpellInChain(spell_id))
+ {
+ if (HasSpell(next))
+ {
+ // high rank already known so this must !active
+ active = false;
+ next_active_spell_id = next;
+ }
+ }
+ }
+
+ // not do anything if already known in expected state
+ if (itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
+ itr->second->dependent == dependent && itr->second->disabled == disabled)
+ {
+ if (!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
+ itr->second->state = PLAYERSPELL_UNCHANGED;
+
+ return false;
+ }
+
+ // dependent spell known as not dependent, overwrite state
+ if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
+ {
+ itr->second->dependent = dependent;
+ if (itr->second->state != PLAYERSPELL_NEW)
+ itr->second->state = PLAYERSPELL_CHANGED;
+ dependent_set = true;
+ }
+
+ // update active state for known spell
+ if (itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
+ {
+ itr->second->active = active;
+
+ if (!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
+ itr->second->state = PLAYERSPELL_UNCHANGED;
+ else if (itr->second->state != PLAYERSPELL_NEW)
+ itr->second->state = PLAYERSPELL_CHANGED;
+
+ if (active)
+ {
+ if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo))
+ CastSpell (this,spell_id,true);
+ }
+ else if (IsInWorld())
+ {
+ if (next_active_spell_id)
+ {
+ // update spell ranks in spellbook and action bar
+ WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
+ data << uint32(spell_id);
+ data << uint32(next_active_spell_id);
+ GetSession()->SendPacket(&data);
+ }
+ else
+ {
+ WorldPacket data(SMSG_REMOVED_SPELL, 4);
+ data << uint32(spell_id);
+ GetSession()->SendPacket(&data);
+ }
+ }
+
+ return active; // learn (show in spell book if active now)
+ }
+
+ if (itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
+ {
+ if (itr->second->state != PLAYERSPELL_NEW)
+ itr->second->state = PLAYERSPELL_CHANGED;
+ itr->second->disabled = disabled;
+
+ if (disabled)
+ return false;
+
+ disabled_case = true;
+ }
+ else switch(itr->second->state)
+ {
+ case PLAYERSPELL_UNCHANGED: // known saved spell
+ return false;
+ case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
+ {
+ delete itr->second;
+ m_spells.erase(itr);
+ state = PLAYERSPELL_CHANGED;
+ break; // need re-add
+ }
+ default: // known not saved yet spell (new or modified)
+ {
+ // can be in case spell loading but learned at some previous spell loading
+ if (!IsInWorld() && !learning && !dependent_set)
+ itr->second->state = PLAYERSPELL_UNCHANGED;
+
+ return false;
+ }
+ }
+ }
+
+ if (!disabled_case) // skip new spell adding if spell already known (disabled spells case)
+ {
+ // talent: unlearn all other talent ranks (high and low)
+ if (TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id))
+ {
+ if (TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentPos->talent_id))
+ {
+ for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
+ {
+ // skip learning spell and no rank spell case
+ uint32 rankSpellId = talentInfo->RankID[rank];
+ if (!rankSpellId || rankSpellId == spell_id)
+ continue;
+
+ removeSpell(rankSpellId,false,false);
+ }
+ }
+ }
+ // non talent spell: learn low ranks (recursive call)
+ else if (uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
+ {
+ if (!IsInWorld() || disabled) // at spells loading, no output, but allow save
+ addSpell(prev_spell,active,true,true,disabled);
+ else // at normal learning
+ learnSpell(prev_spell, true);
+ }
+
+ PlayerSpell *newspell = new PlayerSpell;
+ newspell->state = state;
+ newspell->active = active;
+ newspell->dependent = dependent;
+ newspell->disabled = disabled;
+
+ // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
+ if (newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
+ {
+ for (PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2)
+ {
+ if (itr2->second->state == PLAYERSPELL_REMOVED) continue;
+ SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first);
+ if (!i_spellInfo) continue;
+
+ if (spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first))
+ {
+ if (itr2->second->active)
+ {
+ if (spellmgr.IsHighRankOfSpell(spell_id,itr2->first))
+ {
+ if (IsInWorld()) // not send spell (re-/over-)learn packets at loading
+ {
+ WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
+ data << uint32(itr2->first);
+ data << uint32(spell_id);
+ GetSession()->SendPacket(&data);
+ }
+
+ // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
+ itr2->second->active = false;
+ if (itr2->second->state != PLAYERSPELL_NEW)
+ itr2->second->state = PLAYERSPELL_CHANGED;
+ superceded_old = true; // new spell replace old in action bars and spell book.
+ }
+ else if (spellmgr.IsHighRankOfSpell(itr2->first,spell_id))
+ {
+ if (IsInWorld()) // not send spell (re-/over-)learn packets at loading
+ {
+ WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
+ data << uint32(spell_id);
+ data << uint32(itr2->first);
+ GetSession()->SendPacket(&data);
+ }
+
+ // mark new spell as disable (not learned yet for client and will not learned)
+ newspell->active = false;
+ if (newspell->state != PLAYERSPELL_NEW)
+ newspell->state = PLAYERSPELL_CHANGED;
+ }
+ }
+ }
+ }
+ }
+
+ m_spells[spell_id] = newspell;
+
+ // return false if spell disabled
+ if (newspell->disabled)
+ return false;
+ }
+
+ uint32 talentCost = GetTalentSpellCost(spell_id);
+
+ // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
+ // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
+ if (talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL))
+ {
+ // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
+ CastSpell(this, spell_id, true);
+ }
+ // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
+ else if (IsPassiveSpell(spell_id))
+ {
+ if (IsNeedCastPassiveSpellAtLearn(spellInfo))
+ CastSpell(this, spell_id, true);
+ }
+ else if (IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP))
+ {
+ CastSpell(this, spell_id, true);
+ return false;
+ }
+
+ // update used talent points count
+ m_usedTalentCount += talentCost;
+
+ // update free primary prof.points (if any, can be none in case GM .learn prof. learning)
+ if (uint32 freeProfs = GetFreePrimaryProfessionPoints())
+ {
+ if (spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
+ SetFreePrimaryProfessions(freeProfs-1);
+ }
+
+ // add dependent skills
+ uint16 maxskill = GetMaxSkillValueForLevel();
+
+ SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
+
+ SkillLineAbilityMapBounds skill_bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
+
+ if (spellLearnSkill)
+ {
+ uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
+ uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
+
+ if (skill_value < spellLearnSkill->value)
+ skill_value = spellLearnSkill->value;
+
+ uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
+
+ if (skill_max_value < new_skill_max_value)
+ skill_max_value = new_skill_max_value;
+
+ SetSkill(spellLearnSkill->skill, spellLearnSkill->step, skill_value, skill_max_value);
+ }
+ else
+ {
+ // not ranked skills
+ for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
+ {
+ SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
+ if (!pSkill)
+ continue;
+
+ if (!Has310Flyer(false) && pSkill->id == SKILL_MOUNTS)
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ if (spellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED &&
+ spellInfo->CalculateSimpleValue(i) == 310)
+ SetHas310Flyer(true);
+
+ if (HasSkill(pSkill->id))
+ continue;
+
+ if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
+ // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
+ ((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0))
+ {
+ switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask != 0))
+ {
+ case SKILL_RANGE_LANGUAGE:
+ SetSkill(pSkill->id, GetSkillStep(pSkill->id), 300, 300);
+ break;
+ case SKILL_RANGE_LEVEL:
+ SetSkill(pSkill->id, GetSkillStep(pSkill->id), 1, GetMaxSkillValueForLevel());
+ break;
+ case SKILL_RANGE_MONO:
+ SetSkill(pSkill->id, GetSkillStep(pSkill->id), 1, 1);
+ break;
+ default:
+ break;
+ }
+ }
+
+ }
+ }
+
+ // learn dependent spells
+ SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id);
+
+ for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
+ {
+ if (!itr2->second.autoLearned)
+ {
+ if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save
+ addSpell(itr2->second.spell,itr2->second.active,true,true,false);
+ else // at normal learning
+ learnSpell(itr2->second.spell, true);
+ }
+ }
+
+ if (!GetSession()->PlayerLoading())
+ {
+ // not ranked skills
+ for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
+ {
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId);
+ }
+
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id);
+ }
+
+ // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
+ return active && !disabled && !superceded_old;
+}
+
+void Player::AddTemporarySpell(uint32 spellId)
+{
+ PlayerSpellMap::iterator itr = m_spells.find(spellId);
+ // spell already added - do not do anything
+ if (itr != m_spells.end())
+ return;
+ PlayerSpell *newspell = new PlayerSpell;
+ newspell->state = PLAYERSPELL_TEMPORARY;
+ newspell->active = true;
+ newspell->dependent = false;
+ newspell->disabled = false;
+ m_spells[spellId] = newspell;
+}
+
+void Player::RemoveTemporarySpell(uint32 spellId)
+{
+ PlayerSpellMap::iterator itr = m_spells.find(spellId);
+ // spell already not in list - do not do anything
+ if (itr == m_spells.end())
+ return;
+ // spell has other state than temporary - do not change it
+ if (itr->second->state != PLAYERSPELL_TEMPORARY)
+ return;
+ delete itr->second;
+ m_spells.erase(itr);
+}
+
+bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const
+{
+ // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
+ // talent dependent passives activated at form apply have proper stance data
+ bool need_cast = (!spellInfo->Stances || (m_form != 0 && (spellInfo->Stances & (1<<(m_form-1)))));
+
+ //Check CasterAuraStates
+ return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)));
+}
+
+void Player::learnSpell(uint32 spell_id, bool dependent)
+{
+ PlayerSpellMap::iterator itr = m_spells.find(spell_id);
+
+ bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
+ bool active = disabled ? itr->second->active : true;
+
+ bool learning = addSpell(spell_id,active,true,dependent,false);
+
+ // learn all disabled higher ranks and required spells (recursive)
+ if (disabled)
+ {
+ SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id);
+ if (node)
+ {
+ PlayerSpellMap::iterator iter = m_spells.find(node->next);
+ if (iter != m_spells.end() && iter->second->disabled)
+ learnSpell(node->next, false);
+ }
+
+ SpellsRequiringSpellMapBounds spellsRequiringSpell = spellmgr.GetSpellsRequiringSpellBounds(spell_id);
+ for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2)
+ {
+ PlayerSpellMap::iterator iter2 = m_spells.find(itr2->second);
+ if (iter2 != m_spells.end() && iter2->second->disabled)
+ learnSpell(itr2->second, false);
+ }
+ }
+
+ // prevent duplicated entires in spell book, also not send if not in world (loading)
+ if (!learning || !IsInWorld())
+ return;
+
+ WorldPacket data(SMSG_LEARNED_SPELL, 6);
+ data << uint32(spell_id);
+ data << uint16(0);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
+{
+ PlayerSpellMap::iterator itr = m_spells.find(spell_id);
+ if (itr == m_spells.end())
+ return;
+
+ if (itr->second->state == PLAYERSPELL_REMOVED || (disabled && itr->second->disabled) || itr->second->state == PLAYERSPELL_TEMPORARY)
+ return;
+
+ // unlearn non talent higher ranks (recursive)
+ if (SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id))
+ {
+ if (HasSpell(node->next) && !GetTalentSpellPos(node->next))
+ removeSpell(node->next,disabled, false);
+ }
+ //unlearn spells dependent from recently removed spells
+ SpellsRequiringSpellMapBounds spellsRequiringSpell = spellmgr.GetSpellsRequiringSpellBounds(spell_id);
+ for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2)
+ removeSpell(itr2->second,disabled);
+
+ // re-search, it can be corrupted in prev loop
+ itr = m_spells.find(spell_id);
+ if (itr == m_spells.end())
+ return; // already unleared
+
+ bool giveTalentPoints = disabled || !itr->second->disabled;
+
+ bool cur_active = itr->second->active;
+ bool cur_dependent = itr->second->dependent;
+
+ if (disabled)
+ {
+ itr->second->disabled = disabled;
+ if (itr->second->state != PLAYERSPELL_NEW)
+ itr->second->state = PLAYERSPELL_CHANGED;
+ }
+ else
+ {
+ if (itr->second->state == PLAYERSPELL_NEW)
+ {
+ delete itr->second;
+ m_spells.erase(itr);
+ }
+ else
+ itr->second->state = PLAYERSPELL_REMOVED;
+ }
+
+ RemoveAurasDueToSpell(spell_id);
+
+ // remove pet auras
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ if (PetAura const *petSpell = spellmgr.GetPetAura(spell_id, i))
+ RemovePetAura(petSpell);
+
+ // free talent points
+ uint32 talentCosts = GetTalentSpellCost(spell_id);
+ if (talentCosts > 0 && giveTalentPoints)
+ {
+ if (talentCosts < m_usedTalentCount)
+ m_usedTalentCount -= talentCosts;
+ else
+ m_usedTalentCount = 0;
+ }
+
+ // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
+ if (spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
+ {
+ uint32 freeProfs = GetFreePrimaryProfessionPoints()+1;
+ if (freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
+ SetFreePrimaryProfessions(freeProfs);
+ }
+
+ // remove dependent skill
+ SpellLearnSkillNode const *spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
+ if (spellLearnSkill)
+ {
+ uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
+ if (!prev_spell) // first rank, remove skill
+ SetSkill(spellLearnSkill->skill, 0, 0, 0);
+ else
+ {
+ // search prev. skill setting by spell ranks chain
+ SpellLearnSkillNode const *prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
+ while (!prevSkill && prev_spell)
+ {
+ prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
+ prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
+ }
+
+ if (!prevSkill) // not found prev skill setting, remove skill
+ SetSkill(spellLearnSkill->skill, 0, 0, 0);
+ else // set to prev. skill setting values
+ {
+ uint32 skill_value = GetPureSkillValue(prevSkill->skill);
+ uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
+
+ if (skill_value > prevSkill->value)
+ skill_value = prevSkill->value;
+
+ uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
+
+ if (skill_max_value > new_skill_max_value)
+ skill_max_value = new_skill_max_value;
+
+ SetSkill(prevSkill->skill, prevSkill->step, skill_value, skill_max_value);
+ }
+ }
+
+ }
+ else
+ {
+ // not ranked skills
+ SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
+
+ for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
+ {
+ SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
+ if (!pSkill)
+ continue;
+
+ if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL &&
+ pSkill->categoryId != SKILL_CATEGORY_CLASS ||// not unlearn class skills (spellbook/talent pages)
+ // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
+ ((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0))
+ {
+ // not reset skills for professions and racial abilities
+ if ((pSkill->categoryId == SKILL_CATEGORY_SECONDARY || pSkill->categoryId == SKILL_CATEGORY_PROFESSION) &&
+ (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask != 0))
+ continue;
+
+ SetSkill(pSkill->id, GetSkillStep(pSkill->id), 0, 0);
+ }
+
+ // most likely will never be used, haven't heard of cases where players unlearn a mount
+ if (Has310Flyer(false) && _spell_idx->second->skillId == SKILL_MOUNTS)
+ {
+ SpellEntry const *pSpellInfo = sSpellStore.LookupEntry(spell_id);
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ if (pSpellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED &&
+ pSpellInfo->CalculateSimpleValue(i) == 310)
+ Has310Flyer(true, spell_id); // with true as first argument its also used to set/remove the flag
+ }
+ }
+ }
+
+ // remove dependent spells
+ SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id);
+
+ for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
+ removeSpell(itr2->second.spell, disabled);
+
+ // activate lesser rank in spellbook/action bar, and cast it if need
+ bool prev_activate = false;
+
+ if (uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id))
+ {
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
+
+ // if talent then lesser rank also talent and need learn
+ if (talentCosts)
+ {
+ // I cannot see why mangos has these lines.
+ //if (learn_low_rank)
+ // learnSpell(prev_id, false);
+ }
+ // if ranked non-stackable spell: need activate lesser rank and update dendence state
+ else if (cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
+ {
+ // need manually update dependence state (learn spell ignore like attempts)
+ PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
+ if (prev_itr != m_spells.end())
+ {
+ if (prev_itr->second->dependent != cur_dependent)
+ {
+ prev_itr->second->dependent = cur_dependent;
+ if (prev_itr->second->state != PLAYERSPELL_NEW)
+ prev_itr->second->state = PLAYERSPELL_CHANGED;
+ }
+
+ // now re-learn if need re-activate
+ if (cur_active && !prev_itr->second->active && learn_low_rank)
+ {
+ if (addSpell(prev_id,true,false,prev_itr->second->dependent,prev_itr->second->disabled))
+ {
+ // downgrade spell ranks in spellbook and action bar
+ WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
+ data << uint32(spell_id);
+ data << uint32(prev_id);
+ GetSession()->SendPacket(&data);
+ prev_activate = true;
+ }
+ }
+ }
+ }
+ }
+
+ if (spell_id == 46917 && m_canTitanGrip)
+ SetCanTitanGrip(false);
+
+ if (sWorld.getConfig(CONFIG_OFFHAND_CHECK_AT_SPELL_UNLEARN))
+ AutoUnequipOffhandIfNeed();
+
+ // remove from spell book if not replaced by lesser rank
+ if (!prev_activate)
+ {
+ WorldPacket data(SMSG_REMOVED_SPELL, 4);
+ data << uint32(spell_id);
+ GetSession()->SendPacket(&data);
+ }
+}
+
+bool Player::Has310Flyer(bool checkAllSpells, uint32 excludeSpellId)
+{
+ if (!checkAllSpells)
+ return m_ExtraFlags & PLAYER_EXTRA_HAS_310_FLYER;
+ else
+ {
+ SetHas310Flyer(false);
+ SpellEntry const *pSpellInfo;
+ for (PlayerSpellMap::iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
+ {
+ if (itr->first == excludeSpellId)
+ continue;
+
+ SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(itr->first);
+ for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
+ {
+ if (_spell_idx->second->skillId != SKILL_MOUNTS)
+ break; // We can break because mount spells belong only to one skillline (at least 310 flyers do)
+
+ pSpellInfo = sSpellStore.LookupEntry(itr->first);
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ if (pSpellInfo->EffectApplyAuraName[i] == SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED &&
+ pSpellInfo->CalculateSimpleValue(i) == 310)
+ {
+ SetHas310Flyer(true);
+ return true;
+ }
+ }
+ }
+ }
+
+ return false;
+}
+
+void Player::RemoveSpellCooldown(uint32 spell_id, bool update /* = false */)
+{
+ m_spellCooldowns.erase(spell_id);
+
+ if (update)
+ SendClearCooldown(spell_id, this);
+}
+
+// I am not sure which one is more efficient
+void Player::RemoveCategoryCooldown(uint32 cat)
+{
+ SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
+ if (i_scstore != sSpellCategoryStore.end())
+ for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
+ RemoveSpellCooldown(*i_scset, true);
+}
+
+void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */)
+{
+ SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat);
+ if (ct == sSpellCategoryStore.end())
+ return;
+
+ const SpellCategorySet& ct_set = ct->second;
+ for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();)
+ {
+ if (ct_set.find(i->first) != ct_set.end())
+ RemoveSpellCooldown((i++)->first, update);
+ else
+ ++i;
+ }
+}
+
+void Player::RemoveArenaSpellCooldowns()
+{
+ // remove cooldowns on spells that has < 15 min CD
+ SpellCooldowns::iterator itr, next;
+ // iterate spell cooldowns
+ for (itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); itr = next)
+ {
+ next = itr;
+ ++next;
+ SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
+ // check if spellentry is present and if the cooldown is less than 10 mins
+ if (entry &&
+ entry->RecoveryTime <= 10 * MINUTE * IN_MILISECONDS &&
+ entry->CategoryRecoveryTime <= 10 * MINUTE * IN_MILISECONDS)
+ {
+ // remove & notify
+ RemoveSpellCooldown(itr->first, true);
+ }
+ }
+}
+
+void Player::RemoveAllSpellCooldown()
+{
+ if (!m_spellCooldowns.empty())
+ {
+ for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
+ SendClearCooldown(itr->first, this);
+
+ m_spellCooldowns.clear();
+ }
+}
+
+void Player::_LoadSpellCooldowns(QueryResult_AutoPtr result)
+{
+ // some cooldowns can be already set at aura loading...
+
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
+
+ if (result)
+ {
+ time_t curTime = time(NULL);
+
+ do
+ {
+ Field *fields = result->Fetch();
+
+ uint32 spell_id = fields[0].GetUInt32();
+ uint32 item_id = fields[1].GetUInt32();
+ time_t db_time = (time_t)fields[2].GetUInt64();
+
+ if (!sSpellStore.LookupEntry(spell_id))
+ {
+ sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
+ continue;
+ }
+
+ // skip outdated cooldown
+ if (db_time <= curTime)
+ continue;
+
+ AddSpellCooldown(spell_id, item_id, db_time);
+
+ sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
+ }
+ while (result->NextRow());
+ }
+}
+
+void Player::_SaveSpellCooldowns()
+{
+ CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
+
+ time_t curTime = time(NULL);
+ time_t infTime = curTime + infinityCooldownDelayCheck;
+
+ bool first_round = true;
+ std::ostringstream ss;
+
+ // remove outdated and save active
+ for (SpellCooldowns::iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end();)
+ {
+ if (itr->second.end <= curTime)
+ m_spellCooldowns.erase(itr++);
+ else if (itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
+ {
+ if (first_round)
+ {
+ ss << "INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ";
+ first_round = false;
+ }
+ // next new/changed record prefix
+ else
+ ss << ", ";
+ ss << "(" << GetGUIDLow() << "," << itr->first << "," << itr->second.itemid << "," << uint64(itr->second.end) << ")";
+ ++itr;
+ }
+ else
+ ++itr;
+
+ }
+ // if something changed execute
+ if (!first_round)
+ CharacterDatabase.Execute(ss.str().c_str());
+}
+
+uint32 Player::resetTalentsCost() const
+{
+ // The first time reset costs 1 gold
+ if (m_resetTalentsCost < 1*GOLD)
+ return 1*GOLD;
+ // then 5 gold
+ else if (m_resetTalentsCost < 5*GOLD)
+ return 5*GOLD;
+ // After that it increases in increments of 5 gold
+ else if (m_resetTalentsCost < 10*GOLD)
+ return 10*GOLD;
+ else
+ {
+ uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
+ if (months > 0)
+ {
+ // This cost will be reduced by a rate of 5 gold per month
+ int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
+ // to a minimum of 10 gold.
+ return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
+ }
+ else
+ {
+ // After that it increases in increments of 5 gold
+ int32 new_cost = m_resetTalentsCost + 5*GOLD;
+ // until it hits a cap of 50 gold.
+ if (new_cost > 50*GOLD)
+ new_cost = 50*GOLD;
+ return new_cost;
+ }
+ }
+}
+
+bool Player::resetTalents(bool no_cost)
+{
+ // not need after this call
+ if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
+ RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true);
+
+ uint32 talentPointsForLevel = CalculateTalentsPoints();
+
+ if (m_usedTalentCount == 0)
+ {
+ SetFreeTalentPoints(talentPointsForLevel);
+ return false;
+ }
+
+ uint32 cost = 0;
+
+ if (!no_cost && !sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST))
+ {
+ cost = resetTalentsCost();
+
+ if (GetMoney() < cost)
+ {
+ SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
+ return false;
+ }
+ }
+
+ for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
+ {
+ TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
+
+ if (!talentInfo)
+ continue;
+
+ TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
+
+ if (!talentTabInfo)
+ continue;
+
+ // unlearn only talents for character class
+ // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
+ // to prevent unexpected lost normal learned spell skip another class talents
+ if ((getClassMask() & talentTabInfo->ClassMask) == 0)
+ continue;
+
+ for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
+ {
+ // skip non-existant talent ranks
+ if (talentInfo->RankID[rank] == 0)
+ continue;
+ removeSpell(talentInfo->RankID[rank],true);
+ if (const SpellEntry *_spellEntry = sSpellStore.LookupEntry(talentInfo->RankID[rank]))
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) // search through the SpellEntry for valid trigger spells
+ if (_spellEntry->EffectTriggerSpell[i] > 0 && _spellEntry->Effect[i] == SPELL_EFFECT_LEARN_SPELL)
+ removeSpell(_spellEntry->EffectTriggerSpell[i],true); // and remove any spells that the talent teaches
+ // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted
+ PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]);
+ if (plrTalent != m_talents[m_activeSpec]->end())
+ plrTalent->second->state = PLAYERSPELL_REMOVED;
+ }
+ }
+
+ _SaveSpells();
+
+ SetFreeTalentPoints(talentPointsForLevel);
+
+ if (!no_cost)
+ {
+ ModifyMoney(-(int32)cost);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
+
+ m_resetTalentsCost = cost;
+ m_resetTalentsTime = time(NULL);
+ }
+
+ //FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
+ RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
+ /* when prev line will dropped use next line
+ if (Pet* pet = GetPet())
+ {
+ if (pet->getPetType() == HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
+ RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
+ }
+ */
+
+ return true;
+}
+
+Mail* Player::GetMail(uint32 id)
+{
+ for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
+ if ((*itr)->messageID == id)
+ return (*itr);
+
+ return NULL;
+}
+
+void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
+{
+ if (target == this)
+ Object::_SetCreateBits(updateMask, target);
+ else
+ {
+ for (uint16 index = 0; index < m_valuesCount; index++)
+ if (GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
+ updateMask->SetBit(index);
+ }
+}
+
+void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
+{
+ if (target == this)
+ Object::_SetUpdateBits(updateMask, target);
+ else
+ {
+ Object::_SetUpdateBits(updateMask, target);
+ *updateMask &= updateVisualBits;
+ }
+}
+
+void Player::InitVisibleBits()
+{
+ updateVisualBits.SetCount(PLAYER_END);
+
+ updateVisualBits.SetBit(OBJECT_FIELD_GUID);
+ updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
+ updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
+ updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
+ updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
+ updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
+ updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
+ updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
+ updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
+ updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
+ updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
+ updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
+ updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
+ updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
+ updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
+ updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
+ updateVisualBits.SetBit(UNIT_FIELD_POWER1);
+ updateVisualBits.SetBit(UNIT_FIELD_POWER2);
+ updateVisualBits.SetBit(UNIT_FIELD_POWER3);
+ updateVisualBits.SetBit(UNIT_FIELD_POWER4);
+ updateVisualBits.SetBit(UNIT_FIELD_POWER5);
+ updateVisualBits.SetBit(UNIT_FIELD_POWER6);
+ updateVisualBits.SetBit(UNIT_FIELD_POWER7);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
+ updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
+ updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
+ updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
+ updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
+ updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
+ updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
+ updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
+ updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
+ updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
+ updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
+ updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
+ updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
+ updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
+ updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
+ updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
+ updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
+ updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
+ updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
+ updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
+ updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
+ updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
+ updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
+ updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
+
+ updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
+ updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
+ updateVisualBits.SetBit(PLAYER_FLAGS);
+ updateVisualBits.SetBit(PLAYER_GUILDID);
+ updateVisualBits.SetBit(PLAYER_GUILDRANK);
+ updateVisualBits.SetBit(PLAYER_BYTES);
+ updateVisualBits.SetBit(PLAYER_BYTES_2);
+ updateVisualBits.SetBit(PLAYER_BYTES_3);
+ updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
+ updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
+ updateVisualBits.SetBit(UNIT_NPC_FLAGS);
+
+ // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
+ for (uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += MAX_QUEST_OFFSET)
+ updateVisualBits.SetBit(i);
+
+ // Players visible items are not inventory stuff
+ for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ uint16 offset = i * 2;
+
+ // item entry
+ updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset);
+ // enchant
+ updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + offset);
+ }
+
+ updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
+}
+
+void Player::BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const
+{
+ for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ if (m_items[i] == NULL)
+ continue;
+
+ m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
+ }
+
+ if (target == this)
+ {
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i] == NULL)
+ continue;
+
+ m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
+ }
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ {
+ if (m_items[i] == NULL)
+ continue;
+
+ m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
+ }
+ }
+
+ Unit::BuildCreateUpdateBlockForPlayer(data, target);
+}
+
+void Player::DestroyForPlayer(Player *target, bool anim) const
+{
+ Unit::DestroyForPlayer(target, anim);
+
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i] == NULL)
+ continue;
+
+ m_items[i]->DestroyForPlayer(target);
+ }
+
+ if (target == this)
+ {
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i] == NULL)
+ continue;
+
+ m_items[i]->DestroyForPlayer(target);
+ }
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ {
+ if (m_items[i] == NULL)
+ continue;
+
+ m_items[i]->DestroyForPlayer(target);
+ }
+ }
+}
+
+bool Player::HasSpell(uint32 spell) const
+{
+ PlayerSpellMap::const_iterator itr = m_spells.find(spell);
+ return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
+ !itr->second->disabled);
+}
+
+bool Player::HasTalent(uint32 spell, uint8 spec) const
+{
+ PlayerTalentMap::const_iterator itr = m_talents[spec]->find(spell);
+ return (itr != m_talents[spec]->end() && itr->second->state != PLAYERSPELL_REMOVED);
+}
+
+bool Player::HasActiveSpell(uint32 spell) const
+{
+ PlayerSpellMap::const_iterator itr = m_spells.find(spell);
+ return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
+ itr->second->active && !itr->second->disabled);
+}
+
+TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
+{
+ if (!trainer_spell)
+ return TRAINER_SPELL_RED;
+
+ bool hasSpell = true;
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i)
+ {
+ if (!trainer_spell->learnedSpell[i])
+ continue;
+
+ if (!HasSpell(trainer_spell->learnedSpell[i]))
+ {
+ hasSpell = false;
+ break;
+ }
+ }
+ // known spell
+ if (hasSpell)
+ return TRAINER_SPELL_GRAY;
+
+ // check skill requirement
+ if (trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
+ return TRAINER_SPELL_RED;
+
+ // check level requirement
+ if (getLevel() < trainer_spell->reqLevel)
+ return TRAINER_SPELL_RED;
+
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i)
+ {
+ if (!trainer_spell->learnedSpell[i])
+ continue;
+
+ // check race/class requirement
+ if (!IsSpellFitByClassAndRace(trainer_spell->learnedSpell[i]))
+ return TRAINER_SPELL_RED;
+
+ if (SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell[i]))
+ {
+ // check prev.rank requirement
+ if (spell_chain->prev && !HasSpell(spell_chain->prev))
+ return TRAINER_SPELL_RED;
+ }
+
+ SpellsRequiringSpellMapBounds spellsRequired = spellmgr.GetSpellsRequiredForSpellBounds(trainer_spell->learnedSpell[i]);
+ for (SpellsRequiringSpellMap::const_iterator itr = spellsRequired.first; itr != spellsRequired.second; ++itr)
+ {
+ // check additional spell requirement
+ if (!HasSpell(itr->second))
+ return TRAINER_SPELL_RED;
+ }
+ }
+
+ // check primary prof. limit
+ // first rank of primary profession spell when there are no proffesions avalible is disabled
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i)
+ {
+ if (!trainer_spell->learnedSpell[i])
+ continue;
+ if ((spellmgr.IsPrimaryProfessionFirstRankSpell(trainer_spell->learnedSpell[i])) && (GetFreePrimaryProfessionPoints() == 0))
+ return TRAINER_SPELL_GREEN_DISABLED;
+ }
+
+ return TRAINER_SPELL_GREEN;
+}
+
+void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
+{
+ uint32 guid = GUID_LOPART(playerguid);
+
+ // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
+ // bones will be deleted by corpse/bones deleting thread shortly
+ ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
+
+ // remove from guild
+ uint32 guildId = GetGuildIdFromDB(playerguid);
+ if (guildId != 0)
+ {
+ Guild* guild = objmgr.GetGuildById(guildId);
+ if (guild)
+ guild->DelMember(guid);
+ }
+
+ // remove from arena teams
+ LeaveAllArenaTeams(playerguid);
+
+ // the player was uninvited already on logout so just remove from group
+ QueryResult_AutoPtr resultGroup = CharacterDatabase.PQuery("SELECT guid FROM group_member WHERE memberGuid=%u", guid);
+ if (resultGroup)
+ {
+ uint64 guid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_GROUP);
+ if (Group* group = objmgr.GetGroupByGUID(guid))
+ RemoveFromGroup(group, playerguid);
+ }
+
+ // remove signs from petitions (also remove petitions if owner);
+ RemovePetitionsAndSigns(playerguid, 10);
+
+ // return back all mails with COD and Item 0 1 2 3 4 5 6 7
+ QueryResult_AutoPtr resultMail = CharacterDatabase.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,body,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid);
+ if (resultMail)
+ {
+ do
+ {
+ Field *fields = resultMail->Fetch();
+
+ uint32 mail_id = fields[0].GetUInt32();
+ uint16 mailType = fields[1].GetUInt16();
+ uint16 mailTemplateId= fields[2].GetUInt16();
+ uint32 sender = fields[3].GetUInt32();
+ std::string subject = fields[4].GetCppString();
+ std::string body = fields[5].GetCppString();
+ uint32 money = fields[6].GetUInt32();
+ bool has_items = fields[7].GetBool();
+
+ //we can return mail now
+ //so firstly delete the old one
+ CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
+
+ // mail not from player
+ if (mailType != MAIL_NORMAL)
+ {
+ if (has_items)
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
+ continue;
+ }
+
+ MailDraft draft(subject, body);
+ if (mailTemplateId)
+ draft = MailDraft(mailTemplateId,false); // itesm already included
+
+ if (has_items)
+ {
+ // data needs to be at first place for Item::LoadFromDB
+ QueryResult_AutoPtr resultItems = CharacterDatabase.PQuery("SELECT data,text,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id);
+ if (resultItems)
+ {
+ do
+ {
+ Field *fields2 = resultItems->Fetch();
+
+ uint32 item_guidlow = fields2[2].GetUInt32();
+ uint32 item_template = fields2[3].GetUInt32();
+
+ ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
+ if (!itemProto)
+ {
+ CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
+ continue;
+ }
+
+ Item *pItem = NewItemOrBag(itemProto);
+ if (!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
+ {
+ pItem->FSetState(ITEM_REMOVED);
+ pItem->SaveToDB(); // it also deletes item object !
+ continue;
+ }
+
+ draft.AddItem(pItem);
+ }
+ while (resultItems->NextRow());
+ }
+ }
+
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
+
+ uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
+
+ draft.AddMoney(money).SendReturnToSender(pl_account, guid, sender);
+ }
+ while (resultMail->NextRow());
+ }
+
+ // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
+ // Get guids of character's pets, will deleted in transaction
+ QueryResult_AutoPtr resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
+
+ // NOW we can finally clear other DB data related to character
+ CharacterDatabase.BeginTransaction();
+ if (resultPets)
+ {
+ do
+ {
+ Field *fields3 = resultPets->Fetch();
+ uint32 petguidlow = fields3[0].GetUInt32();
+ Pet::DeleteFromDB(petguidlow);
+ } while (resultPets->NextRow());
+ }
+
+ CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM gm_tickets WHERE playerGuid = '%u'", guid);
+ CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
+ CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u' " // NOTE: These achievements have flags & 256 in DBC.
+ "AND achievement NOT BETWEEN '456' AND '467' " // Realm First Level 80
+ "AND achievement NOT BETWEEN '1400' AND '1427' " // Realm First Raid Achievements
+ "AND achievement NOT IN(1463, 3117, 3259) ", guid); // Realm First Northen Vanguard + Raid Achievements
+ CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u' OR PlayerGuid2 = '%u'",guid, guid);
+ CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u'",guid);
+ CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u'",guid);
+
+ CharacterDatabase.CommitTransaction();
+
+ //LoginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
+ if (updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
+}
+
+void Player::SetMovement(PlayerMovementType pType)
+{
+ WorldPacket data;
+ switch(pType)
+ {
+ case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
+ case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
+ case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
+ case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
+ default:
+ sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
+ return;
+ }
+ data.append(GetPackGUID());
+ data << uint32(0);
+ GetSession()->SendPacket(&data);
+}
+
+/* Preconditions:
+ - a resurrectable corpse must not be loaded for the player (only bones)
+ - the player must be in world
+*/
+void Player::BuildPlayerRepop()
+{
+ WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
+ data.append(GetPackGUID());
+ GetSession()->SendPacket(&data);
+
+ if (getRace() == RACE_NIGHTELF)
+ CastSpell(this, 20584, true);
+ CastSpell(this, 8326, true);
+
+ // there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
+ // there must be SMSG.STOP_MIRROR_TIMER
+ // there we must send 888 opcode
+
+ // the player cannot have a corpse already, only bones which are not returned by GetCorpse
+ if (GetCorpse())
+ {
+ sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
+ assert(false);
+ }
+
+ // create a corpse and place it at the player's location
+ CreateCorpse();
+ Corpse *corpse = GetCorpse();
+ if (!corpse)
+ {
+ sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
+ return;
+ }
+ GetMap()->Add(corpse);
+
+ // convert player body to ghost
+ SetHealth(1);
+
+ SetMovement(MOVE_WATER_WALK);
+ if (!GetSession()->isLogingOut())
+ SetMovement(MOVE_UNROOT);
+
+ // BG - remove insignia related
+ RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
+
+// SendCorpseReclaimDelay();
+
+ // to prevent cheating
+ corpse->ResetGhostTime();
+
+ StopMirrorTimers(); //disable timers(bars)
+
+ SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
+
+ // set and clear other
+ SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
+}
+
+void Player::ResurrectPlayer(float restore_percent, bool applySickness)
+{
+ WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
+ data << uint32(-1);
+ data << float(0);
+ data << float(0);
+ data << float(0);
+ GetSession()->SendPacket(&data);
+
+ // speed change, land walk
+
+ // remove death flag + set aura
+ SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
+ if (getRace() == RACE_NIGHTELF)
+ RemoveAurasDueToSpell(20584); // speed bonuses
+ RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
+
+ setDeathState(ALIVE);
+
+ SetMovement(MOVE_LAND_WALK);
+ SetMovement(MOVE_UNROOT);
+
+ m_deathTimer = 0;
+
+ // set health/powers (0- will be set in caller)
+ if (restore_percent>0.0f)
+ {
+ SetHealth(uint32(GetMaxHealth()*restore_percent));
+ SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
+ SetPower(POWER_RAGE, 0);
+ SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
+ }
+
+ // trigger update zone for alive state zone updates
+ uint32 newzone, newarea;
+ GetZoneAndAreaId(newzone,newarea);
+ UpdateZone(newzone,newarea);
+ sOutdoorPvPMgr.HandlePlayerResurrects(this, newzone);
+
+ // update visibility
+ UpdateObjectVisibility();
+
+ if (!applySickness)
+ return;
+
+ //Characters from level 1-10 are not affected by resurrection sickness.
+ //Characters from level 11-19 will suffer from one minute of sickness
+ //for each level they are above 10.
+ //Characters level 20 and up suffer from ten minutes of sickness.
+ int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
+
+ if (int32(getLevel()) >= startLevel)
+ {
+ // set resurrection sickness
+ CastSpell(this, 15007, true);
+
+ // not full duration
+ if (int32(getLevel()) < startLevel+9)
+ {
+ int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
+
+ if (Aura * aur = GetAura(15007, GetGUID()))
+ {
+ aur->SetDuration(delta*IN_MILISECONDS);
+ }
+ }
+ }
+}
+
+/**
+ * FallMode = 0 implies that the player is dying, or already dead, and the proper death state will be set.
+ * = 1 simply causes the player to plummet towards the ground, and not suffer any damage.
+ * = 2 causes the player to plummet towards the ground, and causes falling damage, regardless
+ * of any auras that might of prevented fall damage.
+ */
+bool Player::FallGround(uint8 FallMode)
+{
+ // Let's abort after we called this function one time
+ if (getDeathState() == DEAD_FALLING && FallMode == 0)
+ return false;
+
+ float x, y, z;
+ GetPosition(x, y, z);
+ float ground_Z = GetMap()->GetHeight(x, y, z);
+ float z_diff = 0.0f;
+ if ((z_diff = fabs(ground_Z - z)) < 0.1f)
+ return false;
+
+ GetMotionMaster()->MoveFall(ground_Z, EVENT_FALL_GROUND);
+
+ // Below formula for falling damage is from Player::HandleFall
+ if (FallMode == 2 && z_diff >= 14.57f)
+ {
+ uint32 damage = std::min(GetMaxHealth(), (uint32)((0.018f*z_diff-0.2426f)*GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL)));
+ if (damage > 0) EnvironmentalDamage(DAMAGE_FALL, damage);
+ }
+ else if (FallMode == 0)
+ Unit::setDeathState(DEAD_FALLING);
+ return true;
+}
+
+void Player::KillPlayer()
+{
+ if (IsFlying() && !GetTransport()) FallGround();
+
+ SetMovement(MOVE_ROOT);
+
+ StopMirrorTimers(); //disable timers(bars)
+
+ setDeathState(CORPSE);
+ //SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP);
+
+ SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
+ ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
+
+ // 6 minutes until repop at graveyard
+ m_deathTimer = 6*MINUTE*IN_MILISECONDS;
+
+ UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
+ SendCorpseReclaimDelay();
+
+ // don't create corpse at this moment, player might be falling
+
+ // update visibility
+ UpdateObjectVisibility();
+}
+
+void Player::CreateCorpse()
+{
+ // prevent existence 2 corpse for player
+ SpawnCorpseBones();
+
+ uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
+
+ Corpse *corpse = new Corpse((m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE);
+ SetPvPDeath(false);
+
+ if (!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this))
+ {
+ delete corpse;
+ return;
+ }
+
+ _uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
+ _pb = GetUInt32Value(PLAYER_BYTES);
+ _pb2 = GetUInt32Value(PLAYER_BYTES_2);
+
+ uint8 race = (uint8)(_uf);
+ uint8 skin = (uint8)(_pb);
+ uint8 face = (uint8)(_pb >> 8);
+ uint8 hairstyle = (uint8)(_pb >> 16);
+ uint8 haircolor = (uint8)(_pb >> 24);
+ uint8 facialhair = (uint8)(_pb2);
+
+ _cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
+ _cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
+
+ corpse->SetUInt32Value(CORPSE_FIELD_BYTES_1, _cfb1);
+ corpse->SetUInt32Value(CORPSE_FIELD_BYTES_2, _cfb2);
+
+ uint32 flags = CORPSE_FLAG_UNK2;
+ if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
+ flags |= CORPSE_FLAG_HIDE_HELM;
+ if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
+ flags |= CORPSE_FLAG_HIDE_CLOAK;
+ if (InBattleGround() && !InArena())
+ flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
+ corpse->SetUInt32Value(CORPSE_FIELD_FLAGS, flags);
+
+ corpse->SetUInt32Value(CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId());
+
+ corpse->SetUInt32Value(CORPSE_FIELD_GUILD, GetGuildId());
+
+ uint32 iDisplayID;
+ uint32 iIventoryType;
+ uint32 _cfi;
+ for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++)
+ {
+ if (m_items[i])
+ {
+ iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
+ iIventoryType = m_items[i]->GetProto()->InventoryType;
+
+ _cfi = iDisplayID | (iIventoryType << 24);
+ corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi);
+ }
+ }
+
+ // we don't SaveToDB for players in battlegrounds so don't do it for corpses either
+ const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
+ assert(entry);
+ if (entry->map_type != MAP_BATTLEGROUND)
+ corpse->SaveToDB();
+
+ // register for player, but not show
+ ObjectAccessor::Instance().AddCorpse(corpse);
+}
+
+void Player::SpawnCorpseBones()
+{
+ if (ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
+ if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
+ SaveToDB(); // prevent loading as ghost without corpse
+}
+
+Corpse* Player::GetCorpse() const
+{
+ return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
+}
+
+void Player::DurabilityLossAll(double percent, bool inventory)
+{
+ for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ DurabilityLoss(pItem,percent);
+
+ if (inventory)
+ {
+ // bags not have durability
+ // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ DurabilityLoss(pItem,percent);
+
+ // keys not have durability
+ //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
+
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ if (Item* pItem = GetItemByPos(i, j))
+ DurabilityLoss(pItem,percent);
+ }
+}
+
+void Player::DurabilityLoss(Item* item, double percent)
+{
+ if (!item)
+ return;
+
+ uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
+
+ if (!pMaxDurability)
+ return;
+
+ uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
+
+ if (pDurabilityLoss < 1)
+ pDurabilityLoss = 1;
+
+ DurabilityPointsLoss(item,pDurabilityLoss);
+}
+
+void Player::DurabilityPointsLossAll(int32 points, bool inventory)
+{
+ for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ DurabilityPointsLoss(pItem,points);
+
+ if (inventory)
+ {
+ // bags not have durability
+ // for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ DurabilityPointsLoss(pItem,points);
+
+ // keys not have durability
+ //for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
+
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ if (Item* pItem = GetItemByPos(i, j))
+ DurabilityPointsLoss(pItem,points);
+ }
+}
+
+void Player::DurabilityPointsLoss(Item* item, int32 points)
+{
+ int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
+ int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
+ int32 pNewDurability = pOldDurability - points;
+
+ if (pNewDurability < 0)
+ pNewDurability = 0;
+ else if (pNewDurability > pMaxDurability)
+ pNewDurability = pMaxDurability;
+
+ if (pOldDurability != pNewDurability)
+ {
+ // modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
+ if (pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
+ _ApplyItemMods(item,item->GetSlot(), false);
+
+ item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
+
+ // modify item stats _after_ restore durability to pass _ApplyItemMods internal check
+ if (pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
+ _ApplyItemMods(item,item->GetSlot(), true);
+
+ item->SetState(ITEM_CHANGED, this);
+ }
+}
+
+void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
+{
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
+ DurabilityPointsLoss(pItem,1);
+}
+
+uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
+{
+ uint32 TotalCost = 0;
+ // equipped, backpack, bags itself
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ TotalCost += DurabilityRepair(((INVENTORY_SLOT_BAG_0 << 8) | i),cost,discountMod, guildBank);
+
+ // bank, buyback and keys not repaired
+
+ // items in inventory bags
+ for (uint8 j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
+ for (uint8 i = 0; i < MAX_BAG_SIZE; i++)
+ TotalCost += DurabilityRepair(((j << 8) | i),cost,discountMod, guildBank);
+ return TotalCost;
+}
+
+uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
+{
+ Item* item = GetItemByPos(pos);
+
+ uint32 TotalCost = 0;
+ if (!item)
+ return TotalCost;
+
+ uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
+ if (!maxDurability)
+ return TotalCost;
+
+ uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
+
+ if (cost)
+ {
+ uint32 LostDurability = maxDurability - curDurability;
+ if (LostDurability>0)
+ {
+ ItemPrototype const *ditemProto = item->GetProto();
+
+ DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
+ if (!dcost)
+ {
+ sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
+ return TotalCost;
+ }
+
+ uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
+ DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
+ if (!dQualitymodEntry)
+ {
+ sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
+ return TotalCost;
+ }
+
+ uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
+ uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
+
+ costs = uint32(costs * discountMod) * sWorld.getRate(RATE_REPAIRCOST);
+
+ if (costs == 0) //fix for ITEM_QUALITY_ARTIFACT
+ costs = 1;
+
+ if (guildBank)
+ {
+ if (GetGuildId() == 0)
+ {
+ DEBUG_LOG("You are not member of a guild");
+ return TotalCost;
+ }
+
+ Guild *pGuild = objmgr.GetGuildById(GetGuildId());
+ if (!pGuild)
+ return TotalCost;
+
+ if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
+ {
+ DEBUG_LOG("You do not have rights to withdraw for repairs");
+ return TotalCost;
+ }
+
+ if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
+ {
+ DEBUG_LOG("You do not have enough money withdraw amount remaining");
+ return TotalCost;
+ }
+
+ if (pGuild->GetGuildBankMoney() < costs)
+ {
+ DEBUG_LOG("There is not enough money in bank");
+ return TotalCost;
+ }
+
+ pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
+ TotalCost = costs;
+ }
+ else if (GetMoney() < costs)
+ {
+ DEBUG_LOG("You do not have enough money");
+ return TotalCost;
+ }
+ else
+ ModifyMoney(-int32(costs));
+ }
+ }
+
+ item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
+ item->SetState(ITEM_CHANGED, this);
+
+ // reapply mods for total broken and repaired item if equipped
+ if (IsEquipmentPos(pos) && !curDurability)
+ _ApplyItemMods(item,pos & 255, true);
+ return TotalCost;
+}
+
+void Player::RepopAtGraveyard()
+{
+ // note: this can be called also when the player is alive
+ // for example from WorldSession::HandleMovementOpcodes
+
+ AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
+
+ // Such zones are considered unreachable as a ghost and the player must be automatically revived
+ if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport() || GetPositionZ() < -500.0f)
+ {
+ ResurrectPlayer(0.5f);
+ SpawnCorpseBones();
+ }
+
+ WorldSafeLocsEntry const *ClosestGrave = NULL;
+
+ // Special handle for battleground maps
+ if (BattleGround *bg = GetBattleGround())
+ ClosestGrave = bg->GetClosestGraveYard(this);
+ else
+ ClosestGrave = objmgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam());
+
+ // stop countdown until repop
+ m_deathTimer = 0;
+
+ // if no grave found, stay at the current location
+ // and don't show spirit healer location
+ if (ClosestGrave)
+ {
+ TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
+ if (isDead()) // not send if alive, because it used in TeleportTo()
+ {
+ WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
+ data << ClosestGrave->map_id;
+ data << ClosestGrave->x;
+ data << ClosestGrave->y;
+ data << ClosestGrave->z;
+ GetSession()->SendPacket(&data);
+ }
+ }
+ else if (GetPositionZ() < -500.0f)
+ TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
+}
+
+void Player::JoinedChannel(Channel *c)
+{
+ m_channels.push_back(c);
+}
+
+void Player::LeftChannel(Channel *c)
+{
+ m_channels.remove(c);
+}
+
+void Player::CleanupChannels()
+{
+ while (!m_channels.empty())
+ {
+ Channel* ch = *m_channels.begin();
+ m_channels.erase(m_channels.begin()); // remove from player's channel list
+ ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
+ if (ChannelMgr* cMgr = channelMgr(GetTeam()))
+ cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
+
+ }
+ sLog.outDebug("Player: channels cleaned up!");
+}
+
+void Player::UpdateLocalChannels(uint32 newZone)
+{
+ if (m_channels.empty())
+ return;
+
+ AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
+ if (!current_zone)
+ return;
+
+ ChannelMgr* cMgr = channelMgr(GetTeam());
+ if (!cMgr)
+ return;
+
+ std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
+
+ for (JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
+ {
+ next = i; ++next;
+
+ // skip non built-in channels
+ if (!(*i)->IsConstant())
+ continue;
+
+ ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
+ if (!ch)
+ continue;
+
+ if ((ch->flags & 4) == 4) // global channel without zone name in pattern
+ continue;
+
+ // new channel
+ char new_channel_name_buf[100];
+ snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
+ Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
+
+ if ((*i) != new_channel)
+ {
+ new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
+
+ // leave old channel
+ (*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
+ std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
+ LeftChannel(*i); // remove from player's channel list
+ cMgr->LeftChannel(name); // delete if empty
+ }
+ }
+ sLog.outDebug("Player: channels cleaned up!");
+}
+
+void Player::LeaveLFGChannel()
+{
+ for (JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i)
+ {
+ if ((*i)->IsLFG())
+ {
+ (*i)->Leave(GetGUID());
+ break;
+ }
+ }
+}
+
+void Player::UpdateDefense()
+{
+ uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
+
+ if (UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
+ {
+ // update dependent from defense skill part
+ UpdateDefenseBonusesMod();
+ }
+}
+
+void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
+{
+ if (modGroup >= BASEMOD_END || modType >= MOD_END)
+ {
+ sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
+ return;
+ }
+
+ float val = 1.0f;
+
+ switch(modType)
+ {
+ case FLAT_MOD:
+ m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
+ break;
+ case PCT_MOD:
+ if (amount <= -100.0f)
+ amount = -200.0f;
+
+ val = (100.0f + amount) / 100.0f;
+ m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
+ break;
+ }
+
+ if (!CanModifyStats())
+ return;
+
+ switch(modGroup)
+ {
+ case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
+ case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
+ case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
+ case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
+ default: break;
+ }
+}
+
+float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
+{
+ if (modGroup >= BASEMOD_END || modType > MOD_END)
+ {
+ sLog.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
+ return 0.0f;
+ }
+
+ if (modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
+ return 0.0f;
+
+ return m_auraBaseMod[modGroup][modType];
+}
+
+float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
+{
+ if (modGroup >= BASEMOD_END)
+ {
+ sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
+ return 0.0f;
+ }
+
+ if (m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
+ return 0.0f;
+
+ return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
+}
+
+uint32 Player::GetShieldBlockValue() const
+{
+ float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
+
+ value = (value < 0) ? 0 : value;
+
+ return uint32(value);
+}
+
+float Player::GetMeleeCritFromAgility()
+{
+ uint8 level = getLevel();
+ uint32 pclass = getClass();
+
+ if (level > GT_MAX_LEVEL)
+ level = GT_MAX_LEVEL;
+
+ GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
+ GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
+ if (critBase == NULL || critRatio == NULL)
+ return 0.0f;
+
+ float crit = critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
+ return crit*100.0f;
+}
+
+float Player::GetDodgeFromAgility()
+{
+ // Table for base dodge values
+ float dodge_base[MAX_CLASSES] = {
+ 0.0075f, // Warrior
+ 0.00652f, // Paladin
+ -0.0545f, // Hunter
+ -0.0059f, // Rogue
+ 0.03183f, // Priest
+ 0.0114f, // DK
+ 0.0167f, // Shaman
+ 0.034575f, // Mage
+ 0.02011f, // Warlock
+ 0.0f, // ??
+ -0.0187f // Druid
+ };
+ // Crit/agility to dodge/agility coefficient multipliers
+ float crit_to_dodge[MAX_CLASSES] = {
+ 1.1f, // Warrior
+ 1.0f, // Paladin
+ 1.6f, // Hunter
+ 2.0f, // Rogue
+ 1.0f, // Priest
+ 1.0f, // DK?
+ 1.0f, // Shaman
+ 1.0f, // Mage
+ 1.0f, // Warlock
+ 0.0f, // ??
+ 1.7f // Druid
+ };
+
+ uint8 level = getLevel();
+ uint32 pclass = getClass();
+
+ if (level > GT_MAX_LEVEL)
+ level = GT_MAX_LEVEL;
+
+ // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
+ GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
+ if (dodgeRatio == NULL || pclass > MAX_CLASSES)
+ return 0.0f;
+
+ float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
+ return dodge*100.0f;
+}
+
+float Player::GetSpellCritFromIntellect()
+{
+ uint8 level = getLevel();
+ uint32 pclass = getClass();
+
+ if (level > GT_MAX_LEVEL)
+ level = GT_MAX_LEVEL;
+
+ GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
+ GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
+ if (critBase == NULL || critRatio == NULL)
+ return 0.0f;
+
+ float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
+ return crit*100.0f;
+}
+
+float Player::GetRatingCoefficient(CombatRating cr) const
+{
+ uint8 level = getLevel();
+
+ if (level > GT_MAX_LEVEL)
+ level = GT_MAX_LEVEL;
+
+ GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
+ if (Rating == NULL)
+ return 1.0f; // By default use minimum coefficient (not must be called)
+
+ return Rating->ratio;
+}
+
+float Player::GetRatingBonusValue(CombatRating cr) const
+{
+ return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
+}
+
+float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
+{
+ switch (attType)
+ {
+ case BASE_ATTACK:
+ return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
+ case OFF_ATTACK:
+ return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
+ default:
+ break;
+ }
+ return 0.0f;
+}
+
+float Player::OCTRegenHPPerSpirit()
+{
+ uint8 level = getLevel();
+ uint32 pclass = getClass();
+
+ if (level > GT_MAX_LEVEL)
+ level = GT_MAX_LEVEL;
+
+ GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
+ GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
+ if (baseRatio == NULL || moreRatio == NULL)
+ return 0.0f;
+
+ // Formula from PaperDollFrame script
+ float spirit = GetStat(STAT_SPIRIT);
+ float baseSpirit = spirit;
+ if (baseSpirit > 50)
+ baseSpirit = 50;
+ float moreSpirit = spirit - baseSpirit;
+ float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
+ return regen;
+}
+
+float Player::OCTRegenMPPerSpirit()
+{
+ uint8 level = getLevel();
+ uint32 pclass = getClass();
+
+ if (level > GT_MAX_LEVEL)
+ level = GT_MAX_LEVEL;
+
+// GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
+ GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
+ if (moreRatio == NULL)
+ return 0.0f;
+
+ // Formula get from PaperDollFrame script
+ float spirit = GetStat(STAT_SPIRIT);
+ float regen = spirit * moreRatio->ratio;
+ return regen;
+}
+
+void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
+{
+ m_baseRatingValue[cr]+=(apply ? value : -value);
+
+ // explicit affected values
+ switch (cr)
+ {
+ case CR_HASTE_MELEE:
+ {
+ float RatingChange = value / GetRatingCoefficient(cr);
+ ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
+ ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
+ break;
+ }
+ case CR_HASTE_RANGED:
+ {
+ float RatingChange = value / GetRatingCoefficient(cr);
+ ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
+ break;
+ }
+ case CR_HASTE_SPELL:
+ {
+ float RatingChange = value / GetRatingCoefficient(cr);
+ ApplyCastTimePercentMod(RatingChange,apply);
+ break;
+ }
+ }
+
+ UpdateRating(cr);
+}
+
+void Player::UpdateRating(CombatRating cr)
+{
+ int32 amount = m_baseRatingValue[cr];
+ // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
+ // stat used stored in miscValueB for this aura
+ AuraEffectList const& modRatingFromStat = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_FROM_STAT);
+ for (AuraEffectList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
+ if ((*i)->GetMiscValue() & (1<<cr))
+ amount += int32(GetStat(Stats((*i)->GetMiscValueB())) * (*i)->GetAmount() / 100.0f);
+ if (amount < 0)
+ amount = 0;
+ SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
+
+ bool affectStats = CanModifyStats();
+
+ switch (cr)
+ {
+ case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
+ case CR_DEFENSE_SKILL:
+ UpdateDefenseBonusesMod();
+ break;
+ case CR_DODGE:
+ UpdateDodgePercentage();
+ break;
+ case CR_PARRY:
+ UpdateParryPercentage();
+ break;
+ case CR_BLOCK:
+ UpdateBlockPercentage();
+ break;
+ case CR_HIT_MELEE:
+ UpdateMeleeHitChances();
+ break;
+ case CR_HIT_RANGED:
+ UpdateRangedHitChances();
+ break;
+ case CR_HIT_SPELL:
+ UpdateSpellHitChances();
+ break;
+ case CR_CRIT_MELEE:
+ if (affectStats)
+ {
+ UpdateCritPercentage(BASE_ATTACK);
+ UpdateCritPercentage(OFF_ATTACK);
+ }
+ break;
+ case CR_CRIT_RANGED:
+ if (affectStats)
+ UpdateCritPercentage(RANGED_ATTACK);
+ break;
+ case CR_CRIT_SPELL:
+ if (affectStats)
+ UpdateAllSpellCritChances();
+ break;
+ case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
+ case CR_HIT_TAKEN_RANGED:
+ break;
+ case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
+ break;
+ case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
+ case CR_CRIT_TAKEN_RANGED:
+ break;
+ case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
+ break;
+ case CR_HASTE_MELEE: // Implemented in Player::ApplyRatingMod
+ case CR_HASTE_RANGED:
+ case CR_HASTE_SPELL:
+ break;
+ case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
+ case CR_WEAPON_SKILL_OFFHAND:
+ case CR_WEAPON_SKILL_RANGED:
+ break;
+ case CR_EXPERTISE:
+ if (affectStats)
+ {
+ UpdateExpertise(BASE_ATTACK);
+ UpdateExpertise(OFF_ATTACK);
+ }
+ break;
+ case CR_ARMOR_PENETRATION:
+ if (affectStats)
+ UpdateArmorPenetration(amount);
+ break;
+ }
+}
+
+void Player::UpdateAllRatings()
+{
+ for (int cr = 0; cr < MAX_COMBAT_RATING; ++cr)
+ UpdateRating(CombatRating(cr));
+}
+
+void Player::SetRegularAttackTime()
+{
+ for (uint8 i = 0; i < MAX_ATTACK; ++i)
+ {
+ Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
+ if (tmpitem && !tmpitem->IsBroken())
+ {
+ ItemPrototype const *proto = tmpitem->GetProto();
+ if (proto->Delay)
+ SetAttackTime(WeaponAttackType(i), proto->Delay);
+ else
+ SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
+ }
+ }
+}
+
+//skill+step, checking for max value
+bool Player::UpdateSkill(uint32 skill_id, uint32 step)
+{
+ if (!skill_id)
+ return false;
+
+ if (skill_id == SKILL_FIST_WEAPONS)
+ skill_id = SKILL_UNARMED;
+
+ SkillStatusMap::iterator itr = mSkillStatus.find(skill_id);
+ if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return false;
+
+ uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
+ uint32 data = GetUInt32Value(valueIndex);
+ uint32 value = SKILL_VALUE(data);
+ uint32 max = SKILL_MAX(data);
+
+ if ((!max) || (!value) || (value >= max))
+ return false;
+
+ if (value < max)
+ {
+ uint32 new_value = value+step;
+ if (new_value > max)
+ new_value = max;
+
+ SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,max));
+ if (itr->second.uState != SKILL_NEW)
+ itr->second.uState = SKILL_CHANGED;
+ UpdateSkillEnchantments(skill_id, value, new_value);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id);
+ return true;
+ }
+
+ return false;
+}
+
+inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
+{
+ if (SkillValue >= GrayLevel)
+ return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
+ if (SkillValue >= GreenLevel)
+ return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
+ if (SkillValue >= YellowLevel)
+ return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
+ return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
+}
+
+bool Player::UpdateCraftSkill(uint32 spellid)
+{
+ sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
+
+ SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellid);
+
+ for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
+ {
+ if (_spell_idx->second->skillId)
+ {
+ uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
+
+ // Alchemy Discoveries here
+ SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
+ if (spellEntry && spellEntry->Mechanic == MECHANIC_DISCOVERY)
+ {
+ if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
+ learnSpell(discoveredSpell, false);
+ }
+
+ uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
+
+ return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
+ _spell_idx->second->max_value,
+ (_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
+ _spell_idx->second->min_value),
+ craft_skill_gain);
+ }
+ }
+ return false;
+}
+
+bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator)
+{
+ sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
+
+ uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
+
+ // For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
+ switch (SkillId)
+ {
+ case SKILL_HERBALISM:
+ case SKILL_LOCKPICKING:
+ case SKILL_JEWELCRAFTING:
+ case SKILL_INSCRIPTION:
+ return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
+ case SKILL_SKINNING:
+ if (sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS) == 0)
+ return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
+ else
+ return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
+ case SKILL_MINING:
+ if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS) == 0)
+ return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
+ else
+ return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
+ }
+ return false;
+}
+
+bool Player::UpdateFishingSkill()
+{
+ sLog.outDebug("UpdateFishingSkill");
+
+ uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
+
+ int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
+
+ uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
+
+ return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
+}
+
+// levels sync. with spell requirement for skill levels to learn
+// bonus abilities in sSkillLineAbilityStore
+// Used only to avoid scan DBC at each skill grow
+static uint32 bonusSkillLevels[] = {75,150,225,300,375,450};
+
+bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
+{
+ sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
+ if (!SkillId)
+ return false;
+
+ if (Chance <= 0) // speedup in 0 chance case
+ {
+ sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
+ return false;
+ }
+
+ SkillStatusMap::iterator itr = mSkillStatus.find(SkillId);
+ if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return false;
+
+ uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
+
+ uint32 data = GetUInt32Value(valueIndex);
+ uint16 SkillValue = SKILL_VALUE(data);
+ uint16 MaxValue = SKILL_MAX(data);
+
+ if (!MaxValue || !SkillValue || SkillValue >= MaxValue)
+ return false;
+
+ int32 Roll = irand(1,1000);
+
+ if (Roll <= Chance)
+ {
+ uint32 new_value = SkillValue+step;
+ if (new_value > MaxValue)
+ new_value = MaxValue;
+
+ SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,MaxValue));
+ if (itr->second.uState != SKILL_NEW)
+ itr->second.uState = SKILL_CHANGED;
+ for (uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
+ {
+ if ((SkillValue < *bsl && new_value >= *bsl))
+ {
+ learnSkillRewardedSpells(SkillId, new_value);
+ break;
+ }
+ }
+ UpdateSkillEnchantments(SkillId, SkillValue, new_value);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId);
+ sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
+ return true;
+ }
+
+ sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
+ return false;
+}
+
+void Player::UpdateWeaponSkill (WeaponAttackType attType)
+{
+ // no skill gain in pvp
+ Unit *pVictim = getVictim();
+ if (pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
+ return;
+
+ if (IsInFeralForm())
+ return; // always maximized SKILL_FERAL_COMBAT in fact
+
+ if (m_form == FORM_TREE)
+ return; // use weapon but not skill up
+
+ if (pVictim && pVictim->GetTypeId() == TYPEID_UNIT && (pVictim->ToCreature()->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILLGAIN))
+ return;
+
+ uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
+
+ switch(attType)
+ {
+ case BASE_ATTACK:
+ {
+ Item *tmpitem = GetWeaponForAttack(attType,true);
+
+ if (!tmpitem)
+ UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
+ else if (tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
+ UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
+ break;
+ }
+ case OFF_ATTACK:
+ case RANGED_ATTACK:
+ {
+ Item *tmpitem = GetWeaponForAttack(attType,true);
+ if (tmpitem)
+ UpdateSkill(tmpitem->GetSkill(), weapon_skill_gain);
+ break;
+ }
+ }
+ UpdateAllCritPercentages();
+}
+
+void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
+{
+ uint8 plevel = getLevel(); // if defense than pVictim == attacker
+ uint8 greylevel = Trinity::XP::GetGrayLevel(plevel);
+ uint8 moblevel = pVictim->getLevelForTarget(this);
+ if (moblevel < greylevel)
+ return;
+
+ if (moblevel > plevel + 5)
+ moblevel = plevel + 5;
+
+ uint8 lvldif = moblevel - greylevel;
+ if (lvldif < 3)
+ lvldif = 3;
+
+ uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
+ if (skilldif <= 0)
+ return;
+
+ float chance = float(3 * lvldif * skilldif) / plevel;
+ if (!defence)
+ if (getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
+ chance += chance * 0.02f * GetStat(STAT_INTELLECT);
+
+ chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
+
+ if (roll_chance_f(chance))
+ {
+ if (defence)
+ UpdateDefense();
+ else
+ UpdateWeaponSkill(attType);
+ }
+ else
+ return;
+}
+
+void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
+{
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid);
+ if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return;
+
+ uint32 bonusIndex = PLAYER_SKILL_BONUS_INDEX(itr->second.pos);
+
+ uint32 bonus_val = GetUInt32Value(bonusIndex);
+ int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
+ int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
+
+ if (talent) // permanent bonus stored in high part
+ SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
+ else // temporary/item bonus stored in low part
+ SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
+}
+
+void Player::UpdateSkillsForLevel()
+{
+ uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
+ uint32 maxSkill = GetMaxSkillValueForLevel();
+
+ bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
+
+ for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
+ {
+ if (itr->second.uState == SKILL_DELETED)
+ continue;
+
+ uint32 pskill = itr->first;
+ SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
+ if (!pSkill)
+ continue;
+
+ if (GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
+ continue;
+
+ uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
+ uint32 data = GetUInt32Value(valueIndex);
+ uint32 max = SKILL_MAX(data);
+ uint32 val = SKILL_VALUE(data);
+
+ /// update only level dependent max skill values
+ if (max != 1)
+ {
+ /// maximize skill always
+ if (alwaysMaxSkill)
+ {
+ SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(maxSkill,maxSkill));
+ if (itr->second.uState != SKILL_NEW)
+ itr->second.uState = SKILL_CHANGED;
+ }
+ else if (max != maxconfskill) /// update max skill value if current max skill not maximized
+ {
+ SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(val,maxSkill));
+ if (itr->second.uState != SKILL_NEW)
+ itr->second.uState = SKILL_CHANGED;
+ }
+ }
+ }
+}
+
+void Player::UpdateSkillsToMaxSkillsForLevel()
+{
+ for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
+ {
+ if (itr->second.uState == SKILL_DELETED)
+ continue;
+
+ uint32 pskill = itr->first;
+ if (IsProfessionOrRidingSkill(pskill))
+ continue;
+ uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
+ uint32 data = GetUInt32Value(valueIndex);
+ uint32 max = SKILL_MAX(data);
+
+ if (max > 1)
+ {
+ SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(max,max));
+ if (itr->second.uState != SKILL_NEW)
+ itr->second.uState = SKILL_CHANGED;
+ }
+ if (pskill == SKILL_DEFENSE)
+ UpdateDefenseBonusesMod();
+ }
+}
+
+// This functions sets a skill line value (and adds if doesn't exist yet)
+// To "remove" a skill line, set it's values to zero
+void Player::SetSkill(uint16 id, uint16 step, uint16 newVal, uint16 maxVal)
+{
+ if (!id)
+ return;
+
+ uint16 currVal;
+ SkillStatusMap::iterator itr = mSkillStatus.find(id);
+
+ //has skill
+ if (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED)
+ {
+ currVal = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
+ if (newVal)
+ {
+ // if skill value is going down, update enchantments before setting the new value
+ if (newVal < currVal)
+ UpdateSkillEnchantments(id, currVal, newVal);
+ // update step
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos), MAKE_PAIR32(id, step));
+ // update value
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),MAKE_SKILL_VALUE(newVal,maxVal));
+ if (itr->second.uState != SKILL_NEW)
+ itr->second.uState = SKILL_CHANGED;
+ learnSkillRewardedSpells(id, newVal);
+ // if skill value is going up, update enchantments after setting the new value
+ if (newVal > currVal)
+ UpdateSkillEnchantments(id, currVal, newVal);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
+ }
+ else //remove
+ {
+ //remove enchantments needing this skill
+ UpdateSkillEnchantments(id, currVal, 0);
+ // clear skill fields
+ SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos),0);
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),0);
+ SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos),0);
+
+ // mark as deleted or simply remove from map if not saved yet
+ if (itr->second.uState != SKILL_NEW)
+ itr->second.uState = SKILL_DELETED;
+ else
+ mSkillStatus.erase(itr);
+
+ // remove all spells that related to this skill
+ for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
+ if (SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j))
+ if (pAbility->skillId == id)
+ removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId));
+ }
+ }
+ else if (newVal) //add
+ {
+ currVal = 0;
+ for (int i=0; i < PLAYER_MAX_SKILLS; ++i)
+ if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
+ {
+ SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
+ if (!pSkill)
+ {
+ sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
+ return;
+ }
+
+ SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id, step));
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(newVal, maxVal));
+ UpdateSkillEnchantments(id, currVal, newVal);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);
+
+ // insert new entry or update if not deleted old entry yet
+ if (itr != mSkillStatus.end())
+ {
+ itr->second.pos = i;
+ itr->second.uState = SKILL_CHANGED;
+ }
+ else
+ mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW)));
+
+ // apply skill bonuses
+ SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
+
+ // temporary bonuses
+ AuraEffectList const& mModSkill = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL);
+ for (AuraEffectList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
+ if ((*j)->GetMiscValue() == int32(id))
+ (*j)->HandleEffect(this, 0, true);
+
+ // permanent bonuses
+ AuraEffectList const& mModSkillTalent = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL_TALENT);
+ for (AuraEffectList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
+ if ((*j)->GetMiscValue() == int32(id))
+ (*j)->HandleEffect(this, 0, true);
+
+ // Learn all spells for skill
+ learnSkillRewardedSpells(id, newVal);
+ return;
+ }
+ }
+}
+
+bool Player::HasSkill(uint32 skill) const
+{
+ if (!skill)
+ return false;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED);
+}
+
+uint16 Player::GetSkillStep(uint16 skill) const
+{
+ if (!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+ return PAIR32_HIPART(GetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos)));
+}
+
+uint16 Player::GetSkillValue(uint32 skill) const
+{
+ if (!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+ uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
+
+ int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
+ result += SKILL_TEMP_BONUS(bonus);
+ result += SKILL_PERM_BONUS(bonus);
+ return result < 0 ? 0 : result;
+}
+
+uint16 Player::GetMaxSkillValue(uint32 skill) const
+{
+ if (!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+ uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
+
+ int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
+ result += SKILL_TEMP_BONUS(bonus);
+ result += SKILL_PERM_BONUS(bonus);
+ return result < 0 ? 0 : result;
+}
+
+uint16 Player::GetPureMaxSkillValue(uint32 skill) const
+{
+ if (!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+ return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
+}
+
+uint16 Player::GetBaseSkillValue(uint32 skill) const
+{
+ if (!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+ int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
+ result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
+ return result < 0 ? 0 : result;
+}
+
+uint16 Player::GetPureSkillValue(uint32 skill) const
+{
+ if (!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+ return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
+}
+
+int16 Player::GetSkillPermBonusValue(uint32 skill) const
+{
+ if (!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+ return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
+}
+
+int16 Player::GetSkillTempBonusValue(uint32 skill) const
+{
+ if (!skill)
+ return 0;
+
+ SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
+ if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
+ return 0;
+
+return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
+}
+
+void Player::SendActionButtons(uint32 state) const
+{
+ sLog.outDetail("Sending Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec);
+
+ WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4));
+ data << uint8(state);
+ /*
+ state can be 0, 1, 2
+ 0 - Looks to be sent when initial action buttons get sent, however on Trinity we use 1 since 0 had some difficulties
+ 1 - Used in any SMSG_ACTION_BUTTONS packet with button data on Trinity. Only used after spec swaps on retail.
+ 2 - Clears the action bars client sided. This is sent during spec swap before unlearning and before sending the new buttons
+ */
+ if (state != 2)
+ {
+ for (uint16 button = 0; button < MAX_ACTION_BUTTONS; ++button)
+ {
+ ActionButtonList::const_iterator itr = m_actionButtons.find(button);
+ if (itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
+ data << uint32(itr->second.packedData);
+ else
+ data << uint32(0);
+ }
+ }
+
+ GetSession()->SendPacket(&data);
+ sLog.outDetail("Action Buttons for '%u' spec '%u' Sent", GetGUIDLow(), m_activeSpec);
+}
+
+bool Player::IsActionButtonDataValid(uint8 button, uint32 action, uint8 type)
+{
+ if (button >= MAX_ACTION_BUTTONS)
+ {
+ sLog.outError( "Action %u not added into button %u for player %s: button must be < %u", action, button, GetName(), MAX_ACTION_BUTTONS );
+ return false;
+ }
+
+ if (action >= MAX_ACTION_BUTTON_ACTION_VALUE)
+ {
+ sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE );
+ return false;
+ }
+
+ switch (type)
+ {
+ case ACTION_BUTTON_SPELL:
+ if (!sSpellStore.LookupEntry(action))
+ {
+ sLog.outError( "Spell action %u not added into button %u for player %s: spell not exist", action, button, GetName() );
+ return false;
+ }
+
+ if (!HasSpell(action))
+ {
+ sLog.outError( "Spell action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() );
+ return false;
+ }
+ break;
+ case ACTION_BUTTON_ITEM:
+ if (!objmgr.GetItemPrototype(action))
+ {
+ sLog.outError( "Item action %u not added into button %u for player %s: item not exist", action, button, GetName() );
+ return false;
+ }
+ break;
+ default:
+ break; // other cases not checked at this moment
+ }
+
+ return true;
+}
+
+ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type)
+{
+ if (!IsActionButtonDataValid(button, action, type))
+ return NULL;
+
+ // it create new button (NEW state) if need or return existed
+ ActionButton& ab = m_actionButtons[button];
+
+ // set data and update to CHANGED if not NEW
+ ab.SetActionAndType(action,ActionButtonType(type));
+
+ sLog.outDetail("Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action, type, button);
+ return &ab;
+}
+
+void Player::removeActionButton(uint8 button)
+{
+ ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
+ if (buttonItr == m_actionButtons.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
+ return;
+
+ if (buttonItr->second.uState == ACTIONBUTTON_NEW)
+ m_actionButtons.erase(buttonItr); // new and not saved
+ else
+ buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
+
+ sLog.outDetail("Action Button '%u' Removed from Player '%u'", button, GetGUIDLow());
+}
+
+ActionButton const* Player::GetActionButton(uint8 button)
+{
+ ActionButtonList::iterator buttonItr = m_actionButtons.find(button);
+ if (buttonItr == m_actionButtons.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
+ return NULL;
+
+ return &buttonItr->second;
+}
+
+bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
+{
+ if (!Unit::SetPosition(x, y, z, orientation, teleport))
+ return false;
+
+ //if (movementInfo.flags & MOVEMENTFLAG_MOVING)
+ // mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE);
+ //if (movementInfo.flags & MOVEMENTFLAG_TURNING)
+ // mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
+ //AURA_INTERRUPT_FLAG_JUMP not sure
+
+ // group update
+ if (GetGroup())
+ SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
+
+ // code block for underwater state update
+ UpdateUnderwaterState(GetMap(), x, y, z);
+
+ if (GetTrader() && !IsWithinDistInMap(GetTrader(), INTERACTION_DISTANCE))
+ GetSession()->SendCancelTrade();
+
+ CheckAreaExploreAndOutdoor();
+
+ return true;
+}
+
+void Player::SaveRecallPosition()
+{
+ m_recallMap = GetMapId();
+ m_recallX = GetPositionX();
+ m_recallY = GetPositionY();
+ m_recallZ = GetPositionZ();
+ m_recallO = GetOrientation();
+}
+
+void Player::SendMessageToSet(WorldPacket *data, bool self)
+{
+ if (self)
+ GetSession()->SendPacket(data);
+
+ // we use World::GetMaxVisibleDistance() because i cannot see why not use a distance
+ // update: replaced by GetMap()->GetVisibilityDistance()
+ Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance());
+ VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
+}
+
+void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
+{
+ if (self)
+ GetSession()->SendPacket(data);
+
+ Trinity::MessageDistDeliverer notifier(this, data, dist);
+ VisitNearbyWorldObject(dist, notifier);
+}
+
+void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
+{
+ if (self)
+ GetSession()->SendPacket(data);
+
+ Trinity::MessageDistDeliverer notifier(this, data, dist, own_team_only);
+ VisitNearbyWorldObject(dist, notifier);
+}
+
+void Player::SendMessageToSet(WorldPacket *data, Player const* skipped_rcvr)
+{
+ if (skipped_rcvr != this)
+ GetSession()->SendPacket(data);
+
+ // we use World::GetMaxVisibleDistance() because i cannot see why not use a distance
+ // update: replaced by GetMap()->GetVisibilityDistance()
+ Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance(), false, skipped_rcvr);
+ VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
+}
+
+void Player::SendDirectMessage(WorldPacket *data)
+{
+ if (m_session)
+ m_session->SendPacket(data);
+}
+
+void Player::SendCinematicStart(uint32 CinematicSequenceId)
+{
+ WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
+ data << uint32(CinematicSequenceId);
+ SendDirectMessage(&data);
+}
+
+void Player::SendMovieStart(uint32 MovieId)
+{
+ WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
+ data << uint32(MovieId);
+ SendDirectMessage(&data);
+}
+
+void Player::CheckAreaExploreAndOutdoor()
+{
+ if (!isAlive())
+ return;
+
+ if (isInFlight())
+ return;
+
+ if (!m_AreaID)
+ m_AreaID = GetAreaId();
+ if (m_AreaID != GetAreaId())
+ {
+ m_AreaID = GetAreaId();
+ GetSession()->HandleOnAreaChange(GetAreaEntryByAreaID(m_AreaID));
+ }
+
+ bool isOutdoor;
+ uint16 areaFlag = GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ(), &isOutdoor);
+
+ if (sWorld.getConfig(CONFIG_VMAP_INDOOR_CHECK) && !isOutdoor)
+ RemoveAurasWithAttribute(SPELL_ATTR_OUTDOORS_ONLY);
+
+ if (areaFlag==0xffff)
+ return;
+ int offset = areaFlag / 32;
+
+ if (offset >= PLAYER_EXPLORED_ZONES_SIZE)
+ {
+ sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < %u ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset, PLAYER_EXPLORED_ZONES_SIZE);
+ return;
+ }
+
+ uint32 val = (uint32)(1 << (areaFlag % 32));
+ uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
+
+ if (!(currFields & val))
+ {
+ SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
+
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
+
+ AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
+ if (!p)
+ {
+ sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
+ }
+ else if (p->area_level > 0)
+ {
+ uint32 area = p->ID;
+ if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
+ {
+ SendExplorationExperience(area,0);
+ }
+ else
+ {
+ int32 diff = int32(getLevel()) - p->area_level;
+ uint32 XP = 0;
+ if (diff < -5)
+ {
+ XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
+ }
+ else if (diff > 5)
+ {
+ int32 exploration_percent = (100-((diff-5)*5));
+ if (exploration_percent > 100)
+ exploration_percent = 100;
+ else if (exploration_percent < 0)
+ exploration_percent = 0;
+
+ XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
+ }
+ else
+ {
+ XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
+ }
+
+ GiveXP(XP, NULL);
+ SendExplorationExperience(area,XP);
+ }
+ sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
+ }
+ }
+}
+
+uint32 Player::TeamForRace(uint8 race)
+{
+ ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
+ if (!rEntry)
+ {
+ sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
+ return ALLIANCE;
+ }
+
+ switch(rEntry->TeamID)
+ {
+ case 7: return ALLIANCE;
+ case 1: return HORDE;
+ }
+
+ sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
+ return ALLIANCE;
+}
+
+uint32 Player::getFactionForRace(uint8 race)
+{
+ ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
+ if (!rEntry)
+ {
+ sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
+ return 0;
+ }
+
+ return rEntry->FactionID;
+}
+
+void Player::setFactionForRace(uint8 race)
+{
+ m_team = TeamForRace(race);
+ setFaction(getFactionForRace(race));
+}
+
+ReputationRank Player::GetReputationRank(uint32 faction) const
+{
+ FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
+ return GetReputationMgr().GetRank(factionEntry);
+}
+
+//Calculate total reputation percent player gain with quest/creature level
+int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest)
+{
+ float percent = 100.0f;
+
+ float rate = for_quest ? sWorld.getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getRate(RATE_REPUTATION_LOWLEVEL_KILL);
+
+ if (rate != 1.0f && creatureOrQuestLevel <= Trinity::XP::GetGrayLevel(getLevel()))
+ percent *= rate;
+
+ float repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
+
+ if (!for_quest)
+ repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
+
+ percent += rep > 0 ? repMod : -repMod;
+
+ if (percent <= 0.0f)
+ return 0;
+
+ return int32(rep*percent/100);
+}
+
+//Calculates how many reputation points player gains in victim's enemy factions
+void Player::RewardReputation(Unit *pVictim, float rate)
+{
+ if (!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
+ return;
+
+ if (pVictim->ToCreature()->IsReputationGainDisabled())
+ return;
+
+ ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(pVictim->ToCreature()->GetCreatureInfo()->Entry);
+
+ if (!Rep)
+ return;
+
+ uint32 ChampioningFaction = 0;
+
+ if (GetChampioningFaction())
+ {
+ // support for: Championing - http://www.wowwiki.com/Championing
+
+ Map const *pMap = GetMap();
+ if (pMap && pMap->IsDungeon())
+ {
+ bool Heroic = ((InstanceMap*)pMap)->GetDifficulty() == DUNGEON_DIFFICULTY_HEROIC;
+
+ InstanceTemplate const *pInstance = objmgr.GetInstanceTemplate(pMap->GetId());
+ if (pInstance)
+ {
+ AccessRequirement const *pAccessRequirement = objmgr.GetAccessRequirement(pInstance->access_id);
+ if (pAccessRequirement)
+ {
+ if (!pMap->IsRaid() && ((!Heroic && pAccessRequirement->levelMin == 80) || (Heroic && pAccessRequirement->heroicLevelMin == 80)))
+ ChampioningFaction = GetChampioningFaction();
+ }
+ }
+ }
+ }
+
+ // Favored reputation increase START
+ uint32 zone = GetZoneId();
+ uint32 team = GetTeam();
+ float favored_rep_mult = 0;
+
+ if ((HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714)) favored_rep_mult = 0.25; // Thrallmar's Favor and Honor Hold's Favor
+ else if (HasAura(30754) && (Rep->repfaction1 == 609 || Rep->repfaction2 == 609) && !ChampioningFaction) favored_rep_mult = 0.25; // Cenarion Favor
+
+ if (favored_rep_mult > 0) favored_rep_mult *= 2; // Multiplied by 2 because the reputation is divided by 2 for some reason (See "donerep1 / 2" and "donerep2 / 2") -- if you know why this is done, please update/explain :)
+ // Favored reputation increase END
+
+ if (Rep->repfaction1 && (!Rep->team_dependent || team == ALLIANCE))
+ {
+ int32 donerep1 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue1, ChampioningFaction ? ChampioningFaction : Rep->repfaction1, false);
+ donerep1 = int32(donerep1*(rate + favored_rep_mult));
+ FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->repfaction1);
+ uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
+ if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
+ GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
+
+ // Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation
+ /*if (factionEntry1 && Rep->is_teamaward1)
+ {
+ FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
+ if (team1_factionEntry)
+ GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2);
+ }*/
+ }
+
+ if (Rep->repfaction2 && (!Rep->team_dependent || team == HORDE))
+ {
+ int32 donerep2 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue2, ChampioningFaction ? ChampioningFaction : Rep->repfaction2, false);
+ donerep2 = int32(donerep2*(rate + favored_rep_mult));
+ FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->repfaction2);
+ uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
+ if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
+ GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
+
+ // Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation
+ /*if (factionEntry2 && Rep->is_teamaward2)
+ {
+ FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
+ if (team2_factionEntry)
+ GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2);
+ }*/
+ }
+}
+
+//Calculate how many reputation points player gain with the quest
+void Player::RewardReputation(Quest const *pQuest)
+{
+ // quest reputation reward/loss
+ for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
+ {
+ if (!pQuest->RewRepFaction[i])
+ continue;
+ if (pQuest->RewRepValue[i])
+ {
+ int32 rep = CalculateReputationGain(GetQuestLevel(pQuest), pQuest->RewRepValue[i], pQuest->RewRepFaction[i], true);
+ if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
+ GetReputationMgr().ModifyReputation(factionEntry, rep);
+ }
+ else
+ {
+ uint32 row = ((pQuest->RewRepValueId[i] < 0) ? 1 : 0) + 1;
+ uint32 field = abs(pQuest->RewRepValueId[i]);
+
+ if (const QuestFactionRewEntry *pRow = sQuestFactionRewardStore.LookupEntry(row))
+ {
+ int32 repPoints = pRow->QuestRewFactionValue[field];
+
+ if (!repPoints)
+ continue;
+
+ repPoints = CalculateReputationGain(GetQuestLevel(pQuest), repPoints, pQuest->RewRepFaction[i], true);
+ if (const FactionEntry* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
+ GetReputationMgr().ModifyReputation(factionEntry, repPoints);
+ }
+ }
+ }
+
+ // TODO: implement reputation spillover
+}
+
+void Player::UpdateHonorFields()
+{
+ /// called when rewarding honor and at each save
+ uint64 now = time(NULL);
+ uint64 today = uint64(time(NULL) / DAY) * DAY;
+
+ if (m_lastHonorUpdateTime < today)
+ {
+ uint64 yesterday = today - DAY;
+
+ uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
+
+ // update yesterday's contribution
+ if (m_lastHonorUpdateTime >= yesterday)
+ {
+ SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
+
+ // this is the first update today, reset today's contribution
+ SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
+ SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
+ }
+ else
+ {
+ // no honor/kills yesterday or today, reset
+ SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
+ SetUInt32Value(PLAYER_FIELD_KILLS, 0);
+ }
+ }
+
+ m_lastHonorUpdateTime = now;
+}
+
+///Calculate the amount of honor gained based on the victim
+///and the size of the group for which the honor is divided
+///An exact honor value can also be given (overriding the calcs)
+bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvptoken)
+{
+ // do not reward honor in arenas, but enable onkill spellproc
+ if (InArena())
+ {
+ if (!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
+ return false;
+
+ if (GetBGTeam() == uVictim->ToPlayer()->GetBGTeam())
+ return false;
+
+ return true;
+ }
+
+ // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
+ if (HasAura(SPELL_AURA_PLAYER_INACTIVE))
+ return false;
+
+ uint64 victim_guid = 0;
+ uint32 victim_rank = 0;
+ //uint32 rank_diff = 0;
+ //time_t now = time(NULL);
+
+ // need call before fields update to have chance move yesterday data to appropriate fields before today data change.
+ UpdateHonorFields();
+
+ // do not reward honor in arenas, but return true to enable onkill spellproc
+ if (InBattleGround() && GetBattleGround() && GetBattleGround()->isArena())
+ return true;
+
+ if (honor <= 0)
+ {
+ if (!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
+ return false;
+
+ victim_guid = uVictim->GetGUID();
+
+ if (uVictim->GetTypeId() == TYPEID_PLAYER)
+ {
+ Player *pVictim = uVictim->ToPlayer();
+
+ if (GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm())
+ return false;
+
+ float f = 1; //need for total kills (?? need more info)
+ uint32 k_grey = 0;
+ uint32 k_level = getLevel();
+ uint32 v_level = pVictim->getLevel();
+
+ {
+ // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
+ // [0] Just name
+ // [1..14] Alliance honor titles and player name
+ // [15..28] Horde honor titles and player name
+ // [29..38] Other title and player name
+ // [39+] Nothing
+ uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
+ // Get Killer titles, CharTitlesEntry::bit_index
+ // Ranks:
+ // title[1..14] -> rank[5..18]
+ // title[15..28] -> rank[5..18]
+ // title[other] -> 0
+ if (victim_title == 0)
+ victim_guid = 0; // Don't show HK: <rank> message, only log.
+ else if (victim_title < 15)
+ victim_rank = victim_title + 4;
+ else if (victim_title < 29)
+ victim_rank = victim_title - 14 + 4;
+ else
+ victim_guid = 0; // Don't show HK: <rank> message, only log.
+ }
+
+ k_grey = Trinity::XP::GetGrayLevel(k_level);
+
+ if (v_level <= k_grey)
+ return false;
+
+ float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey)));
+
+ int32 v_rank =1; //need more info
+
+ honor = ((f * diff_level * (190 + v_rank*10))/6);
+ honor *= ((float)k_level) / 21.50537f; //factor of dependence on levels of the killer
+
+ // count the number of playerkills in one day
+ ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true);
+ // and those in a lifetime
+ ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 1, true);
+ UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL);
+ UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, pVictim->getClass());
+ UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, pVictim->getRace());
+ }
+ else
+ {
+ if (!uVictim->ToCreature()->isRacialLeader())
+ return false;
+
+ honor = 100; // ??? need more info
+ victim_rank = 19; // HK: Leader
+ }
+ }
+
+ if (uVictim != NULL)
+ {
+ if (groupsize > 1)
+ honor /= groupsize;
+
+ // apply honor multiplier from aura (not stacking-get highest)
+ honor = int32(float(honor) * (float(GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN_PCT))+100.0f)/100.0f);
+ }
+
+ honor *= sWorld.getRate(RATE_HONOR);
+ // honor - for show honor points in log
+ // victim_guid - for show victim name in log
+ // victim_rank [1..4] HK: <dishonored rank>
+ // victim_rank [5..19] HK: <alliance\horde rank>
+ // victim_rank [0,20+] HK: <>
+ WorldPacket data(SMSG_PVP_CREDIT,4+8+4);
+ data << (uint32) honor;
+ data << (uint64) victim_guid;
+ data << (uint32) victim_rank;
+
+ GetSession()->SendPacket(&data);
+
+ // add honor points
+ ModifyHonorPoints(int32(honor));
+
+ ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true);
+
+ if (InBattleGround() && honor > 0)
+ {
+ if (BattleGround *bg = GetBattleGround())
+ {
+ bg->UpdatePlayerScore(this, SCORE_BONUS_HONOR, uint32(honor), false);//false: prevent looping
+ }
+ }
+
+ if (sWorld.getConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken)
+ {
+ if (!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
+ return true;
+
+ if (uVictim->GetTypeId() == TYPEID_PLAYER)
+ {
+ // Check if allowed to receive it in current map
+ uint8 MapType = sWorld.getConfig(CONFIG_PVP_TOKEN_MAP_TYPE);
+ if ((MapType == 1 && !InBattleGround() && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
+ || (MapType == 2 && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
+ || (MapType == 3 && !InBattleGround()))
+ return true;
+
+ uint32 noSpaceForCount = 0;
+ uint32 itemId = sWorld.getConfig(CONFIG_PVP_TOKEN_ID);
+ int32 count = sWorld.getConfig(CONFIG_PVP_TOKEN_COUNT);
+
+ // check space and find places
+ ItemPosCountVec dest;
+ uint8 msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, count, &noSpaceForCount);
+ if (msg != EQUIP_ERR_OK) // convert to possible store amount
+ count = noSpaceForCount;
+
+ if (count == 0 || dest.empty()) // can't add any
+ {
+ // -- TODO: Send to mailbox if no space
+ ChatHandler(this).PSendSysMessage("You don't have any space in your bags for a token.");
+ return true;
+ }
+
+ Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
+ SendNewItem(item,count,true,false);
+ ChatHandler(this).PSendSysMessage("You have been awarded a token for slaying another player.");
+ }
+ }
+
+ return true;
+}
+
+void Player::ModifyHonorPoints(int32 value)
+{
+ if (value < 0)
+ {
+ if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS))
+ SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value);
+ else
+ SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0);
+ }
+ else
+ SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS));
+}
+
+void Player::ModifyArenaPoints(int32 value)
+{
+ if (value < 0)
+ {
+ if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
+ SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value);
+ else
+ SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0);
+ }
+ else
+ SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS));
+}
+
+uint32 Player::GetGuildIdFromDB(uint64 guid)
+{
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
+ if (!result)
+ return 0;
+
+ uint32 id = result->Fetch()[0].GetUInt32();
+ return id;
+}
+
+uint32 Player::GetRankFromDB(uint64 guid)
+{
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
+ if (result)
+ {
+ uint32 v = result->Fetch()[0].GetUInt32();
+ return v;
+ }
+ else
+ return 0;
+}
+
+uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
+{
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", GUID_LOPART(guid), type);
+ if (!result)
+ return 0;
+
+ uint32 id = (*result)[0].GetUInt32();
+ return id;
+}
+
+uint32 Player::GetZoneIdFromDB(uint64 guid)
+{
+ uint32 guidLow = GUID_LOPART(guid);
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT zone FROM characters WHERE guid='%u'", guidLow);
+ if (!result)
+ return 0;
+ Field* fields = result->Fetch();
+ uint32 zone = fields[0].GetUInt32();
+
+ if (!zone)
+ {
+ // stored zone is zero, use generic and slow zone detection
+ result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow);
+ if (!result)
+ return 0;
+ fields = result->Fetch();
+ uint32 map = fields[0].GetUInt32();
+ float posx = fields[1].GetFloat();
+ float posy = fields[2].GetFloat();
+ float posz = fields[3].GetFloat();
+
+ zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
+
+ if (zone > 0)
+ CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
+ }
+
+ return zone;
+}
+
+uint32 Player::GetLevelFromDB(uint64 guid)
+{
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid));
+ if (!result)
+ return 0;
+
+ Field* fields = result->Fetch();
+ uint8 level = fields[0].GetUInt8();
+
+ return level;
+}
+
+void Player::UpdateArea(uint32 newArea)
+{
+ // FFA_PVP flags are area and not zone id dependent
+ // so apply them accordingly
+ m_areaUpdateId = newArea;
+
+ AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
+ pvpInfo.inFFAPvPArea = area && (area->flags & AREA_FLAG_ARENA);
+ UpdatePvPState(true);
+
+ UpdateAreaDependentAuras(newArea);
+}
+
+void Player::UpdateZone(uint32 newZone, uint32 newArea)
+{
+ if (m_zoneUpdateId != newZone)
+ {
+ sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId);
+ sOutdoorPvPMgr.HandlePlayerEnterZone(this, newZone);
+ SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
+ }
+
+ m_zoneUpdateId = newZone;
+ m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
+
+ // zone changed, so area changed as well, update it
+ UpdateArea(newArea);
+
+ AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
+ if (!zone)
+ return;
+
+ if (sWorld.getConfig(CONFIG_WEATHER))
+ {
+ Weather *wth = sWorld.FindWeather(zone->ID);
+ if (wth)
+ wth->SendWeatherUpdateToPlayer(this);
+ else
+ {
+ if (!sWorld.AddWeather(zone->ID))
+ {
+ // send fine weather packet to remove old zone's weather
+ Weather::SendFineWeatherUpdateToPlayer(this);
+ }
+ }
+ }
+
+ // in PvP, any not controlled zone (except zone->team == 6, default case)
+ // in PvE, only opposition team capital
+ switch (zone->team)
+ {
+ case AREATEAM_ALLY:
+ pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
+ break;
+ case AREATEAM_HORDE:
+ pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
+ break;
+ case AREATEAM_NONE:
+ // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
+ pvpInfo.inHostileArea = sWorld.IsPvPRealm() || InBattleGround() || zone->flags & AREA_FLAG_OUTDOOR_PVP;
+ break;
+ default: // 6 in fact
+ pvpInfo.inHostileArea = false;
+ break;
+ }
+
+ pvpInfo.inNoPvPArea = false;
+ if (zone->IsSanctuary()) // in sanctuary
+ {
+ SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
+ pvpInfo.inNoPvPArea = true;
+ CombatStopWithPets();
+ }
+ else
+ RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
+
+ if (zone->flags & AREA_FLAG_CAPITAL) // in capital city
+ {
+ SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
+ SetRestType(REST_TYPE_IN_CITY);
+ InnEnter(time(0),GetMapId(),0,0,0);
+ pvpInfo.inNoPvPArea = true;
+ }
+ else // anywhere else
+ {
+ if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
+ {
+ if (GetRestType() == REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
+ {
+ if (GetMapId() != GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
+ {
+ RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
+ SetRestType(REST_TYPE_NO);
+ }
+ }
+ else // not in tavern (leave city then)
+ {
+ RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
+ SetRestType(REST_TYPE_NO);
+ }
+ }
+ }
+
+ UpdatePvPState();
+
+ // remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
+ // if player resurrected at teleport this will be applied in resurrect code
+ if (isAlive())
+ DestroyZoneLimitedItem(true, newZone);
+
+ // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
+ AutoUnequipOffhandIfNeed();
+
+ // recent client version not send leave/join channel packets for built-in local channels
+ UpdateLocalChannels(newZone);
+
+ // group update
+ if (GetGroup())
+ SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
+
+ UpdateZoneDependentAuras(newZone);
+}
+
+//If players are too far way of duel flag... then player loose the duel
+void Player::CheckDuelDistance(time_t currTime)
+{
+ if (!duel)
+ return;
+
+ uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
+ GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
+ if (!obj)
+ return;
+
+ if (duel->outOfBound == 0)
+ {
+ if (!IsWithinDistInMap(obj, 50))
+ {
+ duel->outOfBound = currTime;
+
+ WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
+ GetSession()->SendPacket(&data);
+ }
+ }
+ else
+ {
+ if (IsWithinDistInMap(obj, 40))
+ {
+ duel->outOfBound = 0;
+
+ WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
+ GetSession()->SendPacket(&data);
+ }
+ else if (currTime >= (duel->outOfBound+10))
+ DuelComplete(DUEL_FLED);
+ }
+}
+
+bool Player::IsOutdoorPvPActive()
+{
+ return isAlive() && !HasInvisibilityAura() && !HasStealthAura() && (IsPvP() || sWorld.IsPvPRealm()) && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && !isInFlight();
+}
+
+void Player::DuelComplete(DuelCompleteType type)
+{
+ // duel not requested
+ if (!duel)
+ return;
+
+ sLog.outDebug("Duel Complete %s %s", GetName(), duel->opponent->GetName());
+
+ WorldPacket data(SMSG_DUEL_COMPLETE, (1));
+ data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
+ GetSession()->SendPacket(&data);
+
+ if (duel->opponent->GetSession())
+ duel->opponent->GetSession()->SendPacket(&data);
+
+ if (type != DUEL_INTERUPTED)
+ {
+ data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
+ data << uint8(type == DUEL_WON ? 0 : 1); // 0 = just won; 1 = fled
+ data << duel->opponent->GetName();
+ data << GetName();
+ SendMessageToSet(&data,true);
+ }
+
+ switch (type)
+ {
+ case DUEL_FLED:
+ // if initiator and opponent are on the same team
+ // or initiator and opponent are not PvP enabled, forcibly stop attacking
+ if (duel->initiator->GetTeam() == duel->opponent->GetTeam())
+ {
+ duel->initiator->AttackStop();
+ duel->opponent->AttackStop();
+ }
+ else
+ {
+ if (!duel->initiator->IsPvP())
+ duel->initiator->AttackStop();
+ if (!duel->opponent->IsPvP())
+ duel->opponent->AttackStop();
+ }
+ break;
+ case DUEL_WON:
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1);
+ if (duel->opponent)
+ {
+ duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1);
+
+ //Credit for quest Death's Challenge
+ if (getClass() == CLASS_DEATH_KNIGHT && duel->opponent->GetQuestStatus(12733) == QUEST_STATUS_INCOMPLETE)
+ duel->opponent->CastSpell(duel->opponent, 52994, true);
+ }
+ break;
+ }
+
+ //Remove Duel Flag object
+ GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
+ if (obj)
+ duel->initiator->RemoveGameObject(obj,true);
+
+ /* remove auras */
+ AuraApplicationMap &itsAuras = duel->opponent->GetAppliedAuras();
+ for (AuraApplicationMap::iterator i = itsAuras.begin(); i != itsAuras.end();)
+ {
+ Aura const * aura = i->second->GetBase();
+ if (!i->second->IsPositive() && aura->GetCasterGUID() == GetGUID() && aura->GetApplyTime() >= duel->startTime)
+ duel->opponent->RemoveAura(i);
+ else
+ ++i;
+ }
+
+ AuraApplicationMap &myAuras = GetAppliedAuras();
+ for (AuraApplicationMap::iterator i = myAuras.begin(); i != myAuras.end();)
+ {
+ Aura const * aura = i->second->GetBase();
+ if (!i->second->IsPositive() && aura->GetCasterGUID() == duel->opponent->GetGUID() && aura->GetApplyTime() >= duel->startTime)
+ RemoveAura(i);
+ else
+ ++i;
+ }
+
+ // cleanup combo points
+ if (GetComboTarget() == duel->opponent->GetGUID())
+ ClearComboPoints();
+ else if (GetComboTarget() == duel->opponent->GetPetGUID())
+ ClearComboPoints();
+
+ if (duel->opponent->GetComboTarget() == GetGUID())
+ duel->opponent->ClearComboPoints();
+ else if (duel->opponent->GetComboTarget() == GetPetGUID())
+ duel->opponent->ClearComboPoints();
+
+ // Honor points after duel (the winner) - ImpConfig
+ if (uint32 amount = sWorld.getConfig(CONFIG_HONOR_AFTER_DUEL))
+ duel->opponent->RewardHonor(NULL,1,amount);
+
+ //cleanups
+ SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
+ SetUInt32Value(PLAYER_DUEL_TEAM, 0);
+ duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
+ duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
+
+ delete duel->opponent->duel;
+ duel->opponent->duel = NULL;
+ delete duel;
+ duel = NULL;
+}
+
+//---------------------------------------------------------//
+
+void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
+{
+ if (slot >= INVENTORY_SLOT_BAG_END || !item)
+ return;
+
+ ItemPrototype const *proto = item->GetProto();
+
+ if (!proto)
+ return;
+
+ if (proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
+ CorrectMetaGemEnchants(slot, apply);
+
+ // not apply/remove mods for broken item
+ if (item->IsBroken())
+ return;
+
+ sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
+
+ uint8 attacktype = Player::GetAttackBySlot(slot);
+
+ // check disarm only on mod apply to allow remove item mods
+ if (!CanUseAttackType(attacktype))
+ return;
+
+ if (attacktype < MAX_ATTACK)
+ _ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
+
+ _ApplyItemBonuses(proto,slot,apply);
+
+ if (slot == EQUIPMENT_SLOT_RANGED)
+ _ApplyAmmoBonuses();
+
+ ApplyItemEquipSpell(item,apply);
+ ApplyEnchantment(item, apply);
+
+ sLog.outDebug("_ApplyItemMods complete.");
+}
+
+void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
+{
+ if (slot >= INVENTORY_SLOT_BAG_END || !proto)
+ return;
+
+ ScalingStatDistributionEntry const *ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL;
+ if (only_level_scale && !ssd)
+ return;
+
+ // req. check at equip, but allow use for extended range if range limit max level, set proper level
+ uint32 ssd_level = getLevel();
+ if (ssd && ssd_level > ssd->MaxLevel)
+ ssd_level = ssd->MaxLevel;
+
+ ScalingStatValuesEntry const *ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL;
+ if (only_level_scale && !ssv)
+ return;
+
+ for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
+ {
+ uint32 statType = 0;
+ int32 val = 0;
+ // If set ScalingStatDistribution need get stats and values from it
+ if (ssd && ssv)
+ {
+ if (ssd->StatMod[i] < 0)
+ continue;
+ statType = ssd->StatMod[i];
+ val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000;
+ }
+ else
+ {
+ if (i >= proto->StatsCount)
+ continue;
+ statType = proto->ItemStat[i].ItemStatType;
+ val = proto->ItemStat[i].ItemStatValue;
+ }
+
+ if (val == 0)
+ continue;
+
+ switch (statType)
+ {
+ case ITEM_MOD_MANA:
+ HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
+ break;
+ case ITEM_MOD_HEALTH: // modify HP
+ HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
+ break;
+ case ITEM_MOD_AGILITY: // modify agility
+ HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
+ ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
+ break;
+ case ITEM_MOD_STRENGTH: //modify strength
+ HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
+ ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
+ break;
+ case ITEM_MOD_INTELLECT: //modify intellect
+ HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
+ ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
+ break;
+ case ITEM_MOD_SPIRIT: //modify spirit
+ HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
+ ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
+ break;
+ case ITEM_MOD_STAMINA: //modify stamina
+ HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
+ ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
+ break;
+ case ITEM_MOD_DEFENSE_SKILL_RATING:
+ ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
+ break;
+ case ITEM_MOD_DODGE_RATING:
+ ApplyRatingMod(CR_DODGE, int32(val), apply);
+ break;
+ case ITEM_MOD_PARRY_RATING:
+ ApplyRatingMod(CR_PARRY, int32(val), apply);
+ break;
+ case ITEM_MOD_BLOCK_RATING:
+ ApplyRatingMod(CR_BLOCK, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_MELEE_RATING:
+ ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_RANGED_RATING:
+ ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_SPELL_RATING:
+ ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_MELEE_RATING:
+ ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_RANGED_RATING:
+ ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_SPELL_RATING:
+ ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
+ ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
+ ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
+ ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
+ ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
+ ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
+ ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_HASTE_MELEE_RATING:
+ ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
+ break;
+ case ITEM_MOD_HASTE_RANGED_RATING:
+ ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
+ break;
+ case ITEM_MOD_HASTE_SPELL_RATING:
+ ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_RATING:
+ ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
+ ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
+ ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_RATING:
+ ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
+ ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
+ ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_HIT_TAKEN_RATING:
+ ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
+ ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
+ ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_CRIT_TAKEN_RATING:
+ ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
+ ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
+ ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_RESILIENCE_RATING:
+ ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
+ ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
+ ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_HASTE_RATING:
+ ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
+ ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
+ ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
+ break;
+ case ITEM_MOD_EXPERTISE_RATING:
+ ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
+ break;
+ case ITEM_MOD_ATTACK_POWER:
+ HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
+ HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
+ break;
+ case ITEM_MOD_RANGED_ATTACK_POWER:
+ HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
+ break;
+// case ITEM_MOD_FERAL_ATTACK_POWER:
+// ApplyFeralAPBonus(int32(val), apply);
+// break;
+ case ITEM_MOD_MANA_REGENERATION:
+ ApplyManaRegenBonus(int32(val), apply);
+ break;
+ case ITEM_MOD_ARMOR_PENETRATION_RATING:
+ ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
+ break;
+ case ITEM_MOD_SPELL_POWER:
+ ApplySpellPowerBonus(int32(val), apply);
+ break;
+ case ITEM_MOD_HEALTH_REGEN:
+ ApplyHealthRegenBonus(int32(val), apply);
+ break;
+ // depricated item mods
+ case ITEM_MOD_SPELL_HEALING_DONE:
+ case ITEM_MOD_SPELL_DAMAGE_DONE:
+ break;
+ }
+ }
+
+ // Apply Spell Power from ScalingStatValue if set
+ if (ssv)
+ {
+ if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue))
+ ApplySpellPowerBonus(spellbonus, apply);
+ }
+
+ // If set ScalingStatValue armor get it or use item armor
+ uint32 armor = proto->Armor;
+ if (ssv)
+ {
+ if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue))
+ armor = ssvarmor;
+ }
+
+ if (armor)
+ {
+ UnitModifierType modType = TOTAL_VALUE;
+ if (proto->Class == ITEM_CLASS_ARMOR)
+ {
+ switch (proto->SubClass)
+ {
+ case ITEM_SUBCLASS_ARMOR_CLOTH:
+ case ITEM_SUBCLASS_ARMOR_LEATHER:
+ case ITEM_SUBCLASS_ARMOR_MAIL:
+ case ITEM_SUBCLASS_ARMOR_PLATE:
+ case ITEM_SUBCLASS_ARMOR_SHIELD:
+ modType = BASE_VALUE;
+ break;
+ }
+ }
+ HandleStatModifier(UNIT_MOD_ARMOR, modType, float(armor), apply);
+ }
+
+ // Add armor bonus from ArmorDamageModifier if > 0
+ if (proto->ArmorDamageModifier > 0)
+ HandleStatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(proto->ArmorDamageModifier), apply);
+
+ if (proto->Block)
+ HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
+
+ if (proto->HolyRes)
+ HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
+
+ if (proto->FireRes)
+ HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
+
+ if (proto->NatureRes)
+ HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
+
+ if (proto->FrostRes)
+ HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
+
+ if (proto->ShadowRes)
+ HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
+
+ if (proto->ArcaneRes)
+ HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
+
+ WeaponAttackType attType = BASE_ATTACK;
+ float damage = 0.0f;
+
+ if (slot == EQUIPMENT_SLOT_RANGED && (
+ proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
+ proto->InventoryType == INVTYPE_RANGEDRIGHT))
+ {
+ attType = RANGED_ATTACK;
+ }
+ else if (slot == EQUIPMENT_SLOT_OFFHAND)
+ {
+ attType = OFF_ATTACK;
+ }
+
+ float minDamage = proto->Damage[0].DamageMin;
+ float maxDamage = proto->Damage[0].DamageMax;
+ int32 extraDPS = 0;
+ // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
+ if (ssv)
+ {
+ extraDPS = ssv->getDPSMod(proto->ScalingStatValue);
+ if (extraDPS)
+ {
+ float average = extraDPS * proto->Delay / 1000.0f;
+ minDamage = 0.7f * average;
+ maxDamage = 1.3f * average;
+ }
+ }
+ if (minDamage > 0)
+ {
+ damage = apply ? minDamage : BASE_MINDAMAGE;
+ SetBaseWeaponDamage(attType, MINDAMAGE, damage);
+ //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
+ }
+
+ if (maxDamage > 0)
+ {
+ damage = apply ? maxDamage : BASE_MAXDAMAGE;
+ SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
+ }
+
+ // Apply feral bonus from ScalingStatValue if set
+ if (ssv)
+ {
+ if (int32 feral_bonus = ssv->getFeralBonus(proto->ScalingStatValue))
+ ApplyFeralAPBonus(feral_bonus, apply);
+ }
+ // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
+ if (getClass() == CLASS_DRUID)
+ {
+ int32 feral_bonus = proto->getFeralBonus(extraDPS);
+ if (feral_bonus > 0)
+ ApplyFeralAPBonus(feral_bonus, apply);
+ }
+
+ if (IsInFeralForm() || !CanUseAttackType(attType))
+ return;
+
+ if (proto->Delay)
+ {
+ if (slot == EQUIPMENT_SLOT_RANGED)
+ SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
+ else if (slot == EQUIPMENT_SLOT_MAINHAND)
+ SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
+ else if (slot == EQUIPMENT_SLOT_OFFHAND)
+ SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
+ }
+
+ if (CanModifyStats() && (damage || proto->Delay))
+ UpdateDamagePhysical(attType);
+}
+
+void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
+{
+ AuraEffectList const& auraCritList = GetAuraEffectsByType(SPELL_AURA_MOD_WEAPON_CRIT_PERCENT);
+ for (AuraEffectList::const_iterator itr = auraCritList.begin(); itr != auraCritList.end(); ++itr)
+ _ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
+
+ AuraEffectList const& auraDamageFlatList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE);
+ for (AuraEffectList::const_iterator itr = auraDamageFlatList.begin(); itr != auraDamageFlatList.end(); ++itr)
+ _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
+
+ AuraEffectList const& auraDamagePCTList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
+ for (AuraEffectList::const_iterator itr = auraDamagePCTList.begin(); itr != auraDamagePCTList.end(); ++itr)
+ _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
+}
+
+void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
+{
+ // generic not weapon specific case processes in aura code
+ if (aura->GetSpellProto()->EquippedItemClass == -1)
+ return;
+
+ BaseModGroup mod = BASEMOD_END;
+ switch (attackType)
+ {
+ case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
+ case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
+ case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
+ default: return;
+ }
+
+ if (!item->IsBroken()&&item->IsFitToSpellRequirements(aura->GetSpellProto()))
+ HandleBaseModValue(mod, FLAT_MOD, float (aura->GetAmount()), apply);
+}
+
+void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
+{
+ //don't apply mod if item is broken
+ if (item->IsBroken())
+ return;
+
+ // ignore spell mods for not wands
+ if ((aura->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) == 0 && (getClassMask() & CLASSMASK_WAND_USERS) == 0)
+ return;
+
+ // generic not weapon specific case processes in aura code
+ if (aura->GetSpellProto()->EquippedItemClass == -1)
+ return;
+
+ UnitMods unitMod = UNIT_MOD_END;
+ switch (attackType)
+ {
+ case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
+ case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
+ case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
+ default: return;
+ }
+
+ UnitModifierType unitModType = TOTAL_VALUE;
+ switch (aura->GetAuraType())
+ {
+ case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
+ case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
+ default: return;
+ }
+
+ if (!item->IsBroken()&&item->IsFitToSpellRequirements(aura->GetSpellProto()))
+ {
+ HandleStatModifier(unitMod, unitModType, float(aura->GetAmount()),apply);
+
+ if (unitModType == TOTAL_PCT)
+ ApplyModSignedFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT,aura->GetAmount()/100.0f,apply);
+ else
+ ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS,aura->GetAmount(),apply);
+ }
+}
+
+void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
+{
+ if (!item)
+ return;
+
+ ItemPrototype const *proto = item->GetProto();
+ if (!proto)
+ return;
+
+ for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
+ {
+ _Spell const& spellData = proto->Spells[i];
+
+ // no spell
+ if (!spellData.SpellId)
+ continue;
+
+ // wrong triggering type
+ if (apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
+ continue;
+
+ // check if it is valid spell
+ SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
+ if (!spellproto)
+ continue;
+
+ ApplyEquipSpell(spellproto,item,apply,form_change);
+ }
+}
+
+void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
+{
+ if (apply)
+ {
+ // Cannot be used in this stance/form
+ if (GetErrorAtShapeshiftedCast(spellInfo, m_form) != SPELL_CAST_OK)
+ return;
+
+ if (form_change) // check aura active state from other form
+ {
+ AuraApplicationMap const& auras = GetAppliedAuras();
+ for (AuraApplicationMap::const_iterator itr = auras.lower_bound(spellInfo->Id); itr != auras.upper_bound(spellInfo->Id); ++itr)
+ if (!item || itr->second->GetBase()->GetCastItemGUID() == item->GetGUID())
+ return;
+ }
+
+ DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
+
+ CastSpell(this,spellInfo,true,item);
+ }
+ else
+ {
+ if (form_change) // check aura compatibility
+ {
+ // Cannot be used in this stance/form
+ if (GetErrorAtShapeshiftedCast(spellInfo, m_form) == SPELL_CAST_OK)
+ return; // and remove only not compatible at form change
+ }
+
+ if (item)
+ RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells, not only at-equipped
+ else
+ RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
+ }
+}
+
+void Player::UpdateEquipSpellsAtFormChange()
+{
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i] && !m_items[i]->IsBroken())
+ {
+ ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
+ ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
+ }
+ }
+
+ // item set bonuses not dependent from item broken state
+ for (size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
+ {
+ ItemSetEffect* eff = ItemSetEff[setindex];
+ if (!eff)
+ continue;
+
+ for (uint32 y=0; y<8; ++y)
+ {
+ SpellEntry const* spellInfo = eff->spells[y];
+ if (!spellInfo)
+ continue;
+
+ ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
+ ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
+ }
+ }
+}
+void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx)
+{
+ if (!target || !target->isAlive() || target == this)
+ return;
+
+ for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ // If usable, try to cast item spell
+ if (Item * item = GetItemByPos(INVENTORY_SLOT_BAG_0,i))
+ if (!item->IsBroken())
+ if (ItemPrototype const *proto = item->GetProto())
+ {
+ // Additional check for weapons
+ if (proto->Class == ITEM_CLASS_WEAPON)
+ {
+ // offhand item cannot proc from main hand hit etc
+ EquipmentSlots slot;
+ switch (attType)
+ {
+ case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
+ case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
+ case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
+ default: slot = EQUIPMENT_SLOT_END; break;
+ }
+ if (slot != i)
+ continue;
+ // Check if item is useable (forms or disarm)
+ if (attType == BASE_ATTACK)
+ if (!IsUseEquipedWeapon(true) && !IsInFeralForm())
+ continue;
+ }
+ CastItemCombatSpell(target, attType, procVictim, procEx, item, proto);
+ }
+ }
+}
+
+void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemPrototype const * proto)
+{
+ // Can do effect if any damage done to target
+ if (procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
+ //if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
+ {
+ for (uint8 i = 0; i < 5; ++i)
+ {
+ _Spell const& spellData = proto->Spells[i];
+
+ // no spell
+ if (!spellData.SpellId)
+ continue;
+
+ // wrong triggering type
+ if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
+ continue;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
+ if (!spellInfo)
+ {
+ sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
+ continue;
+ }
+
+ // not allow proc extra attack spell at extra attack
+ if (m_extraAttacks && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_ADD_EXTRA_ATTACKS))
+ return;
+
+ float chance = spellInfo->procChance;
+
+ if (spellData.SpellPPMRate)
+ {
+ if (spellData.SpellId == 52781) // Persuasive Strike
+ {
+ switch (target->GetEntry())
+ {
+ default:
+ return;
+ case 28939:
+ case 28940:
+ case 28610:
+ break;
+ }
+ }
+ uint32 WeaponSpeed = GetAttackTime(attType);
+ chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate, spellInfo);
+ }
+ else if (chance > 100.0f)
+ {
+ chance = GetWeaponProcChance();
+ }
+
+ if (roll_chance_f(chance))
+ CastSpell(target, spellInfo->Id, true, item);
+ }
+ }
+
+ // item combat enchantments
+ for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
+ {
+ uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
+ SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if (!pEnchant) continue;
+ for (uint8 s = 0; s < 3; ++s)
+ {
+ if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
+ continue;
+
+ SpellEnchantProcEntry const* entry = spellmgr.GetSpellEnchantProcEvent(enchant_id);
+
+ if (entry && entry->procEx)
+ {
+ // Check hit/crit/dodge/parry requirement
+ if ((entry->procEx & procEx) == 0)
+ continue;
+ }
+ else
+ {
+ // Can do effect if any damage done to target
+ if (!(procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
+ //if (!(damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
+ continue;
+ }
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
+ if (!spellInfo)
+ {
+ sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
+ continue;
+ }
+
+ float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
+
+ if (entry)
+ {
+ if (entry->PPMChance)
+ chance = GetPPMProcChance(proto->Delay, entry->PPMChance, spellInfo);
+ else if (entry->customChance)
+ chance = entry->customChance;
+ }
+
+ // Apply spell mods
+ ApplySpellMod(pEnchant->spellid[s],SPELLMOD_CHANCE_OF_SUCCESS,chance);
+
+ if (roll_chance_f(chance))
+ {
+ if (IsPositiveSpell(pEnchant->spellid[s]))
+ CastSpell(this, pEnchant->spellid[s], true, item);
+ else
+ CastSpell(target, pEnchant->spellid[s], true, item);
+ }
+ }
+ }
+}
+
+void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
+{
+ ItemPrototype const* proto = item->GetProto();
+ // special learning case
+ if (proto->Spells[0].SpellId == 483 || proto->Spells[0].SpellId == 55884)
+ {
+ uint32 learn_spell_id = proto->Spells[0].SpellId;
+ uint32 learning_spell_id = proto->Spells[1].SpellId;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
+ if (!spellInfo)
+ {
+ sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
+ SendEquipError(EQUIP_ERR_NONE,item,NULL);
+ return;
+ }
+
+ Spell *spell = new Spell(this, spellInfo,false);
+ spell->m_CastItem = item;
+ spell->m_cast_count = cast_count; //set count of casts
+ spell->m_currentBasePoints[0] = learning_spell_id;
+ spell->prepare(&targets);
+ return;
+ }
+
+ // use triggered flag only for items with many spell casts and for not first cast
+ uint8 count = 0;
+
+ // item spells casted at use
+ for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
+ {
+ _Spell const& spellData = proto->Spells[i];
+
+ // no spell
+ if (!spellData.SpellId)
+ continue;
+
+ // wrong triggering type
+ if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
+ continue;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
+ if (!spellInfo)
+ {
+ sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
+ continue;
+ }
+
+ Spell *spell = new Spell(this, spellInfo, (count > 0));
+ spell->m_CastItem = item;
+ spell->m_cast_count = cast_count; // set count of casts
+ spell->m_glyphIndex = glyphIndex; // glyph index
+ spell->prepare(&targets);
+
+ ++count;
+ }
+
+ // Item enchantments spells casted at use
+ for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
+ {
+ uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
+ SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if (!pEnchant)
+ continue;
+ for (uint8 s = 0; s < 3; ++s)
+ {
+ if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_USE_SPELL)
+ continue;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
+ if (!spellInfo)
+ {
+ sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
+ continue;
+ }
+
+ Spell *spell = new Spell(this, spellInfo, (count > 0));
+ spell->m_CastItem = item;
+ spell->m_cast_count = cast_count; // set count of casts
+ spell->m_glyphIndex = glyphIndex; // glyph index
+ spell->prepare(&targets);
+
+ ++count;
+ }
+ }
+}
+
+void Player::_RemoveAllItemMods()
+{
+ sLog.outDebug("_RemoveAllItemMods start.");
+
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i])
+ {
+ ItemPrototype const *proto = m_items[i]->GetProto();
+ if (!proto)
+ continue;
+
+ // item set bonuses not dependent from item broken state
+ if (proto->ItemSet)
+ RemoveItemsSetItem(this,proto);
+
+ if (m_items[i]->IsBroken())
+ continue;
+
+ ApplyItemEquipSpell(m_items[i], false);
+ ApplyEnchantment(m_items[i], false);
+ }
+ }
+
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i])
+ {
+ if (m_items[i]->IsBroken())
+ continue;
+ ItemPrototype const *proto = m_items[i]->GetProto();
+ if (!proto)
+ continue;
+
+ uint32 attacktype = Player::GetAttackBySlot(i);
+ if (attacktype < MAX_ATTACK)
+ _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
+
+ _ApplyItemBonuses(proto,i, false);
+
+ if (i == EQUIPMENT_SLOT_RANGED)
+ _ApplyAmmoBonuses();
+ }
+ }
+
+ sLog.outDebug("_RemoveAllItemMods complete.");
+}
+
+void Player::_ApplyAllItemMods()
+{
+ sLog.outDebug("_ApplyAllItemMods start.");
+
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i])
+ {
+ if (m_items[i]->IsBroken())
+ continue;
+
+ ItemPrototype const *proto = m_items[i]->GetProto();
+ if (!proto)
+ continue;
+
+ uint32 attacktype = Player::GetAttackBySlot(i);
+ if (attacktype < MAX_ATTACK)
+ _ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
+
+ _ApplyItemBonuses(proto,i, true);
+
+ if (i == EQUIPMENT_SLOT_RANGED)
+ _ApplyAmmoBonuses();
+ }
+ }
+
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i])
+ {
+ ItemPrototype const *proto = m_items[i]->GetProto();
+ if (!proto)
+ continue;
+
+ // item set bonuses not dependent from item broken state
+ if (proto->ItemSet)
+ AddItemsSetItem(this,m_items[i]);
+
+ if (m_items[i]->IsBroken())
+ continue;
+
+ ApplyItemEquipSpell(m_items[i],true);
+ ApplyEnchantment(m_items[i], true);
+ }
+ }
+
+ sLog.outDebug("_ApplyAllItemMods complete.");
+}
+
+void Player::_ApplyAllLevelScaleItemMods(bool apply)
+{
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i])
+ {
+ if (m_items[i]->IsBroken())
+ continue;
+
+ ItemPrototype const *proto = m_items[i]->GetProto();
+ if (!proto)
+ continue;
+
+ _ApplyItemBonuses(proto,i, apply, true);
+ }
+ }
+}
+
+void Player::_ApplyAmmoBonuses()
+{
+ // check ammo
+ uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
+ if (!ammo_id)
+ return;
+
+ float currentAmmoDPS;
+
+ ItemPrototype const *ammo_proto = objmgr.GetItemPrototype(ammo_id);
+ if (!ammo_proto || ammo_proto->Class != ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
+ currentAmmoDPS = 0.0f;
+ else
+ currentAmmoDPS = (ammo_proto->Damage[0].DamageMin + ammo_proto->Damage[0].DamageMax) / 2;
+
+ if (currentAmmoDPS == GetAmmoDPS())
+ return;
+
+ m_ammoDPS = currentAmmoDPS;
+
+ if (CanModifyStats())
+ UpdateDamagePhysical(RANGED_ATTACK);
+}
+
+bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
+{
+ if (!ammo_proto)
+ return false;
+
+ // check ranged weapon
+ Item *weapon = GetWeaponForAttack(RANGED_ATTACK);
+ if (!weapon || weapon->IsBroken())
+ return false;
+
+ ItemPrototype const* weapon_proto = weapon->GetProto();
+ if (!weapon_proto || weapon_proto->Class != ITEM_CLASS_WEAPON)
+ return false;
+
+ // check ammo ws. weapon compatibility
+ switch (weapon_proto->SubClass)
+ {
+ case ITEM_SUBCLASS_WEAPON_BOW:
+ case ITEM_SUBCLASS_WEAPON_CROSSBOW:
+ if (ammo_proto->SubClass != ITEM_SUBCLASS_ARROW)
+ return false;
+ break;
+ case ITEM_SUBCLASS_WEAPON_GUN:
+ if (ammo_proto->SubClass != ITEM_SUBCLASS_BULLET)
+ return false;
+ break;
+ default:
+ return false;
+ }
+
+ return true;
+}
+
+/* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
+ Called by remove insignia spell effect */
+void Player::RemovedInsignia(Player* looterPlr)
+{
+ if (!GetBattleGroundId())
+ return;
+
+ // If not released spirit, do it !
+ if (m_deathTimer > 0)
+ {
+ m_deathTimer = 0;
+ BuildPlayerRepop();
+ RepopAtGraveyard();
+ }
+
+ Corpse *corpse = GetCorpse();
+ if (!corpse)
+ return;
+
+ // We have to convert player corpse to bones, not to be able to resurrect there
+ // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
+ Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
+ if (!bones)
+ return;
+
+ // Now we must make bones lootable, and send player loot
+ bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
+
+ // We store the level of our player in the gold field
+ // We retrieve this information at Player::SendLoot()
+ bones->loot.gold = getLevel();
+ bones->lootRecipient = looterPlr;
+ looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
+}
+
+void Player::SendLootRelease(uint64 guid)
+{
+ WorldPacket data(SMSG_LOOT_RELEASE_RESPONSE, (8+1));
+ data << uint64(guid) << uint8(1);
+ SendDirectMessage(&data);
+}
+
+void Player::SendLoot(uint64 guid, LootType loot_type)
+{
+ if (uint64 lguid = GetLootGUID())
+ m_session->DoLootRelease(lguid);
+
+ Loot *loot = 0;
+ PermissionTypes permission = ALL_PERMISSION;
+
+ sLog.outDebug("Player::SendLoot");
+ if (IS_GAMEOBJECT_GUID(guid))
+ {
+ sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
+ GameObject *go = GetMap()->GetGameObject(guid);
+
+ // not check distance for GO in case owned GO (fishing bobber case, for example)
+ // And permit out of range GO with no owner in case fishing hole
+ if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
+ {
+ SendLootRelease(guid);
+ return;
+ }
+
+ loot = &go->loot;
+
+ if (go->getLootState() == GO_READY)
+ {
+ uint32 lootid = go->GetGOInfo()->GetLootId();
+
+ //TODO: fix this big hack
+ if ((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
+ if (BattleGround *bg = GetBattleGround())
+ if (bg->GetTypeID(true) == BATTLEGROUND_AV)
+ if (!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(),GetTeam())))
+ {
+ SendLootRelease(guid);
+ return;
+ }
+
+ if (lootid)
+ {
+ loot->clear();
+
+ Group* group = GetGroup();
+ bool groupRules = (group && go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules);
+
+ // check current RR player and get next if necessary
+ if (groupRules)
+ group->UpdateLooterGuid(go, true);
+
+ loot->FillLoot(lootid, LootTemplates_Gameobject, this, !groupRules, false, go->GetLootMode());
+
+ // get next RR player (for next loot)
+ if (groupRules)
+ group->UpdateLooterGuid(go);
+ }
+
+ if (loot_type == LOOT_FISHING)
+ go->getFishLoot(loot,this);
+
+ if (go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules)
+ {
+ if (Group* group = GetGroup())
+ {
+ switch (group->GetLootMethod())
+ {
+ case GROUP_LOOT:
+ // GroupLoot: rolls items over threshold. Items with quality < threshold, round robin
+ group->GroupLoot(loot, go);
+ break;
+ case NEED_BEFORE_GREED:
+ group->NeedBeforeGreed(loot, go);
+ break;
+ case MASTER_LOOT:
+ group->MasterLoot(loot, go);
+ break;
+ }
+ }
+ }
+
+ go->SetLootState(GO_ACTIVATED);
+ }
+
+ if (go->getLootState() == GO_ACTIVATED)
+ {
+ if (Group* group = GetGroup())
+ {
+ switch (group->GetLootMethod())
+ {
+ case MASTER_LOOT:
+ permission = MASTER_PERMISSION;
+ break;
+ case FREE_FOR_ALL:
+ permission = ALL_PERMISSION;
+ break;
+ case ROUND_ROBIN:
+ permission = ROUND_ROBIN_PERMISSION;
+ break;
+ default:
+ permission = GROUP_PERMISSION;
+ break;
+ }
+ }
+ else
+ permission = ALL_PERMISSION;
+ }
+ }
+ else if (IS_ITEM_GUID(guid))
+ {
+ Item *item = GetItemByGuid(guid);
+
+ if (!item)
+ {
+ SendLootRelease(guid);
+ return;
+ }
+
+ loot = &item->loot;
+
+ if (!item->m_lootGenerated)
+ {
+ item->m_lootGenerated = true;
+ loot->clear();
+
+ switch (loot_type)
+ {
+ case LOOT_DISENCHANTING:
+ loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true);
+ break;
+ case LOOT_PROSPECTING:
+ loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true);
+ break;
+ case LOOT_MILLING:
+ loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true);
+ break;
+ default:
+ loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true);
+ loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
+ break;
+ }
+ }
+ }
+ else if (IS_CORPSE_GUID(guid)) // remove insignia
+ {
+ Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
+
+ if (!bones || !(loot_type == LOOT_CORPSE || loot_type == LOOT_INSIGNIA) || bones->GetType() != CORPSE_BONES)
+ {
+ SendLootRelease(guid);
+ return;
+ }
+
+ loot = &bones->loot;
+
+ if (!bones->lootForBody)
+ {
+ bones->lootForBody = true;
+ uint32 pLevel = bones->loot.gold;
+ bones->loot.clear();
+ if (BattleGround *bg = GetBattleGround())
+ if (bg->GetTypeID(true) == BATTLEGROUND_AV)
+ loot->FillLoot(1, LootTemplates_Creature, this, true);
+ // It may need a better formula
+ // Now it works like this: lvl10: ~6copper, lvl70: ~9silver
+ bones->loot.gold = uint32(urand(50, 150) * 0.016f * pow(float(pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY));
+ }
+
+ if (bones->lootRecipient != this)
+ permission = NONE_PERMISSION;
+ }
+ else
+ {
+ Creature *creature = GetMap()->GetCreature(guid);
+
+ // must be in range and creature must be alive for pickpocket and must be dead for another loot
+ if (!creature || creature->isAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
+ {
+ SendLootRelease(guid);
+ return;
+ }
+
+ if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
+ {
+ SendLootRelease(guid);
+ return;
+ }
+
+ loot = &creature->loot;
+
+ if (loot_type == LOOT_PICKPOCKETING)
+ {
+ if (!creature->lootForPickPocketed)
+ {
+ creature->lootForPickPocketed = true;
+ loot->clear();
+
+ if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
+ loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, true);
+
+ // Generate extra money for pick pocket loot
+ const uint32 a = urand(0, creature->getLevel()/2);
+ const uint32 b = urand(0, getLevel()/2);
+ loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
+ }
+ }
+ else
+ {
+ // the player whose group may loot the corpse
+ Player *recipient = creature->GetLootRecipient();
+ if (!recipient)
+ {
+ creature->SetLootRecipient(this);
+ recipient = this;
+ }
+
+ if (!creature->lootForBody)
+ {
+ creature->lootForBody = true;
+
+ // for creature, loot is filled when creature is killed.
+
+ if (Group* group = recipient->GetGroup())
+ {
+ switch (group->GetLootMethod())
+ {
+ case GROUP_LOOT:
+ // GroupLoot: rolls items over threshold. Items with quality < threshold, round robin
+ group->GroupLoot(loot, creature);
+ break;
+ case NEED_BEFORE_GREED:
+ group->NeedBeforeGreed(loot, creature);
+ break;
+ case MASTER_LOOT:
+ group->MasterLoot(loot, creature);
+ break;
+ default:
+ break;
+ }
+ }
+ }
+
+ // possible only if creature->lootForBody && loot->empty() at spell cast check
+ if (loot_type == LOOT_SKINNING)
+ {
+ loot->clear();
+ loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, true);
+ }
+ // set group rights only for loot_type != LOOT_SKINNING
+ else
+ {
+ if (Group* group = GetGroup())
+ {
+ if (group == recipient->GetGroup())
+ {
+ switch (group->GetLootMethod())
+ {
+ case MASTER_LOOT:
+ permission = MASTER_PERMISSION;
+ break;
+ case FREE_FOR_ALL:
+ permission = ALL_PERMISSION;
+ break;
+ case ROUND_ROBIN:
+ permission = ROUND_ROBIN_PERMISSION;
+ break;
+ default:
+ permission = GROUP_PERMISSION;
+ break;
+ }
+ }
+ else
+ permission = NONE_PERMISSION;
+ }
+ else if (recipient == this)
+ permission = ALL_PERMISSION;
+ else
+ permission = NONE_PERMISSION;
+ }
+ }
+ }
+
+ SetLootGUID(guid);
+
+ // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
+ switch (loot_type)
+ {
+ case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break;
+ case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
+ default: break;
+ }
+
+ // need know merged fishing/corpse loot type for achievements
+ loot->loot_type = loot_type;
+
+ WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
+
+ data << uint64(guid);
+ data << uint8(loot_type);
+ data << LootView(*loot, this, permission);
+
+ SendDirectMessage(&data);
+
+ // add 'this' player as one of the players that are looting 'loot'
+ if (permission != NONE_PERMISSION)
+ loot->AddLooter(GetGUID());
+
+ if (loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid))
+ SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
+}
+
+void Player::SendNotifyLootMoneyRemoved()
+{
+ WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
+{
+ WorldPacket data(SMSG_LOOT_REMOVED, 1);
+ data << uint8(lootSlot);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
+{
+ WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
+ data << Field;
+ data << Value;
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
+{
+ // data depends on zoneid/mapid...
+ BattleGround* bg = GetBattleGround();
+ uint16 NumberOfFields = 0;
+ uint32 mapid = GetMapId();
+ OutdoorPvP * pvp = sOutdoorPvPMgr.GetOutdoorPvPToZoneId(zoneid);
+
+ sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map: %u, Zone: %u", mapid, zoneid);
+
+ // may be exist better way to do this...
+ switch (zoneid)
+ {
+ case 0:
+ case 1:
+ case 4:
+ case 8:
+ case 10:
+ case 11:
+ case 12:
+ case 36:
+ case 38:
+ case 40:
+ case 41:
+ case 51:
+ case 267:
+ case 1519:
+ case 1537:
+ case 2257:
+ case 2918:
+ NumberOfFields = 8;
+ break;
+ case 139:
+ NumberOfFields = 41;
+ break;
+ case 1377:
+ NumberOfFields = 15;
+ break;
+ case 2597:
+ NumberOfFields = 83;
+ break;
+ case 3277:
+ NumberOfFields = 16;
+ break;
+ case 3358:
+ case 3820:
+ NumberOfFields = 40;
+ break;
+ case 3483:
+ NumberOfFields = 27;
+ break;
+ case 3518:
+ NumberOfFields = 39;
+ break;
+ case 3519:
+ NumberOfFields = 38;
+ break;
+ case 3521:
+ NumberOfFields = 37;
+ break;
+ case 3698:
+ case 3702:
+ case 3968:
+ NumberOfFields = 11;
+ break;
+ case 4378:
+ NumberOfFields = 11;
+ break;
+ case 3703:
+ NumberOfFields = 11;
+ break;
+ case 4384:
+ NumberOfFields = 30;
+ break;
+ default:
+ NumberOfFields = 12;
+ break;
+ }
+
+ WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
+ data << uint32(mapid); // mapid
+ data << uint32(zoneid); // zone id
+ data << uint32(areaid); // area id, new 2.1.0
+ data << uint16(NumberOfFields); // count of uint64 blocks
+ data << uint32(0x8d8) << uint32(0x0); // 1
+ data << uint32(0x8d7) << uint32(0x0); // 2
+ data << uint32(0x8d6) << uint32(0x0); // 3
+ data << uint32(0x8d5) << uint32(0x0); // 4
+ data << uint32(0x8d4) << uint32(0x0); // 5
+ data << uint32(0x8d3) << uint32(0x0); // 6
+ // 7 1 - Arena season in progress, 0 - end of season
+ data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
+ // 8 Arena season id
+ data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
+
+ if (mapid == 530) // Outland
+ {
+ data << uint32(0x9bf) << uint32(0x0); // 7
+ data << uint32(0x9bd) << uint32(0xF); // 8
+ data << uint32(0x9bb) << uint32(0xF); // 9
+ }
+
+ // insert <field> <value>
+ switch (zoneid)
+ {
+ case 1: // Dun Morogh
+ case 11: // Wetlands
+ case 12: // Elwynn Forest
+ case 38: // Loch Modan
+ case 40: // Westfall
+ case 51: // Searing Gorge
+ case 1519: // Stormwind City
+ case 1537: // Ironforge
+ case 2257: // Deeprun Tram
+ break;
+ case 139: // Eastern Plaguelands
+ if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_EP)
+ pvp->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x97a) << uint32(0x0); // 10 2426
+ data << uint32(0x917) << uint32(0x0); // 11 2327
+ data << uint32(0x918) << uint32(0x0); // 12 2328
+ data << uint32(0x97b) << uint32(0x32); // 13 2427
+ data << uint32(0x97c) << uint32(0x32); // 14 2428
+ data << uint32(0x933) << uint32(0x1); // 15 2355
+ data << uint32(0x946) << uint32(0x0); // 16 2374
+ data << uint32(0x947) << uint32(0x0); // 17 2375
+ data << uint32(0x948) << uint32(0x0); // 18 2376
+ data << uint32(0x949) << uint32(0x0); // 19 2377
+ data << uint32(0x94a) << uint32(0x0); // 20 2378
+ data << uint32(0x94b) << uint32(0x0); // 21 2379
+ data << uint32(0x932) << uint32(0x0); // 22 2354
+ data << uint32(0x934) << uint32(0x0); // 23 2356
+ data << uint32(0x935) << uint32(0x0); // 24 2357
+ data << uint32(0x936) << uint32(0x0); // 25 2358
+ data << uint32(0x937) << uint32(0x0); // 26 2359
+ data << uint32(0x938) << uint32(0x0); // 27 2360
+ data << uint32(0x939) << uint32(0x1); // 28 2361
+ data << uint32(0x930) << uint32(0x1); // 29 2352
+ data << uint32(0x93a) << uint32(0x0); // 30 2362
+ data << uint32(0x93b) << uint32(0x0); // 31 2363
+ data << uint32(0x93c) << uint32(0x0); // 32 2364
+ data << uint32(0x93d) << uint32(0x0); // 33 2365
+ data << uint32(0x944) << uint32(0x0); // 34 2372
+ data << uint32(0x945) << uint32(0x0); // 35 2373
+ data << uint32(0x931) << uint32(0x1); // 36 2353
+ data << uint32(0x93e) << uint32(0x0); // 37 2366
+ data << uint32(0x931) << uint32(0x1); // 38 2367 ?? grey horde not in dbc! send for consistency's sake, and to match field count
+ data << uint32(0x940) << uint32(0x0); // 39 2368
+ data << uint32(0x941) << uint32(0x0); // 7 2369
+ data << uint32(0x942) << uint32(0x0); // 8 2370
+ data << uint32(0x943) << uint32(0x0); // 9 2371
+ }
+ break;
+ case 1377: // Silithus
+ if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_SI)
+ pvp->FillInitialWorldStates(data);
+ else
+ {
+ // states are always shown
+ data << uint32(2313) << uint32(0x0); // 7 ally silityst gathered
+ data << uint32(2314) << uint32(0x0); // 8 horde silityst gathered
+ data << uint32(2317) << uint32(0x0); // 9 max silithyst
+ }
+ // dunno about these... aq opening event maybe?
+ data << uint32(2322) << uint32(0x0); // 10 sandworm N
+ data << uint32(2323) << uint32(0x0); // 11 sandworm S
+ data << uint32(2324) << uint32(0x0); // 12 sandworm SW
+ data << uint32(2325) << uint32(0x0); // 13 sandworm E
+ break;
+ case 2597: // Alterac Valley
+ if (bg && bg->GetTypeID(true) == BATTLEGROUND_AV)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x7ae) << uint32(0x1); // 7 snowfall n
+ data << uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc
+ data << uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac
+ data << uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a
+ data << uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused
+ data << uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused
+ data << uint32(0x567) << uint32(0x1); // 13 frostwolfe c
+ data << uint32(0x566) << uint32(0x1); // 14 frostwolfw c
+ data << uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally
+ data << uint32(0x544) << uint32(0x0); // 16 ice grave a_a
+ data << uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c
+ data << uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c
+ data << uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a
+ data << uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a
+ data << uint32(0x574) << uint32(0x0); // 21 1396 unk
+ data << uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused
+ data << uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused
+ data << uint32(0x56f) << uint32(0x0); // 24 1391 unk
+ data << uint32(0x56e) << uint32(0x0); // 25 iceblood a
+ data << uint32(0x56d) << uint32(0x0); // 26 towerp a
+ data << uint32(0x56c) << uint32(0x0); // 27 frostwolfe a
+ data << uint32(0x56b) << uint32(0x0); // 28 froswolfw a
+ data << uint32(0x56a) << uint32(0x1); // 29 1386 unk
+ data << uint32(0x569) << uint32(0x1); // 30 iceblood c
+ data << uint32(0x568) << uint32(0x1); // 31 towerp c
+ data << uint32(0x565) << uint32(0x0); // 32 stoneh tower a
+ data << uint32(0x564) << uint32(0x0); // 33 icewing tower a
+ data << uint32(0x563) << uint32(0x0); // 34 dunn a
+ data << uint32(0x562) << uint32(0x0); // 35 duns a
+ data << uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused
+ data << uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused
+ data << uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused
+ data << uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused
+ data << uint32(0x55d) << uint32(0x0); // 40 stone tower d
+ data << uint32(0x3c6) << uint32(0x0); // 41 966 unk
+ data << uint32(0x3c4) << uint32(0x0); // 42 964 unk
+ data << uint32(0x3c2) << uint32(0x0); // 43 962 unk
+ data << uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c
+ data << uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c
+ data << uint32(0x3b6) << uint32(0x0); // 46 950 unk
+ data << uint32(0x55c) << uint32(0x0); // 47 icewing tower d
+ data << uint32(0x55b) << uint32(0x0); // 48 dunn d
+ data << uint32(0x55a) << uint32(0x0); // 49 duns d
+ data << uint32(0x559) << uint32(0x0); // 50 1369 unk
+ data << uint32(0x558) << uint32(0x0); // 51 iceblood d
+ data << uint32(0x557) << uint32(0x0); // 52 towerp d
+ data << uint32(0x556) << uint32(0x0); // 53 frostwolfe d
+ data << uint32(0x555) << uint32(0x0); // 54 frostwolfw d
+ data << uint32(0x554) << uint32(0x1); // 55 stoneh tower c
+ data << uint32(0x553) << uint32(0x1); // 56 icewing tower c
+ data << uint32(0x552) << uint32(0x1); // 57 dunn c
+ data << uint32(0x551) << uint32(0x1); // 58 duns c
+ data << uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde
+ data << uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally
+ data << uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral
+ data << uint32(0x54c) << uint32(0x0); // 62 mine (S) horde
+ data << uint32(0x54b) << uint32(0x0); // 63 mine (S) ally
+ data << uint32(0x545) << uint32(0x0); // 64 iceblood h_a
+ data << uint32(0x543) << uint32(0x1); // 65 iceblod h_c
+ data << uint32(0x542) << uint32(0x0); // 66 iceblood a_c
+ data << uint32(0x540) << uint32(0x0); // 67 snowfall h_a
+ data << uint32(0x53f) << uint32(0x0); // 68 snowfall a_a
+ data << uint32(0x53e) << uint32(0x0); // 69 snowfall h_c
+ data << uint32(0x53d) << uint32(0x0); // 70 snowfall a_c
+ data << uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a
+ data << uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a
+ data << uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c
+ data << uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c
+ data << uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a
+ data << uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a
+ data << uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a
+ data << uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a
+ data << uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a
+ data << uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c
+ data << uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c
+ }
+ break;
+ case 3277: // Warsong Gulch
+ if (bg && bg->GetTypeID(true) == BATTLEGROUND_WS)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
+ data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
+ data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
+ data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
+ data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
+ data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
+ data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
+ data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
+ }
+ break;
+ case 3358: // Arathi Basin
+ if (bg && bg->GetTypeID(true) == BATTLEGROUND_AB)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
+ data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
+ data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
+ data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
+ data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
+ data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
+ data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
+ data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
+ data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
+ data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
+ data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
+ data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
+ data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
+ data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
+ data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
+ data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
+ data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
+ data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
+ data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
+ data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
+ data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
+ data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
+ data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
+ data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
+ data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
+ data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
+ data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
+ data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
+ data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
+ data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
+ data << uint32(0x745) << uint32(0x2); // 37 1861 unk
+ data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
+ }
+ break;
+ case 3820: // Eye of the Storm
+ if (bg && bg->GetTypeID(true) == BATTLEGROUND_EY)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
+ data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
+ data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
+ data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
+ data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
+ data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
+ data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
+ data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
+ data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
+ data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
+ data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
+ data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
+ data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
+ data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
+ data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
+ data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
+ data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
+ data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
+ data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
+ data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
+ data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
+ data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
+ data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
+ data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
+ data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
+ data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
+ data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
+ data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
+ data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
+ data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
+ data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
+ data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
+ // and some more ... unknown
+ }
+ break;
+ // any of these needs change! the client remembers the prev setting!
+ // ON EVERY ZONE LEAVE, RESET THE OLD ZONE'S WORLD STATE, BUT AT LEAST THE UI STUFF!
+ case 3483: // Hellfire Peninsula
+ if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_HP)
+ pvp->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x9ba) << uint32(0x1); // 10 // add ally tower main gui icon // maybe should be sent only on login?
+ data << uint32(0x9b9) << uint32(0x1); // 11 // add horde tower main gui icon // maybe should be sent only on login?
+ data << uint32(0x9b5) << uint32(0x0); // 12 // show neutral broken hill icon // 2485
+ data << uint32(0x9b4) << uint32(0x1); // 13 // show icon above broken hill // 2484
+ data << uint32(0x9b3) << uint32(0x0); // 14 // show ally broken hill icon // 2483
+ data << uint32(0x9b2) << uint32(0x0); // 15 // show neutral overlook icon // 2482
+ data << uint32(0x9b1) << uint32(0x1); // 16 // show the overlook arrow // 2481
+ data << uint32(0x9b0) << uint32(0x0); // 17 // show ally overlook icon // 2480
+ data << uint32(0x9ae) << uint32(0x0); // 18 // horde pvp objectives captured // 2478
+ data << uint32(0x9ac) << uint32(0x0); // 19 // ally pvp objectives captured // 2476
+ data << uint32(2475) << uint32(100); //: ally / horde slider grey area // show only in direct vicinity!
+ data << uint32(2474) << uint32(50); //: ally / horde slider percentage, 100 for ally, 0 for horde // show only in direct vicinity!
+ data << uint32(2473) << uint32(0); //: ally / horde slider display // show only in direct vicinity!
+ data << uint32(0x9a8) << uint32(0x0); // 20 // show the neutral stadium icon // 2472
+ data << uint32(0x9a7) << uint32(0x0); // 21 // show the ally stadium icon // 2471
+ data << uint32(0x9a6) << uint32(0x1); // 22 // show the horde stadium icon // 2470
+ }
+ break;
+ case 3518: // Nagrand
+ if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA)
+ pvp->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(2503) << uint32(0x0); // 10
+ data << uint32(2502) << uint32(0x0); // 11
+ data << uint32(2493) << uint32(0x0); // 12
+ data << uint32(2491) << uint32(0x0); // 13
+
+ data << uint32(2495) << uint32(0x0); // 14
+ data << uint32(2494) << uint32(0x0); // 15
+ data << uint32(2497) << uint32(0x0); // 16
+
+ data << uint32(2762) << uint32(0x0); // 17
+ data << uint32(2662) << uint32(0x0); // 18
+ data << uint32(2663) << uint32(0x0); // 19
+ data << uint32(2664) << uint32(0x0); // 20
+
+ data << uint32(2760) << uint32(0x0); // 21
+ data << uint32(2670) << uint32(0x0); // 22
+ data << uint32(2668) << uint32(0x0); // 23
+ data << uint32(2669) << uint32(0x0); // 24
+
+ data << uint32(2761) << uint32(0x0); // 25
+ data << uint32(2667) << uint32(0x0); // 26
+ data << uint32(2665) << uint32(0x0); // 27
+ data << uint32(2666) << uint32(0x0); // 28
+
+ data << uint32(2763) << uint32(0x0); // 29
+ data << uint32(2659) << uint32(0x0); // 30
+ data << uint32(2660) << uint32(0x0); // 31
+ data << uint32(2661) << uint32(0x0); // 32
+
+ data << uint32(2671) << uint32(0x0); // 33
+ data << uint32(2676) << uint32(0x0); // 34
+ data << uint32(2677) << uint32(0x0); // 35
+ data << uint32(2672) << uint32(0x0); // 36
+ data << uint32(2673) << uint32(0x0); // 37
+ }
+ break;
+ case 3519: // Terokkar Forest
+ if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF)
+ pvp->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0xa41) << uint32(0x0); // 10 // 2625 capture bar pos
+ data << uint32(0xa40) << uint32(0x14); // 11 // 2624 capture bar neutral
+ data << uint32(0xa3f) << uint32(0x0); // 12 // 2623 show capture bar
+ data << uint32(0xa3e) << uint32(0x0); // 13 // 2622 horde towers controlled
+ data << uint32(0xa3d) << uint32(0x5); // 14 // 2621 ally towers controlled
+ data << uint32(0xa3c) << uint32(0x0); // 15 // 2620 show towers controlled
+ data << uint32(0xa88) << uint32(0x0); // 16 // 2696 SE Neu
+ data << uint32(0xa87) << uint32(0x0); // 17 // SE Horde
+ data << uint32(0xa86) << uint32(0x0); // 18 // SE Ally
+ data << uint32(0xa85) << uint32(0x0); // 19 //S Neu
+ data << uint32(0xa84) << uint32(0x0); // 20 S Horde
+ data << uint32(0xa83) << uint32(0x0); // 21 S Ally
+ data << uint32(0xa82) << uint32(0x0); // 22 NE Neu
+ data << uint32(0xa81) << uint32(0x0); // 23 NE Horde
+ data << uint32(0xa80) << uint32(0x0); // 24 NE Ally
+ data << uint32(0xa7e) << uint32(0x0); // 25 // 2686 N Neu
+ data << uint32(0xa7d) << uint32(0x0); // 26 N Horde
+ data << uint32(0xa7c) << uint32(0x0); // 27 N Ally
+ data << uint32(0xa7b) << uint32(0x0); // 28 NW Ally
+ data << uint32(0xa7a) << uint32(0x0); // 29 NW Horde
+ data << uint32(0xa79) << uint32(0x0); // 30 NW Neutral
+ data << uint32(0x9d0) << uint32(0x5); // 31 // 2512 locked time remaining seconds first digit
+ data << uint32(0x9ce) << uint32(0x0); // 32 // 2510 locked time remaining seconds second digit
+ data << uint32(0x9cd) << uint32(0x0); // 33 // 2509 locked time remaining minutes
+ data << uint32(0x9cc) << uint32(0x0); // 34 // 2508 neutral locked time show
+ data << uint32(0xad0) << uint32(0x0); // 35 // 2768 horde locked time show
+ data << uint32(0xacf) << uint32(0x1); // 36 // 2767 ally locked time show
+ }
+ break;
+ case 3521: // Zangarmarsh
+ if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM)
+ pvp->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x9e1) << uint32(0x0); // 10 //2529
+ data << uint32(0x9e0) << uint32(0x0); // 11
+ data << uint32(0x9df) << uint32(0x0); // 12
+ data << uint32(0xa5d) << uint32(0x1); // 13 //2653
+ data << uint32(0xa5c) << uint32(0x0); // 14 //2652 east beacon neutral
+ data << uint32(0xa5b) << uint32(0x1); // 15 horde
+ data << uint32(0xa5a) << uint32(0x0); // 16 ally
+ data << uint32(0xa59) << uint32(0x1); // 17 // 2649 Twin spire graveyard horde 12???
+ data << uint32(0xa58) << uint32(0x0); // 18 ally 14 ???
+ data << uint32(0xa57) << uint32(0x0); // 19 neutral 7???
+ data << uint32(0xa56) << uint32(0x0); // 20 // 2646 west beacon neutral
+ data << uint32(0xa55) << uint32(0x1); // 21 horde
+ data << uint32(0xa54) << uint32(0x0); // 22 ally
+ data << uint32(0x9e7) << uint32(0x0); // 23 // 2535
+ data << uint32(0x9e6) << uint32(0x0); // 24
+ data << uint32(0x9e5) << uint32(0x0); // 25
+ data << uint32(0xa00) << uint32(0x0); // 26 // 2560
+ data << uint32(0x9ff) << uint32(0x1); // 27
+ data << uint32(0x9fe) << uint32(0x0); // 28
+ data << uint32(0x9fd) << uint32(0x0); // 29
+ data << uint32(0x9fc) << uint32(0x1); // 30
+ data << uint32(0x9fb) << uint32(0x0); // 31
+ data << uint32(0xa62) << uint32(0x0); // 32 // 2658
+ data << uint32(0xa61) << uint32(0x1); // 33
+ data << uint32(0xa60) << uint32(0x1); // 34
+ data << uint32(0xa5f) << uint32(0x0); // 35
+ }
+ break;
+ case 3698: // Nagrand Arena
+ if (bg && bg->GetTypeID(true) == BATTLEGROUND_NA)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0xa0f) << uint32(0x0); // 7
+ data << uint32(0xa10) << uint32(0x0); // 8
+ data << uint32(0xa11) << uint32(0x0); // 9 show
+ }
+ break;
+ case 3702: // Blade's Edge Arena
+ if (bg && bg->GetTypeID(true) == BATTLEGROUND_BE)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0x9f0) << uint32(0x0); // 7 gold
+ data << uint32(0x9f1) << uint32(0x0); // 8 green
+ data << uint32(0x9f3) << uint32(0x0); // 9 show
+ }
+ break;
+ case 3968: // Ruins of Lordaeron
+ if (bg && bg->GetTypeID(true) == BATTLEGROUND_RL)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0xbb8) << uint32(0x0); // 7 gold
+ data << uint32(0xbb9) << uint32(0x0); // 8 green
+ data << uint32(0xbba) << uint32(0x0); // 9 show
+ }
+ break;
+ case 4378: // Dalaran Sewers
+ if (bg && bg->GetTypeID(true) == BATTLEGROUND_DS)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(3601) << uint32(0x0); // 7 gold
+ data << uint32(3600) << uint32(0x0); // 8 green
+ data << uint32(3610) << uint32(0x0); // 9 show
+ }
+ break;
+ case 3703: // Shattrath City
+ case 4384: // Strand of the Ancients
+ if (bg && bg->GetTypeID(true) == BATTLEGROUND_SA)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ // 1-3 A defend, 4-6 H defend, 7-9 unk defend, 1 - ok, 2 - half destroyed, 3 - destroyed
+ data << uint32(0xf09) << uint32(0x0); // 7 3849 Gate of Temple
+ data << uint32(0xe36) << uint32(0x0); // 8 3638 Gate of Yellow Moon
+ data << uint32(0xe27) << uint32(0x0); // 9 3623 Gate of Green Emerald
+ data << uint32(0xe24) << uint32(0x0); // 10 3620 Gate of Blue Sapphire
+ data << uint32(0xe21) << uint32(0x0); // 11 3617 Gate of Red Sun
+ data << uint32(0xe1e) << uint32(0x0); // 12 3614 Gate of Purple Ametyst
+
+ data << uint32(0xdf3) << uint32(0x0); // 13 3571 bonus timer (1 - on, 0 - off)
+ data << uint32(0xded) << uint32(0x0); // 14 3565 Horde Attacker
+ data << uint32(0xdec) << uint32(0x0); // 15 3564 Alliance Attacker
+ // End Round (timer), better explain this by example, eg. ends in 19:59 -> A:BC
+ data << uint32(0xde9) << uint32(0x0); // 16 3561 C
+ data << uint32(0xde8) << uint32(0x0); // 17 3560 B
+ data << uint32(0xde7) << uint32(0x0); // 18 3559 A
+ data << uint32(0xe35) << uint32(0x0); // 19 3637 East g - Horde control
+ data << uint32(0xe34) << uint32(0x0); // 20 3636 West g - Horde control
+ data << uint32(0xe33) << uint32(0x0); // 21 3635 South g - Horde control
+ data << uint32(0xe32) << uint32(0x0); // 22 3634 East g - Alliance control
+ data << uint32(0xe31) << uint32(0x0); // 23 3633 West g - Alliance control
+ data << uint32(0xe30) << uint32(0x0); // 24 3632 South g - Alliance control
+ data << uint32(0xe2f) << uint32(0x0); // 25 3631 Chamber of Ancients - Horde control
+ data << uint32(0xe2e) << uint32(0x0); // 26 3630 Chamber of Ancients - Alliance control
+ data << uint32(0xe2d) << uint32(0x0); // 27 3629 Beach1 - Horde control
+ data << uint32(0xe2c) << uint32(0x0); // 28 3628 Beach2 - Horde control
+ data << uint32(0xe2b) << uint32(0x0); // 29 3627 Beach1 - Alliance control
+ data << uint32(0xe2a) << uint32(0x0); // 30 3626 Beach2 - Alliance control
+ // and many unks...
+ }
+ break;
+ case 4406: // Ring of Valor
+ if (bg && bg->GetTypeID(true) == BATTLEGROUND_RV)
+ bg->FillInitialWorldStates(data);
+ else
+ {
+ data << uint32(0xe10) << uint32(0x0); // 7 gold
+ data << uint32(0xe11) << uint32(0x0); // 8 green
+ data << uint32(0xe1a) << uint32(0x0); // 9 show
+ }
+ break;
+ default:
+ data << uint32(0x914) << uint32(0x0); // 7
+ data << uint32(0x913) << uint32(0x0); // 8
+ data << uint32(0x912) << uint32(0x0); // 9
+ data << uint32(0x915) << uint32(0x0); // 10
+ break;
+ }
+ GetSession()->SendPacket(&data);
+ SendBGWeekendWorldStates();
+}
+
+void Player::SendBGWeekendWorldStates()
+{
+ for (uint32 i = 1; i < sBattlemasterListStore.GetNumRows(); ++i)
+ {
+ BattlemasterListEntry const * bl = sBattlemasterListStore.LookupEntry(i);
+ if (bl && bl->HolidayWorldStateId)
+ {
+ if (BattleGroundMgr::IsBGWeekend((BattleGroundTypeId)bl->id))
+ SendUpdateWorldState(bl->HolidayWorldStateId, 1);
+ else
+ SendUpdateWorldState(bl->HolidayWorldStateId, 0);
+ }
+ }
+}
+
+uint32 Player::GetXPRestBonus(uint32 xp)
+{
+ uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
+
+ if (rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
+ rested_bonus = xp;
+
+ SetRestBonus(GetRestBonus() - rested_bonus);
+
+ sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
+ return rested_bonus;
+}
+
+void Player::SetBindPoint(uint64 guid)
+{
+ WorldPacket data(SMSG_BINDER_CONFIRM, 8);
+ data << uint64(guid);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendTalentWipeConfirm(uint64 guid)
+{
+ WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
+ data << uint64(guid);
+ uint32 cost = sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST) ? 0 : resetTalentsCost();
+ data << cost;
+ GetSession()->SendPacket(&data);
+}
+
+void Player::ResetPetTalents()
+{
+ // This needs another gossip option + NPC text as a confirmation.
+ // The confirmation gossip listid has the text: "Yes, please do."
+ Pet* pet = GetPet();
+
+ if (!pet || pet->getPetType() != HUNTER_PET || pet->m_usedTalentCount == 0)
+ return;
+
+ CharmInfo *charmInfo = pet->GetCharmInfo();
+ if (!charmInfo)
+ {
+ sLog.outError("Object (GUID: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!", pet->GetGUIDLow(), pet->GetTypeId());
+ return;
+ }
+ pet->resetTalents();
+ SendTalentsInfoData(true);
+}
+
+/*********************************************************/
+/*** STORAGE SYSTEM ***/
+/*********************************************************/
+
+void Player::SetVirtualItemSlot(uint8 i, Item* item)
+{
+ assert(i < 3);
+ if (i < 2 && item)
+ {
+ if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
+ return;
+ uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
+ if (charges == 0)
+ return;
+ if (charges > 1)
+ item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
+ else if (charges <= 1)
+ {
+ ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
+ item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
+ }
+ }
+}
+
+void Player::SetSheath(SheathState sheathed)
+{
+ switch (sheathed)
+ {
+ case SHEATH_STATE_UNARMED: // no prepared weapon
+ SetVirtualItemSlot(0,NULL);
+ SetVirtualItemSlot(1,NULL);
+ SetVirtualItemSlot(2,NULL);
+ break;
+ case SHEATH_STATE_MELEE: // prepared melee weapon
+ {
+ SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
+ SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
+ SetVirtualItemSlot(2,NULL);
+ }; break;
+ case SHEATH_STATE_RANGED: // prepared ranged weapon
+ SetVirtualItemSlot(0,NULL);
+ SetVirtualItemSlot(1,NULL);
+ SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
+ break;
+ default:
+ SetVirtualItemSlot(0,NULL);
+ SetVirtualItemSlot(1,NULL);
+ SetVirtualItemSlot(2,NULL);
+ break;
+ }
+ Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players...
+}
+
+uint8 Player::FindEquipSlot(ItemPrototype const* proto, uint32 slot, bool swap) const
+{
+ uint8 pClass = getClass();
+
+ uint8 slots[4];
+ slots[0] = NULL_SLOT;
+ slots[1] = NULL_SLOT;
+ slots[2] = NULL_SLOT;
+ slots[3] = NULL_SLOT;
+ switch (proto->InventoryType)
+ {
+ case INVTYPE_HEAD:
+ slots[0] = EQUIPMENT_SLOT_HEAD;
+ break;
+ case INVTYPE_NECK:
+ slots[0] = EQUIPMENT_SLOT_NECK;
+ break;
+ case INVTYPE_SHOULDERS:
+ slots[0] = EQUIPMENT_SLOT_SHOULDERS;
+ break;
+ case INVTYPE_BODY:
+ slots[0] = EQUIPMENT_SLOT_BODY;
+ break;
+ case INVTYPE_CHEST:
+ slots[0] = EQUIPMENT_SLOT_CHEST;
+ break;
+ case INVTYPE_ROBE:
+ slots[0] = EQUIPMENT_SLOT_CHEST;
+ break;
+ case INVTYPE_WAIST:
+ slots[0] = EQUIPMENT_SLOT_WAIST;
+ break;
+ case INVTYPE_LEGS:
+ slots[0] = EQUIPMENT_SLOT_LEGS;
+ break;
+ case INVTYPE_FEET:
+ slots[0] = EQUIPMENT_SLOT_FEET;
+ break;
+ case INVTYPE_WRISTS:
+ slots[0] = EQUIPMENT_SLOT_WRISTS;
+ break;
+ case INVTYPE_HANDS:
+ slots[0] = EQUIPMENT_SLOT_HANDS;
+ break;
+ case INVTYPE_FINGER:
+ slots[0] = EQUIPMENT_SLOT_FINGER1;
+ slots[1] = EQUIPMENT_SLOT_FINGER2;
+ break;
+ case INVTYPE_TRINKET:
+ slots[0] = EQUIPMENT_SLOT_TRINKET1;
+ slots[1] = EQUIPMENT_SLOT_TRINKET2;
+ break;
+ case INVTYPE_CLOAK:
+ slots[0] = EQUIPMENT_SLOT_BACK;
+ break;
+ case INVTYPE_WEAPON:
+ {
+ slots[0] = EQUIPMENT_SLOT_MAINHAND;
+
+ // suggest offhand slot only if know dual wielding
+ // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
+ if (CanDualWield())
+ slots[1] = EQUIPMENT_SLOT_OFFHAND;
+ break;
+ };
+ case INVTYPE_SHIELD:
+ slots[0] = EQUIPMENT_SLOT_OFFHAND;
+ break;
+ case INVTYPE_RANGED:
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ case INVTYPE_2HWEAPON:
+ slots[0] = EQUIPMENT_SLOT_MAINHAND;
+ if (Item *mhWeapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
+ if (ItemPrototype const *mhWeaponProto = mhWeapon->GetProto())
+ if (mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF)
+ {
+ const_cast<Player *>(this)->AutoUnequipOffhandIfNeed(true);
+ break;
+ }
+ if (CanDualWield() && CanTitanGrip() && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF)
+ slots[1] = EQUIPMENT_SLOT_OFFHAND;
+ break;
+ case INVTYPE_TABARD:
+ slots[0] = EQUIPMENT_SLOT_TABARD;
+ break;
+ case INVTYPE_WEAPONMAINHAND:
+ slots[0] = EQUIPMENT_SLOT_MAINHAND;
+ break;
+ case INVTYPE_WEAPONOFFHAND:
+ slots[0] = EQUIPMENT_SLOT_OFFHAND;
+ break;
+ case INVTYPE_HOLDABLE:
+ slots[0] = EQUIPMENT_SLOT_OFFHAND;
+ break;
+ case INVTYPE_THROWN:
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ case INVTYPE_RANGEDRIGHT:
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ case INVTYPE_BAG:
+ slots[0] = INVENTORY_SLOT_BAG_START + 0;
+ slots[1] = INVENTORY_SLOT_BAG_START + 1;
+ slots[2] = INVENTORY_SLOT_BAG_START + 2;
+ slots[3] = INVENTORY_SLOT_BAG_START + 3;
+ break;
+ case INVTYPE_RELIC:
+ {
+ switch(proto->SubClass)
+ {
+ case ITEM_SUBCLASS_ARMOR_LIBRAM:
+ if (pClass == CLASS_PALADIN)
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ case ITEM_SUBCLASS_ARMOR_IDOL:
+ if (pClass == CLASS_DRUID)
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ case ITEM_SUBCLASS_ARMOR_TOTEM:
+ if (pClass == CLASS_SHAMAN)
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ case ITEM_SUBCLASS_ARMOR_MISC:
+ if (pClass == CLASS_WARLOCK)
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ case ITEM_SUBCLASS_ARMOR_SIGIL:
+ if (pClass == CLASS_DEATH_KNIGHT)
+ slots[0] = EQUIPMENT_SLOT_RANGED;
+ break;
+ }
+ break;
+ }
+ default:
+ return NULL_SLOT;
+ }
+
+ if (slot != NULL_SLOT)
+ {
+ if (swap || !GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
+ for (uint8 i = 0; i < 4; ++i)
+ if (slots[i] == slot)
+ return slot;
+ }
+ else
+ {
+ // search free slot at first
+ for (uint8 i = 0; i < 4; ++i)
+ if (slots[i] != NULL_SLOT && !GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i]))
+ // in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
+ if (slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
+ return slots[i];
+
+ // if not found free and can swap return first appropriate from used
+ for (uint8 i = 0; i < 4; ++i)
+ if (slots[i] != NULL_SLOT && swap)
+ return slots[i];
+ }
+
+ // no free position
+ return NULL_SLOT;
+}
+
+uint8 Player::CanUnequipItems(uint32 item, uint32 count) const
+{
+ uint32 tempcount = 0;
+
+ uint8 res = EQUIP_ERR_OK;
+
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->GetEntry() == item)
+ {
+ uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
+ if (ires == EQUIP_ERR_OK)
+ {
+ tempcount += pItem->GetCount();
+ if (tempcount >= count)
+ return EQUIP_ERR_OK;
+ }
+ else
+ res = ires;
+ }
+
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->GetEntry() == item)
+ {
+ tempcount += pItem->GetCount();
+ if (tempcount >= count)
+ return EQUIP_ERR_OK;
+ }
+
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->GetEntry() == item)
+ {
+ tempcount += pItem->GetCount();
+ if (tempcount >= count)
+ return EQUIP_ERR_OK;
+ }
+
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
+ if (Item *pItem = GetItemByPos(i, j))
+ if (pItem->GetEntry() == item)
+ {
+ tempcount += pItem->GetCount();
+ if (tempcount >= count)
+ return EQUIP_ERR_OK;
+ }
+
+ // not found req. item count and have unequippable items
+ return res;
+}
+
+uint32 Player::GetItemCount(uint32 item, bool inBankAlso, Item* skipItem) const
+{
+ uint32 count = 0;
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem != skipItem && pItem->GetEntry() == item)
+ count += pItem->GetCount();
+
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem != skipItem && pItem->GetEntry() == item)
+ count += pItem->GetCount();
+
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ count += pBag->GetItemCount(item,skipItem);
+
+ if (skipItem && skipItem->GetProto()->GemProperties)
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem != skipItem && pItem->GetProto()->Socket[0].Color)
+ count += pItem->GetGemCountWithID(item);
+
+ if (inBankAlso)
+ {
+ for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem != skipItem && pItem->GetEntry() == item)
+ count += pItem->GetCount();
+
+ for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
+ if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ count += pBag->GetItemCount(item,skipItem);
+
+ if (skipItem && skipItem->GetProto()->GemProperties)
+ for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem != skipItem && pItem->GetProto()->Socket[0].Color)
+ count += pItem->GetGemCountWithID(item);
+ }
+
+ return count;
+}
+
+Item* Player::GetItemByGuid(uint64 guid) const
+{
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->GetGUID() == guid)
+ return pItem;
+
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->GetGUID() == guid)
+ return pItem;
+
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
+ if (Item* pItem = pBag->GetItemByPos(j))
+ if (pItem->GetGUID() == guid)
+ return pItem;
+
+ for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
+ if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
+ if (Item* pItem = pBag->GetItemByPos(j))
+ if (pItem->GetGUID() == guid)
+ return pItem;
+
+ return NULL;
+}
+
+Item* Player::GetItemByPos(uint16 pos) const
+{
+ uint8 bag = pos >> 8;
+ uint8 slot = pos & 255;
+ return GetItemByPos(bag, slot);
+}
+
+Item* Player::GetItemByPos(uint8 bag, uint8 slot) const
+{
+ if (bag == INVENTORY_SLOT_BAG_0 && (slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)))
+ return m_items[slot];
+ else if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
+ || (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END))
+ {
+ if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
+ return pBag->GetItemByPos(slot);
+ }
+ return NULL;
+}
+
+Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable /*= false*/) const
+{
+ uint16 slot;
+ switch (attackType)
+ {
+ case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
+ case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
+ case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
+ default: return NULL;
+ }
+
+ Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, slot);
+ if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
+ return NULL;
+
+ if (!useable)
+ return item;
+
+ if (item->IsBroken() || IsInFeralForm())
+ return NULL;
+
+ return item;
+}
+
+Item* Player::GetShield(bool useable) const
+{
+ Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
+ if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
+ return NULL;
+
+ if (!useable)
+ return item;
+
+ if (item->IsBroken())
+ return NULL;
+
+ return item;
+}
+
+uint8 Player::GetAttackBySlot(uint8 slot)
+{
+ switch(slot)
+ {
+ case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
+ case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
+ case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
+ default: return MAX_ATTACK;
+ }
+}
+
+bool Player::IsInventoryPos(uint8 bag, uint8 slot)
+{
+ if (bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT)
+ return true;
+ if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END))
+ return true;
+ if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
+ return true;
+ if (bag == INVENTORY_SLOT_BAG_0 && (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END))
+ return true;
+ return false;
+}
+
+bool Player::IsEquipmentPos(uint8 bag, uint8 slot)
+{
+ if (bag == INVENTORY_SLOT_BAG_0 && (slot < EQUIPMENT_SLOT_END))
+ return true;
+ if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END))
+ return true;
+ return false;
+}
+
+bool Player::IsBankPos(uint8 bag, uint8 slot)
+{
+ if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END))
+ return true;
+ if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END))
+ return true;
+ if (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END)
+ return true;
+ return false;
+}
+
+bool Player::IsBagPos(uint16 pos)
+{
+ uint8 bag = pos >> 8;
+ uint8 slot = pos & 255;
+ if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END))
+ return true;
+ if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END))
+ return true;
+ return false;
+}
+
+bool Player::IsValidPos(uint8 bag, uint8 slot)
+{
+ // post selected
+ if (bag == NULL_BAG)
+ return true;
+
+ if (bag == INVENTORY_SLOT_BAG_0)
+ {
+ // any post selected
+ if (slot == NULL_SLOT)
+ return true;
+
+ // equipment
+ if (slot < EQUIPMENT_SLOT_END)
+ return true;
+
+ // bag equip slots
+ if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
+ return true;
+
+ // backpack slots
+ if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
+ return true;
+
+ // keyring slots
+ if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
+ return true;
+
+ // bank main slots
+ if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
+ return true;
+
+ // bank bag slots
+ if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
+ return true;
+
+ return false;
+ }
+
+ // bag content slots
+ if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
+ {
+ Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
+ if (!pBag)
+ return false;
+
+ // any post selected
+ if (slot == NULL_SLOT)
+ return true;
+
+ return slot < pBag->GetBagSize();
+ }
+
+ // bank bag content slots
+ if (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END)
+ {
+ Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
+ if (!pBag)
+ return false;
+
+ // any post selected
+ if (slot == NULL_SLOT)
+ return true;
+
+ return slot < pBag->GetBagSize();
+ }
+
+ // where this?
+ return false;
+}
+
+bool Player::HasItemCount(uint32 item, uint32 count, bool inBankAlso) const
+{
+ uint32 tempcount = 0;
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ {
+ Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (pItem && pItem->GetEntry() == item)
+ {
+ tempcount += pItem->GetCount();
+ if (tempcount >= count)
+ return true;
+ }
+ }
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ {
+ Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (pItem && pItem->GetEntry() == item)
+ {
+ tempcount += pItem->GetCount();
+ if (tempcount >= count)
+ return true;
+ }
+ }
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ Item* pItem = GetItemByPos(i, j);
+ if (pItem && pItem->GetEntry() == item)
+ {
+ tempcount += pItem->GetCount();
+ if (tempcount >= count)
+ return true;
+ }
+ }
+ }
+ }
+
+ if (inBankAlso)
+ {
+ for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
+ {
+ Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (pItem && pItem->GetEntry() == item)
+ {
+ tempcount += pItem->GetCount();
+ if (tempcount >= count)
+ return true;
+ }
+ }
+ for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
+ {
+ if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ Item* pItem = GetItemByPos(i, j);
+ if (pItem && pItem->GetEntry() == item)
+ {
+ tempcount += pItem->GetCount();
+ if (tempcount >= count)
+ return true;
+ }
+ }
+ }
+ }
+ }
+
+ return false;
+}
+
+bool Player::HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot) const
+{
+ uint32 tempcount = 0;
+ for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ if (i == except_slot)
+ continue;
+
+ Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (pItem && pItem->GetEntry() == item)
+ {
+ tempcount += pItem->GetCount();
+ if (tempcount >= count)
+ return true;
+ }
+ }
+
+ ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
+ if (pProto && pProto->GemProperties)
+ {
+ for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ if (i == except_slot)
+ continue;
+
+ Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (pItem && pItem->GetProto()->Socket[0].Color)
+ {
+ tempcount += pItem->GetGemCountWithID(item);
+ if (tempcount >= count)
+ return true;
+ }
+ }
+ }
+
+ return false;
+}
+
+bool Player::HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot) const
+{
+ uint32 tempcount = 0;
+ for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ if (i == except_slot)
+ continue;
+
+ Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (!pItem)
+ continue;
+
+ ItemPrototype const *pProto = pItem->GetProto();
+ if (!pProto)
+ continue;
+
+ if (pProto->ItemLimitCategory == limitCategory)
+ {
+ tempcount += pItem->GetCount();
+ if (tempcount >= count)
+ return true;
+ }
+
+ if (pProto->Socket[0].Color)
+ {
+ tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
+ if (tempcount >= count)
+ return true;
+ }
+ }
+
+ return false;
+}
+
+uint8 Player::CountItemWithLimitCategory(uint32 limitCategory, Item* skipItem) const
+{
+ uint8 tempcount = 0;
+ for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ {
+ Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (!pItem)
+ continue;
+
+ if (pItem == skipItem)
+ continue;
+
+ ItemPrototype const *pProto = pItem->GetProto();
+ if (pProto && pProto->ItemLimitCategory == limitCategory)
+ tempcount += pItem->GetCount();
+ }
+
+ for (int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ {
+ Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (!pItem)
+ continue;
+
+ if (pItem == skipItem)
+ continue;
+
+ ItemPrototype const *pProto = pItem->GetProto();
+ if (pProto && pProto->ItemLimitCategory == limitCategory)
+ tempcount += pItem->GetCount();
+ }
+
+ for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (!pBag)
+ continue;
+
+ for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
+ {
+ Item *pItem = GetItemByPos(i, j);
+
+ if (!pItem)
+ continue;
+
+ if (pItem == skipItem)
+ continue;
+
+ if (pItem->GetProto()->ItemLimitCategory == limitCategory)
+ tempcount += pItem->GetCount();
+ }
+ }
+
+ for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
+ {
+ Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (!pItem)
+ continue;
+
+ if (pItem == skipItem)
+ continue;
+
+ ItemPrototype const *pProto = pItem->GetProto();
+ if (pProto && pProto->ItemLimitCategory == limitCategory)
+ tempcount += pItem->GetCount();
+ }
+
+ for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
+ {
+ Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (!pBag)
+ continue;
+
+ for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
+ {
+ Item *pItem = GetItemByPos(i, j);
+
+ if (!pItem)
+ continue;
+
+ if (pItem == skipItem)
+ continue;
+
+ if (pItem->GetProto()->ItemLimitCategory == limitCategory)
+ tempcount += pItem->GetCount();
+ }
+ }
+
+ return tempcount;
+}
+
+uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count) const
+{
+ ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
+ if (!pProto)
+ {
+ if (no_space_count)
+ *no_space_count = count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ if (pItem && pItem->m_lootGenerated)
+ return EQUIP_ERR_ALREADY_LOOTED;
+
+ // no maximum
+ if (pProto->MaxCount <= 0 && pProto->ItemLimitCategory == 0 || pProto->MaxCount == 2147483647)
+ return EQUIP_ERR_OK;
+
+ uint32 curcount;
+ if (pProto->ItemLimitCategory)
+ curcount = CountItemWithLimitCategory(pProto->ItemLimitCategory,pItem);
+ else
+ curcount = GetItemCount(pProto->ItemId,true,pItem);
+
+ if ((curcount + count > uint32(pProto->MaxCount)) && !(pProto->ItemLimitCategory))
+ {
+ if (no_space_count)
+ *no_space_count = count +curcount - pProto->MaxCount;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ if (pProto->ItemLimitCategory && pProto->Class != ITEM_CLASS_GEM) // gem have equip check (maybe sort by bonding?)
+ {
+ ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory);
+ if (!limitEntry)
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+
+ if (curcount + count > limitEntry->maxCount)
+ {
+ if (no_space_count)
+ *no_space_count = count + curcount - limitEntry->maxCount;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; // attempt add too many limit category items
+ }
+ }
+
+ return EQUIP_ERR_OK;
+}
+
+bool Player::HasItemTotemCategory(uint32 TotemCategory) const
+{
+ Item *pItem;
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ {
+ pItem = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory))
+ return true;
+ }
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ {
+ pItem = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory))
+ return true;
+ }
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
+ {
+ pItem = GetUseableItemByPos(i, j);
+ if (pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory))
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+uint8 Player::_CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem) const
+{
+ Item* pItem2 = GetItemByPos(bag, slot);
+
+ // ignore move item (this slot will be empty at move)
+ if (pItem2 == pSrcItem)
+ pItem2 = NULL;
+
+ uint32 need_space;
+
+ // empty specific slot - check item fit to slot
+ if (!pItem2 || swap)
+ {
+ if (bag == INVENTORY_SLOT_BAG_0)
+ {
+ // keyring case
+ if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ // currencytoken case
+ if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ // prevent cheating
+ if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+ }
+ else
+ {
+ Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
+ if (!pBag)
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ ItemPrototype const* pBagProto = pBag->GetProto();
+ if (!pBagProto)
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ if (slot >= pBagProto->ContainerSlots)
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ if (!ItemCanGoIntoBag(pProto,pBagProto))
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+ }
+
+ // non empty stack with space
+ need_space = pProto->GetMaxStackSize();
+ }
+ // non empty slot, check item type
+ else
+ {
+ // can be merged at least partly
+ uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
+ if (res != EQUIP_ERR_OK)
+ return res;
+
+ // free stack space or infinity
+ need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
+ }
+
+ if (need_space > count)
+ need_space = count;
+
+ ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
+ if (!newPosition.isContainedIn(dest))
+ {
+ dest.push_back(newPosition);
+ count -= need_space;
+ }
+ return EQUIP_ERR_OK;
+}
+
+uint8 Player::_CanStoreItem_InBag(uint8 bag, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const
+{
+ // skip specific bag already processed in first called _CanStoreItem_InBag
+ if (bag == skip_bag)
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
+ if (!pBag)
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ ItemPrototype const* pBagProto = pBag->GetProto();
+ if (!pBagProto)
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ // specialized bag mode or non-specilized
+ if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER))
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ if (!ItemCanGoIntoBag(pProto,pBagProto))
+ return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
+
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
+ if (j == skip_slot)
+ continue;
+
+ Item* pItem2 = GetItemByPos(bag, j);
+
+ // ignore move item (this slot will be empty at move)
+ if (pItem2 == pSrcItem)
+ pItem2 = NULL;
+
+ // if merge skip empty, if !merge skip non-empty
+ if ((pItem2 != NULL) != merge)
+ continue;
+
+ uint32 need_space = pProto->GetMaxStackSize();
+
+ if (pItem2)
+ {
+ // can be merged at least partly
+ uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
+ if (res != EQUIP_ERR_OK)
+ continue;
+
+ // descrease at current stacksize
+ need_space -= pItem2->GetCount();
+ }
+
+ if (need_space > count)
+ need_space = count;
+
+ ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
+ if (!newPosition.isContainedIn(dest))
+ {
+ dest.push_back(newPosition);
+ count -= need_space;
+
+ if (count==0)
+ return EQUIP_ERR_OK;
+ }
+ }
+ return EQUIP_ERR_OK;
+}
+
+uint8 Player::_CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const
+{
+ for (uint32 j = slot_begin; j < slot_end; j++)
+ {
+ // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
+ if (INVENTORY_SLOT_BAG_0 == skip_bag && j == skip_slot)
+ continue;
+
+ Item* pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, j);
+
+ // ignore move item (this slot will be empty at move)
+ if (pItem2 == pSrcItem)
+ pItem2 = NULL;
+
+ // if merge skip empty, if !merge skip non-empty
+ if ((pItem2 != NULL) != merge)
+ continue;
+
+ uint32 need_space = pProto->GetMaxStackSize();
+
+ if (pItem2)
+ {
+ // can be merged at least partly
+ uint8 res = pItem2->CanBeMergedPartlyWith(pProto);
+ if (res != EQUIP_ERR_OK)
+ continue;
+
+ // descrease at current stacksize
+ need_space -= pItem2->GetCount();
+ }
+
+ if (need_space > count)
+ need_space = count;
+
+ ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
+ if (!newPosition.isContainedIn(dest))
+ {
+ dest.push_back(newPosition);
+ count -= need_space;
+
+ if (count==0)
+ return EQUIP_ERR_OK;
+ }
+ }
+ return EQUIP_ERR_OK;
+}
+
+uint8 Player::_CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count) const
+{
+ sLog.outDebug("STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
+
+ ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
+ if (!pProto)
+ {
+ if (no_space_count)
+ *no_space_count = count;
+ return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
+ }
+
+ if (pItem)
+ {
+ // item used
+ if (pItem->m_lootGenerated)
+ {
+ if (no_space_count)
+ *no_space_count = count;
+ return EQUIP_ERR_ALREADY_LOOTED;
+ }
+
+ if (pItem->IsBindedNotWith(this))
+ {
+ if (no_space_count)
+ *no_space_count = count;
+ return EQUIP_ERR_DONT_OWN_THAT_ITEM;
+ }
+ }
+
+ // check count of items (skip for auto move for same player from bank)
+ uint32 no_similar_count = 0; // can't store this amount similar items
+ uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (count == no_similar_count)
+ {
+ if (no_space_count)
+ *no_space_count = no_similar_count;
+ return res;
+ }
+ count -= no_similar_count;
+ }
+
+ // in specific slot
+ if (bag != NULL_BAG && slot != NULL_SLOT)
+ {
+ res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+
+ // not specific slot or have space for partly store only in specific slot
+
+ // in specific bag
+ if (bag != NULL_BAG)
+ {
+ // search stack in bag for merge to
+ if (pProto->Stackable != 1)
+ {
+ if (bag == INVENTORY_SLOT_BAG_0) // inventory
+ {
+ res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ else // equipped bag
+ {
+ // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
+ res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
+ if (res != EQUIP_ERR_OK)
+ res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
+
+ if (res != EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ }
+
+ // search free slot in bag for place to
+ if (bag == INVENTORY_SLOT_BAG_0) // inventory
+ {
+ // search free slot - keyring case
+ if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
+ {
+ uint32 keyringSize = GetMaxKeyringSize();
+ res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
+ {
+ res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+
+ res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ else // equipped bag
+ {
+ res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
+ if (res != EQUIP_ERR_OK)
+ res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
+
+ if (res != EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ }
+
+ // not specific bag or have space for partly store only in specific bag
+
+ // search stack for merge to
+ if (pProto->Stackable != 1)
+ {
+ res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ if (pProto->BagFamily)
+ {
+ for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ continue;
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ }
+
+ for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ continue;
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ }
+
+ // search free slot - special bag case
+ if (pProto->BagFamily)
+ {
+ if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
+ {
+ uint32 keyringSize = GetMaxKeyringSize();
+ res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
+ {
+ res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+
+ for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ continue;
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+ }
+
+ // search free slot
+ res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return res;
+ }
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ continue;
+
+ if (count == 0)
+ {
+ if (no_similar_count == 0)
+ return EQUIP_ERR_OK;
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+ return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
+ }
+ }
+
+ if (no_space_count)
+ *no_space_count = count + no_similar_count;
+
+ return EQUIP_ERR_INVENTORY_FULL;
+}
+
+//////////////////////////////////////////////////////////////////////////
+uint8 Player::CanStoreItems(Item **pItems,int count) const
+{
+ Item *pItem2;
+
+ // fill space table
+ int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
+ int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
+ int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
+ int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
+
+ memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
+ memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
+ memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
+ memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
+
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ {
+ pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+
+ if (pItem2 && !pItem2->IsInTrade())
+ {
+ inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
+ }
+ }
+
+ for (uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
+ {
+ pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+
+ if (pItem2 && !pItem2->IsInTrade())
+ {
+ inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
+ }
+ }
+
+ for (uint8 i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
+ {
+ pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+
+ if (pItem2 && !pItem2->IsInTrade())
+ {
+ inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
+ }
+ }
+
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ pItem2 = GetItemByPos(i, j);
+ if (pItem2 && !pItem2->IsInTrade())
+ {
+ inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
+ }
+ }
+ }
+ }
+
+ // check free space for all items
+ for (int k = 0; k < count; ++k)
+ {
+ Item *pItem = pItems[k];
+
+ // no item
+ if (!pItem) continue;
+
+ sLog.outDebug("STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
+ ItemPrototype const *pProto = pItem->GetProto();
+
+ // strange item
+ if (!pProto)
+ return EQUIP_ERR_ITEM_NOT_FOUND;
+
+ // item used
+ if (pItem->m_lootGenerated)
+ return EQUIP_ERR_ALREADY_LOOTED;
+
+ // item it 'bind'
+ if (pItem->IsBindedNotWith(this))
+ return EQUIP_ERR_DONT_OWN_THAT_ITEM;
+
+ Bag *pBag;
+ ItemPrototype const *pBagProto;
+
+ // item is 'one item only'
+ uint8 res = CanTakeMoreSimilarItems(pItem);
+ if (res != EQUIP_ERR_OK)
+ return res;
+
+ // search stack for merge to
+ if (pProto->Stackable != 1)
+ {
+ bool b_found = false;
+
+ for (int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t)
+ {
+ pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t );
+ if( pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
+ {
+ inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
+ b_found = true;
+ break;
+ }
+ }
+ if (b_found) continue;
+
+ for (int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
+ {
+ pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
+ if( pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
+ {
+ inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
+ b_found = true;
+ break;
+ }
+ }
+ if (b_found) continue;
+
+ for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
+ {
+ pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
+ if( pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
+ {
+ inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
+ b_found = true;
+ break;
+ }
+ }
+ if (b_found) continue;
+
+ for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
+ {
+ pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, t);
+ if (pBag && ItemCanGoIntoBag(pItem->GetProto(), pBag->GetProto()))
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ pItem2 = GetItemByPos(t, j);
+ if( pItem2 && pItem2->CanBeMergedPartlyWith(pProto) == EQUIP_ERR_OK && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
+ {
+ inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
+ b_found = true;
+ break;
+ }
+ }
+ }
+ }
+ if (b_found) continue;
+ }
+
+ // special bag case
+ if (pProto->BagFamily)
+ {
+ bool b_found = false;
+ if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
+ {
+ uint32 keyringSize = GetMaxKeyringSize();
+ for (uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
+ {
+ if (inv_keys[t-KEYRING_SLOT_START] == 0)
+ {
+ inv_keys[t-KEYRING_SLOT_START] = 1;
+ b_found = true;
+ break;
+ }
+ }
+ }
+
+ if (b_found) continue;
+
+ if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
+ {
+ for (uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
+ {
+ if (inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0)
+ {
+ inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
+ b_found = true;
+ break;
+ }
+ }
+ }
+
+ if (b_found) continue;
+
+ for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
+ {
+ pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, t);
+ if (pBag)
+ {
+ pBagProto = pBag->GetProto();
+
+ // not plain container check
+ if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
+ ItemCanGoIntoBag(pProto,pBagProto))
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ if (inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0)
+ {
+ inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
+ b_found = true;
+ break;
+ }
+ }
+ }
+ }
+ }
+ if (b_found) continue;
+ }
+
+ // search free slot
+ bool b_found = false;
+ for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
+ {
+ if (inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0)
+ {
+ inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
+ b_found = true;
+ break;
+ }
+ }
+ if (b_found) continue;
+
+ // search free slot in bags
+ for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
+ {
+ pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, t);
+ if (pBag)
+ {
+ pBagProto = pBag->GetProto();
+
+ // special bag already checked
+ if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
+ continue;
+
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ if (inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0)
+ {
+ inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
+ b_found = true;
+ break;
+ }
+ }
+ }
+ }
+
+ // no free slot found?
+ if (!b_found)
+ return EQUIP_ERR_INVENTORY_FULL;
+ }
+
+ return EQUIP_ERR_OK;
+}
+
+//////////////////////////////////////////////////////////////////////////
+uint8 Player::CanEquipNewItem(uint8 slot, uint16 &dest, uint32 item, bool swap) const
+{
+ dest = 0;
+ Item *pItem = Item::CreateItem(item, 1, this);
+ if (pItem)
+ {
+ uint8 result = CanEquipItem(slot, dest, pItem, swap);
+ delete pItem;
+ return result;
+ }
+
+ return EQUIP_ERR_ITEM_NOT_FOUND;
+}
+
+uint8 Player::CanEquipItem(uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading) const
+{
+ dest = 0;
+ if (pItem)
+ {
+ sLog.outDebug("STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
+ ItemPrototype const *pProto = pItem->GetProto();
+ if (pProto)
+ {
+ // item used
+ if (pItem->m_lootGenerated)
+ return EQUIP_ERR_ALREADY_LOOTED;
+
+ if (pItem->IsBindedNotWith(this))
+ return EQUIP_ERR_DONT_OWN_THAT_ITEM;
+
+ // check count of items (skip for auto move for same player from bank)
+ uint8 res = CanTakeMoreSimilarItems(pItem);
+ if (res != EQUIP_ERR_OK)
+ return res;
+
+ // check this only in game
+ if (not_loading)
+ {
+ // May be here should be more stronger checks; STUNNED checked
+ // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
+ if (hasUnitState(UNIT_STAT_STUNNED))
+ return EQUIP_ERR_YOU_ARE_STUNNED;
+
+ // do not allow equipping gear except weapons, offhands, projectiles, relics in
+ // - combat
+ // - in-progress arenas
+ if (!pProto->CanChangeEquipStateInCombat())
+ {
+ if (isInCombat())
+ return EQUIP_ERR_NOT_IN_COMBAT;
+
+ if (BattleGround* bg = GetBattleGround())
+ if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS)
+ return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
+ }
+
+ if (isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
+ return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
+
+ if (IsNonMeleeSpellCasted(false))
+ return EQUIP_ERR_CANT_DO_RIGHT_NOW;
+ }
+
+ ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0;
+ // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
+ if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel())
+ return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
+
+ uint8 eslot = FindEquipSlot(pProto, slot, swap);
+ if (eslot == NULL_SLOT)
+ return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
+
+ uint8 msg = CanUseItem(pItem , not_loading);
+ if (msg != EQUIP_ERR_OK)
+ return msg;
+ if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
+ return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
+
+ // if swap ignore item (equipped also)
+ if (uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
+ return res2;
+
+ // check unique-equipped special item classes
+ if (pProto->Class == ITEM_CLASS_QUIVER)
+ {
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ {
+ if (pBag != pItem)
+ {
+ if (ItemPrototype const* pBagProto = pBag->GetProto())
+ {
+ if (pBagProto->Class == pProto->Class && (!swap || pBag->GetSlot() != eslot))
+ return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
+ ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
+ : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
+ }
+ }
+ }
+ }
+ }
+
+ uint32 type = pProto->InventoryType;
+
+ if (eslot == EQUIPMENT_SLOT_OFFHAND)
+ {
+ if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
+ {
+ if (!CanDualWield())
+ return EQUIP_ERR_CANT_DUAL_WIELD;
+ }
+ else if (type == INVTYPE_2HWEAPON)
+ {
+ if (!CanDualWield() || !CanTitanGrip())
+ return EQUIP_ERR_CANT_DUAL_WIELD;
+ }
+
+ if (IsTwoHandUsed())
+ return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
+ }
+
+ // equip two-hand weapon case (with possible unequip 2 items)
+ if (type == INVTYPE_2HWEAPON)
+ {
+ if (eslot == EQUIPMENT_SLOT_OFFHAND)
+ {
+ if (!CanTitanGrip())
+ return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
+ }
+ else if (eslot != EQUIPMENT_SLOT_MAINHAND)
+ return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
+
+ if (!CanTitanGrip())
+ {
+ // offhand item must can be stored in inventory for offhand item and it also must be unequipped
+ Item *offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
+ ItemPosCountVec off_dest;
+ if (offItem && (!not_loading ||
+ CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
+ CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false) != EQUIP_ERR_OK))
+ return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
+ }
+ }
+ dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
+ return EQUIP_ERR_OK;
+ }
+ }
+
+ return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
+}
+
+uint8 Player::CanUnequipItem(uint16 pos, bool swap) const
+{
+ // Applied only to equipped items and bank bags
+ if (!IsEquipmentPos(pos) && !IsBagPos(pos))
+ return EQUIP_ERR_OK;
+
+ Item* pItem = GetItemByPos(pos);
+
+ // Applied only to existed equipped item
+ if (!pItem)
+ return EQUIP_ERR_OK;
+
+ sLog.outDebug("STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
+
+ ItemPrototype const *pProto = pItem->GetProto();
+ if (!pProto)
+ return EQUIP_ERR_ITEM_NOT_FOUND;
+
+ // item used
+ if (pItem->m_lootGenerated)
+ return EQUIP_ERR_ALREADY_LOOTED;
+
+ // do not allow unequipping gear except weapons, offhands, projectiles, relics in
+ // - combat
+ // - in-progress arenas
+ if (!pProto->CanChangeEquipStateInCombat())
+ {
+ if (isInCombat())
+ return EQUIP_ERR_NOT_IN_COMBAT;
+
+ if (BattleGround* bg = GetBattleGround())
+ if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS)
+ return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
+ }
+
+ if (!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
+ return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
+
+ return EQUIP_ERR_OK;
+}
+
+uint8 Player::CanBankItem(uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading) const
+{
+ if (!pItem)
+ return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
+
+ uint32 count = pItem->GetCount();
+
+ sLog.outDebug("STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
+ ItemPrototype const *pProto = pItem->GetProto();
+ if (!pProto)
+ return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
+
+ // item used
+ if (pItem->m_lootGenerated)
+ return EQUIP_ERR_ALREADY_LOOTED;
+
+ if (pItem->IsBindedNotWith(this))
+ return EQUIP_ERR_DONT_OWN_THAT_ITEM;
+
+ // check count of items (skip for auto move for same player from bank)
+ uint8 res = CanTakeMoreSimilarItems(pItem);
+ if (res != EQUIP_ERR_OK)
+ return res;
+
+ // in specific slot
+ if (bag != NULL_BAG && slot != NULL_SLOT)
+ {
+ if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
+ {
+ if (!pItem->IsBag())
+ return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
+
+ if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
+ return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
+
+ if (uint8 cantuse = CanUseItem(pItem, not_loading) != EQUIP_ERR_OK)
+ return cantuse;
+ }
+
+ res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
+ if (res != EQUIP_ERR_OK)
+ return res;
+
+ if (count == 0)
+ return EQUIP_ERR_OK;
+ }
+
+ // not specific slot or have space for partly store only in specific slot
+
+ // in specific bag
+ if (bag != NULL_BAG)
+ {
+ if (pProto->InventoryType == INVTYPE_BAG)
+ {
+ Bag *pBag = (Bag*)pItem;
+ if (pBag && !pBag->IsEmpty())
+ return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
+ }
+
+ // search stack in bag for merge to
+ if (pProto->Stackable != 1)
+ {
+ if (bag == INVENTORY_SLOT_BAG_0)
+ {
+ res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ return res;
+
+ if (count == 0)
+ return EQUIP_ERR_OK;
+ }
+ else
+ {
+ res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
+ if (res != EQUIP_ERR_OK)
+ res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
+
+ if (res != EQUIP_ERR_OK)
+ return res;
+
+ if (count == 0)
+ return EQUIP_ERR_OK;
+ }
+ }
+
+ // search free slot in bag
+ if (bag == INVENTORY_SLOT_BAG_0)
+ {
+ res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ return res;
+
+ if (count == 0)
+ return EQUIP_ERR_OK;
+ }
+ else
+ {
+ res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
+ if (res != EQUIP_ERR_OK)
+ res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
+
+ if (res != EQUIP_ERR_OK)
+ return res;
+
+ if (count == 0)
+ return EQUIP_ERR_OK;
+ }
+ }
+
+ // not specific bag or have space for partly store only in specific bag
+
+ // search stack for merge to
+ if (pProto->Stackable != 1)
+ {
+ // in slots
+ res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ return res;
+
+ if (count == 0)
+ return EQUIP_ERR_OK;
+
+ // in special bags
+ if (pProto->BagFamily)
+ {
+ for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ continue;
+
+ if (count == 0)
+ return EQUIP_ERR_OK;
+ }
+ }
+
+ for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ continue;
+
+ if (count == 0)
+ return EQUIP_ERR_OK;
+ }
+ }
+
+ // search free place in special bag
+ if (pProto->BagFamily)
+ {
+ for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ continue;
+
+ if (count == 0)
+ return EQUIP_ERR_OK;
+ }
+ }
+
+ // search free space
+ res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ return res;
+
+ if (count == 0)
+ return EQUIP_ERR_OK;
+
+ for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
+ {
+ res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
+ if (res != EQUIP_ERR_OK)
+ continue;
+
+ if (count == 0)
+ return EQUIP_ERR_OK;
+ }
+ return EQUIP_ERR_BANK_FULL;
+}
+
+uint8 Player::CanUseItem(Item *pItem, bool not_loading) const
+{
+ if (pItem)
+ {
+ sLog.outDebug("STORAGE: CanUseItem item = %u", pItem->GetEntry());
+
+ if (!isAlive() && not_loading)
+ return EQUIP_ERR_YOU_ARE_DEAD;
+
+ //if (isStunned())
+ // return EQUIP_ERR_YOU_ARE_STUNNED;
+
+ ItemPrototype const *pProto = pItem->GetProto();
+ if (pProto)
+ {
+ if (pItem->IsBindedNotWith(this))
+ return EQUIP_ERR_DONT_OWN_THAT_ITEM;
+
+ if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
+ return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
+
+ if (pItem->GetSkill() != 0)
+ {
+ bool allowEquip = false;
+ uint32 itemSkill = pItem->GetSkill();
+ // Armor that is binded to account can "morph" from plate to mail, etc. if skill is not learned yet.
+ if (pProto->Quality == ITEM_QUALITY_HEIRLOOM && pProto->Class == ITEM_CLASS_ARMOR && !HasSkill(itemSkill))
+ {
+ // TODO: when you right-click already equipped item it throws EQUIP_ERR_NO_REQUIRED_PROFICIENCY.
+
+ // In fact it's a visual bug, everything works properly... I need sniffs of operations with
+ // binded to account items from off server.
+
+ switch (getClass())
+ {
+ case CLASS_HUNTER:
+ case CLASS_SHAMAN:
+ allowEquip = (itemSkill == SKILL_MAIL);
+ break;
+ case CLASS_PALADIN:
+ case CLASS_WARRIOR:
+ allowEquip = (itemSkill == SKILL_PLATE_MAIL);
+ break;
+ }
+ }
+ if (!allowEquip && GetSkillValue(itemSkill) == 0)
+ return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
+ }
+
+ if (pProto->RequiredSkill != 0)
+ {
+ if (GetSkillValue(pProto->RequiredSkill) == 0)
+ return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
+
+ if (GetSkillValue(pProto->RequiredSkill) < pProto->RequiredSkillRank)
+ return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
+ }
+
+ if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell))
+ return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
+
+ if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
+ return EQUIP_ERR_CANT_EQUIP_REPUTATION;
+
+ if (getLevel() < pProto->RequiredLevel)
+ return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
+
+ return EQUIP_ERR_OK;
+ }
+ }
+ return EQUIP_ERR_ITEM_NOT_FOUND;
+}
+
+bool Player::CanUseItem(ItemPrototype const *pProto)
+{
+ // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
+
+ if (pProto)
+ {
+ if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
+ return false;
+ if (pProto->RequiredSkill != 0)
+ {
+ if (GetSkillValue(pProto->RequiredSkill) == 0)
+ return false;
+ else if (GetSkillValue(pProto->RequiredSkill) < pProto->RequiredSkillRank)
+ return false;
+ }
+ if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell))
+ return false;
+ if (getLevel() < pProto->RequiredLevel)
+ return false;
+ return true;
+ }
+ return false;
+}
+
+uint8 Player::CanUseAmmo(uint32 item) const
+{
+ sLog.outDebug("STORAGE: CanUseAmmo item = %u", item);
+ if (!isAlive())
+ return EQUIP_ERR_YOU_ARE_DEAD;
+ //if (isStunned())
+ // return EQUIP_ERR_YOU_ARE_STUNNED;
+ ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
+ if (pProto)
+ {
+ if (pProto->InventoryType!= INVTYPE_AMMO)
+ return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
+ if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
+ return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
+ if (pProto->RequiredSkill != 0)
+ {
+ if (GetSkillValue(pProto->RequiredSkill) == 0)
+ return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
+ else if (GetSkillValue(pProto->RequiredSkill) < pProto->RequiredSkillRank)
+ return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
+ }
+ if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell))
+ return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
+ /*if (GetReputationMgr().GetReputation() < pProto->RequiredReputation)
+ return EQUIP_ERR_CANT_EQUIP_REPUTATION;
+ */
+ if (getLevel() < pProto->RequiredLevel)
+ return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
+
+ // Requires No Ammo
+ if (HasAura(46699))
+ return EQUIP_ERR_BAG_FULL6;
+
+ return EQUIP_ERR_OK;
+ }
+ return EQUIP_ERR_ITEM_NOT_FOUND;
+}
+
+void Player::SetAmmo(uint32 item)
+{
+ if (!item)
+ return;
+
+ // already set
+ if (GetUInt32Value(PLAYER_AMMO_ID) == item)
+ return;
+
+ // check ammo
+ if (item)
+ {
+ uint8 msg = CanUseAmmo(item);
+ if (msg != EQUIP_ERR_OK)
+ {
+ SendEquipError(msg, NULL, NULL);
+ return;
+ }
+ }
+
+ SetUInt32Value(PLAYER_AMMO_ID, item);
+
+ _ApplyAmmoBonuses();
+}
+
+void Player::RemoveAmmo()
+{
+ SetUInt32Value(PLAYER_AMMO_ID, 0);
+
+ m_ammoDPS = 0.0f;
+
+ if (CanModifyStats())
+ UpdateDamagePhysical(RANGED_ATTACK);
+}
+
+// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
+Item* Player::StoreNewItem(ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId)
+{
+ uint32 count = 0;
+ for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
+ count += itr->count;
+
+ Item *pItem = Item::CreateItem(item, count, this);
+ if (pItem)
+ {
+ ItemAddedQuestCheck(item, count);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count);
+ if (randomPropertyId)
+ pItem->SetItemRandomProperties(randomPropertyId);
+ pItem = StoreItem(dest, pItem, update);
+ }
+ return pItem;
+}
+
+Item* Player::StoreItem(ItemPosCountVec const& dest, Item* pItem, bool update)
+{
+ if (!pItem)
+ return NULL;
+
+ Item* lastItem = pItem;
+ uint32 entry = pItem->GetEntry();
+ for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end();)
+ {
+ uint16 pos = itr->pos;
+ uint32 count = itr->count;
+
+ ++itr;
+
+ if (itr == dest.end())
+ {
+ lastItem = _StoreItem(pos,pItem,count,false,update);
+ break;
+ }
+
+ lastItem = _StoreItem(pos,pItem,count,true,update);
+ }
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
+ return lastItem;
+}
+
+// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
+Item* Player::_StoreItem(uint16 pos, Item *pItem, uint32 count, bool clone, bool update)
+{
+ if (!pItem)
+ return NULL;
+
+ uint8 bag = pos >> 8;
+ uint8 slot = pos & 255;
+
+ sLog.outDebug("STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u, guid = %u", bag, slot, pItem->GetEntry(), count, pItem->GetGUIDLow());
+
+ Item *pItem2 = GetItemByPos(bag, slot);
+
+ if (!pItem2)
+ {
+ if (clone)
+ pItem = pItem->CloneItem(count, this);
+ else
+ pItem->SetCount(count);
+
+ if (!pItem)
+ return NULL;
+
+ if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
+ pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
+ (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
+ pItem->SetBinding(true);
+
+ if (bag == INVENTORY_SLOT_BAG_0)
+ {
+ m_items[slot] = pItem;
+ SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID());
+ pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, GetGUID());
+ pItem->SetUInt64Value(ITEM_FIELD_OWNER, GetGUID());
+
+ pItem->SetSlot(slot);
+ pItem->SetContainer(NULL);
+
+ // need update known currency
+ if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
+ UpdateKnownCurrencies(pItem->GetEntry(), true);
+
+ if (IsInWorld() && update)
+ {
+ pItem->AddToWorld();
+ pItem->SendUpdateToPlayer(this);
+ }
+
+ pItem->SetState(ITEM_CHANGED, this);
+ }
+ else if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
+ {
+ pBag->StoreItem(slot, pItem, update);
+ if (IsInWorld() && update)
+ {
+ pItem->AddToWorld();
+ pItem->SendUpdateToPlayer(this);
+ }
+ pItem->SetState(ITEM_CHANGED, this);
+ pBag->SetState(ITEM_CHANGED, this);
+ }
+
+ AddEnchantmentDurations(pItem);
+ AddItemDurations(pItem);
+
+ return pItem;
+ }
+ else
+ {
+ if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
+ pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
+ (pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
+ pItem2->SetBinding(true);
+
+ pItem2->SetCount(pItem2->GetCount() + count);
+ if (IsInWorld() && update)
+ pItem2->SendUpdateToPlayer(this);
+
+ if (!clone)
+ {
+ // delete item (it not in any slot currently)
+ if (IsInWorld() && update)
+ {
+ pItem->RemoveFromWorld();
+ pItem->DestroyForPlayer(this);
+ }
+
+ RemoveEnchantmentDurations(pItem);
+ RemoveItemDurations(pItem);
+
+ pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
+ pItem->SetNotRefundable(this);
+ pItem->SetState(ITEM_REMOVED, this);
+ }
+
+ // AddItemDurations(pItem2); - pItem2 already have duration listed for player
+ AddEnchantmentDurations(pItem2);
+
+ pItem2->SetState(ITEM_CHANGED, this);
+
+ return pItem2;
+ }
+}
+
+Item* Player::EquipNewItem(uint16 pos, uint32 item, bool update)
+{
+ if (Item *pItem = Item::CreateItem(item, 1, this))
+ {
+ ItemAddedQuestCheck(item, 1);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1);
+ return EquipItem(pos, pItem, update);
+ }
+
+ return NULL;
+}
+
+Item* Player::EquipItem(uint16 pos, Item *pItem, bool update)
+{
+ AddEnchantmentDurations(pItem);
+ AddItemDurations(pItem);
+
+ uint8 bag = pos >> 8;
+ uint8 slot = pos & 255;
+
+ Item *pItem2 = GetItemByPos(bag, slot);
+
+ if (!pItem2)
+ {
+ VisualizeItem(slot, pItem);
+
+ if (isAlive())
+ {
+ ItemPrototype const *pProto = pItem->GetProto();
+
+ // item set bonuses applied only at equip and removed at unequip, and still active for broken items
+ if (pProto && pProto->ItemSet)
+ AddItemsSetItem(this, pItem);
+
+ _ApplyItemMods(pItem, slot, true);
+
+ if (pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
+ {
+ uint32 cooldownSpell = 6119;
+
+ if (getClass() == CLASS_ROGUE)
+ cooldownSpell = 6123;
+
+ SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
+
+ if (!spellProto)
+ sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
+ else
+ {
+ m_weaponChangeTimer = spellProto->StartRecoveryTime;
+
+ WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
+ data << uint64(GetGUID());
+ data << uint8(1);
+ data << uint32(cooldownSpell);
+ data << uint32(0);
+ GetSession()->SendPacket(&data);
+ }
+ }
+ }
+
+ if (IsInWorld() && update)
+ {
+ pItem->AddToWorld();
+ pItem->SendUpdateToPlayer(this);
+ }
+
+ ApplyEquipCooldown(pItem);
+
+ // update expertise and armor penetration - passive auras may need it
+
+ if (slot == EQUIPMENT_SLOT_MAINHAND)
+ UpdateExpertise(BASE_ATTACK);
+
+ else if (slot == EQUIPMENT_SLOT_OFFHAND)
+ UpdateExpertise(OFF_ATTACK);
+
+ switch(slot)
+ {
+ case EQUIPMENT_SLOT_MAINHAND:
+ case EQUIPMENT_SLOT_OFFHAND:
+ case EQUIPMENT_SLOT_RANGED:
+ RecalculateRating(CR_ARMOR_PENETRATION);
+ default:
+ break;
+ }
+ }
+ else
+ {
+ pItem2->SetCount(pItem2->GetCount() + pItem->GetCount());
+ if (IsInWorld() && update)
+ pItem2->SendUpdateToPlayer(this);
+
+ // delete item (it not in any slot currently)
+ //pItem->DeleteFromDB();
+ if (IsInWorld() && update)
+ {
+ pItem->RemoveFromWorld();
+ pItem->DestroyForPlayer(this);
+ }
+
+ RemoveEnchantmentDurations(pItem);
+ RemoveItemDurations(pItem);
+
+ pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
+ pItem->SetNotRefundable(this);
+ pItem->SetState(ITEM_REMOVED, this);
+ pItem2->SetState(ITEM_CHANGED, this);
+
+ ApplyEquipCooldown(pItem2);
+
+ return pItem2;
+ }
+
+ // only for full equip instead adding to stack
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
+
+ return pItem;
+}
+
+void Player::QuickEquipItem(uint16 pos, Item *pItem)
+{
+ if (pItem)
+ {
+ AddEnchantmentDurations(pItem);
+ AddItemDurations(pItem);
+
+ uint8 slot = pos & 255;
+ VisualizeItem(slot, pItem);
+
+ if (IsInWorld())
+ {
+ pItem->AddToWorld();
+ pItem->SendUpdateToPlayer(this);
+ }
+
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
+ }
+}
+
+void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
+{
+ if (pItem)
+ {
+ SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry());
+ SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
+ SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT));
+ }
+ else
+ {
+ SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0);
+ SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0);
+ }
+}
+
+void Player::VisualizeItem(uint8 slot, Item *pItem)
+{
+ if (!pItem)
+ return;
+
+ // check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
+ if (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM)
+ pItem->SetBinding(true);
+
+ sLog.outDebug("STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
+
+ m_items[slot] = pItem;
+ SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID());
+ pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, GetGUID());
+ pItem->SetUInt64Value(ITEM_FIELD_OWNER, GetGUID());
+ pItem->SetSlot(slot);
+ pItem->SetContainer(NULL);
+
+ if (slot < EQUIPMENT_SLOT_END)
+ SetVisibleItemSlot(slot, pItem);
+
+ pItem->SetState(ITEM_CHANGED, this);
+}
+
+void Player::RemoveItem(uint8 bag, uint8 slot, bool update)
+{
+ // note: removeitem does not actually change the item
+ // it only takes the item out of storage temporarily
+ // note2: if removeitem is to be used for delinking
+ // the item must be removed from the player's updatequeue
+
+ Item *pItem = GetItemByPos(bag, slot);
+ if (pItem)
+ {
+ sLog.outDebug("STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
+
+ RemoveEnchantmentDurations(pItem);
+ RemoveItemDurations(pItem);
+
+ if (bag == INVENTORY_SLOT_BAG_0)
+ {
+ if (slot < INVENTORY_SLOT_BAG_END)
+ {
+ ItemPrototype const *pProto = pItem->GetProto();
+ // item set bonuses applied only at equip and removed at unequip, and still active for broken items
+
+ if (pProto && pProto->ItemSet)
+ RemoveItemsSetItem(this, pProto);
+
+ _ApplyItemMods(pItem, slot, false);
+
+ // remove item dependent auras and casts (only weapon and armor slots)
+ if (slot < EQUIPMENT_SLOT_END)
+ {
+ RemoveItemDependentAurasAndCasts(pItem);
+
+ // remove held enchantments, update expertise
+ if (slot == EQUIPMENT_SLOT_MAINHAND)
+ {
+ if (pItem->GetItemSuffixFactor())
+ {
+ pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
+ pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
+ }
+ else
+ {
+ pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
+ pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
+ }
+
+ UpdateExpertise(BASE_ATTACK);
+ }
+ else if (slot == EQUIPMENT_SLOT_OFFHAND)
+ UpdateExpertise(OFF_ATTACK);
+ // update armor penetration - passive auras may need it
+ switch(slot)
+ {
+ case EQUIPMENT_SLOT_MAINHAND:
+ case EQUIPMENT_SLOT_OFFHAND:
+ case EQUIPMENT_SLOT_RANGED:
+ RecalculateRating(CR_ARMOR_PENETRATION);
+ default:
+ break;
+ }
+ }
+ }
+ // need update known currency
+ else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
+ UpdateKnownCurrencies(pItem->GetEntry(), false);
+
+ m_items[slot] = NULL;
+ SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
+
+ if (slot < EQUIPMENT_SLOT_END)
+ SetVisibleItemSlot(slot, NULL);
+ }
+ else
+ {
+ if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
+ pBag->RemoveItem(slot, update);
+ }
+ pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0);
+ // pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0); not clear owner at remove (it will be set at store). This used in mail and auction code
+ pItem->SetSlot(NULL_SLOT);
+ if (IsInWorld() && update)
+ pItem->SendUpdateToPlayer(this);
+ }
+}
+
+// Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
+void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
+{
+ if (Item* it = GetItemByPos(bag,slot))
+ {
+ ItemRemovedQuestCheck(it->GetEntry(), it->GetCount());
+ RemoveItem(bag, slot, update);
+ it->SetNotRefundable(this, false);
+ it->RemoveFromUpdateQueueOf(this);
+ if (it->IsInWorld())
+ {
+ it->RemoveFromWorld();
+ it->DestroyForPlayer(this);
+ }
+ }
+}
+
+// Common operation need to add item from inventory without delete in trade, guild bank, mail....
+void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
+{
+ // update quest counters
+ ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
+
+ // store item
+ Item* pLastItem = StoreItem(dest, pItem, update);
+
+ // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
+ if (pLastItem == pItem)
+ {
+ // update owner for last item (this can be original item with wrong owner
+ if (pLastItem->GetOwnerGUID() != GetGUID())
+ pLastItem->SetOwnerGUID(GetGUID());
+
+ // if this original item then it need create record in inventory
+ // in case trade we already have item in other player inventory
+ pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
+ }
+}
+
+void Player::DestroyItem(uint8 bag, uint8 slot, bool update)
+{
+ Item *pItem = GetItemByPos(bag, slot);
+ if (pItem)
+ {
+ sLog.outDebug("STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
+
+ // start from destroy contained items (only equipped bag can have its)
+ if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag == slot
+ {
+ for (uint8 i = 0; i < MAX_BAG_SIZE; ++i)
+ DestroyItem(slot, i, update);
+ }
+
+ if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
+ CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
+
+ RemoveEnchantmentDurations(pItem);
+ RemoveItemDurations(pItem);
+
+ pItem->SetNotRefundable(this);
+
+ ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
+
+ if (bag == INVENTORY_SLOT_BAG_0)
+ {
+ SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
+
+ // equipment and equipped bags can have applied bonuses
+ if (slot < INVENTORY_SLOT_BAG_END)
+ {
+ ItemPrototype const *pProto = pItem->GetProto();
+
+ // item set bonuses applied only at equip and removed at unequip, and still active for broken items
+ if (pProto && pProto->ItemSet)
+ RemoveItemsSetItem(this, pProto);
+
+ _ApplyItemMods(pItem, slot, false);
+ }
+
+ if (slot < EQUIPMENT_SLOT_END)
+ {
+ // remove item dependent auras and casts (only weapon and armor slots)
+ RemoveItemDependentAurasAndCasts(pItem);
+
+ // update expertise and armor penetration - passive auras may need it
+ switch (slot)
+ {
+ case EQUIPMENT_SLOT_MAINHAND:
+ case EQUIPMENT_SLOT_OFFHAND:
+ case EQUIPMENT_SLOT_RANGED:
+ RecalculateRating(CR_ARMOR_PENETRATION);
+ default:
+ break;
+ }
+
+ if (slot == EQUIPMENT_SLOT_MAINHAND)
+ UpdateExpertise(BASE_ATTACK);
+ else if (slot == EQUIPMENT_SLOT_OFFHAND)
+ UpdateExpertise(OFF_ATTACK);
+
+ // equipment visual show
+ SetVisibleItemSlot(slot, NULL);
+ }
+ // need update known currency
+ else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
+ UpdateKnownCurrencies(pItem->GetEntry(), false);
+
+ m_items[slot] = NULL;
+ }
+ else if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
+ pBag->RemoveItem(slot, update);
+
+ if (IsInWorld() && update)
+ {
+ pItem->RemoveFromWorld();
+ pItem->DestroyForPlayer(this);
+ }
+
+ //pItem->SetOwnerGUID(0);
+ pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0);
+ pItem->SetSlot(NULL_SLOT);
+ pItem->SetState(ITEM_REMOVED, this);
+ }
+}
+
+void Player::DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check)
+{
+ sLog.outDebug("STORAGE: DestroyItemCount item = %u, count = %u", item, count);
+ uint32 remcount = 0;
+
+ // in inventory
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ {
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ {
+ if (pItem->GetEntry() == item)
+ {
+ if (pItem->GetCount() + remcount <= count)
+ {
+ // all items in inventory can unequipped
+ remcount += pItem->GetCount();
+ DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
+
+ if (remcount >= count)
+ return;
+ }
+ else
+ {
+ ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
+ pItem->SetCount(pItem->GetCount() - count + remcount);
+ if (IsInWorld() & update)
+ pItem->SendUpdateToPlayer(this);
+ pItem->SetState(ITEM_CHANGED, this);
+ return;
+ }
+ }
+ }
+ }
+
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ {
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ {
+ if (pItem->GetEntry() == item)
+ {
+ if (pItem->GetCount() + remcount <= count)
+ {
+ // all keys can be unequipped
+ remcount += pItem->GetCount();
+ DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
+
+ if (remcount >= count)
+ return;
+ }
+ else
+ {
+ ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
+ pItem->SetCount(pItem->GetCount() - count + remcount);
+ if (IsInWorld() & update)
+ pItem->SendUpdateToPlayer(this);
+ pItem->SetState(ITEM_CHANGED, this);
+ return;
+ }
+ }
+ }
+ }
+
+ // in inventory bags
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ {
+ if (Item* pItem = pBag->GetItemByPos(j))
+ {
+ if (pItem->GetEntry() == item)
+ {
+ // all items in bags can be unequipped
+ if (pItem->GetCount() + remcount <= count)
+ {
+ remcount += pItem->GetCount();
+ DestroyItem(i, j, update);
+
+ if (remcount >= count)
+ return;
+ }
+ else
+ {
+ ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
+ pItem->SetCount(pItem->GetCount() - count + remcount);
+ if (IsInWorld() && update)
+ pItem->SendUpdateToPlayer(this);
+ pItem->SetState(ITEM_CHANGED, this);
+ return;
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // in equipment and bag list
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
+ {
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ {
+ if (pItem && pItem->GetEntry() == item)
+ {
+ if (pItem->GetCount() + remcount <= count)
+ {
+ if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK)
+ {
+ remcount += pItem->GetCount();
+ DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
+
+ if (remcount >= count)
+ return;
+ }
+ }
+ else
+ {
+ ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
+ pItem->SetCount(pItem->GetCount() - count + remcount);
+ if (IsInWorld() & update)
+ pItem->SendUpdateToPlayer(this);
+ pItem->SetState(ITEM_CHANGED, this);
+ return;
+ }
+ }
+ }
+ }
+}
+
+void Player::DestroyZoneLimitedItem(bool update, uint32 new_zone)
+{
+ sLog.outDebug("STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone);
+
+ // in inventory
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
+ DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
+
+ for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
+ DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
+
+ // in inventory bags
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ if (Item* pItem = pBag->GetItemByPos(j))
+ if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
+ DestroyItem(i, j, update);
+
+ // in equipment and bag list
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
+ DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
+}
+
+void Player::DestroyConjuredItems(bool update)
+{
+ // used when entering arena
+ // destroys all conjured items
+ sLog.outDebug("STORAGE: DestroyConjuredItems");
+
+ // in inventory
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->IsConjuredConsumable())
+ DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
+
+ // in inventory bags
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
+ if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ if (Item* pItem = pBag->GetItemByPos(j))
+ if (pItem->IsConjuredConsumable())
+ DestroyItem(i, j, update);
+
+ // in equipment and bag list
+ for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->IsConjuredConsumable())
+ DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
+}
+
+Item* Player::GetItemByEntry(uint32 entry) const
+{
+ // in inventory
+ for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ {
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->GetEntry() == entry)
+ return pItem;
+ }
+
+
+ for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ {
+ for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
+ {
+ if (Item* pItem = pBag->GetItemByPos(j))
+ if (pItem->GetEntry() == entry)
+ return pItem;
+ }
+ }
+ }
+
+
+ for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->GetEntry() == entry)
+ return pItem;
+ }
+
+ return NULL;
+}
+
+void Player::DestroyItemCount(Item* pItem, uint32 &count, bool update)
+{
+ if (!pItem)
+ return;
+
+ sLog.outDebug("STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
+
+ if (pItem->GetCount() <= count)
+ {
+ count -= pItem->GetCount();
+
+ DestroyItem(pItem->GetBagSlot(),pItem->GetSlot(), update);
+ }
+ else
+ {
+ ItemRemovedQuestCheck(pItem->GetEntry(), count);
+ pItem->SetCount(pItem->GetCount() - count);
+ count = 0;
+ if (IsInWorld() & update)
+ pItem->SendUpdateToPlayer(this);
+ pItem->SetState(ITEM_CHANGED, this);
+ }
+}
+
+void Player::SplitItem(uint16 src, uint16 dst, uint32 count)
+{
+ uint8 srcbag = src >> 8;
+ uint8 srcslot = src & 255;
+
+ uint8 dstbag = dst >> 8;
+ uint8 dstslot = dst & 255;
+
+ Item *pSrcItem = GetItemByPos(srcbag, srcslot);
+ if (!pSrcItem)
+ {
+ SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL);
+ return;
+ }
+
+ if (pSrcItem->m_lootGenerated) // prevent split looting item (item
+ {
+ //best error message found for attempting to split while looting
+ SendEquipError(EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL);
+ return;
+ }
+
+ // not let split all items (can be only at cheating)
+ if (pSrcItem->GetCount() == count)
+ {
+ SendEquipError(EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL);
+ return;
+ }
+
+ // not let split more existed items (can be only at cheating)
+ if (pSrcItem->GetCount() < count)
+ {
+ SendEquipError(EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL);
+ return;
+ }
+
+ sLog.outDebug("STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count);
+ Item *pNewItem = pSrcItem->CloneItem(count, this);
+ if (!pNewItem)
+ {
+ SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL);
+ return;
+ }
+
+ if (IsInventoryPos(dst))
+ {
+ bool isRefundable = pSrcItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE);
+
+ // change item amount before check (for unique max count check)
+ pSrcItem->SetCount(pSrcItem->GetCount() - count);
+
+ if (isRefundable)
+ SendRefundInfo(pSrcItem);
+
+ ItemPosCountVec dest;
+ uint8 msg = CanStoreItem(dstbag, dstslot, dest, pNewItem, false);
+ if (msg != EQUIP_ERR_OK)
+ {
+ delete pNewItem;
+ pSrcItem->SetCount(pSrcItem->GetCount() + count);
+ SendEquipError(msg, pSrcItem, NULL);
+ return;
+ }
+
+ if (IsInWorld())
+ pSrcItem->SendUpdateToPlayer(this);
+ pSrcItem->SetState(ITEM_CHANGED, this);
+ StoreItem(dest, pNewItem, true);
+ if (isRefundable)
+ {
+ pNewItem->SetPaidExtendedCost(pSrcItem->GetPaidExtendedCost());
+ pNewItem->SetPaidMoney(pSrcItem->GetPaidMoney());
+ pNewItem->SetRefundRecipient(GetGUIDLow());
+ pNewItem->SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, pSrcItem->GetPlayedTime());
+ pNewItem->SetFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE);
+ }
+ }
+ else if (IsBankPos (dst))
+ {
+ bool isRefundable = pSrcItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE);
+
+ // change item amount before check (for unique max count check)
+ pSrcItem->SetCount(pSrcItem->GetCount() - count);
+
+ if (isRefundable)
+ SendRefundInfo(pSrcItem);
+
+ ItemPosCountVec dest;
+ uint8 msg = CanBankItem(dstbag, dstslot, dest, pNewItem, false);
+ if (msg != EQUIP_ERR_OK)
+ {
+ delete pNewItem;
+ pSrcItem->SetCount(pSrcItem->GetCount() + count);
+ SendEquipError(msg, pSrcItem, NULL);
+ return;
+ }
+
+ if (IsInWorld())
+ pSrcItem->SendUpdateToPlayer(this);
+ pSrcItem->SetState(ITEM_CHANGED, this);
+ BankItem(dest, pNewItem, true);
+ if (isRefundable)
+ {
+ AddRefundReference(pNewItem->GetGUID());
+ pNewItem->SetPaidExtendedCost(pSrcItem->GetPaidExtendedCost());
+ pNewItem->SetPaidMoney(pSrcItem->GetPaidMoney());
+ pNewItem->SetRefundRecipient(GetGUIDLow());
+ pNewItem->SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, pSrcItem->GetPlayedTime());
+ pNewItem->SetFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE);
+ }
+ }
+ else if (IsEquipmentPos (dst))
+ {
+ // change item amount before check (for unique max count check), provide space for splitted items
+ pSrcItem->SetCount(pSrcItem->GetCount() - count);
+
+ uint16 dest;
+ uint8 msg = CanEquipItem(dstslot, dest, pNewItem, false);
+ if (msg != EQUIP_ERR_OK)
+ {
+ delete pNewItem;
+ pSrcItem->SetCount(pSrcItem->GetCount() + count);
+ SendEquipError(msg, pSrcItem, NULL);
+ return;
+ }
+
+ if (IsInWorld())
+ pSrcItem->SendUpdateToPlayer(this);
+ pSrcItem->SetState(ITEM_CHANGED, this);
+ EquipItem(dest, pNewItem, true);
+ AutoUnequipOffhandIfNeed();
+ }
+}
+
+void Player::SwapItem(uint16 src, uint16 dst)
+{
+ uint8 srcbag = src >> 8;
+ uint8 srcslot = src & 255;
+
+ uint8 dstbag = dst >> 8;
+ uint8 dstslot = dst & 255;
+
+ Item *pSrcItem = GetItemByPos(srcbag, srcslot);
+ Item *pDstItem = GetItemByPos(dstbag, dstslot);
+
+ if (!pSrcItem)
+ return;
+
+ sLog.outDebug("STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
+
+ if (!isAlive())
+ {
+ SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem);
+ return;
+ }
+
+ // SRC checks
+
+ if (pSrcItem->m_lootGenerated) // prevent swap looting item
+ {
+ //best error message found for attempting to swap while looting
+ SendEquipError(EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL);
+ return;
+ }
+
+ // check unequip potability for equipped items and bank bags
+ if (IsEquipmentPos (src) || IsBagPos (src))
+ {
+ // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
+ uint8 msg = CanUnequipItem(src, !IsBagPos (src) || IsBagPos (dst) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty()));
+ if (msg != EQUIP_ERR_OK)
+ {
+ SendEquipError(msg, pSrcItem, pDstItem);
+ return;
+ }
+ }
+
+ // prevent put equipped/bank bag in self
+ if (IsBagPos (src) && srcslot == dstbag)
+ {
+ SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem);
+ return;
+ }
+
+ // DST checks
+
+ if (pDstItem)
+ {
+ if (pDstItem->m_lootGenerated) // prevent swap looting item
+ {
+ //best error message found for attempting to swap while looting
+ SendEquipError(EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL);
+ return;
+ }
+
+ // check unequip potability for equipped items and bank bags
+ if (IsEquipmentPos (dst) || IsBagPos (dst))
+ {
+ // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
+ uint8 msg = CanUnequipItem(dst, !IsBagPos (dst) || IsBagPos (src) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty()));
+ if (msg != EQUIP_ERR_OK)
+ {
+ SendEquipError(msg, pSrcItem, pDstItem);
+ return;
+ }
+ }
+ }
+
+ // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
+ // or swap empty bag with another empty or not empty bag (with items exchange)
+
+ // Move case
+ if (!pDstItem)
+ {
+ if (IsInventoryPos(dst))
+ {
+ ItemPosCountVec dest;
+ uint8 msg = CanStoreItem(dstbag, dstslot, dest, pSrcItem, false);
+ if (msg != EQUIP_ERR_OK)
+ {
+ SendEquipError(msg, pSrcItem, NULL);
+ return;
+ }
+
+ RemoveItem(srcbag, srcslot, true);
+ StoreItem(dest, pSrcItem, true);
+ }
+ else if (IsBankPos (dst))
+ {
+ ItemPosCountVec dest;
+ uint8 msg = CanBankItem(dstbag, dstslot, dest, pSrcItem, false);
+ if (msg != EQUIP_ERR_OK)
+ {
+ SendEquipError(msg, pSrcItem, NULL);
+ return;
+ }
+
+ RemoveItem(srcbag, srcslot, true);
+ BankItem(dest, pSrcItem, true);
+ }
+ else if (IsEquipmentPos (dst))
+ {
+ uint16 dest;
+ uint8 msg = CanEquipItem(dstslot, dest, pSrcItem, false);
+ if (msg != EQUIP_ERR_OK)
+ {
+ SendEquipError(msg, pSrcItem, NULL);
+ return;
+ }
+
+ RemoveItem(srcbag, srcslot, true);
+ EquipItem(dest, pSrcItem, true);
+ AutoUnequipOffhandIfNeed();
+ }
+
+ return;
+ }
+
+ // attempt merge to / fill target item
+ if (!pSrcItem->IsBag() && !pDstItem->IsBag())
+ {
+ uint8 msg;
+ ItemPosCountVec sDest;
+ uint16 eDest = 0;
+ if (IsInventoryPos(dst))
+ msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, false);
+ else if (IsBankPos (dst))
+ msg = CanBankItem(dstbag, dstslot, sDest, pSrcItem, false);
+ else if (IsEquipmentPos (dst))
+ msg = CanEquipItem(dstslot, eDest, pSrcItem, false);
+ else
+ return;
+
+ // can be merge/fill
+ if (msg == EQUIP_ERR_OK)
+ {
+ if (pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
+ {
+ RemoveItem(srcbag, srcslot, true);
+
+ if (IsInventoryPos(dst))
+ StoreItem(sDest, pSrcItem, true);
+ else if (IsBankPos (dst))
+ BankItem(sDest, pSrcItem, true);
+ else if (IsEquipmentPos (dst))
+ {
+ EquipItem(eDest, pSrcItem, true);
+ AutoUnequipOffhandIfNeed();
+ }
+ }
+ else
+ {
+ pSrcItem->SetCount(pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
+ pDstItem->SetCount(pSrcItem->GetProto()->GetMaxStackSize());
+ pSrcItem->SetState(ITEM_CHANGED, this);
+ pDstItem->SetState(ITEM_CHANGED, this);
+ if (IsInWorld())
+ {
+ pSrcItem->SendUpdateToPlayer(this);
+ pDstItem->SendUpdateToPlayer(this);
+ }
+ }
+ SendRefundInfo(pDstItem);
+ return;
+ }
+ }
+
+ // impossible merge/fill, do real swap
+ uint8 msg = EQUIP_ERR_OK;
+
+ // check src->dest move possibility
+ ItemPosCountVec sDest;
+ uint16 eDest = 0;
+ if (IsInventoryPos(dst))
+ msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, true);
+ else if (IsBankPos(dst))
+ msg = CanBankItem(dstbag, dstslot, sDest, pSrcItem, true);
+ else if (IsEquipmentPos(dst))
+ {
+ msg = CanEquipItem(dstslot, eDest, pSrcItem, true);
+ if (msg == EQUIP_ERR_OK)
+ msg = CanUnequipItem(eDest, true);
+ }
+
+ if (msg != EQUIP_ERR_OK)
+ {
+ SendEquipError(msg, pSrcItem, pDstItem);
+ return;
+ }
+
+ // check dest->src move possibility
+ ItemPosCountVec sDest2;
+ uint16 eDest2 = 0;
+ if (IsInventoryPos(src))
+ msg = CanStoreItem(srcbag, srcslot, sDest2, pDstItem, true);
+ else if (IsBankPos(src))
+ msg = CanBankItem(srcbag, srcslot, sDest2, pDstItem, true);
+ else if (IsEquipmentPos(src))
+ {
+ msg = CanEquipItem(srcslot, eDest2, pDstItem, true);
+ if (msg == EQUIP_ERR_OK)
+ msg = CanUnequipItem(eDest2, true);
+ }
+
+ if (msg != EQUIP_ERR_OK)
+ {
+ SendEquipError(msg, pDstItem, pSrcItem);
+ return;
+ }
+
+ // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
+ if (pSrcItem->IsBag() && pDstItem->IsBag())
+ {
+ Bag* emptyBag = NULL;
+ Bag* fullBag = NULL;
+ if (((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src))
+ {
+ emptyBag = (Bag*)pSrcItem;
+ fullBag = (Bag*)pDstItem;
+ }
+ else if (((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst))
+ {
+ emptyBag = (Bag*)pDstItem;
+ fullBag = (Bag*)pSrcItem;
+ }
+
+ // bag swap (with items exchange) case
+ if (emptyBag && fullBag)
+ {
+ ItemPrototype const* emptyProto = emptyBag->GetProto();
+
+ uint32 count = 0;
+
+ for (uint32 i=0; i < fullBag->GetBagSize(); ++i)
+ {
+ Item *bagItem = fullBag->GetItemByPos(i);
+ if (!bagItem)
+ continue;
+
+ ItemPrototype const* bagItemProto = bagItem->GetProto();
+ if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emptyProto))
+ {
+ // one from items not go to empty target bag
+ SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem);
+ return;
+ }
+
+ ++count;
+ }
+
+ if (count > emptyBag->GetBagSize())
+ {
+ // too small targeted bag
+ SendEquipError(EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem);
+ return;
+ }
+
+ // Items swap
+ count = 0; // will pos in new bag
+ for (uint32 i = 0; i< fullBag->GetBagSize(); ++i)
+ {
+ Item *bagItem = fullBag->GetItemByPos(i);
+ if (!bagItem)
+ continue;
+
+ fullBag->RemoveItem(i, true);
+ emptyBag->StoreItem(count, bagItem, true);
+ bagItem->SetState(ITEM_CHANGED, this);
+
+ ++count;
+ }
+ }
+ }
+
+ // now do moves, remove...
+ RemoveItem(dstbag, dstslot, false);
+ RemoveItem(srcbag, srcslot, false);
+
+ // add to dest
+ if (IsInventoryPos(dst))
+ StoreItem(sDest, pSrcItem, true);
+ else if (IsBankPos(dst))
+ BankItem(sDest, pSrcItem, true);
+ else if (IsEquipmentPos(dst))
+ EquipItem(eDest, pSrcItem, true);
+
+ // add to src
+ if (IsInventoryPos(src))
+ StoreItem(sDest2, pDstItem, true);
+ else if (IsBankPos(src))
+ BankItem(sDest2, pDstItem, true);
+ else if (IsEquipmentPos(src))
+ EquipItem(eDest2, pDstItem, true);
+
+ // if player is moving bags and is looting an item inside this bag
+ // release the loot
+ if (GetLootGUID())
+ {
+ bool released = false;
+ if (IsBagPos(src))
+ {
+ Bag* bag = (Bag*)pSrcItem;
+ for (int i=0; i < bag->GetBagSize(); ++i)
+ {
+ if (Item *bagItem = bag->GetItemByPos(i))
+ {
+ if (bagItem->m_lootGenerated)
+ {
+ m_session->DoLootRelease(GetLootGUID());
+ released = true; // so we don't need to look at dstBag
+ break;
+ }
+ }
+ }
+ }
+
+ if (!released && IsBagPos(dst) && pDstItem)
+ {
+ Bag* bag = (Bag*)pDstItem;
+ for (int i=0; i < bag->GetBagSize(); ++i)
+ {
+ if (Item *bagItem = bag->GetItemByPos(i))
+ {
+ if (bagItem->m_lootGenerated)
+ {
+ m_session->DoLootRelease(GetLootGUID());
+ released = true; // not realy needed here
+ break;
+ }
+ }
+ }
+ }
+ }
+
+ AutoUnequipOffhandIfNeed();
+}
+
+void Player::AddItemToBuyBackSlot(Item *pItem)
+{
+ if (pItem)
+ {
+ uint32 slot = m_currentBuybackSlot;
+ // if current back slot non-empty search oldest or free
+ if (m_items[slot])
+ {
+ uint32 oldest_time = GetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1);
+ uint32 oldest_slot = BUYBACK_SLOT_START;
+
+ for (uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i)
+ {
+ // found empty
+ if (!m_items[i])
+ {
+ slot = i;
+ break;
+ }
+
+ uint32 i_time = GetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
+
+ if (oldest_time > i_time)
+ {
+ oldest_time = i_time;
+ oldest_slot = i;
+ }
+ }
+
+ // find oldest
+ slot = oldest_slot;
+ }
+
+ RemoveItemFromBuyBackSlot(slot, true);
+ sLog.outDebug("STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
+
+ m_items[slot] = pItem;
+ time_t base = time(NULL);
+ uint32 etime = uint32(base - m_logintime + (30 * 3600));
+ uint32 eslot = slot - BUYBACK_SLOT_START;
+
+ SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID());
+ if (ItemPrototype const *pProto = pItem->GetProto())
+ SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount());
+ else
+ SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
+ SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime);
+
+ // move to next (for non filled list is move most optimized choice)
+ if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1)
+ ++m_currentBuybackSlot;
+ }
+}
+
+Item* Player::GetItemFromBuyBackSlot(uint32 slot)
+{
+ sLog.outDebug("STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
+ if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
+ return m_items[slot];
+ return NULL;
+}
+
+void Player::RemoveItemFromBuyBackSlot(uint32 slot, bool del)
+{
+ sLog.outDebug("STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
+ if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
+ {
+ Item *pItem = m_items[slot];
+ if (pItem)
+ {
+ pItem->RemoveFromWorld();
+ if (del)
+ pItem->SetState(ITEM_REMOVED, this);
+ }
+
+ m_items[slot] = NULL;
+
+ uint32 eslot = slot - BUYBACK_SLOT_START;
+ SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0);
+ SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
+ SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);
+
+ // if current backslot is filled set to now free slot
+ if (m_items[m_currentBuybackSlot])
+ m_currentBuybackSlot = slot;
+ }
+}
+
+void Player::SendEquipError(uint8 msg, Item* pItem, Item *pItem2)
+{
+ sLog.outDebug("WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg);
+ WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18));
+ data << uint8(msg);
+
+ if (msg != EQUIP_ERR_OK)
+ {
+ data << uint64(pItem ? pItem->GetGUID() : 0);
+ data << uint64(pItem2 ? pItem2->GetGUID() : 0);
+ data << uint8(0); // not 0 there...
+
+ if (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
+ {
+ uint8 level = 0;
+
+ if (pItem)
+ if (ItemPrototype const* proto = pItem->GetProto())
+ level = proto->RequiredLevel;
+
+ data << uint32(level); // new 2.4.0
+ }
+ }
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendBuyError(uint8 msg, Creature* pCreature, uint32 item, uint32 param)
+{
+ sLog.outDebug("WORLD: Sent SMSG_BUY_FAILED");
+ WorldPacket data(SMSG_BUY_FAILED, (8+4+4+1));
+ data << uint64(pCreature ? pCreature->GetGUID() : 0);
+ data << uint32(item);
+ if (param > 0)
+ data << uint32(param);
+ data << uint8(msg);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendSellError(uint8 msg, Creature* pCreature, uint64 guid, uint32 param)
+{
+ sLog.outDebug("WORLD: Sent SMSG_SELL_ITEM");
+ WorldPacket data(SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
+ data << uint64(pCreature ? pCreature->GetGUID() : 0);
+ data << uint64(guid);
+ if (param > 0)
+ data << uint32(param);
+ data << uint8(msg);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::ClearTrade()
+{
+ tradeGold = 0;
+ acceptTrade = false;
+ for (uint8 i = 0; i < TRADE_SLOT_COUNT; i++)
+ tradeItems[i] = 0;
+}
+
+void Player::TradeCancel(bool sendback)
+{
+ if (pTrader)
+ {
+ // send yellow "Trade canceled" message to both traders
+ WorldSession* ws;
+ ws = GetSession();
+ if (sendback)
+ ws->SendCancelTrade();
+ ws = pTrader->GetSession();
+ if (!ws->PlayerLogout())
+ ws->SendCancelTrade();
+
+ // cleanup
+ ClearTrade();
+ pTrader->ClearTrade();
+ // prevent loss of reference
+ pTrader->pTrader = NULL;
+ pTrader = NULL;
+ }
+}
+
+void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
+{
+ if (m_itemDuration.empty())
+ return;
+
+ sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time, realtimeonly);
+
+ for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end();)
+ {
+ Item* item = *itr;
+ ++itr; // current element can be erased in UpdateDuration
+
+ if ((realtimeonly && item->GetProto()->Duration < 0) || !realtimeonly)
+ item->UpdateDuration(this,time);
+ }
+}
+
+void Player::UpdateEnchantTime(uint32 time)
+{
+ for (EnchantDurationList::iterator itr = m_enchantDuration.begin(),next; itr != m_enchantDuration.end(); itr=next)
+ {
+ assert(itr->item);
+ next = itr;
+ if (!itr->item->GetEnchantmentId(itr->slot))
+ {
+ next = m_enchantDuration.erase(itr);
+ }
+ else if (itr->leftduration <= time)
+ {
+ ApplyEnchantment(itr->item, itr->slot, false, false);
+ itr->item->ClearEnchantment(itr->slot);
+ next = m_enchantDuration.erase(itr);
+ }
+ else if (itr->leftduration > time)
+ {
+ itr->leftduration -= time;
+ ++next;
+ }
+ }
+}
+
+void Player::AddEnchantmentDurations(Item *item)
+{
+ for (int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x)
+ {
+ if (!item->GetEnchantmentId(EnchantmentSlot(x)))
+ continue;
+
+ uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
+ if (duration > 0)
+ AddEnchantmentDuration(item, EnchantmentSlot(x), duration);
+ }
+}
+
+void Player::RemoveEnchantmentDurations(Item *item)
+{
+ for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();)
+ {
+ if (itr->item == item)
+ {
+ // save duration in item
+ item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration, this);
+ itr = m_enchantDuration.erase(itr);
+ }
+ else
+ ++itr;
+ }
+}
+
+void Player::RemoveArenaEnchantments(EnchantmentSlot slot)
+{
+ // remove enchantments from equipped items first to clean up the m_enchantDuration list
+ for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next)
+ {
+ next = itr;
+ if (itr->slot == slot)
+ {
+ if (itr->item && itr->item->GetEnchantmentId(slot))
+ {
+ // Poisons and DK runes are enchants which are allowed on arenas
+ if (spellmgr.IsArenaAllowedEnchancment(itr->item->GetEnchantmentId(slot)))
+ {
+ ++next;
+ continue;
+ }
+ // remove from stats
+ ApplyEnchantment(itr->item, slot, false, false);
+ // remove visual
+ itr->item->ClearEnchantment(slot);
+ }
+ // remove from update list
+ next = m_enchantDuration.erase(itr);
+ }
+ else
+ ++next;
+ }
+
+ // remove enchants from inventory items
+ // NOTE: no need to remove these from stats, since these aren't equipped
+ // in inventory
+ for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
+ if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (pItem->GetEnchantmentId(slot))
+ pItem->ClearEnchantment(slot);
+
+ // in inventory bags
+ for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
+ if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
+ for (uint32 j = 0; j < pBag->GetBagSize(); j++)
+ if (Item* pItem = pBag->GetItemByPos(j))
+ if (pItem->GetEnchantmentId(slot))
+ pItem->ClearEnchantment(slot);
+}
+
+// duration == 0 will remove item enchant
+void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
+{
+ if (!item)
+ return;
+
+ if (slot >= MAX_ENCHANTMENT_SLOT)
+ return;
+
+ for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
+ {
+ if (itr->item == item && itr->slot == slot)
+ {
+ itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration, this);
+ m_enchantDuration.erase(itr);
+ break;
+ }
+ }
+ if (item && duration > 0)
+ {
+ GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(), slot, uint32(duration/1000));
+ m_enchantDuration.push_back(EnchantDuration(item, slot, duration));
+ }
+}
+
+void Player::ApplyEnchantment(Item *item,bool apply)
+{
+ for (uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
+ ApplyEnchantment(item, EnchantmentSlot(slot), apply);
+}
+
+void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition)
+{
+ if (!item || !item->IsEquipped())
+ return;
+
+ if (!CanUseAttackType(Player::GetAttackBySlot(item->GetSlot())))
+ return;
+
+ if (slot >= MAX_ENCHANTMENT_SLOT)
+ return;
+
+ uint32 enchant_id = item->GetEnchantmentId(slot);
+ if (!enchant_id)
+ return;
+
+ SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if (!pEnchant)
+ return;
+
+ if (!ignore_condition && pEnchant->EnchantmentCondition && !EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
+ return;
+
+ if (pEnchant->requiredLevel > getLevel())
+ return;
+
+ if (pEnchant->requiredSkill > 0 && pEnchant->requiredSkillValue > GetSkillValue(pEnchant->requiredSkill))
+ return;
+
+ if (!item->IsBroken())
+ {
+ for (int s = 0; s < 3; ++s)
+ {
+ uint32 enchant_display_type = pEnchant->type[s];
+ uint32 enchant_amount = pEnchant->amount[s];
+ uint32 enchant_spell_id = pEnchant->spellid[s];
+
+ switch(enchant_display_type)
+ {
+ case ITEM_ENCHANTMENT_TYPE_NONE:
+ break;
+ case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
+ // processed in Player::CastItemCombatSpell
+ break;
+ case ITEM_ENCHANTMENT_TYPE_DAMAGE:
+ if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
+ HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
+ else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
+ HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
+ else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
+ HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
+ break;
+ case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
+ if (enchant_spell_id)
+ {
+ if (apply)
+ {
+ int32 basepoints = 0;
+ // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
+ if (item->GetItemRandomPropertyId())
+ {
+ ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
+ if (item_rand)
+ {
+ // Search enchant_amount
+ for (int k = 0; k < 3; ++k)
+ {
+ if (item_rand->enchant_id[k] == enchant_id)
+ {
+ basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000);
+ break;
+ }
+ }
+ }
+ }
+ // Cast custom spell vs all equal basepoints getted from enchant_amount
+ if (basepoints)
+ CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item);
+ else
+ CastSpell(this, enchant_spell_id, true, item);
+ }
+ else
+ RemoveAurasDueToItemSpell(item, enchant_spell_id);
+ }
+ break;
+ case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
+ if (!enchant_amount)
+ {
+ ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
+ if (item_rand)
+ {
+ for (int k = 0; k < 3; ++k)
+ {
+ if (item_rand->enchant_id[k] == enchant_id)
+ {
+ enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000);
+ break;
+ }
+ }
+ }
+ }
+
+ HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
+ break;
+ case ITEM_ENCHANTMENT_TYPE_STAT:
+ {
+ if (!enchant_amount)
+ {
+ ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
+ if (item_rand_suffix)
+ {
+ for (int k = 0; k < 3; ++k)
+ {
+ if (item_rand_suffix->enchant_id[k] == enchant_id)
+ {
+ enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000);
+ break;
+ }
+ }
+ }
+ }
+
+ sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
+ switch (enchant_spell_id)
+ {
+ case ITEM_MOD_MANA:
+ sLog.outDebug("+ %u MANA",enchant_amount);
+ HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply);
+ break;
+ case ITEM_MOD_HEALTH:
+ sLog.outDebug("+ %u HEALTH",enchant_amount);
+ HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply);
+ break;
+ case ITEM_MOD_AGILITY:
+ sLog.outDebug("+ %u AGILITY",enchant_amount);
+ HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
+ ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
+ break;
+ case ITEM_MOD_STRENGTH:
+ sLog.outDebug("+ %u STRENGTH",enchant_amount);
+ HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
+ ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
+ break;
+ case ITEM_MOD_INTELLECT:
+ sLog.outDebug("+ %u INTELLECT",enchant_amount);
+ HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
+ ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
+ break;
+ case ITEM_MOD_SPIRIT:
+ sLog.outDebug("+ %u SPIRIT",enchant_amount);
+ HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
+ ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
+ break;
+ case ITEM_MOD_STAMINA:
+ sLog.outDebug("+ %u STAMINA",enchant_amount);
+ HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
+ ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
+ break;
+ case ITEM_MOD_DEFENSE_SKILL_RATING:
+ ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
+ sLog.outDebug("+ %u DEFENCE", enchant_amount);
+ break;
+ case ITEM_MOD_DODGE_RATING:
+ ApplyRatingMod(CR_DODGE, enchant_amount, apply);
+ sLog.outDebug("+ %u DODGE", enchant_amount);
+ break;
+ case ITEM_MOD_PARRY_RATING:
+ ApplyRatingMod(CR_PARRY, enchant_amount, apply);
+ sLog.outDebug("+ %u PARRY", enchant_amount);
+ break;
+ case ITEM_MOD_BLOCK_RATING:
+ ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
+ sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
+ break;
+ case ITEM_MOD_HIT_MELEE_RATING:
+ ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
+ sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
+ break;
+ case ITEM_MOD_HIT_RANGED_RATING:
+ ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
+ sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
+ break;
+ case ITEM_MOD_HIT_SPELL_RATING:
+ ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
+ sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
+ break;
+ case ITEM_MOD_CRIT_MELEE_RATING:
+ ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
+ sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
+ break;
+ case ITEM_MOD_CRIT_RANGED_RATING:
+ ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
+ sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
+ break;
+ case ITEM_MOD_CRIT_SPELL_RATING:
+ ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
+ sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
+ break;
+// Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
+// in Enchantments
+// case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
+// ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
+// break;
+// case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
+// ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
+// break;
+// case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
+// ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
+// break;
+// case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
+// ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
+// break;
+// case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
+// ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
+// break;
+// case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
+// ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
+// break;
+// case ITEM_MOD_HASTE_MELEE_RATING:
+// ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
+// break;
+// case ITEM_MOD_HASTE_RANGED_RATING:
+// ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
+// break;
+ case ITEM_MOD_HASTE_SPELL_RATING:
+ ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
+ break;
+ case ITEM_MOD_HIT_RATING:
+ ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
+ ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
+ ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
+ sLog.outDebug("+ %u HIT", enchant_amount);
+ break;
+ case ITEM_MOD_CRIT_RATING:
+ ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
+ ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
+ ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
+ sLog.outDebug("+ %u CRITICAL", enchant_amount);
+ break;
+// Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
+// case ITEM_MOD_HIT_TAKEN_RATING:
+// ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
+// ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
+// ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
+// break;
+// case ITEM_MOD_CRIT_TAKEN_RATING:
+// ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
+// ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
+// ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
+// break;
+ case ITEM_MOD_RESILIENCE_RATING:
+ ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
+ ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
+ ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
+ sLog.outDebug("+ %u RESILIENCE", enchant_amount);
+ break;
+ case ITEM_MOD_HASTE_RATING:
+ ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
+ ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
+ ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
+ sLog.outDebug("+ %u HASTE", enchant_amount);
+ break;
+ case ITEM_MOD_EXPERTISE_RATING:
+ ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
+ sLog.outDebug("+ %u EXPERTISE", enchant_amount);
+ break;
+ case ITEM_MOD_ATTACK_POWER:
+ HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
+ HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
+ sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
+ break;
+ case ITEM_MOD_RANGED_ATTACK_POWER:
+ HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
+ sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
+ break;
+// case ITEM_MOD_FERAL_ATTACK_POWER:
+// ApplyFeralAPBonus(enchant_amount, apply);
+// sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount);
+// break;
+ case ITEM_MOD_MANA_REGENERATION:
+ ApplyManaRegenBonus(enchant_amount, apply);
+ sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
+ break;
+ case ITEM_MOD_ARMOR_PENETRATION_RATING:
+ ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
+ sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
+ break;
+ case ITEM_MOD_SPELL_POWER:
+ ApplySpellPowerBonus(enchant_amount, apply);
+ sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
+ break;
+ case ITEM_MOD_HEALTH_REGEN:
+ ApplyHealthRegenBonus(enchant_amount, apply);
+ sLog.outDebug("+ %u HEALTH_REGENERATION", enchant_amount);
+ break;
+ case ITEM_MOD_SPELL_PENETRATION:
+ ApplyModInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE, enchant_amount, apply);
+ sLog.outDebug("+ %u SPELL_PENETRATION", enchant_amount);
+ break;
+ case ITEM_MOD_BLOCK_VALUE:
+ HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(enchant_amount), apply);
+ sLog.outDebug("+ %u BLOCK_VALUE", enchant_amount);
+ break;
+ case ITEM_MOD_SPELL_HEALING_DONE: // deprecated
+ case ITEM_MOD_SPELL_DAMAGE_DONE: // deprecated
+ default:
+ break;
+ }
+ break;
+ }
+ case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
+ {
+ if (getClass() == CLASS_SHAMAN)
+ {
+ float addValue = 0.0f;
+ if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
+ {
+ addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
+ HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
+ }
+ else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
+ {
+ addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
+ HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
+ }
+ }
+ break;
+ }
+ case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
+ // processed in Player::CastItemUseSpell
+ break;
+ case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
+ // nothing do..
+ break;
+ default:
+ sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
+ break;
+ } /*switch(enchant_display_type)*/
+ } /*for*/
+ }
+
+ // visualize enchantment at player and equipped items
+ if (slot == PERM_ENCHANTMENT_SLOT)
+ SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0);
+
+ if (slot == TEMP_ENCHANTMENT_SLOT)
+ SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0);
+
+ if (apply_dur)
+ {
+ if (apply)
+ {
+ // set duration
+ uint32 duration = item->GetEnchantmentDuration(slot);
+ if (duration > 0)
+ AddEnchantmentDuration(item, slot, duration);
+ }
+ else
+ {
+ // duration == 0 will remove EnchantDuration
+ AddEnchantmentDuration(item, slot, 0);
+ }
+ }
+}
+
+void Player::UpdateSkillEnchantments(uint16 skill_id, uint16 curr_value, uint16 new_value)
+{
+ for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
+ {
+ if (m_items[i])
+ {
+ for (uint8 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
+ {
+ uint32 ench_id = m_items[i]->GetEnchantmentId(EnchantmentSlot(slot));
+ if (!ench_id)
+ continue;
+
+ SpellItemEnchantmentEntry const *Enchant = sSpellItemEnchantmentStore.LookupEntry(ench_id);
+ if (!Enchant)
+ return;
+
+ if (Enchant->requiredSkill == skill_id)
+ {
+ // Checks if the enchantment needs to be applied or removed
+ if (curr_value < Enchant->requiredSkillValue && new_value >= Enchant->requiredSkillValue)
+ ApplyEnchantment(m_items[i], EnchantmentSlot(slot), true);
+ else if (new_value < Enchant->requiredSkillValue && curr_value >= Enchant->requiredSkillValue)
+ ApplyEnchantment(m_items[i], EnchantmentSlot(slot), false);
+ }
+ }
+ }
+ }
+}
+
+void Player::SendEnchantmentDurations()
+{
+ for (EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
+ {
+ GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000);
+ }
+}
+
+void Player::SendItemDurations()
+{
+ for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
+ {
+ (*itr)->SendTimeUpdate(this);
+ }
+}
+
+void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
+{
+ if (!item) // prevent crash
+ return;
+
+ // last check 2.0.10
+ WorldPacket data(SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4));
+ data << uint64(GetGUID()); // player GUID
+ data << uint32(received); // 0=looted, 1=from npc
+ data << uint32(created); // 0=received, 1=created
+ data << uint32(1); // always 0x01 (probably meant to be count of listed items)
+ data << uint8(item->GetBagSlot()); // bagslot
+ // item slot, but when added to stack: 0xFFFFFFFF
+ data << uint32((item->GetCount() == count) ? item->GetSlot() : -1);
+ data << uint32(item->GetEntry()); // item id
+ data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
+ data << int32(item->GetItemRandomPropertyId()); // random item property id
+ data << uint32(count); // count of items
+ data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory
+
+ if (broadcast && GetGroup())
+ GetGroup()->BroadcastPacket(&data, true);
+ else
+ GetSession()->SendPacket(&data);
+}
+
+/*********************************************************/
+/*** GOSSIP SYSTEM ***/
+/*********************************************************/
+
+void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId, bool showQuests)
+{
+ PlayerMenu* pMenu = PlayerTalkClass;
+ pMenu->ClearMenus();
+
+ pMenu->GetGossipMenu().SetMenuId(menuId);
+
+ GossipMenuItemsMapBounds pMenuItemBounds = objmgr.GetGossipMenuItemsMapBounds(menuId);
+
+ // if default menuId and no menu options exist for this, use options from default options
+ if (pMenuItemBounds.first == pMenuItemBounds.second && menuId == GetDefaultGossipMenuForSource(pSource))
+ pMenuItemBounds = objmgr.GetGossipMenuItemsMapBounds(0);
+
+ uint32 npcflags = 0;
+ Creature *pCreature = NULL;
+ GameObject *pGo = NULL;
+
+ if (pSource->GetTypeId() == TYPEID_UNIT)
+ {
+ pCreature = pSource->ToCreature();
+ npcflags = pCreature->GetUInt32Value(UNIT_NPC_FLAGS);
+ if (npcflags & UNIT_NPC_FLAG_QUESTGIVER && showQuests)
+ PrepareQuestMenu(pSource->GetGUID());
+ }
+ else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
+ pGo = (GameObject*)pSource;
+
+ for (GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr)
+ {
+ bool bCanTalk = true;
+ if (!sConditionMgr.IsPlayerMeetToConditions(this, itr->second.conditions))
+ continue;
+
+ if (pSource->GetTypeId() == TYPEID_UNIT)
+ {
+ if (!(itr->second.npc_option_npcflag & npcflags))
+ continue;
+
+ switch(itr->second.option_id)
+ {
+ case GOSSIP_OPTION_ARMORER:
+ bCanTalk = false; // added in special mode
+ break;
+ case GOSSIP_OPTION_SPIRITHEALER:
+ if (!isDead())
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_VENDOR:
+ {
+ VendorItemData const* vItems = pCreature->GetVendorItems();
+ if (!vItems || vItems->Empty())
+ {
+ sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature->GetGUIDLow(), pCreature->GetEntry());
+ bCanTalk = false;
+ }
+ break;
+ }
+ case GOSSIP_OPTION_TRAINER:
+ if (!pCreature->isCanTrainingOf(this, false))
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_LEARNDUALSPEC:
+ if (!(GetSpecsCount() == 1 && pCreature->isCanTrainingAndResetTalentsOf(this) && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL))))
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_UNLEARNTALENTS:
+ if (!pCreature->isCanTrainingAndResetTalentsOf(this))
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_UNLEARNPETTALENTS:
+ if (!GetPet() || GetPet()->getPetType() != HUNTER_PET || GetPet()->m_spells.size() <= 1 || pCreature->GetCreatureInfo()->trainer_type != TRAINER_TYPE_PETS || pCreature->GetCreatureInfo()->trainer_class != CLASS_HUNTER)
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_TAXIVENDOR:
+ if (GetSession()->SendLearnNewTaxiNode(pCreature))
+ return;
+ break;
+ case GOSSIP_OPTION_BATTLEFIELD:
+ if (!pCreature->isCanInteractWithBattleMaster(this, false))
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_STABLEPET:
+ if (getClass() != CLASS_HUNTER)
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_GOSSIP:
+ case GOSSIP_OPTION_SPIRITGUIDE:
+ case GOSSIP_OPTION_INNKEEPER:
+ case GOSSIP_OPTION_BANKER:
+ case GOSSIP_OPTION_PETITIONER:
+ case GOSSIP_OPTION_TABARDDESIGNER:
+ case GOSSIP_OPTION_AUCTIONEER:
+ break; // no checks
+ case GOSSIP_OPTION_OUTDOORPVP:
+ if (!sOutdoorPvPMgr.CanTalkTo(this, pCreature, itr->second))
+ bCanTalk = false;
+ break;
+ default:
+ sLog.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature->GetEntry(), itr->second.option_id, itr->second.menu_id);
+ bCanTalk = false;
+ break;
+ }
+ }
+ else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
+ {
+ GameObject *pGo = (GameObject*)pSource;
+
+ switch(itr->second.option_id)
+ {
+ case GOSSIP_OPTION_QUESTGIVER:
+ if (pGo->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
+ PrepareQuestMenu(pSource->GetGUID());
+ bCanTalk = false;
+ break;
+ case GOSSIP_OPTION_GOSSIP:
+ if (pGo->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && pGo->GetGoType() != GAMEOBJECT_TYPE_GOOBER)
+ bCanTalk = false;
+ break;
+ default:
+ bCanTalk = false;
+ break;
+ }
+ }
+
+ if (bCanTalk)
+ {
+ std::string strOptionText = itr->second.option_text;
+ std::string strBoxText = itr->second.box_text;
+
+ int loc_idx = GetSession()->GetSessionDbLocaleIndex();
+
+ if (loc_idx >= 0)
+ {
+ uint32 idxEntry = MAKE_PAIR32(menuId, itr->second.id);
+
+ if (GossipMenuItemsLocale const *no = objmgr.GetGossipMenuItemsLocale(idxEntry))
+ {
+ if (no->OptionText.size() > (size_t)loc_idx && !no->OptionText[loc_idx].empty())
+ strOptionText = no->OptionText[loc_idx];
+
+ if (no->BoxText.size() > (size_t)loc_idx && !no->BoxText[loc_idx].empty())
+ strBoxText = no->BoxText[loc_idx];
+ }
+ }
+
+ pMenu->GetGossipMenu().AddMenuItem(itr->second.option_icon, strOptionText, 0, itr->second.option_id, strBoxText, itr->second.box_money, itr->second.box_coded);
+ pMenu->GetGossipMenu().AddGossipMenuItemData(itr->second.action_menu_id, itr->second.action_poi_id, itr->second.action_script_id);
+ }
+ }
+
+ // some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-)
+ /*if (pMenu->Empty())
+ {
+ if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER))
+ {
+ // output error message if need
+ pCreature->isCanTrainingOf(this, true);
+ }
+
+ if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
+ {
+ // output error message if need
+ pCreature->isCanInteractWithBattleMaster(this, true);
+ }
+ }*/
+}
+
+void Player::SendPreparedGossip(WorldObject *pSource)
+{
+ if (!pSource)
+ return;
+
+ if (pSource->GetTypeId() == TYPEID_UNIT)
+ {
+ // in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
+ if (!pSource->ToCreature()->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty())
+ {
+ SendPreparedQuest(pSource->GetGUID());
+ return;
+ }
+ }
+ else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
+ {
+ // probably need to find a better way here
+ if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty())
+ {
+ SendPreparedQuest(pSource->GetGUID());
+ return;
+ }
+ }
+
+ // in case non empty gossip menu (that not included quests list size) show it
+ // (quest entries from quest menu will be included in list)
+
+ uint32 textId = GetGossipTextId(pSource);
+
+ if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId())
+ textId = GetGossipTextId(menuId);
+
+ PlayerTalkClass->SendGossipMenu(textId, pSource->GetGUID());
+}
+
+void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 menuId)
+{
+ GossipMenu& gossipmenu = PlayerTalkClass->GetGossipMenu();
+
+ if (gossipListId >= gossipmenu.MenuItemCount())
+ return;
+
+ // if not same, then something funky is going on
+ if (menuId != gossipmenu.GetMenuId())
+ return;
+
+ uint32 gossipOptionId = gossipmenu.GetItem(gossipListId).m_gOptionId;
+ uint64 guid = pSource->GetGUID();
+
+ if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
+ {
+ if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER)
+ {
+ sLog.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource->GetEntry());
+ return;
+ }
+ }
+
+ GossipMenuItemData pMenuData = gossipmenu.GetItemData(gossipListId);
+
+ switch(gossipOptionId)
+ {
+ case GOSSIP_OPTION_GOSSIP:
+ {
+ if (pMenuData.m_gAction_menu)
+ {
+ PrepareGossipMenu(pSource, pMenuData.m_gAction_menu);
+ SendPreparedGossip(pSource);
+ }
+
+ if (pMenuData.m_gAction_poi)
+ PlayerTalkClass->SendPointOfInterest(pMenuData.m_gAction_poi);
+
+ if (pMenuData.m_gAction_script)
+ {
+ if (pSource->GetTypeId() == TYPEID_UNIT)
+ GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, this, pSource);
+ else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
+ GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, pSource, this);
+ }
+ break;
+ }
+ case GOSSIP_OPTION_OUTDOORPVP:
+ sOutdoorPvPMgr.HandleGossipOption(this, pSource->GetGUID(), gossipListId);
+ break;
+ case GOSSIP_OPTION_SPIRITHEALER:
+ if (isDead())
+ pSource->ToCreature()->CastSpell((pSource->ToCreature()),17251,true,NULL,NULL,GetGUID());
+ break;
+ case GOSSIP_OPTION_QUESTGIVER:
+ PrepareQuestMenu(guid);
+ SendPreparedQuest(guid);
+ break;
+ case GOSSIP_OPTION_VENDOR:
+ case GOSSIP_OPTION_ARMORER:
+ GetSession()->SendListInventory(guid);
+ break;
+ case GOSSIP_OPTION_STABLEPET:
+ GetSession()->SendStablePet(guid);
+ break;
+ case GOSSIP_OPTION_TRAINER:
+ GetSession()->SendTrainerList(guid);
+ break;
+ case GOSSIP_OPTION_LEARNDUALSPEC:
+ if (GetSpecsCount() == 1 && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL)))
+ {
+ if (GetMoney() < 10000000)
+ {
+ SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
+ PlayerTalkClass->CloseGossip();
+ break;
+ }
+ else
+ {
+ ModifyMoney(-10000000);
+
+ // Cast spells that teach dual spec
+ // Both are also ImplicitTarget self and must be cast by player
+ CastSpell(this, 63680, true, NULL, NULL, GetGUID());
+ CastSpell(this, 63624, true, NULL, NULL, GetGUID());
+
+ // Should show another Gossip text with "Congratulations..."
+ PlayerTalkClass->CloseGossip();
+ }
+ }
+ break;
+ case GOSSIP_OPTION_UNLEARNTALENTS:
+ PlayerTalkClass->CloseGossip();
+ SendTalentWipeConfirm(guid);
+ break;
+ case GOSSIP_OPTION_UNLEARNPETTALENTS:
+ PlayerTalkClass->CloseGossip();
+ ResetPetTalents();
+ break;
+ case GOSSIP_OPTION_TAXIVENDOR:
+ GetSession()->SendTaxiMenu((pSource->ToCreature()));
+ break;
+ case GOSSIP_OPTION_INNKEEPER:
+ PlayerTalkClass->CloseGossip();
+ SetBindPoint(guid);
+ break;
+ case GOSSIP_OPTION_BANKER:
+ GetSession()->SendShowBank(guid);
+ break;
+ case GOSSIP_OPTION_PETITIONER:
+ PlayerTalkClass->CloseGossip();
+ GetSession()->SendPetitionShowList(guid);
+ break;
+ case GOSSIP_OPTION_TABARDDESIGNER:
+ PlayerTalkClass->CloseGossip();
+ GetSession()->SendTabardVendorActivate(guid);
+ break;
+ case GOSSIP_OPTION_AUCTIONEER:
+ GetSession()->SendAuctionHello(guid, (pSource->ToCreature()));
+ break;
+ case GOSSIP_OPTION_SPIRITGUIDE:
+ PrepareGossipMenu(pSource);
+ SendPreparedGossip(pSource);
+ break;
+ case GOSSIP_OPTION_BATTLEFIELD:
+ {
+ BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(pSource->GetEntry());
+
+ if (bgTypeId == BATTLEGROUND_TYPE_NONE)
+ {
+ sLog.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow());
+ return;
+ }
+
+ GetSession()->SendBattlegGroundList(guid, bgTypeId);
+ break;
+ }
+ }
+}
+
+uint32 Player::GetGossipTextId(WorldObject *pSource)
+{
+ if (!pSource || pSource->GetTypeId() != TYPEID_UNIT || !pSource->ToCreature()->GetDBTableGUIDLow())
+ return DEFAULT_GOSSIP_MESSAGE;
+
+ if (uint32 pos = objmgr.GetNpcGossip(pSource->ToCreature()->GetDBTableGUIDLow()))
+ return pos;
+
+ return DEFAULT_GOSSIP_MESSAGE;
+}
+
+uint32 Player::GetGossipTextId(uint32 menuId)
+{
+ uint32 textId = DEFAULT_GOSSIP_MESSAGE;
+
+ if (!menuId)
+ return textId;
+
+ GossipMenusMapBounds pMenuBounds = objmgr.GetGossipMenusMapBounds(menuId);
+
+ for (GossipMenusMap::const_iterator itr = pMenuBounds.first; itr != pMenuBounds.second; ++itr)
+ {
+ if (sConditionMgr.IsPlayerMeetToConditions(this, itr->second.conditions))
+ textId = itr->second.text_id;
+ }
+
+ return textId;
+}
+
+uint32 Player::GetDefaultGossipMenuForSource(WorldObject *pSource)
+{
+ if (pSource->GetTypeId() == TYPEID_UNIT)
+ return pSource->ToCreature()->GetCreatureInfo()->GossipMenuId;
+ else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
+ return((GameObject*)pSource)->GetGOInfo()->GetGossipMenuId();
+
+ return 0;
+}
+
+/*********************************************************/
+/*** QUEST SYSTEM ***/
+/*********************************************************/
+
+void Player::PrepareQuestMenu(uint64 guid)
+{
+ Object *pObject;
+ QuestRelations* pObjectQR;
+ QuestRelations* pObjectQIR;
+
+ // pets also can have quests
+ Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
+ if (pCreature)
+ {
+ pObject = (Object*)pCreature;
+ pObjectQR = &objmgr.mCreatureQuestRelations;
+ pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
+ }
+ else
+ {
+ //we should obtain map pointer from GetMap() in 99% of cases. Special case
+ //only for quests which cast teleport spells on player
+ Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
+ ASSERT(_map);
+ GameObject *pGameObject = _map->GetGameObject(guid);
+ if (pGameObject)
+ {
+ pObject = (Object*)pGameObject;
+ pObjectQR = &objmgr.mGOQuestRelations;
+ pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
+ }
+ else
+ return;
+ }
+
+ QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
+ qm.ClearMenu();
+
+ for (QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
+ {
+ uint32 quest_id = i->second;
+ QuestStatus status = GetQuestStatus(quest_id);
+ if (status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(quest_id))
+ qm.AddMenuItem(quest_id, 4);
+ else if (status == QUEST_STATUS_INCOMPLETE)
+ qm.AddMenuItem(quest_id, 4);
+ //else if (status == QUEST_STATUS_AVAILABLE)
+ // qm.AddMenuItem(quest_id, 2);
+ }
+
+ for (QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
+ {
+ uint32 quest_id = i->second;
+ Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
+ if (!pQuest) continue;
+
+ QuestStatus status = GetQuestStatus(quest_id);
+
+ if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
+ qm.AddMenuItem(quest_id, 4);
+ else if (status == QUEST_STATUS_NONE && CanTakeQuest(pQuest, false))
+ qm.AddMenuItem(quest_id, 2);
+ }
+}
+
+void Player::SendPreparedQuest(uint64 guid)
+{
+ QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
+ if (questMenu.Empty())
+ return;
+
+ QuestMenuItem const& qmi0 = questMenu.GetItem(0);
+
+ uint32 icon = qmi0.m_qIcon;
+
+ // single element case
+ if (questMenu.MenuItemCount() == 1)
+ {
+ // Auto open -- maybe also should verify there is no greeting
+ uint32 quest_id = qmi0.m_qId;
+ Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
+
+ if (pQuest)
+ {
+ if (icon == 4 && !GetQuestRewardStatus(quest_id))
+ PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
+ else if (icon == 4)
+ PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
+ // Send completable on repeatable and autoCompletable quest if player don't have quest
+ // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not)
+ else
+ {
+ Object* pObject = ObjectAccessor::GetObjectByTypeMask(*this, guid,TYPEMASK_UNIT|TYPEMASK_GAMEOBJECT|TYPEMASK_ITEM);
+ if (!pObject||!pObject->hasQuest(quest_id) && !pObject->hasInvolvedQuest(quest_id))
+ {
+ PlayerTalkClass->CloseGossip();
+ return;
+ }
+
+ if (pQuest->HasFlag(QUEST_FLAGS_AUTO_ACCEPT) && CanAddQuest(pQuest, true))
+ {
+ AddQuest(pQuest, pObject);
+ if (CanCompleteQuest(quest_id))
+ CompleteQuest(quest_id);
+ }
+
+ if ((pQuest->IsAutoComplete() && pQuest->IsRepeatable() && !pQuest->IsDailyOrWeekly()) || pQuest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE))
+ PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanCompleteRepeatableQuest(pQuest), true);
+ else
+ PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, guid, true);
+ }
+ }
+ }
+ // multiply entries
+ else
+ {
+ QEmote qe;
+ qe._Delay = 0;
+ qe._Emote = 0;
+ std::string title = "";
+
+ // need pet case for some quests
+ Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
+ if (pCreature)
+ {
+ uint32 textid = GetGossipTextId(pCreature);
+ GossipText const* gossiptext = objmgr.GetGossipText(textid);
+ if (!gossiptext)
+ {
+ qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
+ qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
+ title = "";
+ }
+ else
+ {
+ qe = gossiptext->Options[0].Emotes[0];
+
+ if (!gossiptext->Options[0].Text_0.empty())
+ {
+ title = gossiptext->Options[0].Text_0;
+
+ int loc_idx = GetSession()->GetSessionDbLocaleIndex();
+ if (loc_idx >= 0)
+ {
+ NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
+ if (nl)
+ {
+ if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
+ title = nl->Text_0[0][loc_idx];
+ }
+ }
+ }
+ else
+ {
+ title = gossiptext->Options[0].Text_1;
+
+ int loc_idx = GetSession()->GetSessionDbLocaleIndex();
+ if (loc_idx >= 0)
+ {
+ NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
+ if (nl)
+ {
+ if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
+ title = nl->Text_1[0][loc_idx];
+ }
+ }
+ }
+ }
+ }
+ PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid);
+ }
+}
+
+bool Player::IsActiveQuest(uint32 quest_id) const
+{
+ QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
+
+ return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
+}
+
+Quest const * Player::GetNextQuest(uint64 guid, Quest const *pQuest)
+{
+ Object *pObject;
+ QuestRelations* pObjectQR;
+ QuestRelations* pObjectQIR;
+
+ Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
+ if (pCreature)
+ {
+ pObject = (Object*)pCreature;
+ pObjectQR = &objmgr.mCreatureQuestRelations;
+ pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
+ }
+ else
+ {
+ //we should obtain map pointer from GetMap() in 99% of cases. Special case
+ //only for quests which cast teleport spells on player
+ Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
+ ASSERT(_map);
+ GameObject *pGameObject = _map->GetGameObject(guid);
+ if (pGameObject)
+ {
+ pObject = (Object*)pGameObject;
+ pObjectQR = &objmgr.mGOQuestRelations;
+ pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
+ }
+ else
+ return NULL;
+ }
+
+ uint32 nextQuestID = pQuest->GetNextQuestInChain();
+ for (QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
+ {
+ if (itr->second == nextQuestID)
+ return objmgr.GetQuestTemplate(nextQuestID);
+ }
+
+ return NULL;
+}
+
+bool Player::CanSeeStartQuest(Quest const *pQuest)
+{
+ if (SatisfyQuestRace(pQuest, false) && SatisfyQuestSkillOrClass(pQuest, false) &&
+ SatisfyQuestExclusiveGroup(pQuest, false) && SatisfyQuestReputation(pQuest, false) &&
+ SatisfyQuestPreviousQuest(pQuest, false) && SatisfyQuestNextChain(pQuest, false) &&
+ SatisfyQuestPrevChain(pQuest, false) && SatisfyQuestDay(pQuest, false) && SatisfyQuestWeek(pQuest, false))
+ {
+ return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
+ }
+
+ return false;
+}
+
+bool Player::CanTakeQuest(Quest const *pQuest, bool msg)
+{
+ return SatisfyQuestStatus(pQuest, msg) && SatisfyQuestExclusiveGroup(pQuest, msg)
+ && SatisfyQuestRace(pQuest, msg) && SatisfyQuestLevel(pQuest, msg)
+ && SatisfyQuestSkillOrClass(pQuest, msg) && SatisfyQuestReputation(pQuest, msg)
+ && SatisfyQuestPreviousQuest(pQuest, msg) && SatisfyQuestTimed(pQuest, msg)
+ && SatisfyQuestNextChain(pQuest, msg) && SatisfyQuestPrevChain(pQuest, msg)
+ && SatisfyQuestDay(pQuest, msg) && SatisfyQuestWeek(pQuest, msg);
+}
+
+bool Player::CanAddQuest(Quest const *pQuest, bool msg)
+{
+ if (!SatisfyQuestLog(msg))
+ return false;
+
+ uint32 srcitem = pQuest->GetSrcItemId();
+ if (srcitem > 0)
+ {
+ uint32 count = pQuest->GetSrcItemCount();
+ ItemPosCountVec dest;
+ uint8 msg2 = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, srcitem, count);
+
+ // player already have max number (in most case 1) source item, no additional item needed and quest can be added.
+ if (msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS)
+ return true;
+ else if (msg2 != EQUIP_ERR_OK)
+ {
+ SendEquipError(msg2, NULL, NULL);
+ return false;
+ }
+ }
+ return true;
+}
+
+bool Player::CanCompleteQuest(uint32 quest_id)
+{
+ if (quest_id)
+ {
+ QuestStatusData& q_status = mQuestStatus[quest_id];
+ if (q_status.m_status == QUEST_STATUS_COMPLETE)
+ return false; // not allow re-complete quest
+
+ Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
+
+ if (!qInfo)
+ return false;
+
+ // auto complete quest
+ if ((qInfo->IsAutoComplete() || qInfo->GetFlags() & QUEST_FLAGS_AUTOCOMPLETE) && CanTakeQuest(qInfo, false))
+ return true;
+
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+
+ if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
+ {
+ for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
+ {
+ if (qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i])
+ return false;
+ }
+ }
+
+ if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO))
+ {
+ for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
+ {
+ if (qInfo->ReqCreatureOrGOId[i] == 0)
+ continue;
+
+ if (qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i])
+ return false;
+ }
+ }
+
+ if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_EXPLORATION_OR_EVENT) && !q_status.m_explored)
+ return false;
+
+ if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_TIMED) && q_status.m_timer == 0)
+ return false;
+
+ if (qInfo->GetRewOrReqMoney() < 0)
+ {
+ if (GetMoney() < uint32(-qInfo->GetRewOrReqMoney()))
+ return false;
+ }
+
+ uint32 repFacId = qInfo->GetRepObjectiveFaction();
+ if (repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue())
+ return false;
+
+ uint32 repFacId2 = qInfo->GetRepObjectiveFaction2();
+ if (repFacId2 && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue2())
+ return false;
+
+ return true;
+ }
+ }
+ return false;
+}
+
+bool Player::CanCompleteRepeatableQuest(Quest const *pQuest)
+{
+ // Solve problem that player don't have the quest and try complete it.
+ // if repeatable she must be able to complete event if player don't have it.
+ // Seem that all repeatable quest are DELIVER Flag so, no need to add more.
+ if (!CanTakeQuest(pQuest, false))
+ return false;
+
+ if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
+ for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
+ if (pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]))
+ return false;
+
+ if (!CanRewardQuest(pQuest, false))
+ return false;
+
+ return true;
+}
+
+bool Player::CanRewardQuest(Quest const *pQuest, bool msg)
+{
+ // not auto complete quest and not completed quest (only cheating case, then ignore without message)
+ if (!pQuest->IsAutoComplete() && !(pQuest->GetFlags() & QUEST_FLAGS_AUTOCOMPLETE) && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
+ return false;
+
+ // daily quest can't be rewarded (25 daily quest already completed)
+ if (!SatisfyQuestDay(pQuest,true) || !SatisfyQuestWeek(pQuest,true))
+ return false;
+
+ // rewarded and not repeatable quest (only cheating case, then ignore without message)
+ if (GetQuestRewardStatus(pQuest->GetQuestId()))
+ return false;
+
+ // prevent receive reward with quest items in bank
+ if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
+ {
+ for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
+ {
+ if (pQuest->ReqItemCount[i]!= 0 &&
+ GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i])
+ {
+ if (msg)
+ SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
+ return false;
+ }
+ }
+ }
+
+ // prevent receive reward with low money and GetRewOrReqMoney() < 0
+ if (pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()))
+ return false;
+
+ return true;
+}
+
+bool Player::CanRewardQuest(Quest const *pQuest, uint32 reward, bool msg)
+{
+ // prevent receive reward with quest items in bank or for not completed quest
+ if (!CanRewardQuest(pQuest,msg))
+ return false;
+
+ if (pQuest->GetRewChoiceItemsCount() > 0)
+ {
+ if (pQuest->RewChoiceItemId[reward])
+ {
+ ItemPosCountVec dest;
+ uint8 res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward]);
+ if (res != EQUIP_ERR_OK)
+ {
+ SendEquipError(res, NULL, NULL);
+ return false;
+ }
+ }
+ }
+
+ if (pQuest->GetRewItemsCount() > 0)
+ {
+ for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
+ {
+ if (pQuest->RewItemId[i])
+ {
+ ItemPosCountVec dest;
+ uint8 res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i]);
+ if (res != EQUIP_ERR_OK)
+ {
+ SendEquipError(res, NULL, NULL);
+ return false;
+ }
+ }
+ }
+ }
+
+ return true;
+}
+
+void Player::AddQuest(Quest const *pQuest, Object *questGiver)
+{
+ uint16 log_slot = FindQuestSlot(0);
+ assert(log_slot < MAX_QUEST_LOG_SIZE);
+
+ uint32 quest_id = pQuest->GetQuestId();
+
+ // if not exist then created with set uState == NEW and rewarded=false
+ QuestStatusData& questStatusData = mQuestStatus[quest_id];
+
+ // check for repeatable quests status reset
+ questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
+ questStatusData.m_explored = false;
+
+ if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
+ {
+ for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
+ questStatusData.m_itemcount[i] = 0;
+ }
+
+ if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO))
+ {
+ for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
+ questStatusData.m_creatureOrGOcount[i] = 0;
+ }
+
+ GiveQuestSourceItem(pQuest);
+ AdjustQuestReqItemCount(pQuest, questStatusData);
+
+ if (pQuest->GetRepObjectiveFaction())
+ if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
+ GetReputationMgr().SetVisible(factionEntry);
+
+ if (pQuest->GetRepObjectiveFaction2())
+ if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction2()))
+ GetReputationMgr().SetVisible(factionEntry);
+
+ uint32 qtime = 0;
+ if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
+ {
+ uint32 limittime = pQuest->GetLimitTime();
+
+ // shared timed quest
+ if (questGiver && questGiver->GetTypeId() == TYPEID_PLAYER)
+ limittime = questGiver->ToPlayer()->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS;
+
+ AddTimedQuest(quest_id);
+ questStatusData.m_timer = limittime * IN_MILISECONDS;
+ qtime = static_cast<uint32>(time(NULL)) + limittime;
+ }
+ else
+ questStatusData.m_timer = 0;
+
+ SetQuestSlot(log_slot, quest_id, qtime);
+
+ if (questStatusData.uState != QUEST_NEW)
+ questStatusData.uState = QUEST_CHANGED;
+
+ GetAchievementMgr().StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_QUEST, quest_id);
+
+ //starting initial quest script
+ if (questGiver && pQuest->GetQuestStartScript() != 0)
+ GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
+
+ // Some spells applied at quest activation
+ SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true);
+ if (saBounds.first != saBounds.second)
+ {
+ uint32 zone, area;
+ GetZoneAndAreaId(zone,area);
+
+ for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
+ if (itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
+ if (!HasAura(itr->second->spellId))
+ CastSpell(this,itr->second->spellId,true);
+ }
+
+ UpdateForQuestWorldObjects();
+}
+
+void Player::CompleteQuest(uint32 quest_id)
+{
+ if (quest_id)
+ {
+ SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
+
+ uint16 log_slot = FindQuestSlot(quest_id);
+ if (log_slot < MAX_QUEST_LOG_SIZE)
+ SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
+
+ if (Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
+ {
+ if (qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED))
+ RewardQuest(qInfo,0,this,false);
+ else
+ SendQuestComplete(quest_id);
+ }
+ }
+}
+
+void Player::IncompleteQuest(uint32 quest_id)
+{
+ if (quest_id)
+ {
+ SetQuestStatus(quest_id, QUEST_STATUS_INCOMPLETE);
+
+ uint16 log_slot = FindQuestSlot(quest_id);
+ if (log_slot < MAX_QUEST_LOG_SIZE)
+ RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
+ }
+}
+
+void Player::RewardQuest(Quest const *pQuest, uint32 reward, Object* questGiver, bool announce)
+{
+ //this THING should be here to protect code from quest, which cast on player far teleport as a reward
+ //should work fine, cause far teleport will be executed in Player::Update()
+ SetCanDelayTeleport(true);
+
+ uint32 quest_id = pQuest->GetQuestId();
+
+ for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
+ if (pQuest->ReqItemId[i])
+ DestroyItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
+
+ for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
+ {
+ if (pQuest->ReqSourceId[i])
+ {
+ uint32 count = pQuest->ReqSourceCount[i];
+ DestroyItemCount(pQuest->ReqSourceId[i], count ? count : 9999, true);
+ }
+ }
+
+ RemoveTimedQuest(quest_id);
+
+ if (pQuest->GetRewChoiceItemsCount() > 0)
+ {
+ if (uint32 itemId = pQuest->RewChoiceItemId[reward])
+ {
+ ItemPosCountVec dest;
+ if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewChoiceItemCount[reward]) == EQUIP_ERR_OK)
+ {
+ Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
+ SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
+ }
+ }
+ }
+
+ if (pQuest->GetRewItemsCount() > 0)
+ {
+ for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
+ {
+ if (uint32 itemId = pQuest->RewItemId[i])
+ {
+ ItemPosCountVec dest;
+ if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewItemCount[i]) == EQUIP_ERR_OK)
+ {
+ Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
+ SendNewItem(item, pQuest->RewItemCount[i], true, false);
+ }
+ }
+ }
+ }
+
+ RewardReputation(pQuest);
+
+ uint16 log_slot = FindQuestSlot(quest_id);
+ if (log_slot < MAX_QUEST_LOG_SIZE)
+ SetQuestSlot(log_slot, 0);
+
+ QuestStatusData& q_status = mQuestStatus[quest_id];
+
+ // Not give XP in case already completed once repeatable quest
+ uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue(this)*sWorld.getRate(RATE_XP_QUEST));
+
+ // handle SPELL_AURA_MOD_XP_QUEST_PCT auras
+ Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_QUEST_PCT);
+ for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
+ XP = uint32(XP*(1.0f + (*i)->GetAmount() / 100.0f));
+
+ if (getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
+ GiveXP(XP, NULL);
+ else
+ {
+ uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY));
+ ModifyMoney(money);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
+ }
+
+ // Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
+ if (pQuest->GetRewOrReqMoney())
+ {
+ ModifyMoney(pQuest->GetRewOrReqMoney());
+
+ if (pQuest->GetRewOrReqMoney() > 0)
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
+ }
+
+ // honor reward
+ if (pQuest->GetRewHonorableKills())
+ RewardHonor(NULL, 0, Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
+
+ // title reward
+ if (pQuest->GetCharTitleId())
+ {
+ if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
+ SetTitle(titleEntry);
+ }
+
+ if (pQuest->GetBonusTalents())
+ {
+ m_questRewardTalentCount+=pQuest->GetBonusTalents();
+ InitTalentForLevel();
+ }
+
+ if (pQuest->GetRewArenaPoints())
+ ModifyArenaPoints(pQuest->GetRewArenaPoints());
+
+ // Send reward mail
+ if (uint32 mail_template_id = pQuest->GetRewMailTemplateId())
+ MailDraft(mail_template_id).SendMailTo(this, questGiver, MAIL_CHECK_MASK_HAS_BODY, pQuest->GetRewMailDelaySecs());
+
+ if (pQuest->IsDaily())
+ {
+ SetDailyQuestStatus(quest_id);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
+ }
+
+ if (pQuest->IsWeekly())
+ SetWeeklyQuestStatus(quest_id);
+
+ if (!pQuest->IsRepeatable())
+ SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
+ else
+ SetQuestStatus(quest_id, QUEST_STATUS_NONE);
+
+ q_status.m_rewarded = true;
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+
+ if (announce)
+ SendQuestReward(pQuest, XP, questGiver);
+
+ // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
+ if (pQuest->GetRewSpellCast() > 0)
+ CastSpell(this, pQuest->GetRewSpellCast(), true);
+ else if (pQuest->GetRewSpell() > 0)
+ CastSpell(this, pQuest->GetRewSpell(), true);
+
+ if (pQuest->GetZoneOrSort() > 0)
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort());
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId());
+
+ uint32 zone = 0;
+ uint32 area = 0;
+
+ // remove auras from spells with quest reward state limitations
+ SpellAreaForQuestMapBounds saEndBounds = spellmgr.GetSpellAreaForQuestEndMapBounds(quest_id);
+ if (saEndBounds.first != saEndBounds.second)
+ {
+ GetZoneAndAreaId(zone,area);
+
+ for (SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr)
+ if (!itr->second->IsFitToRequirements(this,zone,area))
+ RemoveAurasDueToSpell(itr->second->spellId);
+ }
+
+ // Some spells applied at quest reward
+ SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,false);
+ if (saBounds.first != saBounds.second)
+ {
+ if (!zone || !area)
+ GetZoneAndAreaId(zone,area);
+
+ for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
+ if (itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
+ if (!HasAura(itr->second->spellId))
+ CastSpell(this,itr->second->spellId,true);
+ }
+
+ //lets remove flag for delayed teleports
+ SetCanDelayTeleport(false);
+}
+
+void Player::FailQuest(uint32 questId)
+{
+ if (Quest const* pQuest = objmgr.GetQuestTemplate(questId))
+ {
+ SetQuestStatus(questId, QUEST_STATUS_FAILED);
+
+ uint16 log_slot = FindQuestSlot(questId);
+
+ if (log_slot < MAX_QUEST_LOG_SIZE)
+ {
+ SetQuestSlotTimer(log_slot, 1);
+ SetQuestSlotState(log_slot, QUEST_STATE_FAIL);
+ }
+
+ if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
+ {
+ QuestStatusData& q_status = mQuestStatus[questId];
+
+ RemoveTimedQuest(questId);
+ q_status.m_timer = 0;
+
+ SendQuestTimerFailed(questId);
+ }
+ else
+ SendQuestFailed(questId);
+
+ // Destroy quest items on quest failure.
+ for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
+ if (pQuest->ReqItemId[i] > 0 && pQuest->ReqItemCount[i] > 0)
+ // Destroy items recieved on starting the quest.
+ DestroyItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true, true);
+ for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
+ if (pQuest->ReqSourceId[i] > 0 && pQuest->ReqSourceCount[i] > 0)
+ // Destroy items recieved during the quest.
+ DestroyItemCount(pQuest->ReqSourceId[i], pQuest->ReqSourceCount[i], true, true);
+ }
+}
+
+bool Player::SatisfyQuestSkillOrClass(Quest const* qInfo, bool msg)
+{
+ int32 zoneOrSort = qInfo->GetZoneOrSort();
+ int32 skillOrClassMask = qInfo->GetSkillOrClassMask();
+
+ // skip zone zoneOrSort and 0 case skillOrClass
+ if (zoneOrSort >= 0 && skillOrClassMask == 0)
+ return true;
+
+ int32 questSort = -zoneOrSort;
+ uint8 reqSortClass = ClassByQuestSort(questSort);
+
+ // check class sort cases in zoneOrSort
+ if (reqSortClass != 0 && getClass() != reqSortClass)
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+ return false;
+ }
+
+ // check class
+ if (skillOrClassMask < 0)
+ {
+ uint8 reqClassMask = -int32(skillOrClassMask);
+ if (!(reqClassMask & getClassMask()))
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+ return false;
+ }
+ }
+ // check skill
+ else if (skillOrClassMask > 0)
+ {
+ uint32 reqSkill = skillOrClassMask;
+ if (GetSkillValue(reqSkill) < qInfo->GetRequiredSkillValue())
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+ return false;
+ }
+ }
+
+ return true;
+}
+
+bool Player::SatisfyQuestLevel(Quest const* qInfo, bool msg)
+{
+ if (getLevel() < qInfo->GetMinLevel())
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_LOW_LEVEL);
+ return false;
+ }
+ else if (qInfo->GetMaxLevel() > 0 && getLevel() > qInfo->GetMaxLevel())
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); // There doesn't seem to be a specific response for too high player level
+ return false;
+ }
+ return true;
+}
+
+bool Player::SatisfyQuestLog(bool msg)
+{
+ // exist free slot
+ if (FindQuestSlot(0) < MAX_QUEST_LOG_SIZE)
+ return true;
+
+ if (msg)
+ {
+ WorldPacket data(SMSG_QUESTLOG_FULL, 0);
+ GetSession()->SendPacket(&data);
+ sLog.outDebug("WORLD: Sent SMSG_QUESTLOG_FULL");
+ }
+ return false;
+}
+
+bool Player::SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg)
+{
+ // No previous quest (might be first quest in a series)
+ if (qInfo->prevQuests.empty())
+ return true;
+
+ for (Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter)
+ {
+ uint32 prevId = abs(*iter);
+
+ QuestStatusMap::iterator i_prevstatus = mQuestStatus.find(prevId);
+ Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
+
+ if (qPrevInfo && i_prevstatus != mQuestStatus.end())
+ {
+ // If any of the positive previous quests completed, return true
+ if (*iter > 0 && i_prevstatus->second.m_rewarded)
+ {
+ // skip one-from-all exclusive group
+ if (qPrevInfo->GetExclusiveGroup() >= 0)
+ return true;
+
+ // each-from-all exclusive group (< 0)
+ // can be start if only all quests in prev quest exclusive group completed and rewarded
+ ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
+ ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
+
+ assert(iter2 != end); // always must be found if qPrevInfo->ExclusiveGroup != 0
+
+ for (; iter2 != end; ++iter2)
+ {
+ uint32 exclude_Id = iter2->second;
+
+ // skip checked quest id, only state of other quests in group is interesting
+ if (exclude_Id == prevId)
+ continue;
+
+ QuestStatusMap::iterator i_exstatus = mQuestStatus.find(exclude_Id);
+
+ // alternative quest from group also must be completed and rewarded(reported)
+ if (i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded)
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+ return false;
+ }
+ }
+ return true;
+ }
+ // If any of the negative previous quests active, return true
+ if (*iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
+ || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
+ {
+ // skip one-from-all exclusive group
+ if (qPrevInfo->GetExclusiveGroup() >= 0)
+ return true;
+
+ // each-from-all exclusive group (< 0)
+ // can be start if only all quests in prev quest exclusive group active
+ ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
+ ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
+
+ assert(iter2 != end); // always must be found if qPrevInfo->ExclusiveGroup != 0
+
+ for (; iter2 != end; ++iter2)
+ {
+ uint32 exclude_Id = iter2->second;
+
+ // skip checked quest id, only state of other quests in group is interesting
+ if (exclude_Id == prevId)
+ continue;
+
+ QuestStatusMap::iterator i_exstatus = mQuestStatus.find(exclude_Id);
+
+ // alternative quest from group also must be active
+ if (i_exstatus == mQuestStatus.end() ||
+ i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
+ (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)))
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+ return false;
+ }
+ }
+ return true;
+ }
+ }
+ }
+
+ // Has only positive prev. quests in non-rewarded state
+ // and negative prev. quests in non-active state
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+
+ return false;
+}
+
+bool Player::SatisfyQuestRace(Quest const* qInfo, bool msg)
+{
+ uint32 reqraces = qInfo->GetRequiredRaces();
+ if (reqraces == 0)
+ return true;
+ if ((reqraces & getRaceMask()) == 0)
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_WRONG_RACE);
+ return false;
+ }
+ return true;
+}
+
+bool Player::SatisfyQuestReputation(Quest const* qInfo, bool msg)
+{
+ uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
+ if (fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+ return false;
+ }
+
+ uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
+ if (fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+ return false;
+ }
+
+ return true;
+}
+
+bool Player::SatisfyQuestStatus(Quest const* qInfo, bool msg)
+{
+ QuestStatusMap::iterator itr = mQuestStatus.find(qInfo->GetQuestId());
+ if (itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE)
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_QUEST_ALREADY_ON);
+ return false;
+ }
+ return true;
+}
+
+bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg)
+{
+ if (!m_timedquests.empty() && qInfo->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED);
+ return false;
+ }
+ return true;
+}
+
+bool Player::SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg)
+{
+ // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
+ if (qInfo->GetExclusiveGroup() <= 0)
+ return true;
+
+ ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
+ ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
+
+ assert(iter != end); // always must be found if qInfo->ExclusiveGroup != 0
+
+ for (; iter != end; ++iter)
+ {
+ uint32 exclude_Id = iter->second;
+
+ // skip checked quest id, only state of other quests in group is interesting
+ if (exclude_Id == qInfo->GetQuestId())
+ continue;
+
+ // not allow have daily quest if daily quest from exclusive group already recently completed
+ Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
+ if (!SatisfyQuestDay(Nquest, false) || !SatisfyQuestWeek(Nquest, false))
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+
+ return false;
+ }
+
+ QuestStatusMap::iterator i_exstatus = mQuestStatus.find(exclude_Id);
+
+ // alternative quest already started or completed
+ if (i_exstatus != mQuestStatus.end()
+ && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE))
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+ return false;
+ }
+ }
+ return true;
+}
+
+bool Player::SatisfyQuestNextChain(Quest const* qInfo, bool msg)
+{
+ if (!qInfo->GetNextQuestInChain())
+ return true;
+
+ // next quest in chain already started or completed
+ QuestStatusMap::iterator itr = mQuestStatus.find(qInfo->GetNextQuestInChain());
+ if (itr != mQuestStatus.end()
+ && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE))
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+ return false;
+ }
+
+ // check for all quests further up the chain
+ // only necessary if there are quest chains with more than one quest that can be skipped
+ //return SatisfyQuestNextChain(qInfo->GetNextQuestInChain(), msg);
+ return true;
+}
+
+bool Player::SatisfyQuestPrevChain(Quest const* qInfo, bool msg)
+{
+ // No previous quest in chain
+ if (qInfo->prevChainQuests.empty())
+ return true;
+
+ for (Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter)
+ {
+ uint32 prevId = *iter;
+
+ QuestStatusMap::iterator i_prevstatus = mQuestStatus.find(prevId);
+
+ if (i_prevstatus != mQuestStatus.end())
+ {
+ // If any of the previous quests in chain active, return false
+ if (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
+ || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
+ return false;
+ }
+ }
+
+ // check for all quests further down the chain
+ // only necessary if there are quest chains with more than one quest that can be skipped
+ //if (!SatisfyQuestPrevChain(prevId, msg))
+ // return false;
+ }
+
+ // No previous quest in chain active
+ return true;
+}
+
+bool Player::SatisfyQuestDay(Quest const* qInfo, bool msg)
+{
+ if (!qInfo->IsDaily())
+ return true;
+
+ bool have_slot = false;
+ for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
+ {
+ uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
+ if (qInfo->GetQuestId() == id)
+ return false;
+
+ if (!id)
+ have_slot = true;
+ }
+
+ if (!have_slot)
+ {
+ if (msg)
+ SendCanTakeQuestResponse(INVALIDREASON_DAILY_QUESTS_REMAINING);
+ return false;
+ }
+
+ return true;
+}
+
+bool Player::SatisfyQuestWeek(Quest const* qInfo, bool /*msg*/)
+{
+ if (!qInfo->IsWeekly() || m_weeklyquests.empty())
+ return true;
+
+ // if not found in cooldown list
+ return m_weeklyquests.find(qInfo->GetQuestId()) == m_weeklyquests.end();
+}
+
+bool Player::GiveQuestSourceItem(Quest const *pQuest)
+{
+ uint32 srcitem = pQuest->GetSrcItemId();
+ if (srcitem > 0)
+ {
+ uint32 count = pQuest->GetSrcItemCount();
+ if (count <= 0)
+ count = 1;
+
+ ItemPosCountVec dest;
+ uint8 msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, srcitem, count);
+ if (msg == EQUIP_ERR_OK)
+ {
+ Item * item = StoreNewItem(dest, srcitem, true);
+ SendNewItem(item, count, true, false);
+ return true;
+ }
+ // player already have max amount required item, just report success
+ else if (msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS)
+ return true;
+ else
+ SendEquipError(msg, NULL, NULL);
+ return false;
+ }
+
+ return true;
+}
+
+bool Player::TakeQuestSourceItem(uint32 quest_id, bool msg)
+{
+ Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
+ if (qInfo)
+ {
+ uint32 srcitem = qInfo->GetSrcItemId();
+ if (srcitem > 0)
+ {
+ uint32 count = qInfo->GetSrcItemCount();
+ if (count <= 0)
+ count = 1;
+
+ // exist one case when destroy source quest item not possible:
+ // non un-equippable item (equipped non-empty bag, for example)
+ uint8 res = CanUnequipItems(srcitem,count);
+ if (res != EQUIP_ERR_OK)
+ {
+ if (msg)
+ SendEquipError(res, NULL, NULL);
+ return false;
+ }
+
+ DestroyItemCount(srcitem, count, true, true);
+ }
+ }
+ return true;
+}
+
+bool Player::GetQuestRewardStatus(uint32 quest_id) const
+{
+ Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
+ if (qInfo)
+ {
+ // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
+ QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
+ if (itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
+ && !qInfo->IsRepeatable())
+ return itr->second.m_rewarded;
+
+ return false;
+ }
+ return false;
+}
+
+QuestStatus Player::GetQuestStatus(uint32 quest_id) const
+{
+ if (quest_id)
+ {
+ QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
+ if (itr != mQuestStatus.end())
+ return itr->second.m_status;
+ }
+ return QUEST_STATUS_NONE;
+}
+
+bool Player::CanShareQuest(uint32 quest_id) const
+{
+ Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
+ if (qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE))
+ {
+ QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
+ if (itr != mQuestStatus.end())
+ return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
+ }
+ return false;
+}
+
+void Player::SetQuestStatus(uint32 quest_id, QuestStatus status)
+{
+ if (Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
+ {
+ QuestStatusData& q_status = mQuestStatus[quest_id];
+
+ q_status.m_status = status;
+
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+ }
+
+ UpdateForQuestWorldObjects();
+}
+
+// not used in Trinity, but used in scripting code
+uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
+{
+ Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
+ if (!qInfo)
+ return 0;
+
+ for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
+ if (qInfo->ReqCreatureOrGOId[j] == entry)
+ return mQuestStatus[quest_id].m_creatureOrGOcount[j];
+
+ return 0;
+}
+
+void Player::AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData)
+{
+ if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
+ {
+ for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
+ {
+ uint32 reqitemcount = pQuest->ReqItemCount[i];
+ if (reqitemcount != 0)
+ {
+ uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
+
+ questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount);
+ if (questStatusData.uState != QUEST_NEW)
+ questStatusData.uState = QUEST_CHANGED;
+ }
+ }
+ }
+}
+
+uint16 Player::FindQuestSlot(uint32 quest_id) const
+{
+ for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ if (GetQuestSlotQuestId(i) == quest_id)
+ return i;
+
+ return MAX_QUEST_LOG_SIZE;
+}
+
+void Player::AreaExploredOrEventHappens(uint32 questId)
+{
+ if (questId)
+ {
+ uint16 log_slot = FindQuestSlot(questId);
+ if (log_slot < MAX_QUEST_LOG_SIZE)
+ {
+ QuestStatusData& q_status = mQuestStatus[questId];
+
+ if (!q_status.m_explored)
+ {
+ q_status.m_explored = true;
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+ }
+ }
+ if (CanCompleteQuest(questId))
+ CompleteQuest(questId);
+ }
+}
+
+//not used in Trinityd, function for external script library
+void Player::GroupEventHappens(uint32 questId, WorldObject const* pEventObject)
+{
+ if (Group *pGroup = GetGroup())
+ {
+ for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player *pGroupGuy = itr->getSource();
+
+ // for any leave or dead (with not released body) group member at appropriate distance
+ if (pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse())
+ pGroupGuy->AreaExploredOrEventHappens(questId);
+ }
+ }
+ else
+ AreaExploredOrEventHappens(questId);
+}
+
+void Player::ItemAddedQuestCheck(uint32 entry, uint32 count)
+{
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if (questid == 0)
+ continue;
+
+ QuestStatusData& q_status = mQuestStatus[questid];
+
+ if (q_status.m_status != QUEST_STATUS_INCOMPLETE)
+ continue;
+
+ Quest const* qInfo = objmgr.GetQuestTemplate(questid);
+ if (!qInfo || !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
+ continue;
+
+ for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
+ {
+ uint32 reqitem = qInfo->ReqItemId[j];
+ if (reqitem == entry)
+ {
+ uint32 reqitemcount = qInfo->ReqItemCount[j];
+ uint32 curitemcount = q_status.m_itemcount[j];
+ if (curitemcount < reqitemcount)
+ {
+ uint32 additemcount = curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount;
+ q_status.m_itemcount[j] += additemcount;
+ if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
+
+ SendQuestUpdateAddItem(qInfo, j, additemcount);
+ }
+ if (CanCompleteQuest(questid))
+ CompleteQuest(questid);
+ return;
+ }
+ }
+ }
+ UpdateForQuestWorldObjects();
+}
+
+void Player::ItemRemovedQuestCheck(uint32 entry, uint32 count)
+{
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if (!questid)
+ continue;
+ Quest const* qInfo = objmgr.GetQuestTemplate(questid);
+ if (!qInfo)
+ continue;
+ if (!qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
+ continue;
+
+ for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
+ {
+ uint32 reqitem = qInfo->ReqItemId[j];
+ if (reqitem == entry)
+ {
+ QuestStatusData& q_status = mQuestStatus[questid];
+
+ uint32 reqitemcount = qInfo->ReqItemCount[j];
+ uint32 curitemcount;
+ if (q_status.m_status != QUEST_STATUS_COMPLETE)
+ curitemcount = q_status.m_itemcount[j];
+ else
+ curitemcount = GetItemCount(entry,true);
+ if (curitemcount < reqitemcount + count)
+ {
+ uint32 remitemcount = curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount;
+ q_status.m_itemcount[j] = curitemcount - remitemcount;
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+
+ IncompleteQuest(questid);
+ }
+ return;
+ }
+ }
+ }
+ UpdateForQuestWorldObjects();
+}
+
+void Player::KilledMonster(CreatureInfo const* cInfo, uint64 guid)
+{
+ if (cInfo->Entry)
+ KilledMonsterCredit(cInfo->Entry,guid);
+
+ for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i)
+ if (cInfo->KillCredit[i])
+ KilledMonsterCredit(cInfo->KillCredit[i],guid);
+}
+
+void Player::KilledMonsterCredit(uint32 entry, uint64 guid)
+{
+ uint32 addkillcount = 1;
+ uint32 real_entry = entry;
+ if (guid)
+ {
+ Creature *killed = GetMap()->GetCreature(guid);
+ if (killed && killed->GetEntry())
+ real_entry = killed->GetEntry();
+ }
+
+ GetAchievementMgr().StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_CREATURE, real_entry); // MUST BE CALLED FIRST
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, real_entry, addkillcount);
+
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if (!questid)
+ continue;
+
+ Quest const* qInfo = objmgr.GetQuestTemplate(questid);
+ if (!qInfo)
+ continue;
+ // just if !ingroup || !noraidgroup || raidgroup
+ QuestStatusData& q_status = mQuestStatus[questid];
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
+ {
+ if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST))
+ {
+ for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
+ {
+ // skip GO activate objective or none
+ if (qInfo->ReqCreatureOrGOId[j] <= 0)
+ continue;
+
+ // skip Cast at creature objective
+ if (qInfo->ReqSpell[j] != 0)
+ continue;
+
+ uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
+
+ if (reqkill == entry)
+ {
+ uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
+ uint32 curkillcount = q_status.m_creatureOrGOcount[j];
+ if (curkillcount < reqkillcount)
+ {
+ q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+
+ SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curkillcount, addkillcount);
+ }
+ if (CanCompleteQuest(questid))
+ CompleteQuest(questid);
+
+ // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
+ continue;
+ }
+ }
+ }
+ }
+ }
+}
+
+void Player::CastedCreatureOrGO(uint32 entry, uint64 guid, uint32 spell_id)
+{
+ bool isCreature = IS_CRE_OR_VEH_GUID(guid);
+
+ uint32 addCastCount = 1;
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if (!questid)
+ continue;
+
+ Quest const* qInfo = objmgr.GetQuestTemplate(questid);
+ if (!qInfo)
+ continue;
+
+ QuestStatusData& q_status = mQuestStatus[questid];
+
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST))
+ {
+ for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
+ {
+ // skip kill creature objective (0) or wrong spell casts
+ if (qInfo->ReqSpell[j] != spell_id)
+ continue;
+
+ uint32 reqTarget = 0;
+
+ if (isCreature)
+ {
+ // creature activate objectives
+ if (qInfo->ReqCreatureOrGOId[j] > 0)
+ {
+ // checked at quest_template loading
+ reqTarget = qInfo->ReqCreatureOrGOId[j];
+ if (reqTarget != entry) // if entry doesn't match, check for killcredits referenced in template
+ {
+ CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(entry);
+ for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i)
+ if (cinfo->KillCredit[i] == reqTarget)
+ entry = cinfo->KillCredit[i];
+ }
+ }
+ }
+ else
+ {
+ // GO activate objective
+ if (qInfo->ReqCreatureOrGOId[j] < 0)
+ // checked at quest_template loading
+ reqTarget = - qInfo->ReqCreatureOrGOId[j];
+ }
+
+ // other not this creature/GO related objectives
+ if (reqTarget != entry)
+ continue;
+
+ uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
+ uint32 curCastCount = q_status.m_creatureOrGOcount[j];
+ if (curCastCount < reqCastCount)
+ {
+ q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+
+ SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curCastCount, addCastCount);
+ }
+
+ if (CanCompleteQuest(questid))
+ CompleteQuest(questid);
+
+ // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
+ break;
+ }
+ }
+ }
+ }
+}
+
+void Player::TalkedToCreature(uint32 entry, uint64 guid)
+{
+ uint32 addTalkCount = 1;
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if (!questid)
+ continue;
+
+ Quest const* qInfo = objmgr.GetQuestTemplate(questid);
+ if (!qInfo)
+ continue;
+
+ QuestStatusData& q_status = mQuestStatus[questid];
+
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO))
+ {
+ for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
+ {
+ // skip spell casts and Gameobject objectives
+ if (qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
+ continue;
+
+ uint32 reqTarget = 0;
+
+ if (qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
+ // checked at quest_template loading
+ reqTarget = qInfo->ReqCreatureOrGOId[j];
+ else
+ continue;
+
+ if (reqTarget == entry)
+ {
+ uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
+ uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
+ if (curTalkCount < reqTalkCount)
+ {
+ q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
+ if (q_status.uState != QUEST_NEW)
+ q_status.uState = QUEST_CHANGED;
+
+ SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curTalkCount, addTalkCount);
+ }
+ if (CanCompleteQuest(questid))
+ CompleteQuest(questid);
+
+ // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
+ continue;
+ }
+ }
+ }
+ }
+ }
+}
+
+void Player::MoneyChanged(uint32 count)
+{
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if (!questid)
+ continue;
+
+ Quest const* qInfo = objmgr.GetQuestTemplate(questid);
+ if (qInfo && qInfo->GetRewOrReqMoney() < 0)
+ {
+ QuestStatusData& q_status = mQuestStatus[questid];
+
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ if (int32(count) >= -qInfo->GetRewOrReqMoney())
+ {
+ if (CanCompleteQuest(questid))
+ CompleteQuest(questid);
+ }
+ }
+ else if (q_status.m_status == QUEST_STATUS_COMPLETE)
+ {
+ if (int32(count) < -qInfo->GetRewOrReqMoney())
+ IncompleteQuest(questid);
+ }
+ }
+ }
+}
+
+void Player::ReputationChanged(FactionEntry const* factionEntry)
+{
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ if (uint32 questid = GetQuestSlotQuestId(i))
+ {
+ if (Quest const* qInfo = objmgr.GetQuestTemplate(questid))
+ {
+ if (qInfo->GetRepObjectiveFaction() == factionEntry->ID)
+ {
+ QuestStatusData& q_status = mQuestStatus[questid];
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
+ if (CanCompleteQuest(questid))
+ CompleteQuest(questid);
+ }
+ else if (q_status.m_status == QUEST_STATUS_COMPLETE)
+ {
+ if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
+ IncompleteQuest(questid);
+ }
+ }
+ }
+ }
+ }
+}
+
+void Player::ReputationChanged2(FactionEntry const* factionEntry)
+{
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ if (uint32 questid = GetQuestSlotQuestId(i))
+ {
+ if (Quest const* qInfo = objmgr.GetQuestTemplate(questid))
+ {
+ if (qInfo->GetRepObjectiveFaction2() == factionEntry->ID)
+ {
+ QuestStatusData& q_status = mQuestStatus[questid];
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue2())
+ if (CanCompleteQuest(questid))
+ CompleteQuest(questid);
+ }
+ else if (q_status.m_status == QUEST_STATUS_COMPLETE)
+ {
+ if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue2())
+ IncompleteQuest(questid);
+ }
+ }
+ }
+ }
+ }
+}
+
+bool Player::HasQuestForItem(uint32 itemid) const
+{
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if (questid == 0)
+ continue;
+
+ QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
+ if (qs_itr == mQuestStatus.end())
+ continue;
+
+ QuestStatusData const& q_status = qs_itr->second;
+
+ if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ Quest const* qinfo = objmgr.GetQuestTemplate(questid);
+ if (!qinfo)
+ continue;
+
+ // hide quest if player is in raid-group and quest is no raid quest
+ if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
+ if (!InBattleGround()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later
+ continue;
+
+ // There should be no mixed ReqItem/ReqSource drop
+ // This part for ReqItem drop
+ for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
+ {
+ if (itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j])
+ return true;
+ }
+ // This part - for ReqSource
+ for (uint8 j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j)
+ {
+ // examined item is a source item
+ if (qinfo->ReqSourceId[j] == itemid)
+ {
+ ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
+
+ // 'unique' item
+ if (pProto->MaxCount && GetItemCount(itemid,true) < pProto->MaxCount)
+ return true;
+
+ // allows custom amount drop when not 0
+ if (qinfo->ReqSourceCount[j])
+ {
+ if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
+ return true;
+ } else if (GetItemCount(itemid,true) < pProto->Stackable)
+ return true;
+ }
+ }
+ }
+ }
+ return false;
+}
+
+void Player::SendQuestComplete(uint32 quest_id)
+{
+ if (quest_id)
+ {
+ WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4);
+ data << uint32(quest_id);
+ GetSession()->SendPacket(&data);
+ sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id);
+ }
+}
+
+void Player::SendQuestReward(Quest const *pQuest, uint32 XP, Object * questGiver)
+{
+ uint32 questid = pQuest->GetQuestId();
+ sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid);
+ gameeventmgr.HandleQuestComplete(questid);
+ WorldPacket data(SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4));
+ data << uint32(questid);
+
+ if (getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
+ {
+ data << uint32(XP);
+ data << uint32(pQuest->GetRewOrReqMoney());
+ }
+ else
+ {
+ data << uint32(0);
+ data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
+ }
+
+ data << uint32(10*Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
+ data << uint32(pQuest->GetBonusTalents()); // bonus talents
+ data << uint32(pQuest->GetRewArenaPoints());
+ GetSession()->SendPacket(&data);
+
+ if (pQuest->GetQuestCompleteScript() != 0)
+ GetMap()->ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
+}
+
+void Player::SendQuestFailed(uint32 quest_id)
+{
+ if (quest_id)
+ {
+ WorldPacket data(SMSG_QUESTGIVER_QUEST_FAILED, 4+4);
+ data << uint32(quest_id);
+ data << uint32(0); // failed reason (4 for inventory is full)
+ GetSession()->SendPacket(&data);
+ sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
+ }
+}
+
+void Player::SendQuestTimerFailed(uint32 quest_id)
+{
+ if (quest_id)
+ {
+ WorldPacket data(SMSG_QUESTUPDATE_FAILEDTIMER, 4);
+ data << uint32(quest_id);
+ GetSession()->SendPacket(&data);
+ sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
+ }
+}
+
+void Player::SendCanTakeQuestResponse(uint32 msg)
+{
+ WorldPacket data(SMSG_QUESTGIVER_QUEST_INVALID, 4);
+ data << uint32(msg);
+ GetSession()->SendPacket(&data);
+ sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
+}
+
+void Player::SendQuestConfirmAccept(const Quest* pQuest, Player* pReceiver)
+{
+ if (pReceiver)
+ {
+ std::string strTitle = pQuest->GetTitle();
+
+ int loc_idx = pReceiver->GetSession()->GetSessionDbLocaleIndex();
+
+ if (loc_idx >= 0)
+ {
+ if (const QuestLocale* pLocale = objmgr.GetQuestLocale(pQuest->GetQuestId()))
+ {
+ if (pLocale->Title.size() > loc_idx && !pLocale->Title[loc_idx].empty())
+ strTitle = pLocale->Title[loc_idx];
+ }
+ }
+
+ WorldPacket data(SMSG_QUEST_CONFIRM_ACCEPT, (4 + strTitle.size() + 8));
+ data << uint32(pQuest->GetQuestId());
+ data << strTitle;
+ data << uint64(GetGUID());
+ pReceiver->GetSession()->SendPacket(&data);
+
+ sLog.outDebug("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT");
+ }
+}
+
+void Player::SendPushToPartyResponse(Player *pPlayer, uint32 msg)
+{
+ if (pPlayer)
+ {
+ WorldPacket data(MSG_QUEST_PUSH_RESULT, (8+1));
+ data << uint64(pPlayer->GetGUID());
+ data << uint8(msg); // valid values: 0-8
+ GetSession()->SendPacket(&data);
+ sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
+ }
+}
+
+void Player::SendQuestUpdateAddItem(Quest const* /*pQuest*/, uint32 /*item_idx*/, uint32 /*count*/)
+{
+ WorldPacket data(SMSG_QUESTUPDATE_ADD_ITEM, 0);
+ sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM");
+ //data << pQuest->ReqItemId[item_idx];
+ //data << count;
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendQuestUpdateAddCreatureOrGo(Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count)
+{
+ assert(old_count + add_count < 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)");
+
+ int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
+ if (entry < 0)
+ // client expected gameobject template id in form (id|0x80000000)
+ entry = (-entry) | 0x80000000;
+
+ WorldPacket data(SMSG_QUESTUPDATE_ADD_KILL, (4*4+8));
+ sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL");
+ data << uint32(pQuest->GetQuestId());
+ data << uint32(entry);
+ data << uint32(old_count + add_count);
+ data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
+ data << uint64(guid);
+ GetSession()->SendPacket(&data);
+
+ uint16 log_slot = FindQuestSlot(pQuest->GetQuestId());
+ if (log_slot < MAX_QUEST_LOG_SIZE)
+ SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
+}
+
+/*********************************************************/
+/*** LOAD SYSTEM ***/
+/*********************************************************/
+
+void Player::Initialize(uint32 guid)
+{
+ Object::_Create(guid, 0, HIGHGUID_PLAYER);
+}
+
+void Player::_LoadDeclinedNames(QueryResult_AutoPtr result)
+{
+ if (!result)
+ return;
+
+ if (m_declinedname)
+ delete m_declinedname;
+
+ m_declinedname = new DeclinedName;
+ Field *fields = result->Fetch();
+ for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
+ m_declinedname->name[i] = fields[i].GetCppString();
+}
+
+void Player::_LoadArenaTeamInfo(QueryResult_AutoPtr result)
+{
+ // arenateamid, played_week, played_season, personal_rating
+ memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END);
+ if (!result)
+ return;
+
+ do
+ {
+ Field *fields = result->Fetch();
+
+ uint32 arenateamid = fields[0].GetUInt32();
+ uint32 played_week = fields[1].GetUInt32();
+ uint32 played_season = fields[2].GetUInt32();
+ uint32 wons_season = fields[3].GetUInt32();
+ uint32 personal_rating = fields[4].GetUInt32();
+
+ ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
+ if (!aTeam)
+ {
+ sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid);
+ continue;
+ }
+ uint8 arenaSlot = aTeam->GetSlot();
+
+ SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_ID, arenateamid);
+ SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_TYPE, aTeam->GetType());
+ SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_MEMBER, (aTeam->GetCaptain() == GetGUID()) ? 0 : 1);
+ SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_WEEK, played_week);
+ SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_SEASON, played_season);
+ SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_WINS_SEASON, wons_season);
+ SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_PERSONAL_RATING, personal_rating);
+
+ }while (result->NextRow());
+}
+
+void Player::_LoadEquipmentSets(QueryResult_AutoPtr result)
+{
+ // SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
+ if (!result)
+ return;
+
+ uint32 count = 0;
+ do
+ {
+ Field *fields = result->Fetch();
+
+ EquipmentSet eqSet;
+
+ eqSet.Guid = fields[0].GetUInt64();
+ uint32 index = fields[1].GetUInt32();
+ eqSet.Name = fields[2].GetCppString();
+ eqSet.IconName = fields[3].GetCppString();
+ eqSet.state = EQUIPMENT_SET_UNCHANGED;
+
+ for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ eqSet.Items[i] = fields[4+i].GetUInt32();
+
+ m_EquipmentSets[index] = eqSet;
+
+ ++count;
+
+ if (count >= MAX_EQUIPMENT_SET_INDEX) // client limit
+ break;
+ } while (result->NextRow());
+}
+
+void Player::_LoadBGData(QueryResult_AutoPtr result)
+{
+ if (!result)
+ return;
+
+ // Expecting only one row
+ Field *fields = result->Fetch();
+ /* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
+ m_bgData.bgInstanceID = fields[0].GetUInt32();
+ m_bgData.bgTeam = fields[1].GetUInt32();
+ m_bgData.joinPos = WorldLocation(fields[6].GetUInt32(), // Map
+ fields[2].GetFloat(), // X
+ fields[3].GetFloat(), // Y
+ fields[4].GetFloat(), // Z
+ fields[5].GetFloat()); // Orientation
+ m_bgData.taxiPath[0] = fields[7].GetUInt32();
+ m_bgData.taxiPath[1] = fields[8].GetUInt32();
+ m_bgData.mountSpell = fields[9].GetUInt32();
+}
+
+bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
+{
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
+ if (!result)
+ return false;
+
+ Field *fields = result->Fetch();
+
+ x = fields[0].GetFloat();
+ y = fields[1].GetFloat();
+ z = fields[2].GetFloat();
+ o = fields[3].GetFloat();
+ mapid = fields[4].GetUInt32();
+ in_flight = !fields[5].GetCppString().empty();
+
+ return true;
+}
+
+void Player::SetHomebind(WorldLocation const& /*loc*/, uint32 /*area_id*/)
+{
+ m_homebindMapId = GetMapId();
+ m_homebindAreaId = GetAreaId();
+ m_homebindX = GetPositionX();
+ m_homebindY = GetPositionY();
+ m_homebindZ = GetPositionZ();
+
+ // update sql homebind
+ CharacterDatabase.PExecute("UPDATE character_homebind SET map = '%u', zone = '%u', position_x = '%f', position_y = '%f', position_z = '%f' WHERE guid = '%u'",
+ m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ, GetGUIDLow());
+}
+
+uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
+{
+ if (index >= data.size())
+ return 0;
+
+ return (uint32)atoi(data[index].c_str());
+}
+
+float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
+{
+ float result;
+ uint32 temp = Player::GetUInt32ValueFromArray(data,index);
+ memcpy(&result, &temp, sizeof(result));
+
+ return result;
+}
+
+void Player::_LoadIntoDataField(const char* data, uint32 startOffset, uint32 count)
+{
+ if (!data)
+ return;
+
+ Tokens tokens = StrSplit(data, " ");
+
+ if (tokens.size() != count)
+ return;
+
+ Tokens::iterator iter;
+ uint32 index;
+ for (iter = tokens.begin(), index = 0; index < count; ++iter, ++index)
+ {
+ m_uint32Values[startOffset + index] = atol((*iter).c_str());
+ }
+}
+
+bool Player::LoadFromDB(uint32 guid, SqlQueryHolder *holder)
+{
+ //// 0 1 2 3 4 5 6 7 8 9 10 11
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account,name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags,"
+ // 12 13 14 15 16 17 18 19 20 21 22 23 24
+ //"position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost,"
+ // 25 26 27 28 29 30 31 32 33 34 35 36 37 38
+ //"resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty,"
+ // 39 40 41 42 43 44 45 46 47 48 49
+ //"arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk,"
+ // 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65
+ //"health, power1, power2, power3, power4, power5, power6, power7, instance_id, speccount, activespec, exploredZones, equipmentCache, ammoId, knownTitles, actionBars FROM characters WHERE guid = '%u'", guid);
+ QueryResult_AutoPtr result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
+
+ if (!result)
+ {
+ sLog.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid);
+ return false;
+ }
+
+ Field *fields = result->Fetch();
+
+ uint32 dbAccountId = fields[1].GetUInt32();
+
+ // check if the character's account in the db and the logged in account match.
+ // player should be able to load/delete character only with correct account!
+ if (dbAccountId != GetSession()->GetAccountId())
+ {
+ sLog.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
+ return false;
+ }
+
+ Object::_Create(guid, 0, HIGHGUID_PLAYER);
+
+ m_name = fields[2].GetCppString();
+
+ // check name limitations
+ if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS ||
+ (GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name)))
+ {
+ CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
+ return false;
+ }
+
+ // overwrite possible wrong/corrupted guid
+ SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
+
+ // overwrite some data fields
+ uint32 bytes0 = 0;
+ bytes0 |= fields[3].GetUInt8(); // race
+ bytes0 |= fields[4].GetUInt8() << 8; // class
+ bytes0 |= fields[5].GetUInt8() << 16; // gender
+ SetUInt32Value(UNIT_FIELD_BYTES_0, bytes0);
+
+ SetUInt32Value(UNIT_FIELD_LEVEL, fields[6].GetUInt8());
+ SetUInt32Value(PLAYER_XP, fields[7].GetUInt32());
+
+ _LoadIntoDataField(fields[61].GetString(), PLAYER_EXPLORED_ZONES_1, PLAYER_EXPLORED_ZONES_SIZE);
+ _LoadIntoDataField(fields[64].GetString(), PLAYER__FIELD_KNOWN_TITLES, KNOWN_TITLES_SIZE*2);
+
+ SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
+ SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
+ SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f);
+
+ uint32 money = fields[8].GetUInt32();
+ if (money > MAX_MONEY_AMOUNT)
+ money = MAX_MONEY_AMOUNT;
+ SetMoney(money);
+
+ SetUInt32Value(PLAYER_BYTES, fields[9].GetUInt32());
+ SetUInt32Value(PLAYER_BYTES_2, fields[10].GetUInt32());
+ SetUInt32Value(PLAYER_BYTES_3, (fields[49].GetUInt16() & 0xFFFE) | fields[5].GetUInt8());
+ SetUInt32Value(PLAYER_FLAGS, fields[11].GetUInt32());
+ SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fields[48].GetUInt32());
+
+ SetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES, fields[47].GetUInt64());
+
+ SetUInt32Value(PLAYER_AMMO_ID, fields[63].GetUInt32());
+
+ // set which actionbars the client has active - DO NOT REMOVE EVER AGAIN (can be changed though, if it does change fieldwise)
+ SetByteValue(PLAYER_FIELD_BYTES, 2, fields[65].GetUInt8());
+
+ InitDisplayIds();
+
+ // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
+ for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
+ {
+ SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
+ SetVisibleItemSlot(slot, NULL);
+
+ if (m_items[slot])
+ {
+ delete m_items[slot];
+ m_items[slot] = NULL;
+ }
+ }
+
+ sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
+ outDebugValues();
+
+ //Need to call it to initialize m_team (m_team can be calculated from race)
+ //Other way is to saves m_team into characters table.
+ setFactionForRace(getRace());
+
+ // load home bind and check in same time class/race pair, it used later for restore broken positions
+ if (!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
+ return false;
+
+ InitPrimaryProfessions(); // to max set before any spell loaded
+
+ // init saved position, and fix it later if problematic
+ uint32 transGUID = fields[30].GetUInt32();
+ Relocate(fields[12].GetFloat(),fields[13].GetFloat(),fields[14].GetFloat(),fields[16].GetFloat());
+ uint32 mapId = fields[15].GetUInt32();
+ uint32 instanceId = fields[58].GetFloat();
+
+ uint32 difficulty = fields[38].GetUInt32();
+ if (difficulty >= MAX_DUNGEON_DIFFICULTY)
+ difficulty = DUNGEON_DIFFICULTY_NORMAL;
+ SetDungeonDifficulty(Difficulty(difficulty)); // may be changed in _LoadGroup
+ std::string taxi_nodes = fields[37].GetCppString();
+
+#define RelocateToHomebind(){ mapId = m_homebindMapId; instanceId = 0; Relocate(m_homebindX, m_homebindY, m_homebindZ); }
+
+ _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
+
+ _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
+
+ uint32 arena_currency = fields[39].GetUInt32();
+ if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
+ arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
+
+ SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
+
+ // check arena teams integrity
+ for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
+ {
+ uint32 arena_team_id = GetArenaTeamId(arena_slot);
+ if (!arena_team_id)
+ continue;
+
+ if (ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
+ if (at->HaveMember(GetGUID()))
+ continue;
+
+ // arena team not exist or not member, cleanup fields
+ for (int j = 0; j < 6; ++j)
+ SetArenaTeamInfoField(arena_slot, ArenaTeamInfoType(j), 0);
+ }
+
+ SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, fields[40].GetUInt32());
+ SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, fields[41].GetUInt32());
+ SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, fields[42].GetUInt32());
+ SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, fields[43].GetUInt32());
+ SetUInt16Value(PLAYER_FIELD_KILLS, 0, fields[44].GetUInt16());
+ SetUInt16Value(PLAYER_FIELD_KILLS, 1, fields[45].GetUInt16());
+
+ _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
+ _LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA));
+
+ MapEntry const * mapEntry = sMapStore.LookupEntry(mapId);
+ if (!mapEntry || !IsPositionValid())
+ {
+ sLog.outError("Player (guidlow %d) have invalid coordinates (MapId: %u X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
+ RelocateToHomebind();
+ }
+ // Player was saved in Arena or Bg
+ else if (mapEntry && mapEntry->IsBattleGroundOrArena())
+ {
+ BattleGround *currentBg = NULL;
+ if (m_bgData.bgInstanceID) //saved in BattleGround
+ currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE);
+
+ bool player_at_bg = currentBg && currentBg->IsPlayerInBattleGround(GetGUID());
+
+ if (player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE)
+ {
+ BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(true), currentBg->GetArenaType());
+ AddBattleGroundQueueId(bgQueueTypeId);
+
+ m_bgData.bgTypeID = currentBg->GetTypeID(true);
+
+ //join player to battleground group
+ currentBg->EventPlayerLoggedIn(this, GetGUID());
+ currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData.bgTeam);
+
+ SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
+ }
+ // Bg was not found - go to Entry Point
+ else
+ {
+ // leave bg
+ if (player_at_bg)
+ currentBg->RemovePlayerAtLeave(GetGUID(), false, true);
+
+ // Do not look for instance if bg not found
+ const WorldLocation& _loc = GetBattleGroundEntryPoint();
+ mapId = _loc.GetMapId(); instanceId = 0;
+
+ if (mapId == MAPID_INVALID) // Battleground Entry Point not found (???)
+ {
+ sLog.outError("Player (guidlow %d) was in BG in database, but BG was not found, and entry point was invalid! Teleport to default race/class locations.",guid);
+ RelocateToHomebind();
+ }
+ else
+ Relocate(&_loc);
+
+ // We are not in BG anymore
+ m_bgData.bgInstanceID = 0;
+ }
+ }
+ // currently we do not support transport in bg
+ else if (transGUID)
+ {
+ // There are no transports on instances
+ instanceId = 0;
+
+ m_movementInfo.t_x = fields[26].GetFloat();
+ m_movementInfo.t_y = fields[27].GetFloat();
+ m_movementInfo.t_z = fields[28].GetFloat();
+ m_movementInfo.t_o = fields[29].GetFloat();
+
+ if (!Trinity::IsValidMapCoord(
+ GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
+ GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
+ // transport size limited
+ m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50)
+ {
+ sLog.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
+ guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
+ GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
+
+ RelocateToHomebind();
+ }
+ else
+ {
+ for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
+ {
+ if ((*iter)->GetGUIDLow() == transGUID)
+ {
+ m_transport = *iter;
+ m_transport->AddPassenger(this);
+ mapId = (m_transport->GetMapId());
+ break;
+ }
+ }
+ if (!m_transport)
+ {
+ sLog.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
+ guid,transGUID);
+
+ RelocateToHomebind();
+ }
+ }
+ }
+ // currently we do not support taxi in instance
+ else if (!taxi_nodes.empty())
+ {
+ instanceId = 0;
+
+ // Not finish taxi flight path
+ if (m_bgData.HasTaxiPath())
+ {
+ for (int i = 0; i < 2; ++i)
+ m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]);
+ }
+ else if (!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam()))
+ {
+ // problems with taxi path loading
+ TaxiNodesEntry const* nodeEntry = NULL;
+ if (uint32 node_id = m_taxi.GetTaxiSource())
+ nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
+
+ if (!nodeEntry) // don't know taxi start node, to homebind
+ {
+ sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
+ RelocateToHomebind();
+ }
+ else // have start node, to it
+ {
+ sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
+ mapId = nodeEntry->map_id;
+ Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
+ }
+ m_taxi.ClearTaxiDestinations();
+ }
+
+ if (uint32 node_id = m_taxi.GetTaxiSource())
+ {
+ // save source node as recall coord to prevent recall and fall from sky
+ TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
+ if (nodeEntry && nodeEntry->map_id == GetMapId())
+ {
+ assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
+ mapId = nodeEntry->map_id;
+ Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
+ }
+
+ // flight will started later
+ }
+ }
+
+ // Map could be changed before
+ mapEntry = sMapStore.LookupEntry(mapId);
+ // client without expansion support
+ if (mapEntry && GetSession()->Expansion() < mapEntry->Expansion())
+ {
+ sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), mapId);
+ RelocateToHomebind();
+ }
+
+ // fix crash (because of if (Map *map = _FindMap(instanceId)) in MapInstanced::CreateInstance)
+ if (instanceId)
+ if (InstanceSave * save = GetInstanceSave(mapId, mapEntry->IsRaid()))
+ if (save->GetInstanceId() != instanceId)
+ instanceId = 0;
+
+ // NOW player must have valid map
+ // load the player's map here if it's not already loaded
+ Map *map = MapManager::Instance().CreateMap(mapId, this, instanceId);
+
+ if (!map)
+ {
+ instanceId = 0;
+ AreaTrigger const* at = objmgr.GetGoBackTrigger(mapId);
+ if (at)
+ {
+ sLog.outError("Player (guidlow %d) is teleported to gobacktrigger (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
+ Relocate(at->target_X, at->target_Y, at->target_Z, GetOrientation());
+ mapId = at->target_mapId;
+ }
+ else
+ {
+ sLog.outError("Player (guidlow %d) is teleported to home (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
+ RelocateToHomebind();
+ }
+
+ map = MapManager::Instance().CreateMap(mapId, this, 0);
+ if (!map)
+ {
+ PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
+ mapId = info->mapId;
+ Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
+ sLog.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
+ map = MapManager::Instance().CreateMap(mapId, this, 0);
+ if (!map)
+ {
+ sLog.outError("ERROR: Player (guidlow %d) has invalid default map coordinates (X: %f Y: %f Z: %f O: %f). or instance couldn't be created",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
+ return false;
+ }
+ }
+ }
+
+ // if the player is in an instance and it has been reset in the meantime teleport him to the entrance
+ if (instanceId && !sInstanceSaveManager.GetInstanceSave(instanceId))
+ {
+ AreaTrigger const* at = objmgr.GetMapEntranceTrigger(mapId);
+ if (at)
+ Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
+ else
+ {
+ sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), mapId);
+ RelocateToHomebind();
+ }
+ }
+
+ SetMap(map);
+
+ // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
+ // this must help in case next save after mass player load after server startup
+ m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
+
+ SaveRecallPosition();
+
+ time_t now = time(NULL);
+ time_t logoutTime = time_t(fields[22].GetUInt64());
+
+ // since last logout (in seconds)
+ uint32 time_diff = uint32(now - logoutTime); //uint64 is excessive for a time_diff in seconds.. uint32 allows for 136~ year difference.
+
+ // set value, including drunk invisibility detection
+ // calculate sobering. after 15 minutes logged out, the player will be sober again
+ float soberFactor;
+ if (time_diff > 15*MINUTE)
+ soberFactor = 0;
+ else
+ soberFactor = 1-time_diff/(15.0f*MINUTE);
+ uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
+ SetDrunkValue(newDrunkenValue);
+
+ m_cinematic = fields[18].GetUInt32();
+ m_Played_time[PLAYED_TIME_TOTAL]= fields[19].GetUInt32();
+ m_Played_time[PLAYED_TIME_LEVEL]= fields[20].GetUInt32();
+
+ m_resetTalentsCost = fields[24].GetUInt32();
+ m_resetTalentsTime = time_t(fields[25].GetUInt64());
+
+ // reserve some flags
+ uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & (PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM);
+
+ if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM))
+ SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
+
+ m_taxi.LoadTaxiMask(fields[17].GetString()); // must be before InitTaxiNodesForLevel
+
+ uint32 extraflags = fields[31].GetUInt32();
+
+ m_stableSlots = fields[32].GetUInt32();
+ if (m_stableSlots > MAX_PET_STABLES)
+ {
+ sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots));
+ m_stableSlots = MAX_PET_STABLES;
+ }
+
+ m_atLoginFlags = fields[33].GetUInt32();
+
+ // Honor system
+ // Update Honor kills data
+ m_lastHonorUpdateTime = logoutTime;
+ UpdateHonorFields();
+
+ m_deathExpireTime = (time_t)fields[36].GetUInt64();
+ if (m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
+ m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
+
+ // clear channel spell data (if saved at channel spell casting)
+ SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
+ SetUInt32Value(UNIT_CHANNEL_SPELL,0);
+
+ // clear charm/summon related fields
+ SetUInt64Value(UNIT_FIELD_SUMMONEDBY, 0);
+ SetUInt64Value(UNIT_FIELD_CHARMEDBY, 0);
+ SetUInt64Value(UNIT_FIELD_CHARM, 0);
+ SetUInt64Value(UNIT_FIELD_SUMMON, 0);
+ SetUInt64Value(PLAYER_FARSIGHT, 0);
+ SetCreatorGUID(0);
+
+ RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FORCE_MOVE);
+
+ // reset some aura modifiers before aura apply
+ SetUInt32Value(PLAYER_TRACK_CREATURES, 0);
+ SetUInt32Value(PLAYER_TRACK_RESOURCES, 0);
+
+ // make sure the unit is considered out of combat for proper loading
+ ClearInCombat();
+
+ // make sure the unit is considered not in duel for proper loading
+ SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
+ SetUInt32Value(PLAYER_DUEL_TEAM, 0);
+
+ // reset stats before loading any modifiers
+ InitStatsForLevel();
+ InitGlyphsForLevel();
+ InitTaxiNodesForLevel();
+ InitRunes();
+
+ // rest bonus can only be calculated after InitStatsForLevel()
+ m_rest_bonus = fields[21].GetFloat();
+
+ if (time_diff > 0)
+ {
+ //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
+ float bubble0 = 0.031f;
+ //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
+ float bubble1 = 0.125f;
+ float bubble = fields[23].GetUInt32() > 0
+ ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
+ : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
+
+ SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
+ }
+
+ // load skills after InitStatsForLevel because it triggering aura apply also
+ _LoadSkills(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSKILLS));
+
+ // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
+
+ //mails are loaded only when needed ;-) - when player in game click on mailbox.
+ //_LoadMail();
+
+ m_specsCount = fields[59].GetUInt8();
+ m_activeSpec = fields[60].GetUInt8();
+
+ // sanity check
+ if (m_specsCount > MAX_TALENT_SPECS || m_activeSpec > MAX_TALENT_SPEC ||
+ m_specsCount < MIN_TALENT_SPECS || m_activeSpec < MIN_TALENT_SPEC)
+ {
+ m_activeSpec = 0;
+ sLog.outError("Player %s(GUID: %u) has SpecCount = %u and ActiveSpec = %u.", GetName(), GetGUIDLow(), m_specsCount, m_activeSpec);
+ }
+
+ _LoadTalents(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTALENTS));
+ _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
+
+ _LoadGlyphs(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGLYPHS));
+ _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
+ _LoadGlyphAuras();
+ // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
+ if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
+ m_deathState = DEAD;
+
+ // after spell load, learn rewarded spell if need also
+ _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
+ _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
+ _LoadWeeklyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADWEKLYQUESTSTATUS));
+ _LoadRandomBGStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADRANDOMBG));
+
+ // after spell and quest load
+ InitTalentForLevel();
+ learnDefaultSpells();
+
+ // must be before inventory (some items required reputation check)
+ m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION));
+
+ _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff);
+
+ // update items with duration and realtime
+ UpdateItemDuration(time_diff, true);
+
+ _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS));
+
+ // unread mails and next delivery time, actual mails not loaded
+ _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE));
+
+ m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow());
+
+ // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES
+ // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded
+ uint32 curTitle = fields[46].GetUInt32();
+ if (curTitle && !HasTitle(curTitle))
+ curTitle = 0;
+
+ SetUInt32Value(PLAYER_CHOSEN_TITLE, curTitle);
+
+ // has to be called after last Relocate() in Player::LoadFromDB
+ SetFallInformation(0, GetPositionZ());
+
+ _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
+
+ // Spell code allow apply any auras to dead character in load time in aura/spell/item loading
+ // Do now before stats re-calculation cleanup for ghost state unexpected auras
+ if (!isAlive())
+ RemoveAllAurasOnDeath();
+
+ //apply all stat bonuses from items and auras
+ SetCanModifyStats(true);
+ UpdateAllStats();
+
+ // restore remembered power/health values (but not more max values)
+ uint32 savedHealth = fields[50].GetUInt32();
+ SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
+ for (uint8 i = 0; i < MAX_POWERS; ++i)
+ {
+ uint32 savedPower = fields[51+i].GetUInt32();
+ SetPower(Powers(i),savedPower > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower);
+ }
+
+ sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
+ outDebugValues();
+
+ // GM state
+ if (GetSession()->GetSecurity() > SEC_PLAYER)
+ {
+ switch (sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
+ {
+ default:
+ case 0: break; // disable
+ case 1: SetGameMaster(true); break; // enable
+ case 2: // save state
+ if (extraflags & PLAYER_EXTRA_GM_ON)
+ SetGameMaster(true);
+ break;
+ }
+
+ switch (sWorld.getConfig(CONFIG_GM_VISIBLE_STATE))
+ {
+ default:
+ case 0: SetGMVisible(false); break; // invisible
+ case 1: break; // visible
+ case 2: // save state
+ if (extraflags & PLAYER_EXTRA_GM_INVISIBLE)
+ SetGMVisible(false);
+ break;
+ }
+
+ /*switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
+ {
+ default:
+ case 0: break; // disable
+ case 1: SetAcceptTicket(true); break; // enable
+ case 2: // save state
+ if (extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
+ SetAcceptTicket(true);
+ break;
+ }*/
+
+ switch (sWorld.getConfig(CONFIG_GM_CHAT))
+ {
+ default:
+ case 0: break; // disable
+ case 1: SetGMChat(true); break; // enable
+ case 2: // save state
+ if (extraflags & PLAYER_EXTRA_GM_CHAT)
+ SetGMChat(true);
+ break;
+ }
+
+ switch (sWorld.getConfig(CONFIG_GM_WHISPERING_TO))
+ {
+ default:
+ case 0: break; // disable
+ case 1: SetAcceptWhispers(true); break; // enable
+ case 2: // save state
+ if (extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
+ SetAcceptWhispers(true);
+ break;
+ }
+ }
+
+ _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
+
+ m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
+ m_achievementMgr.CheckAllAchievementCriteria();
+
+ _LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS));
+
+ return true;
+}
+
+bool Player::isAllowedToLoot(const Creature* creature)
+{
+ if (!creature->isDead() || !creature->IsDamageEnoughForLootingAndReward())
+ return false;
+
+ const Loot* loot = &creature->loot;
+ if (loot->isLooted()) // nothing to loot or everything looted.
+ return false;
+
+ Player* recipient = creature->GetLootRecipient();
+ if (!recipient)
+ // prevent other players from looting if the recipient got disconnected
+ return !creature->hasLootRecipient();
+
+ Group* recipientGroup = recipient->GetGroup();
+ if (!recipientGroup)
+ return (this == recipient);
+
+ Group* thisGroup = GetGroup();
+ if (!thisGroup || thisGroup != recipientGroup)
+ return false;
+
+ switch(thisGroup->GetLootMethod())
+ {
+ case FREE_FOR_ALL:
+ return true;
+ case ROUND_ROBIN:
+ case MASTER_LOOT:
+ // may only loot if the player is the loot roundrobin player
+ // or if there are free/quest/conditional item for the player
+ if (loot->roundRobinPlayer == 0 || loot->roundRobinPlayer == GetGUID())
+ return true;
+
+ return loot->hasItemFor(this);
+ case GROUP_LOOT:
+ case NEED_BEFORE_GREED:
+ // may only loot if the player is the loot roundrobin player
+ // or item over threshold (so roll(s) can be launched)
+ // or if there are free/quest/conditional item for the player
+ if (loot->roundRobinPlayer == 0 || loot->roundRobinPlayer == GetGUID())
+ return true;
+
+ if (loot->hasOverThresholdItem())
+ return true;
+
+ return loot->hasItemFor(this);
+ }
+
+ return false;
+}
+
+void Player::_LoadActions(QueryResult_AutoPtr result)
+{
+ m_actionButtons.clear();
+
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ uint8 button = fields[0].GetUInt8();
+ uint32 action = fields[1].GetUInt32();
+ uint8 type = fields[2].GetUInt8();
+
+ if (ActionButton* ab = addActionButton(button, action, type))
+ ab->uState = ACTIONBUTTON_UNCHANGED;
+ else
+ {
+ sLog.outError(" ...at loading, and will deleted in DB also");
+
+ // Will deleted in DB at next save (it can create data until save but marked as deleted)
+ m_actionButtons[button].uState = ACTIONBUTTON_DELETED;
+ }
+ }
+ while (result->NextRow());
+ }
+}
+
+void Player::_LoadAuras(QueryResult_AutoPtr result, uint32 timediff)
+{
+ sLog.outDebug("Loading auras for player %u",GetGUIDLow());
+
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_mask,recalculate_mask,stackcount,amount0,amount1,amount2,base_amount0,base_amount1,base_amount2,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
+
+ if (result)
+ {
+ do
+ {
+ int32 damage[3];
+ int32 baseDamage[3];
+ Field *fields = result->Fetch();
+ uint64 caster_guid = fields[0].GetUInt64();
+ uint32 spellid = fields[1].GetUInt32();
+ uint8 effmask = fields[2].GetUInt8();
+ uint8 recalculatemask = fields[3].GetUInt8();
+ uint8 stackcount = fields[4].GetUInt8();
+ damage[0] = fields[5].GetInt32();
+ damage[1] = fields[6].GetInt32();
+ damage[2] = fields[7].GetInt32();
+ baseDamage[0] = fields[8].GetInt32();
+ baseDamage[1] = fields[9].GetInt32();
+ baseDamage[2] = fields[10].GetInt32();
+ int32 maxduration = fields[11].GetInt32();
+ int32 remaintime = fields[12].GetInt32();
+ uint8 remaincharges = fields[13].GetUInt8();
+
+ SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
+ if (!spellproto)
+ {
+ sLog.outError("Unknown aura (spellid %u), ignore.",spellid);
+ continue;
+ }
+
+ // negative effects should continue counting down after logout
+ if (remaintime != -1 && !IsPositiveSpell(spellid))
+ {
+ if (remaintime/IN_MILISECONDS <= int32(timediff))
+ continue;
+
+ remaintime -= timediff*IN_MILISECONDS;
+ }
+
+ // prevent wrong values of remaincharges
+ if (spellproto->procCharges)
+ {
+ if (remaincharges <= 0 || remaincharges > spellproto->procCharges)
+ remaincharges = spellproto->procCharges;
+ }
+ else
+ remaincharges = 0;
+
+ if (Aura * aura = Aura::TryCreate(spellproto, effmask, this, NULL, &baseDamage[0], NULL, caster_guid))
+ {
+ if (!aura->CanBeSaved())
+ {
+ aura->Remove();
+ continue;
+ }
+ aura->SetLoadedState(maxduration,remaintime,remaincharges,stackcount,recalculatemask,&damage[0]);
+ aura->ApplyForTargets();
+ sLog.outDetail("Added aura spellid %u, effectmask %u", spellproto->Id, effmask);
+ }
+ }
+ while (result->NextRow());
+ }
+
+ if (getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT))
+ CastSpell(this, 2457, true);
+}
+
+void Player::_LoadGlyphAuras()
+{
+ for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
+ {
+ if (uint32 glyph = GetGlyph(i))
+ {
+ if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
+ {
+ if (GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i)))
+ {
+ if (gp->TypeFlags == gs->TypeFlags)
+ {
+ CastSpell(this, gp->SpellId, true);
+ continue;
+ }
+ else
+ sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
+ }
+ else
+ sLog.outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i);
+ }
+ else
+ sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);
+
+ // On any error remove glyph
+ SetGlyph(i, 0);
+ }
+ }
+}
+
+void Player::LoadCorpse()
+{
+ if (isAlive())
+ ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
+ else
+ {
+ if (Corpse *corpse = GetCorpse())
+ ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable());
+ else
+ //Prevent Dead Player login without corpse
+ ResurrectPlayer(0.5f);
+ }
+}
+
+void Player::_LoadInventory(QueryResult_AutoPtr result, uint32 timediff)
+{
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT data,text,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow());
+ std::map<uint64, Bag*> bagMap; // fast guid lookup for bags
+ //NOTE: the "order by `bag`" is important because it makes sure
+ //the bagMap is filled before items in the bags are loaded
+ //NOTE2: the "order by `slot`" is needed because mainhand weapons are (wrongly?)
+ //expected to be equipped before offhand items (TODO: fixme)
+
+ uint32 zone = GetZoneId();
+
+ if (result)
+ {
+ std::list<Item*> problematicItems;
+
+ // prevent items from being added to the queue when stored
+ m_itemUpdateQueueBlocked = true;
+ do
+ {
+ Field *fields = result->Fetch();
+ uint32 bag_guid = fields[2].GetUInt32();
+ uint8 slot = fields[3].GetUInt8();
+ uint32 item_guid = fields[4].GetUInt32();
+ uint32 item_id = fields[5].GetUInt32();
+
+ ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
+
+ if (!proto)
+ {
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
+ CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
+ sLog.outError("Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id);
+ continue;
+ }
+
+ Item *item = NewItemOrBag(proto);
+
+ if (!item->LoadFromDB(item_guid, GetGUID(), result))
+ {
+ sLog.outError("Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id);
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
+ item->FSetState(ITEM_REMOVED);
+ item->SaveToDB(); // it also deletes item object !
+ continue;
+ }
+
+ // not allow have in alive state item limited to another map/zone
+ if (isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone))
+ {
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
+ item->FSetState(ITEM_REMOVED);
+ item->SaveToDB(); // it also deletes item object !
+ continue;
+ }
+
+ // "Conjured items disappear if you are logged out for more than 15 minutes"
+ if (timediff > 15*MINUTE && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED))
+ {
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
+ item->FSetState(ITEM_REMOVED);
+ item->SaveToDB(); // it also deletes item object !
+ continue;
+ }
+
+ if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE))
+ {
+ if (item->GetPlayedTime() > (2*HOUR))
+ {
+ sLog.outDebug("Item::LoadFromDB, Item GUID: %u: refund time expired, deleting refund data and removing refundable flag.", item->GetGUIDLow());
+ CharacterDatabase.PExecute("DELETE FROM item_refund_instance WHERE item_guid = '%u'", item->GetGUIDLow());
+ item->RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE);
+ }
+ else
+ {
+ QueryResult_AutoPtr result2 = CharacterDatabase.PQuery(
+ "SELECT player_guid,paidMoney,paidExtendedCost FROM `item_refund_instance` WHERE item_guid = '%u' AND player_guid = '%u' LIMIT 1",
+ item->GetGUIDLow(), GetGUIDLow());
+ if (!result2)
+ {
+ sLog.outDebug("Item::LoadFromDB, "
+ "Item GUID: %u has field flags & ITEM_FLAGS_REFUNDABLE but has no data in item_refund_instance, removing flag.",
+ item->GetGUIDLow());
+ RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE);
+ }
+ else
+ {
+ fields = result2->Fetch();
+ item->SetRefundRecipient(fields[0].GetUInt32());
+ item->SetPaidMoney(fields[1].GetUInt32());
+ item->SetPaidExtendedCost(fields[2].GetUInt32());
+ AddRefundReference(item->GetGUID());
+ }
+ }
+ }
+
+ bool success = true;
+
+ if (!bag_guid)
+ {
+ // the item is not in a bag
+ item->SetContainer(NULL);
+ item->SetSlot(slot);
+
+ if (IsInventoryPos(INVENTORY_SLOT_BAG_0, slot))
+ {
+ ItemPosCountVec dest;
+ if (CanStoreItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false) == EQUIP_ERR_OK)
+ item = StoreItem(dest, item, true);
+ else
+ success = false;
+ }
+ else if (IsEquipmentPos(INVENTORY_SLOT_BAG_0, slot))
+ {
+ uint16 dest;
+ if (CanEquipItem(slot, dest, item, false, false) == EQUIP_ERR_OK)
+ QuickEquipItem(dest, item);
+ else
+ success = false;
+ }
+ else if (IsBankPos(INVENTORY_SLOT_BAG_0, slot))
+ {
+ ItemPosCountVec dest;
+ if (CanBankItem(INVENTORY_SLOT_BAG_0, slot, dest, item, false, false) == EQUIP_ERR_OK)
+ item = BankItem(dest, item, true);
+ else
+ success = false;
+ }
+
+ if (success)
+ {
+ // store bags that may contain items in them
+ if (item->IsBag() && IsBagPos(item->GetPos()))
+ bagMap[item_guid] = (Bag*)item;
+ }
+ }
+ else
+ {
+ item->SetSlot(NULL_SLOT);
+ // the item is in a bag, find the bag
+ std::map<uint64, Bag*>::iterator itr = bagMap.find(bag_guid);
+ if (itr != bagMap.end())
+ {
+ ItemPosCountVec dest;
+ uint8 result = CanStoreItem(itr->second->GetSlot(), slot, dest, item);
+ if (result == EQUIP_ERR_OK)
+ itr->second->StoreItem(slot, item, true);
+ else
+ {
+ sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by reason %u.", GetName(),item_guid, item_id, bag_guid, slot, result);
+ success = false;
+ }
+ }
+ else
+ success = false;
+ }
+
+ // item's state may have changed after stored
+ if (success)
+ item->SetState(ITEM_UNCHANGED, this);
+ else
+ {
+ sLog.outError("Player::_LoadInventory: Player %s has item (GUID: %u Entry: %u) can't be loaded to inventory (Bag GUID: %u Slot: %u) by some reason, will send by mail.", GetName(),item_guid, item_id, bag_guid, slot);
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
+ problematicItems.push_back(item);
+ }
+ } while (result->NextRow());
+
+ m_itemUpdateQueueBlocked = false;
+
+ // send by mail problematic items
+ while (!problematicItems.empty())
+ {
+ std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
+
+ // fill mail
+ MailDraft draft(subject, "There's were problems with equipping item(s).");
+
+ for (uint8 i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
+ {
+ Item* item = problematicItems.front();
+ problematicItems.pop_front();
+
+ draft.AddItem(item);
+ }
+
+ draft.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED);
+ }
+ }
+ //if (isAlive())
+ _ApplyAllItemMods();
+}
+
+// load mailed item which should receive current player
+void Player::_LoadMailedItems(Mail *mail)
+{
+ // data needs to be at first place for Item::LoadFromDB
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT data, text, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail->messageID);
+ if (!result)
+ return;
+
+ do
+ {
+ Field *fields = result->Fetch();
+ uint32 item_guid_low = fields[2].GetUInt32();
+ uint32 item_template = fields[3].GetUInt32();
+
+ mail->AddItem(item_guid_low, item_template);
+
+ ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
+
+ if (!proto)
+ {
+ sLog.outError("Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID);
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
+ CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
+ continue;
+ }
+
+ Item *item = NewItemOrBag(proto);
+
+ if (!item->LoadFromDB(item_guid_low, 0, result))
+ {
+ sLog.outError("Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
+ item->FSetState(ITEM_REMOVED);
+ item->SaveToDB(); // it also deletes item object !
+ continue;
+ }
+
+ AddMItem(item);
+ } while (result->NextRow());
+}
+
+void Player::_LoadMailInit(QueryResult_AutoPtr resultUnread, QueryResult_AutoPtr resultDelivery)
+{
+ //set a count of unread mails
+ //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
+ if (resultUnread)
+ {
+ Field *fieldMail = resultUnread->Fetch();
+ unReadMails = fieldMail[0].GetUInt8();
+ }
+
+ // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
+ //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
+ if (resultDelivery)
+ {
+ Field *fieldMail = resultDelivery->Fetch();
+ m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
+ }
+}
+
+void Player::_LoadMail()
+{
+ m_mail.clear();
+ //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT id,messageType,sender,receiver,subject,body,has_items,expire_time,deliver_time,money,cod,checked,stationery,mailTemplateId FROM mail WHERE receiver = '%u' ORDER BY id DESC",GetGUIDLow());
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+ Mail *m = new Mail;
+ m->messageID = fields[0].GetUInt32();
+ m->messageType = fields[1].GetUInt8();
+ m->sender = fields[2].GetUInt32();
+ m->receiver = fields[3].GetUInt32();
+ m->subject = fields[4].GetCppString();
+ m->body = fields[5].GetCppString();
+ bool has_items = fields[6].GetBool();
+ m->expire_time = (time_t)fields[7].GetUInt64();
+ m->deliver_time = (time_t)fields[8].GetUInt64();
+ m->money = fields[9].GetUInt32();
+ m->COD = fields[10].GetUInt32();
+ m->checked = fields[11].GetUInt32();
+ m->stationery = fields[12].GetUInt8();
+ m->mailTemplateId = fields[13].GetInt16();
+
+ if (m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
+ {
+ sLog.outError("Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
+ m->mailTemplateId = 0;
+ }
+
+ m->state = MAIL_STATE_UNCHANGED;
+
+ if (has_items)
+ _LoadMailedItems(m);
+
+ m_mail.push_back(m);
+ } while (result->NextRow());
+ }
+ m_mailsLoaded = true;
+}
+
+void Player::LoadPet()
+{
+ //fixme: the pet should still be loaded if the player is not in world
+ // just not added to the map
+ if (IsInWorld())
+ {
+ Pet *pet = new Pet(this);
+ if (!pet->LoadPetFromDB(this,0,0,true))
+ delete pet;
+ }
+}
+
+void Player::_LoadQuestStatus(QueryResult_AutoPtr result)
+{
+ mQuestStatus.clear();
+
+ uint16 slot = 0;
+
+ //// 0 1 2 3 4 5 6 7 8 9 10 11 12
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT quest, status, rewarded, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3, itemcount4 FROM character_queststatus WHERE guid = '%u'", GetGUIDLow());
+
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ uint32 quest_id = fields[0].GetUInt32();
+ // used to be new, no delete?
+ Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
+ if (pQuest)
+ {
+ // find or create
+ QuestStatusData& questStatusData = mQuestStatus[quest_id];
+
+ uint32 qstatus = fields[1].GetUInt32();
+ if (qstatus < MAX_QUEST_STATUS)
+ questStatusData.m_status = QuestStatus(qstatus);
+ else
+ {
+ questStatusData.m_status = QUEST_STATUS_NONE;
+ sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
+ }
+
+ questStatusData.m_rewarded = (fields[2].GetUInt8() > 0);
+ questStatusData.m_explored = (fields[3].GetUInt8() > 0);
+
+ time_t quest_time = time_t(fields[4].GetUInt64());
+
+ if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE)
+ {
+ AddTimedQuest(quest_id);
+
+ if (quest_time <= sWorld.GetGameTime())
+ questStatusData.m_timer = 1;
+ else
+ questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * IN_MILISECONDS;
+ }
+ else
+ quest_time = 0;
+
+ questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
+ questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
+ questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
+ questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
+ questStatusData.m_itemcount[0] = fields[9].GetUInt32();
+ questStatusData.m_itemcount[1] = fields[10].GetUInt32();
+ questStatusData.m_itemcount[2] = fields[11].GetUInt32();
+ questStatusData.m_itemcount[3] = fields[12].GetUInt32();
+
+ questStatusData.uState = QUEST_UNCHANGED;
+
+ // add to quest log
+ if (slot < MAX_QUEST_LOG_SIZE &&
+ ((questStatusData.m_status == QUEST_STATUS_INCOMPLETE ||
+ questStatusData.m_status == QUEST_STATUS_COMPLETE ||
+ questStatusData.m_status == QUEST_STATUS_FAILED) &&
+ (!questStatusData.m_rewarded || pQuest->IsRepeatable())))
+ {
+ SetQuestSlot(slot, quest_id, quest_time);
+
+ if (questStatusData.m_status == QUEST_STATUS_COMPLETE)
+ SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
+
+ if (questStatusData.m_status == QUEST_STATUS_FAILED)
+ SetQuestSlotState(slot, QUEST_STATE_FAIL);
+
+ for (uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
+ if (questStatusData.m_creatureOrGOcount[idx])
+ SetQuestSlotCounter(slot, idx, questStatusData.m_creatureOrGOcount[idx]);
+
+ ++slot;
+ }
+
+ if (questStatusData.m_rewarded)
+ {
+ // learn rewarded spell if unknown
+ learnQuestRewardedSpells(pQuest);
+
+ // set rewarded title if any
+ if (pQuest->GetCharTitleId())
+ {
+ if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
+ SetTitle(titleEntry);
+ }
+
+ if (pQuest->GetBonusTalents())
+ m_questRewardTalentCount += pQuest->GetBonusTalents();
+ }
+
+ sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
+ }
+ }
+ while (result->NextRow());
+ }
+
+ // clear quest log tail
+ for (uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i)
+ SetQuestSlot(i, 0);
+}
+
+void Player::_LoadDailyQuestStatus(QueryResult_AutoPtr result)
+{
+ for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
+ SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
+
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
+
+ if (result)
+ {
+ uint32 quest_daily_idx = 0;
+
+ do
+ {
+ if (quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
+ {
+ sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
+ break;
+ }
+
+ Field *fields = result->Fetch();
+
+ uint32 quest_id = fields[0].GetUInt32();
+
+ // save _any_ from daily quest times (it must be after last reset anyway)
+ m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
+
+ Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
+ if (!pQuest)
+ continue;
+
+ SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
+ ++quest_daily_idx;
+
+ sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
+ }
+ while (result->NextRow());
+ }
+
+ m_DailyQuestChanged = false;
+}
+
+void Player::_LoadWeeklyQuestStatus(QueryResult_AutoPtr result)
+{
+ m_weeklyquests.clear();
+
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ uint32 quest_id = fields[0].GetUInt32();
+
+ Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
+
+ if (!pQuest)
+ continue;
+
+ m_weeklyquests.insert(quest_id);
+
+ sLog.outDebug("Weekly quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
+ }
+ while (result->NextRow());
+ }
+
+ m_WeeklyQuestChanged = false;
+}
+
+void Player::_LoadSpells(QueryResult_AutoPtr result)
+{
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
+
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ addSpell(fields[0].GetUInt32(), fields[1].GetBool(), false, false, fields[2].GetBool());
+ }
+ while (result->NextRow());
+ }
+}
+
+void Player::_LoadGroup(QueryResult_AutoPtr result)
+{
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT guid FROM group_member WHERE memberGuid=%u", GetGUIDLow());
+ if (result)
+ {
+ uint64 guid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_GROUP);
+ if (Group* group = objmgr.GetGroupByGUID(guid))
+ {
+ uint8 subgroup = group->GetMemberGroup(GetGUID());
+ SetGroup(group, subgroup);
+ if (getLevel() >= LEVELREQUIREMENT_HEROIC)
+ {
+ // the group leader may change the instance difficulty while the player is offline
+ SetDungeonDifficulty(group->GetDungeonDifficulty());
+ SetRaidDifficulty(group->GetRaidDifficulty());
+ }
+ }
+ }
+}
+
+void Player::_LoadBoundInstances(QueryResult_AutoPtr result)
+{
+ for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
+ m_boundInstances[i].clear();
+
+ Group *group = GetGroup();
+
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT id, permanent, map, difficulty, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE guid = '%u'", GUID_LOPART(m_guid));
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+ bool perm = fields[1].GetBool();
+ uint32 mapId = fields[2].GetUInt32();
+ uint32 instanceId = fields[0].GetUInt32();
+ uint8 difficulty = fields[3].GetUInt8();
+
+ time_t resetTime = (time_t)fields[4].GetUInt64();
+ // the resettime for normal instances is only saved when the InstanceSave is unloaded
+ // so the value read from the DB may be wrong here but only if the InstanceSave is loaded
+ // and in that case it is not used
+
+ MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
+ if (!mapEntry || !mapEntry->IsDungeon())
+ {
+ sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId);
+ CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
+ continue;
+ }
+
+ if (difficulty >= MAX_DIFFICULTY)
+ {
+ sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
+ CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
+ continue;
+ }
+
+ MapDifficulty const* mapDiff = GetMapDifficultyData(mapId,Difficulty(difficulty));
+ if (!mapDiff)
+ {
+ sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
+ CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
+ continue;
+ }
+
+
+ if (!perm && group)
+ {
+ sLog.outError("_LoadBoundInstances: player %s(%d) is in group %d but has a non-permanent character bind to map %d,%d,%d", GetName(), GetGUIDLow(), GUID_LOPART(group->GetGUID()), mapId, instanceId, difficulty);
+ CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
+ continue;
+ }
+
+ // since non permanent binds are always solo bind, they can always be reset
+ if (InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, Difficulty(difficulty), resetTime, !perm, true))
+ BindToInstance(save, perm, true);
+ } while (result->NextRow());
+ }
+}
+
+InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty)
+{
+ // some instances only have one difficulty
+ MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
+ if (!mapDiff)
+ return NULL;
+
+ BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
+ if (itr != m_boundInstances[difficulty].end())
+ return &itr->second;
+ else
+ return NULL;
+}
+
+InstanceSave * Player::GetInstanceSave(uint32 mapid, bool raid)
+{
+ InstancePlayerBind *pBind = GetBoundInstance(mapid, GetDifficulty(raid));
+ InstanceSave *pSave = pBind ? pBind->save : NULL;
+ if (!pBind || !pBind->perm)
+ if (Group *group = GetGroup())
+ if (InstanceGroupBind *groupBind = group->GetBoundInstance(this))
+ pSave = groupBind->save;
+
+ return pSave;
+}
+
+void Player::UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload)
+{
+ BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
+ UnbindInstance(itr, difficulty, unload);
+}
+
+void Player::UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload)
+{
+ if (itr != m_boundInstances[difficulty].end())
+ {
+ if (!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
+ itr->second.save->RemovePlayer(this); // save can become invalid
+ m_boundInstances[difficulty].erase(itr++);
+ }
+}
+
+InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
+{
+ if (save)
+ {
+ InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
+ if (bind.save)
+ {
+ // update the save when the group kills a boss
+ if (permanent != bind.perm || save != bind.save)
+ if (!load)
+ CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u', permanent = '%u' WHERE guid = '%u' AND instance = '%u'", save->GetInstanceId(), permanent, GetGUIDLow(), bind.save->GetInstanceId());
+ }
+ else
+ if (!load)
+ CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
+
+ if (bind.save != save)
+ {
+ if (bind.save)
+ bind.save->RemovePlayer(this);
+ save->AddPlayer(this);
+ }
+
+ if (permanent)
+ save->SetCanReset(false);
+
+ bind.save = save;
+ bind.perm = permanent;
+ if (!load)
+ sLog.outDebug("Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d", GetName(), GetGUIDLow(), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty());
+ return &bind;
+ }
+ else
+ return NULL;
+}
+
+void Player::SendRaidInfo()
+{
+ uint32 counter = 0;
+
+ WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
+
+ size_t p_counter = data.wpos();
+ data << uint32(counter); // placeholder
+
+ time_t now = time(NULL);
+
+ for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
+ {
+ for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
+ {
+ if (itr->second.perm)
+ {
+ InstanceSave *save = itr->second.save;
+ data << uint32(save->GetMapId()); // map id
+ data << uint32(save->GetDifficulty()); // difficulty
+ data << uint64(save->GetInstanceId()); // instance id
+ data << uint8(1); // expired = 0
+ data << uint8(0); // extended = 1
+ data << uint32(save->GetResetTime() - now); // reset time
+ ++counter;
+ }
+ }
+ }
+ data.put<uint32>(p_counter, counter);
+ GetSession()->SendPacket(&data);
+}
+
+/*
+- called on every successful teleportation to a map
+*/
+void Player::SendSavedInstances()
+{
+ bool hasBeenSaved = false;
+ WorldPacket data;
+
+ for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
+ {
+ for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
+ {
+ if (itr->second.perm) // only permanent binds are sent
+ {
+ hasBeenSaved = true;
+ break;
+ }
+ }
+ }
+
+ //Send opcode 811. true or false means, whether you have current raid/heroic instances
+ data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
+ data << uint32(hasBeenSaved);
+ GetSession()->SendPacket(&data);
+
+ if (!hasBeenSaved)
+ return;
+
+ for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
+ {
+ for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
+ {
+ if (itr->second.perm)
+ {
+ data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
+ data << uint32(itr->second.save->GetMapId());
+ GetSession()->SendPacket(&data);
+ }
+ }
+ }
+}
+
+/// convert the player's binds to the group
+void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
+{
+ bool has_binds = false;
+ bool has_solo = false;
+
+ if (player)
+ {
+ player_guid = player->GetGUID();
+ if (!group)
+ group = player->GetGroup();
+ }
+ assert(player_guid);
+
+ // copy all binds to the group, when changing leader it's assumed the character
+ // will not have any solo binds
+
+ if (player)
+ {
+ for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
+ {
+ for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
+ {
+ has_binds = true;
+ if (group)
+ group->BindToInstance(itr->second.save, itr->second.perm, true);
+ // permanent binds are not removed
+ if (!itr->second.perm)
+ {
+ // increments itr in call
+ player->UnbindInstance(itr, Difficulty(i), true);
+ has_solo = true;
+ }
+ else
+ ++itr;
+ }
+ }
+ }
+
+ // if the player's not online we don't know what binds it has
+ if (!player || !group || has_binds)
+ CharacterDatabase.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", GUID_LOPART(player_guid));
+ // the following should not get executed when changing leaders
+ if (!player || has_solo)
+ CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
+}
+
+bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report)
+{
+ if (!isGameMaster() && ar)
+ {
+ uint8 LevelMin = 0;
+ uint8 LevelMax = 0;
+
+ if (!sWorld.getConfig(CONFIG_INSTANCE_IGNORE_LEVEL))
+ {
+ if (ar->levelMin && getLevel() < ar->levelMin)
+ LevelMin = ar->levelMin;
+ if (ar->heroicLevelMin && GetDungeonDifficulty() == DUNGEON_DIFFICULTY_HEROIC && getLevel() < ar->heroicLevelMin)
+ LevelMin = ar->heroicLevelMin;
+ if (ar->levelMax && getLevel() > ar->levelMax)
+ LevelMax = ar->levelMax;
+ }
+
+ uint32 missingItem = 0;
+ if (ar->item)
+ {
+ if (!HasItemCount(ar->item, 1) &&
+ (!ar->item2 || !HasItemCount(ar->item2, 1)))
+ missingItem = ar->item;
+ }
+ else if (ar->item2 && !HasItemCount(ar->item2, 1))
+ missingItem = ar->item2;
+
+ MapEntry const* mapEntry = sMapStore.LookupEntry(target_map);
+ if (!mapEntry)
+ return false;
+
+ bool closed = false;
+
+ switch(mapEntry->IsRaid() ? GetRaidDifficulty() : GetDungeonDifficulty())
+ {
+ case DUNGEON_DIFFICULTY_NORMAL:
+ closed = (ar->status & DUNGEON_STATUSFLAG_NORMAL) == 0;
+ break;
+ case DUNGEON_DIFFICULTY_HEROIC:
+ closed = (ar->status & DUNGEON_STATUSFLAG_HEROIC) == 0;
+ break;
+ case RAID_DIFFICULTY_10MAN_HEROIC:
+ closed = (ar->status & RAID_STATUSFLAG_10MAN_HEROIC) == 0;
+ break;
+ case RAID_DIFFICULTY_25MAN_HEROIC:
+ closed = (ar->status & RAID_STATUSFLAG_25MAN_HEROIC) == 0;
+ break;
+ }
+
+ if (closed)
+ {
+ GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_INSTANCE_CLOSED));
+ return false;
+ }
+
+ bool isNormalTargetMap = mapEntry->IsRaid()
+ ? (GetRaidDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
+ : (GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL);
+
+ uint32 missingKey = 0;
+ uint32 missingHeroicQuest = 0;
+ if (!isNormalTargetMap)
+ {
+ if (ar->heroicKey)
+ {
+ if (!HasItemCount(ar->heroicKey, 1) &&
+ (!ar->heroicKey2 || !HasItemCount(ar->heroicKey2, 1)))
+ missingKey = ar->heroicKey;
+ }
+ else if (ar->heroicKey2 && !HasItemCount(ar->heroicKey2, 1))
+ missingKey = ar->heroicKey2;
+
+ if (ar->heroicQuest && !GetQuestRewardStatus(ar->heroicQuest))
+ missingHeroicQuest = ar->heroicQuest;
+ }
+
+ uint32 missingQuest = 0;
+ if (ar->quest && !GetQuestRewardStatus(ar->quest))
+ missingQuest = ar->quest;
+
+ if (LevelMin || LevelMax || missingItem || missingKey || missingQuest || missingHeroicQuest)
+ {
+ if (report)
+ {
+ if (missingItem)
+ GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED_AND_ITEM), LevelMin, objmgr.GetItemPrototype(missingItem)->Name1);
+ else if (missingKey)
+ SendTransferAborted(target_map, TRANSFER_ABORT_DIFFICULTY, isNormalTargetMap ? DUNGEON_DIFFICULTY_NORMAL : DUNGEON_DIFFICULTY_HEROIC);
+ else if (missingHeroicQuest)
+ GetSession()->SendAreaTriggerMessage(ar->heroicQuestFailedText.c_str());
+ else if (missingQuest)
+ GetSession()->SendAreaTriggerMessage(ar->questFailedText.c_str());
+ else if (LevelMin)
+ GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED), LevelMin);
+ }
+ return false;
+ }
+ }
+ return true;
+}
+
+bool Player::CheckInstanceLoginValid()
+{
+ if (!GetMap())
+ return false;
+
+ if (!GetMap()->IsDungeon() || isGameMaster())
+ return true;
+
+ if (GetMap()->IsRaid())
+ {
+ // cannot be in raid instance without a group
+ if (!GetGroup())
+ return false;
+ }
+ else
+ {
+ // cannot be in normal instance without a group and more players than 1 in instance
+ if (!GetGroup() && GetMap()->GetPlayersCountExceptGMs() > 1)
+ return false;
+ }
+
+ // do checks for satisfy accessreqs, instance full, encounter in progress (raid), perm bind group != perm bind player
+ return MapManager::Instance().CanPlayerEnter(GetMap()->GetId(), this, true);
+}
+
+bool Player::_LoadHomeBind(QueryResult_AutoPtr result)
+{
+ PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
+ if (!info)
+ {
+ sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
+ return false;
+ }
+
+ bool ok = false;
+ //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
+ if (result)
+ {
+ Field *fields = result->Fetch();
+ m_homebindMapId = fields[0].GetUInt32();
+ m_homebindAreaId = fields[1].GetUInt16();
+ m_homebindX = fields[2].GetFloat();
+ m_homebindY = fields[3].GetFloat();
+ m_homebindZ = fields[4].GetFloat();
+
+ MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
+
+ // accept saved data only for valid position (and non instanceable), and accessable
+ if (MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
+ !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
+ ok = true;
+ else
+ CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
+ }
+
+ if (!ok)
+ {
+ m_homebindMapId = info->mapId;
+ m_homebindAreaId = info->areaId;
+ m_homebindX = info->positionX;
+ m_homebindY = info->positionY;
+ m_homebindZ = info->positionZ;
+
+ CharacterDatabase.PExecute("INSERT INTO character_homebind (guid,map,zone,position_x,position_y,position_z) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')",
+ GetGUIDLow(), m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ);
+ }
+
+ DEBUG_LOG("Setting player home position - mapid: %u, areaid: %u, X: %f, Y: %f, Z: %f",
+ m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ);
+
+ return true;
+}
+
+/*********************************************************/
+/*** SAVE SYSTEM ***/
+/*********************************************************/
+
+void Player::SaveToDB()
+{
+ // delay auto save at any saves (manual, in code, or autosave)
+ m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
+
+ //lets allow only players in world to be saved
+ if (IsBeingTeleportedFar())
+ {
+ ScheduleDelayedOperation(DELAYED_SAVE_PLAYER);
+ return;
+ }
+
+ // first save/honor gain after midnight will also update the player's honor fields
+ UpdateHonorFields();
+
+ sLog.outDebug("The value of player %s at save: ", m_name.c_str());
+ outDebugValues();
+
+ std::string sql_name = m_name;
+ CharacterDatabase.escape_string(sql_name);
+
+ std::ostringstream ss;
+ ss << "REPLACE INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
+ "map, instance_id, dungeon_difficulty, position_x, position_y, position_z, orientation, "
+ "taximask, online, cinematic, "
+ "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
+ "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
+ "death_expire_time, taxi_path, arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, "
+ "todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk, health, power1, power2, power3, "
+ "power4, power5, power6, power7, latency, speccount, activespec, exploredZones, equipmentCache, ammoId, knownTitles, actionBars) VALUES ("
+ << GetGUIDLow() << ", "
+ << GetSession()->GetAccountId() << ", '"
+ << sql_name << "', "
+ << uint32(getRace()) << ", "
+ << uint32(getClass()) << ", "
+ << uint32(getGender()) << ", "
+ << uint32(getLevel()) << ", "
+ << GetUInt32Value(PLAYER_XP) << ", "
+ << GetMoney() << ", "
+ << GetUInt32Value(PLAYER_BYTES) << ", "
+ << GetUInt32Value(PLAYER_BYTES_2) << ", "
+ << GetUInt32Value(PLAYER_FLAGS) << ", ";
+
+ if (!IsBeingTeleported())
+ {
+ ss << GetMapId() << ", "
+ << (uint32)GetInstanceId() << ", "
+ << (uint32)GetDungeonDifficulty() << ", "
+ << finiteAlways(GetPositionX()) << ", "
+ << finiteAlways(GetPositionY()) << ", "
+ << finiteAlways(GetPositionZ()) << ", "
+ << finiteAlways(GetOrientation()) << ", ";
+ }
+ else
+ {
+ ss << GetTeleportDest().GetMapId() << ", "
+ << (uint32)0 << ", "
+ << (uint32)GetDungeonDifficulty() << ", "
+ << finiteAlways(GetTeleportDest().GetPositionX()) << ", "
+ << finiteAlways(GetTeleportDest().GetPositionY()) << ", "
+ << finiteAlways(GetTeleportDest().GetPositionZ()) << ", "
+ << finiteAlways(GetTeleportDest().GetOrientation()) << ", ";
+ }
+
+ ss << m_taxi << ", "; // string with TaxiMaskSize numbers
+
+ ss << (IsInWorld() ? 1 : 0) << ", ";
+
+ ss << m_cinematic << ", ";
+
+ ss << m_Played_time[PLAYED_TIME_TOTAL] << ", ";
+ ss << m_Played_time[PLAYED_TIME_LEVEL] << ", ";
+
+ ss << finiteAlways(m_rest_bonus) << ", ";
+ ss << (uint64)time(NULL) << ", ";
+ ss << (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0) << ", ";
+ //save, far from tavern/city
+ //save, but in tavern/city
+ ss << m_resetTalentsCost << ", ";
+ ss << (uint64)m_resetTalentsTime << ", ";
+
+ ss << finiteAlways(m_movementInfo.t_x) << ", ";
+ ss << finiteAlways(m_movementInfo.t_y) << ", ";
+ ss << finiteAlways(m_movementInfo.t_z) << ", ";
+ ss << finiteAlways(m_movementInfo.t_o) << ", ";
+ if (m_transport)
+ ss << m_transport->GetGUIDLow();
+ else
+ ss << "0";
+ ss << ", ";
+
+ ss << m_ExtraFlags << ", ";
+
+ ss << uint32(m_stableSlots) << ", "; // to prevent save uint8 as char
+
+ ss << uint32(m_atLoginFlags) << ", ";
+
+ ss << GetZoneId() << ", ";
+
+ ss << (uint64)m_deathExpireTime << ", '";
+
+ ss << m_taxi.SaveTaxiDestinationsToString() << "', ";
+
+ ss << GetArenaPoints() << ", ";
+
+ ss << GetHonorPoints() << ", ";
+
+ ss << GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION) << ", ";
+
+ ss << GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION) << ", ";
+
+ ss << GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS) << ", ";
+
+ ss << GetUInt16Value(PLAYER_FIELD_KILLS, 0) << ", ";
+
+ ss << GetUInt16Value(PLAYER_FIELD_KILLS, 1) << ", ";
+
+ ss << GetUInt32Value(PLAYER_CHOSEN_TITLE) << ", ";
+
+ ss << GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES) << ", ";
+
+ ss << GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX) << ", ";
+
+ ss << (uint16)(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE) << ", ";
+
+ ss << GetHealth();
+
+ for (uint32 i = 0; i < MAX_POWERS; ++i)
+ ss << ", " << GetPower(Powers(i));
+ ss << ", ";
+ ss << GetSession()->GetLatency();
+ ss << ", ";
+ ss << uint32(m_specsCount);
+ ss << ", ";
+ ss << uint32(m_activeSpec) << ", '";
+ for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i)
+ {
+ ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << " ";
+ }
+
+ ss << "', '";
+ for (uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i )
+ {
+ ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << " ";
+ }
+
+ ss << "',";
+
+ ss << GetUInt32Value(PLAYER_AMMO_ID) << ", '";
+ for (uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i)
+ {
+ ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << " ";
+ }
+ ss << "',";
+ ss << uint32(GetByteValue(PLAYER_FIELD_BYTES, 2));
+ ss << ")";
+
+ CharacterDatabase.BeginTransaction();
+
+ CharacterDatabase.Execute(ss.str().c_str());
+
+ if (m_mailsUpdated) //save mails only when needed
+ _SaveMail();
+
+ _SaveBGData();
+ _SaveInventory();
+ _SaveQuestStatus();
+ _SaveDailyQuestStatus();
+ _SaveWeeklyQuestStatus();
+ _SaveTalents();
+ _SaveSpells();
+ _SaveSpellCooldowns();
+ _SaveActions();
+ _SaveAuras();
+ _SaveSkills();
+ m_achievementMgr.SaveToDB();
+ m_reputationMgr.SaveToDB();
+ _SaveEquipmentSets();
+ GetSession()->SaveTutorialsData(); // changed only while character in game
+ _SaveGlyphs();
+
+ // check if stats should only be saved on logout
+ // save stats can be out of transaction
+ if (m_session->isLogingOut() || !sWorld.getConfig(CONFIG_STATS_SAVE_ONLY_ON_LOGOUT))
+ _SaveStats();
+
+ CharacterDatabase.CommitTransaction();
+
+ // save pet (hunter pet level and experience and all type pets health/mana).
+ if (Pet* pet = GetPet())
+ pet->SavePetToDB(PET_SAVE_AS_CURRENT);
+
+}
+
+// fast save function for item/money cheating preventing - save only inventory and money state
+void Player::SaveInventoryAndGoldToDB()
+{
+ _SaveInventory();
+ SaveGoldToDB();
+}
+
+void Player::SaveGoldToDB()
+{
+ CharacterDatabase.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow());
+}
+
+void Player::_SaveActions()
+{
+ for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end();)
+ {
+ switch (itr->second.uState)
+ {
+ case ACTIONBUTTON_NEW:
+ CharacterDatabase.PExecute("INSERT INTO character_action (guid,spec,button,action,type) VALUES ('%u', '%u', '%u', '%u', '%u')",
+ GetGUIDLow(), m_activeSpec, (uint32)itr->first, (uint32)itr->second.GetAction(), (uint32)itr->second.GetType());
+ itr->second.uState = ACTIONBUTTON_UNCHANGED;
+ ++itr;
+ break;
+ case ACTIONBUTTON_CHANGED:
+ CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid = '%u' AND button = '%u' AND spec = '%u'",
+ (uint32)itr->second.GetAction(), (uint32)itr->second.GetType(), GetGUIDLow(), (uint32)itr->first, m_activeSpec);
+ itr->second.uState = ACTIONBUTTON_UNCHANGED;
+ ++itr;
+ break;
+ case ACTIONBUTTON_DELETED:
+ CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u' and spec = '%u'", GetGUIDLow(), (uint32)itr->first, m_activeSpec);
+ m_actionButtons.erase(itr++);
+ break;
+ default:
+ ++itr;
+ break;
+ }
+ }
+}
+
+void Player::_SaveAuras()
+{
+ CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
+
+ for (AuraMap::const_iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end() ; ++itr)
+ {
+ if (!itr->second->CanBeSaved())
+ continue;
+
+ Aura * aura = itr->second;
+
+ int32 damage[MAX_SPELL_EFFECTS];
+ int32 baseDamage[MAX_SPELL_EFFECTS];
+ uint8 effMask = 0;
+ uint8 recalculateMask = 0;
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
+ {
+ if (aura->GetEffect(i))
+ {
+ baseDamage[i] = aura->GetEffect(i)->GetBaseAmount();
+ damage[i] = aura->GetEffect(i)->GetAmount();
+ effMask |= (1<<i);
+ if (aura->GetEffect(i)->CanBeRecalculated())
+ recalculateMask |= (1<<i);
+ }
+ else
+ {
+ baseDamage[i] = NULL;
+ damage[i] = NULL;
+ }
+ }
+
+ CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_mask,recalculate_mask,stackcount,amount0,amount1,amount2,base_amount0,base_amount1,base_amount2,maxduration,remaintime,remaincharges) "
+ "VALUES ('%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%d', '%d', '%d', '%d', '%d', '%d', '%d', '%d', '%u')",
+ GetGUIDLow(), itr->second->GetCasterGUID(), itr->second->GetId(), effMask, recalculateMask,
+ itr->second->GetStackAmount(), damage[0], damage[1], damage[2], baseDamage[0], baseDamage[1], baseDamage[2],
+ itr->second->GetMaxDuration(), itr->second->GetDuration(),itr->second->GetCharges());
+ }
+}
+
+void Player::_SaveInventory()
+{
+ // force items in buyback slots to new state
+ // and remove those that aren't already
+ for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i)
+ {
+ Item *item = m_items[i];
+ if (!item || item->GetState() == ITEM_NEW)
+ continue;
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
+ CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
+ m_items[i]->FSetState(ITEM_NEW);
+ }
+
+ // Updated played time for refundable items. We don't do this in Player::Update because there's simply no need for it,
+ // the client auto counts down in real time after having received the initial played time on the first
+ // SMSG_ITEM_REFUND_INFO_RESPONSE packet.
+ // Item::UpdatePlayedTime is only called when needed, which is in DB saves, and item refund info requests.
+ std::set<uint64>::iterator i_next;
+ for (std::set<uint64>::iterator itr = m_refundableItems.begin(); itr!= m_refundableItems.end(); itr = i_next)
+ {
+ // use copy iterator because itr may be invalid after operations in this loop
+ i_next = itr;
+ ++i_next;
+
+ Item* iPtr = GetItemByGuid(*itr);
+ if (iPtr)
+ {
+ iPtr->UpdatePlayedTime(this);
+ continue;
+ }
+ else
+ {
+ sLog.outError("Can't find item guid " UI64FMTD " but is in refundable storage for player %u ! Removing.", *itr, GetGUIDLow());
+ m_refundableItems.erase(itr);
+ }
+ }
+
+ // update enchantment durations
+ for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
+ itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration, this);
+
+ // if no changes
+ if (m_itemUpdateQueue.empty())
+ return;
+
+ // do not save if the update queue is corrupt
+ bool error = false;
+ for (size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
+ {
+ Item *item = m_itemUpdateQueue[i];
+ if (!item || item->GetState() == ITEM_REMOVED)
+ continue;
+
+ Item *test = GetItemByPos(item->GetBagSlot(), item->GetSlot());
+
+ if (test == NULL)
+ {
+ sLog.outCrash("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d (state %d) are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), (int32)item->GetState());
+ //error = true;
+ //Should the above line really be commented out?
+ }
+ else if (test != item)
+ {
+ sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), test->GetGUIDLow());
+ error = true;
+ }
+ }
+
+ if (error)
+ {
+ sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
+ ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
+ return;
+ }
+
+ for (size_t i = 0; i < m_itemUpdateQueue.size(); i++)
+ {
+ Item *item = m_itemUpdateQueue[i];
+ if (!item) continue;
+
+ Bag *container = item->GetContainer();
+ uint32 bag_guid = container ? container->GetGUIDLow() : 0;
+
+ switch (item->GetState())
+ {
+ case ITEM_NEW:
+ CharacterDatabase.PExecute("INSERT INTO character_inventory (guid,bag,slot,item,item_template) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetGUIDLow(), item->GetEntry());
+ break;
+ case ITEM_CHANGED:
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
+ CharacterDatabase.PExecute("INSERT INTO character_inventory (guid,bag,slot,item,item_template) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetGUIDLow(), item->GetEntry());
+ break;
+ case ITEM_REMOVED:
+ CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
+ break;
+ case ITEM_UNCHANGED:
+ break;
+ }
+
+ item->SaveToDB(); // item have unchanged inventory record and can be save standalone
+ }
+ m_itemUpdateQueue.clear();
+}
+
+void Player::_SaveMail()
+{
+ if (!m_mailsLoaded)
+ return;
+
+ for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
+ {
+ Mail *m = (*itr);
+ if (m->state == MAIL_STATE_CHANGED)
+ {
+ CharacterDatabase.PExecute("UPDATE mail SET has_items = '%u',expire_time = '" UI64FMTD "', deliver_time = '" UI64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
+ m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
+ if (m->removedItems.size())
+ {
+ for (std::vector<uint32>::iterator itr2 = m->removedItems.begin(); itr2 != m->removedItems.end(); ++itr2)
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", *itr2);
+ m->removedItems.clear();
+ }
+ m->state = MAIL_STATE_UNCHANGED;
+ }
+ else if (m->state == MAIL_STATE_DELETED)
+ {
+ if (m->HasItems())
+ for (std::vector<MailItemInfo>::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2)
+ CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid);
+ CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
+ CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
+ }
+ }
+
+ //deallocate deleted mails...
+ for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();)
+ {
+ if ((*itr)->state == MAIL_STATE_DELETED)
+ {
+ Mail* m = *itr;
+ m_mail.erase(itr);
+ delete m;
+ itr = m_mail.begin();
+ }
+ else
+ ++itr;
+ }
+
+ m_mailsUpdated = false;
+}
+
+void Player::_SaveQuestStatus()
+{
+ // we don't need transactions here.
+ for (QuestStatusMap::iterator i = mQuestStatus.begin(); i != mQuestStatus.end(); ++i)
+ {
+ switch (i->second.uState)
+ {
+ case QUEST_NEW :
+ CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
+ "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
+ GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS+ sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]);
+ break;
+ case QUEST_CHANGED :
+ CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
+ i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first);
+ break;
+ case QUEST_UNCHANGED:
+ break;
+ };
+ i->second.uState = QUEST_UNCHANGED;
+ }
+}
+
+void Player::_SaveDailyQuestStatus()
+{
+ if (!m_DailyQuestChanged)
+ return;
+
+ m_DailyQuestChanged = false;
+
+ // save last daily quest time for all quests: we need only mostly reset time for reset check anyway
+
+ // we don't need transactions here.
+ CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
+ for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
+ if (GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
+ CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD "')",
+ GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
+}
+
+void Player::_SaveWeeklyQuestStatus()
+{
+ if (!m_WeeklyQuestChanged || m_weeklyquests.empty())
+ return;
+
+ // we don't need transactions here.
+ CharacterDatabase.PExecute("DELETE FROM character_queststatus_weekly WHERE guid = '%u'",GetGUIDLow());
+
+ for (QuestSet::const_iterator iter = m_weeklyquests.begin(); iter != m_weeklyquests.end(); ++iter)
+ {
+ uint32 quest_id = *iter;
+
+ CharacterDatabase.PExecute("INSERT INTO character_queststatus_weekly (guid,quest) VALUES ('%u', '%u')", GetGUIDLow(), quest_id);
+ }
+
+ m_WeeklyQuestChanged = false;
+}
+
+void Player::_SaveSkills()
+{
+ // we don't need transactions here.
+ for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end();)
+ {
+ if (itr->second.uState == SKILL_UNCHANGED)
+ {
+ ++itr;
+ continue;
+ }
+
+ if (itr->second.uState == SKILL_DELETED)
+ {
+ CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), itr->first);
+ mSkillStatus.erase(itr++);
+ continue;
+ }
+
+ uint32 valueData = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos));
+ uint16 value = SKILL_VALUE(valueData);
+ uint16 max = SKILL_MAX(valueData);
+
+ switch (itr->second.uState)
+ {
+ case SKILL_NEW:
+ CharacterDatabase.PExecute("INSERT INTO character_skills (guid, skill, value, max) VALUES ('%u', '%u', '%u', '%u')",
+ GetGUIDLow(), itr->first, value, max);
+ break;
+ case SKILL_CHANGED:
+ CharacterDatabase.PExecute("UPDATE character_skills SET value = '%u',max = '%u'WHERE guid = '%u' AND skill = '%u' ",
+ value, max, GetGUIDLow(), itr->first);
+ break;
+ };
+ itr->second.uState = SKILL_UNCHANGED;
+
+ ++itr;
+ }
+}
+
+void Player::_SaveSpells()
+{
+ for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
+ {
+ if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
+ CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
+
+ // add only changed/new not dependent spells
+ if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED))
+ CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0);
+
+ if (itr->second->state == PLAYERSPELL_REMOVED)
+ {
+ delete itr->second;
+ m_spells.erase(itr++);
+ }
+ else
+ {
+ itr->second->state = PLAYERSPELL_UNCHANGED;
+ ++itr;
+ }
+
+ }
+}
+
+// save player stats -- only for external usage
+// real stats will be recalculated on player login
+void Player::_SaveStats()
+{
+ // check if stat saving is enabled and if char level is high enough
+ if (!sWorld.getConfig(CONFIG_MIN_LEVEL_STAT_SAVE) || getLevel() < sWorld.getConfig(CONFIG_MIN_LEVEL_STAT_SAVE))
+ return;
+
+ CharacterDatabase.PExecute("DELETE FROM character_stats WHERE guid = '%u'", GetGUIDLow());
+ std::ostringstream ss;
+ ss << "INSERT INTO character_stats (guid, maxhealth, maxpower1, maxpower2, maxpower3, maxpower4, maxpower5, maxpower6, maxpower7, "
+ "strength, agility, stamina, intellect, spirit, armor, resHoly, resFire, resNature, resFrost, resShadow, resArcane, "
+ "blockPct, dodgePct, parryPct, critPct, rangedCritPct, spellCritPct, attackPower, rangedAttackPower, spellPower) VALUES ("
+ << GetGUIDLow() << ", "
+ << GetMaxHealth() << ", ";
+ for (int i = 0; i < MAX_POWERS; ++i)
+ ss << GetMaxPower(Powers(i)) << ", ";
+ for (int i = 0; i < MAX_STATS; ++i)
+ ss << GetStat(Stats(i)) << ", ";
+ // armor + school resistances
+ for (int i = 0; i < MAX_SPELL_SCHOOL; ++i)
+ ss << GetResistance(SpellSchools(i)) << ",";
+ ss << GetFloatValue(PLAYER_BLOCK_PERCENTAGE) << ", "
+ << GetFloatValue(PLAYER_DODGE_PERCENTAGE) << ", "
+ << GetFloatValue(PLAYER_PARRY_PERCENTAGE) << ", "
+ << GetFloatValue(PLAYER_CRIT_PERCENTAGE) << ", "
+ << GetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE) << ", "
+ << GetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1) << ", "
+ << GetUInt32Value(UNIT_FIELD_ATTACK_POWER) << ", "
+ << GetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER) << ", "
+ << GetBaseSpellPowerBonus() << ")";
+ CharacterDatabase.Execute(ss.str().c_str());
+}
+
+void Player::outDebugValues() const
+{
+ if (!sLog.IsOutDebug()) // optimize disabled debug output
+ return;
+
+ sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
+ sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
+ sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
+ sLog.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA));
+ sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
+ sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
+ sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
+ sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
+ sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
+ sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
+ sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
+ sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
+}
+
+/*********************************************************/
+/*** FLOOD FILTER SYSTEM ***/
+/*********************************************************/
+
+void Player::UpdateSpeakTime()
+{
+ // ignore chat spam protection for GMs in any mode
+ if (GetSession()->GetSecurity() > SEC_PLAYER)
+ return;
+
+ time_t current = time (NULL);
+ if (m_speakTime > current)
+ {
+ uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
+ if (!max_count)
+ return;
+
+ ++m_speakCount;
+ if (m_speakCount >= max_count)
+ {
+ // prevent overwrite mute time, if message send just before mutes set, for example.
+ time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
+ if (GetSession()->m_muteTime < new_mute)
+ GetSession()->m_muteTime = new_mute;
+
+ m_speakCount = 0;
+ }
+ }
+ else
+ m_speakCount = 0;
+
+ m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
+}
+
+bool Player::CanSpeak() const
+{
+ return GetSession()->m_muteTime <= time (NULL);
+}
+
+/*********************************************************/
+/*** LOW LEVEL FUNCTIONS:Notifiers ***/
+/*********************************************************/
+
+void Player::SendAttackSwingNotInRange()
+{
+ WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
+{
+ std::ostringstream ss;
+ ss << "UPDATE characters SET position_x='"<<x<<"',position_y='"<<y
+ << "',position_z='"<<z<<"',orientation='"<<o<<"',map='"<<mapid
+ << "',zone='"<<zone<<"',trans_x='0',trans_y='0',trans_z='0',"
+ << "transguid='0',taxi_path='' WHERE guid='"<< GUID_LOPART(guid) <<"'";
+ sLog.outDebug(ss.str().c_str());
+ CharacterDatabase.Execute(ss.str().c_str());
+}
+
+void Player::SetUInt32ValueInArray(Tokens& tokens,uint16 index, uint32 value)
+{
+ char buf[11];
+ snprintf(buf,11,"%u",value);
+
+ if (index >= tokens.size())
+ return;
+
+ tokens[index] = buf;
+}
+
+void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
+{
+ // 0
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid));
+ if (!result)
+ return;
+
+ Field* fields = result->Fetch();
+
+ uint32 player_bytes2 = fields[0].GetUInt32();
+ player_bytes2 &= ~0xFF;
+ player_bytes2 |= facialHair;
+
+ CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, GUID_LOPART(guid));
+}
+
+void Player::SendAttackSwingDeadTarget()
+{
+ WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendAttackSwingCantAttack()
+{
+ WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendAttackSwingCancelAttack()
+{
+ WorldPacket data(SMSG_CANCEL_COMBAT, 0);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendAttackSwingBadFacingAttack()
+{
+ WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendAutoRepeatCancel(Unit *target)
+{
+ WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size());
+ data.append(target->GetPackGUID()); // may be it's target guid
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
+{
+ WorldPacket data(SMSG_EXPLORATION_EXPERIENCE, 8);
+ data << uint32(Area);
+ data << uint32(Experience);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendDungeonDifficulty(bool IsInGroup)
+{
+ uint8 val = 0x00000001;
+ WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
+ data << (uint32)GetDungeonDifficulty();
+ data << uint32(val);
+ data << uint32(IsInGroup);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendRaidDifficulty(bool IsInGroup)
+{
+ uint8 val = 0x00000001;
+ WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12);
+ data << uint32(GetRaidDifficulty());
+ data << uint32(val);
+ data << uint32(IsInGroup);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendResetFailedNotify(uint32 mapid)
+{
+ WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
+ data << uint32(mapid);
+ GetSession()->SendPacket(&data);
+}
+
+/// Reset all solo instances and optionally send a message on success for each
+void Player::ResetInstances(uint8 method, bool isRaid)
+{
+ // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
+
+ // we assume that when the difficulty changes, all instances that can be reset will be
+ Difficulty diff = GetDifficulty(isRaid);
+
+ for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end();)
+ {
+ InstanceSave *p = itr->second.save;
+ const MapEntry *entry = sMapStore.LookupEntry(itr->first);
+ if (!entry || entry->IsRaid() != isRaid || !p->CanReset())
+ {
+ ++itr;
+ continue;
+ }
+
+ if (method == INSTANCE_RESET_ALL)
+ {
+ // the "reset all instances" method can only reset normal maps
+ if (entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC)
+ {
+ ++itr;
+ continue;
+ }
+ }
+
+ // if the map is loaded, reset it
+ Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
+ if (map && map->IsDungeon())
+ if (!((InstanceMap*)map)->Reset(method))
+ {
+ ++itr;
+ continue;
+ }
+
+ // since this is a solo instance there should not be any players inside
+ if (method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
+ SendResetInstanceSuccess(p->GetMapId());
+
+ p->DeleteFromDB();
+ m_boundInstances[diff].erase(itr++);
+
+ // the following should remove the instance save from the manager and delete it as well
+ p->RemovePlayer(this);
+ }
+}
+
+void Player::SendResetInstanceSuccess(uint32 MapId)
+{
+ WorldPacket data(SMSG_INSTANCE_RESET, 4);
+ data << uint32(MapId);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
+{
+ // TODO: find what other fail reasons there are besides players in the instance
+ WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
+ data << uint32(reason);
+ data << uint32(MapId);
+ GetSession()->SendPacket(&data);
+}
+
+/*********************************************************/
+/*** Update timers ***/
+/*********************************************************/
+
+///checks the 15 afk reports per 5 minutes limit
+void Player::UpdateAfkReport(time_t currTime)
+{
+ if (m_bgData.bgAfkReportedTimer <= currTime)
+ {
+ m_bgData.bgAfkReportedCount = 0;
+ m_bgData.bgAfkReportedTimer = currTime+5*MINUTE;
+ }
+}
+
+void Player::UpdateContestedPvP(uint32 diff)
+{
+ if (!m_contestedPvPTimer||isInCombat())
+ return;
+ if (m_contestedPvPTimer <= diff)
+ {
+ ResetContestedPvP();
+ }
+ else
+ m_contestedPvPTimer -= diff;
+}
+
+void Player::UpdatePvPFlag(time_t currTime)
+{
+ if (!IsPvP())
+ return;
+ if (pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
+ return;
+
+ UpdatePvP(false);
+}
+
+void Player::UpdateDuelFlag(time_t currTime)
+{
+ if (!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
+ return;
+
+ SetUInt32Value(PLAYER_DUEL_TEAM, 1);
+ duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
+
+ duel->startTimer = 0;
+ duel->startTime = currTime;
+ duel->opponent->duel->startTimer = 0;
+ duel->opponent->duel->startTime = currTime;
+}
+
+Pet* Player::GetPet() const
+{
+ if (uint64 pet_guid = GetPetGUID())
+ {
+ if (!IS_PET_GUID(pet_guid))
+ return NULL;
+
+ Pet* pet = ObjectAccessor::GetPet(pet_guid);
+
+ if (!pet)
+ return NULL;
+
+ if (IsInWorld() && pet)
+ return pet;
+
+ //there may be a guardian in slot
+ //sLog.outError("Player::GetPet: Pet %u not exist.",GUID_LOPART(pet_guid));
+ //const_cast<Player*>(this)->SetPetGUID(0);
+ }
+
+ return NULL;
+}
+
+void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
+{
+ if (!pet)
+ pet = GetPet();
+
+ if (pet)
+ {
+ sLog.outDebug("RemovePet %u, %u, %u", pet->GetEntry(), mode, returnreagent);
+
+ if (pet->m_removed)
+ return;
+ }
+
+ if (returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleGround())
+ {
+ //returning of reagents only for players, so best done here
+ uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
+
+ if (spellInfo)
+ {
+ for (uint32 i = 0; i < 7; ++i)
+ {
+ if (spellInfo->Reagent[i] > 0)
+ {
+ ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
+ uint8 msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i]);
+ if (msg == EQUIP_ERR_OK)
+ {
+ Item* item = StoreNewItem(dest, spellInfo->Reagent[i], true);
+ if (IsInWorld())
+ SendNewItem(item,spellInfo->ReagentCount[i],true,false);
+ }
+ }
+ }
+ }
+ m_temporaryUnsummonedPetNumber = 0;
+ }
+
+ if (!pet || pet->GetOwnerGUID() != GetGUID())
+ return;
+
+ pet->CombatStop();
+
+ if (returnreagent)
+ {
+ switch(pet->GetEntry())
+ {
+ //warlock pets except imp are removed(?) when logging out
+ case 1860:
+ case 1863:
+ case 417:
+ case 17252:
+ mode = PET_SAVE_NOT_IN_SLOT;
+ break;
+ }
+ }
+
+ // only if current pet in slot
+ pet->SavePetToDB(mode);
+
+ SetMinion(pet, false);
+
+ pet->AddObjectToRemoveList();
+ pet->m_removed = true;
+
+ if (pet->isControlled())
+ {
+ WorldPacket data(SMSG_PET_SPELLS, 8);
+ data << uint64(0);
+ GetSession()->SendPacket(&data);
+
+ if (GetGroup())
+ SetGroupUpdateFlag(GROUP_UPDATE_PET);
+ }
+}
+
+void Player::StopCastingCharm()
+{
+ Unit* charm = GetCharm();
+ if (!charm)
+ return;
+
+ if (charm->GetTypeId() == TYPEID_UNIT)
+ {
+ if (charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_PUPPET))
+ ((Puppet*)charm)->UnSummon();
+ else if (charm->IsVehicle())
+ ExitVehicle();
+ }
+ if (GetCharmGUID())
+ charm->RemoveCharmAuras();
+
+ if (GetCharmGUID())
+ {
+ sLog.outCrash("Player %s (GUID: " UI64FMTD " is not able to uncharm unit (GUID: " UI64FMTD " Entry: %u, Type: %u)", GetName(), GetGUID(), GetCharmGUID(), charm->GetEntry(), charm->GetTypeId());
+ if (charm->GetCharmerGUID())
+ {
+ sLog.outCrash("Charmed unit has charmer guid " UI64FMTD, charm->GetCharmerGUID());
+ assert(false);
+ }
+ else
+ SetCharm(charm, false);
+ }
+}
+
+void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
+{
+ *data << (uint8)msgtype;
+ *data << (uint32)language;
+ *data << (uint64)GetGUID();
+ *data << (uint32)language; //language 2.1.0 ?
+ *data << (uint64)GetGUID();
+ *data << (uint32)(text.length()+1);
+ *data << text;
+ *data << (uint8)chatTag();
+}
+
+void Player::Say(const std::string& text, const uint32 language)
+{
+ WorldPacket data(SMSG_MESSAGECHAT, 200);
+ BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
+ SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
+
+ if (sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
+ sLog.outChat("[SAY] Player %s says (language %u): %s",
+ GetName(), language, text.c_str());
+}
+
+void Player::Yell(const std::string& text, const uint32 language)
+{
+ WorldPacket data(SMSG_MESSAGECHAT, 200);
+ BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
+ SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
+
+ if (sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
+ sLog.outChat("[YELL] Player %s yells (language %u): %s",
+ GetName(), language, text.c_str());
+}
+
+void Player::TextEmote(const std::string& text)
+{
+ WorldPacket data(SMSG_MESSAGECHAT, 200);
+ BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
+ SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT));
+
+ if (sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
+ sLog.outChat("[TEXTEMOTE] Player %s emotes: %s",
+ GetName(), text.c_str());
+}
+
+void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
+{
+ if (language != LANG_ADDON) // if not addon data
+ language = LANG_UNIVERSAL; // whispers should always be readable
+
+ Player *rPlayer = objmgr.GetPlayer(receiver);
+
+ if (sWorld.getConfig(CONFIG_CHATLOG_WHISPER))
+ sLog.outChat("[WHISPER] Player %s tells %s: %s",
+ GetName(), rPlayer->GetName(), text.c_str());
+
+ // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
+ if (!rPlayer->isDND() || isGameMaster())
+ {
+ WorldPacket data(SMSG_MESSAGECHAT, 200);
+ BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
+ rPlayer->GetSession()->SendPacket(&data);
+
+ // not send confirmation for addon messages
+ if (language != LANG_ADDON)
+ {
+ data.Initialize(SMSG_MESSAGECHAT, 200);
+ rPlayer->BuildPlayerChat(&data, CHAT_MSG_WHISPER_INFORM, text, language);
+ GetSession()->SendPacket(&data);
+ }
+ }
+ else
+ {
+ // announce to player that player he is whispering to is dnd and cannot receive his message
+ ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
+ }
+
+ if (!isAcceptWhispers() && !isGameMaster() && !rPlayer->isGameMaster())
+ {
+ SetAcceptWhispers(true);
+ ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
+ }
+
+ // announce to player that player he is whispering to is afk
+ if (rPlayer->isAFK())
+ ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
+
+ // if player whisper someone, auto turn of dnd to be able to receive an answer
+ if (isDND() && !rPlayer->isGameMaster())
+ ToggleDND();
+}
+
+void Player::PetSpellInitialize()
+{
+ Pet* pet = GetPet();
+
+ if (!pet)
+ return;
+
+ sLog.outDebug("Pet Spells Groups");
+
+ CharmInfo *charmInfo = pet->GetCharmInfo();
+
+ WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
+ data << uint64(pet->GetGUID());
+ data << uint16(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
+ data << uint32(0);
+ data << uint8(pet->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
+
+ // action bar loop
+ charmInfo->BuildActionBar(&data);
+
+ size_t spellsCountPos = data.wpos();
+
+ // spells count
+ uint8 addlist = 0;
+ data << uint8(addlist); // placeholder
+
+ if (pet->IsPermanentPetFor(this))
+ {
+ // spells loop
+ for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
+ {
+ if (itr->second.state == PETSPELL_REMOVED)
+ continue;
+
+ data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first,itr->second.active));
+ ++addlist;
+ }
+ }
+
+ data.put<uint8>(spellsCountPos, addlist);
+
+ uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
+ data << uint8(cooldownsCount);
+
+ time_t curTime = time(NULL);
+
+ for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
+ {
+ time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
+
+ data << uint32(itr->first); // spellid
+ data << uint16(0); // spell category?
+ data << uint32(cooldown); // cooldown
+ data << uint32(0); // category cooldown
+ }
+
+ for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
+ {
+ time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
+
+ data << uint32(itr->first); // spellid
+ data << uint16(0); // spell category?
+ data << uint32(0); // cooldown
+ data << uint32(cooldown); // category cooldown
+ }
+
+ data.hexlike();
+
+ GetSession()->SendPacket(&data);
+}
+
+void Player::PossessSpellInitialize()
+{
+ Unit* charm = GetCharm();
+ if (!charm)
+ return;
+
+ CharmInfo *charmInfo = charm->GetCharmInfo();
+
+ if (!charmInfo)
+ {
+ sLog.outError("Player::PossessSpellInitialize(): charm ("UI64FMTD") has no charminfo!", charm->GetGUID());
+ return;
+ }
+
+ WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
+ data << uint64(charm->GetGUID());
+ data << uint16(0);
+ data << uint32(0);
+ data << uint32(0);
+
+ charmInfo->BuildActionBar(&data);
+
+ data << uint8(0); // spells count
+ data << uint8(0); // cooldowns count
+
+ GetSession()->SendPacket(&data);
+}
+
+void Player::VehicleSpellInitialize()
+{
+ Creature* veh = GetVehicleCreatureBase();
+ if (!veh)
+ return;
+
+ // GetPosition_ is not a member of 'Vehicle', SetPosition is a member of 'Player': SetPosition(GetVehicle()->GetPositionX(), GetVehicle()->GetPositionY(), GetVehicle()->GetPositionZ(), GetVehicle()->GetOrientation());
+
+ // GetPosition_ is not a member of 'Vehicle', SetPosition is a member of 'Player': SetPosition(GetVehicle()->GetPositionX(), GetVehicle()->GetPositionY(), GetVehicle()->GetPositionZ(), GetVehicle()->GetOrientation());
+
+ WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*10+1+1);
+ data << uint64(veh->GetGUID());
+ data << uint16(0);
+ data << uint32(0);
+ data << uint32(0x00000101);
+
+ for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
+ {
+ uint32 spellId = veh->ToCreature()->m_spells[i];
+ if (!spellId)
+ continue;
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
+ if (!spellInfo)
+ continue;
+
+ if (IsPassiveSpell(spellId))
+ {
+ veh->CastSpell(veh, spellId, true);
+ data << uint16(0) << uint8(0) << uint8(i+8);
+ }
+ else
+ data << uint32(MAKE_UNIT_ACTION_BUTTON(spellId,i+8));
+ }
+
+ for (uint32 i = CREATURE_MAX_SPELLS; i < MAX_SPELL_CONTROL_BAR; ++i)
+ data << uint16(0) << uint8(0) << uint8(i+8);
+
+ data << uint8(0);
+ data << uint8(0);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::CharmSpellInitialize()
+{
+ Unit* charm = GetFirstControlled();
+ if (!charm)
+ return;
+
+ CharmInfo *charmInfo = charm->GetCharmInfo();
+ if (!charmInfo)
+ {
+ sLog.outError("Player::CharmSpellInitialize(): the player's charm ("UI64FMTD") has no charminfo!", charm->GetGUID());
+ return;
+ }
+
+ uint8 addlist = 0;
+ if (charm->GetTypeId() != TYPEID_PLAYER)
+ {
+ //CreatureInfo const *cinfo = charm->ToCreature()->GetCreatureInfo();
+ //if (cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
+ {
+ for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
+ if (charmInfo->GetCharmSpell(i)->GetAction())
+ ++addlist;
+ }
+ }
+
+ WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1);
+ data << uint64(charm->GetGUID());
+ data << uint16(0);
+ data << uint32(0);
+
+ if (charm->GetTypeId() != TYPEID_PLAYER)
+ data << uint8(charm->ToCreature()->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
+ else
+ data << uint8(0) << uint8(0) << uint16(0);
+
+ charmInfo->BuildActionBar(&data);
+
+ data << uint8(addlist);
+
+ if (addlist)
+ {
+ for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
+ {
+ CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
+ if (cspell->GetAction())
+ data << uint32(cspell->packedData);
+ }
+ }
+
+ data << uint8(0); // cooldowns count
+
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendRemoveControlBar()
+{
+ WorldPacket data(SMSG_PET_SPELLS, 8);
+ data << uint64(0);
+ GetSession()->SendPacket(&data);
+}
+
+bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell * spell)
+{
+ if (!mod || !spellInfo)
+ return false;
+
+ // Mod out of charges
+ if (spell && mod->charges == -1 && spell->m_appliedMods.find(mod->ownerAura) == spell->m_appliedMods.end())
+ return false;
+
+ return spellmgr.IsAffectedByMod(spellInfo, mod);
+}
+
+void Player::AddSpellMod(SpellModifier* mod, bool apply)
+{
+ sLog.outDebug("Player::AddSpellMod %d", mod->spellId);
+ uint16 Opcode = (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
+
+ int i = 0;
+ flag96 _mask = 0;
+ for (int eff = 0; eff < 96; ++eff)
+ {
+ if (eff != 0 && eff%32 == 0)
+ _mask[i++] = 0;
+
+ _mask[i] = uint32(1) << (eff-(32*i));
+ if (mod->mask & _mask)
+ {
+ int32 val = 0;
+ for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
+ {
+ if ((*itr)->type == mod->type && (*itr)->mask & _mask)
+ val += (*itr)->value;
+ }
+ val += apply ? mod->value : -(mod->value);
+ WorldPacket data(Opcode, (1+1+4));
+ data << uint8(eff);
+ data << uint8(mod->op);
+ data << int32(val);
+ SendDirectMessage(&data);
+ }
+ }
+
+ if (apply)
+ m_spellMods[mod->op].push_back(mod);
+ else
+ {
+ m_spellMods[mod->op].remove(mod);
+ // mods bound to aura will be removed in AuraEffect::~AuraEffect
+ if (!mod->ownerAura)
+ delete mod;
+ }
+}
+
+// Restore spellmods in case of failed cast
+void Player::RestoreSpellMods(Spell * spell)
+{
+ if (!spell || spell->m_appliedMods.empty())
+ return;
+
+ for (uint8 i=0; i<MAX_SPELLMOD; ++i)
+ {
+ for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end(); ++itr)
+ {
+ SpellModifier *mod = *itr;
+
+ // spellmods without aura set cannot be charged
+ if (!mod->ownerAura || !mod->ownerAura->GetCharges())
+ continue;
+
+ // check if mod affected this spell
+ Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
+ if (iterMod == spell->m_appliedMods.end())
+ continue;
+
+ // remove from list
+ spell->m_appliedMods.erase(iterMod);
+
+ // add mod charges back to mod
+ if (mod->charges == -1)
+ mod->charges = 1;
+ else
+ mod->charges++;
+
+ // Do not set more spellmods than avalible
+ if (mod->ownerAura->GetCharges() < mod->charges)
+ mod->charges = mod->ownerAura->GetCharges();
+
+ // Skip this check for now - aura charges may change due to various reason
+ // TODO: trac these changes correctly
+ //assert (mod->ownerAura->GetCharges() <= mod->charges);
+ }
+ }
+}
+
+void Player::RemoveSpellMods(Spell * spell)
+{
+ if (!spell)
+ return;
+ std::set <Aura *> checkedSpells;
+
+ AuraEffectList const & auraList = GetAuraEffectsByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE);
+ for (AuraEffectList::const_iterator itr = auraList.begin(); itr != auraList.end();)
+ {
+ AuraEffect * aurEff = *itr;
+ Aura * aura = aurEff->GetBase();
+ ++itr;
+ if (!aura->GetCharges())
+ continue;
+
+ SpellEntry const * spellInfo = aura->GetSpellProto();
+
+ if (spellInfo->SpellFamilyName != spell->m_spellInfo->SpellFamilyName ||
+ checkedSpells.find(aura) != checkedSpells.end())
+ continue;
+
+ if (spell->m_spellInfo->SpellFamilyFlags & spellInfo->EffectSpellClassMask[aurEff->GetEffIndex()]
+ // this is for fingers of frost, look at spell::finish part, a charge will be taken by the triggering spell
+ && aura->GetDuration() != aura->GetMaxDuration())
+ {
+ checkedSpells.insert(aura);
+ spell->m_appliedMods.erase(aura);
+ if (aura->DropCharge())
+ itr = auraList.begin();
+ }
+ }
+
+ if (spell->m_appliedMods.empty())
+ return;
+
+ for (uint8 i=0; i<MAX_SPELLMOD; ++i)
+ {
+ for (SpellModList::iterator itr = m_spellMods[i].begin(); itr != m_spellMods[i].end();)
+ {
+ SpellModifier *mod = *itr;
+ ++itr;
+
+ // spellmods without aura set cannot be charged
+ if (!mod->ownerAura || !mod->ownerAura->GetCharges())
+ continue;
+
+ // check if mod affected this spell
+ Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
+ if (iterMod == spell->m_appliedMods.end())
+ continue;
+
+ // remove from list
+ spell->m_appliedMods.erase(iterMod);
+
+ if (mod->ownerAura->DropCharge())
+ itr = m_spellMods[i].begin();
+ }
+ }
+}
+
+void Player::DropModCharge(SpellModifier * mod, Spell * spell)
+{
+ if (spell && mod->ownerAura && mod->charges > 0)
+ {
+ --mod->charges;
+ if (mod->charges == 0)
+ {
+ mod->charges = -1;
+ }
+ spell->m_appliedMods.insert(mod->ownerAura);
+ }
+}
+
+void Player::SetSpellModTakingSpell(Spell * spell, bool apply)
+{
+ if (!spell || (m_spellModTakingSpell && m_spellModTakingSpell != spell))
+ return;
+
+ if (apply && spell->getState() == SPELL_STATE_FINISHED)
+ return;
+
+ m_spellModTakingSpell = apply ? spell : NULL;
+}
+
+// send Proficiency
+void Player::SendProficiency(uint8 pr1, uint32 pr2)
+{
+ WorldPacket data(SMSG_SET_PROFICIENCY, 8);
+ data << uint8(pr1) << uint32(pr2);
+ GetSession()->SendPacket (&data);
+}
+
+void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
+{
+ QueryResult_AutoPtr result = QueryResult_AutoPtr(NULL);
+ if (type == 10)
+ result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
+ else
+ result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
+ if (result)
+ {
+ do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand.
+ { // and SendPetitionQueryOpcode reads data from the DB
+ Field *fields = result->Fetch();
+ uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
+ uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
+
+ // send update if charter owner in game
+ Player* owner = objmgr.GetPlayer(ownerguid);
+ if (owner)
+ owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
+
+ } while (result->NextRow());
+
+ if (type == 10)
+ CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
+ else
+ CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
+ }
+
+ CharacterDatabase.BeginTransaction();
+ if (type == 10)
+ {
+ CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
+ CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
+ }
+ else
+ {
+ CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
+ CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
+ }
+ CharacterDatabase.CommitTransaction();
+}
+
+void Player::LeaveAllArenaTeams(uint64 guid)
+{
+ QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid));
+ if (!result)
+ return;
+
+ do
+ {
+ Field *fields = result->Fetch();
+ uint32 at_id = fields[0].GetUInt32();
+ if (at_id != 0)
+ {
+ ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
+ if (at)
+ at->DelMember(guid);
+ }
+ } while (result->NextRow());
+}
+
+void Player::SetRestBonus (float rest_bonus_new)
+{
+ // Prevent resting on max level
+ if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
+ rest_bonus_new = 0;
+
+ if (rest_bonus_new < 0)
+ rest_bonus_new = 0;
+
+ float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
+
+ if (rest_bonus_new > rest_bonus_max)
+ m_rest_bonus = rest_bonus_max;
+ else
+ m_rest_bonus = rest_bonus_new;
+
+ // update data for client
+ if (m_rest_bonus>10)
+ SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
+ else if (m_rest_bonus <= 1)
+ SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
+
+ //RestTickUpdate
+ SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
+}
+
+void Player::HandleStealthedUnitsDetection()
+{
+ std::list<Unit*> stealthedUnits;
+ Trinity::AnyStealthedCheck u_check;
+ Trinity::UnitListSearcher<Trinity::AnyStealthedCheck > searcher(this, stealthedUnits, u_check);
+ VisitNearbyObject(GetMap()->GetVisibilityDistance(), searcher);
+
+ for (std::list<Unit*>::const_iterator i = stealthedUnits.begin(); i != stealthedUnits.end(); ++i)
+ {
+ if ((*i) == this)
+ continue;
+
+ bool hasAtClient = HaveAtClient((*i));
+ bool hasDetected = canSeeOrDetect(*i, true);
+
+ if (hasDetected)
+ {
+ if (!hasAtClient)
+ {
+ (*i)->SendUpdateToPlayer(this);
+ m_clientGUIDs.insert((*i)->GetGUID());
+
+ #ifdef TRINITY_DEBUG
+ if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES) == 0)
+ sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
+ #endif
+
+ // target aura duration for caster show only if target exist at caster client
+ // send data at target visibility change (adding to client)
+ SendInitialVisiblePackets(*i);
+ }
+ }
+ else
+ {
+ if (hasAtClient)
+ {
+ (*i)->DestroyForPlayer(this);
+ m_clientGUIDs.erase((*i)->GetGUID());
+ }
+ }
+ }
+}
+
+bool Player::ActivateTaxiPathTo(std::vector<uint32> const& nodes, Creature* npc /*= NULL*/, uint32 spellid /*= 0*/)
+{
+ if (nodes.size() < 2)
+ return false;
+
+ // not let cheating with start flight in time of logout process || while in combat || has type state: stunned || has type state: root
+ if (GetSession()->isLogingOut() || isInCombat() || hasUnitState(UNIT_STAT_STUNNED) || hasUnitState(UNIT_STAT_ROOT))
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIPLAYERBUSY);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+
+ if (HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE))
+ return false;
+
+ // taximaster case
+ if (npc)
+ {
+ // not let cheating with start flight mounted
+ if (IsMounted())
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIPLAYERALREADYMOUNTED);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+
+ if (m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW)
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIPLAYERSHAPESHIFTED);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+
+ // not let cheating with start flight in time of logout process || if casting not finished || while in combat || if not use Spell's with EffectSendTaxi
+ if (IsNonMeleeSpellCasted(false))
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIPLAYERBUSY);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+ }
+ // cast case or scripted call case
+ else
+ {
+ RemoveAurasByType(SPELL_AURA_MOUNTED);
+
+ if (m_ShapeShiftFormSpellId && m_form != FORM_BATTLESTANCE && m_form != FORM_BERSERKERSTANCE && m_form != FORM_DEFENSIVESTANCE && m_form != FORM_SHADOW)
+ RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
+
+ if (Spell* spell = GetCurrentSpell(CURRENT_GENERIC_SPELL))
+ if (spell->m_spellInfo->Id != spellid)
+ InterruptSpell(CURRENT_GENERIC_SPELL,false);
+
+ InterruptSpell(CURRENT_AUTOREPEAT_SPELL,false);
+
+ if (Spell* spell = GetCurrentSpell(CURRENT_CHANNELED_SPELL))
+ if (spell->m_spellInfo->Id != spellid)
+ InterruptSpell(CURRENT_CHANNELED_SPELL,true);
+ }
+
+ uint32 sourcenode = nodes[0];
+
+ // starting node too far away (cheat?)
+ TaxiNodesEntry const* node = sTaxiNodesStore.LookupEntry(sourcenode);
+ if (!node)
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXINOSUCHPATH);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+
+ // check node starting pos data set case if provided
+ if (node->x != 0.0f || node->y != 0.0f || node->z != 0.0f)
+ {
+ if (node->map_id != GetMapId() ||
+ (node->x - GetPositionX())*(node->x - GetPositionX())+
+ (node->y - GetPositionY())*(node->y - GetPositionY())+
+ (node->z - GetPositionZ())*(node->z - GetPositionZ()) >
+ (2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE)*(2*INTERACTION_DISTANCE))
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXITOOFARAWAY);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+ }
+ // node must have pos if taxi master case (npc != NULL)
+ else if (npc)
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
+ GetSession()->SendPacket(&data);
+ return false;
+ }
+
+ // Prepare to flight start now
+
+ // stop combat at start taxi flight if any
+ CombatStop();
+
+ StopCastingCharm();
+ StopCastingBindSight();
+ ExitVehicle();
+
+ // stop trade (client cancel trade at taxi map open but cheating tools can be used for reopen it)
+ TradeCancel(true);
+
+ // clean not finished taxi path if any
+ m_taxi.ClearTaxiDestinations();
+
+ // 0 element current node
+ m_taxi.AddTaxiDestination(sourcenode);
+
+ // fill destinations path tail
+ uint32 sourcepath = 0;
+ uint32 totalcost = 0;
+
+ uint32 prevnode = sourcenode;
+ uint32 lastnode = 0;
+
+ for (uint32 i = 1; i < nodes.size(); ++i)
+ {
+ uint32 path, cost;
+
+ lastnode = nodes[i];
+ objmgr.GetTaxiPath(prevnode, lastnode, path, cost);
+
+ if (!path)
+ {
+ m_taxi.ClearTaxiDestinations();
+ return false;
+ }
+
+ totalcost += cost;
+
+ if (prevnode == sourcenode)
+ sourcepath = path;
+
+ m_taxi.AddTaxiDestination(lastnode);
+
+ prevnode = lastnode;
+ }
+
+ // get mount model (in case non taximaster (npc == NULL) allow more wide lookup)
+ //
+ // Hack-Fix for Alliance not being able to use Acherus taxi. There is
+ // only one mount ID for both sides. Probably not good to use 315 in case DBC nodes
+ // change but I couldn't find a suitable alternative. OK to use class because only DK
+ // can use this taxi.
+ uint32 mount_display_id = objmgr.GetTaxiMountDisplayId(sourcenode, GetTeam(), npc == NULL || (sourcenode == 315 && getClass() == CLASS_DEATH_KNIGHT));
+
+ // in spell case allow 0 model
+ if ((mount_display_id == 0 && spellid == 0) || sourcepath == 0)
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIUNSPECIFIEDSERVERERROR);
+ GetSession()->SendPacket(&data);
+ m_taxi.ClearTaxiDestinations();
+ return false;
+ }
+
+ uint32 money = GetMoney();
+
+ if (npc)
+ totalcost = (uint32)ceil(totalcost*GetReputationPriceDiscount(npc));
+
+ if (money < totalcost)
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXINOTENOUGHMONEY);
+ GetSession()->SendPacket(&data);
+ m_taxi.ClearTaxiDestinations();
+ return false;
+ }
+
+ //Checks and preparations done, DO FLIGHT
+ ModifyMoney(-(int32)totalcost);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING, totalcost);
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN, 1);
+
+ // prevent stealth flight
+ //RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TALK);
+
+ if (sWorld.getConfig(CONFIG_INSTANT_TAXI))
+ {
+ TaxiNodesEntry const* lastnode = sTaxiNodesStore.LookupEntry(nodes[nodes.size()-1]);
+ m_taxi.ClearTaxiDestinations();
+ TeleportTo(lastnode->map_id, lastnode->x, lastnode->y, lastnode->z, GetOrientation());
+ return false;
+ }
+ else
+ {
+ WorldPacket data(SMSG_ACTIVATETAXIREPLY, 4);
+ data << uint32(ERR_TAXIOK);
+ GetSession()->SendPacket(&data);
+ sLog.outDebug("WORLD: Sent SMSG_ACTIVATETAXIREPLY");
+ GetSession()->SendDoFlight(mount_display_id, sourcepath);
+ }
+ return true;
+}
+
+bool Player::ActivateTaxiPathTo(uint32 taxi_path_id, uint32 spellid /*= 0*/)
+{
+ TaxiPathEntry const* entry = sTaxiPathStore.LookupEntry(taxi_path_id);
+ if (!entry)
+ return false;
+
+ std::vector<uint32> nodes;
+
+ nodes.resize(2);
+ nodes[0] = entry->from;
+ nodes[1] = entry->to;
+
+ return ActivateTaxiPathTo(nodes,NULL,spellid);
+}
+
+void Player::CleanupAfterTaxiFlight()
+{
+ m_taxi.ClearTaxiDestinations(); // not destinations, clear source node
+ Unmount();
+ RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT);
+ getHostileRefManager().setOnlineOfflineState(true);
+}
+
+void Player::ContinueTaxiFlight()
+{
+ uint32 sourceNode = m_taxi.GetTaxiSource();
+ if (!sourceNode)
+ return;
+
+ sLog.outDebug("WORLD: Restart character %u taxi flight", GetGUIDLow());
+
+ uint32 mountDisplayId = objmgr.GetTaxiMountDisplayId(sourceNode, GetTeam(),true);
+ uint32 path = m_taxi.GetCurrentTaxiPath();
+
+ // search appropriate start path node
+ uint32 startNode = 0;
+
+ TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path];
+
+ float distPrev = MAP_SIZE*MAP_SIZE;
+ float distNext =
+ (nodeList[0].x-GetPositionX())*(nodeList[0].x-GetPositionX())+
+ (nodeList[0].y-GetPositionY())*(nodeList[0].y-GetPositionY())+
+ (nodeList[0].z-GetPositionZ())*(nodeList[0].z-GetPositionZ());
+
+ for (uint32 i = 1; i < nodeList.size(); ++i)
+ {
+ TaxiPathNode const& node = nodeList[i];
+ TaxiPathNode const& prevNode = nodeList[i-1];
+
+ // skip nodes at another map
+ if (node.mapid != GetMapId())
+ continue;
+
+ distPrev = distNext;
+
+ distNext =
+ (node.x-GetPositionX())*(node.x-GetPositionX())+
+ (node.y-GetPositionY())*(node.y-GetPositionY())+
+ (node.z-GetPositionZ())*(node.z-GetPositionZ());
+
+ float distNodes =
+ (node.x-prevNode.x)*(node.x-prevNode.x)+
+ (node.y-prevNode.y)*(node.y-prevNode.y)+
+ (node.z-prevNode.z)*(node.z-prevNode.z);
+
+ if (distNext + distPrev < distNodes)
+ {
+ startNode = i;
+ break;
+ }
+ }
+
+ GetSession()->SendDoFlight(mountDisplayId, path, startNode);
+}
+
+void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs)
+{
+ // last check 2.0.10
+ WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
+ data << uint64(GetGUID());
+ data << uint8(0x0); // flags (0x1, 0x2)
+ time_t curTime = time(NULL);
+ for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
+ {
+ if (itr->second->state == PLAYERSPELL_REMOVED)
+ continue;
+ uint32 unSpellId = itr->first;
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
+ if (!spellInfo)
+ {
+ ASSERT(spellInfo);
+ continue;
+ }
+
+ // Not send cooldown for this spells
+ if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
+ continue;
+
+ if (spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE)
+ continue;
+
+ if ((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs)
+ {
+ data << uint32(unSpellId);
+ data << uint32(unTimeMs); // in m.secs
+ AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILISECONDS);
+ }
+ }
+ GetSession()->SendPacket(&data);
+}
+
+void Player::InitDataForForm(bool reapplyMods)
+{
+ SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
+ if (ssEntry && ssEntry->attackSpeed)
+ {
+ SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
+ SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
+ SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
+ }
+ else
+ SetRegularAttackTime();
+
+ switch(m_form)
+ {
+ case FORM_GHOUL:
+ case FORM_CAT:
+ {
+ if (getPowerType() != POWER_ENERGY)
+ setPowerType(POWER_ENERGY);
+ break;
+ }
+ case FORM_BEAR:
+ case FORM_DIREBEAR:
+ {
+ if (getPowerType() != POWER_RAGE)
+ setPowerType(POWER_RAGE);
+ break;
+ }
+ default: // 0, for example
+ {
+ ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
+ if (cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
+ setPowerType(Powers(cEntry->powerType));
+ break;
+ }
+ }
+
+ // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
+ if (!reapplyMods)
+ UpdateEquipSpellsAtFormChange();
+
+ UpdateAttackPowerAndDamage();
+ UpdateAttackPowerAndDamage(true);
+}
+
+void Player::InitDisplayIds()
+{
+ PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
+ if (!info)
+ {
+ sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
+ return;
+ }
+
+ uint8 gender = getGender();
+ switch(gender)
+ {
+ case GENDER_FEMALE:
+ SetDisplayId(info->displayId_f);
+ SetNativeDisplayId(info->displayId_f);
+ break;
+ case GENDER_MALE:
+ SetDisplayId(info->displayId_m);
+ SetNativeDisplayId(info->displayId_m);
+ break;
+ default:
+ sLog.outError("Invalid gender %u for player",gender);
+ return;
+ }
+}
+
+// Return true is the bought item has a max count to force refresh of window by caller
+bool Player::BuyItemFromVendorSlot(uint64 vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot)
+{
+ // cheating attempt
+ if (count < 1) count = 1;
+
+ // cheating attempt
+ if (slot > MAX_BAG_SIZE && slot !=NULL_SLOT)
+ return false;
+
+ if (!isAlive())
+ return false;
+
+ ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
+ if (!pProto)
+ {
+ SendBuyError(BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
+ return false;
+ }
+
+ Creature *pCreature = GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR);
+ if (!pCreature)
+ {
+ sLog.outDebug("WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)));
+ SendBuyError(BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
+ return false;
+ }
+
+ VendorItemData const* vItems = pCreature->GetVendorItems();
+ if (!vItems || vItems->Empty())
+ {
+ SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
+ return false;
+ }
+
+ if (vendorslot >= vItems->GetItemCount())
+ {
+ SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
+ return false;
+ }
+
+ VendorItem const* crItem = vItems->GetItem(vendorslot);
+ // store diff item (cheating)
+ if(!crItem || crItem->item != item)
+ {
+ SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
+ return false;
+ }
+
+ // check current item amount if it limited
+ if (crItem->maxcount != 0)
+ {
+ if (pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count)
+ {
+ SendBuyError(BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
+ return false;
+ }
+ }
+
+ if (pProto->RequiredReputationFaction && (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank))
+ {
+ SendBuyError(BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
+ return false;
+ }
+
+ if (crItem->ExtendedCost)
+ {
+ ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
+ if (!iece)
+ {
+ sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
+ return false;
+ }
+
+ // honor points price
+ if (GetHonorPoints() < (iece->reqhonorpoints * count))
+ {
+ SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
+ return false;
+ }
+
+ // arena points price
+ if (GetArenaPoints() < (iece->reqarenapoints * count))
+ {
+ SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
+ return false;
+ }
+
+ // item base price
+ for (uint8 i = 0; i < 5; ++i)
+ {
+ if (iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
+ {
+ SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
+ return false;
+ }
+ }
+
+ // check for personal arena rating requirement
+ if (GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating)
+ {
+ // probably not the proper equip err
+ SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
+ return false;
+ }
+ }
+
+ int32 price = pProto->BuyPrice * count;
+
+ // reputation discount
+ price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
+
+ if (GetMoney() < price)
+ {
+ SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
+ return false;
+ }
+
+ if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
+ {
+ ItemPosCountVec dest;
+ uint8 msg = CanStoreNewItem(bag, slot, dest, item, pProto->BuyCount * count);
+ if (msg != EQUIP_ERR_OK)
+ {
+ SendEquipError(msg, NULL, NULL);
+ return false;
+ }
+
+ ModifyMoney(-(int32)price);
+
+ if (crItem->ExtendedCost) // case for new honor system
+ {
+ ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
+ if (iece->reqhonorpoints)
+ ModifyHonorPoints(- int32(iece->reqhonorpoints * count));
+
+ if (iece->reqarenapoints)
+ ModifyArenaPoints(- int32(iece->reqarenapoints * count));
+
+ for (uint8 i = 0; i < 5; ++i)
+ {
+ if (iece->reqitem[i])
+ DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
+ }
+ }
+
+ if (Item *it = StoreNewItem(dest, item, true))
+ {
+ uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
+
+ WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
+ data << uint64(pCreature->GetGUID());
+ data << uint32(vendorslot+1); // numbered from 1 at client
+ data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
+ data << uint32(count);
+ GetSession()->SendPacket(&data);
+ SendNewItem(it, pProto->BuyCount*count, true, false, false);
+
+ if (it->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE) && crItem->ExtendedCost)
+ {
+ it->SetRefundRecipient(GetGUIDLow());
+ it->SetPaidMoney(price);
+ it->SetPaidExtendedCost(crItem->ExtendedCost);
+ it->SaveRefundDataToDB();
+ AddRefundReference(it->GetGUID());
+ }
+ }
+ }
+ else if (IsEquipmentPos(bag, slot))
+ {
+ if (pProto->BuyCount * count != 1)
+ {
+ SendEquipError(EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL);
+ return false;
+ }
+
+ uint16 dest;
+ uint8 msg = CanEquipNewItem(slot, dest, item, false);
+ if (msg != EQUIP_ERR_OK)
+ {
+ SendEquipError(msg, NULL, NULL);
+ return false;
+ }
+
+ ModifyMoney(-(int32)price);
+ if (crItem->ExtendedCost) // case for new honor system
+ {
+ ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
+ if (iece->reqhonorpoints)
+ ModifyHonorPoints(- int32(iece->reqhonorpoints * count));
+
+ if (iece->reqarenapoints)
+ ModifyArenaPoints(- int32(iece->reqarenapoints * count));
+
+ for (uint8 i = 0; i < 5; ++i)
+ {
+ if (iece->reqitem[i])
+ DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i] * count, true);
+ }
+ }
+
+ if (Item *it = EquipNewItem(dest, item, true))
+ {
+ uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
+
+ WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
+ data << uint64(pCreature->GetGUID());
+ data << uint32(vendorslot + 1); // numbered from 1 at client
+ data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
+ data << uint32(count);
+ GetSession()->SendPacket(&data);
+
+ SendNewItem(it, pProto->BuyCount*count, true, false, false);
+
+ AutoUnequipOffhandIfNeed();
+
+ if (it->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE) && crItem->ExtendedCost)
+ {
+ it->SetRefundRecipient(GetGUIDLow());
+ it->SetPaidMoney(price);
+ it->SetPaidExtendedCost(crItem->ExtendedCost);
+ it->SaveRefundDataToDB();
+ AddRefundReference(it->GetGUID());
+ }
+ }
+ }
+ else
+ {
+ SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
+ return false;
+ }
+
+ return crItem->maxcount != 0;
+}
+
+uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot)
+{
+ // returns the maximal personal arena rating that can be used to purchase items requiring this condition
+ // the personal rating of the arena team must match the required limit as well
+ // so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
+ uint32 max_personal_rating = 0;
+ for (uint8 i = minarenaslot; i < MAX_ARENA_SLOT; ++i)
+ {
+ if (ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
+ {
+ uint32 p_rating = GetArenaPersonalRating(i);
+ uint32 t_rating = at->GetRating();
+ p_rating = p_rating < t_rating ? p_rating : t_rating;
+ if (max_personal_rating < p_rating)
+ max_personal_rating = p_rating;
+ }
+ }
+ return max_personal_rating;
+}
+
+void Player::UpdateHomebindTime(uint32 time)
+{
+ // GMs never get homebind timer online
+ if (m_InstanceValid || isGameMaster())
+ {
+ if (m_HomebindTimer) // instance valid, but timer not reset
+ {
+ // hide reminder
+ WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
+ data << uint32(0);
+ data << uint32(0);
+ GetSession()->SendPacket(&data);
+ }
+ // instance is valid, reset homebind timer
+ m_HomebindTimer = 0;
+ }
+ else if (m_HomebindTimer > 0)
+ {
+ if (time >= m_HomebindTimer)
+ {
+ // teleport to nearest graveyard
+ SetPhaseMask(1,true);
+ RepopAtGraveyard();
+ }
+ else
+ m_HomebindTimer -= time;
+ }
+ else
+ {
+ // instance is invalid, start homebind timer
+ m_HomebindTimer = 60000;
+ // send message to player
+ WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
+ data << uint32(m_HomebindTimer);
+ data << uint32(1);
+ GetSession()->SendPacket(&data);
+ sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
+ SetPhaseMask(2,true);
+ }
+}
+
+void Player::UpdatePvPState(bool onlyFFA)
+{
+ // TODO: should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled?
+ if (!pvpInfo.inNoPvPArea && !isGameMaster()
+ && (pvpInfo.inFFAPvPArea || sWorld.IsFFAPvPRealm()))
+ {
+ if (!HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
+ {
+ SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
+ for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
+ (*itr)->SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
+ }
+ }
+ else if (HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
+ {
+ RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
+ for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
+ (*itr)->RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
+ }
+
+ if (onlyFFA)
+ return;
+
+ if (pvpInfo.inHostileArea) // in hostile area
+ {
+ if (!IsPvP() || pvpInfo.endTimer != 0)
+ UpdatePvP(true, true);
+ }
+ else // in friendly area
+ {
+ if (IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
+ pvpInfo.endTimer = time(0); // start toggle-off
+ }
+}
+
+void Player::UpdatePvP(bool state, bool override)
+{
+ if (!state || override)
+ {
+ SetPvP(state);
+ pvpInfo.endTimer = 0;
+ }
+ else
+ {
+ if (pvpInfo.endTimer != 0)
+ pvpInfo.endTimer = time(NULL);
+ else
+ SetPvP(state);
+ }
+}
+
+void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
+{
+ // init cooldown values
+ uint32 cat = 0;
+ int32 rec = -1;
+ int32 catrec = -1;
+
+ // some special item spells without correct cooldown in SpellInfo
+ // cooldown information stored in item prototype
+ // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
+
+ if (itemId)
+ {
+ if (ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
+ {
+ for (uint8 idx = 0; idx < 5; ++idx)
+ {
+ if (uint32(proto->Spells[idx].SpellId) == spellInfo->Id)
+ {
+ cat = proto->Spells[idx].SpellCategory;
+ rec = proto->Spells[idx].SpellCooldown;
+ catrec = proto->Spells[idx].SpellCategoryCooldown;
+ break;
+ }
+ }
+ }
+ }
+
+ // if no cooldown found above then base at DBC data
+ if (rec < 0 && catrec < 0)
+ {
+ cat = spellInfo->Category;
+ rec = spellInfo->RecoveryTime;
+ catrec = spellInfo->CategoryRecoveryTime;
+ }
+
+ time_t curTime = time(NULL);
+
+ time_t catrecTime;
+ time_t recTime;
+
+ // overwrite time for selected category
+ if (infinityCooldown)
+ {
+ // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
+ // but not allow ignore until reset or re-login
+ catrecTime = catrec > 0 ? curTime+infinityCooldownDelay : 0;
+ recTime = rec > 0 ? curTime+infinityCooldownDelay : catrecTime;
+ }
+ else
+ {
+ // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
+ // prevent 0 cooldowns set by another way
+ if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != 75))
+ rec = GetAttackTime(RANGED_ATTACK);
+
+ // Now we have cooldown data (if found any), time to apply mods
+ if (rec > 0)
+ ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
+
+ if (catrec > 0)
+ ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
+
+ // replace negative cooldowns by 0
+ if (rec < 0) rec = 0;
+ if (catrec < 0) catrec = 0;
+
+ // no cooldown after applying spell mods
+ if (rec == 0 && catrec == 0)
+ return;
+
+ catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0;
+ recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime;
+ }
+
+ // self spell cooldown
+ if (recTime > 0)
+ AddSpellCooldown(spellInfo->Id, itemId, recTime);
+
+ // category spells
+ if (cat && catrec > 0)
+ {
+ SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
+ if (i_scstore != sSpellCategoryStore.end())
+ {
+ for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
+ {
+ if (*i_scset == spellInfo->Id) // skip main spell, already handled above
+ continue;
+
+ AddSpellCooldown(*i_scset, itemId, catrecTime);
+ }
+ }
+ }
+}
+
+void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
+{
+ SpellCooldown sc;
+ sc.end = end_time;
+ sc.itemid = itemid;
+ m_spellCooldowns[spellid] = sc;
+}
+
+void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell)
+{
+ // start cooldowns at server side, if any
+ AddSpellAndCategoryCooldowns(spellInfo,itemId,spell);
+
+ // Send activate cooldown timer (possible 0) at client side
+ WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
+ data << uint32(spellInfo->Id);
+ data << uint64(GetGUID());
+ SendDirectMessage(&data);
+}
+
+void Player::UpdatePotionCooldown(Spell* spell)
+{
+ // no potion used i combat or still in combat
+ if (!m_lastPotionId || isInCombat())
+ return;
+
+ // Call not from spell cast, send cooldown event for item spells if no in combat
+ if (!spell)
+ {
+ // spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
+ if (ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
+ for (uint8 idx = 0; idx < 5; ++idx)
+ if (proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
+ if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
+ SendCooldownEvent(spellInfo,m_lastPotionId);
+ }
+ // from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
+ else
+ SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
+
+ m_lastPotionId = 0;
+}
+
+ //slot to be excluded while counting
+bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
+{
+ if (!enchantmentcondition)
+ return true;
+
+ SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
+
+ if (!Condition)
+ return true;
+
+ uint8 curcount[4] = {0, 0, 0, 0};
+
+ //counting current equipped gem colors
+ for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ if (i == slot)
+ continue;
+ Item *pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+ if (pItem2 && !pItem2->IsBroken() && pItem2->GetProto()->Socket[0].Color)
+ {
+ for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
+ {
+ uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
+ if (!enchant_id)
+ continue;
+
+ SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if (!enchantEntry)
+ continue;
+
+ uint32 gemid = enchantEntry->GemID;
+ if (!gemid)
+ continue;
+
+ ItemPrototype const* gemProto = sItemStorage.LookupEntry<ItemPrototype>(gemid);
+ if (!gemProto)
+ continue;
+
+ GemPropertiesEntry const* gemProperty = sGemPropertiesStore.LookupEntry(gemProto->GemProperties);
+ if (!gemProperty)
+ continue;
+
+ uint8 GemColor = gemProperty->color;
+
+ for (uint8 b = 0, tmpcolormask = 1; b < 4; b++, tmpcolormask <<= 1)
+ {
+ if (tmpcolormask & GemColor)
+ ++curcount[b];
+ }
+ }
+ }
+ }
+
+ bool activate = true;
+
+ for (uint8 i = 0; i < 5; i++)
+ {
+ if (!Condition->Color[i])
+ continue;
+
+ uint32 _cur_gem = curcount[Condition->Color[i] - 1];
+
+ // if have <CompareColor> use them as count, else use <value> from Condition
+ uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i];
+
+ switch(Condition->Comparator[i])
+ {
+ case 2: // requires less <color> than (<value> || <comparecolor>) gems
+ activate &= (_cur_gem < _cmp_gem) ? true : false;
+ break;
+ case 3: // requires more <color> than (<value> || <comparecolor>) gems
+ activate &= (_cur_gem > _cmp_gem) ? true : false;
+ break;
+ case 5: // requires at least <color> than (<value> || <comparecolor>) gems
+ activate &= (_cur_gem >= _cmp_gem) ? true : false;
+ break;
+ }
+ }
+
+ sLog.outDebug("Checking Condition %u, there are %u Meta Gems, %u Red Gems, %u Yellow Gems and %u Blue Gems, Activate:%s", enchantmentcondition, curcount[0], curcount[1], curcount[2], curcount[3], activate ? "yes" : "no");
+
+ return activate;
+}
+
+void Player::CorrectMetaGemEnchants(uint8 exceptslot, bool apply)
+{
+ //cycle all equipped items
+ for (uint32 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
+ {
+ //enchants for the slot being socketed are handled by Player::ApplyItemMods
+ if (slot == exceptslot)
+ continue;
+
+ Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
+
+ if (!pItem || !pItem->GetProto()->Socket[0].Color)
+ continue;
+
+ for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
+ {
+ uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
+ if (!enchant_id)
+ continue;
+
+ SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if (!enchantEntry)
+ continue;
+
+ uint32 condition = enchantEntry->EnchantmentCondition;
+ if (condition)
+ {
+ //was enchant active with/without item?
+ bool wasactive = EnchantmentFitsRequirements(condition, apply ? exceptslot : -1);
+ //should it now be?
+ if (wasactive ^ EnchantmentFitsRequirements(condition, apply ? -1 : exceptslot))
+ {
+ // ignore item gem conditions
+ //if state changed, (dis)apply enchant
+ ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot),!wasactive,true,true);
+ }
+ }
+ }
+ }
+}
+
+ //if false -> then toggled off if was on| if true -> toggled on if was off AND meets requirements
+void Player::ToggleMetaGemsActive(uint8 exceptslot, bool apply)
+{
+ //cycle all equipped items
+ for (int slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
+ {
+ //enchants for the slot being socketed are handled by WorldSession::HandleSocketOpcode(WorldPacket& recv_data)
+ if (slot == exceptslot)
+ continue;
+
+ Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot);
+
+ if (!pItem || !pItem->GetProto()->Socket[0].Color) //if item has no sockets or no item is equipped go to next item
+ continue;
+
+ //cycle all (gem)enchants
+ for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
+ {
+ uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
+ if (!enchant_id) //if no enchant go to next enchant(slot)
+ continue;
+
+ SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if (!enchantEntry)
+ continue;
+
+ //only metagems to be (de)activated, so only enchants with condition
+ uint32 condition = enchantEntry->EnchantmentCondition;
+ if (condition)
+ ApplyEnchantment(pItem,EnchantmentSlot(enchant_slot), apply);
+ }
+ }
+}
+
+void Player::SetBattleGroundEntryPoint()
+{
+ // Taxi path store
+ if (!m_taxi.empty())
+ {
+ m_bgData.mountSpell = 0;
+ m_bgData.taxiPath[0] = m_taxi.GetTaxiSource();
+ m_bgData.taxiPath[1] = m_taxi.GetTaxiDestination();
+
+ // On taxi we don't need check for dungeon
+ m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
+ return;
+ }
+ else
+ {
+ m_bgData.ClearTaxiPath();
+
+ // Mount spell id storing
+ if (IsMounted())
+ {
+ AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOUNTED);
+ if (!auras.empty())
+ m_bgData.mountSpell = (*auras.begin())->GetId();
+ }
+ else
+ m_bgData.mountSpell = 0;
+
+ // If map is dungeon find linked graveyard
+ if (GetMap()->IsDungeon())
+ {
+ if (const WorldSafeLocsEntry* entry = objmgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
+ {
+ m_bgData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f);
+ return;
+ }
+ else
+ sLog.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
+ }
+ // If new entry point is not BG or arena set it
+ else if (!GetMap()->IsBattleGroundOrArena())
+ {
+ m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
+ return;
+ }
+ }
+
+ // In error cases use homebind position
+ m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f);
+}
+
+void Player::LeaveBattleground(bool teleportToEntryPoint)
+{
+ if (BattleGround *bg = GetBattleGround())
+ {
+ bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
+
+ // call after remove to be sure that player resurrected for correct cast
+ if (bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER))
+ {
+ if (bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN)
+ {
+ //lets check if player was teleported from BG and schedule delayed Deserter spell cast
+ if (IsBeingTeleportedFar())
+ {
+ ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER);
+ return;
+ }
+
+ CastSpell(this, 26013, true); // Deserter
+ }
+ }
+ }
+}
+
+bool Player::CanJoinToBattleground() const
+{
+ // check Deserter debuff
+ if (HasAura(26013))
+ return false;
+
+ return true;
+}
+
+bool Player::CanReportAfkDueToLimit()
+{
+ // a player can complain about 15 people per 5 minutes
+ if (m_bgData.bgAfkReportedCount++ >= 15)
+ return false;
+
+ return true;
+}
+
+///This player has been blamed to be inactive in a battleground
+void Player::ReportedAfkBy(Player* reporter)
+{
+ BattleGround *bg = GetBattleGround();
+ if (!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
+ return;
+
+ // check if player has 'Idle' or 'Inactive' debuff
+ if (m_bgData.bgAfkReporter.find(reporter->GetGUIDLow()) == m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit())
+ {
+ m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow());
+ // 3 players have to complain to apply debuff
+ if (m_bgData.bgAfkReporter.size() >= 3)
+ {
+ // cast 'Idle' spell
+ CastSpell(this, 43680, true);
+ m_bgData.bgAfkReporter.clear();
+ }
+ }
+}
+
+WorldLocation Player::GetStartPosition() const
+{
+ PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
+ uint32 mapId = info->mapId;
+ if (getClass() == CLASS_DEATH_KNIGHT && HasSpell(50977))
+ mapId = 0;
+ return WorldLocation(mapId, info->positionX, info->positionY, info->positionZ, 0);
+}
+
+bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance) const
+{
+ // Always can see self
+ if (m_mover == u || this == u)
+ return true;
+
+ // phased visibility (both must phased in same way)
+ if (!InSamePhase(u))
+ return false;
+
+ // player visible for other player if not logout and at same transport
+ // including case when player is out of world
+ bool at_same_transport =
+ GetTransport() && u->GetTypeId() == TYPEID_PLAYER
+ && !GetSession()->PlayerLogout() && !u->ToPlayer()->GetSession()->PlayerLogout()
+ && !GetSession()->PlayerLoading() && !u->ToPlayer()->GetSession()->PlayerLoading()
+ && GetTransport() == u->ToPlayer()->GetTransport();
+
+ // not in world
+ if (!at_same_transport && (!IsInWorld() || !u->IsInWorld()))
+ return false;
+
+ // forbidden to seen (at GM respawn command)
+ //if (u->GetVisibility() == VISIBILITY_RESPAWN)
+ // return false;
+
+ Map& _map = *u->GetMap();
+ // Grid dead/alive checks
+ // non visible at grid for any stealth state
+ if (!u->IsVisibleInGridForPlayer(this))
+ return false;
+
+ // always seen by owner
+ if (uint64 guid = u->GetCharmerOrOwnerGUID())
+ if (GetGUID() == guid)
+ return true;
+
+ if (uint64 guid = GetUInt64Value(PLAYER_FARSIGHT))
+ if (u->GetGUID() == guid)
+ return true;
+
+ // different visible distance checks
+ if (isInFlight()) // what see player in flight
+ {
+ if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
+ return false;
+ }
+ else if (!u->isAlive()) // distance for show body
+ {
+ if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
+ return false;
+ }
+ else if (u->GetTypeId() == TYPEID_PLAYER) // distance for show player
+ {
+ // Players far than max visible distance for player or not in our map are not visible too
+ if (!at_same_transport && !m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
+ return false;
+ }
+ else if (u->GetCharmerOrOwnerGUID()) // distance for show pet/charmed
+ {
+ // Pet/charmed far than max visible distance for player or not in our map are not visible too
+ if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
+ return false;
+ }
+ else // distance for show creature
+ {
+ // Units farther than max visible distance for creature or not in our map are not visible too
+ if (!m_seer->IsWithinDistInMap(u
+ , u->isActiveObject() ? (MAX_VISIBILITY_DISTANCE - (inVisibleList ? 0.0f : World::GetVisibleUnitGreyDistance()))
+ : (_map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f))
+ , is3dDistance))
+ return false;
+ }
+
+ if (Unit* owner = u->GetCharmerOrOwnerOrSelf())
+ {
+ if (owner->GetVisibility() == VISIBILITY_OFF)
+ {
+ // GMs see any players, not higher GMs and all units
+ if (isGameMaster())
+ {
+ if (owner->GetTypeId() == TYPEID_PLAYER)
+ return owner->ToPlayer()->GetSession()->GetSecurity() <= GetSession()->GetSecurity();
+ else
+ return true;
+ }
+ return false;
+ }
+ }
+
+ // GM's can see everyone with invisibilitymask with less or equal security level
+ if (m_mover->m_invisibilityMask || u->m_invisibilityMask)
+ {
+ if (isGameMaster())
+ {
+ if (u->GetTypeId() == TYPEID_PLAYER)
+ return u->ToPlayer()->GetSession()->GetSecurity() <= GetSession()->GetSecurity();
+ else
+ return true;
+ }
+
+ // player see other player with stealth/invisibility only if he in same group or raid or same team (raid/team case dependent from conf setting)
+ if (!m_mover->canDetectInvisibilityOf(u))
+ if (!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(const_cast<Player*>(u->ToPlayer()))))
+ return false;
+ }
+
+ // GM invisibility checks early, invisibility if any detectable, so if not stealth then visible
+ if (u->GetVisibility() == VISIBILITY_GROUP_STEALTH && !isGameMaster())
+ {
+ // if player is dead then he can't detect anyone in any cases
+ //do not know what is the use of this detect
+ // stealth and detected and visible for some seconds
+ if (!isAlive())
+ detect = false;
+ if (m_DetectInvTimer < 300 || !HaveAtClient(u))
+ if (!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(const_cast<Player*>(u->ToPlayer()))))
+ if (!detect || !m_mover->canDetectStealthOf(u, GetDistance(u)))
+ return false;
+ }
+
+ // If use this server will be too laggy
+ // Now check is target visible with LoS
+ //return u->IsWithinLOS(GetPositionX(),GetPositionY(),GetPositionZ());
+ return true;
+}
+
+bool Player::IsVisibleInGridForPlayer(Player const * pl) const
+{
+ // gamemaster in GM mode see all, including ghosts
+ if (pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
+ return true;
+
+ // It seems in battleground everyone sees everyone, except the enemy-faction ghosts
+ if (InBattleGround())
+ {
+ if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl))
+ return false;
+ return true;
+ }
+
+ // Live player see live player or dead player with not realized corpse
+ if (pl->isAlive() || pl->m_deathTimer > 0)
+ {
+ return isAlive() || m_deathTimer > 0;
+ }
+
+ // Ghost see other friendly ghosts, that's for sure
+ if (!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
+ return true;
+
+ // Dead player see live players near own corpse
+ if (isAlive())
+ {
+ Corpse *corpse = pl->GetCorpse();
+ if (corpse)
+ {
+ // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
+ if (corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
+ return true;
+ }
+ }
+
+ // and not see any other
+ return false;
+}
+
+bool Player::IsVisibleGloballyFor(Player* u) const
+{
+ if (!u)
+ return false;
+
+ // Always can see self
+ if (u == this)
+ return true;
+
+ // Visible units, always are visible for all players
+ if (GetVisibility() == VISIBILITY_ON)
+ return true;
+
+ // GMs are visible for higher gms (or players are visible for gms)
+ if (u->GetSession()->GetSecurity() > SEC_PLAYER)
+ return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
+
+ // non faction visibility non-breakable for non-GMs
+ if (GetVisibility() == VISIBILITY_OFF)
+ return false;
+
+ // non-gm stealth/invisibility not hide from global player lists
+ return true;
+}
+
+template<class T>
+inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, T* target, std::set<Unit*>& /*v*/)
+{
+ s64.insert(target->GetGUID());
+}
+
+template<>
+inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, GameObject* target, std::set<Unit*>& /*v*/)
+{
+ if (!target->IsTransport())
+ s64.insert(target->GetGUID());
+}
+
+template<>
+inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, Creature* target, std::set<Unit*>& v)
+{
+ s64.insert(target->GetGUID());
+ v.insert(target);
+}
+
+template<>
+inline void UpdateVisibilityOf_helper(std::set<uint64>& s64, Player* target, std::set<Unit*>& v)
+{
+ s64.insert(target->GetGUID());
+ v.insert(target);
+}
+
+template<class T>
+inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/)
+{
+}
+
+template<>
+inline void BeforeVisibilityDestroy<Creature>(Creature* t, Player* p)
+{
+ if (p->GetPetGUID() == t->GetGUID() && t->ToCreature()->isPet())
+ ((Pet*)t)->Remove(PET_SAVE_NOT_IN_SLOT, true);
+}
+
+void Player::UpdateVisibilityOf(WorldObject* target)
+{
+ if (HaveAtClient(target))
+ {
+ if (!target->isVisibleForInState(this, true))
+ {
+ if (target->GetTypeId() == TYPEID_UNIT)
+ BeforeVisibilityDestroy<Creature>(target->ToCreature(),this);
+
+ target->DestroyForPlayer(this);
+ m_clientGUIDs.erase(target->GetGUID());
+
+ #ifdef TRINITY_DEBUG
+ if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES) == 0)
+ sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
+ #endif
+ }
+ }
+ else
+ {
+ if (target->isVisibleForInState(this,false))
+ {
+ //if (target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle)
+ // UpdateVisibilityOf(((Unit*)target)->m_Vehicle);
+
+ target->SendUpdateToPlayer(this);
+ m_clientGUIDs.insert(target->GetGUID());
+
+ #ifdef TRINITY_DEBUG
+ if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES) == 0)
+ sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
+ #endif
+
+ // target aura duration for caster show only if target exist at caster client
+ // send data at target visibility change (adding to client)
+ if (target->isType(TYPEMASK_UNIT))
+ SendInitialVisiblePackets((Unit*)target);
+ }
+ }
+}
+
+void Player::UpdateTriggerVisibility()
+{
+ if (m_clientGUIDs.empty())
+ return;
+
+ UpdateData udata;
+ WorldPacket packet;
+ for (ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr)
+ {
+ if (IS_CREATURE_GUID(*itr))
+ {
+ Creature *obj = IsInWorld() ? GetMap()->GetCreature(*itr) : NULL;
+ if (!obj || !obj->isTrigger())
+ continue;
+
+ obj->BuildCreateUpdateBlockForPlayer(&udata,this);
+ }
+ }
+ udata.BuildPacket(&packet);
+ GetSession()->SendPacket(&packet);
+}
+
+void Player::SendInitialVisiblePackets(Unit* target)
+{
+ SendAurasForTarget(target);
+ if (target->isAlive())
+ {
+ if (target->GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
+ target->SendMonsterMoveWithSpeedToCurrentDestination(this);
+ if (target->hasUnitState(UNIT_STAT_MELEE_ATTACKING) && target->getVictim())
+ target->SendMeleeAttackStart(target->getVictim());
+ }
+}
+
+template<class T>
+void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& visibleNow)
+{
+ if (HaveAtClient(target))
+ {
+ if (!target->isVisibleForInState(this,true))
+ {
+ BeforeVisibilityDestroy<T>(target,this);
+
+ target->BuildOutOfRangeUpdateBlock(&data);
+ m_clientGUIDs.erase(target->GetGUID());
+
+ #ifdef TRINITY_DEBUG
+ if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES) == 0)
+ sLog.outDebug("Object %u (Type: %u, Entry: %u) is out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target));
+ #endif
+ }
+ }
+ else //if (visibleNow.size() < 30 || target->GetTypeId() == TYPEID_UNIT && target->ToCreature()->IsVehicle())
+ {
+ if (target->isVisibleForInState(this,false))
+ {
+ //if (target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle)
+ // UpdateVisibilityOf(((Unit*)target)->m_Vehicle, data, visibleNow);
+
+ target->BuildCreateUpdateBlockForPlayer(&data, this);
+ UpdateVisibilityOf_helper(m_clientGUIDs,target,visibleNow);
+
+ #ifdef TRINITY_DEBUG
+ if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES) == 0)
+ sLog.outDebug("Object %u (Type: %u, Entry: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target));
+ #endif
+ }
+ }
+}
+
+template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, std::set<Unit*>& visibleNow);
+template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, std::set<Unit*>& visibleNow);
+template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, std::set<Unit*>& visibleNow);
+template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, std::set<Unit*>& visibleNow);
+template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, std::set<Unit*>& visibleNow);
+
+void Player::UpdateObjectVisibility(bool forced)
+{
+ if (!forced)
+ AddToNotify(NOTIFY_VISIBILITY_CHANGED);
+ else
+ {
+ Unit::UpdateObjectVisibility(true);
+ // updates visibility of all objects around point of view for current player
+ Trinity::VisibleNotifier notifier(*this);
+ m_seer->VisitNearbyObject(GetMap()->GetVisibilityDistance(), notifier);
+ notifier.SendToSelf(); // send gathered data
+ }
+}
+
+void Player::UpdateVisibilityForPlayer()
+{
+ Trinity::VisibleNotifier notifier(*this);
+ m_seer->VisitNearbyObject(GetMap()->GetVisibilityDistance(), notifier);
+ notifier.SendToSelf(); // send gathered data
+}
+
+void Player::InitPrimaryProfessions()
+{
+ SetFreePrimaryProfessions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
+}
+
+Unit * Player::GetSelectedUnit() const
+{
+ if (m_curSelection)
+ return ObjectAccessor::GetUnit(*this, m_curSelection);
+ return NULL;
+}
+
+Player * Player::GetSelectedPlayer() const
+{
+ if (m_curSelection)
+ return ObjectAccessor::GetPlayer(*this, m_curSelection);
+ return NULL;
+}
+
+void Player::SendComboPoints()
+{
+ Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
+ if (combotarget)
+ {
+ WorldPacket data;
+ if (m_mover != this)
+ {
+ data.Initialize(SMSG_PET_UPDATE_COMBO_POINTS, m_mover->GetPackGUID().size()+combotarget->GetPackGUID().size()+1);
+ data.append(m_mover->GetPackGUID());
+ }
+ else
+ data.Initialize(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
+ data.append(combotarget->GetPackGUID());
+ data << uint8(m_comboPoints);
+ GetSession()->SendPacket(&data);
+ }
+}
+
+void Player::AddComboPoints(Unit* target, int8 count, Spell * spell)
+{
+ if (!count)
+ return;
+
+ int8 * comboPoints = spell ? &spell->m_comboPointGain : &m_comboPoints;
+
+ // without combo points lost (duration checked in aura)
+ RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
+
+ if (target->GetGUID() == m_comboTarget)
+ *comboPoints += count;
+ else
+ {
+ if (m_comboTarget)
+ if (Unit* target2 = ObjectAccessor::GetUnit(*this, m_comboTarget))
+ target2->RemoveComboPointHolder(GetGUIDLow());
+
+ // Spells will always add value to m_comboPoints eventualy, so it must be cleared first
+ if (spell)
+ m_comboPoints = 0;
+
+ m_comboTarget = target->GetGUID();
+ *comboPoints = count;
+
+ target->AddComboPointHolder(GetGUIDLow());
+ }
+
+ if (*comboPoints > 5)
+ *comboPoints = 5;
+ else if (*comboPoints < 0)
+ *comboPoints = 0;
+
+ if (!spell)
+ SendComboPoints();
+}
+
+void Player::GainSpellComboPoints(int8 count)
+{
+ if (!count)
+ return;
+
+ m_comboPoints += count;
+ if (m_comboPoints > 5) m_comboPoints = 5;
+ else if (m_comboPoints < 0) m_comboPoints = 0;
+
+ SendComboPoints();
+}
+
+void Player::ClearComboPoints()
+{
+ if (!m_comboTarget)
+ return;
+
+ // without combopoints lost (duration checked in aura)
+ RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
+
+ m_comboPoints = 0;
+
+ SendComboPoints();
+
+ if (Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
+ target->RemoveComboPointHolder(GetGUIDLow());
+
+ m_comboTarget = 0;
+}
+
+void Player::SetGroup(Group *group, int8 subgroup)
+{
+ if (group == NULL)
+ m_group.unlink();
+ else
+ {
+ // never use SetGroup without a subgroup unless you specify NULL for group
+ assert(subgroup >= 0);
+ m_group.link(group, this);
+ m_group.setSubGroup((uint8)subgroup);
+ }
+}
+
+void Player::SendInitialPacketsBeforeAddToMap()
+{
+ GetSocial()->SendSocialList();
+
+ // guild bank list wtf?
+
+ // Homebind
+ WorldPacket data(SMSG_BINDPOINTUPDATE, 5*4);
+ data << m_homebindX << m_homebindY << m_homebindZ;
+ data << (uint32) m_homebindMapId;
+ data << (uint32) m_homebindAreaId;
+ GetSession()->SendPacket(&data);
+
+ // SMSG_SET_PROFICIENCY
+ // SMSG_SET_PCT_SPELL_MODIFIER
+ // SMSG_SET_FLAT_SPELL_MODIFIER
+ // SMSG_UPDATE_AURA_DURATION
+
+ SendTalentsInfoData(false);
+
+ // SMSG_INSTANCE_DIFFICULTY
+ data.Initialize(SMSG_INSTANCE_DIFFICULTY, 4+4);
+ data << uint32(GetMap()->GetDifficulty());
+ data << uint32(0);
+ GetSession()->SendPacket(&data);
+
+ SendInitialSpells();
+
+ data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
+ data << uint32(0); // count, for (count) uint32;
+ GetSession()->SendPacket(&data);
+
+ SendInitialActionButtons();
+ m_reputationMgr.SendInitialReputations();
+ m_achievementMgr.SendAllAchievementData();
+
+ SendEquipmentSetList();
+
+ data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4);
+ data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
+ data << (float)0.01666667f; // game speed
+ data << uint32(0); // added in 3.1.2
+ GetSession()->SendPacket(&data);
+
+ GetReputationMgr().SendForceReactions(); // SMSG_SET_FORCED_REACTIONS
+
+ // SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
+ // SMSG_PET_GUIDS
+ // SMSG_UPDATE_WORLD_STATE
+ // SMSG_POWER_UPDATE
+
+}
+
+void Player::SendInitialPacketsAfterAddToMap()
+{
+ // update zone
+ uint32 newzone, newarea;
+ GetZoneAndAreaId(newzone,newarea);
+ UpdateZone(newzone,newarea); // also call SendInitWorldStates();
+
+ ResetTimeSync();
+ SendTimeSync();
+
+ CastSpell(this, 836, true); // LOGINEFFECT
+
+ // set some aura effects that send packet to player client after add player to map
+ // SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
+ // same auras state lost at far teleport, send it one more time in this case also
+ static const AuraType auratypes[] =
+ {
+ SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
+ SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
+ SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED, SPELL_AURA_NONE
+ };
+ for (AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
+ {
+ Unit::AuraEffectList const& auraList = GetAuraEffectsByType(*itr);
+ if (!auraList.empty())
+ auraList.front()->HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true);
+ }
+
+ if (HasAuraType(SPELL_AURA_MOD_STUN))
+ SetMovement(MOVE_ROOT);
+
+ // manual send package (have code in HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); that don't must be re-applied.
+ if (HasAuraType(SPELL_AURA_MOD_ROOT))
+ {
+ WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
+ data2.append(GetPackGUID());
+ data2 << (uint32)2;
+ SendMessageToSet(&data2,true);
+ }
+
+ SendAurasForTarget(this);
+ SendEnchantmentDurations(); // must be after add to map
+ SendItemDurations(); // must be after add to map
+}
+
+void Player::SendUpdateToOutOfRangeGroupMembers()
+{
+ if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
+ return;
+ if (Group* group = GetGroup())
+ group->UpdatePlayerOutOfRange(this);
+
+ m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
+ m_auraRaidUpdateMask = 0;
+ if (Pet *pet = GetPet())
+ pet->ResetAuraUpdateMaskForRaid();
+}
+
+void Player::SendTransferAborted(uint32 mapid, TransferAbortReason reason, uint8 arg)
+{
+ WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
+ data << uint32(mapid);
+ data << uint8(reason); // transfer abort reason
+ switch(reason)
+ {
+ case TRANSFER_ABORT_INSUF_EXPAN_LVL:
+ case TRANSFER_ABORT_DIFFICULTY:
+ case TRANSFER_ABORT_UNIQUE_MESSAGE:
+ // these are the ONLY cases that have an extra argument in the packet!!!
+ data << uint8(arg);
+ break;
+ }
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time)
+{
+ // type of warning, based on the time remaining until reset
+ uint32 type;
+ if (time > 3600)
+ type = RAID_INSTANCE_WELCOME;
+ else if (time > 900 && time <= 3600)
+ type = RAID_INSTANCE_WARNING_HOURS;
+ else if (time > 300 && time <= 900)
+ type = RAID_INSTANCE_WARNING_MIN;
+ else
+ type = RAID_INSTANCE_WARNING_MIN_SOON;
+
+ WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4);
+ data << uint32(type);
+ data << uint32(mapid);
+ data << uint32(difficulty); // difficulty
+ data << uint32(time);
+ if (type == RAID_INSTANCE_WELCOME)
+ {
+ data << uint8(0); // is your (1)
+ data << uint8(0); // is extended (1), ignored if prev field is 0
+ }
+ GetSession()->SendPacket(&data);
+}
+
+void Player::ApplyEquipCooldown(Item * pItem)
+{
+ for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
+ {
+ _Spell const& spellData = pItem->GetProto()->Spells[i];
+
+ // no spell
+ if (!spellData.SpellId)
+ continue;
+
+ // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
+ if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE)
+ continue;
+
+ AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
+
+ WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
+ data << pItem->GetGUID();
+ data << uint32(spellData.SpellId);
+ GetSession()->SendPacket(&data);
+ }
+}
+
+void Player::resetSpells(bool myClassOnly)
+{
+ // not need after this call
+ if (HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
+ RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS,true);
+
+ // make full copy of map (spells removed and marked as deleted at another spell remove
+ // and we can't use original map for safe iterative with visit each spell at loop end
+ PlayerSpellMap smap = GetSpellMap();
+
+ uint32 family;
+
+ if (myClassOnly)
+ {
+ ChrClassesEntry const* clsEntry = sChrClassesStore.LookupEntry(getClass());
+ if (!clsEntry)
+ return;
+ family = clsEntry->spellfamily;
+
+ for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter)
+ {
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(iter->first);
+ if (!spellInfo)
+ continue;
+
+ // skip server-side/triggered spells
+ if (spellInfo->spellLevel == 0)
+ continue;
+
+ // skip wrong class/race skills
+ if (!IsSpellFitByClassAndRace(spellInfo->Id))
+ continue;
+
+ // skip other spell families
+ if (spellInfo->SpellFamilyName != family)
+ continue;
+
+ // skip spells with first rank learned as talent (and all talents then also)
+ uint32 first_rank = spellmgr.GetFirstSpellInChain(spellInfo->Id);
+ if (GetTalentSpellCost(first_rank) > 0)
+ continue;
+
+ // skip broken spells
+ if (!SpellMgr::IsSpellValid(spellInfo,this,false))
+ continue;
+ }
+ }
+ else
+ for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter)
+ removeSpell(iter->first,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
+
+ learnDefaultSpells();
+ learnQuestRewardedSpells();
+}
+
+void Player::learnDefaultSpells()
+{
+ // learn default race/class spells
+ PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
+ for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr != info->spell.end(); ++itr)
+ {
+ uint32 tspell = *itr;
+ sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
+ if (!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
+ addSpell(tspell,true,true,true,false);
+ else // but send in normal spell in game learn case
+ learnSpell(tspell, true);
+ }
+}
+
+void Player::learnQuestRewardedSpells(Quest const* quest)
+{
+ int32 spell_id = quest->GetRewSpellCast();
+ uint32 src_spell_id = quest->GetSrcSpell();
+
+ // skip quests without rewarded spell
+ if (!spell_id)
+ return;
+
+ // if RewSpellCast = -1 we remove aura do to SrcSpell from player.
+ if (spell_id == -1 && src_spell_id)
+ {
+ RemoveAurasDueToSpell(src_spell_id);
+ return;
+ }
+
+ SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
+ if (!spellInfo)
+ return;
+
+ // check learned spells state
+ bool found = false;
+ for (uint8 i = 0; i < 3; ++i)
+ {
+ if (spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
+ {
+ found = true;
+ break;
+ }
+ }
+
+ // skip quests with not teaching spell or already known spell
+ if (!found)
+ return;
+
+ // prevent learn non first rank unknown profession and second specialization for same profession)
+ uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
+ if (spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0))
+ {
+ // not have first rank learned (unlearned prof?)
+ uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
+ if (!HasSpell(first_spell))
+ return;
+
+ SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
+ if (!learnedInfo)
+ return;
+
+ SpellsRequiringSpellMapBounds spellsRequired = spellmgr.GetSpellsRequiredForSpellBounds(learned_0);
+ for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequired.first; itr2 != spellsRequired.second; ++itr2)
+ {
+ uint32 profSpell = itr2->second;
+
+ // specialization
+ if (learnedInfo->Effect[0] == SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1] == 0 && profSpell)
+ {
+ // search other specialization for same prof
+ for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
+ {
+ if (itr->second->state == PLAYERSPELL_REMOVED || itr->first == learned_0)
+ continue;
+
+ SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
+ if (!itrInfo)
+ return;
+
+ // compare only specializations
+ if (itrInfo->Effect[0] != SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1] != 0)
+ continue;
+
+ // compare same chain spells
+ if (spellmgr.IsSpellRequiringSpell(itr->first, profSpell))
+ return;
+ }
+ }
+ }
+ }
+
+ CastSpell(this, spell_id, true);
+}
+
+void Player::learnQuestRewardedSpells()
+{
+ // learn spells received from quest completing
+ for (QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
+ {
+ // skip no rewarded quests
+ if (!itr->second.m_rewarded)
+ continue;
+
+ Quest const* quest = objmgr.GetQuestTemplate(itr->first);
+ if (!quest)
+ continue;
+
+ learnQuestRewardedSpells(quest);
+ }
+}
+
+void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value)
+{
+ uint32 raceMask = getRaceMask();
+ uint32 classMask = getClassMask();
+ for (uint32 j=0; j<sSkillLineAbilityStore.GetNumRows(); ++j)
+ {
+ SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j);
+ if (!pAbility || pAbility->skillId != skill_id || pAbility->learnOnGetSkill != ABILITY_LEARNED_ON_GET_PROFESSION_SKILL)
+ continue;
+ // Check race if set
+ if (pAbility->racemask && !(pAbility->racemask & raceMask))
+ continue;
+ // Check class if set
+ if (pAbility->classmask && !(pAbility->classmask & classMask))
+ continue;
+
+ if (sSpellStore.LookupEntry(pAbility->spellId))
+ {
+ // need unlearn spell
+ if (skill_value < pAbility->req_skill_value)
+ removeSpell(pAbility->spellId);
+ // need learn
+ else if (!IsInWorld())
+ addSpell(pAbility->spellId,true,true,true,false);
+ else
+ learnSpell(pAbility->spellId, true);
+ }
+ }
+}
+
+void Player::SendAurasForTarget(Unit *target)
+{
+ if (!target || target->GetVisibleAuras()->empty()) // speedup things
+ return;
+
+ WorldPacket data(SMSG_AURA_UPDATE_ALL);
+ data.append(target->GetPackGUID());
+
+ Unit::VisibleAuraMap const *visibleAuras = target->GetVisibleAuras();
+ for (Unit::VisibleAuraMap::const_iterator itr = visibleAuras->begin(); itr != visibleAuras->end(); ++itr)
+ {
+ AuraApplication * auraApp = itr->second;
+ Aura * aura = auraApp->GetBase();
+ data << uint8(auraApp->GetSlot());
+ data << uint32(aura->GetId());
+
+ // flags
+ uint32 flags = auraApp->GetFlags();
+ if (aura->GetMaxDuration() > 0)
+ flags |= AFLAG_DURATION;
+ data << uint8(flags);
+ // level
+ data << uint8(aura->GetCasterLevel());
+ // charges
+ data << uint8(aura->GetStackAmount() > 1 ? aura->GetStackAmount() : (aura->GetCharges()) ? aura->GetCharges() : 1);
+
+ if (!(flags & AFLAG_CASTER))
+ data.appendPackGUID(aura->GetCasterGUID());
+
+ if (flags & AFLAG_DURATION) // include aura duration
+ {
+ data << uint32(aura->GetMaxDuration());
+ data << uint32(aura->GetDuration());
+ }
+ }
+
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SetDailyQuestStatus(uint32 quest_id)
+{
+ for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
+ {
+ if (!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
+ {
+ SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
+ m_lastDailyQuestTime = time(NULL); // last daily quest time
+ m_DailyQuestChanged = true;
+ break;
+ }
+ }
+}
+
+
+void Player::SetWeeklyQuestStatus(uint32 quest_id)
+{
+ m_weeklyquests.insert(quest_id);
+ m_WeeklyQuestChanged = true;
+}
+
+void Player::ResetDailyQuestStatus()
+{
+ for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
+ SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
+
+ // DB data deleted in caller
+ m_DailyQuestChanged = false;
+ m_lastDailyQuestTime = 0;
+}
+
+void Player::ResetWeeklyQuestStatus()
+{
+ if (m_weeklyquests.empty())
+ return;
+
+ m_weeklyquests.clear();
+ // DB data deleted in caller
+ m_WeeklyQuestChanged = false;
+}
+
+BattleGround* Player::GetBattleGround() const
+{
+ if (GetBattleGroundId() == 0)
+ return NULL;
+
+ return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID);
+}
+
+bool Player::InArena() const
+{
+ BattleGround *bg = GetBattleGround();
+ if (!bg || !bg->isArena())
+ return false;
+
+ return true;
+}
+
+bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
+{
+ // get a template bg instead of running one
+ BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
+ if (!bg)
+ return false;
+
+ // limit check leel to dbc compatible level range
+ uint32 level = getLevel();
+ if (level > DEFAULT_MAX_LEVEL)
+ level = DEFAULT_MAX_LEVEL;
+
+ if (level < bg->GetMinLevel() || level > bg->GetMaxLevel())
+ return false;
+
+ return true;
+}
+
+float Player::GetReputationPriceDiscount(Creature const* pCreature) const
+{
+ FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
+ if (!vendor_faction || !vendor_faction->faction)
+ return 1.0f;
+
+ ReputationRank rank = GetReputationRank(vendor_faction->faction);
+ if (rank <= REP_NEUTRAL)
+ return 1.0f;
+
+ return 1.0f - 0.05f* (rank - REP_NEUTRAL);
+}
+
+bool Player::IsSpellFitByClassAndRace(uint32 spell_id) const
+{
+ uint32 racemask = getRaceMask();
+ uint32 classmask = getClassMask();
+
+ SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
+ if (bounds.first == bounds.second)
+ return true;
+
+ for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
+ {
+ // skip wrong race skills
+ if (_spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
+ continue;
+
+ // skip wrong class skills
+ if (_spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
+ continue;
+
+ return true;
+ }
+
+ return false;
+}
+
+bool Player::HasQuestForGO(int32 GOId) const
+{
+ for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
+ {
+ uint32 questid = GetQuestSlotQuestId(i);
+ if (questid == 0)
+ continue;
+
+ QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
+ if (qs_itr == mQuestStatus.end())
+ continue;
+
+ QuestStatusData const& qs = qs_itr->second;
+
+ if (qs.m_status == QUEST_STATUS_INCOMPLETE)
+ {
+ Quest const* qinfo = objmgr.GetQuestTemplate(questid);
+ if (!qinfo)
+ continue;
+
+ if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
+ continue;
+
+ for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
+ {
+ if (qinfo->ReqCreatureOrGOId[j] >= 0) //skip non GO case
+ continue;
+
+ if ((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
+ return true;
+ }
+ }
+ }
+ return false;
+}
+
+void Player::UpdateForQuestWorldObjects()
+{
+ if (m_clientGUIDs.empty())
+ return;
+
+ UpdateData udata;
+ WorldPacket packet;
+ for (ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr)
+ {
+ if (IS_GAMEOBJECT_GUID(*itr))
+ {
+ if (GameObject *obj = HashMapHolder<GameObject>::Find(*itr))
+ obj->BuildValuesUpdateBlockForPlayer(&udata,this);
+ }
+ else if (IS_CRE_OR_VEH_GUID(*itr))
+ {
+ Creature *obj = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr);
+ if (!obj)
+ continue;
+
+ // check if this unit requires quest specific flags
+ if (!obj->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
+ continue;
+
+ SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(obj->GetEntry());
+ for (SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr)
+ if (_itr->second.questStart || _itr->second.questEnd)
+ {
+ obj->BuildCreateUpdateBlockForPlayer(&udata,this);
+ break;
+ }
+ }
+ }
+ udata.BuildPacket(&packet);
+ GetSession()->SendPacket(&packet);
+}
+
+void Player::SummonIfPossible(bool agree)
+{
+ if (!agree)
+ {
+ m_summon_expire = 0;
+ return;
+ }
+
+ // expire and auto declined
+ if (m_summon_expire < time(NULL))
+ return;
+
+ // stop taxi flight at summon
+ if (isInFlight())
+ {
+ GetMotionMaster()->MovementExpired();
+ CleanupAfterTaxiFlight();
+ }
+
+ // drop flag at summon
+ // this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
+ if (BattleGround *bg = GetBattleGround())
+ bg->EventPlayerDroppedFlag(this);
+
+ m_summon_expire = 0;
+
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1);
+
+ TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
+}
+
+void Player::RemoveItemDurations(Item *item)
+{
+ for (ItemDurationList::iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
+ {
+ if (*itr == item)
+ {
+ m_itemDuration.erase(itr);
+ break;
+ }
+ }
+}
+
+void Player::AddItemDurations(Item *item)
+{
+ if (item->GetUInt32Value(ITEM_FIELD_DURATION))
+ {
+ m_itemDuration.push_back(item);
+ item->SendTimeUpdate(this);
+ }
+}
+
+void Player::AutoUnequipOffhandIfNeed(bool force /*= false*/)
+{
+ Item *offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
+ if (!offItem)
+ return;
+
+ // need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
+ if (!force && (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed())))
+ return;
+
+ ItemPosCountVec off_dest;
+ uint8 off_msg = CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false);
+ if (off_msg == EQUIP_ERR_OK)
+ {
+ RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
+ StoreItem(off_dest, offItem, true);
+ }
+ else
+ {
+ MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
+ CharacterDatabase.BeginTransaction();
+ offItem->DeleteFromInventoryDB(); // deletes item from character's inventory
+ offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
+ CharacterDatabase.CommitTransaction();
+
+ std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
+ MailDraft(subject, "There were problems with equipping one or several items").AddItem(offItem).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED);
+ }
+}
+
+OutdoorPvP * Player::GetOutdoorPvP() const
+{
+ return sOutdoorPvPMgr.GetOutdoorPvPToZoneId(GetZoneId());
+}
+
+bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
+{
+ if (spellInfo->EquippedItemClass < 0)
+ return true;
+
+ // scan other equipped items for same requirements (mostly 2 daggers/etc)
+ // for optimize check 2 used cases only
+ switch (spellInfo->EquippedItemClass)
+ {
+ case ITEM_CLASS_WEAPON:
+ {
+ for (uint8 i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
+ if (Item *item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
+ return true;
+ break;
+ }
+ case ITEM_CLASS_ARMOR:
+ {
+ // tabard not have dependent spells
+ for (uint8 i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
+ if (Item *item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i))
+ if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
+ return true;
+
+ // shields can be equipped to offhand slot
+ if (Item *item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
+ if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
+ return true;
+
+ // ranged slot can have some armor subclasses
+ if (Item *item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
+ if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
+ return true;
+
+ break;
+ }
+ default:
+ sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
+ break;
+ }
+
+ return false;
+}
+
+bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
+{
+ // don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
+ if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
+ HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
+ return true;
+
+ // Check no reagent use mask
+ flag96 noReagentMask;
+ noReagentMask[0] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1);
+ noReagentMask[1] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+1);
+ noReagentMask[2] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+2);
+ if (spellInfo->SpellFamilyFlags & noReagentMask)
+ return true;
+
+ return false;
+}
+
+void Player::RemoveItemDependentAurasAndCasts(Item * pItem)
+{
+ for (AuraMap::iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end();)
+ {
+ Aura * aura = itr->second;
+
+ // skip passive (passive item dependent spells work in another way) and not self applied auras
+ SpellEntry const* spellInfo = aura->GetSpellProto();
+ if (aura->IsPassive() || aura->GetCasterGUID() != GetGUID())
+ {
+ ++itr;
+ continue;
+ }
+
+ // skip if not item dependent or have alternative item
+ if (HasItemFitToSpellReqirements(spellInfo,pItem))
+ {
+ ++itr;
+ continue;
+ }
+
+ // no alt item, remove aura, restart check
+ RemoveOwnedAura(itr);
+ }
+
+ // currently casted spells can be dependent from item
+ for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
+ if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i)))
+ if (spell->getState() != SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(spell->m_spellInfo,pItem))
+ InterruptSpell(CurrentSpellTypes(i));
+}
+
+uint32 Player::GetResurrectionSpellId()
+{
+ // search priceless resurrection possibilities
+ uint32 prio = 0;
+ uint32 spell_id = 0;
+ AuraEffectList const& dummyAuras = GetAuraEffectsByType(SPELL_AURA_DUMMY);
+ for (AuraEffectList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
+ {
+ // Soulstone Resurrection // prio: 3 (max, non death persistent)
+ if (prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92)
+ {
+ switch ((*itr)->GetId())
+ {
+ case 20707: spell_id = 3026; break; // rank 1
+ case 20762: spell_id = 20758; break; // rank 2
+ case 20763: spell_id = 20759; break; // rank 3
+ case 20764: spell_id = 20760; break; // rank 4
+ case 20765: spell_id = 20761; break; // rank 5
+ case 27239: spell_id = 27240; break; // rank 6
+ case 47883: spell_id = 47882; break; // rank 7
+ default:
+ sLog.outError("Unhandled spell %u: S.Resurrection",(*itr)->GetId());
+ continue;
+ }
+
+ prio = 3;
+ }
+ // Twisting Nether // prio: 2 (max)
+ else if ((*itr)->GetId() == 23701 && roll_chance_i(10))
+ {
+ prio = 2;
+ spell_id = 23700;
+ }
+ }
+
+ // Reincarnation (passive spell) // prio: 1 // Glyph of Renewed Life
+ if (prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasAura(58059) || HasItemCount(17030,1)))
+ spell_id = 21169;
+
+ return spell_id;
+}
+
+// Used in triggers for check "Only to targets that grant experience or honor" req
+bool Player::isHonorOrXPTarget(Unit* pVictim)
+{
+ uint8 v_level = pVictim->getLevel();
+ uint8 k_grey = Trinity::XP::GetGrayLevel(getLevel());
+
+ // Victim level less gray level
+ if (v_level <= k_grey)
+ return false;
+
+ if (pVictim->GetTypeId() == TYPEID_UNIT)
+ {
+ if (pVictim->ToCreature()->isTotem() ||
+ pVictim->ToCreature()->isPet() ||
+ pVictim->ToCreature()->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
+ return false;
+ }
+ return true;
+}
+
+bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
+{
+ bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
+
+ // prepare data for near group iteration (PvP and !PvP cases)
+ uint32 xp = 0;
+ bool honored_kill = false;
+
+ if (Group *pGroup = GetGroup())
+ {
+ uint32 count = 0;
+ uint32 sum_level = 0;
+ Player* member_with_max_level = NULL;
+ Player* not_gray_member_with_max_level = NULL;
+
+ pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
+
+ if (member_with_max_level)
+ {
+ // PvP kills doesn't yield experience
+ // also no XP gained if there is no member below gray level
+ xp = (PvP || !not_gray_member_with_max_level || GetVehicle()) ? 0 : Trinity::XP::Gain(not_gray_member_with_max_level, pVictim);
+
+ /// skip in check PvP case (for speed, not used)
+ bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
+ bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
+ float group_rate = Trinity::XP::xp_in_group_rate(count,is_raid);
+
+ for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player* pGroupGuy = itr->getSource();
+ if (!pGroupGuy)
+ continue;
+
+ if (!pGroupGuy->IsAtGroupRewardDistance(pVictim))
+ continue; // member (alive or dead) or his corpse at req. distance
+
+ // honor can be in PvP and !PvP (racial leader) cases (for alive)
+ if (pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count, -1, true) && pGroupGuy == this)
+ honored_kill = true;
+
+ // xp and reputation only in !PvP case
+ if (!PvP)
+ {
+ float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
+
+ // if is in dungeon then all receive full reputation at kill
+ // rewarded any alive/dead/near_corpse group member
+ pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
+
+ // XP updated only for alive group member
+ if (pGroupGuy->isAlive() && not_gray_member_with_max_level &&
+ pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
+ {
+ uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
+
+ // handle SPELL_AURA_MOD_XP_PCT auras
+ Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT);
+ for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
+ itr_xp = uint32(itr_xp*(1.0f + (*i)->GetAmount() / 100.0f));
+
+ pGroupGuy->GiveXP(itr_xp, pVictim);
+ if (Pet* pet = pGroupGuy->GetPet())
+ pet->GivePetXP(itr_xp/2);
+ }
+
+ // quest objectives updated only for alive group member or dead but with not released body
+ if (pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
+ {
+ // normal creature (not pet/etc) can be only in !PvP case
+ if (pVictim->GetTypeId() == TYPEID_UNIT)
+ pGroupGuy->KilledMonster(pVictim->ToCreature()->GetCreatureInfo(), pVictim->GetGUID());
+ }
+ }
+ }
+ }
+ }
+ else // if (!pGroup)
+ {
+ xp = (PvP || GetVehicle()) ? 0 : Trinity::XP::Gain(this, pVictim);
+
+ // honor can be in PvP and !PvP (racial leader) cases
+ if (RewardHonor(pVictim,1, -1, true))
+ honored_kill = true;
+
+ // xp and reputation only in !PvP case
+ if (!PvP)
+ {
+ RewardReputation(pVictim,1);
+
+ // handle SPELL_AURA_MOD_XP_PCT auras
+ Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT);
+ for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
+ xp = uint32(xp*(1.0f + (*i)->GetAmount() / 100.0f));
+
+ GiveXP(xp, pVictim);
+
+ if (Pet* pet = GetPet())
+ pet->GivePetXP(xp);
+
+ // normal creature (not pet/etc) can be only in !PvP case
+ if (pVictim->GetTypeId() == TYPEID_UNIT)
+ KilledMonster(pVictim->ToCreature()->GetCreatureInfo(), pVictim->GetGUID());
+ }
+ }
+ return xp || honored_kill;
+}
+
+void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource)
+{
+ if (!pRewardSource)
+ return;
+ uint64 creature_guid = (pRewardSource->GetTypeId() == TYPEID_UNIT) ? pRewardSource->GetGUID() : uint64(0);
+
+ // prepare data for near group iteration
+ if (Group *pGroup = GetGroup())
+ {
+ for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player* pGroupGuy = itr->getSource();
+ if (!pGroupGuy)
+ continue;
+
+ if (!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
+ continue; // member (alive or dead) or his corpse at req. distance
+
+ // quest objectives updated only for alive group member or dead but with not released body
+ if (pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
+ pGroupGuy->KilledMonsterCredit(creature_id, creature_guid);
+ }
+ }
+ else // if (!pGroup)
+ KilledMonsterCredit(creature_id, creature_guid);
+}
+
+bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
+{
+ if (!pRewardSource)
+ return false;
+ const WorldObject* player = GetCorpse();
+ if (!player || isAlive())
+ player = this;
+
+ if (player->GetMapId() != pRewardSource->GetMapId() || player->GetInstanceId() != pRewardSource->GetInstanceId())
+ return false;
+
+ return pRewardSource->GetDistance(player) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
+}
+
+uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
+{
+ Item* item = GetWeaponForAttack(attType,true);
+
+ // unarmed only with base attack
+ if (attType != BASE_ATTACK && !item)
+ return 0;
+
+ // weapon skill or (unarmed for base attack and for fist weapons)
+ uint32 skill = (item && item->GetSkill() != SKILL_FIST_WEAPONS) ? item->GetSkill() : uint32(SKILL_UNARMED);
+ return GetBaseSkillValue(skill);
+}
+
+void Player::ResurectUsingRequestData()
+{
+ /// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
+ if (IS_PLAYER_GUID(m_resurrectGUID))
+ TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
+
+ //we cannot resurrect player when we triggered far teleport
+ //player will be resurrected upon teleportation
+ if (IsBeingTeleportedFar())
+ {
+ ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER);
+ return;
+ }
+
+ ResurrectPlayer(0.0f,false);
+
+ if (GetMaxHealth() > m_resurrectHealth)
+ SetHealth(m_resurrectHealth);
+ else
+ SetHealth(GetMaxHealth());
+
+ if (GetMaxPower(POWER_MANA) > m_resurrectMana)
+ SetPower(POWER_MANA, m_resurrectMana);
+ else
+ SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
+
+ SetPower(POWER_RAGE, 0);
+
+ SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
+
+ SpawnCorpseBones();
+}
+
+void Player::SetClientControl(Unit* target, uint8 allowMove)
+{
+ WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
+ data.append(target->GetPackGUID());
+ data << uint8(allowMove);
+ GetSession()->SendPacket(&data);
+ if (target == this)
+ SetMover(this);
+}
+
+void Player::UpdateZoneDependentAuras(uint32 newZone)
+{
+ // Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
+ SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newZone);
+ for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
+ if (itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0))
+ if (!HasAura(itr->second->spellId))
+ CastSpell(this,itr->second->spellId,true);
+}
+
+void Player::UpdateAreaDependentAuras(uint32 newArea)
+{
+ // remove auras from spells with area limitations
+ for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();)
+ {
+ // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
+ if (spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK)
+ RemoveOwnedAura(iter);
+ else
+ ++iter;
+ }
+
+ // some auras applied at subzone enter
+ SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newArea);
+ for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
+ if (itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea))
+ if (!HasAura(itr->second->spellId))
+ CastSpell(this,itr->second->spellId,true);
+
+ if (newArea == 4273 && GetVehicle() && GetPositionX() > 400) // Ulduar
+ {
+ switch(GetVehicleBase()->GetEntry())
+ {
+ case 33062:
+ case 33109:
+ case 33060:
+ GetVehicle()->Dismiss();
+ break;
+ }
+ }
+}
+
+uint32 Player::GetCorpseReclaimDelay(bool pvp) const
+{
+ if (pvp)
+ {
+ if (!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP))
+ return copseReclaimDelay[0];
+ }
+ else if (!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE))
+ return 0;
+
+ time_t now = time(NULL);
+ // 0..2 full period
+ // should be ceil(x)-1 but not floor(x)
+ uint32 count = (now < m_deathExpireTime - 1) ? (m_deathExpireTime - 1 - now)/DEATH_EXPIRE_STEP : 0;
+ return copseReclaimDelay[count];
+}
+
+void Player::UpdateCorpseReclaimDelay()
+{
+ bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
+
+ if ((pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
+ (!pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE)))
+ return;
+
+ time_t now = time(NULL);
+ if (now < m_deathExpireTime)
+ {
+ // full and partly periods 1..3
+ uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
+ if (count < MAX_DEATH_COUNT)
+ m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
+ else
+ m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
+ }
+ else
+ m_deathExpireTime = now+DEATH_EXPIRE_STEP;
+}
+
+void Player::SendCorpseReclaimDelay(bool load)
+{
+ Corpse* corpse = GetCorpse();
+ if (load && !corpse)
+ return;
+
+ bool pvp;
+ if (corpse)
+ pvp = (corpse->GetType() == CORPSE_RESURRECTABLE_PVP);
+ else
+ pvp = (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH);
+
+ uint32 delay;
+ if (load)
+ {
+ if (corpse->GetGhostTime() > m_deathExpireTime)
+ return;
+
+ uint32 count;
+ if (pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
+ !pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE))
+ {
+ count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
+ if (count >= MAX_DEATH_COUNT)
+ count = MAX_DEATH_COUNT-1;
+ }
+ else
+ count=0;
+
+ time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
+
+ time_t now = time(NULL);
+ if (now >= expected_time)
+ return;
+
+ delay = expected_time-now;
+ }
+ else
+ delay = GetCorpseReclaimDelay(pvp);
+
+ if (!delay) return;
+
+ //! corpse reclaim delay 30 * 1000ms or longer at often deaths
+ WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
+ data << uint32(delay*IN_MILISECONDS);
+ GetSession()->SendPacket(&data);
+}
+
+Player* Player::GetNextRandomRaidMember(float radius)
+{
+ Group *pGroup = GetGroup();
+ if (!pGroup)
+ return NULL;
+
+ std::vector<Player*> nearMembers;
+ nearMembers.reserve(pGroup->GetMembersCount());
+
+ for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
+ {
+ Player* Target = itr->getSource();
+
+ // IsHostileTo check duel and controlled by enemy
+ if (Target && Target != this && IsWithinDistInMap(Target, radius) &&
+ !Target->HasInvisibilityAura() && !IsHostileTo(Target))
+ nearMembers.push_back(Target);
+ }
+
+ if (nearMembers.empty())
+ return NULL;
+
+ uint32 randTarget = urand(0,nearMembers.size()-1);
+ return nearMembers[randTarget];
+}
+
+PartyResult Player::CanUninviteFromGroup() const
+{
+ const Group* grp = GetGroup();
+ if (!grp)
+ return ERR_NOT_IN_GROUP;
+
+ if (!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
+ return ERR_NOT_LEADER;
+
+ if (InBattleGround())
+ return ERR_INVITE_RESTRICTED;
+
+ return ERR_PARTY_RESULT_OK;
+}
+
+void Player::SetBattleGroundRaid(Group* group, int8 subgroup)
+{
+ //we must move references from m_group to m_originalGroup
+ SetOriginalGroup(GetGroup(), GetSubGroup());
+
+ m_group.unlink();
+ m_group.link(group, this);
+ m_group.setSubGroup((uint8)subgroup);
+}
+
+void Player::RemoveFromBattleGroundRaid()
+{
+ //remove existing reference
+ m_group.unlink();
+ if (Group* group = GetOriginalGroup())
+ {
+ m_group.link(group, this);
+ m_group.setSubGroup(GetOriginalSubGroup());
+ }
+ SetOriginalGroup(NULL);
+}
+
+void Player::SetOriginalGroup(Group *group, int8 subgroup)
+{
+ if (group == NULL)
+ m_originalGroup.unlink();
+ else
+ {
+ // never use SetOriginalGroup without a subgroup unless you specify NULL for group
+ assert(subgroup >= 0);
+ m_originalGroup.link(group, this);
+ m_originalGroup.setSubGroup((uint8)subgroup);
+ }
+}
+
+void Player::UpdateUnderwaterState(Map* m, float x, float y, float z)
+{
+ LiquidData liquid_status;
+ ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
+ if (!res)
+ {
+ m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWARER_INDARKWATER);
+ // Small hack for enable breath in WMO
+ /* if (IsInWater())
+ m_MirrorTimerFlags|=UNDERWATER_INWATER; */
+ return;
+ }
+
+ // All liquids type - check under water position
+ if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME))
+ {
+ if (res & LIQUID_MAP_UNDER_WATER)
+ m_MirrorTimerFlags |= UNDERWATER_INWATER;
+ else
+ m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
+ }
+
+ // Allow travel in dark water on taxi or transport
+ if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !isInFlight() && !GetTransport())
+ m_MirrorTimerFlags |= UNDERWARER_INDARKWATER;
+ else
+ m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER;
+
+ // in lava check, anywhere in lava level
+ if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA)
+ {
+ if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
+ m_MirrorTimerFlags |= UNDERWATER_INLAVA;
+ else
+ m_MirrorTimerFlags &= ~UNDERWATER_INLAVA;
+ }
+ // in slime check, anywhere in slime level
+ if (liquid_status.type&MAP_LIQUID_TYPE_SLIME)
+ {
+ if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
+ m_MirrorTimerFlags |= UNDERWATER_INSLIME;
+ else
+ m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
+ }
+}
+
+void Player::SetCanParry(bool value)
+{
+ if (m_canParry == value)
+ return;
+
+ m_canParry = value;
+ UpdateParryPercentage();
+}
+
+void Player::SetCanBlock(bool value)
+{
+ if (m_canBlock == value)
+ return;
+
+ m_canBlock = value;
+ UpdateBlockPercentage();
+}
+
+bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
+{
+ for (ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end(); ++itr)
+ if (itr->pos == pos)
+ return true;
+ return false;
+}
+
+//***********************************
+//-------------TRINITY---------------
+//***********************************
+
+void Player::StopCastingBindSight()
+{
+ if (WorldObject* target = GetViewpoint())
+ {
+ if (target->isType(TYPEMASK_UNIT))
+ {
+ ((Unit*)target)->RemoveAura(SPELL_AURA_BIND_SIGHT, GetGUID());
+ ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS, GetGUID());
+ ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS_PET, GetGUID());
+ }
+ }
+}
+
+void Player::SetViewpoint(WorldObject* target, bool apply)
+{
+ if (apply)
+ {
+ sLog.outDebug("Player::CreateViewpoint: Player %s create seer %u (TypeId: %u).", GetName(), target->GetEntry(), target->GetTypeId());
+
+ if (!AddUInt64Value(PLAYER_FARSIGHT, target->GetGUID()))
+ {
+ sLog.outCrash("Player::CreateViewpoint: Player %s cannot add new viewpoint!", GetName());
+ return;
+ }
+
+ // farsight dynobj or puppet may be very far away
+ UpdateVisibilityOf(target);
+
+ if (target->isType(TYPEMASK_UNIT) && !GetVehicle())
+ ((Unit*)target)->AddPlayerToVision(this);
+ }
+ else
+ {
+ sLog.outDebug("Player::CreateViewpoint: Player %s remove seer", GetName());
+
+ if (!RemoveUInt64Value(PLAYER_FARSIGHT, target->GetGUID()))
+ {
+ sLog.outCrash("Player::CreateViewpoint: Player %s cannot remove current viewpoint!", GetName());
+ return;
+ }
+
+ if (target->isType(TYPEMASK_UNIT) && !GetVehicle())
+ ((Unit*)target)->RemovePlayerFromVision(this);
+
+ //must immediately set seer back otherwise may crash
+ m_seer = this;
+
+ //WorldPacket data(SMSG_CLEAR_FAR_SIGHT_IMMEDIATE, 0);
+ //GetSession()->SendPacket(&data);
+ }
+}
+
+WorldObject* Player::GetViewpoint() const
+{
+ if (uint64 guid = GetUInt64Value(PLAYER_FARSIGHT))
+ return (WorldObject*)ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_SEER);
+ return NULL;
+}
+
+bool Player::CanUseBattleGroundObject()
+{
+ // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
+ // maybe gameobject code should handle that ForceReaction usage
+ // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
+ return (//InBattleGround() && // in battleground - not need, check in other cases
+ //!IsMounted() && - not correct, player is dismounted when he clicks on flag
+ //player cannot use object when he is invulnerable (immune)
+ !isTotalImmune() && // not totally immune
+ //i'm not sure if these two are correct, because invisible players should get visible when they click on flag
+ !HasStealthAura() && // not stealthed
+ !HasInvisibilityAura() && // not invisible
+ !HasAura(SPELL_RECENTLY_DROPPED_FLAG) && // can't pickup
+ isAlive() // live player
+);
+}
+
+bool Player::CanCaptureTowerPoint()
+{
+ return (!HasStealthAura() && // not stealthed
+ !HasInvisibilityAura() && // not invisible
+ isAlive() // live player
+);
+}
+
+uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin)
+
+{
+ uint8 level = getLevel();
+
+ if (level > GT_MAX_LEVEL)
+ level = GT_MAX_LEVEL; // max level in this dbc
+
+ uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
+ uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
+ uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
+ uint8 skincolor = GetByteValue(PLAYER_BYTES, 0);
+
+ if ((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair) && (!newSkin || (newSkin->hair_id == skincolor)))
+ return 0;
+
+ GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
+
+ if (!bsc) // shouldn't happen
+ return 0xFFFFFFFF;
+
+ float cost = 0;
+
+ if (hairstyle != newhairstyle)
+ cost += bsc->cost; // full price
+
+ if ((haircolor != newhaircolor) && (hairstyle == newhairstyle))
+ cost += bsc->cost * 0.5f; // +1/2 of price
+
+ if (facialhair != newfacialhair)
+ cost += bsc->cost * 0.75f; // +3/4 of price
+
+ if (newSkin && skincolor != newSkin->hair_id)
+ cost += bsc->cost * 0.75f; // +5/6 of price
+
+ return uint32(cost);
+}
+
+void Player::InitGlyphsForLevel()
+{
+ for (uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
+ if (GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
+ if (gs->Order)
+ SetGlyphSlot(gs->Order - 1, gs->Id);
+
+ uint8 level = getLevel();
+ uint32 value = 0;
+
+ // 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
+ if (level >= 15)
+ value |= (0x01 | 0x02);
+ if (level >= 30)
+ value |= 0x08;
+ if (level >= 50)
+ value |= 0x04;
+ if (level >= 70)
+ value |= 0x10;
+ if (level >= 80)
+ value |= 0x20;
+
+ SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
+}
+
+bool Player::isTotalImmune()
+{
+ AuraEffectList const& immune = GetAuraEffectsByType(SPELL_AURA_SCHOOL_IMMUNITY);
+
+ uint32 immuneMask = 0;
+ for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
+ {
+ immuneMask |= (*itr)->GetMiscValue();
+ if (immuneMask & SPELL_SCHOOL_MASK_ALL) // total immunity
+ return true;
+ }
+ return false;
+}
+
+bool Player::HasTitle(uint32 bitIndex)
+{
+ if (bitIndex > MAX_TITLE_INDEX)
+ return false;
+
+ uint32 fieldIndexOffset = bitIndex / 32;
+ uint32 flag = 1 << (bitIndex % 32);
+ return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
+}
+
+void Player::SetTitle(CharTitlesEntry const* title, bool lost)
+{
+ uint32 fieldIndexOffset = title->bit_index / 32;
+ uint32 flag = 1 << (title->bit_index % 32);
+
+ if (lost)
+ {
+ if (!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
+ return;
+
+ RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
+ }
+ else
+ {
+ if (HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
+ return;
+
+ SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
+ }
+
+ WorldPacket data(SMSG_TITLE_EARNED, 4 + 4);
+ data << uint32(title->bit_index);
+ data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost
+ GetSession()->SendPacket(&data);
+}
+
+/*-----------------------TRINITY--------------------------*/
+bool Player::isTotalImmunity()
+{
+ AuraEffectList const& immune = GetAuraEffectsByType(SPELL_AURA_SCHOOL_IMMUNITY);
+
+ for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
+ {
+ if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_ALL) !=0) // total immunity
+ {
+ return true;
+ }
+ if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) !=0) // physical damage immunity
+ {
+ for (AuraEffectList::const_iterator i = immune.begin(); i != immune.end(); ++i)
+ {
+ if (((*i)->GetMiscValue() & SPELL_SCHOOL_MASK_MAGIC) !=0) // magic immunity
+ {
+ return true;
+ }
+ }
+ }
+ }
+ return false;
+}
+
+void Player::UpdateCharmedAI()
+{
+ //This should only called in Player::Update
+ Creature *charmer = GetCharmer()->ToCreature();
+
+ //kill self if charm aura has infinite duration
+ if (charmer->IsInEvadeMode())
+ {
+ AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOD_CHARM);
+ for (AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
+ if ((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent())
+ {
+ charmer->DealDamage(this, GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
+ return;
+ }
+ }
+
+ if (!charmer->isInCombat())
+ GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
+
+ Unit *target = getVictim();
+ if (!target || !charmer->canAttack(target))
+ {
+ target = charmer->SelectNearestTarget();
+ if (!target)
+ return;
+
+ GetMotionMaster()->MoveChase(target);
+ Attack(target, true);
+ }
+}
+
+void Player::AddGlobalCooldown(SpellEntry const *spellInfo, Spell *spell)
+{
+ if (!spellInfo || !spellInfo->StartRecoveryTime)
+ return;
+
+ float cdTime = float(spellInfo->StartRecoveryTime);
+
+ if (!(spellInfo->Attributes & (SPELL_ATTR_UNK4|SPELL_ATTR_PASSIVE)))
+ cdTime *= GetFloatValue(UNIT_MOD_CAST_SPEED);
+ else if (IsRangedWeaponSpell(spellInfo) && !spell->IsAutoRepeat())
+ cdTime *= m_modAttackSpeedPct[RANGED_ATTACK];
+
+ if (cdTime > 1500.0f)
+ cdTime = 1500.0f;
+
+ ApplySpellMod(spellInfo->Id, SPELLMOD_GLOBAL_COOLDOWN, cdTime, spell);
+ if (cdTime > 0)
+ m_globalCooldowns[spellInfo->StartRecoveryCategory] = uint32(cdTime);
+}
+
+bool Player::HasGlobalCooldown(SpellEntry const *spellInfo) const
+{
+ if (!spellInfo)
+ return false;
+
+ std::map<uint32, uint32>::const_iterator itr = m_globalCooldowns.find(spellInfo->StartRecoveryCategory);
+ return itr != m_globalCooldowns.end() && (itr->second > sWorld.GetUpdateTime());
+}
+
+void Player::RemoveGlobalCooldown(SpellEntry const *spellInfo)
+{
+ if (!spellInfo)
+ return;
+
+ m_globalCooldowns[spellInfo->StartRecoveryCategory] = 0;
+}
+
+uint32 Player::GetRuneBaseCooldown(uint8 index)
+{
+ uint8 rune = GetBaseRune(index);
+ uint32 cooldown = RUNE_COOLDOWN;
+
+ AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
+ for (AuraEffectList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)
+ {
+ if ((*i)->GetMiscValue() == POWER_RUNE && (*i)->GetMiscValueB() == rune)
+ cooldown = cooldown*(100-(*i)->GetAmount())/100;
+ }
+
+ return cooldown;
+}
+
+void Player::RemoveRunesByAuraEffect(AuraEffect const * aura)
+{
+ for (uint8 i = 0; i < MAX_RUNES; ++i)
+ {
+ if (m_runes->runes[i].ConvertAura == aura)
+ {
+ ConvertRune(i, GetBaseRune(i));
+ SetRuneConvertAura(i, NULL);
+ }
+ }
+}
+
+void Player::RestoreBaseRune(uint8 index)
+{
+ AuraEffect const * aura = m_runes->runes[index].ConvertAura;
+ ConvertRune(index, GetBaseRune(index));
+ SetRuneConvertAura(index, NULL);
+ // Don't drop passive talents providing rune convertion
+ if (!aura || aura->GetAuraType() != SPELL_AURA_CONVERT_RUNE)
+ return;
+ for (uint8 i = 0; i < MAX_RUNES; ++i)
+ {
+ if (aura == m_runes->runes[i].ConvertAura)
+ return;
+ }
+ aura->GetBase()->Remove();
+}
+
+void Player::ConvertRune(uint8 index, RuneType newType)
+{
+ SetCurrentRune(index, newType);
+
+ WorldPacket data(SMSG_CONVERT_RUNE, 2);
+ data << uint8(index);
+ data << uint8(newType);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::ResyncRunes(uint8 count)
+{
+ WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
+ for (uint32 i = 0; i < count; ++i)
+ {
+ data << uint8(GetCurrentRune(i)); // rune type
+ data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255)
+ }
+ GetSession()->SendPacket(&data);
+}
+
+void Player::AddRunePower(uint8 index)
+{
+ WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
+ data << uint32(1 << index); // mask (0x00-0x3F probably)
+ GetSession()->SendPacket(&data);
+}
+
+static RuneType runeSlotTypes[MAX_RUNES] = {
+ /*0*/ RUNE_BLOOD,
+ /*1*/ RUNE_BLOOD,
+ /*2*/ RUNE_UNHOLY,
+ /*3*/ RUNE_UNHOLY,
+ /*4*/ RUNE_FROST,
+ /*5*/ RUNE_FROST
+};
+
+void Player::InitRunes()
+{
+ if (getClass() != CLASS_DEATH_KNIGHT)
+ return;
+
+ m_runes = new Runes;
+
+ m_runes->runeState = 0;
+ m_runes->lastUsedRune = RUNE_BLOOD;
+
+ for (uint32 i = 0; i < MAX_RUNES; ++i)
+ {
+ SetBaseRune(i, runeSlotTypes[i]); // init base types
+ SetCurrentRune(i, runeSlotTypes[i]); // init current types
+ SetRuneCooldown(i, 0); // reset cooldowns
+ SetRuneConvertAura(i, NULL);
+ m_runes->SetRuneState(i);
+ }
+
+ for (uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
+ SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
+}
+
+bool Player::IsBaseRuneSlotsOnCooldown(RuneType runeType) const
+{
+ for (uint32 i = 0; i < MAX_RUNES; ++i)
+ if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0)
+ return false;
+
+ return true;
+}
+
+void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast)
+{
+ Loot loot;
+ loot.FillLoot (loot_id,store,this,true);
+
+ uint32 max_slot = loot.GetMaxSlotInLootFor(this);
+ for (uint32 i = 0; i < max_slot; ++i)
+ {
+ LootItem* lootItem = loot.LootItemInSlot(i,this);
+
+ ItemPosCountVec dest;
+ uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
+ if (msg != EQUIP_ERR_OK && slot != NULL_SLOT)
+ msg = CanStoreNewItem(bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
+ if (msg != EQUIP_ERR_OK && bag != NULL_BAG)
+ msg = CanStoreNewItem(NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
+ if (msg != EQUIP_ERR_OK)
+ {
+ SendEquipError(msg, NULL, NULL);
+ continue;
+ }
+
+ Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
+ SendNewItem(pItem, lootItem->count, false, false, broadcast);
+ }
+}
+
+uint32 Player::CalculateTalentsPoints() const
+{
+ uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9;
+
+ if (getClass() != CLASS_DEATH_KNIGHT || GetMapId() != 609)
+ return uint32(base_talent * sWorld.getRate(RATE_TALENT));
+
+ uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55;
+ talentPointsForLevel += m_questRewardTalentCount;
+
+ if (talentPointsForLevel > base_talent)
+ talentPointsForLevel = base_talent;
+
+ return uint32(talentPointsForLevel * sWorld.getRate(RATE_TALENT));
+}
+
+bool Player::IsKnowHowFlyIn(uint32 mapid, uint32 zone) const
+{
+ // continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
+ uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone);
+ return v_map != 571 || HasSpell(54197); // Cold Weather Flying
+}
+
+void Player::learnSpellHighRank(uint32 spellid)
+{
+ learnSpell(spellid, false);
+
+ if (uint32 next = spellmgr.GetNextSpellInChain(spellid))
+ learnSpellHighRank(next);
+}
+
+void Player::_LoadSkills(QueryResult_AutoPtr result)
+{
+ // 0 1 2
+ // SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid));
+
+ uint32 count = 0;
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ uint16 skill = fields[0].GetUInt16();
+ uint16 value = fields[1].GetUInt16();
+ uint16 max = fields[2].GetUInt16();
+
+ SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(skill);
+ if (!pSkill)
+ {
+ sLog.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill);
+ continue;
+ }
+
+ // set fixed skill ranges
+ switch(GetSkillRangeType(pSkill,false))
+ {
+ case SKILL_RANGE_LANGUAGE: // 300..300
+ value = max = 300;
+ break;
+ case SKILL_RANGE_MONO: // 1..1, grey monolite bar
+ value = max = 1;
+ break;
+ default:
+ break;
+ }
+ if (value == 0)
+ {
+ sLog.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill);
+ CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill);
+ continue;
+ }
+
+ // enable unlearn button for primary professions only
+ if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
+ SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,1));
+ else
+ SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,0));
+
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),MAKE_SKILL_VALUE(value, max));
+ SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0);
+
+ mSkillStatus.insert(SkillStatusMap::value_type(skill, SkillStatusData(count, SKILL_UNCHANGED)));
+
+ learnSkillRewardedSpells(skill, value);
+
+ ++count;
+
+ if (count >= PLAYER_MAX_SKILLS) // client limit
+ {
+ sLog.outError("Character %u has more than %u skills.", PLAYER_MAX_SKILLS);
+ break;
+ }
+ } while (result->NextRow());
+ }
+
+ for (; count < PLAYER_MAX_SKILLS; ++count)
+ {
+ SetUInt32Value(PLAYER_SKILL_INDEX(count), 0);
+ SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),0);
+ SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0);
+ }
+
+ // special settings
+ if (getClass() == CLASS_DEATH_KNIGHT)
+ {
+ uint8 base_level = std::min(getLevel(),uint8(sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL)));
+ if (base_level < 1)
+ base_level = 1;
+ uint16 base_skill = (base_level-1)*5; // 270 at starting level 55
+ if (base_skill < 1)
+ base_skill = 1; // skill mast be known and then > 0 in any case
+
+ if (GetPureSkillValue(SKILL_FIRST_AID) < base_skill)
+ SetSkill(SKILL_FIRST_AID, 0, base_skill, base_skill);
+ if (GetPureSkillValue(SKILL_AXES) < base_skill)
+ SetSkill(SKILL_AXES, 0, base_skill, base_skill);
+ if (GetPureSkillValue(SKILL_DEFENSE) < base_skill)
+ SetSkill(SKILL_DEFENSE, 0, base_skill, base_skill);
+ if (GetPureSkillValue(SKILL_POLEARMS) < base_skill)
+ SetSkill(SKILL_POLEARMS, 0, base_skill, base_skill);
+ if (GetPureSkillValue(SKILL_SWORDS) < base_skill)
+ SetSkill(SKILL_SWORDS, 0, base_skill, base_skill);
+ if (GetPureSkillValue(SKILL_2H_AXES) < base_skill)
+ SetSkill(SKILL_2H_AXES, 0, base_skill, base_skill);
+ if (GetPureSkillValue(SKILL_2H_SWORDS) < base_skill)
+ SetSkill(SKILL_2H_SWORDS, 0, base_skill, base_skill);
+ if (GetPureSkillValue(SKILL_UNARMED) < base_skill)
+ SetSkill(SKILL_UNARMED, 0, base_skill, base_skill);
+ }
+}
+
+uint32 Player::GetPhaseMaskForSpawn() const
+{
+ uint32 phase = PHASEMASK_NORMAL;
+ if (!isGameMaster())
+ phase = GetPhaseMask();
+ else
+ {
+ AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE);
+ if (!phases.empty())
+ phase = phases.front()->GetMiscValue();
+ }
+
+ // some aura phases include 1 normal map in addition to phase itself
+ if (uint32 n_phase = phase & ~PHASEMASK_NORMAL)
+ return n_phase;
+
+ return PHASEMASK_NORMAL;
+}
+
+uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
+{
+ ItemPrototype const* pProto = pItem->GetProto();
+
+ // proto based limitations
+ if (uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count))
+ return res;
+
+ // check unique-equipped on gems
+ for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
+ {
+ uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
+ if (!enchant_id)
+ continue;
+ SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
+ if (!enchantEntry)
+ continue;
+
+ ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
+ if (!pGem)
+ continue;
+
+ // include for check equip another gems with same limit category for not equipped item (and then not counted)
+ uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
+ ? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;
+
+ if (uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count))
+ return res;
+ }
+
+ return EQUIP_ERR_OK;
+}
+
+uint8 Player::CanEquipUniqueItem(ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const
+{
+ // check unique-equipped on item
+ if (itemProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
+ {
+ // there is an equip limit on this item
+ if (HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot))
+ return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
+ }
+
+ // check unique-equipped limit
+ if (itemProto->ItemLimitCategory)
+ {
+ ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
+ if (!limitEntry)
+ return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
+
+ if (limit_count > limitEntry->maxCount)
+ return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; // attempt add too many limit category items (gems)
+
+ // there is an equip limit on this item
+ if (HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot))
+ return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
+ }
+
+ return EQUIP_ERR_OK;
+}
+
+void Player::HandleFall(MovementInfo const& movementInfo)
+{
+ // calculate total z distance of the fall
+ float z_diff = m_lastFallZ - movementInfo.z;
+ //sLog.outDebug("zDiff = %f", z_diff);
+
+ //Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
+ // 14.57 can be calculated by resolving damageperc formula below to 0
+ if (z_diff >= 14.57f && !isDead() && !isGameMaster() &&
+ !HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
+ !HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL))
+ {
+ //Safe fall, fall height reduction
+ int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
+
+ float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
+
+ if (damageperc > 0)
+ {
+ uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL));
+
+ float height = movementInfo.z;
+ UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
+
+ if (damage > 0)
+ {
+ //Prevent fall damage from being more than the player maximum health
+ if (damage > GetMaxHealth())
+ damage = GetMaxHealth();
+
+ // Gust of Wind
+ if (HasAura(43621))
+ damage = GetMaxHealth()/2;
+
+ uint32 original_health = GetHealth();
+ uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage);
+
+ // recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
+ if (isAlive() && final_damage < original_health)
+ GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
+ }
+
+ //Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
+ DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall);
+ }
+ }
+ RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_LANDING); // No fly zone - Parachute
+}
+
+void Player::UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/)
+{
+ GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1, miscvalue2, unit, time);
+}
+
+void Player::CompletedAchievement(AchievementEntry const* entry)
+{
+ GetAchievementMgr().CompletedAchievement(entry);
+}
+
+void Player::LearnTalent(uint32 talentId, uint32 talentRank)
+{
+ uint32 CurTalentPoints = GetFreeTalentPoints();
+
+ if (CurTalentPoints == 0)
+ return;
+
+ if (talentRank >= MAX_TALENT_RANK)
+ return;
+
+ TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
+
+ if (!talentInfo)
+ return;
+
+ TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
+
+ if (!talentTabInfo)
+ return;
+
+ // prevent learn talent for different class (cheating)
+ if ((getClassMask() & talentTabInfo->ClassMask) == 0)
+ return;
+
+ // find current max talent rank (0~5)
+ uint8 curtalent_maxrank = 0; // 0 = not learned any rank
+ for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
+ {
+ if (talentInfo->RankID[rank] && HasSpell(talentInfo->RankID[rank]))
+ {
+ curtalent_maxrank = (rank + 1);
+ break;
+ }
+ }
+
+ // we already have same or higher talent rank learned
+ if (curtalent_maxrank >= (talentRank + 1))
+ return;
+
+ // check if we have enough talent points
+ if (CurTalentPoints < (talentRank - curtalent_maxrank + 1))
+ return;
+
+ // Check if it requires another talent
+ if (talentInfo->DependsOn > 0)
+ {
+ if (TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
+ {
+ bool hasEnoughRank = false;
+ for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++)
+ {
+ if (depTalentInfo->RankID[rank] != 0)
+ if (HasSpell(depTalentInfo->RankID[rank]))
+ hasEnoughRank = true;
+ }
+ if (!hasEnoughRank)
+ return;
+ }
+ }
+
+ // Find out how many points we have in this field
+ uint32 spentPoints = 0;
+
+ uint32 tTab = talentInfo->TalentTab;
+ if (talentInfo->Row > 0)
+ {
+ uint32 numRows = sTalentStore.GetNumRows();
+ for (uint32 i = 0; i < numRows; i++) // Loop through all talents.
+ {
+ // Someday, someone needs to revamp
+ const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
+ if (tmpTalent) // the way talents are tracked
+ {
+ if (tmpTalent->TalentTab == tTab)
+ {
+ for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++)
+ {
+ if (tmpTalent->RankID[rank] != 0)
+ {
+ if (HasSpell(tmpTalent->RankID[rank]))
+ {
+ spentPoints += (rank + 1);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // not have required min points spent in talent tree
+ if (spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
+ return;
+
+ // spell not set in talent.dbc
+ uint32 spellid = talentInfo->RankID[talentRank];
+ if (spellid == 0)
+ {
+ sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
+ return;
+ }
+
+ // already known
+ if (HasSpell(spellid))
+ return;
+
+ // learn! (other talent ranks will unlearned at learning)
+ learnSpell(spellid, false);
+ AddTalent(spellid, m_activeSpec, true);
+
+ sLog.outDetail("TalentID: %u Rank: %u Spell: %u Spec: %u\n", talentId, talentRank, spellid, m_activeSpec);
+
+ // update free talent points
+ SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
+}
+
+void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
+{
+ Pet *pet = GetPet();
+
+ if (!pet)
+ return;
+
+ if (petGuid != pet->GetGUID())
+ return;
+
+ uint32 CurTalentPoints = pet->GetFreeTalentPoints();
+
+ if (CurTalentPoints == 0)
+ return;
+
+ if (talentRank >= MAX_PET_TALENT_RANK)
+ return;
+
+ TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
+
+ if (!talentInfo)
+ return;
+
+ TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
+
+ if (!talentTabInfo)
+ return;
+
+ CreatureInfo const *ci = pet->GetCreatureInfo();
+
+ if (!ci)
+ return;
+
+ CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
+
+ if (!pet_family)
+ return;
+
+ if (pet_family->petTalentType < 0) // not hunter pet
+ return;
+
+ // prevent learn talent for different family (cheating)
+ if (!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
+ return;
+
+ // find current max talent rank (0~5)
+ uint8 curtalent_maxrank = 0; // 0 = not learned any rank
+ for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
+ {
+ if (talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank]))
+ {
+ curtalent_maxrank = (rank + 1);
+ break;
+ }
+ }
+
+ // we already have same or higher talent rank learned
+ if (curtalent_maxrank >= (talentRank + 1))
+ return;
+
+ // check if we have enough talent points
+ if (CurTalentPoints < (talentRank - curtalent_maxrank + 1))
+ return;
+
+ // Check if it requires another talent
+ if (talentInfo->DependsOn > 0)
+ {
+ if (TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
+ {
+ bool hasEnoughRank = false;
+ for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++)
+ {
+ if (depTalentInfo->RankID[rank] != 0)
+ if (pet->HasSpell(depTalentInfo->RankID[rank]))
+ hasEnoughRank = true;
+ }
+ if (!hasEnoughRank)
+ return;
+ }
+ }
+
+ // Find out how many points we have in this field
+ uint32 spentPoints = 0;
+
+ uint32 tTab = talentInfo->TalentTab;
+ if (talentInfo->Row > 0)
+ {
+ uint32 numRows = sTalentStore.GetNumRows();
+ for (uint32 i = 0; i < numRows; ++i) // Loop through all talents.
+ {
+ // Someday, someone needs to revamp
+ const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
+ if (tmpTalent) // the way talents are tracked
+ {
+ if (tmpTalent->TalentTab == tTab)
+ {
+ for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++)
+ {
+ if (tmpTalent->RankID[rank] != 0)
+ {
+ if (pet->HasSpell(tmpTalent->RankID[rank]))
+ {
+ spentPoints += (rank + 1);
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+
+ // not have required min points spent in talent tree
+ if (spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
+ return;
+
+ // spell not set in talent.dbc
+ uint32 spellid = talentInfo->RankID[talentRank];
+ if (spellid == 0)
+ {
+ sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
+ return;
+ }
+
+ // already known
+ if (pet->HasSpell(spellid))
+ return;
+
+ // learn! (other talent ranks will unlearned at learning)
+ pet->learnSpell(spellid);
+ sLog.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
+
+ // update free talent points
+ pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
+}
+
+void Player::UpdateKnownCurrencies(uint32 itemId, bool apply)
+{
+ if (CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId))
+ {
+ if (apply)
+ SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
+ else
+ RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
+ }
+}
+
+void Player::UpdateFallInformationIfNeed(MovementInfo const& minfo,uint16 opcode)
+{
+ if (m_lastFallTime >= minfo.fallTime || m_lastFallZ <= minfo.z || opcode == MSG_MOVE_FALL_LAND)
+ SetFallInformation(minfo.fallTime, minfo.z);
+}
+
+void Player::UnsummonPetTemporaryIfAny()
+{
+ Pet* pet = GetPet();
+ if (!pet)
+ return;
+
+ if (!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned())
+ {
+ m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
+ m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL);
+ }
+
+ RemovePet(pet, PET_SAVE_AS_CURRENT);
+}
+
+void Player::ResummonPetTemporaryUnSummonedIfAny()
+{
+ if (!m_temporaryUnsummonedPetNumber)
+ return;
+
+ // not resummon in not appropriate state
+ if (IsPetNeedBeTemporaryUnsummoned())
+ return;
+
+ if (GetPetGUID())
+ return;
+
+ Pet* NewPet = new Pet(this);
+ if (!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
+ delete NewPet;
+
+ m_temporaryUnsummonedPetNumber = 0;
+}
+
+bool Player::canSeeSpellClickOn(Creature const *c) const
+{
+ if (!c->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
+ return false;
+
+ SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(c->GetEntry());
+ if (clickPair.first == clickPair.second)
+ return true;
+
+ for (SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
+ if (itr->second.IsFitToRequirements(this, c))
+ return true;
+
+ return false;
+}
+
+void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
+{
+ *data << uint32(GetFreeTalentPoints()); // unspentTalentPoints
+ *data << uint8(m_specsCount); // talent group count (0, 1 or 2)
+ *data << uint8(m_activeSpec); // talent group index (0 or 1)
+
+ if (m_specsCount)
+ {
+ // loop through all specs (only 1 for now)
+ for (uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx)
+ {
+ uint8 talentIdCount = 0;
+ size_t pos = data->wpos();
+ *data << uint8(talentIdCount); // [PH], talentIdCount
+
+ // find class talent tabs (all players have 3 talent tabs)
+ uint32 const* talentTabIds = GetTalentTabPages(getClass());
+
+ for (uint8 i = 0; i < 3; ++i)
+ {
+ uint32 talentTabId = talentTabIds[i];
+
+ for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
+ {
+ TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
+ if (!talentInfo)
+ continue;
+
+ // skip another tab talents
+ if (talentInfo->TalentTab != talentTabId)
+ continue;
+
+ // find max talent rank (0~4)
+ int8 curtalent_maxrank = -1;
+ for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
+ {
+ if (talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], specIdx))
+ {
+ curtalent_maxrank = rank;
+ break;
+ }
+ }
+
+ // not learned talent
+ if (curtalent_maxrank < 0)
+ continue;
+
+ *data << uint32(talentInfo->TalentID); // Talent.dbc
+ *data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
+
+ ++talentIdCount;
+ }
+ }
+
+ data->put<uint8>(pos, talentIdCount); // put real count
+
+ *data << uint8(MAX_GLYPH_SLOT_INDEX); // glyphs count
+
+ for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
+ *data << uint16(m_Glyphs[specIdx][i]); // GlyphProperties.dbc
+ }
+ }
+}
+
+void Player::BuildPetTalentsInfoData(WorldPacket *data)
+{
+ uint32 unspentTalentPoints = 0;
+ size_t pointsPos = data->wpos();
+ *data << uint32(unspentTalentPoints); // [PH], unspentTalentPoints
+
+ uint8 talentIdCount = 0;
+ size_t countPos = data->wpos();
+ *data << uint8(talentIdCount); // [PH], talentIdCount
+
+ Pet *pet = GetPet();
+ if (!pet)
+ return;
+
+ unspentTalentPoints = pet->GetFreeTalentPoints();
+
+ data->put<uint32>(pointsPos, unspentTalentPoints); // put real points
+
+ CreatureInfo const *ci = pet->GetCreatureInfo();
+ if (!ci)
+ return;
+
+ CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
+ if (!pet_family || pet_family->petTalentType < 0)
+ return;
+
+ for (uint32 talentTabId = 1; talentTabId < sTalentTabStore.GetNumRows(); ++talentTabId)
+ {
+ TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentTabId);
+ if (!talentTabInfo)
+ continue;
+
+ if (!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
+ continue;
+
+ for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
+ {
+ TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
+ if (!talentInfo)
+ continue;
+
+ // skip another tab talents
+ if (talentInfo->TalentTab != talentTabId)
+ continue;
+
+ // find max talent rank (0~4)
+ int8 curtalent_maxrank = -1;
+ for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
+ {
+ if (talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank]))
+ {
+ curtalent_maxrank = rank;
+ break;
+ }
+ }
+
+ // not learned talent
+ if (curtalent_maxrank < 0)
+ continue;
+
+ *data << uint32(talentInfo->TalentID); // Talent.dbc
+ *data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
+
+ ++talentIdCount;
+ }
+
+ data->put<uint8>(countPos, talentIdCount); // put real count
+
+ break;
+ }
+}
+
+void Player::SendTalentsInfoData(bool pet)
+{
+ WorldPacket data(SMSG_TALENTS_INFO, 50);
+ data << uint8(pet ? 1 : 0);
+ if (pet)
+ BuildPetTalentsInfoData(&data);
+ else
+ BuildPlayerTalentsInfoData(&data);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::BuildEnchantmentsInfoData(WorldPacket *data)
+{
+ uint32 slotUsedMask = 0;
+ size_t slotUsedMaskPos = data->wpos();
+ *data << uint32(slotUsedMask); // slotUsedMask < 0x80000
+
+ for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ {
+ Item *item = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
+
+ if (!item)
+ continue;
+
+ slotUsedMask |= (1 << i);
+
+ *data << uint32(item->GetEntry()); // item entry
+
+ uint16 enchantmentMask = 0;
+ size_t enchantmentMaskPos = data->wpos();
+ *data << uint16(enchantmentMask); // enchantmentMask < 0x1000
+
+ for (uint32 j = 0; j < MAX_ENCHANTMENT_SLOT; ++j)
+ {
+ uint32 enchId = item->GetEnchantmentId(EnchantmentSlot(j));
+
+ if (!enchId)
+ continue;
+
+ enchantmentMask |= (1 << j);
+
+ *data << uint16(enchId); // enchantmentId?
+ }
+
+ data->put<uint16>(enchantmentMaskPos, enchantmentMask);
+
+ *data << uint16(0); // unknown
+ data->appendPackGUID(item->GetUInt64Value(ITEM_FIELD_CREATOR)); // item creator
+ *data << uint32(0); // seed?
+ }
+
+ data->put<uint32>(slotUsedMaskPos, slotUsedMask);
+}
+
+void Player::SendEquipmentSetList()
+{
+ uint32 count = 0;
+ WorldPacket data(SMSG_EQUIPMENT_SET_LIST, 4);
+ size_t count_pos = data.wpos();
+ data << uint32(count); // count placeholder
+ for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
+ {
+ if (itr->second.state == EQUIPMENT_SET_DELETED)
+ continue;
+ data.appendPackGUID(itr->second.Guid);
+ data << uint32(itr->first);
+ data << itr->second.Name;
+ data << itr->second.IconName;
+ for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ data.appendPackGUID(MAKE_NEW_GUID(itr->second.Items[i], 0, HIGHGUID_ITEM));
+
+ ++count; // client have limit but it checked at loading and set
+ }
+ data.put<uint32>(count_pos, count);
+ GetSession()->SendPacket(&data);
+}
+
+void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset)
+{
+ if (eqset.Guid != 0)
+ {
+ bool found = false;
+
+ for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
+ {
+ if ((itr->second.Guid == eqset.Guid) && (itr->first == index))
+ {
+ found = true;
+ break;
+ }
+ }
+
+ if (!found) // something wrong...
+ {
+ sLog.outError("Player %s tried to save equipment set "UI64FMTD" (index %u), but that equipment set not found!", GetName(), eqset.Guid, index);
+ return;
+ }
+ }
+
+ EquipmentSet& eqslot = m_EquipmentSets[index];
+
+ EquipmentSetUpdateState old_state = eqslot.state;
+
+ eqslot = eqset;
+
+ if (eqset.Guid == 0)
+ {
+ eqslot.Guid = objmgr.GenerateEquipmentSetGuid();
+
+ WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1);
+ data << uint32(index);
+ data.appendPackGUID(eqslot.Guid);
+ GetSession()->SendPacket(&data);
+ }
+
+ eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED;
+}
+
+void Player::_SaveEquipmentSets()
+{
+ for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();)
+ {
+ uint32 index = itr->first;
+ EquipmentSet& eqset = itr->second;
+ switch(eqset.state)
+ {
+ case EQUIPMENT_SET_UNCHANGED:
+ ++itr;
+ break; // nothing do
+ case EQUIPMENT_SET_CHANGED:
+ CharacterDatabase.escape_string(eqset.Name);
+ CharacterDatabase.escape_string(eqset.IconName);
+ CharacterDatabase.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD"' AND setindex='%u'",
+ eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
+ eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18], GetGUIDLow(), eqset.Guid, index);
+ eqset.state = EQUIPMENT_SET_UNCHANGED;
+ ++itr;
+ break;
+ case EQUIPMENT_SET_NEW:
+ CharacterDatabase.escape_string(eqset.Name);
+ CharacterDatabase.escape_string(eqset.IconName);
+ CharacterDatabase.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
+ GetGUIDLow(), eqset.Guid, index, eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7],
+ eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18]);
+ eqset.state = EQUIPMENT_SET_UNCHANGED;
+ ++itr;
+ break;
+ case EQUIPMENT_SET_DELETED:
+ CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD, eqset.Guid);
+ m_EquipmentSets.erase(itr++);
+ break;
+ }
+ }
+}
+
+void Player::_SaveBGData()
+{
+ CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow());
+ if (m_bgData.bgInstanceID)
+ {
+ /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
+ CharacterDatabase.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')",
+ GetGUIDLow(), m_bgData.bgInstanceID, m_bgData.bgTeam, m_bgData.joinPos.GetPositionX(), m_bgData.joinPos.GetPositionY(), m_bgData.joinPos.GetPositionZ(),
+ m_bgData.joinPos.GetOrientation(), m_bgData.joinPos.GetMapId(), m_bgData.taxiPath[0], m_bgData.taxiPath[1], m_bgData.mountSpell);
+ }
+}
+
+void Player::DeleteEquipmentSet(uint64 setGuid)
+{
+ for (EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr)
+ {
+ if (itr->second.Guid == setGuid)
+ {
+ if (itr->second.state == EQUIPMENT_SET_NEW)
+ m_EquipmentSets.erase(itr);
+ else
+ itr->second.state = EQUIPMENT_SET_DELETED;
+ break;
+ }
+ }
+}
+
+void Player::RemoveAtLoginFlag(AtLoginFlags f, bool in_db_also /*= false*/)
+{
+ m_atLoginFlags &= ~f;
+
+ if (in_db_also)
+ CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f), GetGUIDLow());
+}
+
+void Player::SendClearCooldown(uint32 spell_id, Unit* target)
+{
+ WorldPacket data(SMSG_CLEAR_COOLDOWN, 4+8);
+ data << uint32(spell_id);
+ data << uint64(target->GetGUID());
+ SendDirectMessage(&data);
+}
+
+void Player::ResetMap()
+{
+ // this may be called during Map::Update
+ // after decrement+unlink, ++m_mapRefIter will continue correctly
+ // when the first element of the list is being removed
+ // nocheck_prev will return the padding element of the RefManager
+ // instead of NULL in the case of prev
+ GetMap()->UpdateIteratorBack(this);
+ Unit::ResetMap();
+ GetMapRef().unlink();
+}
+
+void Player::SetMap(Map * map)
+{
+ Unit::SetMap(map);
+ m_mapRef.link(map, this);
+}
+
+void Player::_LoadGlyphs(QueryResult_AutoPtr result)
+{
+ // SetPQuery(PLAYER_LOGIN_QUERY_LOADGLYPHS, "SELECT spec, glyph1, glyph2, glyph3, glyph4, glyph5, glyph6 from character_glyphs WHERE guid = '%u'", GUID_LOPART(m_guid));
+ if (!result)
+ return;
+
+ do
+ {
+ Field *fields = result->Fetch();
+
+ uint8 spec = fields[0].GetUInt8();
+ if (spec >= m_specsCount)
+ continue;
+
+ m_Glyphs[spec][0] = fields[1].GetUInt32();
+ m_Glyphs[spec][1] = fields[2].GetUInt32();
+ m_Glyphs[spec][2] = fields[3].GetUInt32();
+ m_Glyphs[spec][3] = fields[4].GetUInt32();
+ m_Glyphs[spec][4] = fields[5].GetUInt32();
+ m_Glyphs[spec][5] = fields[6].GetUInt32();
+
+ } while (result->NextRow());
+}
+
+void Player::_SaveGlyphs()
+{
+ CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid='%u'",GetGUIDLow());
+ for (uint8 spec = 0; spec < m_specsCount; ++spec)
+ {
+ CharacterDatabase.PExecute("INSERT INTO character_glyphs VALUES('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
+ GetGUIDLow(), spec, m_Glyphs[spec][0], m_Glyphs[spec][1], m_Glyphs[spec][2], m_Glyphs[spec][3], m_Glyphs[spec][4], m_Glyphs[spec][5]);
+ }
+}
+
+void Player::_LoadTalents(QueryResult_AutoPtr result)
+{
+ // SetPQuery(PLAYER_LOGIN_QUERY_LOADTALENTS, "SELECT spell, spec FROM character_talent WHERE guid = '%u'", GUID_LOPART(m_guid));
+ if (result)
+ {
+ do
+ {
+ Field *fields = result->Fetch();
+
+ AddTalent(fields[0].GetUInt32(), fields[1].GetUInt32(), false);
+ }
+ while (result->NextRow());
+ }
+}
+
+void Player::_SaveTalents()
+{
+ for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
+ {
+ for (PlayerTalentMap::iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end();)
+ {
+ if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
+ CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' and spell = '%u' and spec = '%u'", GetGUIDLow(), itr->first, itr->second->spec);
+
+ if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
+ CharacterDatabase.PExecute("INSERT INTO character_talent (guid,spell,spec) VALUES ('%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->spec);
+
+ if (itr->second->state == PLAYERSPELL_REMOVED)
+ {
+ delete itr->second;
+ m_talents[i]->erase(itr++);
+ }
+ else
+ {
+ itr->second->state = PLAYERSPELL_UNCHANGED;
+ ++itr;
+ }
+ }
+ }
+}
+
+void Player::UpdateSpecCount(uint8 count)
+{
+ uint32 curCount = GetSpecsCount();
+ if (curCount == count)
+ return;
+
+ if (m_activeSpec >= count)
+ ActivateSpec(0);
+
+ // Copy spec data
+ if (count > curCount)
+ {
+ _SaveActions(); // make sure the button list is cleaned up
+ for (ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); ++itr)
+ CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,spec) VALUES ('%u', '%u', '%u', '%u', '%u')",
+ GetGUIDLow(), uint32(itr->first), uint32(itr->second.GetAction()), uint32(itr->second.GetType()), 1);
+
+ }
+ // Delete spec data for removed spec.
+ else if (count < curCount)
+ {
+ _SaveActions();
+ CharacterDatabase.PExecute("DELETE FROM character_action WHERE spec<>'%u' AND guid='%u'",m_activeSpec, GetGUIDLow());
+ m_activeSpec = 0;
+ }
+
+
+ SetSpecsCount(count);
+
+ SendTalentsInfoData(false);
+}
+
+void Player::ActivateSpec(uint8 spec)
+{
+ if (GetActiveSpec() == spec)
+ return;
+
+ if (spec > GetSpecsCount())
+ return;
+
+ // TODO:
+ // HACK: this shouldn't be checked at such a low level function but rather at the moment the spell is casted
+ if (GetMap()->IsBattleGround() && !HasAura(44521)) // In BattleGround with no Preparation buff
+ return;
+
+ if (IsNonMeleeSpellCasted(false))
+ InterruptNonMeleeSpells(false);
+
+ _SaveActions();
+
+ UnsummonPetTemporaryIfAny();
+ ClearComboPointHolders();
+ ClearAllReactives();
+ UnsummonAllTotems();
+ RemoveAllControlled();
+ /*RemoveAllAurasOnDeath();
+ if (GetPet())
+ GetPet()->RemoveAllAurasOnDeath();*/
+
+ //RemoveAllAuras(GetGUID(), NULL, false, true); // removes too many auras
+ //ExitVehicle(); // should be impossible to switch specs from inside a vehicle..
+
+ // Let client clear his current Actions
+ SendActionButtons(2);
+ // m_actionButtons.clear() is called in the next _LoadActionButtons
+ for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
+ {
+ TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
+
+ if (!talentInfo)
+ continue;
+
+ TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
+
+ if (!talentTabInfo)
+ continue;
+
+ // unlearn only talents for character class
+ // some spell learned by one class as normal spells or know at creation but another class learn it as talent,
+ // to prevent unexpected lost normal learned spell skip another class talents
+ if ((getClassMask() & talentTabInfo->ClassMask) == 0)
+ continue;
+
+ for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
+ {
+ // skip non-existant talent ranks
+ if (talentInfo->RankID[rank] == 0)
+ continue;
+ removeSpell(talentInfo->RankID[rank], true); // removes the talent, and all dependant, learned, and chained spells..
+ if (const SpellEntry *_spellEntry = sSpellStore.LookupEntry(talentInfo->RankID[rank]))
+ for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) // search through the SpellEntry for valid trigger spells
+ if (_spellEntry->EffectTriggerSpell[i] > 0 && _spellEntry->Effect[i] == SPELL_EFFECT_LEARN_SPELL)
+ removeSpell(_spellEntry->EffectTriggerSpell[i], true); // and remove any spells that the talent teaches
+ // if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted
+ //PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]);
+ //if (plrTalent != m_talents[m_activeSpec]->end())
+ // plrTalent->second->state = PLAYERSPELL_REMOVED;
+ }
+ }
+
+ // set glyphs
+ for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
+ // remove secondary glyph
+ if (uint32 oldglyph = m_Glyphs[m_activeSpec][slot])
+ if (GlyphPropertiesEntry const *old_gp = sGlyphPropertiesStore.LookupEntry(oldglyph))
+ RemoveAurasDueToSpell(old_gp->SpellId);
+
+ SetActiveSpec(spec);
+ uint32 spentTalents = 0;
+
+ for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
+ {
+ TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
+
+ if (!talentInfo)
+ continue;
+
+ TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
+
+ if (!talentTabInfo)
+ continue;
+
+ // learn only talents for character class
+ if ((getClassMask() & talentTabInfo->ClassMask) == 0)
+ continue;
+
+ // learn highest talent rank that exists in newly activated spec
+ for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
+ {
+ // skip non-existant talent ranks
+ if (talentInfo->RankID[rank] == 0)
+ continue;
+ // if the talent can be found in the newly activated PlayerTalentMap
+ if (HasTalent(talentInfo->RankID[rank], m_activeSpec))
+ {
+ learnSpell(talentInfo->RankID[rank], false); // add the talent to the PlayerSpellMap
+ spentTalents += (rank + 1); // increment the spentTalents count
+ }
+ }
+ }
+
+ // set glyphs
+ for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
+ {
+ uint32 glyph = m_Glyphs[m_activeSpec][slot];
+
+ // apply primary glyph
+ if (glyph)
+ if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
+ CastSpell(this, gp->SpellId, true);
+
+ SetGlyph(slot, glyph);
+ }
+
+ m_usedTalentCount = spentTalents;
+ InitTalentForLevel();
+
+ if (QueryResult_AutoPtr result =
+ CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' AND spec = '%u' ORDER BY button", GetGUIDLow(), m_activeSpec))
+ _LoadActions(result);
+
+
+ ResummonPetTemporaryUnSummonedIfAny();
+ SendActionButtons(1);
+
+ Powers pw = getPowerType();
+ if (pw != POWER_MANA)
+ SetPower(POWER_MANA, 0); // Mana must be 0 even if it isn't the active power type.
+
+ SetPower(pw, 0);
+}
+
+void Player::ResetTimeSync()
+{
+ m_timeSyncCounter = 0;
+ m_timeSyncTimer = 0;
+ m_timeSyncClient = 0;
+ m_timeSyncServer = getMSTime();
+}
+
+void Player::SendTimeSync()
+{
+ WorldPacket data(SMSG_TIME_SYNC_REQ, 4);
+ data << uint32(m_timeSyncCounter++);
+ GetSession()->SendPacket(&data);
+
+ // Schedule next sync in 10 sec
+ m_timeSyncTimer = 10000;
+ m_timeSyncServer = getMSTime();
+}
+
+void Player::SetReputation(uint32 factionentry, uint32 value)
+{
+ GetReputationMgr().SetReputation(sFactionStore.LookupEntry(factionentry),value);
+}
+uint32 Player::GetReputation(uint32 factionentry)
+{
+ return GetReputationMgr().GetReputation(sFactionStore.LookupEntry(factionentry));
+}
+std::string Player::GetGuildName()
+{
+ return objmgr.GetGuildById(GetGuildId())->GetName();
+}
+
+void Player::SendDuelCountdown(uint32 counter)
+{
+ WorldPacket data(SMSG_DUEL_COUNTDOWN, 4);
+ data << uint32(counter); // seconds
+ GetSession()->SendPacket(&data);
+}
+
+void Player::AddRefundReference(uint64 it)
+{
+ m_refundableItems.insert(it);
+}
+
+void Player::DeleteRefundReference(uint64 it)
+{
+ std::set<uint64>::iterator itr = m_refundableItems.find(it);
+ if (itr != m_refundableItems.end())
+ {
+ m_refundableItems.erase(itr);
+ }
+}
+
+void Player::SendRefundInfo(Item *item)
+{
+ // This function call unsets ITEM_FLAGS_REFUNDABLE if played time is over 2 hours.
+ item->UpdatePlayedTime(this);
+
+ if (!item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE))
+ {
+ sLog.outDebug("Item refund: item not refundable!");
+ return;
+ }
+
+ if (GetGUIDLow() != item->GetRefundRecipient()) // Formerly refundable item got traded
+ {
+ sLog.outDebug("Item refund: item was traded!");
+ item->SetNotRefundable(this);
+ return;
+ }
+
+ ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(item->GetPaidExtendedCost());
+ if (!iece)
+ {
+ sLog.outDebug("Item refund: cannot find extendedcost data.");
+ return;
+ }
+
+ uint32 itemCount = item->GetCount();
+
+ WorldPacket data(SMSG_ITEM_REFUND_INFO_RESPONSE, 8+4+4+4+4*4+4*4+4+4);
+ data << uint64(item->GetGUID()); // item guid
+ data << uint32(item->GetPaidMoney() * itemCount); // money cost
+ data << uint32(iece->reqhonorpoints * itemCount); // honor point cost
+ data << uint32(iece->reqarenapoints * itemCount); // arena point cost
+ for (uint8 i = 0; i < 5; ++i) // item cost data
+ {
+ data << iece->reqitem[i];
+ data << (iece->reqitemcount[i] * itemCount);
+ }
+ data << uint32(0);
+ data << uint32(GetTotalPlayedTime() - item->GetPlayedTime());
+ GetSession()->SendPacket(&data);
+}
+
+void Player::RefundItem(Item *item)
+{
+ if (!item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE))
+ {
+ sLog.outDebug("Item refund: item not refundable!");
+ return;
+ }
+
+ if (item->IsRefundExpired()) // item refund has expired
+ {
+ item->SetNotRefundable(this);
+ WorldPacket data(SMSG_ITEM_REFUND_RESULT, 8+4);
+ data << uint64(item->GetGUID()); // Guid
+ data << uint32(10); // Error!
+ GetSession()->SendPacket(&data);
+ return;
+ }
+
+ if (GetGUIDLow() != item->GetRefundRecipient()) // Formerly refundable item got traded
+ {
+ sLog.outDebug("Item refund: item was traded!");
+ item->SetNotRefundable(this);
+ return;
+ }
+
+ ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(item->GetPaidExtendedCost());
+ if (!iece)
+ {
+ sLog.outDebug("Item refund: cannot find extendedcost data.");
+ return;
+ }
+
+ uint32 itemCount = item->GetCount(); // stacked refundable items.
+ uint32 moneyRefund = item->GetPaidMoney()*itemCount;
+
+ bool store_error = false;
+ for (uint8 i = 0; i < 5; ++i)
+ {
+ uint32 count = iece->reqitemcount[i] * itemCount;
+ uint32 itemid = iece->reqitem[i];
+
+ if (count && itemid)
+ {
+ ItemPosCountVec dest;
+ uint8 msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemid, count);
+ if (msg != EQUIP_ERR_OK)
+ {
+ store_error = true;
+ break;
+ }
+ }
+ }
+
+ if (store_error)
+ {
+ WorldPacket data(SMSG_ITEM_REFUND_RESULT, 8+4);
+ data << uint64(item->GetGUID()); // Guid
+ data << uint32(10); // Error!
+ GetSession()->SendPacket(&data);
+ return;
+ }
+
+ WorldPacket data(SMSG_ITEM_REFUND_RESULT, 8+4+4+4+4+4*4+4*4);
+ data << uint64(item->GetGUID()); // item guid
+ data << uint32(0); // 0, or error code
+ data << uint32(moneyRefund); // money cost
+ data << uint32(iece->reqhonorpoints * itemCount); // honor point cost
+ data << uint32(iece->reqarenapoints * itemCount); // arena point cost
+ for (uint8 i = 0; i < 5; ++i) // item cost data
+ {
+ data << iece->reqitem[i];
+ data << (iece->reqitemcount[i] * itemCount);
+ }
+ GetSession()->SendPacket(&data);
+
+ // Delete any references to the refund data
+ item->SetNotRefundable(this);
+
+ // Destroy item
+ DestroyItem(item->GetBagSlot(), item->GetSlot(), true);
+
+ // Grant back extendedcost items
+ for (uint8 i = 0; i < 5; ++i)
+ {
+ uint32 count = iece->reqitemcount[i] * itemCount;
+ uint32 itemid = iece->reqitem[i];
+ if (count && itemid)
+ {
+ ItemPosCountVec dest;
+ uint8 msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemid, count);
+ ASSERT(msg == EQUIP_ERR_OK) /// Already checked before
+ Item* it = StoreNewItem(dest, itemid, true);
+ SendNewItem(it, count, true, false, true);
+ }
+ }
+
+ // Grant back money
+ if (moneyRefund)
+ ModifyMoney(moneyRefund);
+
+ // Grant back Honor points
+ uint32 honorRefund = iece->reqhonorpoints * itemCount;
+ if (honorRefund)
+ ModifyHonorPoints(honorRefund);
+
+ // Grant back Arena points
+ uint32 arenaRefund = iece->reqarenapoints * itemCount;
+ if (arenaRefund)
+ ModifyArenaPoints(arenaRefund);
+
+}
+
+void Player::SetRandomWinner(bool isWinner)
+{
+ m_IsBGRandomWinner = isWinner;
+ if (m_IsBGRandomWinner)
+ CharacterDatabase.PExecute("INSERT INTO character_battleground_random (guid) VALUES ('%u')", GetGUIDLow());
+}
+
+void Player::_LoadRandomBGStatus(QueryResult_AutoPtr result)
+{
+ //QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT guid FROM character_battleground_random WHERE guid = '%u'", GetGUIDLow());
+
+ if (result)
+ m_IsBGRandomWinner = true;
+}