/* * Copyright (C) 2005-2009 MaNGOS * * Copyright (C) 2008-2009 Trinity * * 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 #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 }; // 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, uint32 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; ic_str())); AddTaxiDestination(node); } if(m_TaxiDestinations.empty()) return true; // Check integrity if(m_TaxiDestinations.size() < 2) return false; for(size_t i = 1; i < m_TaxiDestinations.size(); ++i) { uint32 cost; uint32 path; objmgr.GetTaxiPath(m_TaxiDestinations[i-1],m_TaxiDestinations[i],path,cost); if(!path) return false; } // can't load taxi path without mount set (quest taxi path?) if(!objmgr.GetTaxiMountDisplayId(GetTaxiSource(),team,true)) return false; return true; } std::string PlayerTaxi::SaveTaxiDestinationsToString() { if(m_TaxiDestinations.empty()) return ""; std::ostringstream ss; for(size_t i=0; i < m_TaxiDestinations.size(); ++i) ss << m_TaxiDestinations[i] << " "; return ss.str(); } uint32 PlayerTaxi::GetCurrentTaxiPath() const { if(m_TaxiDestinations.size() < 2) return 0; uint32 path; uint32 cost; objmgr.GetTaxiPath(m_TaxiDestinations[0],m_TaxiDestinations[1],path,cost); return path; } std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi) { ss << "'"; for(uint8 i = 0; i < TaxiMaskSize; ++i) ss << taxi.m_taximask[i] << " "; ss << "'"; return ss; } //== Player ==================================================== UpdateMask Player::updateVisualBits; Player::Player (WorldSession *session): Unit(), m_achievementMgr(this), m_reputationMgr(this) { m_speakTime = 0; m_speakCount = 0; m_objectType |= TYPEMASK_PLAYER; m_objectTypeId = TYPEID_PLAYER; m_valuesCount = PLAYER_END; m_session = session; m_divider = 0; m_ExtraFlags = 0; m_spellModTakingSpell = NULL; m_pad = 0; // players always accept if(GetSession()->GetSecurity() == SEC_PLAYER) SetAcceptWhispers(true); m_curSelection = 0; m_lootGuid = 0; m_comboTarget = 0; m_comboPoints = 0; m_usedTalentCount = 0; m_questRewardTalentCount = 0; m_regenTimer = 0; m_regenTimerCount = 0; m_weaponChangeTimer = 0; m_zoneUpdateId = 0; m_zoneUpdateTimer = 0; m_areaUpdateId = 0; m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE); clearResurrectRequestData(); memset(m_items, 0, sizeof(Item*)*PLAYER_SLOTS_COUNT); m_social = NULL; // group is initialized in the reference constructor SetGroupInvite(NULL); m_groupUpdateMask = 0; m_auraRaidUpdateMask = 0; duel = NULL; m_GuildIdInvited = 0; m_ArenaTeamIdInvited = 0; m_atLoginFlags = AT_LOGIN_NONE; mSemaphoreTeleport_Near = false; mSemaphoreTeleport_Far = false; m_DelayedOperations = 0; m_bCanDelayTeleport = false; m_bHasDelayedTeleport = false; m_teleport_options = 0; pTrader = 0; ClearTrade(); m_cinematic = 0; PlayerTalkClass = new PlayerMenu( GetSession() ); m_currentBuybackSlot = BUYBACK_SLOT_START; m_DailyQuestChanged = false; m_lastDailyQuestTime = 0; for (uint8 i=0; isecond; 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() { TradeCancel(false); DuelComplete(DUEL_INTERUPTED); Unit::CleanupsBeforeDelete(); if (m_transport) m_transport->RemovePassenger(this); // clean up player-instance binds, may unload some instance saves for(uint8 i = 0; i < TOTAL_DIFFICULTIES; ++i) for(BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) itr->second.save->RemovePlayer(this); } bool Player::Create( uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId ) { //FIXME: outfitId not used in player creating Object::_Create(guidlow, 0, HIGHGUID_PLAYER); m_name = name; PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_); if(!info) { sLog.outError("Player have incorrect race/class pair. Can't be loaded."); return false; } for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++) m_items[i] = NULL; Relocate(info->positionX,info->positionY,info->positionZ); ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_); if(!cEntry) { sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_); return false; } SetMap(MapManager::Instance().CreateMap(info->mapId, this, 0)); uint8 powertype = cEntry->powerType; SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE); SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f); setFactionForRace(race); uint32 RaceClassGender = ( race ) | ( class_ << 8 ) | ( gender << 16 ); SetUInt32Value(UNIT_FIELD_BYTES_0, ( RaceClassGender | ( powertype << 24 ) ) ); InitDisplayIds(); if(sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP) { SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP ); SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE ); } SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER); SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3 // -1 is default value SetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1)); SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24))); SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24))); SetByteValue(PLAYER_BYTES_3, 0, gender); SetUInt32Value( PLAYER_GUILDID, 0 ); SetUInt32Value( PLAYER_GUILDRANK, 0 ); SetUInt32Value( PLAYER_GUILD_TIMESTAMP, 0 ); SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES, 0 ); // 0=disabled SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES1, 0 ); // 0=disabled SetUInt64Value( PLAYER__FIELD_KNOWN_TITLES2, 0 ); // 0=disabled SetUInt32Value( PLAYER_CHOSEN_TITLE, 0 ); SetUInt32Value( PLAYER_FIELD_KILLS, 0 ); SetUInt32Value( PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0 ); SetUInt32Value( PLAYER_FIELD_TODAY_CONTRIBUTION, 0 ); SetUInt32Value( PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0 ); // set starting level uint32 start_level = getClass() != CLASS_DEATH_KNIGHT ? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL) : sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL); if (GetSession()->GetSecurity() >= SEC_MODERATOR) { uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL); if(gm_level > start_level) start_level = gm_level; } SetUInt32Value(UNIT_FIELD_LEVEL, start_level); InitRunes(); SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY)); SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS)); SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS)); // start with every map explored if(sWorld.getConfig(CONFIG_START_ALL_EXPLORED)) { for (uint8 i=0; i<64; i++) SetFlag(PLAYER_EXPLORED_ZONES_1+i,0xFFFFFFFF); } //Reputations if "StartAllReputation" is enabled, -- TODO: Fix this in a better way if(sWorld.getConfig(CONFIG_START_ALL_REP)) { GetReputationMgr().SetReputation(sFactionStore.LookupEntry(942),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(935),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(936),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1011),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(970),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(967),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(989),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(932),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(934),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1038),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1077),42999); // Factions depending on team, like cities and some more stuff switch(GetTeam()) { case ALLIANCE: GetReputationMgr().SetReputation(sFactionStore.LookupEntry(72),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(47),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(69),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(930),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(730),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(978),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(54),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(946),42999); break; case HORDE: GetReputationMgr().SetReputation(sFactionStore.LookupEntry(76),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(68),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(81),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(911),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(729),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(941),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(530),42999); GetReputationMgr().SetReputation(sFactionStore.LookupEntry(947),42999); break; default: break; } } // Played time m_Last_tick = time(NULL); m_Played_time[PLAYED_TIME_TOTAL] = 0; m_Played_time[PLAYED_TIME_LEVEL] = 0; // base stats and related field values InitStatsForLevel(); InitTaxiNodesForLevel(); InitGlyphsForLevel(); InitTalentForLevel(); InitPrimaryProfessions(); // to max set before any spell added // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods() UpdateMaxHealth(); // Update max Health (for add bonus from stamina) SetHealth(GetMaxHealth()); if (getPowerType()==POWER_MANA) { UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect) SetPower(POWER_MANA,GetMaxPower(POWER_MANA)); } if(getPowerType() == POWER_RUNIC_POWER) { SetPower(POWER_RUNE, 8); SetMaxPower(POWER_RUNE, 8); SetPower(POWER_RUNIC_POWER, 0); SetMaxPower(POWER_RUNIC_POWER, 1000); } // original spells learnDefaultSpells(); // original action bar for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr) addActionButton(action_itr->button,action_itr->action,action_itr->type); // original items CharStartOutfitEntry const* oEntry = NULL; for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i) { if(CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i)) { if(entry->RaceClassGender == RaceClassGender) { oEntry = entry; break; } } } if(oEntry) { for(int j = 0; j < MAX_OUTFIT_ITEMS; ++j) { if(oEntry->ItemId[j] <= 0) continue; uint32 item_id = oEntry->ItemId[j]; // Hack for not existed item id in dbc 3.0.3 if(item_id==40582) continue; ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id); if(!iProto) { sLog.outErrorDb("Initial item id %u (race %u class %u) from CharStartOutfit.dbc not listed in `item_template`, ignoring.",item_id,getRace(),getClass()); 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 = GetAurasByType(SPELL_AURA_MOD_WATER_BREATHING); for(AuraEffectList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i) UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetAmount()) / 100.0f); return UnderWaterTime; } case FIRE_TIMER: { if (!isAlive()) return DISABLED_MIRROR_TIMER; return 1*IN_MILISECONDS; } default: return 0; } return 0; } void Player::UpdateMirrorTimers() { // Desync flags for update on next HandleDrowning if (m_MirrorTimerFlags) m_MirrorTimerFlagsLast = ~m_MirrorTimerFlags; } void Player::HandleDrowning(uint32 time_diff) { if (!m_MirrorTimerFlags) return; // In water if (m_MirrorTimerFlags & UNDERWATER_INWATER) { // Breath timer not activated - activate it if (m_MirrorTimer[BREATH_TIMER] == DISABLED_MIRROR_TIMER) { m_MirrorTimer[BREATH_TIMER] = getMaxTimer(BREATH_TIMER); SendMirrorTimer(BREATH_TIMER, m_MirrorTimer[BREATH_TIMER], m_MirrorTimer[BREATH_TIMER], -1); } else // If activated - do tick { m_MirrorTimer[BREATH_TIMER]-=time_diff; // Timer limit - need deal damage if (m_MirrorTimer[BREATH_TIMER] < 0) { m_MirrorTimer[BREATH_TIMER]+= 1*IN_MILISECONDS; // Calculate and deal damage // TODO: Check this formula uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1); EnvironmentalDamage(DAMAGE_DROWNING, damage); } else if (!(m_MirrorTimerFlagsLast & UNDERWATER_INWATER)) // Update time in client if need SendMirrorTimer(BREATH_TIMER, getMaxTimer(BREATH_TIMER), m_MirrorTimer[BREATH_TIMER], -1); } } else if (m_MirrorTimer[BREATH_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer { int32 UnderWaterTime = getMaxTimer(BREATH_TIMER); // Need breath regen m_MirrorTimer[BREATH_TIMER]+=10*time_diff; if (m_MirrorTimer[BREATH_TIMER] >= UnderWaterTime || !isAlive()) StopMirrorTimer(BREATH_TIMER); else if (m_MirrorTimerFlagsLast & UNDERWATER_INWATER) SendMirrorTimer(BREATH_TIMER, UnderWaterTime, m_MirrorTimer[BREATH_TIMER], 10); } // In dark water if (m_MirrorTimerFlags & UNDERWARER_INDARKWATER) { // Fatigue timer not activated - activate it if (m_MirrorTimer[FATIGUE_TIMER] == DISABLED_MIRROR_TIMER) { m_MirrorTimer[FATIGUE_TIMER] = getMaxTimer(FATIGUE_TIMER); SendMirrorTimer(FATIGUE_TIMER, m_MirrorTimer[FATIGUE_TIMER], m_MirrorTimer[FATIGUE_TIMER], -1); } else { m_MirrorTimer[FATIGUE_TIMER]-=time_diff; // Timer limit - need deal damage or teleport ghost to graveyard if (m_MirrorTimer[FATIGUE_TIMER] < 0) { m_MirrorTimer[FATIGUE_TIMER]+= 1*IN_MILISECONDS; if (isAlive()) // Calculate and deal damage { uint32 damage = GetMaxHealth() / 5 + urand(0, getLevel()-1); EnvironmentalDamage(DAMAGE_EXHAUSTED, damage); } else if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) // Teleport ghost to graveyard RepopAtGraveyard(); } else if (!(m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER)) SendMirrorTimer(FATIGUE_TIMER, getMaxTimer(FATIGUE_TIMER), m_MirrorTimer[FATIGUE_TIMER], -1); } } else if (m_MirrorTimer[FATIGUE_TIMER] != DISABLED_MIRROR_TIMER) // Regen timer { int32 DarkWaterTime = getMaxTimer(FATIGUE_TIMER); m_MirrorTimer[FATIGUE_TIMER]+=10*time_diff; if (m_MirrorTimer[FATIGUE_TIMER] >= DarkWaterTime || !isAlive()) StopMirrorTimer(FATIGUE_TIMER); else if (m_MirrorTimerFlagsLast & UNDERWARER_INDARKWATER) SendMirrorTimer(FATIGUE_TIMER, DarkWaterTime, m_MirrorTimer[FATIGUE_TIMER], 10); } if (m_MirrorTimerFlags & (UNDERWATER_INLAVA|UNDERWATER_INSLIME)) { // Breath timer not activated - activate it if (m_MirrorTimer[FIRE_TIMER] == DISABLED_MIRROR_TIMER) m_MirrorTimer[FIRE_TIMER] = getMaxTimer(FIRE_TIMER); else { m_MirrorTimer[FIRE_TIMER]-=time_diff; if (m_MirrorTimer[FIRE_TIMER] < 0) { m_MirrorTimer[FIRE_TIMER]+= 1*IN_MILISECONDS; // Calculate and deal damage // TODO: Check this formula uint32 damage = urand(600, 700); if (m_MirrorTimerFlags&UNDERWATER_INLAVA) EnvironmentalDamage(DAMAGE_LAVA, damage); else EnvironmentalDamage(DAMAGE_SLIME, damage); } } } else m_MirrorTimer[FIRE_TIMER] = DISABLED_MIRROR_TIMER; // Recheck timers flag m_MirrorTimerFlags&=~UNDERWATER_EXIST_TIMERS; for (uint8 i = 0; i< MAX_TIMERS; ++i) if (m_MirrorTimer[i]!=DISABLED_MIRROR_TIMER) { m_MirrorTimerFlags|=UNDERWATER_EXIST_TIMERS; break; } m_MirrorTimerFlagsLast = m_MirrorTimerFlags; } ///The player sobers by 256 every 10 seconds void Player::HandleSobering() { m_drunkTimer = 0; uint32 drunk = (m_drunk <= 256) ? 0 : (m_drunk - 256); SetDrunkValue(drunk); } DrunkenState Player::GetDrunkenstateByValue(uint16 value) { if(value >= 23000) return DRUNKEN_SMASHED; if(value >= 12800) return DRUNKEN_DRUNK; if(value & 0xFFFE) return DRUNKEN_TIPSY; return DRUNKEN_SOBER; } void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId) { uint32 oldDrunkenState = Player::GetDrunkenstateByValue(m_drunk); m_drunk = newDrunkenValue; SetUInt32Value(PLAYER_BYTES_3,(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFF0001) | (m_drunk & 0xFFFE)); uint32 newDrunkenState = Player::GetDrunkenstateByValue(m_drunk); // special drunk invisibility detection if(newDrunkenState >= DRUNKEN_DRUNK) m_detectInvisibilityMask |= (1<<6); else m_detectInvisibilityMask &= ~(1<<6); if(newDrunkenState == oldDrunkenState) return; WorldPacket data(SMSG_CROSSED_INEBRIATION_THRESHOLD, (8+4+4)); data << uint64(GetGUID()); data << uint32(newDrunkenState); data << uint32(itemId); SendMessageToSet(&data, true); } void Player::Update( uint32 p_time ) { if(!IsInWorld()) return; // undelivered mail if(m_nextMailDelivereTime && m_nextMailDelivereTime <= time(NULL)) { SendNewMail(); ++unReadMails; // It will be recalculate at mailbox open (for unReadMails important non-0 until mailbox open, it also will be recalculated) m_nextMailDelivereTime = 0; } // If this is set during update SetSpellModTakingSpell call is missing somewhere in the code // Having this would prevent more aura charges to be dropped, so let's crash //assert (!m_spellModTakingSpell); if(m_pad || m_spellModTakingSpell) { sLog.outCrash("Player has m_pad %u during update!", m_pad); if(m_spellModTakingSpell) sLog.outCrash("Player has m_spellModTakingSpell %u during update!", m_spellModTakingSpell->m_spellInfo->Id); assert(false); m_spellModTakingSpell = NULL; } //used to implement delayed far teleports SetCanDelayTeleport(true); Unit::Update( p_time ); SetCanDelayTeleport(false); time_t now = time (NULL); UpdatePvPFlag(now); UpdateContestedPvP(p_time); UpdateDuelFlag(now); CheckDuelDistance(now); UpdateAfkReport(now); if(isCharmed()) { if(Unit *charmer = GetCharmer()) if(charmer->GetTypeId() == TYPEID_UNIT && charmer->isAlive()) UpdateCharmedAI(); } // Update items that have just a limited lifetime if (now>m_Last_tick) UpdateItemDuration(uint32(now- m_Last_tick)); if (!m_timedquests.empty()) { std::set::iterator iter = m_timedquests.begin(); while (iter != m_timedquests.end()) { QuestStatusData& q_status = mQuestStatus[*iter]; if( q_status.m_timer <= p_time ) { uint32 quest_id = *iter; ++iter; // current iter will be removed in FailQuest FailQuest(quest_id); } else { q_status.m_timer -= p_time; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; ++iter; } } } if (hasUnitState(UNIT_STAT_MELEE_ATTACKING) && !hasUnitState(UNIT_STAT_CASTING)) { if(Unit *pVictim = getVictim()) { // default combat reach 10 // TODO add weapon,skill check if (isAttackReady(BASE_ATTACK)) { if(!IsWithinMeleeRange(pVictim)) { setAttackTimer(BASE_ATTACK,100); if(m_swingErrorMsg != 1) // send single time (client auto repeat) { SendAttackSwingNotInRange(); m_swingErrorMsg = 1; } } //120 degrees of radiant range else if( !HasInArc( 2*M_PI/3, pVictim )) { setAttackTimer(BASE_ATTACK,100); if(m_swingErrorMsg != 2) // send single time (client auto repeat) { SendAttackSwingBadFacingAttack(); m_swingErrorMsg = 2; } } else { m_swingErrorMsg = 0; // reset swing error state // prevent base and off attack in same time, delay attack at 0.2 sec if(haveOffhandWeapon()) { uint32 off_att = getAttackTimer(OFF_ATTACK); if(off_att < ATTACK_DISPLAY_DELAY) setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY); } AttackerStateUpdate(pVictim, BASE_ATTACK); resetAttackTimer(BASE_ATTACK); } } if ( haveOffhandWeapon() && isAttackReady(OFF_ATTACK)) { if(!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 uint32 base_att = getAttackTimer(BASE_ATTACK); if(base_att < ATTACK_DISPLAY_DELAY) setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY); // do attack AttackerStateUpdate(pVictim, OFF_ATTACK); resetAttackTimer(OFF_ATTACK); } } /*Unit *owner = pVictim->GetOwner(); Unit *u = owner ? owner : pVictim; if(u->IsPvP() && (!duel || duel->opponent != u)) { UpdatePvP(true); RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT); }*/ } } if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) { if(roll_chance_i(3) && GetTimeInnEnter() > 0) //freeze update { int time_inn = time(NULL)-GetTimeInnEnter(); if (time_inn >= 10) //freeze update { float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME); //speed collect rest bonus (section/in hour) SetRestBonus( GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble ); UpdateInnerTime(time(NULL)); } } } if (m_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 (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 && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && !pet->isPossessed()) //if(pet && !IsWithinDistInMap(pet, OWNER_MAX_DISTANCE) && (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,SPELL_ID_PASSIVE_BATTLE_STANCE,true); } } bool Player::BuildEnumData( QueryResult * 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 ? 1 : 0); *p_data << uint8(1); // unknown // Pets info { uint32 petDisplayId = 0; uint32 petLevel = 0; uint32 petFamily = 0; // show pet at selection character in character list only for non-ghost character if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT)) { uint32 entry = fields[16].GetUInt32(); CreatureInfo const* cInfo = sCreatureStorage.LookupEntry(entry); if(cInfo) { petDisplayId = fields[17].GetUInt32(); petLevel = fields[18].GetUInt32(); petFamily = cInfo->family; } } *p_data << uint32(petDisplayId); *p_data << uint32(petLevel); *p_data << uint32(petFamily); } // TODO: do not access data field here Tokens data = StrSplit(fields[19].GetCppString(), " "); for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; slot++) { uint32 visualbase = PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2); uint32 item_id = GetUInt32ValueFromArray(data, visualbase); const ItemPrototype * proto = objmgr.GetItemPrototype(item_id); if(!proto) { *p_data << uint32(0); *p_data << uint8(0); *p_data << uint32(0); continue; } SpellItemEnchantmentEntry const *enchant = NULL; uint32 enchants = GetUInt32ValueFromArray(data, visualbase + 1); for(uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot) { // values stored in 2 uint16 uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16); if(!enchantId) continue; if ((enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId))) break; } *p_data << uint32(proto->DisplayInfoID); *p_data << uint8(proto->InventoryType); *p_data << uint32(enchant ? enchant->aura_id : 0); } *p_data << uint32(0); // first bag display id *p_data << uint8(0); // first bag inventory type *p_data << uint32(0); // enchant? return true; } bool Player::ToggleAFK() { ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK); // afk player not allowed in battleground if(state && InBattleGround()) LeaveBattleground(); return state; } bool Player::ToggleDND() { ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND); } uint8 Player::chatTag() const { // it's bitmask // 0x8 - ?? // 0x4 - gm // 0x2 - dnd // 0x1 - afk if(isGMChat()) return 4; else if(isDND()) return 3; if(isAFK()) return 1; else return 0; } void Player::SendTeleportAckMsg() { WorldPacket data(MSG_MOVE_TELEPORT_ACK, 41); data.append(GetPackGUID()); data << uint32(0); // this value increments every time BuildMovementPacket(&data); GetSession()->SendPacket(&data); } // this is not used anywhere void Player::TeleportOutOfMap(Map *oldMap) { while(IsBeingTeleportedFar()) GetSession()->HandleMoveWorldportAckOpcode(); if(GetMap() != oldMap) return; TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation()); while(IsBeingTeleportedFar()) GetSession()->HandleMoveWorldportAckOpcode(); if(GetMap() == oldMap) { sLog.outCrash("Cannot teleport player out of map!"); ResetMap(); assert(false); } } bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options) { if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation)) { sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid); return false; } if((GetSession()->GetSecurity() < SEC_GAMEMASTER) && !sWorld.IsAllowedMap(mapid)) { sLog.outError("Player %s tried to enter a forbidden map", GetName()); return false; } // preparing unsummon pet if lost (we must get pet before teleportation or will not find it later) Pet* pet = GetPet(); MapEntry const* mEntry = sMapStore.LookupEntry(mapid); // don't let enter battlegrounds without assigned battleground id (for example through areatrigger)... // don't let gm level > 1 either if(!InBattleGround() && mEntry->IsBattleGroundOrArena()) return false; // client without expansion support if(GetSession()->Expansion() < mEntry->Expansion()) { sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid); if(GetTransport()) RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :) SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion()); return false; // normal client can't teleport to this map... } else { sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid); } // reset movement flags at teleport, because player will continue move with these flags after teleport SetUnitMovementFlags(0); if (m_transport) { if (options & TELE_TO_NOT_LEAVE_TRANSPORT) AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT); else { m_transport->RemovePassenger(this); m_transport = NULL; m_movementInfo.t_x = 0.0f; m_movementInfo.t_y = 0.0f; m_movementInfo.t_z = 0.0f; m_movementInfo.t_o = 0.0f; m_movementInfo.t_time = 0; } } // 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) { GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER)); if (obj) 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, OWNER_MAX_DISTANCE)) UnsummonPetTemporaryIfAny(); } if(!(options & TELE_TO_NOT_LEAVE_COMBAT)) CombatStop(); // this will be used instead of the current location in SaveToDB m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); SetFallInformation(0, z); // code for finish transfer called in WorldSession::HandleMovementOpcodes() // at client packet MSG_MOVE_TELEPORT_ACK SetSemaphoreTeleportNear(true); // near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing if(!GetSession()->PlayerLogout()) { Position oldPos; GetPosition(&oldPos); Relocate(x, y, z, orientation); SendTeleportAckMsg(); Relocate(&oldPos); } } else { if(getClass() == CLASS_DEATH_KNIGHT && GetMapId() == 609 && !isGameMaster() && !HasSpell(SPELL_ID_DEATH_GATE)) return false; // far teleport to another map Map* oldmap = IsInWorld() ? GetMap() : NULL; // check if we can enter before stopping combat / removing pet / totems / interrupting spells // Check enter rights before map getting to avoid creating instance copy for player // this check not dependent from map instance copy and same for all instance copies of selected map if (!MapManager::Instance().CanPlayerEnter(mapid, this)) return false; // If the map is not created, assume it is possible to enter it. // It will be created in the WorldPortAck. Map *map = MapManager::Instance().FindMap(mapid); if (!map || map->CanEnter(this)) { //lets reset near teleport flag if it wasn't reset during chained teleports SetSemaphoreTeleportNear(false); //setup delayed teleport flag SetDelayedTeleportFlag(IsCanDelayTeleport()); //if teleport spell is casted in Unit::Update() func //then we need to delay it until update process will be finished if(IsHasDelayedTeleport()) { SetSemaphoreTeleportFar(true); //lets save teleport destination for player m_teleport_dest = WorldLocation(mapid, x, y, z, orientation); m_teleport_options = options; return true; } SetSelection(0); CombatStop(); ResetContestedPvP(); // remove player from battleground on far teleport (when changing maps) if(BattleGround const* bg = GetBattleGround()) { // Note: at battleground join battleground id set before teleport // and we already will found "current" battleground // just need check that this is targeted map or leave if(bg->GetMapId() != mapid) LeaveBattleground(false); // don't teleport to entry point } // remove pet on map change if (pet) UnsummonPetTemporaryIfAny(); // remove all dyn objects RemoveAllDynObjects(); // stop spellcasting // not attempt interrupt teleportation spell at caster teleport if(!(options & TELE_TO_SPELL)) if(IsNonMeleeSpellCasted(true)) InterruptNonMeleeSpells(true); //remove auras before removing from map... RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING); if(!GetSession()->PlayerLogout()) { // send transfer packets WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4)); data << uint32(mapid); if (m_transport) { data << m_transport->GetEntry() << GetMapId(); } GetSession()->SendPacket(&data); data.Initialize(SMSG_NEW_WORLD, (20)); if (m_transport) { data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o; } else { data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation; } GetSession()->SendPacket( &data ); SendSavedInstances(); } // remove from old map now if(oldmap) oldmap->Remove(this, false); // new final coordinates float final_x = x; float final_y = y; float final_z = z; float final_o = orientation; if(m_transport) { final_x += m_movementInfo.t_x; final_y += m_movementInfo.t_y; final_z += m_movementInfo.t_z; final_o += m_movementInfo.t_o; } m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o); SetFallInformation(0, final_z); // if the player is saved before worldportack (at logout for example) // this will be used instead of the current location in SaveToDB // move packet sent by client always after far teleport // code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet SetSemaphoreTeleportFar(true); } else return false; } return true; } bool Player::TeleportToBGEntryPoint() { ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE); ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE); return TeleportTo(m_bgData.joinPos); } void Player::ProcessDelayedOperations() { if(m_DelayedOperations == 0) return; if(m_DelayedOperations & DELAYED_RESURRECT_PLAYER) { ResurrectPlayer(0.0f, false); if(GetMaxHealth() > m_resurrectHealth) SetHealth( m_resurrectHealth ); else SetHealth( GetMaxHealth() ); if(GetMaxPower(POWER_MANA) > m_resurrectMana) SetPower(POWER_MANA, m_resurrectMana ); else SetPower(POWER_MANA, GetMaxPower(POWER_MANA) ); SetPower(POWER_RAGE, 0 ); SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY) ); SpawnCorpseBones(); } if(m_DelayedOperations & DELAYED_SAVE_PLAYER) { SaveToDB(); } if(m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER) { CastSpell(this, SPELL_ID_DESERTER, 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 ); 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(); if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN)) { Regenerate(POWER_RAGE); if(getClass() == CLASS_DEATH_KNIGHT) Regenerate(POWER_RUNIC_POWER); } } if(getClass() == CLASS_DEATH_KNIGHT) Regenerate( POWER_RUNE ); m_regenTimerCount -= 2000; } m_regenTimer = 0; } void Player::Regenerate(Powers power) { if(power == POWER_RUNE) { for(uint32 i = 0; i < MAX_RUNES; ++i) if(uint8 cd = GetRuneCooldown(i)) // if we have cooldown, reduce it... SetRuneCooldown(i, cd - 1); // ... by 2 sec (because update is every 2 sec) } uint32 maxValue = GetMaxPower(power); if(!maxValue) return; uint32 curValue = GetPower(power); if(curValue == maxValue) return; // 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 (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 { 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: { 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() // Exist only for POWER_MANA, POWER_ENERGY, POWER_FOCUS auras if(power != POWER_MANA) { AuraEffectList const& ModPowerRegenPCTAuras = GetAurasByType(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; } addvalue += m_powerFraction[power]; uint32 integerValue = (uint32)addvalue; if (power != POWER_RAGE && power != POWER_RUNIC_POWER) { curValue += integerValue; if (curValue > maxValue) { curValue = maxValue; m_powerFraction[power] = 0; } else m_powerFraction[power] = addvalue - integerValue; } else { if(curValue > integerValue) { curValue -= integerValue; m_powerFraction[power] = addvalue - integerValue; } else { curValue = 0; m_powerFraction[power] = 0; } } 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); 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 = GetAurasByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT); for(AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i) addvalue *= (100.0f + (*i)->GetAmount()) / 100.0f; } else if(HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT)) addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f; if(!IsStandState()) addvalue *= 1.5; } // always regeneration bonus (including combat) addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT); if(addvalue < 0) addvalue = 0; ModifyHealth(int32(addvalue)); } bool Player::CanInteractWithNPCs(bool alive) const { if(alive && !isAlive()) return false; if(isInFlight()) return false; return true; } 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.outError("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go->GetGOInfo()->name, go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this)); } } return NULL; } bool Player::IsUnderWater() const { return IsInWater() && GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2); } void Player::SetInWater(bool apply) { if(m_isInWater==apply) return; //define player in water by opcodes //move player's guid into HateOfflineList of those mobs //which can't swim and move guid back into ThreatList when //on surface. //TODO: exist also swimming mobs, and function must be symmetric to enter/leave water m_isInWater = apply; // remove auras that need water/land RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER); getHostilRefManager().updateThreatTables(); } void Player::SetGameMaster(bool on) { if(on) { m_ExtraFlags |= PLAYER_EXTRA_GM_ON; setFaction(35); SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); if (Pet* pet = GetPet()) { pet->setFaction(35); pet->getHostilRefManager().setOnlineOfflineState(false); } RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); ResetContestedPvP(); getHostilRefManager().setOnlineOfflineState(false); CombatStopWithPets(); SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases } else { // restore phase AuraEffectList const& phases = GetAurasByType(SPELL_AURA_PHASE); SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false); m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON; setFactionForRace(getRace()); RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM); if (Pet* pet = GetPet()) { pet->setFaction(getFaction()); pet->getHostilRefManager().setOnlineOfflineState(true); } // restore FFA PvP Server state if(sWorld.IsFFAPvPRealm()) SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); // restore FFA PvP area state, remove not allowed for GM mounts UpdateArea(m_areaUpdateId); getHostilRefManager().setOnlineOfflineState(true); } //ObjectAccessor::UpdateVisibilityForPlayer(this); SetToNotify(); } void Player::SetGMVisible(bool on) { if(on) { m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag // Reapply stealth/invisibility if active or show if not any if(HasAuraType(SPELL_AURA_MOD_STEALTH)) SetVisibility(VISIBILITY_GROUP_STEALTH); //else if(HasAuraType(SPELL_AURA_MOD_INVISIBILITY)) // SetVisibility(VISIBILITY_GROUP_INVISIBILITY); else SetVisibility(VISIBILITY_ON); } else { m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag SetAcceptWhispers(false); SetGameMaster(true); SetVisibility(VISIBILITY_OFF); } } bool Player::IsGroupVisibleFor(Player* p) const { switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY)) { default: return IsInSameGroupWith(p); case 1: return IsInSameRaidWith(p); case 2: return GetTeam()==p->GetTeam(); } } bool Player::IsInSameGroupWith(Player const* p) const { return (p==this || (GetGroup() != NULL && GetGroup() == p->GetGroup() && GetGroup()->SameSubGroup((Player*)this, (Player*)p))); } ///- If the player is invited, remove him. If the group if then only 1 person, disband the group. /// \todo Shouldn't we also check if there is no other invitees before disbanding the group? void Player::UninviteFromGroup() { Group* group = GetGroupInvite(); if(!group) return; group->RemoveInvite(this); if(group->GetMembersCount() <= 1) // group has just 1 member => disband { if(group->IsCreated()) { group->Disband(true); objmgr.RemoveGroup(group); } else group->RemoveAllInvites(); delete group; } } void Player::RemoveFromGroup(Group* group, uint64 guid) { if(group) { if (group->RemoveMember(guid, 0) <= 1) { // group->Disband(); already disbanded in RemoveMember objmgr.RemoveGroup(group); delete group; // removemember sets the player's group pointer to NULL } } } void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP) { WorldPacket data(SMSG_LOG_XPGAIN, 21); data << uint64(victim ? victim->GetGUID() : 0); // guid data << uint32(GivenXP+RestXP); // given experience data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type if(victim) { data << uint32(GivenXP); // experience without rested bonus data << float(1); // 1 - none 0 - 100% group bonus output } data << uint8(0); // new 2.4.0 GetSession()->SendPacket(&data); } void Player::GiveXP(uint32 xp, Unit* victim) { if ( xp < 1 ) return; if(!isAlive()) return; uint32 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; 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(uint32 level) { if ( level == getLevel() ) return; PlayerLevelInfo info; objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info); PlayerClassLevelInfo classInfo; objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo); // send levelup info to client WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4)); data << uint32(level); data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth())); // for(int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6) data << uint32(int32(classInfo.basemana) - int32(GetCreateMana())); data << uint32(0); data << uint32(0); data << uint32(0); data << uint32(0); 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(); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL); } void Player::InitTalentForLevel() { uint32 level = getLevel(); // talents base at level diff ( talents = level - 9 but some can be used already) if(level < 10) { // Remove all talent points if(m_usedTalentCount > 0) // Free any used talents { resetTalents(true); SetFreeTalentPoints(0); } } else { 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())); 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(countPos,spellCount); // write real count value uint16 spellCooldowns = m_spellCooldowns.size(); data << uint16(spellCooldowns); for(SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr!=m_spellCooldowns.end(); ++itr) { SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first); if(!sEntry) continue; data << uint32(itr->first); data << uint16(itr->second.itemid); // cast item id data << uint16(sEntry->Category); // spell category // send infinity cooldown in special format if(itr->second.end >= infTime) { data << uint32(1); // cooldown data << uint32(0x80000000); // category cooldown continue; } time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILISECONDS : 0; if(sEntry->Category) // may be wrong, but anyway better than nothing... { data << uint32(0); // cooldown data << uint32(cooldown); // category cooldown } else { data << uint32(cooldown); // cooldown data << uint32(0); // category cooldown } } GetSession()->SendPacket(&data); sLog.outDetail( "CHARACTER: Sent Initial Spells" ); } void Player::RemoveMail(uint32 id) { for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();++itr) { if ((*itr)->messageID == id) { //do not delete item, because Player::removeMail() is called when returning mail to sender. m_mail.erase(itr); return; } } } void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count) { WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0)))); data << (uint32) mailId; data << (uint32) mailAction; data << (uint32) mailError; if ( mailError == MAIL_ERR_EQUIP_ERROR ) data << (uint32) equipError; else if( mailAction == MAIL_ITEM_TAKEN ) { data << (uint32) item_guid; // item guid low? data << (uint32) item_count; // item count? } GetSession()->SendPacket(&data); } void Player::SendNewMail() { // deliver undelivered mail WorldPacket data(SMSG_RECEIVED_MAIL, 4); data << (uint32) 0; GetSession()->SendPacket(&data); } void Player::UpdateNextMailTimeAndUnreads() { // calculate next delivery time (min. from non-delivered mails // and recalculate unReadMail time_t cTime = time(NULL); m_nextMailDelivereTime = 0; unReadMails = 0; for(PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) { if((*itr)->deliver_time > cTime) { if(!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time) m_nextMailDelivereTime = (*itr)->deliver_time; } else if(((*itr)->checked & MAIL_CHECK_MASK_READ) == 0) ++unReadMails; } } void Player::AddNewMailDeliverTime(time_t deliver_time) { if(deliver_time <= time(NULL)) // ready now { ++unReadMails; SendNewMail(); } else // not ready and no have ready mails { if(!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time) m_nextMailDelivereTime = deliver_time; } } bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); if (!spellInfo) { // do character spell book cleanup (all characters) if(!IsInWorld() && !learning) // spell load case { sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id); CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id); } else sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id); return false; } if(!SpellMgr::IsSpellValid(spellInfo,this,false)) { // do character spell book cleanup (all characters) if(!IsInWorld() && !learning) // spell load case { sLog.outError("Player::addTalent: Broken spell #%u learning not allowed, deleting for all characters in `character_talent`.",spell_id); CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id); } else sLog.outError("Player::addTalent: Broken spell #%u learning not allowed.",spell_id); return false; } PlayerTalentMap::iterator itr = m_talents[spec]->find(spell_id); if (itr != m_talents[spec]->end()) { itr->second->state = PLAYERSPELL_UNCHANGED; } else if(TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id)) { if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id )) { for(uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank) { // skip learning spell and no rank spell case uint32 rankSpellId = talentInfo->RankID[rank]; if(!rankSpellId || rankSpellId == spell_id) continue; PlayerTalentMap::iterator itr = m_talents[spec]->find(rankSpellId); if (itr != m_talents[spec]->end()) { itr->second->state = PLAYERSPELL_REMOVED; } } } PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED; PlayerTalent *newtalent = new PlayerTalent(); newtalent->state = state; newtalent->spec = spec; (*m_talents[spec])[spell_id] = newtalent; return true; } return false; } bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); if (!spellInfo) { // do character spell book cleanup (all characters) if(!IsInWorld() && !learning) // spell load case { sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id); CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id); } else sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id); return false; } if(!SpellMgr::IsSpellValid(spellInfo,this,false)) { // do character spell book cleanup (all characters) if(!IsInWorld() && !learning) // spell load case { sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id); CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id); } else sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id); return false; } PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED; bool dependent_set = false; bool disabled_case = false; bool superceded_old = false; PlayerSpellMap::iterator itr = m_spells.find(spell_id); // Remove temporary spell if found to prevent conflicts if (itr != m_spells.end() && itr->second->state == PLAYERSPELL_TEMPORARY) RemoveTemporarySpell(spell_id); else if (itr != m_spells.end()) { uint32 next_active_spell_id = 0; // fix activate state for non-stackable low rank (and find next spell for !active case) if(!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0) { if(uint32 next = spellmgr.GetNextSpellInChain(spell_id)) { if(HasSpell(next)) { // high rank already known so this must !active active = false; next_active_spell_id = next; } } } // not do anything if already known in expected state if(itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active && itr->second->dependent == dependent && itr->second->disabled == disabled) { if(!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly itr->second->state = PLAYERSPELL_UNCHANGED; return false; } // dependent spell known as not dependent, overwrite state if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent) { itr->second->dependent = dependent; if (itr->second->state != PLAYERSPELL_NEW) itr->second->state = PLAYERSPELL_CHANGED; dependent_set = true; } // update active state for known spell if(itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled) { itr->second->active = active; if(!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly itr->second->state = PLAYERSPELL_UNCHANGED; else if(itr->second->state != PLAYERSPELL_NEW) itr->second->state = PLAYERSPELL_CHANGED; if(active) { if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo)) CastSpell (this,spell_id,true); } else if(IsInWorld()) { if(next_active_spell_id) { // update spell ranks in spellbook and action bar WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); data << uint32(spell_id); data << uint32(next_active_spell_id); GetSession()->SendPacket( &data ); } else { WorldPacket data(SMSG_REMOVED_SPELL, 4); data << uint32(spell_id); GetSession()->SendPacket(&data); } } return active; // learn (show in spell book if active now) } if(itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED) { if(itr->second->state != PLAYERSPELL_NEW) itr->second->state = PLAYERSPELL_CHANGED; itr->second->disabled = disabled; if(disabled) return false; disabled_case = true; } else switch(itr->second->state) { case PLAYERSPELL_UNCHANGED: // known saved spell return false; case PLAYERSPELL_REMOVED: // re-learning removed not saved spell { delete itr->second; m_spells.erase(itr); state = PLAYERSPELL_CHANGED; break; // need re-add } default: // known not saved yet spell (new or modified) { // can be in case spell loading but learned at some previous spell loading if(!IsInWorld() && !learning && !dependent_set) itr->second->state = PLAYERSPELL_UNCHANGED; return false; } } } if(!disabled_case) // skip new spell adding if spell already known (disabled spells case) { // talent: unlearn all other talent ranks (high and low) if(TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id)) { if(TalentEntry const *talentInfo = sTalentStore.LookupEntry( talentPos->talent_id )) { for(uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank) { // skip learning spell and no rank spell case uint32 rankSpellId = talentInfo->RankID[rank]; if(!rankSpellId || rankSpellId == spell_id) continue; removeSpell(rankSpellId,false,false); } } } // non talent spell: learn low ranks (recursive call) else if(uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id)) { if(!IsInWorld() || disabled) // at spells loading, no output, but allow save addSpell(prev_spell,active,true,true,disabled); else // at normal learning learnSpell(prev_spell,true); } PlayerSpell *newspell = new PlayerSpell; newspell->state = state; newspell->active = active; newspell->dependent = dependent; newspell->disabled = disabled; // replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible if(newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0) { for( PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2 ) { if(itr2->second->state == PLAYERSPELL_REMOVED) continue; SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first); if(!i_spellInfo) continue; if( spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first) ) { if(itr2->second->active) { if(spellmgr.IsHighRankOfSpell(spell_id,itr2->first)) { if(IsInWorld()) // not send spell (re-/over-)learn packets at loading { WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); data << uint32(itr2->first); data << uint32(spell_id); GetSession()->SendPacket( &data ); } // mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new) itr2->second->active = false; if(itr2->second->state != PLAYERSPELL_NEW) itr2->second->state = PLAYERSPELL_CHANGED; superceded_old = true; // new spell replace old in action bars and spell book. } else if(spellmgr.IsHighRankOfSpell(itr2->first,spell_id)) { if(IsInWorld()) // not send spell (re-/over-)learn packets at loading { WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); data << uint32(spell_id); data << uint32(itr2->first); GetSession()->SendPacket( &data ); } // mark new spell as disable (not learned yet for client and will not learned) newspell->active = false; if(newspell->state != PLAYERSPELL_NEW) newspell->state = PLAYERSPELL_CHANGED; } } } } } m_spells[spell_id] = newspell; // return false if spell disabled if (newspell->disabled) return false; } uint32 talentCost = GetTalentSpellCost(spell_id); // cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned) // note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive if (talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL)) { // ignore stance requirement for talent learn spell (stance set for spell only for client spell description show) CastSpell(this, spell_id, true); } // also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks else if (IsPassiveSpell(spell_id)) { if (IsNeedCastPassiveSpellAtLearn(spellInfo)) CastSpell(this, spell_id, true); } else if (IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP)) { CastSpell(this, spell_id, true); return false; } // update used talent points count m_usedTalentCount += talentCost; // update free primary prof.points (if any, can be none in case GM .learn prof. learning) if (uint32 freeProfs = GetFreePrimaryProfessionPoints()) { if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id)) SetFreePrimaryProfessions(freeProfs-1); } // add dependent skills uint16 maxskill = GetMaxSkillValueForLevel(); SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id); SkillLineAbilityMapBounds skill_bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id); if (spellLearnSkill) { uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill); uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill); if (skill_value < spellLearnSkill->value) skill_value = spellLearnSkill->value; uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue; if (skill_max_value < new_skill_max_value) skill_max_value = new_skill_max_value; SetSkill(spellLearnSkill->skill,skill_value,skill_max_value); } else { // not ranked skills for(SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx) { SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId); if (!pSkill) continue; if (HasSkill(pSkill->id)) continue; if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL || // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ((pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0)) { switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask!=0)) { case SKILL_RANGE_LANGUAGE: SetSkill(pSkill->id, 300, 300 ); break; case SKILL_RANGE_LEVEL: SetSkill(pSkill->id, 1, GetMaxSkillValueForLevel() ); break; case SKILL_RANGE_MONO: SetSkill(pSkill->id, 1, 1 ); break; default: break; } } } } // learn dependent spells SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id); for(SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2) { if (!itr2->second.autoLearned) { if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save addSpell(itr2->second.spell,itr2->second.active,true,true,false); else // at normal learning learnSpell(itr2->second.spell,true); } } if (!GetSession()->PlayerLoading()) { // not ranked skills for(SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx) { GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId); } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id); } // return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell return active && !disabled && !superceded_old; } void Player::AddTemporarySpell(uint32 spellId) { PlayerSpellMap::iterator itr = m_spells.find(spellId); // spell already added - do not do anything if (itr != m_spells.end()) return; PlayerSpell *newspell = new PlayerSpell; newspell->state = PLAYERSPELL_TEMPORARY; newspell->active = true; newspell->dependent = false; newspell->disabled = false; m_spells[spellId] = newspell; } void Player::RemoveTemporarySpell(uint32 spellId) { PlayerSpellMap::iterator itr = m_spells.find(spellId); // spell already not in list - do not do anything if (itr == m_spells.end()) return; // spell has other state than temporary - do not change it if (itr->second->state != PLAYERSPELL_TEMPORARY) return; delete itr->second; m_spells.erase(itr); } bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const { // note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell // talent dependent passives activated at form apply have proper stance data bool need_cast = (!spellInfo->Stances || (m_form != 0 && (spellInfo->Stances & (1<<(m_form-1))))); //Check CasterAuraStates return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState))); } void Player::learnSpell(uint32 spell_id, bool dependent) { PlayerSpellMap::iterator itr = m_spells.find(spell_id); bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false; bool active = disabled ? itr->second->active : true; bool learning = addSpell(spell_id,active,true,dependent,false); // learn all disabled higher ranks (recursive) if(disabled) { SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id); if(node) { PlayerSpellMap::iterator iter = m_spells.find(node->next); if (iter != m_spells.end() && iter->second->disabled ) learnSpell(node->next,false); } } // prevent duplicated entires in spell book, also not send if not in world (loading) if(!learning || !IsInWorld ()) return; WorldPacket data(SMSG_LEARNED_SPELL, 4); data << uint32(spell_id); GetSession()->SendPacket(&data); } void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank) { PlayerSpellMap::iterator itr = m_spells.find(spell_id); if (itr == m_spells.end()) return; if (itr->second->state == PLAYERSPELL_REMOVED || (disabled && itr->second->disabled) || itr->second->state == PLAYERSPELL_TEMPORARY) return; // unlearn non talent higher ranks (recursive) SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id); if (node) { if(HasSpell(node->next) && !GetTalentSpellPos(node->next)) removeSpell(node->next,disabled); } //unlearn spells dependent from recently removed spells SpellsRequiringSpellMap const& reqMap = spellmgr.GetSpellsRequiringSpell(); SpellsRequiringSpellMap::const_iterator itr2 = reqMap.find(spell_id); for (uint32 i=reqMap.count(spell_id);i>0;i--,itr2++) removeSpell(itr2->second,disabled,false); // re-search, it can be corrupted in prev loop itr = m_spells.find(spell_id); if (itr == m_spells.end()) return; // already unleared bool cur_active = itr->second->active; bool cur_dependent = itr->second->dependent; if (disabled) { itr->second->disabled = disabled; if(itr->second->state != PLAYERSPELL_NEW) itr->second->state = PLAYERSPELL_CHANGED; } else { if(itr->second->state == PLAYERSPELL_NEW) { delete itr->second; m_spells.erase(itr); } else itr->second->state = PLAYERSPELL_REMOVED; } RemoveAurasDueToSpell(spell_id); // remove pet auras for(int i = 0; i < MAX_SPELL_EFFECTS; ++i) if(PetAura const* petSpell = spellmgr.GetPetAura(spell_id, i)) RemovePetAura(petSpell); // free talent points uint32 talentCosts = GetTalentSpellCost(spell_id); if(talentCosts > 0) { if(talentCosts < m_usedTalentCount) m_usedTalentCount -= talentCosts; else m_usedTalentCount = 0; } // update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning) if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id)) { uint32 freeProfs = GetFreePrimaryProfessionPoints()+1; if(freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL)) SetFreePrimaryProfessions(freeProfs); } // remove dependent skill SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id); if(spellLearnSkill) { uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id); if(!prev_spell) // first rank, remove skill SetSkill(spellLearnSkill->skill,0,0); else { // search prev. skill setting by spell ranks chain SpellLearnSkillNode const* prevSkill = spellmgr.GetSpellLearnSkill(prev_spell); while(!prevSkill && prev_spell) { prev_spell = spellmgr.GetPrevSpellInChain(prev_spell); prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell)); } if (!prevSkill) // not found prev skill setting, remove skill SetSkill(spellLearnSkill->skill,0,0); else // set to prev. skill setting values { uint32 skill_value = GetPureSkillValue(prevSkill->skill); uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill); if (skill_value > prevSkill->value) skill_value = prevSkill->value; uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue; if (skill_max_value > new_skill_max_value) skill_max_value = new_skill_max_value; SetSkill(prevSkill->skill,skill_value,skill_max_value); } } } else { // not ranked skills SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id); for(SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx) { SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId); if (!pSkill) continue; if(_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL && pSkill->categoryId != SKILL_CATEGORY_CLASS ||// not unlearn class skills (spellbook/talent pages) // lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ((pSkill->id==SKILL_LOCKPICKING || pSkill->id==SKILL_RUNEFORGING) && _spell_idx->second->max_value==0)) { // not reset skills for professions and racial abilities if ((pSkill->categoryId==SKILL_CATEGORY_SECONDARY || pSkill->categoryId==SKILL_CATEGORY_PROFESSION) && (IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask!=0)) continue; SetSkill(pSkill->id, 0, 0 ); } } } // remove dependent spells SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id); for(SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2) removeSpell(itr2->second.spell, disabled); // activate lesser rank in spellbook/action bar, and cast it if need bool prev_activate = false; if (uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id)) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); // if talent then lesser rank also talent and need learn if (talentCosts) { // I cannot see why mangos has these lines. //if(learn_low_rank) // learnSpell (prev_id,false); } // if ranked non-stackable spell: need activate lesser rank and update dendence state else if (cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0) { // need manually update dependence state (learn spell ignore like attempts) PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id); if (prev_itr != m_spells.end()) { if (prev_itr->second->dependent != cur_dependent) { prev_itr->second->dependent = cur_dependent; if (prev_itr->second->state != PLAYERSPELL_NEW) prev_itr->second->state = PLAYERSPELL_CHANGED; } // now re-learn if need re-activate if (cur_active && !prev_itr->second->active && learn_low_rank) { if (addSpell(prev_id,true,false,prev_itr->second->dependent,prev_itr->second->disabled)) { // downgrade spell ranks in spellbook and action bar WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4); data << uint32(spell_id); data << uint32(prev_id); GetSession()->SendPacket( &data ); prev_activate = true; } } } } } if(spell_id == 46917 && m_canTitanGrip) SetCanTitanGrip(false); if(sWorld.getConfig(CONFIG_OFFHAND_CHECK_AT_SPELL_UNLEARN)) AutoUnequipOffhandIfNeed(); // remove from spell book if not replaced by lesser rank if(!prev_activate) { WorldPacket data(SMSG_REMOVED_SPELL, 4); data << uint32(spell_id); GetSession()->SendPacket(&data); } } void Player::RemoveSpellCooldown( uint32 spell_id, bool update /* = false */ ) { m_spellCooldowns.erase(spell_id); if(update) SendClearCooldown(spell_id, this); } // I am not sure which one is more efficient void Player::RemoveCategoryCooldown( uint32 cat ) { SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat); if(i_scstore != sSpellCategoryStore.end()) for(SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset) RemoveSpellCooldown(*i_scset, true); } void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */) { SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat); if (ct == sSpellCategoryStore.end()) return; const SpellCategorySet& ct_set = ct->second; for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();) { if (ct_set.find(i->first) != ct_set.end()) RemoveSpellCooldown((i++)->first, update); else ++i; } } void Player::RemoveArenaSpellCooldowns() { // remove cooldowns on spells that has < 15 min CD SpellCooldowns::iterator itr, next; // iterate spell cooldowns for(itr = m_spellCooldowns.begin();itr != m_spellCooldowns.end(); itr = next) { next = itr; ++next; SpellEntry const * entry = sSpellStore.LookupEntry(itr->first); // check if spellentry is present and if the cooldown is less than 15 mins if( entry && entry->RecoveryTime <= 15 * MINUTE * IN_MILISECONDS && entry->CategoryRecoveryTime <= 15 * 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 *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() ); delete result; } } void Player::_SaveSpellCooldowns() { CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow()); time_t curTime = time(NULL); time_t infTime = curTime + infinityCooldownDelayCheck; // 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 { CharacterDatabase.PExecute("INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ('%u', '%u', '%u', '" UI64FMTD "')", GetGUIDLow(), itr->first, itr->second.itemid, uint64(itr->second.end)); ++itr; } else ++itr; } } uint32 Player::resetTalentsCost() const { // The first time reset costs 1 gold if(m_resetTalentsCost < 1*GOLD) return 1*GOLD; // then 5 gold else if(m_resetTalentsCost < 5*GOLD) return 5*GOLD; // After that it increases in increments of 5 gold else if(m_resetTalentsCost < 10*GOLD) return 10*GOLD; else { uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH; if(months > 0) { // This cost will be reduced by a rate of 5 gold per month int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months; // to a minimum of 10 gold. return (new_cost < 10*GOLD ? 10*GOLD : new_cost); } else { // After that it increases in increments of 5 gold int32 new_cost = m_resetTalentsCost + 5*GOLD; // until it hits a cap of 50 gold. if(new_cost > 50*GOLD) new_cost = 50*GOLD; return new_cost; } } } bool Player::resetTalents(bool no_cost) { // not need after this call if(HasAtLoginFlag(AT_LOGIN_RESET_TALENTS)) 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; // Re-use pre-dual talent way of resetting talents, to ensure talents aren't being stored in spell storage. for(uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank) { for(PlayerSpellMap::iterator itr = GetSpellMap().begin(); itr != GetSpellMap().end();) { if(itr->second->state == PLAYERSPELL_REMOVED || itr->second->disabled) { ++itr; continue; } // remove learned spells (all ranks) uint32 itrFirstId = spellmgr.GetFirstSpellInChain(itr->first); // unlearn if first rank is talent or learned by talent if (itrFirstId == talentInfo->RankID[rank]) { removeSpell(itr->first,!IsPassiveSpell(itr->first),false); itr = GetSpellMap().begin(); continue; } else if (spellmgr.IsSpellLearnToSpell(talentInfo->RankID[rank],itrFirstId)) { removeSpell(itr->first,!IsPassiveSpell(itr->first)); itr = GetSpellMap().begin(); continue; } else ++itr; } } for (PlayerTalentMap::iterator itr2 = m_talents[m_activeSpec]->begin(); itr2 != m_talents[m_activeSpec]->end(); ++itr2) { removeSpell(itr2->first, !IsPassiveSpell(itr2->first),false); itr2->second->state = PLAYERSPELL_REMOVED; } } 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); // PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)... for(uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += 4) updateVisualBits.SetBit(i); // 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; if (!trainer_spell->learnedSpell) return TRAINER_SPELL_RED; // known spell if(HasSpell(trainer_spell->learnedSpell)) return TRAINER_SPELL_GRAY; // check race/class requirement if(!IsSpellFitByClassAndRace(trainer_spell->learnedSpell)) return TRAINER_SPELL_RED; // check level requirement if(getLevel() < trainer_spell->reqLevel) return TRAINER_SPELL_RED; if(SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell)) { // check prev.rank requirement if(spell_chain->prev && !HasSpell(spell_chain->prev)) return TRAINER_SPELL_RED; } if(uint32 spell_req = spellmgr.GetSpellRequired(trainer_spell->spell)) { // check additional spell requirement if(!HasSpell(spell_req)) return TRAINER_SPELL_RED; } // check skill requirement if(trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue) return TRAINER_SPELL_RED; // exist, already checked at loading SpellEntry const* spell = sSpellStore.LookupEntry(trainer_spell->learnedSpell); // secondary prof. or not prof. spell uint32 skill = spell->EffectMiscValue[1]; if(spell->Effect[1] != SPELL_EFFECT_SKILL || !IsPrimaryProfessionSkill(skill)) return TRAINER_SPELL_GREEN; // check primary prof. limit if(spellmgr.IsPrimaryProfessionFirstRankSpell(spell->Id) && 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 *resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid); if(resultGroup) { uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER); delete resultGroup; Group* group = objmgr.GetGroupByLeader(leaderGuid); if(group) { RemoveFromGroup(group, playerguid); } } // remove signs from petitions (also remove petitions if owner); RemovePetitionsAndSigns(playerguid, 10); // return back all mails with COD and Item 0 1 2 3 4 5 6 QueryResult *resultMail = CharacterDatabase.PQuery("SELECT id,mailTemplateId,sender,subject,itemTextId,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid); if(resultMail) { do { Field *fields = resultMail->Fetch(); uint32 mail_id = fields[0].GetUInt32(); uint16 mailTemplateId= fields[1].GetUInt16(); uint32 sender = fields[2].GetUInt32(); std::string subject = fields[3].GetCppString(); uint32 itemTextId = fields[4].GetUInt32(); uint32 money = fields[5].GetUInt32(); bool has_items = fields[6].GetBool(); //we can return mail now //so firstly delete the old one CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id); MailItemsInfo mi; if(has_items) { // data needs to be at first place for Item::LoadFromDB QueryResult *resultItems = CharacterDatabase.PQuery("SELECT data,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id); if(resultItems) { do { Field *fields2 = resultItems->Fetch(); uint32 item_guidlow = fields2[1].GetUInt32(); uint32 item_template = fields2[2].GetUInt32(); ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template); if(!itemProto) { CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow); continue; } Item *pItem = NewItemOrBag(itemProto); if(!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems)) { pItem->FSetState(ITEM_REMOVED); pItem->SaveToDB(); // it also deletes item object ! continue; } mi.AddItem(item_guidlow, item_template, pItem); } while (resultItems->NextRow()); delete resultItems; } } CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id); uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); WorldSession::SendReturnToSender(MAIL_NORMAL, pl_account, guid, sender, subject, itemTextId, &mi, money, mailTemplateId); } while (resultMail->NextRow()); delete resultMail; } // unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet. // Get guids of character's pets, will deleted in transaction QueryResult *resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid); // NOW we can finally clear other DB data related to character CharacterDatabase.BeginTransaction(); if (resultPets) { do { Field *fields3 = resultPets->Fetch(); uint32 petguidlow = fields3[0].GetUInt32(); Pet::DeleteFromDB(petguidlow); } while (resultPets->NextRow()); delete resultPets; } CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM 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'",guid); CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid2 = '%u'",guid); CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid); CharacterDatabase.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, SPELL_ID_NE_GHOST, true); CastSpell(this, SPELL_ID_GHOST, 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::SendDelayResponse(const uint32 ml_seconds) { //FIXME: is this delay time arg really need? 50msec by default in code WorldPacket data( SMSG_QUERY_TIME_RESPONSE, 4+4 ); data << (uint32)time(NULL); data << (uint32)0; GetSession()->SendPacket( &data ); } void Player::ResurrectPlayer(float restore_percent, bool 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(SPELL_ID_NE_GHOST); // speed bonuses RemoveAurasDueToSpell(SPELL_ID_GHOST); // 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); // update visibility //ObjectAccessor::UpdateVisibilityForPlayer(this); SetToNotify(); if(!applySickness) return; //Characters from level 1-10 are not affected by resurrection sickness. //Characters from level 11-19 will suffer from one minute of sickness //for each level they are above 10. //Characters level 20 and up suffer from ten minutes of sickness. int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL); if(int32(getLevel()) >= startLevel) { // set resurrection sickness CastSpell(this,SPELL_ID_PASSIVE_RESURRECTION_SICKNESS,true); // not full duration if(int32(getLevel()) < startLevel+9) { int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE; if(Aura* Aur = GetAura(SPELL_ID_PASSIVE_RESURRECTION_SICKNESS, GetGUID())) { Aur->SetAuraDuration(delta*IN_MILISECONDS); } } } } /** * FallMode = 0 implies that the player is dying, or already dead, and the proper death state will be set. * = 1 simply causes the player to plummet towards the ground, and not suffer any damage. * = 2 causes the player to plummet towards the ground, and causes falling damage, regardless * of any auras that might of prevented fall damage. */ bool Player::FallGround(uint8 FallMode) { // Let's abort after we called this function one time if (getDeathState() == DEAD_FALLING && FallMode == 0) return false; float x, y, z; GetPosition(x, y, z); float ground_Z = GetMap()->GetVmapHeight(x, y, z, true); 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 ObjectAccessor::UpdateObjectVisibility(this); } void Player::CreateCorpse() { // prevent existence 2 corpse for player SpawnCorpseBones(); uint32 _uf, _pb, _pb2, _cfb1, _cfb2; Corpse *corpse = new Corpse( (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE ); SetPvPDeath(false); if(!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this)) { 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; uint16 iIventoryType; uint32 _cfi; for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++) { if(m_items[i]) { iDisplayID = m_items[i]->GetProto()->DisplayInfoID; iIventoryType = (uint16)m_items[i]->GetProto()->InventoryType; _cfi = (uint16(iDisplayID)) | (iIventoryType)<< 24; corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i,_cfi); } } // we don't SaveToDB for players in battlegrounds so don't do it for corpses either const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId()); assert(entry); if(entry->map_type != MAP_BATTLEGROUND) corpse->SaveToDB(); // register for player, but not show ObjectAccessor::Instance().AddCorpse(corpse); } void Player::SpawnCorpseBones() { if(ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID())) SaveToDB(); // prevent loading as ghost without corpse } Corpse* Player::GetCorpse() const { return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID()); } void Player::DurabilityLossAll(double percent, bool inventory) { for(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() { uint32 level = getLevel(); uint32 pclass = getClass(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1); GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (critBase==NULL || critRatio==NULL) return 0.0f; float crit=critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio; return crit*100.0f; } float Player::GetDodgeFromAgility() { // Table for base dodge values float dodge_base[MAX_CLASSES] = { 0.0075f, // Warrior 0.00652f, // Paladin -0.0545f, // Hunter -0.0059f, // Rogue 0.03183f, // Priest 0.0114f, // DK 0.0167f, // Shaman 0.034575f, // Mage 0.02011f, // Warlock 0.0f, // ?? -0.0187f // Druid }; // Crit/agility to dodge/agility coefficient multipliers float crit_to_dodge[MAX_CLASSES] = { 1.1f, // Warrior 1.0f, // Paladin 1.6f, // Hunter 2.0f, // Rogue 1.0f, // Priest 1.0f, // DK? 1.0f, // Shaman 1.0f, // Mage 1.0f, // Warlock 0.0f, // ?? 1.7f // Druid }; uint32 level = getLevel(); uint32 pclass = getClass(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; // Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier) GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (dodgeRatio==NULL || pclass > MAX_CLASSES) return 0.0f; float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1]; return dodge*100.0f; } float Player::GetSpellCritFromIntellect() { uint32 level = getLevel(); uint32 pclass = getClass(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1); GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (critBase==NULL || critRatio==NULL) return 0.0f; float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio; return crit*100.0f; } float Player::GetRatingCoefficient(CombatRating cr) const { uint32 level = getLevel(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1); if (Rating == NULL) return 1.0f; // By default use minimum coefficient (not must be called) return Rating->ratio; } float Player::GetRatingBonusValue(CombatRating cr) const { return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr); } uint32 Player::GetMeleeCritDamageReduction(uint32 damage) const { float melee = GetRatingBonusValue(CR_CRIT_TAKEN_MELEE)*2.2f; if (melee>33.0f) melee = 33.0f; return uint32 (melee * damage /100.0f); } uint32 Player::GetRangedCritDamageReduction(uint32 damage) const { float ranged = GetRatingBonusValue(CR_CRIT_TAKEN_RANGED)*2.2f; if (ranged>33.0f) ranged=33.0f; return uint32 (ranged * damage /100.0f); } uint32 Player::GetSpellCritDamageReduction(uint32 damage) const { float spell = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL)*2.2f; // In wow script resilience limited to 33% if (spell>33.0f) spell = 33.0f; return uint32 (spell * damage / 100.0f); } uint32 Player::GetDotDamageReduction(uint32 damage) const { float spellDot = GetRatingBonusValue(CR_CRIT_TAKEN_SPELL); // Dot resilience not limited (limit it by 100%) if (spellDot > 100.0f) spellDot = 100.0f; return uint32 (spellDot * damage / 100.0f); } float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const { switch (attType) { case BASE_ATTACK: return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f; case OFF_ATTACK: return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f; default: break; } return 0.0f; } float Player::OCTRegenHPPerSpirit() { uint32 level = getLevel(); uint32 pclass = getClass(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (baseRatio==NULL || moreRatio==NULL) return 0.0f; // Formula from PaperDollFrame script float spirit = GetStat(STAT_SPIRIT); float baseSpirit = spirit; if (baseSpirit>50) baseSpirit = 50; float moreSpirit = spirit - baseSpirit; float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio; return regen; } float Player::OCTRegenMPPerSpirit() { uint32 level = getLevel(); uint32 pclass = getClass(); if (level>GT_MAX_LEVEL) level = GT_MAX_LEVEL; // GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1); if (moreRatio==NULL) return 0.0f; // Formula get from PaperDollFrame script float spirit = GetStat(STAT_SPIRIT); float regen = spirit * moreRatio->ratio; return regen; } void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply) { m_baseRatingValue[cr]+=(apply ? value : -value); int32 amount = uint32(m_baseRatingValue[cr]); // Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT // stat used stored in miscValueB for this aura AuraEffectList const& modRatingFromStat = GetAurasByType(SPELL_AURA_MOD_RATING_FROM_STAT); for(AuraEffectList::const_iterator i = modRatingFromStat.begin();i != modRatingFromStat.end(); ++i) if ((*i)->GetMiscValue() & (1<GetMiscBValue())) * (*i)->GetAmount() / 100.0f); if (amount < 0) amount = 0; SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount)); float RatingCoeffecient = GetRatingCoefficient(cr); float RatingChange = 0.0f; bool affectStats = CanModifyStats(); switch (cr) { case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst case CR_DEFENSE_SKILL: UpdateDefenseBonusesMod(); break; case CR_DODGE: UpdateDodgePercentage(); break; case CR_PARRY: UpdateParryPercentage(); break; case CR_BLOCK: UpdateBlockPercentage(); break; case CR_HIT_MELEE: 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: RatingChange = value / RatingCoeffecient; ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply); ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply); break; case CR_HASTE_RANGED: RatingChange = value / RatingCoeffecient; ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply); break; case CR_HASTE_SPELL: RatingChange = value / RatingCoeffecient; ApplyCastTimePercentMod(RatingChange,apply); break; case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst case CR_WEAPON_SKILL_OFFHAND: case CR_WEAPON_SKILL_RANGED: break; case CR_EXPERTISE: if(affectStats) { UpdateExpertise(BASE_ATTACK); UpdateExpertise(OFF_ATTACK); } break; case CR_ARMOR_PENETRATION: if(affectStats) UpdateArmorPenetration(); break; } } 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; uint16 i=0; for (; i < PLAYER_MAX_SKILLS; i++) if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill_id) break; if(i>=PLAYER_MAX_SKILLS) return false; uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)); uint32 value = SKILL_VALUE(data); uint32 max = SKILL_MAX(data); if ((!max) || (!value) || (value >= max)) return false; if (value < max) { uint32 new_value = value+step; if(new_value > max) new_value = max; SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,max)); 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; } uint16 i=0; for (; i < PLAYER_MAX_SKILLS; i++) if ( SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_INDEX(i))) == SkillId ) break; if ( i >= PLAYER_MAX_SKILLS ) return false; uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)); uint16 SkillValue = SKILL_VALUE(data); uint16 MaxValue = SKILL_MAX(data); if ( !MaxValue || !SkillValue || SkillValue >= MaxValue ) return false; int32 Roll = irand(1,1000); if ( Roll <= Chance ) { uint32 new_value = SkillValue+step; if(new_value > MaxValue) new_value = MaxValue; SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(new_value,MaxValue)); for(uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl) { if((SkillValue < *bsl && new_value >= *bsl)) { learnSkillRewardedSpells( SkillId, new_value); break; } } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId); sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0); return true; } sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0); return false; } void Player::UpdateWeaponSkill (WeaponAttackType attType) { // no skill gain in pvp Unit *pVictim = getVictim(); if(pVictim && pVictim->GetTypeId() == TYPEID_PLAYER) return; if(IsInFeralForm()) return; // always maximized SKILL_FERAL_COMBAT in fact if(m_form == FORM_TREE) return; // use weapon but not skill up if(pVictim && pVictim->GetTypeId() == TYPEID_UNIT && (((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILLGAIN)) return; uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON); switch(attType) { case BASE_ATTACK: { Item *tmpitem = GetWeaponForAttack(attType,true); if (!tmpitem) UpdateSkill(SKILL_UNARMED,weapon_skill_gain); else if(tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE) UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain); break; } case OFF_ATTACK: case RANGED_ATTACK: { Item *tmpitem = GetWeaponForAttack(attType,true); if (tmpitem) UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain); break; } } UpdateAllCritPercentages(); } void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence) { uint32 plevel = getLevel(); // if defense than pVictim == attacker uint32 greylevel = Trinity::XP::GetGrayLevel(plevel); uint32 moblevel = pVictim->getLevelForTarget(this); if(moblevel < greylevel) return; if (moblevel > plevel + 5) moblevel = plevel + 5; uint32 lvldif = moblevel - greylevel; if(lvldif < 3) lvldif = 3; uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType)); if(skilldif <= 0) return; float chance = float(3 * lvldif * skilldif) / plevel; if(!defence) { if(getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE) chance += 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) { for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skillid) { uint32 bonus_val = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)); int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val); int16 perm_bonus = SKILL_PERM_BONUS(bonus_val); if(talent) // permanent bonus stored in high part SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val)); else // temporary/item bonus stored in low part SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus)); return; } } void Player::UpdateSkillsForLevel() { uint16 maxconfskill = sWorld.GetConfigMaxSkillValue(); uint32 maxSkill = GetMaxSkillValueForLevel(); bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL); for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) if (GetUInt32Value(PLAYER_SKILL_INDEX(i))) { uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF; SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill); if(!pSkill) continue; if(GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL) continue; uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)); uint32 max = SKILL_MAX(data); uint32 val = SKILL_VALUE(data); /// update only level dependent max skill values if(max!=1) { /// miximize skill always if(alwaysMaxSkill) SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(maxSkill,maxSkill)); /// update max skill value if current max skill not maximized else if(max != maxconfskill) SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(val,maxSkill)); } } } void Player::UpdateSkillsToMaxSkillsForLevel() { for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) if (GetUInt32Value(PLAYER_SKILL_INDEX(i))) { uint32 pskill = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF; if( IsProfessionOrRidingSkill(pskill)) continue; uint32 data = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)); uint32 max = SKILL_MAX(data); if(max > 1) SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(max,max)); if(pskill == SKILL_DEFENSE) UpdateDefenseBonusesMod(); } } // This functions sets a skill line value (and adds if doesn't exist yet) // To "remove" a skill line, set it's values to zero void Player::SetSkill(uint32 id, uint16 currVal, uint16 maxVal) { if(!id) return; uint16 i=0; for (; i < PLAYER_MAX_SKILLS; i++) if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == id) break; if(iskillId==id) removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId)); } } else if(currVal) //add { for (i=0; i < PLAYER_MAX_SKILLS; i++) if (!GetUInt32Value(PLAYER_SKILL_INDEX(i))) { SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id); if(!pSkill) { sLog.outError("Skill not found in SkillLineStore: skill #%u", id); return; } // enable unlearn button for primary professions only if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION) SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1)); else SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0)); SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal,maxVal)); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id); // apply skill bonuses SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0); // temporary bonuses AuraEffectList const& mModSkill = GetAurasByType(SPELL_AURA_MOD_SKILL); for(AuraEffectList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j) if ((*j)->GetMiscValue() == int32(id)) (*j)->ApplyModifier(true); // permanent bonuses AuraEffectList const& mModSkillTalent = GetAurasByType(SPELL_AURA_MOD_SKILL_TALENT); for(AuraEffectList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j) if ((*j)->GetMiscValue() == int32(id)) (*j)->ApplyModifier(true); // Learn all spells for skill learnSkillRewardedSpells(id, currVal); return; } } } bool Player::HasSkill(uint32 skill) const { if(!skill)return false; for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { return true; } } return false; } uint16 Player::GetSkillValue(uint32 skill) const { if(!skill) return 0; for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)); int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)))); result += SKILL_TEMP_BONUS(bonus); result += SKILL_PERM_BONUS(bonus); return result < 0 ? 0 : result; } } return 0; } uint16 Player::GetMaxSkillValue(uint32 skill) const { if(!skill)return 0; for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i)); int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)))); result += SKILL_TEMP_BONUS(bonus); result += SKILL_PERM_BONUS(bonus); return result < 0 ? 0 : result; } } return 0; } uint16 Player::GetPureMaxSkillValue(uint32 skill) const { if(!skill)return 0; for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))); } } return 0; } uint16 Player::GetBaseSkillValue(uint32 skill) const { if(!skill)return 0; for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i)))); result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i))); return result < 0 ? 0 : result; } } return 0; } uint16 Player::GetPureSkillValue(uint32 skill) const { if(!skill)return 0; for (uint16 i=0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))); } } return 0; } int16 Player::GetSkillPermBonusValue(uint32 skill) const { if(!skill) return 0; for (uint8 i = 0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i))); } } return 0; } int16 Player::GetSkillTempBonusValue(uint32 skill) const { if(!skill) return 0; for (uint8 i = 0; i < PLAYER_MAX_SKILLS; i++) { if ((GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF) == skill) { return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i))); } } return 0; } void Player::SendActionButtons(uint32 state) const { sLog.outDetail( "Sending Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec); WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4)); data << uint8(state); // can be 0, 1, 2 for(int button = 0; button < MAX_ACTION_BUTTONS; ++button) { ActionButtonList::const_iterator itr = m_actionButtons.find(button); if(itr != m_actionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED) data << uint32(itr->second.packedData); else data << uint32(0); } GetSession()->SendPacket( &data ); sLog.outDetail( "Action Buttons for '%u' spec '%u' Sent", GetGUIDLow(), m_activeSpec ); } ActionButton* Player::addActionButton(uint8 button, uint32 action, uint8 type) { if(button >= MAX_ACTION_BUTTONS) { sLog.outError( "Action %u not added into button %u for player %s: button must be < 132", action, button, GetName() ); return NULL; } if(action >= MAX_ACTION_BUTTON_ACTION_VALUE) { sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, GetName(), MAX_ACTION_BUTTON_ACTION_VALUE ); return NULL; } switch(type) { case ACTION_BUTTON_SPELL: if(!sSpellStore.LookupEntry(action)) { sLog.outError( "Action %u not added into button %u for player %s: spell not exist", action, button, GetName() ); return NULL; } if(!HasSpell(action)) { sLog.outError( "Action %u not added into button %u for player %s: player don't known this spell", action, button, GetName() ); return NULL; } break; case ACTION_BUTTON_ITEM: if(!objmgr.GetItemPrototype(action)) { sLog.outError( "Action %u not added into button %u for player %s: item not exist", action, button, GetName() ); return NULL; } break; default: break; // pther cases not checked at this moment } // it create new button (NEW state) if need or return existed ActionButton& ab = m_actionButtons[button]; // set data and update to CHANGED if not NEW ab.SetActionAndType(action,ActionButtonType(type)); sLog.outDetail( "Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action, uint32(type), button ); return &ab; } void Player::removeActionButton(uint8 button) { ActionButtonList::iterator buttonItr = m_actionButtons.find(button); if (buttonItr==m_actionButtons.end()) return; if (!buttonItr->second.canRemoveByClient) { buttonItr->second.canRemoveByClient = true; return; } if(buttonItr->second.uState==ACTIONBUTTON_NEW) m_actionButtons.erase(buttonItr); // new and not saved else buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save sLog.outDetail( "Action Button '%u' Removed from Player '%u'", button, GetGUIDLow() ); } bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport) { // prevent crash when a bad coord is sent by the client if(!Trinity::IsValidMapCoord(x,y,z,orientation)) { sLog.outDebug("Player::SetPosition(%f, %f, %f, %f, %d) .. bad coordinates for player %d!",x,y,z,orientation,teleport,GetGUIDLow()); return false; } //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 bool turn = (GetOrientation() != orientation); bool move2d = (teleport || GetPositionX() != x || GetPositionY() != y); if(turn) RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING); if(move2d || GetPositionZ() != z) { RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE); // move and update visible state if need GetMap()->PlayerRelocation(this, x, y, z, orientation); // reread after Map::Relocation GetPosition(x, y, z); // group update if(move2d && GetGroup()) SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION); // code block for underwater state update UpdateUnderwaterState(GetMap(), x, y, z); CheckExploreSystem(); } else if(turn) { SetOrientation(orientation); } return true; } void Player::SaveRecallPosition() { m_recallMap = GetMapId(); m_recallX = GetPositionX(); m_recallY = GetPositionY(); m_recallZ = GetPositionZ(); m_recallO = GetOrientation(); } void Player::SendMessageToSet(WorldPacket *data, bool self) { if(self) GetSession()->SendPacket(data); // we use World::GetMaxVisibleDistance() because i cannot see why not use a distance // update: replaced by GetMap()->GetVisibilityDistance() Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance()); VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier); } void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self) { if(self) GetSession()->SendPacket(data); Trinity::MessageDistDeliverer notifier(this, data, dist); VisitNearbyWorldObject(dist, notifier); } void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only) { if(self) GetSession()->SendPacket(data); Trinity::MessageDistDeliverer notifier(this, data, dist, own_team_only); VisitNearbyWorldObject(dist, notifier); } void Player::SendDirectMessage(WorldPacket *data) { GetSession()->SendPacket(data); } void Player::SendCinematicStart(uint32 CinematicSequenceId) { WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4); data << uint32(CinematicSequenceId); SendDirectMessage(&data); } void Player::SendMovieStart(uint32 MovieId) { WorldPacket data(SMSG_TRIGGER_MOVIE, 4); data << uint32(MovieId); SendDirectMessage(&data); } void Player::CheckExploreSystem() { if (!isAlive()) return; if (isInFlight()) return; if(!m_AreaID) m_AreaID = GetAreaId(); if(m_AreaID != GetAreaId()) { m_AreaID = GetAreaId(); GetSession()->HandleOnAreaChange(GetAreaEntryByAreaID(m_AreaID)); } uint16 areaFlag = GetBaseMap()->GetAreaFlag(GetPositionX(),GetPositionY(),GetPositionZ()); if(areaFlag==0xffff) return; int offset = areaFlag / 32; if(offset >= 128) { sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < 128 ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset); return; } uint32 val = (uint32)(1 << (areaFlag % 32)); uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset); if( !(currFields & val) ) { SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val)); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA); AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId()); if(!p) { sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId()); } else if(p->area_level > 0) { uint32 area = p->ID; if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL)) { SendExplorationExperience(area,0); } else { int32 diff = int32(getLevel()) - p->area_level; uint32 XP = 0; if (diff < -5) { XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE)); } else if (diff > 5) { int32 exploration_percent = (100-((diff-5)*5)); if (exploration_percent > 100) exploration_percent = 100; else if (exploration_percent < 0) exploration_percent = 0; XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE)); } else { XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE)); } GiveXP( XP, NULL ); SendExplorationExperience(area,XP); } sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area); } } } uint32 Player::TeamForRace(uint8 race) { ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); if(!rEntry) { sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race)); return ALLIANCE; } switch(rEntry->TeamID) { case 7: return ALLIANCE; case 1: return HORDE; } sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race),rEntry->TeamID); return ALLIANCE; } uint32 Player::getFactionForRace(uint8 race) { ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race); if(!rEntry) { sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race)); return 0; } return rEntry->FactionID; } void Player::setFactionForRace(uint8 race) { m_team = TeamForRace(race); setFaction( getFactionForRace(race) ); } ReputationRank Player::GetReputationRank(uint32 faction) const { FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction); return GetReputationMgr().GetRank(factionEntry); } //Calculate total reputation percent player gain with quest/creature level int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest) { float percent = 100.0f; float rate = for_quest ? sWorld.getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getRate(RATE_REPUTATION_LOWLEVEL_KILL); if (rate != 1.0f && creatureOrQuestLevel <= MaNGOS::XP::GetGrayLevel(getLevel())) percent *= rate; float repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN); if (!for_quest) repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction); percent += rep > 0 ? repMod : -repMod; if (percent <= 0.0f) return 0; return int32(rep*percent/100); } //Calculates how many reputation points player gains in victim's enemy factions void Player::RewardReputation(Unit *pVictim, float rate) { if(!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER) return; if(((Creature*)pVictim)->IsReputationGainDisabled()) return; ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(((Creature*)pVictim)->GetCreatureInfo()->Entry); if(!Rep) return; uint32 ChampioningFaction = 0; if(GetChampioningFaction()) { // support for: Championing - http://www.wowwiki.com/Championing Map const *pMap = GetMap(); if(pMap && pMap->IsDungeon()) { bool Heroic = pMap->IsHeroic(); 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 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 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] && pQuest->RewRepValue[i] ) { int32 rep = CalculateReputationGain(GetQuestLevel(pQuest), pQuest->RewRepValue[i], pQuest->RewRepFaction[i], true); FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]); if(factionEntry) GetReputationMgr().ModifyReputation(factionEntry, rep); } } // TODO: implement reputation spillover } void Player::UpdateArenaFields(void) { /* arena calcs go here */ } void Player::UpdateHonorFields() { /// called when rewarding honor and at each save uint64 now = time(NULL); uint64 today = uint64(time(NULL) / DAY) * DAY; if(m_lastHonorUpdateTime < today) { uint64 yesterday = today - DAY; uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS)); // update yesterday's contribution if(m_lastHonorUpdateTime >= yesterday ) { SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION)); // this is the first update today, reset today's contribution SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0); SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today)); } else { // no honor/kills yesterday or today, reset SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0); SetUInt32Value(PLAYER_FIELD_KILLS, 0); } } m_lastHonorUpdateTime = now; } ///Calculate the amount of honor gained based on the victim ///and the size of the group for which the honor is divided ///An exact honor value can also be given (overriding the calcs) bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvptoken) { // do not reward honor in arenas, but enable onkill spellproc if(InArena()) { if(!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER) return false; if( GetBGTeam() == ((Player*)uVictim)->GetBGTeam() ) return false; return true; } // 'Inactive' this aura prevents the player from gaining honor points and battleground tokens if(HasAura(SPELL_AURA_PLAYER_INACTIVE)) return false; uint64 victim_guid = 0; uint32 victim_rank = 0; time_t now = time(NULL); // need call before fields update to have chance move yesterday data to appropriate fields before today data change. UpdateHonorFields(); // do not reward honor in arenas, but return true to enable onkill spellproc if(InBattleGround() && GetBattleGround() && GetBattleGround()->isArena()) return true; if(honor <= 0) { if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT)) return false; victim_guid = uVictim->GetGUID(); if( uVictim->GetTypeId() == TYPEID_PLAYER ) { Player *pVictim = (Player *)uVictim; if( GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm() ) return false; float f = 1; //need for total kills (?? need more info) uint32 k_grey = 0; uint32 k_level = getLevel(); uint32 v_level = pVictim->getLevel(); { // PLAYER_CHOSEN_TITLE VALUES DESCRIPTION // [0] Just name // [1..14] Alliance honor titles and player name // [15..28] Horde honor titles and player name // [29..38] Other title and player name // [39+] Nothing uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE); // Get Killer titles, CharTitlesEntry::bit_index // Ranks: // title[1..14] -> rank[5..18] // title[15..28] -> rank[5..18] // title[other] -> 0 if (victim_title == 0) victim_guid = 0; // Don't show HK: 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: message, only log. } k_grey = Trinity::XP::GetGrayLevel(k_level); if(v_level<=k_grey) return false; float diff_level = (k_level == k_grey) ? 1 : ((float(v_level) - float(k_grey)) / (float(k_level) - float(k_grey))); int32 v_rank =1; //need more info honor = ((f * diff_level * (190 + v_rank*10))/6); honor *= ((float)k_level) / 70.0f; //factor of dependence on levels of the killer // count the number of playerkills in one day ApplyModUInt32Value(PLAYER_FIELD_KILLS, 1, true); // and those in a lifetime ApplyModUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 1, true); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS, pVictim->getClass()); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HK_RACE, pVictim->getRace()); } else { Creature *cVictim = (Creature *)uVictim; if (!cVictim->isRacialLeader()) return false; honor = 100; // ??? need more info victim_rank = 19; // HK: Leader } } if (uVictim != NULL) { honor *= sWorld.getRate(RATE_HONOR); if(groupsize > 1) honor /= groupsize; // apply honor multiplier from aura (not stacking-get highest) honor = int32(float(honor) * (float(GetMaxPositiveAuraModifier(SPELL_AURA_MOD_HONOR_GAIN_PCT))+100.0f)/100.0f); honor *= (((float)urand(8,12))/10); // approx honor: 80% - 120% of real honor } // honor - for show honor points in log // victim_guid - for show victim name in log // victim_rank [1..4] HK: // victim_rank [5..19] HK: // victim_rank [0,20+] HK: <> WorldPacket data(SMSG_PVP_CREDIT,4+8+4); data << (uint32) honor; data << (uint64) victim_guid; data << (uint32) victim_rank; GetSession()->SendPacket(&data); // add honor points ModifyHonorPoints(int32(honor)); ApplyModUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, uint32(honor), true); if( sWorld.getConfig(CONFIG_PVP_TOKEN_ENABLE) && pvptoken ) { if(!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT)) return true; if(uVictim->GetTypeId() == TYPEID_PLAYER) { // Check if allowed to receive it in current map uint8 MapType = sWorld.getConfig(CONFIG_PVP_TOKEN_MAP_TYPE); if( (MapType == 1 && !InBattleGround() && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) || (MapType == 2 && !HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) || (MapType == 3 && !InBattleGround()) ) return true; uint32 noSpaceForCount = 0; uint32 itemId = sWorld.getConfig(CONFIG_PVP_TOKEN_ID); int32 count = sWorld.getConfig(CONFIG_PVP_TOKEN_COUNT); // check space and find places ItemPosCountVec dest; uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, itemId, count, &noSpaceForCount ); if( msg != EQUIP_ERR_OK ) // convert to possible store amount count = noSpaceForCount; if( count == 0 || dest.empty()) // can't add any { // -- TODO: Send to mailbox if no space ChatHandler(this).PSendSysMessage("You don't have any space in your bags for a token."); return true; } Item* item = StoreNewItem( dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId)); SendNewItem(item,count,true,false); ChatHandler(this).PSendSysMessage("You have been awarded a token for slaying another player."); } } return true; } void Player::ModifyHonorPoints( int32 value ) { if(value < 0) { if (GetHonorPoints() > sWorld.getConfig(CONFIG_MAX_HONOR_POINTS)) SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) + value); else SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() > uint32(-value) ? GetHonorPoints() + value : 0); } else SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, GetHonorPoints() < sWorld.getConfig(CONFIG_MAX_HONOR_POINTS) - value ? GetHonorPoints() + value : sWorld.getConfig(CONFIG_MAX_HONOR_POINTS)); } void Player::ModifyArenaPoints( int32 value ) { if(value < 0) { if (GetArenaPoints() > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS)) SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) + value); else SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() > uint32(-value) ? GetArenaPoints() + value : 0); } else SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, GetArenaPoints() < sWorld.getConfig(CONFIG_MAX_ARENA_POINTS) - value ? GetArenaPoints() + value : sWorld.getConfig(CONFIG_MAX_ARENA_POINTS)); } uint32 Player::GetGuildIdFromDB(uint64 guid) { QueryResult* result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid)); if(!result) return 0; uint32 id = result->Fetch()[0].GetUInt32(); delete result; return id; } uint32 Player::GetRankFromDB(uint64 guid) { QueryResult *result = CharacterDatabase.PQuery( "SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid) ); if( result ) { uint32 v = result->Fetch()[0].GetUInt32(); delete result; return v; } else return 0; } uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type) { QueryResult *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(); delete result; return id; } uint32 Player::GetZoneIdFromDB(uint64 guid) { uint32 guidLow = GUID_LOPART(guid); QueryResult *result = CharacterDatabase.PQuery( "SELECT zone FROM characters WHERE guid='%u'", guidLow ); if (!result) return 0; Field* fields = result->Fetch(); uint32 zone = fields[0].GetUInt32(); delete result; if (!zone) { // stored zone is zero, use generic and slow zone detection 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(); delete result; 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 *result = CharacterDatabase.PQuery( "SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid) ); if (!result) return 0; Field* fields = result->Fetch(); uint32 level = fields[0].GetUInt32(); delete result; return level; } void Player::UpdateArea(uint32 newArea) { // FFA_PVP flags are area and not zone id dependent // so apply them accordingly m_areaUpdateId = newArea; AreaTableEntry const* area = GetAreaEntryByAreaID(newArea); pvpInfo.inFFAPvPArea = area && (area->flags & AREA_FLAG_ARENA); UpdatePvPState(true); UpdateAreaDependentAuras(newArea); } void Player::UpdateZone(uint32 newZone, uint32 newArea) { if(m_zoneUpdateId != newZone) { sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId); sOutdoorPvPMgr.HandlePlayerEnterZone(this, newZone); SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange... } m_zoneUpdateId = newZone; m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL; // zone changed, so area changed as well, update it UpdateArea(newArea); AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone); if(!zone) return; if (sWorld.getConfig(CONFIG_WEATHER)) { Weather *wth = sWorld.FindWeather(zone->ID); if(wth) { wth->SendWeatherUpdateToPlayer(this); } else { if(!sWorld.AddWeather(zone->ID)) { // send fine weather packet to remove old zone's weather Weather::SendFineWeatherUpdateToPlayer(this); } } } // in PvP, any not controlled zone (except zone->team == 6, default case) // in PvE, only opposition team capital switch(zone->team) { case AREATEAM_ALLY: pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL); break; case AREATEAM_HORDE: pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL); break; case AREATEAM_NONE: // overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this pvpInfo.inHostileArea = sWorld.IsPvPRealm() || InBattleGround() || (zone->flags & AREA_FLAG_OUTDOOR_PVP); break; default: // 6 in fact pvpInfo.inHostileArea = false; break; } pvpInfo.inNoPvPArea = false; if(zone->IsSanctuary()) // in sanctuary { SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY); pvpInfo.inNoPvPArea = true; CombatStopWithPets(); } else { RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY); } if(zone->flags & AREA_FLAG_CAPITAL) // in capital city { SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); SetRestType(REST_TYPE_IN_CITY); InnEnter(time(0),GetMapId(),0,0,0); pvpInfo.inNoPvPArea = true; } else // anywhere else { if(HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently) { if(GetRestType()==REST_TYPE_IN_TAVERN) // has been in tavern. Is still in? { if(GetMapId()!=GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40) { RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); SetRestType(REST_TYPE_NO); } } else // not in tavern (leave city then) { RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING); SetRestType(REST_TYPE_NO); } } } UpdatePvPState(); // remove items with area/map limitations (delete only for alive player to allow back in ghost mode) // if player resurrected at teleport this will be applied in resurrect code if(isAlive()) DestroyZoneLimitedItem( true, newZone ); // check some item equip limitations (in result lost CanTitanGrip at talent reset, for example) AutoUnequipOffhandIfNeed(); // recent client version not send leave/join channel packets for built-in local channels UpdateLocalChannels( newZone ); // group update if(GetGroup()) SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE); UpdateZoneDependentAuras(newZone); } //If players are too far way of duel flag... then player loose the duel void Player::CheckDuelDistance(time_t currTime) { if(!duel) return; uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER); GameObject* obj = GetMap()->GetGameObject(duelFlagGUID); if(!obj) return; if(duel->outOfBound == 0) { if(!IsWithinDistInMap(obj, 50)) { duel->outOfBound = currTime; WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0); GetSession()->SendPacket(&data); } } else { if(IsWithinDistInMap(obj, 40)) { duel->outOfBound = 0; WorldPacket data(SMSG_DUEL_INBOUNDS, 0); GetSession()->SendPacket(&data); } else if(currTime >= (duel->outOfBound+10)) { DuelComplete(DUEL_FLED); } } } bool Player::IsOutdoorPvPActive() { return (isAlive() && !HasInvisibilityAura() && !HasStealthAura() && (IsPvP() || sWorld.IsPvPRealm()) && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && !isInFlight()); } void Player::DuelComplete(DuelCompleteType type) { // duel not requested if(!duel) return; sLog.outDebug("Duel Complete %s %s", GetName(), duel->opponent->GetName()); WorldPacket data(SMSG_DUEL_COMPLETE, (1)); data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0); GetSession()->SendPacket(&data); duel->opponent->GetSession()->SendPacket(&data); if(type != DUEL_INTERUPTED) { data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size data << (uint8)((type==DUEL_WON) ? 0 : 1); // 0 = just won; 1 = fled data << duel->opponent->GetName(); data << GetName(); SendMessageToSet(&data,true); } if (type == 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); } } //Remove Duel Flag object GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER)); if(obj) duel->initiator->RemoveGameObject(obj,true); /* remove auras */ AuraMap &itsAuras = duel->opponent->GetAuras(); for(AuraMap::iterator i = itsAuras.begin(); i != itsAuras.end();) { if (!i->second->IsPositive() && i->second->GetCasterGUID() == GetGUID() && i->second->GetAuraApplyTime() >= duel->startTime) { duel->opponent->RemoveAura(i); } else ++i; } AuraMap &myAuras = GetAuras(); for(AuraMap::iterator i = myAuras.begin(); i != myAuras.end();) { if (!i->second->IsPositive() && i->second->GetCasterGUID() == duel->opponent->GetGUID() && i->second->GetAuraApplyTime() >= 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; // not apply mods for broken item if(item->IsBroken()) return; ItemPrototype const *proto = item->GetProto(); if(!proto) return; sLog.outDetail("applying mods for item %u ",item->GetGUIDLow()); 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); if(proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items CorrectMetaGemEnchants(slot, apply); sLog.outDebug("_ApplyItemMods complete."); } void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, 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; // 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; } // Add armor bonus from ArmorDamageModifier if > 0 if (proto->ArmorDamageModifier > 0) armor += uint32(proto->ArmorDamageModifier); if (armor) HandleStatModifier(UNIT_MOD_ARMOR, BASE_VALUE, float(armor), apply); if (proto->Block) HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply); if (proto->HolyRes) HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply); if (proto->FireRes) HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply); if (proto->NatureRes) HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply); if (proto->FrostRes) HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply); if (proto->ShadowRes) HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply); if (proto->ArcaneRes) HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply); WeaponAttackType attType = BASE_ATTACK; float damage = 0.0f; if( slot == EQUIPMENT_SLOT_RANGED && ( proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN || proto->InventoryType == INVTYPE_RANGEDRIGHT )) { attType = RANGED_ATTACK; } else if(slot==EQUIPMENT_SLOT_OFFHAND) { attType = OFF_ATTACK; } float minDamage = proto->Damage[0].DamageMin; float maxDamage = proto->Damage[0].DamageMax; int32 extraDPS = 0; // If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage if (ssv) { if ((extraDPS = ssv->getDPSMod(proto->ScalingStatValue))) { float average = extraDPS * proto->Delay / 1000.0f; minDamage = 0.7f * average; maxDamage = 1.3f * average; } } if (minDamage > 0 ) { damage = apply ? minDamage : BASE_MINDAMAGE; SetBaseWeaponDamage(attType, MINDAMAGE, damage); //sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE)); } if (maxDamage > 0 ) { damage = apply ? maxDamage : BASE_MAXDAMAGE; SetBaseWeaponDamage(attType, MAXDAMAGE, damage); } // Apply feral bonus from ScalingStatValue if set if (ssv) { if (int32 feral_bonus = ssv->getFeralBonus(proto->ScalingStatValue)) ApplyFeralAPBonus(feral_bonus, apply); } // Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue) if(getClass() == CLASS_DRUID) { int32 feral_bonus = proto->getFeralBonus(extraDPS); if (feral_bonus > 0) ApplyFeralAPBonus(feral_bonus, apply); } if(IsInFeralForm() || !CanUseAttackType(attType)) return; if (proto->Delay) { if(slot == EQUIPMENT_SLOT_RANGED) SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); else if(slot==EQUIPMENT_SLOT_MAINHAND) SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); else if(slot==EQUIPMENT_SLOT_OFFHAND) SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME); } if(CanModifyStats() && (damage || proto->Delay)) UpdateDamagePhysical(attType); } void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply) { AuraEffectList const& auraCritList = GetAurasByType(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 = GetAurasByType(SPELL_AURA_MOD_DAMAGE_DONE); for(AuraEffectList::const_iterator itr = auraDamageFlatList.begin(); itr!=auraDamageFlatList.end();++itr) _ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply); AuraEffectList const& auraDamagePCTList = GetAurasByType(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* aura, bool apply) { // generic not weapon specific case processes in aura code if(aura->GetSpellProto()->EquippedItemClass == -1) return; BaseModGroup mod = BASEMOD_END; switch(attackType) { case BASE_ATTACK: mod = CRIT_PERCENTAGE; break; case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break; case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break; default: return; } if (item->IsFitToSpellRequirements(aura->GetSpellProto())) { HandleBaseModValue(mod, FLAT_MOD, float (aura->GetAmount()), apply); } } void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect* aura, bool apply) { // 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->GetAuraName()) { case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break; case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break; default: return; } if (item->IsFitToSpellRequirements(aura->GetSpellProto())) { HandleStatModifier(unitMod, unitModType, float(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 { AuraMap const& auras = GetAuras(); for(AuraMap::const_iterator itr = auras.lower_bound(spellInfo->Id); itr != auras.upper_bound(spellInfo->Id); ++itr) if(!item || itr->second->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(int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++) { // If usable, try to cast item spell if (Item * item = ((Player*)this)->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 (!((Player*)this)->IsUseEquipedWeapon(true)) continue; } } ((Player*)this)->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 (int i = 0; i < 5; i++) { _Spell const& spellData = proto->Spells[i]; // no spell if(!spellData.SpellId ) continue; // wrong triggering type if(spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId); if(!spellInfo) { sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId); continue; } // not allow proc extra attack spell at extra attack if( m_extraAttacks && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_ADD_EXTRA_ATTACKS) ) return; float chance = spellInfo->procChance; if(spellData.SpellPPMRate) { 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(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot) { uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot)); SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!pEnchant) continue; for (int s=0;s<3;s++) { if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL) continue; 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==SPELL_ID_GENERIC_LEARN || proto->Spells[0].SpellId==SPELL_ID_GENERIC_LEARN_PET) { 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 int count = 0; // item spells casted at use for(int 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(int e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot) { uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot)); SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if(!pEnchant) continue; for (int s=0;s<3;s++) { if(pEnchant->type[s]!=ITEM_ENCHANTMENT_TYPE_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 (int i = 0; i < INVENTORY_SLOT_BAG_END; ++i) { if(m_items[i]) { if(m_items[i]->IsBroken()) continue; ItemPrototype const *proto = m_items[i]->GetProto(); if(!proto) continue; _ApplyItemBonuses(proto,i, apply, true); } } } void Player::_ApplyAmmoBonuses() { // check ammo uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID); if(!ammo_id) return; float currentAmmoDPS; ItemPrototype const *ammo_proto = objmgr.GetItemPrototype( ammo_id ); if( !ammo_proto || ammo_proto->Class!=ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto)) currentAmmoDPS = 0.0f; else currentAmmoDPS = ( ammo_proto->Damage[0].DamageMin + ammo_proto->Damage[0].DamageMax ) / 2; if(currentAmmoDPS == GetAmmoDPS()) return; m_ammoDPS = currentAmmoDPS; if(CanModifyStats()) UpdateDamagePhysical(RANGED_ATTACK); } bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const { if(!ammo_proto) return false; // check ranged weapon Item *weapon = GetWeaponForAttack( RANGED_ATTACK ); if(!weapon || weapon->IsBroken() ) return false; ItemPrototype const* weapon_proto = weapon->GetProto(); if(!weapon_proto || weapon_proto->Class!=ITEM_CLASS_WEAPON ) return false; // check ammo ws. weapon compatibility switch(weapon_proto->SubClass) { case ITEM_SUBCLASS_WEAPON_BOW: case ITEM_SUBCLASS_WEAPON_CROSSBOW: if(ammo_proto->SubClass!=ITEM_SUBCLASS_ARROW) return false; break; case ITEM_SUBCLASS_WEAPON_GUN: if(ammo_proto->SubClass!=ITEM_SUBCLASS_BULLET) return false; break; default: return false; } return true; } /* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable Called by remove insignia spell effect */ void Player::RemovedInsignia(Player* looterPlr) { if (!GetBattleGroundId()) return; // If not released spirit, do it ! if(m_deathTimer > 0) { m_deathTimer = 0; BuildPlayerRepop(); RepopAtGraveyard(); } Corpse *corpse = GetCorpse(); if (!corpse) return; // We have to convert player corpse to bones, not to be able to resurrect there // SpawnCorpseBones isn't handy, 'cos it saves player while he in BG Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true); if (!bones) return; // Now we must make bones lootable, and send player loot bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE); // We store the level of our player in the gold field // We retrieve this information at Player::SendLoot() bones->loot.gold = getLevel(); bones->lootRecipient = looterPlr; looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA); } void Player::SendLootRelease( uint64 guid ) { WorldPacket data( SMSG_LOOT_RELEASE_RESPONSE, (8+1) ); data << uint64(guid) << uint8(1); SendDirectMessage( &data ); } void Player::SendLoot(uint64 guid, LootType loot_type) { if (uint64 lguid = GetLootGUID()) m_session->DoLootRelease(lguid); Loot *loot = 0; PermissionTypes permission = ALL_PERMISSION; sLog.outDebug("Player::SendLoot"); if (IS_GAMEOBJECT_GUID(guid)) { sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)"); GameObject *go = GetMap()->GetGameObject(guid); // not check distance for GO in case owned GO (fishing bobber case, for example) // And permit out of range GO with no owner in case fishing hole if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE))) { SendLootRelease(guid); return; } loot = &go->loot; if (go->getLootState() == GO_READY) { uint32 lootid = go->GetGOInfo()->GetLootId(); //TODO: fix this big hack if((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S)) if( BattleGround *bg = GetBattleGround()) if(bg->GetTypeID() == BATTLEGROUND_AV) if(!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(),GetTeam()))) { SendLootRelease(guid); return; } if (lootid) { sLog.outDebug(" if(lootid)"); loot->clear(); loot->FillLoot(lootid, LootTemplates_Gameobject, this, false); } if (loot_type == LOOT_FISHING) go->getFishLoot(loot,this); go->SetLootState(GO_ACTIVATED); } } else if (IS_ITEM_GUID(guid)) { Item *item = GetItemByGuid( guid ); if (!item) { SendLootRelease(guid); return; } loot = &item->loot; if (!item->m_lootGenerated) { item->m_lootGenerated = true; loot->clear(); switch(loot_type) { case LOOT_DISENCHANTING: loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true); break; case LOOT_PROSPECTING: loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true); break; case LOOT_MILLING: loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true); break; default: loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true); loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot); break; } } } else if (IS_CORPSE_GUID(guid)) // remove insignia { Corpse *bones = ObjectAccessor::GetCorpse(*this, guid); if (!bones || !((loot_type == LOOT_CORPSE) || (loot_type == LOOT_INSIGNIA)) || (bones->GetType() != CORPSE_BONES) ) { SendLootRelease(guid); return; } loot = &bones->loot; if (!bones->lootForBody) { bones->lootForBody = true; uint32 pLevel = bones->loot.gold; bones->loot.clear(); if(BattleGround *bg = GetBattleGround()) if(bg->GetTypeID() == BATTLEGROUND_AV) loot->FillLoot(1, LootTemplates_Creature, this, true); // It may need a better formula // Now it works like this: lvl10: ~6copper, lvl70: ~9silver bones->loot.gold = (uint32)( urand(50, 150) * 0.016f * pow( ((float)pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY) ); } if (bones->lootRecipient != this) permission = NONE_PERMISSION; } else { Creature *creature = GetMap()->GetCreature(guid); // must be in range and creature must be alive for pickpocket and must be dead for another loot if (!creature || creature->isAlive()!=(loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE)) { SendLootRelease(guid); return; } if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature)) { SendLootRelease(guid); return; } loot = &creature->loot; if (loot_type == LOOT_PICKPOCKETING) { if (!creature->lootForPickPocketed) { creature->lootForPickPocketed = true; loot->clear(); if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId) loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, false); // Generate extra money for pick pocket loot const uint32 a = urand(0, creature->getLevel()/2); const uint32 b = urand(0, getLevel()/2); loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY)); } } else { // the player whose group may loot the corpse Player *recipient = creature->GetLootRecipient(); if (!recipient) { creature->SetLootRecipient(this); recipient = this; } if (creature->lootForPickPocketed) { creature->lootForPickPocketed = false; loot->clear(); } if (!creature->lootForBody) { creature->lootForBody = true; loot->clear(); if (uint32 lootid = creature->GetCreatureInfo()->lootid) loot->FillLoot(lootid, LootTemplates_Creature, recipient, false); loot->generateMoneyLoot(creature->GetCreatureInfo()->mingold,creature->GetCreatureInfo()->maxgold); if (Group* group = recipient->GetGroup()) { group->UpdateLooterGuid(creature,true); switch (group->GetLootMethod()) { case GROUP_LOOT: // GroupLoot delete items over threshold (threshold even not implemented), and roll them. Items with qualityGroupLoot(recipient->GetGUID(), loot, creature); break; case NEED_BEFORE_GREED: group->NeedBeforeGreed(recipient->GetGUID(), loot, creature); break; case MASTER_LOOT: group->MasterLoot(recipient->GetGUID(), loot, creature); break; default: break; } } } // possible only if creature->lootForBody && loot->empty() at spell cast check if (loot_type == LOOT_SKINNING) { loot->clear(); loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, false); } // set group rights only for loot_type != LOOT_SKINNING else { if(Group* group = GetGroup()) { if (group == recipient->GetGroup()) { if (group->GetLootMethod() == FREE_FOR_ALL) permission = ALL_PERMISSION; else if (group->GetLooterGuid() == GetGUID()) { if (group->GetLootMethod() == MASTER_LOOT) permission = MASTER_PERMISSION; else permission = ALL_PERMISSION; } else permission = GROUP_PERMISSION; } else permission = NONE_PERMISSION; } else if (recipient == this) permission = ALL_PERMISSION; else permission = NONE_PERMISSION; } } } SetLootGUID(guid); // LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client switch(loot_type) { case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break; case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break; default: break; } // need know merged fishing/corpse loot type for achievements loot->loot_type = loot_type; WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size data << uint64(guid); data << uint8(loot_type); data << LootView(*loot, this, permission); SendDirectMessage(&data); // add 'this' player as one of the players that are looting 'loot' if (permission != NONE_PERMISSION) loot->AddLooter(GetGUID()); if (loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid)) SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING); } void Player::SendNotifyLootMoneyRemoved() { WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0); GetSession()->SendPacket( &data ); } void Player::SendNotifyLootItemRemoved(uint8 lootSlot) { WorldPacket data(SMSG_LOOT_REMOVED, 1); data << uint8(lootSlot); GetSession()->SendPacket( &data ); } void Player::SendUpdateWorldState(uint32 Field, uint32 Value) { WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8); data << Field; data << Value; GetSession()->SendPacket(&data); } void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid) { // data depends on zoneid/mapid... BattleGround* bg = GetBattleGround(); uint16 NumberOfFields = 0; uint32 mapid = GetMapId(); OutdoorPvP * pvp = sOutdoorPvPMgr.GetOutdoorPvPToZoneId(zoneid); sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map:%u, Zone: %u", mapid, zoneid); // may be exist better way to do this... switch(zoneid) { case 0: case 1: case 4: case 8: case 10: case 11: case 12: case 36: case 38: case 40: case 41: case 51: case 267: case 1519: case 1537: case 2257: case 2918: NumberOfFields = 8; break; case 139: NumberOfFields = 41; break; case 1377: NumberOfFields = 15; break; case 2597: NumberOfFields = 83; break; case 3277: NumberOfFields = 16; break; case 3358: case 3820: NumberOfFields = 40; break; case 3483: NumberOfFields = 27; break; case 3518: NumberOfFields = 39; break; case 3519: NumberOfFields = 38; break; case 3521: NumberOfFields = 37; break; case 3698: case 3702: case 3968: NumberOfFields = 11; break; case 3703: NumberOfFields = 11; break; default: NumberOfFields = 12; break; } WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8))); data << uint32(mapid); // mapid data << uint32(zoneid); // zone id data << uint32(areaid); // area id, new 2.1.0 data << uint16(NumberOfFields); // count of uint64 blocks data << uint32(0x8d8) << uint32(0x0); // 1 data << uint32(0x8d7) << uint32(0x0); // 2 data << uint32(0x8d6) << uint32(0x0); // 3 data << uint32(0x8d5) << uint32(0x0); // 4 data << uint32(0x8d4) << uint32(0x0); // 5 data << uint32(0x8d3) << uint32(0x0); // 6 // 7 1 - Arena season in progress, 0 - end of season data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS)); // 8 Arena season id data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID)); if(mapid == 530) // Outland { data << uint32(0x9bf) << uint32(0x0); // 7 data << uint32(0x9bd) << uint32(0xF); // 8 data << uint32(0x9bb) << uint32(0xF); // 9 } switch(zoneid) { case 1: case 11: case 12: case 38: case 40: case 51: case 1519: case 1537: case 2257: break; case 139: // EPL { if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_EP) pvp->FillInitialWorldStates(data); else { data << uint32(0x97a) << uint32(0x0); // 10 2426 data << uint32(0x917) << uint32(0x0); // 11 2327 data << uint32(0x918) << uint32(0x0); // 12 2328 data << uint32(0x97b) << uint32(0x32); // 13 2427 data << uint32(0x97c) << uint32(0x32); // 14 2428 data << uint32(0x933) << uint32(0x1); // 15 2355 data << uint32(0x946) << uint32(0x0); // 16 2374 data << uint32(0x947) << uint32(0x0); // 17 2375 data << uint32(0x948) << uint32(0x0); // 18 2376 data << uint32(0x949) << uint32(0x0); // 19 2377 data << uint32(0x94a) << uint32(0x0); // 20 2378 data << uint32(0x94b) << uint32(0x0); // 21 2379 data << uint32(0x932) << uint32(0x0); // 22 2354 data << uint32(0x934) << uint32(0x0); // 23 2356 data << uint32(0x935) << uint32(0x0); // 24 2357 data << uint32(0x936) << uint32(0x0); // 25 2358 data << uint32(0x937) << uint32(0x0); // 26 2359 data << uint32(0x938) << uint32(0x0); // 27 2360 data << uint32(0x939) << uint32(0x1); // 28 2361 data << uint32(0x930) << uint32(0x1); // 29 2352 data << uint32(0x93a) << uint32(0x0); // 30 2362 data << uint32(0x93b) << uint32(0x0); // 31 2363 data << uint32(0x93c) << uint32(0x0); // 32 2364 data << uint32(0x93d) << uint32(0x0); // 33 2365 data << uint32(0x944) << uint32(0x0); // 34 2372 data << uint32(0x945) << uint32(0x0); // 35 2373 data << uint32(0x931) << uint32(0x1); // 36 2353 data << uint32(0x93e) << uint32(0x0); // 37 2366 data << uint32(0x931) << uint32(0x1); // 38 2367 ?? grey horde not in dbc! send for consistency's sake, and to match field count data << uint32(0x940) << uint32(0x0); // 39 2368 data << uint32(0x941) << uint32(0x0); // 7 2369 data << uint32(0x942) << uint32(0x0); // 8 2370 data << uint32(0x943) << uint32(0x0); // 9 2371 } } break; case 1377: // Silithus { if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_SI) pvp->FillInitialWorldStates(data); else { // states are always shown data << uint32(2313) << uint32(0x0); // 7 ally silityst gathered data << uint32(2314) << uint32(0x0); // 8 horde silityst gathered data << uint32(2317) << uint32(0x0); // 9 max silithyst } // dunno about these... aq opening event maybe? data << uint32(2322) << uint32(0x0); // 10 sandworm N data << uint32(2323) << uint32(0x0); // 11 sandworm S data << uint32(2324) << uint32(0x0); // 12 sandworm SW data << uint32(2325) << uint32(0x0); // 13 sandworm E } break; case 2597: // AV if (bg && bg->GetTypeID() == BATTLEGROUND_AV) bg->FillInitialWorldStates(data); else { data << uint32(0x7ae) << uint32(0x1); // 7 snowfall n data << uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc data << uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac data << uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a data << uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused data << uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused data << uint32(0x567) << uint32(0x1); // 13 frostwolfe c data << uint32(0x566) << uint32(0x1); // 14 frostwolfw c data << uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally data << uint32(0x544) << uint32(0x0); // 16 ice grave a_a data << uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c data << uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c data << uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a data << uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a data << uint32(0x574) << uint32(0x0); // 21 1396 unk data << uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused data << uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused data << uint32(0x56f) << uint32(0x0); // 24 1391 unk data << uint32(0x56e) << uint32(0x0); // 25 iceblood a data << uint32(0x56d) << uint32(0x0); // 26 towerp a data << uint32(0x56c) << uint32(0x0); // 27 frostwolfe a data << uint32(0x56b) << uint32(0x0); // 28 froswolfw a data << uint32(0x56a) << uint32(0x1); // 29 1386 unk data << uint32(0x569) << uint32(0x1); // 30 iceblood c data << uint32(0x568) << uint32(0x1); // 31 towerp c data << uint32(0x565) << uint32(0x0); // 32 stoneh tower a data << uint32(0x564) << uint32(0x0); // 33 icewing tower a data << uint32(0x563) << uint32(0x0); // 34 dunn a data << uint32(0x562) << uint32(0x0); // 35 duns a data << uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused data << uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused data << uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused data << uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused data << uint32(0x55d) << uint32(0x0); // 40 stone tower d data << uint32(0x3c6) << uint32(0x0); // 41 966 unk data << uint32(0x3c4) << uint32(0x0); // 42 964 unk data << uint32(0x3c2) << uint32(0x0); // 43 962 unk data << uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c data << uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c data << uint32(0x3b6) << uint32(0x0); // 46 950 unk data << uint32(0x55c) << uint32(0x0); // 47 icewing tower d data << uint32(0x55b) << uint32(0x0); // 48 dunn d data << uint32(0x55a) << uint32(0x0); // 49 duns d data << uint32(0x559) << uint32(0x0); // 50 1369 unk data << uint32(0x558) << uint32(0x0); // 51 iceblood d data << uint32(0x557) << uint32(0x0); // 52 towerp d data << uint32(0x556) << uint32(0x0); // 53 frostwolfe d data << uint32(0x555) << uint32(0x0); // 54 frostwolfw d data << uint32(0x554) << uint32(0x1); // 55 stoneh tower c data << uint32(0x553) << uint32(0x1); // 56 icewing tower c data << uint32(0x552) << uint32(0x1); // 57 dunn c data << uint32(0x551) << uint32(0x1); // 58 duns c data << uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde data << uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally data << uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral data << uint32(0x54c) << uint32(0x0); // 62 mine (S) horde data << uint32(0x54b) << uint32(0x0); // 63 mine (S) ally data << uint32(0x545) << uint32(0x0); // 64 iceblood h_a data << uint32(0x543) << uint32(0x1); // 65 iceblod h_c data << uint32(0x542) << uint32(0x0); // 66 iceblood a_c data << uint32(0x540) << uint32(0x0); // 67 snowfall h_a data << uint32(0x53f) << uint32(0x0); // 68 snowfall a_a data << uint32(0x53e) << uint32(0x0); // 69 snowfall h_c data << uint32(0x53d) << uint32(0x0); // 70 snowfall a_c data << uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a data << uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a data << uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c data << uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c data << uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a data << uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a data << uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a data << uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a data << uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a data << uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c data << uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c } break; case 3277: // WS if (bg && bg->GetTypeID() == BATTLEGROUND_WS) bg->FillInitialWorldStates(data); else { data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup... data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1 data << uint32(0x60b) << uint32(0x2); // 11 1547 unk data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?) data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing) data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing) } break; case 3358: // AB if (bg && bg->GetTypeID() == BATTLEGROUND_AB) bg->FillInitialWorldStates(data); else { data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST? data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide) data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled) data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide) data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM? data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000) data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide) data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs? data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs? data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr) data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde) data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide) data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM? data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr) data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide) data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled) data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled) data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled) data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled) data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled) data << uint32(0x745) << uint32(0x2); // 37 1861 unk data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800) } break; case 3820: // EY if (bg && bg->GetTypeID() == BATTLEGROUND_EY) bg->FillInitialWorldStates(data); else { data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no) data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no) data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no) data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no) data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way! data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant? data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0) data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right) data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide) data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk // and some more ... unknown } break; // any of these needs change! the client remembers the prev setting! // ON EVERY ZONE LEAVE, RESET THE OLD ZONE'S WORLD STATE, BUT AT LEAST THE UI STUFF! case 3483: // Hellfire Peninsula { if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_HP) pvp->FillInitialWorldStates(data); else { data << uint32(0x9ba) << uint32(0x1); // 10 // add ally tower main gui icon // maybe should be sent only on login? data << uint32(0x9b9) << uint32(0x1); // 11 // add horde tower main gui icon // maybe should be sent only on login? data << uint32(0x9b5) << uint32(0x0); // 12 // show neutral broken hill icon // 2485 data << uint32(0x9b4) << uint32(0x1); // 13 // show icon above broken hill // 2484 data << uint32(0x9b3) << uint32(0x0); // 14 // show ally broken hill icon // 2483 data << uint32(0x9b2) << uint32(0x0); // 15 // show neutral overlook icon // 2482 data << uint32(0x9b1) << uint32(0x1); // 16 // show the overlook arrow // 2481 data << uint32(0x9b0) << uint32(0x0); // 17 // show ally overlook icon // 2480 data << uint32(0x9ae) << uint32(0x0); // 18 // horde pvp objectives captured // 2478 data << uint32(0x9ac) << uint32(0x0); // 19 // ally pvp objectives captured // 2476 data << uint32(2475) << uint32(100); //: ally / horde slider grey area // show only in direct vicinity! data << uint32(2474) << uint32(50); //: ally / horde slider percentage, 100 for ally, 0 for horde // show only in direct vicinity! data << uint32(2473) << uint32(0); //: ally / horde slider display // show only in direct vicinity! data << uint32(0x9a8) << uint32(0x0); // 20 // show the neutral stadium icon // 2472 data << uint32(0x9a7) << uint32(0x0); // 21 // show the ally stadium icon // 2471 data << uint32(0x9a6) << uint32(0x1); // 22 // show the horde stadium icon // 2470 } } break; case 3518: { if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA) pvp->FillInitialWorldStates(data); else { data << uint32(2503) << uint32(0x0); // 10 data << uint32(2502) << uint32(0x0); // 11 data << uint32(2493) << uint32(0x0); // 12 data << uint32(2491) << uint32(0x0); // 13 data << uint32(2495) << uint32(0x0); // 14 data << uint32(2494) << uint32(0x0); // 15 data << uint32(2497) << uint32(0x0); // 16 data << uint32(2762) << uint32(0x0); // 17 data << uint32(2662) << uint32(0x0); // 18 data << uint32(2663) << uint32(0x0); // 19 data << uint32(2664) << uint32(0x0); // 20 data << uint32(2760) << uint32(0x0); // 21 data << uint32(2670) << uint32(0x0); // 22 data << uint32(2668) << uint32(0x0); // 23 data << uint32(2669) << uint32(0x0); // 24 data << uint32(2761) << uint32(0x0); // 25 data << uint32(2667) << uint32(0x0); // 26 data << uint32(2665) << uint32(0x0); // 27 data << uint32(2666) << uint32(0x0); // 28 data << uint32(2763) << uint32(0x0); // 29 data << uint32(2659) << uint32(0x0); // 30 data << uint32(2660) << uint32(0x0); // 31 data << uint32(2661) << uint32(0x0); // 32 data << uint32(2671) << uint32(0x0); // 33 data << uint32(2676) << uint32(0x0); // 34 data << uint32(2677) << uint32(0x0); // 35 data << uint32(2672) << uint32(0x0); // 36 data << uint32(2673) << uint32(0x0); // 37 } } break; case 3519: // Terokkar Forest { if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF) pvp->FillInitialWorldStates(data); else { data << uint32(0xa41) << uint32(0x0); // 10 // 2625 capture bar pos data << uint32(0xa40) << uint32(0x14); // 11 // 2624 capture bar neutral data << uint32(0xa3f) << uint32(0x0); // 12 // 2623 show capture bar data << uint32(0xa3e) << uint32(0x0); // 13 // 2622 horde towers controlled data << uint32(0xa3d) << uint32(0x5); // 14 // 2621 ally towers controlled data << uint32(0xa3c) << uint32(0x0); // 15 // 2620 show towers controlled data << uint32(0xa88) << uint32(0x0); // 16 // 2696 SE Neu data << uint32(0xa87) << uint32(0x0); // 17 // SE Horde data << uint32(0xa86) << uint32(0x0); // 18 // SE Ally data << uint32(0xa85) << uint32(0x0); // 19 //S Neu data << uint32(0xa84) << uint32(0x0); // 20 S Horde data << uint32(0xa83) << uint32(0x0); // 21 S Ally data << uint32(0xa82) << uint32(0x0); // 22 NE Neu data << uint32(0xa81) << uint32(0x0); // 23 NE Horde data << uint32(0xa80) << uint32(0x0); // 24 NE Ally data << uint32(0xa7e) << uint32(0x0); // 25 // 2686 N Neu data << uint32(0xa7d) << uint32(0x0); // 26 N Horde data << uint32(0xa7c) << uint32(0x0); // 27 N Ally data << uint32(0xa7b) << uint32(0x0); // 28 NW Ally data << uint32(0xa7a) << uint32(0x0); // 29 NW Horde data << uint32(0xa79) << uint32(0x0); // 30 NW Neutral data << uint32(0x9d0) << uint32(0x5); // 31 // 2512 locked time remaining seconds first digit data << uint32(0x9ce) << uint32(0x0); // 32 // 2510 locked time remaining seconds second digit data << uint32(0x9cd) << uint32(0x0); // 33 // 2509 locked time remaining minutes data << uint32(0x9cc) << uint32(0x0); // 34 // 2508 neutral locked time show data << uint32(0xad0) << uint32(0x0); // 35 // 2768 horde locked time show data << uint32(0xacf) << uint32(0x1); // 36 // 2767 ally locked time show } } break; case 3521: // Zangarmarsh { if(pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM) pvp->FillInitialWorldStates(data); else { data << uint32(0x9e1) << uint32(0x0); // 10 //2529 data << uint32(0x9e0) << uint32(0x0); // 11 data << uint32(0x9df) << uint32(0x0); // 12 data << uint32(0xa5d) << uint32(0x1); // 13 //2653 data << uint32(0xa5c) << uint32(0x0); // 14 //2652 east beacon neutral data << uint32(0xa5b) << uint32(0x1); // 15 horde data << uint32(0xa5a) << uint32(0x0); // 16 ally data << uint32(0xa59) << uint32(0x1); // 17 // 2649 Twin spire graveyard horde 12??? data << uint32(0xa58) << uint32(0x0); // 18 ally 14 ??? data << uint32(0xa57) << uint32(0x0); // 19 neutral 7??? data << uint32(0xa56) << uint32(0x0); // 20 // 2646 west beacon neutral data << uint32(0xa55) << uint32(0x1); // 21 horde data << uint32(0xa54) << uint32(0x0); // 22 ally data << uint32(0x9e7) << uint32(0x0); // 23 // 2535 data << uint32(0x9e6) << uint32(0x0); // 24 data << uint32(0x9e5) << uint32(0x0); // 25 data << uint32(0xa00) << uint32(0x0); // 26 // 2560 data << uint32(0x9ff) << uint32(0x1); // 27 data << uint32(0x9fe) << uint32(0x0); // 28 data << uint32(0x9fd) << uint32(0x0); // 29 data << uint32(0x9fc) << uint32(0x1); // 30 data << uint32(0x9fb) << uint32(0x0); // 31 data << uint32(0xa62) << uint32(0x0); // 32 // 2658 data << uint32(0xa61) << uint32(0x1); // 33 data << uint32(0xa60) << uint32(0x1); // 34 data << uint32(0xa5f) << uint32(0x0); // 35 } } break; case 3698: // Nagrand Arena if (bg && bg->GetTypeID() == BATTLEGROUND_NA) bg->FillInitialWorldStates(data); else { data << uint32(0xa0f) << uint32(0x0); // 7 data << uint32(0xa10) << uint32(0x0); // 8 data << uint32(0xa11) << uint32(0x0); // 9 show } break; case 3702: // Blade's Edge Arena if (bg && bg->GetTypeID() == BATTLEGROUND_BE) bg->FillInitialWorldStates(data); else { data << uint32(0x9f0) << uint32(0x0); // 7 gold data << uint32(0x9f1) << uint32(0x0); // 8 green data << uint32(0x9f3) << uint32(0x0); // 9 show } break; case 3968: // Ruins of Lordaeron if (bg && bg->GetTypeID() == BATTLEGROUND_RL) bg->FillInitialWorldStates(data); else { data << uint32(0xbb8) << uint32(0x0); // 7 gold data << uint32(0xbb9) << uint32(0x0); // 8 green data << uint32(0xbba) << uint32(0x0); // 9 show } break; case 3703: // Shattrath City break; default: data << uint32(0x914) << uint32(0x0); // 7 data << uint32(0x913) << uint32(0x0); // 8 data << uint32(0x912) << uint32(0x0); // 9 data << uint32(0x915) << uint32(0x0); // 10 break; } GetSession()->SendPacket(&data); } uint32 Player::GetXPRestBonus(uint32 xp) { uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus if(rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp rested_bonus = xp; SetRestBonus( GetRestBonus() - rested_bonus); sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus()); return rested_bonus; } void Player::SetBindPoint(uint64 guid) { WorldPacket data(SMSG_BINDER_CONFIRM, 8); data << uint64(guid); GetSession()->SendPacket( &data ); } void Player::SendTalentWipeConfirm(uint64 guid) { WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4)); data << uint64(guid); uint32 cost = sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST) ? 0 : resetTalentsCost(); data << cost; GetSession()->SendPacket( &data ); } void Player::SendPetSkillWipeConfirm() { Pet* pet = GetPet(); if(!pet) return; WorldPacket data(SMSG_PET_UNLEARN_CONFIRM, (8+4)); data << pet->GetGUID(); data << uint32(pet->resetTalentsCost()); GetSession()->SendPacket( &data ); } /*********************************************************/ /*** STORAGE SYSTEM ***/ /*********************************************************/ void Player::SetVirtualItemSlot( uint8 i, Item* item) { assert(i < 3); if(i < 2 && item) { if(!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT)) return; uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT); if(charges == 0) return; if(charges > 1) item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1); else if(charges <= 1) { ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false); item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT); } } } void Player::SetSheath( SheathState sheathed ) { switch (sheathed) { case SHEATH_STATE_UNARMED: // no prepared weapon SetVirtualItemSlot(0,NULL); SetVirtualItemSlot(1,NULL); SetVirtualItemSlot(2,NULL); break; case SHEATH_STATE_MELEE: // prepared melee weapon { SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true)); SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true)); SetVirtualItemSlot(2,NULL); }; break; case SHEATH_STATE_RANGED: // prepared ranged weapon SetVirtualItemSlot(0,NULL); SetVirtualItemSlot(1,NULL); SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true)); break; default: SetVirtualItemSlot(0,NULL); SetVirtualItemSlot(1,NULL); SetVirtualItemSlot(2,NULL); break; } Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players... } uint8 Player::FindEquipSlot( ItemPrototype const* proto, uint32 slot, bool swap ) const { uint8 pClass = getClass(); uint8 slots[4]; slots[0] = NULL_SLOT; slots[1] = NULL_SLOT; slots[2] = NULL_SLOT; slots[3] = NULL_SLOT; switch( proto->InventoryType ) { case INVTYPE_HEAD: slots[0] = EQUIPMENT_SLOT_HEAD; break; case INVTYPE_NECK: slots[0] = EQUIPMENT_SLOT_NECK; break; case INVTYPE_SHOULDERS: slots[0] = EQUIPMENT_SLOT_SHOULDERS; break; case INVTYPE_BODY: slots[0] = EQUIPMENT_SLOT_BODY; break; case INVTYPE_CHEST: slots[0] = EQUIPMENT_SLOT_CHEST; break; case INVTYPE_ROBE: slots[0] = EQUIPMENT_SLOT_CHEST; break; case INVTYPE_WAIST: slots[0] = EQUIPMENT_SLOT_WAIST; break; case INVTYPE_LEGS: slots[0] = EQUIPMENT_SLOT_LEGS; break; case INVTYPE_FEET: slots[0] = EQUIPMENT_SLOT_FEET; break; case INVTYPE_WRISTS: slots[0] = EQUIPMENT_SLOT_WRISTS; break; case INVTYPE_HANDS: slots[0] = EQUIPMENT_SLOT_HANDS; break; case INVTYPE_FINGER: slots[0] = EQUIPMENT_SLOT_FINGER1; slots[1] = EQUIPMENT_SLOT_FINGER2; break; case INVTYPE_TRINKET: slots[0] = EQUIPMENT_SLOT_TRINKET1; slots[1] = EQUIPMENT_SLOT_TRINKET2; break; case INVTYPE_CLOAK: slots[0] = EQUIPMENT_SLOT_BACK; break; case INVTYPE_WEAPON: { slots[0] = EQUIPMENT_SLOT_MAINHAND; // suggest offhand slot only if know dual wielding // (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ... if(CanDualWield()) slots[1] = EQUIPMENT_SLOT_OFFHAND; break; }; case INVTYPE_SHIELD: slots[0] = EQUIPMENT_SLOT_OFFHAND; break; case INVTYPE_RANGED: slots[0] = EQUIPMENT_SLOT_RANGED; break; case INVTYPE_2HWEAPON: slots[0] = EQUIPMENT_SLOT_MAINHAND; if (CanDualWield() && CanTitanGrip()) 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 { Item *pItem; uint32 tempcount = 0; uint8 res = EQUIP_ERR_OK; for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false); if(ires==EQUIP_ERR_OK) { tempcount += pItem->GetCount(); if( tempcount >= count ) return EQUIP_ERR_OK; } else res = ires; } } for(uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); if( tempcount >= count ) return EQUIP_ERR_OK; } } for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); if( tempcount >= count ) return EQUIP_ERR_OK; } } Bag *pBag; for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { for(uint32 j = 0; j < pBag->GetBagSize(); j++) { pItem = GetItemByPos( i, j ); if( pItem && pItem->GetEntry() == item ) { tempcount += pItem->GetCount(); if( tempcount >= count ) return EQUIP_ERR_OK; } } } } // not found req. item count and have unequippable items return res; } uint32 Player::GetItemCount( uint32 item, bool inBankAlso, Item* skipItem ) const { uint32 count = 0; for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != skipItem && pItem->GetEntry() == item ) count += pItem->GetCount(); } for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != skipItem && pItem->GetEntry() == item ) count += pItem->GetCount(); } for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) count += pBag->GetItemCount(item,skipItem); } if(skipItem && skipItem->GetProto()->GemProperties) { for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color ) count += pItem->GetGemCountWithID(item); } } if(inBankAlso) { for(uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++) { Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != skipItem && pItem->GetEntry() == item ) count += pItem->GetCount(); } for(uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) count += pBag->GetItemCount(item,skipItem); } if(skipItem && skipItem->GetProto()->GemProperties) { for(uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++) { Item* pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem != skipItem && pItem->GetProto()->Socket[0].Color ) count += pItem->GetGemCountWithID(item); } } } return count; } Item* Player::GetItemByGuid( uint64 guid ) const { for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetGUID() == guid ) return pItem; } for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { Item *pItem = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && pItem->GetGUID() == guid ) return pItem; } for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { for(uint32 j = 0; j < pBag->GetBagSize(); j++) { Item* pItem = pBag->GetItemByPos( j ); if( pItem && pItem->GetGUID() == guid ) return pItem; } } } for(uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pBag ) { for(uint32 j = 0; j < pBag->GetBagSize(); j++) { Item* pItem = pBag->GetItemByPos( j ); if( pItem && pItem->GetGUID() == guid ) return pItem; } } } return NULL; } Item* Player::GetItemByPos( uint16 pos ) const { uint8 bag = pos >> 8; uint8 slot = pos & 255; return GetItemByPos( bag, slot ); } Item* Player::GetItemByPos( uint8 bag, uint8 slot ) const { if( bag == INVENTORY_SLOT_BAG_0 && ( slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < 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) ) { Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if ( pBag ) return pBag->GetItemByPos(slot); } return NULL; } Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable) const { uint16 slot; switch (attackType) { case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break; case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break; case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break; default: return NULL; } Item* item = 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::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count ) const { ItemPrototype const *pProto = objmgr.GetItemPrototype(entry); if( !pProto ) { if(no_space_count) *no_space_count = count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } // no maximum if(pProto->MaxCount <= 0 || pProto->MaxCount == 2147483647) return EQUIP_ERR_OK; uint32 curcount = GetItemCount(pProto->ItemId,true,pItem); if (curcount + count > uint32(pProto->MaxCount)) { if(no_space_count) *no_space_count = count +curcount - pProto->MaxCount; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } return EQUIP_ERR_OK; } bool Player::HasItemTotemCategory( uint32 TotemCategory ) const { Item *pItem; for(uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i) { pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) return true; } for(uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i) { pItem = GetUseableItemByPos( INVENTORY_SLOT_BAG_0, i ); if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) return true; } for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if(Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { for(uint32 j = 0; j < pBag->GetBagSize(); ++j) { pItem = GetUseableItemByPos( i, j ); if( pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory )) return true; } } } return false; } uint8 Player::_CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem ) const { Item* pItem2 = GetItemByPos( bag, slot ); // ignore move item (this slot will be empty at move) if (pItem2==pSrcItem) pItem2 = NULL; uint32 need_space; // empty specific slot - check item fit to slot if (!pItem2 || swap) { if (bag == INVENTORY_SLOT_BAG_0) { // keyring case if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; // currencytoken case if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; // prevent cheating if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } else { Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if (!pBag) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; ItemPrototype const* pBagProto = pBag->GetProto(); if (!pBagProto) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; if (slot >= pBagProto->ContainerSlots) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; if (!ItemCanGoIntoBag(pProto,pBagProto)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; } // non empty stack with space need_space = pProto->GetMaxStackSize(); } // non empty slot, check item type else { // check item type if (pItem2->GetEntry() != pProto->ItemId) return EQUIP_ERR_ITEM_CANT_STACK; // check free space if (pItem2->GetCount() >= pProto->GetMaxStackSize()) return EQUIP_ERR_ITEM_CANT_STACK; // free stack space or infinity need_space = pProto->GetMaxStackSize() - pItem2->GetCount(); } if (need_space > count) need_space = count; ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space); if (!newPosition.isContainedIn(dest)) { dest.push_back(newPosition); count -= need_space; } return EQUIP_ERR_OK; } uint8 Player::_CanStoreItem_InBag( uint8 bag, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot ) const { // skip specific bag already processed in first called _CanStoreItem_InBag if (bag==skip_bag) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if (!pBag) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; ItemPrototype const* pBagProto = pBag->GetProto(); if (!pBagProto) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; // specialized bag mode or non-specilized if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; if (!ItemCanGoIntoBag(pProto,pBagProto)) return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG; for(uint32 j = 0; j < pBag->GetBagSize(); j++) { // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot if (j==skip_slot) continue; Item* pItem2 = GetItemByPos( bag, j ); // ignore move item (this slot will be empty at move) if (pItem2==pSrcItem) pItem2 = NULL; // if merge skip empty, if !merge skip non-empty if ((pItem2!=NULL)!=merge) continue; if (pItem2) { if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize()) { uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount(); if(need_space > count) need_space = count; ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space); if (!newPosition.isContainedIn(dest)) { dest.push_back(newPosition); count -= need_space; if (count==0) return EQUIP_ERR_OK; } } } else { uint32 need_space = pProto->GetMaxStackSize(); if (need_space > count) need_space = count; ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space); if (!newPosition.isContainedIn(dest)) { dest.push_back(newPosition); count -= need_space; if (count==0) return EQUIP_ERR_OK; } } } return EQUIP_ERR_OK; } uint8 Player::_CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot ) const { for(uint32 j = slot_begin; j < slot_end; j++) { // skip specific slot already processed in first called _CanStoreItem_InSpecificSlot if (INVENTORY_SLOT_BAG_0==skip_bag && j==skip_slot) continue; Item* pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, j ); // ignore move item (this slot will be empty at move) if (pItem2==pSrcItem) pItem2 = NULL; // if merge skip empty, if !merge skip non-empty if ((pItem2!=NULL)!=merge) continue; if (pItem2) { if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize()) { uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount(); if (need_space > count) need_space = count; ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space); if (!newPosition.isContainedIn(dest)) { dest.push_back(newPosition); count -= need_space; if (count==0) return EQUIP_ERR_OK; } } } else { uint32 need_space = pProto->GetMaxStackSize(); if (need_space > count) need_space = count; ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space); if (!newPosition.isContainedIn(dest)) { dest.push_back(newPosition); count -= need_space; if (count==0) return EQUIP_ERR_OK; } } } return EQUIP_ERR_OK; } uint8 Player::_CanStoreItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count ) const { sLog.outDebug( "STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count); ItemPrototype const *pProto = objmgr.GetItemPrototype(entry); if (!pProto) { if (no_space_count) *no_space_count = count; return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND; } if (pItem && pItem->IsBindedNotWith(this)) { if (no_space_count) *no_space_count = count; return EQUIP_ERR_DONT_OWN_THAT_ITEM; } // check count of items (skip for auto move for same player from bank) uint32 no_similar_count = 0; // can't store this amount similar items uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count); if (res!=EQUIP_ERR_OK) { if (count==no_similar_count) { if (no_space_count) *no_space_count = no_similar_count; return res; } count -= no_similar_count; } // in specific slot if (bag != NULL_BAG && slot != NULL_SLOT) { res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } // not specific slot or have space for partly store only in specific slot // in specific bag if (bag != NULL_BAG) { // search stack in bag for merge to if (pProto->Stackable != 1) { if (bag == INVENTORY_SLOT_BAG_0) // inventory { res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } else // equipped bag { // we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot); if (res!=EQUIP_ERR_OK) res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // search free slot in bag for place to if(bag == INVENTORY_SLOT_BAG_0) // inventory { // search free slot - keyring case if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS) { uint32 keyringSize = GetMaxKeyringSize(); res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) { res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } else // equipped bag { res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot); if (res!=EQUIP_ERR_OK) res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // not specific bag or have space for partly store only in specific bag // search stack for merge to if (pProto->Stackable != 1) { res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } if (pProto->BagFamily) { for(uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) continue; if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } for(uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot); if (res!=EQUIP_ERR_OK) continue; if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // search free slot - special bag case if (pProto->BagFamily) { if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS) { uint32 keyringSize = GetMaxKeyringSize(); res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) { res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } for(uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) continue; if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } } // search free slot res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); if (res!=EQUIP_ERR_OK) { if (no_space_count) *no_space_count = count + no_similar_count; return res; } if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot); if (res!=EQUIP_ERR_OK) continue; if (count==0) { if (no_similar_count==0) return EQUIP_ERR_OK; if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; } } if (no_space_count) *no_space_count = count + no_similar_count; return EQUIP_ERR_INVENTORY_FULL; } ////////////////////////////////////////////////////////////////////////// uint8 Player::CanStoreItems( Item **pItems,int count) const { Item *pItem2; // fill space table int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START]; int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE]; int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START]; int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START]; memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START)); memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE); memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START)); memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START)); for(uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (pItem2 && !pItem2->IsInTrade()) { inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount(); } } for(uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (pItem2 && !pItem2->IsInTrade()) { inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount(); } } for(uint8 i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, i ); if (pItem2 && !pItem2->IsInTrade()) { inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount(); } } for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++) { if(Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { for(uint32 j = 0; j < pBag->GetBagSize(); j++) { pItem2 = GetItemByPos( i, j ); if (pItem2 && !pItem2->IsInTrade()) { inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount(); } } } } // check free space for all items for (int k = 0; k < count; ++k) { Item *pItem = pItems[k]; // no item if (!pItem) continue; sLog.outDebug( "STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); // strange item if( !pProto ) return EQUIP_ERR_ITEM_NOT_FOUND; // item it 'bind' if(pItem->IsBindedNotWith(this)) return EQUIP_ERR_DONT_OWN_THAT_ITEM; Bag *pBag; ItemPrototype const *pBagProto; // item is 'one item only' uint8 res = CanTakeMoreSimilarItems(pItem); if(res != EQUIP_ERR_OK) return res; // search stack for merge to if( pProto->Stackable != 1 ) { bool b_found = false; for(int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) { inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount(); b_found = true; break; } } if (b_found) continue; for(int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) { inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount(); b_found = true; break; } } if (b_found) continue; for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t) { pItem2 = GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize()) { inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount(); b_found = true; break; } } if (b_found) continue; for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if( pBag && ItemCanGoIntoBag(pItem->GetProto(), pBag->GetProto())) { for(uint32 j = 0; j < pBag->GetBagSize(); j++) { pItem2 = GetItemByPos( t, j ); if( pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize()) { inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount(); b_found = true; break; } } } } if (b_found) continue; } // special bag case if( pProto->BagFamily ) { bool b_found = false; if(pProto->BagFamily & BAG_FAMILY_MASK_KEYS) { uint32 keyringSize = GetMaxKeyringSize(); for(uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t) { if( inv_keys[t-KEYRING_SLOT_START] == 0 ) { inv_keys[t-KEYRING_SLOT_START] = 1; b_found = true; break; } } } if (b_found) continue; if(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS) { for(uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t) { if( inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0 ) { inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1; b_found = true; break; } } } if (b_found) continue; for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if( pBag ) { pBagProto = pBag->GetProto(); // not plain container check if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) && ItemCanGoIntoBag(pProto,pBagProto) ) { for(uint32 j = 0; j < pBag->GetBagSize(); j++) { if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 ) { inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1; b_found = true; break; } } } } } if (b_found) continue; } // search free slot bool b_found = false; for(int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t) { if( inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0 ) { inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1; b_found = true; break; } } if (b_found) continue; // search free slot in bags for(int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t) { pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, t ); if( pBag ) { pBagProto = pBag->GetProto(); // special bag already checked if( pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER)) continue; for(uint32 j = 0; j < pBag->GetBagSize(); j++) { if( inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0 ) { inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1; b_found = true; break; } } } } // no free slot found? if (!b_found) return EQUIP_ERR_INVENTORY_FULL; } return EQUIP_ERR_OK; } ////////////////////////////////////////////////////////////////////////// uint8 Player::CanEquipNewItem( uint8 slot, uint16 &dest, uint32 item, bool swap ) const { dest = 0; Item *pItem = Item::CreateItem( item, 1, this ); if( pItem ) { uint8 result = CanEquipItem(slot, dest, pItem, swap ); delete pItem; return result; } return EQUIP_ERR_ITEM_NOT_FOUND; } uint8 Player::CanEquipItem( uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading ) const { dest = 0; if( pItem ) { sLog.outDebug( "STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); if( pProto ) { if(pItem->IsBindedNotWith(this)) return EQUIP_ERR_DONT_OWN_THAT_ITEM; // check count of items (skip for auto move for same player from bank) uint8 res = CanTakeMoreSimilarItems(pItem); if(res != EQUIP_ERR_OK) return res; // check this only in game if(not_loading) { // May be here should be more stronger checks; STUNNED checked // ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked. if (hasUnitState(UNIT_STAT_STUNNED)) return EQUIP_ERR_YOU_ARE_STUNNED; // do not allow equipping gear except weapons, offhands, projectiles, relics in // - combat // - in-progress arenas if( !pProto->CanChangeEquipStateInCombat() ) { if( isInCombat() ) return EQUIP_ERR_NOT_IN_COMBAT; if(BattleGround* bg = GetBattleGround()) if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS ) return EQUIP_ERR_NOT_DURING_ARENA_MATCH; } if(isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0) return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err if(IsNonMeleeSpellCasted(false)) return EQUIP_ERR_CANT_DO_RIGHT_NOW; } ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0; // check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items) if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel()) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; uint8 eslot = FindEquipSlot( pProto, slot, swap ); if (eslot == NULL_SLOT) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; uint8 msg = CanUseItem(pItem , not_loading); if (msg != EQUIP_ERR_OK) return msg; if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot)) return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE; // if swap ignore item (equipped also) if (uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT)) return res2; // check unique-equipped special item classes if (pProto->Class == ITEM_CLASS_QUIVER) { for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) { if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) { if (pBag != pItem) { if (ItemPrototype const* pBagProto = pBag->GetProto()) { if (pBagProto->Class==pProto->Class && (!swap || pBag->GetSlot() != eslot)) return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH) ? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH : EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER; } } } } } uint32 type = pProto->InventoryType; if (eslot == EQUIPMENT_SLOT_OFFHAND) { if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND) { if (!CanDualWield()) return EQUIP_ERR_CANT_DUAL_WIELD; } else if (type == INVTYPE_2HWEAPON) { if (!CanDualWield() || !CanTitanGrip()) return EQUIP_ERR_CANT_DUAL_WIELD; } if (IsTwoHandUsed()) return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED; } // equip two-hand weapon case (with possible unequip 2 items) if (type == INVTYPE_2HWEAPON) { if (eslot == EQUIPMENT_SLOT_OFFHAND) { if (!CanTitanGrip()) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; } else if (eslot != EQUIPMENT_SLOT_MAINHAND) return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED; if (!CanTitanGrip()) { // offhand item must can be stored in inventory for offhand item and it also must be unequipped Item *offItem = GetItemByPos( INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND ); ItemPosCountVec off_dest; if (offItem && (!not_loading || CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK || CanStoreItem( NULL_BAG, NULL_SLOT, off_dest, offItem, false ) != EQUIP_ERR_OK )) return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL; } } dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot); return EQUIP_ERR_OK; } } return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED; } uint8 Player::CanUnequipItem( uint16 pos, bool swap ) const { // Applied only to equipped items and bank bags if(!IsEquipmentPos(pos) && !IsBagPos(pos)) return EQUIP_ERR_OK; Item* pItem = GetItemByPos(pos); // Applied only to existed equipped item if( !pItem ) return EQUIP_ERR_OK; sLog.outDebug( "STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); if( !pProto ) return EQUIP_ERR_ITEM_NOT_FOUND; // do not allow unequipping gear except weapons, offhands, projectiles, relics in // - combat // - in-progress arenas if( !pProto->CanChangeEquipStateInCombat() ) { if( isInCombat() ) return EQUIP_ERR_NOT_IN_COMBAT; if(BattleGround* bg = GetBattleGround()) if( bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS ) return EQUIP_ERR_NOT_DURING_ARENA_MATCH; } if(!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty()) return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS; return EQUIP_ERR_OK; } uint8 Player::CanBankItem( uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading ) const { if (!pItem) return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND; uint32 count = pItem->GetCount(); sLog.outDebug( "STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount()); ItemPrototype const *pProto = pItem->GetProto(); if (!pProto) return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND; if (pItem->IsBindedNotWith(this)) return EQUIP_ERR_DONT_OWN_THAT_ITEM; // check count of items (skip for auto move for same player from bank) uint8 res = CanTakeMoreSimilarItems(pItem); if (res != EQUIP_ERR_OK) return res; // in specific slot if (bag != NULL_BAG && slot != NULL_SLOT) { if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END) { if (!pItem->IsBag()) return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT; if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount()) return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT; if (uint8 cantuse = CanUseItem( pItem, not_loading ) != EQUIP_ERR_OK) return cantuse; } res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem); if (res!=EQUIP_ERR_OK) return res; if (count==0) return EQUIP_ERR_OK; } // not specific slot or have space for partly store only in specific slot // in specific bag if( bag != NULL_BAG ) { if( pProto->InventoryType == INVTYPE_BAG ) { Bag *pBag = (Bag*)pItem; if( pBag && !pBag->IsEmpty() ) return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG; } // search stack in bag for merge to if( pProto->Stackable != 1 ) { if( bag == INVENTORY_SLOT_BAG_0 ) { res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); if(res!=EQUIP_ERR_OK) return res; if(count==0) return EQUIP_ERR_OK; } else { res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot); if(res!=EQUIP_ERR_OK) res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot); if(res!=EQUIP_ERR_OK) return res; if(count==0) return EQUIP_ERR_OK; } } // search free slot in bag if( bag == INVENTORY_SLOT_BAG_0 ) { res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); if(res!=EQUIP_ERR_OK) return res; if(count==0) return EQUIP_ERR_OK; } else { res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot); if(res != EQUIP_ERR_OK) res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot); if(res != EQUIP_ERR_OK) return res; if(count == 0) return EQUIP_ERR_OK; } } // not specific bag or have space for partly store only in specific bag // search stack for merge to if( pProto->Stackable != 1 ) { // in slots res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot); if(res != EQUIP_ERR_OK) return res; if(count == 0) return EQUIP_ERR_OK; // in special bags if( pProto->BagFamily ) { for(uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot); if(res!=EQUIP_ERR_OK) continue; if(count==0) return EQUIP_ERR_OK; } } for(uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot); if(res!=EQUIP_ERR_OK) continue; if(count==0) return EQUIP_ERR_OK; } } // search free place in special bag if( pProto->BagFamily ) { for(uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot); if(res!=EQUIP_ERR_OK) continue; if(count==0) return EQUIP_ERR_OK; } } // search free space res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot); if(res!=EQUIP_ERR_OK) return res; if(count==0) return EQUIP_ERR_OK; for(uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++) { res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot); if(res!=EQUIP_ERR_OK) continue; if(count==0) return EQUIP_ERR_OK; } return EQUIP_ERR_BANK_FULL; } uint8 Player::CanUseItem( Item *pItem, bool not_loading ) const { if (pItem) { sLog.outDebug( "STORAGE: CanUseItem item = %u", pItem->GetEntry()); if (!isAlive() && not_loading) return EQUIP_ERR_YOU_ARE_DEAD; //if (isStunned()) // return EQUIP_ERR_YOU_ARE_STUNNED; ItemPrototype const *pProto = pItem->GetProto(); if (pProto) { if (pItem->IsBindedNotWith(this)) return EQUIP_ERR_DONT_OWN_THAT_ITEM; if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0) return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; if (pItem->GetSkill() != 0) { if (GetSkillValue( pItem->GetSkill() ) == 0) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; } if (pProto->RequiredSkill != 0) { if (GetSkillValue( pProto->RequiredSkill ) == 0) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; if (GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank) return EQUIP_ERR_ERR_CANT_EQUIP_SKILL; } if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell)) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank) return EQUIP_ERR_CANT_EQUIP_REPUTATION; if (getLevel() < pProto->RequiredLevel) return EQUIP_ERR_CANT_EQUIP_LEVEL_I; return EQUIP_ERR_OK; } } return EQUIP_ERR_ITEM_NOT_FOUND; } bool Player::CanUseItem( ItemPrototype const *pProto ) { // Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player if( pProto ) { if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 ) return false; if( pProto->RequiredSkill != 0 ) { if( GetSkillValue( pProto->RequiredSkill ) == 0 ) return false; else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank ) return false; } if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) ) return false; if( getLevel() < pProto->RequiredLevel ) return false; return true; } return false; } uint8 Player::CanUseAmmo( uint32 item ) const { sLog.outDebug( "STORAGE: CanUseAmmo item = %u", item); if( !isAlive() ) return EQUIP_ERR_YOU_ARE_DEAD; //if( isStunned() ) // return EQUIP_ERR_YOU_ARE_STUNNED; ItemPrototype const *pProto = objmgr.GetItemPrototype( item ); if( pProto ) { if( pProto->InventoryType!= INVTYPE_AMMO ) return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE; if( (pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0 ) return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM; if( pProto->RequiredSkill != 0 ) { if( GetSkillValue( pProto->RequiredSkill ) == 0 ) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; else if( GetSkillValue( pProto->RequiredSkill ) < pProto->RequiredSkillRank ) return EQUIP_ERR_ERR_CANT_EQUIP_SKILL; } if( pProto->RequiredSpell != 0 && !HasSpell( pProto->RequiredSpell ) ) return EQUIP_ERR_NO_REQUIRED_PROFICIENCY; /*if( GetReputationMgr().GetReputation() < pProto->RequiredReputation ) return EQUIP_ERR_CANT_EQUIP_REPUTATION; */ if( getLevel() < pProto->RequiredLevel ) return EQUIP_ERR_CANT_EQUIP_LEVEL_I; // Requires No Ammo if(HasAura(46699)) return EQUIP_ERR_BAG_FULL6; return EQUIP_ERR_OK; } return EQUIP_ERR_ITEM_NOT_FOUND; } void Player::SetAmmo( uint32 item ) { if(!item) return; // already set if( GetUInt32Value(PLAYER_AMMO_ID) == item ) return; // check ammo if(item) { uint8 msg = CanUseAmmo( item ); if( msg != EQUIP_ERR_OK ) { SendEquipError( msg, NULL, NULL ); return; } } SetUInt32Value(PLAYER_AMMO_ID, item); _ApplyAmmoBonuses(); } void Player::RemoveAmmo() { SetUInt32Value(PLAYER_AMMO_ID, 0); m_ammoDPS = 0.0f; if(CanModifyStats()) UpdateDamagePhysical(RANGED_ATTACK); } // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case. Item* Player::StoreNewItem( ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId ) { uint32 count = 0; for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr) count += itr->count; Item *pItem = Item::CreateItem( item, count, this ); if( pItem ) { ItemAddedQuestCheck( item, count ); if(randomPropertyId) pItem->SetItemRandomProperties(randomPropertyId); pItem = StoreItem( dest, pItem, update ); } return pItem; } Item* Player::StoreItem( ItemPosCountVec const& dest, Item* pItem, bool update ) { if( !pItem ) return NULL; Item* lastItem = pItem; uint32 entry = pItem->GetEntry(); for(ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ) { uint16 pos = itr->pos; uint32 count = itr->count; ++itr; if(itr == dest.end()) { lastItem = _StoreItem(pos,pItem,count,false,update); break; } lastItem = _StoreItem(pos,pItem,count,true,update); } GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry); return lastItem; } // Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case. Item* Player::_StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update ) { if( !pItem ) return NULL; uint8 bag = pos >> 8; uint8 slot = pos & 255; sLog.outDebug( "STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u, guid = %u", bag, slot, pItem->GetEntry(), count, pItem->GetGUIDLow()); Item *pItem2 = GetItemByPos( bag, slot ); if (!pItem2) { if (clone) pItem = pItem->CloneItem(count, this); else pItem->SetCount(count); if (!pItem) return NULL; if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM || (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos))) pItem->SetBinding( true ); if (bag == INVENTORY_SLOT_BAG_0) { m_items[slot] = pItem; SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID() ); pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, GetGUID() ); pItem->SetUInt64Value( ITEM_FIELD_OWNER, GetGUID() ); pItem->SetSlot( slot ); pItem->SetContainer( NULL ); // need update known currency if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END) UpdateKnownCurrencies(pItem->GetEntry(), true); if (IsInWorld() && update) { pItem->AddToWorld(); pItem->SendUpdateToPlayer( this ); } pItem->SetState(ITEM_CHANGED, this); } else if (Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag )) { pBag->StoreItem( slot, pItem, update ); if( IsInWorld() && update ) { pItem->AddToWorld(); pItem->SendUpdateToPlayer( this ); } pItem->SetState(ITEM_CHANGED, this); pBag->SetState(ITEM_CHANGED, this); } AddEnchantmentDurations(pItem); AddItemDurations(pItem); return pItem; } else { if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem2->GetProto()->Bonding == BIND_QUEST_ITEM || (pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos))) pItem2->SetBinding( true ); pItem2->SetCount( pItem2->GetCount() + count ); if (IsInWorld() && update) pItem2->SendUpdateToPlayer( this ); if (!clone) { // delete item (it not in any slot currently) if (IsInWorld() && update) { pItem->RemoveFromWorld(); pItem->DestroyForPlayer( this ); } RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor pItem->SetState(ITEM_REMOVED, this); } // AddItemDurations(pItem2); - pItem2 already have duration listed for player AddEnchantmentDurations(pItem2); pItem2->SetState(ITEM_CHANGED, this); return pItem2; } } Item* Player::EquipNewItem( uint16 pos, uint32 item, bool update ) { if (Item *pItem = Item::CreateItem( item, 1, this )) { ItemAddedQuestCheck( item, 1 ); return EquipItem( pos, pItem, update ); } return NULL; } Item* Player::EquipItem( uint16 pos, Item *pItem, bool update ) { AddEnchantmentDurations(pItem); AddItemDurations(pItem); uint8 bag = pos >> 8; uint8 slot = pos & 255; Item *pItem2 = GetItemByPos( bag, slot ); if( !pItem2 ) { VisualizeItem( slot, pItem); if(isAlive()) { ItemPrototype const *pProto = pItem->GetProto(); // item set bonuses applied only at equip and removed at unequip, and still active for broken items if(pProto && pProto->ItemSet) AddItemsSetItem(this, pItem); _ApplyItemMods(pItem, slot, true); if(pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0) { uint32 cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_5s; if (getClass() == CLASS_ROGUE) cooldownSpell = SPELL_ID_WEAPON_SWITCH_COOLDOWN_1_0s; 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); UpdateArmorPenetration(); } else if( slot == EQUIPMENT_SLOT_OFFHAND ) { UpdateExpertise(OFF_ATTACK); UpdateArmorPenetration(); } switch(slot) { case EQUIPMENT_SLOT_MAINHAND: case EQUIPMENT_SLOT_OFFHAND: case EQUIPMENT_SLOT_RANGED: RecalculateRating(CR_ARMOR_PENETRATION); default: break; } } else { pItem2->SetCount( pItem2->GetCount() + pItem->GetCount() ); if( IsInWorld() && update ) pItem2->SendUpdateToPlayer( this ); // delete item (it not in any slot currently) //pItem->DeleteFromDB(); if( IsInWorld() && update ) { pItem->RemoveFromWorld(); pItem->DestroyForPlayer( this ); } RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor pItem->SetState(ITEM_REMOVED, this); pItem2->SetState(ITEM_CHANGED, this); ApplyEquipCooldown(pItem2); return pItem2; } // only for full equip instead adding to stack GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry()); 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()); } } 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); UpdateArmorPenetration(); } 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: UpdateArmorPenetration(); 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 { Bag *pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, bag ); if( pBag ) pBag->RemoveItem(slot, update); } pItem->SetUInt64Value( ITEM_FIELD_CONTAINED, 0 ); // pItem->SetUInt64Value( ITEM_FIELD_OWNER, 0 ); not clear owner at remove (it will be set at store). This used in mail and auction code pItem->SetSlot( NULL_SLOT ); if( IsInWorld() && update ) pItem->SendUpdateToPlayer( this ); } } // Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail.... void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update) { if(Item* it = GetItemByPos(bag,slot)) { ItemRemovedQuestCheck(it->GetEntry(), it->GetCount()); RemoveItem(bag, slot, update); it->RemoveFromUpdateQueueOf(this); if(it->IsInWorld()) { it->RemoveFromWorld(); it->DestroyForPlayer( this ); } } } // Common operation need to add item from inventory without delete in trade, guild bank, mail.... void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB) { // update quest counters ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount()); // store item Item* pLastItem = StoreItem(dest, pItem, update); // only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way) if(pLastItem == pItem) { // update owner for last item (this can be original item with wrong owner if(pLastItem->GetOwnerGUID() != GetGUID()) pLastItem->SetOwnerGUID(GetGUID()); // if this original item then it need create record in inventory // in case trade we already have item in other player inventory pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this); } } void Player::DestroyItem( uint8 bag, uint8 slot, bool update ) { Item *pItem = GetItemByPos( bag, slot ); if( pItem ) { sLog.outDebug( "STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry()); // start from destroy contained items (only equipped bag can have its) if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag==slot { for (uint8 i = 0; i < MAX_BAG_SIZE; ++i) DestroyItem(slot, i, update); } if(pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED)) CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow()); RemoveEnchantmentDurations(pItem); RemoveItemDurations(pItem); ItemRemovedQuestCheck( pItem->GetEntry(), pItem->GetCount() ); if( bag == INVENTORY_SLOT_BAG_0 ) { SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0); // equipment and equipped bags can have applied bonuses if ( slot < INVENTORY_SLOT_BAG_END ) { ItemPrototype const *pProto = pItem->GetProto(); // item set bonuses applied only at equip and removed at unequip, and still active for broken items if(pProto && pProto->ItemSet) RemoveItemsSetItem(this, pProto); _ApplyItemMods(pItem, slot, false); } if ( slot < EQUIPMENT_SLOT_END ) { // remove item dependent auras and casts (only weapon and armor slots) RemoveItemDependentAurasAndCasts(pItem); // update expertise and armor penetration - passive auras may need it switch(slot) { case EQUIPMENT_SLOT_MAINHAND: case EQUIPMENT_SLOT_OFFHAND: case EQUIPMENT_SLOT_RANGED: UpdateArmorPenetration(); default: break; } if( slot == EQUIPMENT_SLOT_MAINHAND ) { UpdateExpertise(BASE_ATTACK); UpdateArmorPenetration(); } else if( slot == EQUIPMENT_SLOT_OFFHAND ) { UpdateExpertise(OFF_ATTACK); UpdateArmorPenetration(); } // 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); } void Player::DestroyItemCount( Item* pItem, uint32 &count, bool update ) { if(!pItem) return; sLog.outDebug( "STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count); if( pItem->GetCount() <= count ) { count -= pItem->GetCount(); DestroyItem( pItem->GetBagSlot(),pItem->GetSlot(), update); } else { ItemRemovedQuestCheck( pItem->GetEntry(), count); pItem->SetCount( pItem->GetCount() - count ); count = 0; if( IsInWorld() & update ) pItem->SendUpdateToPlayer( this ); pItem->SetState(ITEM_CHANGED, this); } } void Player::SplitItem( uint16 src, uint16 dst, uint32 count ) { uint8 srcbag = src >> 8; uint8 srcslot = src & 255; uint8 dstbag = dst >> 8; uint8 dstslot = dst & 255; Item *pSrcItem = GetItemByPos( srcbag, srcslot ); if( !pSrcItem ) { SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL ); return; } // not let split all items (can be only at cheating) if(pSrcItem->GetCount() == count) { SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); return; } // not let split more existed items (can be only at cheating) if(pSrcItem->GetCount() < count) { SendEquipError( EQUIP_ERR_TRIED_TO_SPLIT_MORE_THAN_COUNT, pSrcItem, NULL ); return; } if(pSrcItem->m_lootGenerated) // prevent split looting item (item { //best error message found for attempting to split while looting SendEquipError( EQUIP_ERR_COULDNT_SPLIT_ITEMS, pSrcItem, NULL ); return; } sLog.outDebug( "STORAGE: SplitItem bag = %u, slot = %u, item = %u, count = %u", dstbag, dstslot, pSrcItem->GetEntry(), count); Item *pNewItem = pSrcItem->CloneItem( count, this ); if( !pNewItem ) { SendEquipError( EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL ); return; } if( IsInventoryPos( dst ) ) { // change item amount before check (for unique max count check) pSrcItem->SetCount( pSrcItem->GetCount() - count ); ItemPosCountVec dest; uint8 msg = CanStoreItem( dstbag, dstslot, dest, pNewItem, false ); if( msg != EQUIP_ERR_OK ) { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); SendEquipError( msg, pSrcItem, NULL ); return; } if( IsInWorld() ) pSrcItem->SendUpdateToPlayer( this ); pSrcItem->SetState(ITEM_CHANGED, this); StoreItem( dest, pNewItem, true); } else if( IsBankPos ( dst ) ) { // change item amount before check (for unique max count check) pSrcItem->SetCount( pSrcItem->GetCount() - count ); ItemPosCountVec dest; uint8 msg = CanBankItem( dstbag, dstslot, dest, pNewItem, false ); if( msg != EQUIP_ERR_OK ) { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); SendEquipError( msg, pSrcItem, NULL ); return; } if( IsInWorld() ) pSrcItem->SendUpdateToPlayer( this ); pSrcItem->SetState(ITEM_CHANGED, this); BankItem( dest, pNewItem, true); } else if( IsEquipmentPos ( dst ) ) { // change item amount before check (for unique max count check), provide space for splitted items pSrcItem->SetCount( pSrcItem->GetCount() - count ); uint16 dest; uint8 msg = CanEquipItem( dstslot, dest, pNewItem, false ); if( msg != EQUIP_ERR_OK ) { delete pNewItem; pSrcItem->SetCount( pSrcItem->GetCount() + count ); SendEquipError( msg, pSrcItem, NULL ); return; } if( IsInWorld() ) pSrcItem->SendUpdateToPlayer( this ); pSrcItem->SetState(ITEM_CHANGED, this); EquipItem( dest, pNewItem, true); AutoUnequipOffhandIfNeed(); } } void Player::SwapItem( uint16 src, uint16 dst ) { uint8 srcbag = src >> 8; uint8 srcslot = src & 255; uint8 dstbag = dst >> 8; uint8 dstslot = dst & 255; Item *pSrcItem = GetItemByPos( srcbag, srcslot ); Item *pDstItem = GetItemByPos( dstbag, dstslot ); if( !pSrcItem ) return; sLog.outDebug( "STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry()); if(!isAlive() ) { SendEquipError( EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem ); return; } // SRC checks if(pSrcItem->m_lootGenerated) // prevent swap looting item { //best error message found for attempting to swap while looting SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL ); return; } // check unequip potability for equipped items and bank bags if(IsEquipmentPos ( src ) || IsBagPos ( src )) { // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later) uint8 msg = CanUnequipItem( src, !IsBagPos ( src ) || IsBagPos ( dst ) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty())); if(msg != EQUIP_ERR_OK) { SendEquipError( msg, pSrcItem, pDstItem ); return; } } // prevent put equipped/bank bag in self if( IsBagPos ( src ) && srcslot == dstbag) { SendEquipError( EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem ); return; } // DST checks if (pDstItem) { if(pDstItem->m_lootGenerated) // prevent swap looting item { //best error message found for attempting to swap while looting SendEquipError( EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL ); return; } // check unequip potability for equipped items and bank bags if(IsEquipmentPos ( dst ) || IsBagPos ( dst )) { // bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later) uint8 msg = CanUnequipItem( dst, !IsBagPos ( dst ) || IsBagPos ( src ) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty())); if(msg != EQUIP_ERR_OK) { SendEquipError( msg, pSrcItem, pDstItem ); return; } } } // NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions) // or swap empty bag with another empty or not empty bag (with items exchange) // Move case if( !pDstItem ) { if( IsInventoryPos( dst ) ) { ItemPosCountVec dest; uint8 msg = CanStoreItem( dstbag, dstslot, dest, pSrcItem, false ); if( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pSrcItem, NULL ); return; } RemoveItem(srcbag, srcslot, true); StoreItem( dest, pSrcItem, true); } else if( IsBankPos ( dst ) ) { ItemPosCountVec dest; uint8 msg = CanBankItem( dstbag, dstslot, dest, pSrcItem, false); if( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pSrcItem, NULL ); return; } RemoveItem(srcbag, srcslot, true); BankItem( dest, pSrcItem, true); } else if( IsEquipmentPos ( dst ) ) { uint16 dest; uint8 msg = CanEquipItem( dstslot, dest, pSrcItem, false ); if( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pSrcItem, NULL ); return; } RemoveItem(srcbag, srcslot, true); EquipItem(dest, pSrcItem, true); AutoUnequipOffhandIfNeed(); } return; } // attempt merge to / fill target item if(!pSrcItem->IsBag() && !pDstItem->IsBag()) { uint8 msg; ItemPosCountVec sDest; uint16 eDest; if( IsInventoryPos( dst ) ) msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, false ); else if( IsBankPos ( dst ) ) msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, false ); else if( IsEquipmentPos ( dst ) ) msg = CanEquipItem( dstslot, eDest, pSrcItem, false ); else return; // can be merge/fill if(msg == EQUIP_ERR_OK) { if( pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize()) { RemoveItem(srcbag, srcslot, true); if( IsInventoryPos( dst ) ) StoreItem( sDest, pSrcItem, true); else if( IsBankPos ( dst ) ) BankItem( sDest, pSrcItem, true); else if( IsEquipmentPos ( dst ) ) { EquipItem( eDest, pSrcItem, true); AutoUnequipOffhandIfNeed(); } } else { pSrcItem->SetCount( pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize()); pDstItem->SetCount( pSrcItem->GetProto()->GetMaxStackSize()); pSrcItem->SetState(ITEM_CHANGED, this); pDstItem->SetState(ITEM_CHANGED, this); if( IsInWorld() ) { pSrcItem->SendUpdateToPlayer( this ); pDstItem->SendUpdateToPlayer( this ); } } return; } } // impossible merge/fill, do real swap uint8 msg; // check src->dest move possibility ItemPosCountVec sDest; uint16 eDest = 0; if( IsInventoryPos( dst ) ) msg = CanStoreItem( dstbag, dstslot, sDest, pSrcItem, true ); else if( IsBankPos( dst ) ) msg = CanBankItem( dstbag, dstslot, sDest, pSrcItem, true ); else if( IsEquipmentPos( dst ) ) { msg = CanEquipItem( dstslot, eDest, pSrcItem, true ); if( msg == EQUIP_ERR_OK ) msg = CanUnequipItem( eDest, true ); } if( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pSrcItem, pDstItem ); return; } // check dest->src move possibility ItemPosCountVec sDest2; uint16 eDest2 = 0; if( IsInventoryPos( src ) ) msg = CanStoreItem( srcbag, srcslot, sDest2, pDstItem, true ); else if( IsBankPos( src ) ) msg = CanBankItem( srcbag, srcslot, sDest2, pDstItem, true ); else if( IsEquipmentPos( src ) ) { msg = CanEquipItem( srcslot, eDest2, pDstItem, true); if( msg == EQUIP_ERR_OK ) msg = CanUnequipItem( eDest2, true); } if( msg != EQUIP_ERR_OK ) { SendEquipError( msg, pDstItem, pSrcItem ); return; } // Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store) if(pSrcItem->IsBag() && pDstItem->IsBag()) { Bag* emptyBag = NULL; Bag* fullBag = NULL; if(((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src)) { emptyBag = (Bag*)pSrcItem; fullBag = (Bag*)pDstItem; } else if(((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst)) { emptyBag = (Bag*)pDstItem; fullBag = (Bag*)pSrcItem; } // bag swap (with items exchange) case if(emptyBag && fullBag) { ItemPrototype const* emotyProto = 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, emotyProto)) { // 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); 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) { uint32 level = 0; if (pItem) if (ItemPrototype const* proto = pItem->GetProto()) level = proto->RequiredLevel; data << uint32(level); // new 2.4.0 } } GetSession()->SendPacket(&data); } void Player::SendBuyError( uint8 msg, Creature* pCreature, uint32 item, uint32 param ) { sLog.outDebug( "WORLD: Sent SMSG_BUY_FAILED" ); WorldPacket data( SMSG_BUY_FAILED, (8+4+4+1) ); data << uint64(pCreature ? pCreature->GetGUID() : 0); data << uint32(item); if (param > 0) data << uint32(param); data << uint8(msg); GetSession()->SendPacket(&data); } void Player::SendSellError( uint8 msg, Creature* pCreature, uint64 guid, uint32 param ) { sLog.outDebug( "WORLD: Sent SMSG_SELL_ITEM" ); WorldPacket data( SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10 data << uint64(pCreature ? pCreature->GetGUID() : 0); data << uint64(guid); if (param > 0) data << uint32(param); data << uint8(msg); GetSession()->SendPacket(&data); } void Player::ClearTrade() { tradeGold = 0; acceptTrade = false; for(uint8 i = 0; i < TRADE_SLOT_COUNT; i++) tradeItems[i] = NULL_SLOT; } void Player::TradeCancel(bool sendback) { if (pTrader) { // send yellow "Trade canceled" message to both traders WorldSession* ws; ws = GetSession(); if (sendback) ws->SendCancelTrade(); ws = pTrader->GetSession(); if (!ws->PlayerLogout()) ws->SendCancelTrade(); // cleanup ClearTrade(); pTrader->ClearTrade(); // prevent loss of reference pTrader->pTrader = NULL; pTrader = NULL; } } void Player::UpdateItemDuration(uint32 time, bool realtimeonly) { if (m_itemDuration.empty()) return; sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time, realtimeonly); for(ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ) { Item* item = *itr; ++itr; // current element can be erased in UpdateDuration if ((realtimeonly && item->GetProto()->Duration < 0) || !realtimeonly) item->UpdateDuration(this,time); } } void Player::UpdateEnchantTime(uint32 time) { for(EnchantDurationList::iterator itr = m_enchantDuration.begin(),next;itr != m_enchantDuration.end();itr=next) { assert(itr->item); next = itr; if (!itr->item->GetEnchantmentId(itr->slot)) { next = m_enchantDuration.erase(itr); } else if (itr->leftduration <= time) { ApplyEnchantment(itr->item, itr->slot, false, false); itr->item->ClearEnchantment(itr->slot); next = m_enchantDuration.erase(itr); } else if (itr->leftduration > time) { itr->leftduration -= time; ++next; } } } void Player::AddEnchantmentDurations(Item *item) { for(int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x) { if (!item->GetEnchantmentId(EnchantmentSlot(x))) continue; uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x)); if (duration > 0) AddEnchantmentDuration(item, EnchantmentSlot(x), duration); } } void Player::RemoveEnchantmentDurations(Item *item) { for(EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();) { if (itr->item == item) { // save duration in item item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration); itr = m_enchantDuration.erase(itr); } else ++itr; } } void Player::RemoveArenaEnchantments(EnchantmentSlot slot) { // remove enchantments from equipped items first to clean up the m_enchantDuration list for(EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next) { next = itr; if (itr->slot == slot) { if (itr->item && itr->item->GetEnchantmentId(slot)) { // Poisons and DK runes are enchants which are allowed on arenas if (spellmgr.IsArenaAllowedEnchancment(itr->item->GetEnchantmentId(slot))) { ++next; continue; } // remove from stats ApplyEnchantment(itr->item, slot, false, false); // remove visual itr->item->ClearEnchantment(slot); } // remove from update list next = m_enchantDuration.erase(itr); } else ++next; } // remove enchants from inventory items // NOTE: no need to remove these from stats, since these aren't equipped // in inventory for(uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i) if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i)) if (pItem->GetEnchantmentId(slot)) pItem->ClearEnchantment(slot); // in inventory bags for(uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i) if (Bag* pBag = (Bag*)GetItemByPos( INVENTORY_SLOT_BAG_0, i )) for(uint32 j = 0; j < pBag->GetBagSize(); j++) if (Item* pItem = pBag->GetItemByPos(j)) if (pItem->GetEnchantmentId(slot)) pItem->ClearEnchantment(slot); } // duration == 0 will remove item enchant void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration) { if (!item) return; if (slot >= MAX_ENCHANTMENT_SLOT) return; for(EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr) { if (itr->item == item && itr->slot == slot) { itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration); m_enchantDuration.erase(itr); break; } } if (item && duration > 0 ) { GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(), slot, uint32(duration/1000)); m_enchantDuration.push_back(EnchantDuration(item, slot, duration)); } } void Player::ApplyEnchantment(Item *item,bool apply) { for(uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot) ApplyEnchantment(item, EnchantmentSlot(slot), apply); } void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition) { if (!item) return; if (!item->IsEquipped()) return; if (slot >= MAX_ENCHANTMENT_SLOT) return; uint32 enchant_id = item->GetEnchantmentId(slot); if (!enchant_id) return; SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id); if (!pEnchant) return; if (!ignore_condition && pEnchant->EnchantmentCondition && !((Player*)this)->EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1)) return; if (!item->IsBroken()) { for (int s = 0; s < 3; ++s) { uint32 enchant_display_type = pEnchant->type[s]; uint32 enchant_amount = pEnchant->amount[s]; uint32 enchant_spell_id = pEnchant->spellid[s]; switch(enchant_display_type) { case ITEM_ENCHANTMENT_TYPE_NONE: break; case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL: // processed in Player::CastItemCombatSpell break; case ITEM_ENCHANTMENT_TYPE_DAMAGE: if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND) HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply); else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND) HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply); else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED) HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply); break; case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL: if (enchant_spell_id) { if (apply) { int32 basepoints = 0; // Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor) if (item->GetItemRandomPropertyId()) { ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if (item_rand) { // Search enchant_amount for (int k = 0; k < 3; ++k) { if(item_rand->enchant_id[k] == enchant_id) { basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); break; } } } } // Cast custom spell vs all equal basepoints getted from enchant_amount if (basepoints) CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item); else CastSpell(this, enchant_spell_id, true, item); } else RemoveAurasDueToItemSpell(item, enchant_spell_id); } break; case ITEM_ENCHANTMENT_TYPE_RESISTANCE: if (!enchant_amount) { ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if(item_rand) { for (int k = 0; k < 3; ++k) { if(item_rand->enchant_id[k] == enchant_id) { enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); break; } } } } HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply); break; case ITEM_ENCHANTMENT_TYPE_STAT: { if (!enchant_amount) { ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId())); if(item_rand_suffix) { for (int k = 0; k < 3; ++k) { if(item_rand_suffix->enchant_id[k] == enchant_id) { enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000 ); break; } } } } sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id); switch (enchant_spell_id) { case ITEM_MOD_MANA: sLog.outDebug("+ %u MANA",enchant_amount); HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply); break; case ITEM_MOD_HEALTH: sLog.outDebug("+ %u HEALTH",enchant_amount); HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply); break; case ITEM_MOD_AGILITY: sLog.outDebug("+ %u AGILITY",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply); break; case ITEM_MOD_STRENGTH: sLog.outDebug("+ %u STRENGTH",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply); break; case ITEM_MOD_INTELLECT: sLog.outDebug("+ %u INTELLECT",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply); break; case ITEM_MOD_SPIRIT: sLog.outDebug("+ %u SPIRIT",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply); break; case ITEM_MOD_STAMINA: sLog.outDebug("+ %u STAMINA",enchant_amount); HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply); ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply); break; case ITEM_MOD_DEFENSE_SKILL_RATING: ((Player*)this)->ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply); sLog.outDebug("+ %u DEFENCE", enchant_amount); break; case ITEM_MOD_DODGE_RATING: ((Player*)this)->ApplyRatingMod(CR_DODGE, enchant_amount, apply); sLog.outDebug("+ %u DODGE", enchant_amount); break; case ITEM_MOD_PARRY_RATING: ((Player*)this)->ApplyRatingMod(CR_PARRY, enchant_amount, apply); sLog.outDebug("+ %u PARRY", enchant_amount); break; case ITEM_MOD_BLOCK_RATING: ((Player*)this)->ApplyRatingMod(CR_BLOCK, enchant_amount, apply); sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount); break; case ITEM_MOD_HIT_MELEE_RATING: ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply); sLog.outDebug("+ %u MELEE_HIT", enchant_amount); break; case ITEM_MOD_HIT_RANGED_RATING: ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply); sLog.outDebug("+ %u RANGED_HIT", enchant_amount); break; case ITEM_MOD_HIT_SPELL_RATING: ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply); sLog.outDebug("+ %u SPELL_HIT", enchant_amount); break; case ITEM_MOD_CRIT_MELEE_RATING: ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply); sLog.outDebug("+ %u MELEE_CRIT", enchant_amount); break; case ITEM_MOD_CRIT_RANGED_RATING: ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply); sLog.outDebug("+ %u RANGED_CRIT", enchant_amount); break; case ITEM_MOD_CRIT_SPELL_RATING: ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply); sLog.outDebug("+ %u SPELL_CRIT", enchant_amount); break; // Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used // in Enchantments // case ITEM_MOD_HIT_TAKEN_MELEE_RATING: // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply); // break; // case ITEM_MOD_HIT_TAKEN_RANGED_RATING: // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply); // break; // case ITEM_MOD_HIT_TAKEN_SPELL_RATING: // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply); // break; // case ITEM_MOD_CRIT_TAKEN_MELEE_RATING: // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply); // break; // case ITEM_MOD_CRIT_TAKEN_RANGED_RATING: // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply); // break; // case ITEM_MOD_CRIT_TAKEN_SPELL_RATING: // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply); // break; // case ITEM_MOD_HASTE_MELEE_RATING: // ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply); // break; // case ITEM_MOD_HASTE_RANGED_RATING: // ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply); // break; case ITEM_MOD_HASTE_SPELL_RATING: ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply); break; case ITEM_MOD_HIT_RATING: ((Player*)this)->ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply); sLog.outDebug("+ %u HIT", enchant_amount); break; case ITEM_MOD_CRIT_RATING: ((Player*)this)->ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply); sLog.outDebug("+ %u CRITICAL", enchant_amount); break; // Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment // case ITEM_MOD_HIT_TAKEN_RATING: // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply); // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply); // ((Player*)this)->ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply); // break; // case ITEM_MOD_CRIT_TAKEN_RATING: // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply); // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply); // ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply); // break; case ITEM_MOD_RESILIENCE_RATING: ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply); sLog.outDebug("+ %u RESILIENCE", enchant_amount); break; case ITEM_MOD_HASTE_RATING: ((Player*)this)->ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply); ((Player*)this)->ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply); sLog.outDebug("+ %u HASTE", enchant_amount); break; case ITEM_MOD_EXPERTISE_RATING: ((Player*)this)->ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply); sLog.outDebug("+ %u EXPERTISE", enchant_amount); break; case ITEM_MOD_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply); HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply); sLog.outDebug("+ %u ATTACK_POWER", enchant_amount); break; case ITEM_MOD_RANGED_ATTACK_POWER: HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply); sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount); break; case ITEM_MOD_FERAL_ATTACK_POWER: ((Player*)this)->ApplyFeralAPBonus(enchant_amount, apply); sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount); break; case ITEM_MOD_MANA_REGENERATION: ((Player*)this)->ApplyManaRegenBonus(enchant_amount, apply); sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount); break; case ITEM_MOD_ARMOR_PENETRATION_RATING: ((Player*)this)->ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply); sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount); break; case ITEM_MOD_SPELL_POWER: ((Player*)this)->ApplySpellPowerBonus(enchant_amount, apply); sLog.outDebug("+ %u SPELL_POWER", enchant_amount); break; case ITEM_MOD_SPELL_HEALING_DONE: // deprecated case ITEM_MOD_SPELL_DAMAGE_DONE: // deprecated default: break; } break; } case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon { if(getClass() == CLASS_SHAMAN) { float addValue = 0.0f; if(item->GetSlot() == EQUIPMENT_SLOT_MAINHAND) { addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f); HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply); } else if(item->GetSlot() == EQUIPMENT_SLOT_OFFHAND ) { addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f); HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply); } } break; } case ITEM_ENCHANTMENT_TYPE_USE_SPELL: // processed in Player::CastItemUseSpell break; case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET: // nothing do.. break; default: sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type); break; } /*switch(enchant_display_type)*/ } /*for*/ } // visualize enchantment at player and equipped items if(slot == PERM_ENCHANTMENT_SLOT) SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0); if(slot == TEMP_ENCHANTMENT_SLOT) SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0); if(apply_dur) { if(apply) { // set duration uint32 duration = item->GetEnchantmentDuration(slot); if(duration > 0) AddEnchantmentDuration(item, slot, duration); } else { // duration == 0 will remove EnchantDuration AddEnchantmentDuration(item, slot, 0); } } } void Player::SendEnchantmentDurations() { for(EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr) { GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000); } } void Player::SendItemDurations() { for(ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr) { (*itr)->SendTimeUpdate(this); } } void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast) { if(!item) // prevent crash return; // last check 2.0.10 WorldPacket data( SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4) ); data << uint64(GetGUID()); // player GUID data << uint32(received); // 0=looted, 1=from npc data << uint32(created); // 0=received, 1=created data << uint32(1); // always 0x01 (probably meant to be count of listed items) data << uint8(item->GetBagSlot()); // bagslot // item slot, but when added to stack: 0xFFFFFFFF data << uint32((item->GetCount() == count) ? item->GetSlot() : -1); data << uint32(item->GetEntry()); // item id data << uint32(item->GetItemSuffixFactor()); // SuffixFactor data << uint32(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); } /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ void Player::PrepareQuestMenu( uint64 guid ) { Object *pObject; QuestRelations* pObjectQR; QuestRelations* pObjectQIR; // pets also can have quests Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid); if( pCreature ) { pObject = (Object*)pCreature; pObjectQR = &objmgr.mCreatureQuestRelations; pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations; } else { //we should obtain map pointer from GetMap() in 99% of cases. Special case //only for quests which cast teleport spells on player Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId()); ASSERT(_map); GameObject *pGameObject = _map->GetGameObject(guid); if( pGameObject ) { pObject = (Object*)pGameObject; pObjectQR = &objmgr.mGOQuestRelations; pObjectQIR = &objmgr.mGOQuestInvolvedRelations; } else return; } QuestMenu &qm = PlayerTalkClass->GetQuestMenu(); qm.ClearMenu(); for(QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i) { uint32 quest_id = i->second; QuestStatus status = GetQuestStatus( quest_id ); if ( status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus( quest_id ) ) qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2); else if ( status == QUEST_STATUS_INCOMPLETE ) qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2); //else if (status == QUEST_STATUS_AVAILABLE ) // qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT); } for(QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i) { uint32 quest_id = i->second; Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); if(!pQuest) continue; QuestStatus status = GetQuestStatus( quest_id ); if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false)) qm.AddMenuItem(quest_id, DIALOG_STATUS_UNK2); else if ( status == QUEST_STATUS_NONE && CanTakeQuest( pQuest, false ) ) qm.AddMenuItem(quest_id, DIALOG_STATUS_CHAT); } } void Player::SendPreparedQuest(uint64 guid) { QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu(); if (questMenu.Empty()) return; QuestMenuItem const& qmi0 = questMenu.GetItem(0); uint32 status = qmi0.m_qIcon; // single element case if (questMenu.MenuItemCount() == 1) { // Auto open -- maybe also should verify there is no greeting uint32 quest_id = qmi0.m_qId; Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); if (pQuest) { if (status == DIALOG_STATUS_UNK2 && !GetQuestRewardStatus(quest_id)) PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true); else if (status == DIALOG_STATUS_UNK2) PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true); // Send completable on repeatable and autoCompletable quest if player don't have quest // TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not) else if (pQuest->IsAutoComplete() && pQuest->IsRepeatable() && !pQuest->IsDaily()) PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanCompleteRepeatableQuest(pQuest), true); else PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, guid, true); } } // multiply entries else { QEmote qe; qe._Delay = 0; qe._Emote = 0; std::string title = ""; // need pet case for some quests Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid); if (pCreature) { uint32 textid = pCreature->GetNpcTextId(); GossipText const* gossiptext = objmgr.GetGossipText(textid); if (!gossiptext) { qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote title = ""; } else { qe = gossiptext->Options[0].Emotes[0]; if(!gossiptext->Options[0].Text_0.empty()) { title = gossiptext->Options[0].Text_0; int loc_idx = GetSession()->GetSessionDbLocaleIndex(); if (loc_idx >= 0) { NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid); if (nl) { if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty()) title = nl->Text_0[0][loc_idx]; } } } else { title = gossiptext->Options[0].Text_1; int loc_idx = GetSession()->GetSessionDbLocaleIndex(); if (loc_idx >= 0) { NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid); if (nl) { if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty()) title = nl->Text_1[0][loc_idx]; } } } } } PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid); } } bool Player::IsActiveQuest( uint32 quest_id ) const { QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id); return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE; } Quest const * Player::GetNextQuest( uint64 guid, Quest const *pQuest ) { Object *pObject; QuestRelations* pObjectQR; QuestRelations* pObjectQIR; Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid); if( pCreature ) { pObject = (Object*)pCreature; pObjectQR = &objmgr.mCreatureQuestRelations; pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations; } else { //we should obtain map pointer from GetMap() in 99% of cases. Special case //only for quests which cast teleport spells on player Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId()); ASSERT(_map); GameObject *pGameObject = _map->GetGameObject(guid); if( pGameObject ) { pObject = (Object*)pGameObject; pObjectQR = &objmgr.mGOQuestRelations; pObjectQIR = &objmgr.mGOQuestInvolvedRelations; } else return NULL; } uint32 nextQuestID = pQuest->GetNextQuestInChain(); for(QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr) { if (itr->second == nextQuestID) return objmgr.GetQuestTemplate(nextQuestID); } return NULL; } bool Player::CanSeeStartQuest( Quest const *pQuest ) { if( SatisfyQuestRace( pQuest, false ) && SatisfyQuestSkillOrClass( pQuest, false ) && SatisfyQuestExclusiveGroup( pQuest, false ) && SatisfyQuestReputation( pQuest, false ) && SatisfyQuestPreviousQuest( pQuest, false ) && SatisfyQuestNextChain( pQuest, false ) && SatisfyQuestPrevChain( pQuest, false ) && SatisfyQuestDay( pQuest, false ) ) { return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel(); } return false; } bool Player::CanTakeQuest( Quest const *pQuest, bool msg ) { return SatisfyQuestStatus( pQuest, msg ) && SatisfyQuestExclusiveGroup( pQuest, msg ) && SatisfyQuestRace( pQuest, msg ) && SatisfyQuestLevel( pQuest, msg ) && SatisfyQuestSkillOrClass( pQuest, msg ) && SatisfyQuestReputation( pQuest, msg ) && SatisfyQuestPreviousQuest( pQuest, msg ) && SatisfyQuestTimed( pQuest, msg ) && SatisfyQuestNextChain( pQuest, msg ) && SatisfyQuestPrevChain( pQuest, msg ) && SatisfyQuestDay( pQuest, msg ); } bool Player::CanAddQuest( Quest const *pQuest, bool msg ) { if( !SatisfyQuestLog( msg ) ) return false; uint32 srcitem = pQuest->GetSrcItemId(); if( srcitem > 0 ) { uint32 count = pQuest->GetSrcItemCount(); ItemPosCountVec dest; uint8 msg2 = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count ); // player already have max number (in most case 1) source item, no additional item needed and quest can be added. if( msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS ) return true; else if( msg2 != EQUIP_ERR_OK ) { SendEquipError( msg2, NULL, NULL ); return false; } } return true; } bool Player::CanCompleteQuest( uint32 quest_id ) { if( quest_id ) { QuestStatusData& q_status = mQuestStatus[quest_id]; if( q_status.m_status == QUEST_STATUS_COMPLETE ) return false; // not allow re-complete quest Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); if(!qInfo) return false; // auto complete quest if (qInfo->IsAutoComplete() && CanTakeQuest(qInfo, false)) return true; if ( q_status.m_status == QUEST_STATUS_INCOMPLETE ) { if ( qInfo->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) ) { for(uint8 i = 0; i < QUEST_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; 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_OBJECTIVES_COUNT; i++) if( pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]) ) return false; if( !CanRewardQuest(pQuest, false) ) return false; return true; } bool Player::CanRewardQuest( Quest const *pQuest, bool msg ) { // not auto complete quest and not completed quest (only cheating case, then ignore without message) if(!pQuest->IsAutoComplete() && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE) return false; // daily quest can't be rewarded (25 daily quest already completed) if(!SatisfyQuestDay(pQuest,true)) return false; // rewarded and not repeatable quest (only cheating case, then ignore without message) if(GetQuestRewardStatus(pQuest->GetQuestId())) return false; // prevent receive reward with quest items in bank if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) ) { for(uint8 i = 0; i < QUEST_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_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); uint32 qtime = 0; if( pQuest->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) ) { uint32 limittime = pQuest->GetLimitTime(); // shared timed quest if(questGiver && questGiver->GetTypeId()==TYPEID_PLAYER) limittime = ((Player*)questGiver)->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS; AddTimedQuest( quest_id ); questStatusData.m_timer = limittime * IN_MILISECONDS; qtime = static_cast(time(NULL)) + limittime; } else questStatusData.m_timer = 0; SetQuestSlot(log_slot, quest_id, qtime); if (questStatusData.uState != QUEST_NEW) questStatusData.uState = QUEST_CHANGED; //starting initial quest script if(questGiver && pQuest->GetQuestStartScript()!=0) GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this); // Some spells applied at quest activation SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true); if(saBounds.first != saBounds.second) { uint32 zone, area; GetZoneAndAreaId(zone,area); for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area)) if( !HasAura(itr->second->spellId) ) CastSpell(this,itr->second->spellId,true); } UpdateForQuestWorldObjects(); } void Player::CompleteQuest( uint32 quest_id ) { if( quest_id ) { SetQuestStatus( quest_id, QUEST_STATUS_COMPLETE ); uint16 log_slot = FindQuestSlot( quest_id ); if( log_slot < MAX_QUEST_LOG_SIZE) SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE); if(Quest const* qInfo = objmgr.GetQuestTemplate(quest_id)) { if( qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED) ) RewardQuest(qInfo,0,this,false); else SendQuestComplete( quest_id ); } } } void Player::IncompleteQuest( uint32 quest_id ) { if( quest_id ) { SetQuestStatus( quest_id, QUEST_STATUS_INCOMPLETE ); uint16 log_slot = FindQuestSlot( quest_id ); if( log_slot < MAX_QUEST_LOG_SIZE) RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE); } } void Player::RewardQuest( Quest const *pQuest, uint32 reward, Object* questGiver, bool announce ) { //this THING should be here to protect code from quest, which cast on player far teleport as a reward //should work fine, cause far teleport will be executed in Player::Update() SetCanDelayTeleport(true); uint32 quest_id = pQuest->GetQuestId(); for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++ ) { if (pQuest->ReqItemId[i]) DestroyItemCount( pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true); } TakeQuestSourceItem(quest_id, true); // take quest src item from player on completing quest 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 = GetAurasByType(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, MaNGOS::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills())); // title reward if (pQuest->GetCharTitleId()) { if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId())) SetTitle(titleEntry); } if (pQuest->GetBonusTalents()) { m_questRewardTalentCount+=pQuest->GetBonusTalents(); InitTalentForLevel(); } // Send reward mail if (pQuest->GetRewMailTemplateId()) { MailMessageType mailType; uint32 senderGuidOrEntry; switch(questGiver->GetTypeId()) { case TYPEID_UNIT: mailType = MAIL_CREATURE; senderGuidOrEntry = questGiver->GetEntry(); break; case TYPEID_GAMEOBJECT: mailType = MAIL_GAMEOBJECT; senderGuidOrEntry = questGiver->GetEntry(); break; case TYPEID_ITEM: mailType = MAIL_ITEM; senderGuidOrEntry = questGiver->GetEntry(); break; case TYPEID_PLAYER: mailType = MAIL_NORMAL; senderGuidOrEntry = questGiver->GetGUIDLow(); break; default: mailType = MAIL_NORMAL; senderGuidOrEntry = GetGUIDLow(); break; } Loot questMailLoot; questMailLoot.FillLoot(pQuest->GetQuestId(), LootTemplates_QuestMail, this,true); // fill mail MailItemsInfo mi; // item list preparing uint32 max_slot = questMailLoot.GetMaxSlotInLootFor(this); for(uint32 i = 0; mi.size() < MAX_MAIL_ITEMS && i < max_slot; ++i) { if (LootItem* lootitem = questMailLoot.LootItemInSlot(i,this)) { if (Item* item = Item::CreateItem(lootitem->itemid,lootitem->count,this)) { item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item); } } } WorldSession::SendMailTo(this, mailType, MAIL_STATIONERY_NORMAL, senderGuidOrEntry, GetGUIDLow(), "", 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE,pQuest->GetRewMailDelaySecs(),pQuest->GetRewMailTemplateId()); } if (pQuest->IsDaily()) { SetDailyQuestStatus(quest_id); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1); } if (!pQuest->IsRepeatable()) SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE); else SetQuestStatus(quest_id, QUEST_STATUS_NONE); q_status.m_rewarded = true; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; if (announce) SendQuestReward( pQuest, XP, questGiver ); // cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data) if (pQuest->GetRewSpellCast() > 0) CastSpell( this, pQuest->GetRewSpellCast(), true); else if ( pQuest->GetRewSpell() > 0) CastSpell( this, pQuest->GetRewSpell(), true); if (pQuest->GetZoneOrSort() > 0) GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort()); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT); GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId()); uint32 zone = 0; uint32 area = 0; // remove auras from spells with quest reward state limitations SpellAreaForQuestMapBounds saEndBounds = spellmgr.GetSpellAreaForQuestEndMapBounds(quest_id); if(saEndBounds.first != saEndBounds.second) { GetZoneAndAreaId(zone,area); for(SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr) if(!itr->second->IsFitToRequirements(this,zone,area)) RemoveAurasDueToSpell(itr->second->spellId); } // Some spells applied at quest reward SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,false); if(saBounds.first != saBounds.second) { if(!zone || !area) GetZoneAndAreaId(zone,area); for(SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr) if(itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area)) if( !HasAura(itr->second->spellId) ) CastSpell(this,itr->second->spellId,true); } //lets remove flag for delayed teleports SetCanDelayTeleport(false); } void Player::FailQuest(uint32 questId) { if (Quest const* pQuest = objmgr.GetQuestTemplate(questId)) { SetQuestStatus(questId, QUEST_STATUS_FAILED); uint16 log_slot = FindQuestSlot(questId); if (log_slot < MAX_QUEST_LOG_SIZE) { SetQuestSlotTimer(log_slot, 1); SetQuestSlotState(log_slot, QUEST_STATE_FAIL); } if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED)) { QuestStatusData& q_status = mQuestStatus[questId]; RemoveTimedQuest(questId); q_status.m_timer = 0; SendQuestTimerFailed(questId); } else SendQuestFailed(questId); } } bool Player::SatisfyQuestSkillOrClass( Quest const* qInfo, bool msg ) { int32 zoneOrSort = qInfo->GetZoneOrSort(); int32 skillOrClass = qInfo->GetSkillOrClass(); // skip zone zoneOrSort and 0 case skillOrClass if( zoneOrSort >= 0 && skillOrClass == 0 ) return true; int32 questSort = -zoneOrSort; uint8 reqSortClass = ClassByQuestSort(questSort); // check class sort cases in zoneOrSort if( reqSortClass != 0 && getClass() != reqSortClass) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } // check class if( skillOrClass < 0 ) { uint8 reqClass = -int32(skillOrClass); if(getClass() != reqClass) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } } // check skill else if( skillOrClass > 0 ) { uint32 reqSkill = skillOrClass; if( GetSkillValue( reqSkill ) < qInfo->GetRequiredSkillValue() ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } } return true; } bool Player::SatisfyQuestLevel( Quest const* qInfo, bool msg ) { if( getLevel() < qInfo->GetMinLevel() ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } return true; } bool Player::SatisfyQuestLog( bool msg ) { // exist free slot if( FindQuestSlot(0) < MAX_QUEST_LOG_SIZE ) return true; if( msg ) { WorldPacket data( SMSG_QUESTLOG_FULL, 0 ); GetSession()->SendPacket( &data ); sLog.outDebug( "WORLD: Sent QUEST_LOG_FULL_MESSAGE" ); } return false; } bool Player::SatisfyQuestPreviousQuest( Quest const* qInfo, bool msg ) { // No previous quest (might be first quest in a series) if( qInfo->prevQuests.empty()) return true; for(Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter ) { uint32 prevId = abs(*iter); QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId ); Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId); if( qPrevInfo && i_prevstatus != mQuestStatus.end() ) { // If any of the positive previous quests completed, return true if( *iter > 0 && i_prevstatus->second.m_rewarded ) { // skip one-from-all exclusive group if(qPrevInfo->GetExclusiveGroup() >= 0) return true; // each-from-all exclusive group ( < 0) // can be start if only all quests in prev quest exclusive group completed and rewarded ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup()); ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup()); assert(iter2!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0 for(; iter2 != end; ++iter2) { uint32 exclude_Id = iter2->second; // skip checked quest id, only state of other quests in group is interesting if(exclude_Id == prevId) continue; QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id ); // alternative quest from group also must be completed and rewarded(reported) if( i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } } return true; } // If any of the negative previous quests active, return true if( *iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))) { // skip one-from-all exclusive group if(qPrevInfo->GetExclusiveGroup() >= 0) return true; // each-from-all exclusive group ( < 0) // can be start if only all quests in prev quest exclusive group active ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup()); ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup()); assert(iter2!=end); // always must be found if qPrevInfo->ExclusiveGroup != 0 for(; iter2 != end; ++iter2) { uint32 exclude_Id = iter2->second; // skip checked quest id, only state of other quests in group is interesting if(exclude_Id == prevId) continue; QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id ); // alternative quest from group also must be active if( i_exstatus == mQuestStatus.end() || i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE && (i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)) ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } } return true; } } } // Has only positive prev. quests in non-rewarded state // and negative prev. quests in non-active state if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } bool Player::SatisfyQuestRace( Quest const* qInfo, bool msg ) { uint32 reqraces = qInfo->GetRequiredRaces(); if ( reqraces == 0 ) return true; if( (reqraces & getRaceMask()) == 0 ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_QUEST_FAILED_WRONG_RACE ); return false; } return true; } bool Player::SatisfyQuestReputation( Quest const* qInfo, bool msg ) { uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep if(fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue()) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep if(fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue()) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } return true; } bool Player::SatisfyQuestStatus( Quest const* qInfo, bool msg ) { QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetQuestId() ); if ( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_QUEST_ALREADY_ON ); return false; } return true; } bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg) { if (m_timedquests.empty() && qInfo->HasFlag(QUEST_TRINITY_FLAGS_TIMED)) { if (msg) SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED); return false; } return true; } bool Player::SatisfyQuestExclusiveGroup( Quest const* qInfo, bool msg ) { // non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed if(qInfo->GetExclusiveGroup() <= 0) return true; ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup()); ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup()); assert(iter!=end); // always must be found if qInfo->ExclusiveGroup != 0 for(; iter != end; ++iter) { uint32 exclude_Id = iter->second; // skip checked quest id, only state of other quests in group is interesting if(exclude_Id == qInfo->GetQuestId()) continue; // not allow have daily quest if daily quest from exclusive group already recently completed Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id); if( !SatisfyQuestDay(Nquest, false) ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } QuestStatusMap::iterator i_exstatus = mQuestStatus.find( exclude_Id ); // alternative quest already started or completed if( i_exstatus != mQuestStatus.end() && (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE) ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } } return true; } bool Player::SatisfyQuestNextChain( Quest const* qInfo, bool msg ) { if(!qInfo->GetNextQuestInChain()) return true; // next quest in chain already started or completed QuestStatusMap::iterator itr = mQuestStatus.find( qInfo->GetNextQuestInChain() ); if( itr != mQuestStatus.end() && (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE) ) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } // check for all quests further up the chain // only necessary if there are quest chains with more than one quest that can be skipped //return SatisfyQuestNextChain( qInfo->GetNextQuestInChain(), msg ); return true; } bool Player::SatisfyQuestPrevChain( Quest const* qInfo, bool msg ) { // No previous quest in chain if( qInfo->prevChainQuests.empty()) return true; for(Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter ) { uint32 prevId = *iter; QuestStatusMap::iterator i_prevstatus = mQuestStatus.find( prevId ); if( i_prevstatus != mQuestStatus.end() ) { // If any of the previous quests in chain active, return false if( i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE || (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DONT_HAVE_REQ ); return false; } } // check for all quests further down the chain // only necessary if there are quest chains with more than one quest that can be skipped //if( !SatisfyQuestPrevChain( prevId, msg ) ) // return false; } // No previous quest in chain active return true; } bool Player::SatisfyQuestDay( Quest const* qInfo, bool msg ) { if(!qInfo->IsDaily()) return true; bool have_slot = false; for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) { uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx); if(qInfo->GetQuestId()==id) return false; if(!id) have_slot = true; } if(!have_slot) { if( msg ) SendCanTakeQuestResponse( INVALIDREASON_DAILY_QUESTS_REMAINING ); return false; } return true; } bool Player::GiveQuestSourceItem( Quest const *pQuest ) { uint32 srcitem = pQuest->GetSrcItemId(); if( srcitem > 0 ) { uint32 count = pQuest->GetSrcItemCount(); if( count <= 0 ) count = 1; ItemPosCountVec dest; uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, srcitem, count ); if( msg == EQUIP_ERR_OK ) { Item * item = StoreNewItem(dest, srcitem, true); SendNewItem(item, count, true, false); return true; } // player already have max amount required item, just report success else if( msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS ) return true; else SendEquipError( msg, NULL, NULL ); return false; } return true; } bool Player::TakeQuestSourceItem( uint32 quest_id, bool msg ) { Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); if( qInfo ) { uint32 srcitem = qInfo->GetSrcItemId(); if( srcitem > 0 ) { uint32 count = qInfo->GetSrcItemCount(); if( count <= 0 ) count = 1; // exist one case when destroy source quest item not possible: // non un-equippable item (equipped non-empty bag, for example) uint8 res = CanUnequipItems(srcitem,count); if(res != EQUIP_ERR_OK) { if(msg) SendEquipError( res, NULL, NULL ); return false; } DestroyItemCount(srcitem, count, true, true); } } return true; } bool Player::GetQuestRewardStatus( uint32 quest_id ) const { Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); if( qInfo ) { // for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id ); if( itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE && !qInfo->IsRepeatable() ) return itr->second.m_rewarded; return false; } return false; } QuestStatus Player::GetQuestStatus( uint32 quest_id ) const { if( quest_id ) { QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id ); if( itr != mQuestStatus.end() ) return itr->second.m_status; } return QUEST_STATUS_NONE; } bool Player::CanShareQuest(uint32 quest_id) const { Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); if( qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE) ) { QuestStatusMap::const_iterator itr = mQuestStatus.find( quest_id ); if( itr != mQuestStatus.end() ) return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE; } return false; } void Player::SetQuestStatus(uint32 quest_id, QuestStatus status) { if (Quest const* qInfo = objmgr.GetQuestTemplate(quest_id)) { QuestStatusData& q_status = mQuestStatus[quest_id]; q_status.m_status = status; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; } UpdateForQuestWorldObjects(); } // not used in TrinIty, but used in scripting code uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry) { Quest const* qInfo = objmgr.GetQuestTemplate(quest_id); if( !qInfo ) return 0; for (int j = 0; j < QUEST_OBJECTIVES_COUNT; ++j) if ( qInfo->ReqCreatureOrGOId[j] == entry ) return mQuestStatus[quest_id].m_creatureOrGOcount[j]; return 0; } void Player::AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData ) { if ( pQuest->HasFlag( QUEST_TRINITY_FLAGS_DELIVER ) ) { for(uint8 i = 0; i < QUEST_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 (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { uint32 reqitem = qInfo->ReqItemId[j]; if ( reqitem == entry ) { uint32 reqitemcount = qInfo->ReqItemCount[j]; uint32 curitemcount = q_status.m_itemcount[j]; if ( curitemcount < reqitemcount ) { uint32 additemcount = ( curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount); q_status.m_itemcount[j] += additemcount; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; SendQuestUpdateAddItem( qInfo, j, additemcount ); } if ( CanCompleteQuest( questid ) ) CompleteQuest( questid ); return; } } } 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 (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { uint32 reqitem = qInfo->ReqItemId[j]; if ( reqitem == entry ) { QuestStatusData& q_status = mQuestStatus[questid]; uint32 reqitemcount = qInfo->ReqItemCount[j]; uint32 curitemcount; if( q_status.m_status != QUEST_STATUS_COMPLETE ) curitemcount = q_status.m_itemcount[j]; else curitemcount = GetItemCount(entry,true); if ( curitemcount < reqitemcount + count ) { uint32 remitemcount = ( curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount); q_status.m_itemcount[j] = curitemcount - remitemcount; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; IncompleteQuest( questid ); } return; } } } UpdateForQuestWorldObjects(); } void Player::KilledMonster( CreatureInfo const* cInfo, uint64 guid ) { if(cInfo->Entry) KilledMonsterCredit(cInfo->Entry,guid); for(int 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; GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, 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 (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { // skip GO activate objective or none if(qInfo->ReqCreatureOrGOId[j] <=0) continue; // skip Cast at creature objective if(qInfo->ReqSpell[j] !=0 ) continue; uint32 reqkill = qInfo->ReqCreatureOrGOId[j]; if ( reqkill == entry ) { uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j]; uint32 curkillcount = q_status.m_creatureOrGOcount[j]; if ( curkillcount < reqkillcount ) { q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curkillcount, addkillcount); } if ( CanCompleteQuest( questid ) ) CompleteQuest( questid ); // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). continue; } } } } } } void Player::CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id ) { bool isCreature = IS_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 (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { // skip kill creature objective (0) or wrong spell casts if(qInfo->ReqSpell[j] != spell_id ) continue; uint32 reqTarget = 0; if(isCreature) { // creature activate objectives if(qInfo->ReqCreatureOrGOId[j] > 0) // checked at quest_template loading reqTarget = qInfo->ReqCreatureOrGOId[j]; } else { // GO activate objective if(qInfo->ReqCreatureOrGOId[j] < 0) // checked at quest_template loading reqTarget = - qInfo->ReqCreatureOrGOId[j]; } // other not this creature/GO related objectives if( reqTarget != entry ) continue; uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j]; uint32 curCastCount = q_status.m_creatureOrGOcount[j]; if ( curCastCount < reqCastCount ) { q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curCastCount, addCastCount); } if ( CanCompleteQuest( questid ) ) CompleteQuest( questid ); // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). break; } } } } } void Player::TalkedToCreature( uint32 entry, uint64 guid ) { uint32 addTalkCount = 1; for( 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 (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { // skip spell casts and Gameobject objectives if(qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0) continue; uint32 reqTarget = 0; if(qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives // checked at quest_template loading reqTarget = qInfo->ReqCreatureOrGOId[j]; else continue; if ( reqTarget == entry ) { uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j]; uint32 curTalkCount = q_status.m_creatureOrGOcount[j]; if ( curTalkCount < reqTalkCount ) { q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount; if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED; SendQuestUpdateAddCreatureOrGo( qInfo, guid, j, curTalkCount, addTalkCount); } if ( CanCompleteQuest( questid ) ) CompleteQuest( questid ); // same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization). continue; } } } } } } void Player::MoneyChanged( uint32 count ) { for( 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 ); } } } } } } 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 (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { if(itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j] ) return true; } // This part - for ReqSource for (int j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; j++) { // examined item is a source item if (qinfo->ReqSourceId[j] == itemid) { 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 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 << 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 << quest_id; GetSession()->SendPacket( &data ); sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER"); } } void Player::SendCanTakeQuestResponse( uint32 msg ) { WorldPacket data( SMSG_QUESTGIVER_QUEST_INVALID, 4 ); data << uint32(msg); GetSession()->SendPacket( &data ); sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID"); } void Player::SendPushToPartyResponse( Player *pPlayer, uint32 msg ) { if( pPlayer ) { WorldPacket data( MSG_QUEST_PUSH_RESULT, (8+1) ); data << uint64(pPlayer->GetGUID()); data << uint8(msg); // valid values: 0-8 GetSession()->SendPacket( &data ); sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT"); } } void Player::SendQuestUpdateAddItem( Quest const* pQuest, uint32 item_idx, uint32 count ) { WorldPacket data( SMSG_QUESTUPDATE_ADD_ITEM, 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 < 256 && "mob/GO count store in 8 bits 2^8 = 256 (0..256)"); int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ]; if (entry < 0) // client expected gameobject template id in form (id|0x80000000) entry = (-entry) | 0x80000000; WorldPacket data( SMSG_QUESTUPDATE_ADD_KILL, (4*4+8) ); sLog.outDebug( "WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL" ); data << uint32(pQuest->GetQuestId()); data << uint32(entry); data << uint32(old_count + add_count); data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]); data << uint64(guid); GetSession()->SendPacket(&data); uint16 log_slot = FindQuestSlot( pQuest->GetQuestId() ); if( log_slot < MAX_QUEST_LOG_SIZE) SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count); } /*********************************************************/ /*** LOAD SYSTEM ***/ /*********************************************************/ bool Player::MinimalLoadFromDB( QueryResult *result, uint32 guid ) { bool delete_result = true; if (!result) { // 0 1 2 3 4 5 6 7 8 9 10 11 result = CharacterDatabase.PQuery("SELECT guid, data, name, position_x, position_y, position_z, map, totaltime, leveltime, at_login, zone, level FROM characters WHERE guid = '%u'",guid); if (!result) return false; } else delete_result = false; Field *fields = result->Fetch(); if (!LoadValues( fields[1].GetString())) { sLog.outError("Player #%d have broken data in `data` field. Can't be loaded for character list.",GUID_LOPART(guid)); if (delete_result) delete result; return false; } // overwrite possible wrong/corrupted guid SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); m_name = fields[2].GetCppString(); Relocate(fields[3].GetFloat(),fields[4].GetFloat(),fields[5].GetFloat()); Map *map = MapManager::Instance().CreateMap(fields[6].GetUInt32(), this, 0); SetMap(map); // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE] // this must help in case next save after mass player load after server startup m_nextSave = urand(m_nextSave/2,m_nextSave*3/2); // the instance id is not needed at character enum m_Played_time[PLAYED_TIME_TOTAL] = fields[7].GetUInt32(); m_Played_time[PLAYED_TIME_LEVEL] = fields[8].GetUInt32(); m_atLoginFlags = fields[9].GetUInt32(); // I don't see these used anywhere .. /*_LoadGroup(); _LoadBoundInstances();*/ if (delete_result) delete result; for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++) m_items[i] = NULL; if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST)) m_deathState = DEAD; return true; } void Player::_LoadDeclinedNames(QueryResult* 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(); delete result; } void Player::_LoadArenaTeamInfo(QueryResult *result) { // arenateamid, played_week, played_season, personal_rating memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32)*18); 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 personal_rating = fields[3].GetUInt32(); ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid); if(!aTeam) { sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u, week %u, season %u, rating %u", arenateamid, played_week, played_season, personal_rating); continue; } uint8 arenaSlot = aTeam->GetSlot(); m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6] = arenateamid; // TeamID m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 1] = ((aTeam->GetCaptain() == GetGUID()) ? (uint32)0 : (uint32)1); // Captain 0, member 1 m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 2] = played_week; // Played Week m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 3] = played_season; // Played Season m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 4] = 0; // Unk m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arenaSlot * 6 + 5] = personal_rating; // Personal Rating }while (result->NextRow()); delete result; } void Player::_LoadEquipmentSets(QueryResult *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()); delete result; } void Player::_LoadBGData(QueryResult* 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(); delete result; } bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid) { QueryResult *result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid)); if(!result) return false; Field *fields = result->Fetch(); x = fields[0].GetFloat(); y = fields[1].GetFloat(); z = fields[2].GetFloat(); o = fields[3].GetFloat(); mapid = fields[4].GetUInt32(); in_flight = !fields[5].GetCppString().empty(); delete result; return true; } bool Player::LoadValuesArrayFromDB(Tokens& data, uint64 guid) { QueryResult *result = CharacterDatabase.PQuery("SELECT data FROM characters WHERE guid='%u'",GUID_LOPART(guid)); if( !result ) return false; Field *fields = result->Fetch(); data = StrSplit(fields[0].GetCppString(), " "); delete result; return true; } uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index) { if(index >= data.size()) return 0; return (uint32)atoi(data[index].c_str()); } float Player::GetFloatValueFromArray(Tokens const& data, uint16 index) { float result; uint32 temp = Player::GetUInt32ValueFromArray(data,index); memcpy(&result, &temp, sizeof(result)); return result; } uint32 Player::GetUInt32ValueFromDB(uint16 index, uint64 guid) { // todo: cleanup in this, move to a separate function. if( index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 0 * 6 + 5 || index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 1 * 6 + 5 || index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 2 * 6 + 5 || index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (0 * 6) || index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (1 * 6) || index == PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (2 * 6) || index == UNIT_FIELD_LEVEL) { CachePlayerInfoMap::iterator _iter = objmgr.m_mPlayerInfoMap.find(GUID_LOPART(guid)); if(_iter != objmgr.m_mPlayerInfoMap.end()) { switch(index) { case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 0 * 6 + 5): return _iter->second->unArenaInfoSlot0; case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 1 * 6 + 5): return _iter->second->unArenaInfoSlot1; case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + 2 * 6 + 5): return _iter->second->unArenaInfoSlot2; case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (0 * 6)): return _iter->second->unArenaInfoId0; case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (1 * 6)): return _iter->second->unArenaInfoId1; case (PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (2 * 6)): return _iter->second->unArenaInfoId2; case (UNIT_FIELD_LEVEL): return _iter->second->unLevel; } } } Tokens data; if(!LoadValuesArrayFromDB(data,guid)) return 0; return GetUInt32ValueFromArray(data,index); } float Player::GetFloatValueFromDB(uint16 index, uint64 guid) { float result; uint32 temp = Player::GetUInt32ValueFromDB(index, guid); memcpy(&result, &temp, sizeof(result)); return result; } bool Player::LoadFromDB( uint32 guid, SqlQueryHolder *holder ) { //// 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 //QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account, data, name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags, position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty, arena_pending_points, instance_id, speccount, activespec FROM characters WHERE guid = '%u'", guid); QueryResult *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); delete result; return false; } Object::_Create( guid, 0, HIGHGUID_PLAYER ); m_name = fields[3].GetCppString(); // check name limitations if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS || (GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name))) { delete result; CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid); return false; } if(!LoadValues( fields[2].GetString())) { sLog.outError("Player #%d have broken data in `data` field. Can't be loaded.", GUID_LOPART(guid)); delete result; return false; } // overwrite possible wrong/corrupted guid SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER)); // overwrite some data fields uint32 bytes0 = GetUInt32Value(UNIT_FIELD_BYTES_0) & 0xFF000000; bytes0 |= fields[4].GetUInt8(); // race bytes0 |= fields[5].GetUInt8() << 8; // class bytes0 |= fields[6].GetUInt8() << 16; // gender SetUInt32Value(UNIT_FIELD_BYTES_0, bytes0); SetUInt32Value(UNIT_FIELD_LEVEL, fields[7].GetUInt8()); SetUInt32Value(PLAYER_XP, fields[8].GetUInt32()); SetUInt32Value(PLAYER_FIELD_COINAGE, fields[9].GetUInt32()); SetUInt32Value(PLAYER_BYTES, fields[10].GetUInt32()); SetUInt32Value(PLAYER_BYTES_2, fields[11].GetUInt32()); SetUInt32Value(PLAYER_BYTES_3, (GetUInt32Value(PLAYER_BYTES_3) & ~1) | fields[6].GetUInt8()); SetUInt32Value(PLAYER_FLAGS, fields[12].GetUInt32()); InitDisplayIds(); // cleanup inventory related item value fields (its will be filled correctly in _LoadInventory) for(uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot) { SetUInt64Value( PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0 ); SetVisibleItemSlot(slot, NULL); if (m_items[slot]) { delete m_items[slot]; m_items[slot] = NULL; } } // update money limits if(GetMoney() > MAX_MONEY_AMOUNT) SetMoney(MAX_MONEY_AMOUNT); sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str()); outDebugValues(); //Need to call it to initialize m_team (m_team can be calculated from race) //Other way is to saves m_team into characters table. setFactionForRace(getRace()); // load home bind and check in same time class/race pair, it used later for restore broken positions if(!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND))) { delete result; return false; } InitPrimaryProfessions(); // to max set before any spell loaded // init saved position, and fix it later if problematic uint32 transGUID = fields[31].GetUInt32(); Relocate(fields[13].GetFloat(),fields[14].GetFloat(),fields[15].GetFloat(),fields[17].GetFloat()); uint32 mapId = fields[16].GetUInt32(); uint32 instanceId = fields[41].GetFloat(); SetDifficulty(fields[39].GetUInt32()); // may be changed in _LoadGroup std::string taxi_nodes = fields[38].GetCppString(); #define RelocateToHomebind(){ mapId = m_homebindMapId; instanceId = 0; Relocate(m_homebindX, m_homebindY, m_homebindZ); } _LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP)); _LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO)); uint32 arena_currency = GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY) + fields[40].GetUInt32(); if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS)) arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS); SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency); // check arena teams integrity for(uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot) { uint32 arena_team_id = GetArenaTeamId(arena_slot); if(!arena_team_id) continue; if(ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id)) if(at->HaveMember(GetGUID())) continue; // arena team not exist or not member, cleanup fields for(int j =0; j < 6; ++j) SetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + arena_slot * 6 + j, 0); } _LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES)); _LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA)); MapEntry const * mapEntry = sMapStore.LookupEntry(mapId); if(!mapEntry || !IsPositionValid()) { sLog.outError("Player (guidlow %d) have invalid coordinates (MapId: %u X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation()); RelocateToHomebind(); } // Player was saved in Arena or Bg else if (mapEntry && mapEntry->IsBattleGroundOrArena()) { BattleGround *currentBg = NULL; if(m_bgData.bgInstanceID) //saved in BattleGround currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE); if(currentBg && currentBg->IsPlayerInBattleGround(GetGUID())) { BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType()); AddBattleGroundQueueId(bgQueueTypeId); m_bgData.bgTypeID = currentBg->GetTypeID(); //join player to battleground group currentBg->EventPlayerLoggedIn(this, GetGUID()); currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData.bgTeam); SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID()); } // Bg was not found - go to Entry Point else { // Do not look for instance if bg not found const WorldLocation& _loc = GetBattleGroundEntryPoint(); mapId = _loc.GetMapId(); instanceId = 0; if(mapId == MAPID_INVALID) // Battleground Entry Point not found (???) { sLog.outError("Player (guidlow %d) was in BG in database, but BG was not found, and entry point was invalid! Teleport to default race/class locations.",guid); RelocateToHomebind(); } else { Relocate(&_loc); } // We are not in BG anymore m_bgData.bgInstanceID = 0; } } // currently we do not support transport in bg else if (transGUID) { // There are no transports on instances instanceId = 0; m_movementInfo.t_x = fields[27].GetFloat(); m_movementInfo.t_y = fields[28].GetFloat(); m_movementInfo.t_z = fields[29].GetFloat(); m_movementInfo.t_o = fields[30].GetFloat(); if( !MaNGOS::IsValidMapCoord( GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y, GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) || // transport size limited m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50 ) { sLog.outError("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); 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)) 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()); delete result; return false; } } } // if the player is in an instance and it has been reset in the meantime teleport him to the entrance if(instanceId && !sInstanceSaveManager.GetInstanceSave(instanceId)) { AreaTrigger const* at = objmgr.GetMapEntranceTrigger(mapId); if(at) Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation); else { sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), mapId); RelocateToHomebind(); } } SetMap(map); // randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE] // this must help in case next save after mass player load after server startup m_nextSave = urand(m_nextSave/2,m_nextSave*3/2); SaveRecallPosition(); time_t now = time(NULL); time_t logoutTime = time_t(fields[23].GetUInt64()); // since last logout (in seconds) uint64 time_diff = uint64(now - logoutTime); // set value, including drunk invisibility detection // calculate sobering. after 15 minutes logged out, the player will be sober again float soberFactor; if(time_diff > 15*MINUTE) soberFactor = 0; else soberFactor = 1-time_diff/(15.0f*MINUTE); uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE)); SetDrunkValue(newDrunkenValue); m_rest_bonus = fields[22].GetFloat(); //speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour) float bubble0 = 0.031; //speed collect rest bonus in offline, in logout, in tavern, city (section/in hour) float bubble1 = 0.125; if(time_diff > 0) { float bubble = fields[24].GetUInt32() > 0 ? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY) : bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS); SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble); } m_cinematic = fields[19].GetUInt32(); m_Played_time[PLAYED_TIME_TOTAL]= fields[20].GetUInt32(); m_Played_time[PLAYED_TIME_LEVEL]= fields[21].GetUInt32(); m_resetTalentsCost = fields[25].GetUInt32(); m_resetTalentsTime = time_t(fields[26].GetUInt64()); // reserve some flags uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & ( PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM ); if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM) ) SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags); m_taxi.LoadTaxiMask( fields[18].GetString() ); // must be before InitTaxiNodesForLevel uint32 extraflags = fields[32].GetUInt32(); m_stableSlots = fields[33].GetUInt32(); if(m_stableSlots > MAX_PET_STABLES) { sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots)); m_stableSlots = MAX_PET_STABLES; } m_atLoginFlags = fields[34].GetUInt32(); // Honor system // Update Honor kills data m_lastHonorUpdateTime = logoutTime; UpdateHonorFields(); m_deathExpireTime = (time_t)fields[37].GetUInt64(); if(m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP) m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1; // clear channel spell data (if saved at channel spell casting) SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0); SetUInt32Value(UNIT_CHANNEL_SPELL,0); // clear charm/summon related fields SetUInt64Value(UNIT_FIELD_SUMMONEDBY, 0); SetUInt64Value(UNIT_FIELD_CHARMEDBY, 0); SetUInt64Value(UNIT_FIELD_CHARM, 0); SetUInt64Value(UNIT_FIELD_SUMMON, 0); SetUInt64Value(PLAYER_FARSIGHT, 0); SetCreatorGUID(0); RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FORCE_MOVE); // reset some aura modifiers before aura apply SetUInt32Value(PLAYER_TRACK_CREATURES, 0 ); SetUInt32Value(PLAYER_TRACK_RESOURCES, 0 ); _LoadSkills(); // make sure the unit is considered out of combat for proper loading ClearInCombat(); // make sure the unit is considered not in duel for proper loading SetUInt64Value(PLAYER_DUEL_ARBITER, 0); SetUInt32Value(PLAYER_DUEL_TEAM, 0); // remember loaded power/health values to restore after stats initialization and modifier applying uint32 savedHealth = GetHealth(); uint32 savedPower[MAX_POWERS]; for(uint32 i = 0; i < MAX_POWERS; ++i) savedPower[i] = GetPower(Powers(i)); // reset stats before loading any modifiers InitStatsForLevel(); InitTaxiNodesForLevel(); InitGlyphsForLevel(); InitRunes(); // apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods() //mails are loaded only when needed ;-) - when player in game click on mailbox. //_LoadMail(); m_specsCount = fields[42].GetUInt32(); m_activeSpec = fields[43].GetUInt32(); delete result; // sanity check if (m_specsCount > MAX_TALENT_SPECS || m_activeSpec > MAX_TALENT_SPEC || m_specsCount < MIN_TALENT_SPECS || m_activeSpec < MIN_TALENT_SPEC ) // if (m_specsCount < 2) is not logical { m_activeSpec = 0; sLog.outError("Player %s(GUID: %u) has SpecCount = %u and ActiveSpec = %u.", GetName(), GetGUIDLow(), m_specsCount, m_activeSpec); } _LoadTalents(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTALENTS)); _LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS)); _LoadGlyphs(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGLYPHS)); _LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff); _LoadGlyphAuras(); // add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura) if( HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST) ) m_deathState = DEAD; // after spell load, learn rewarded spell if need also _LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS)); _LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS)); // after spell and quest load InitTalentForLevel(); learnDefaultSpells(); // must be before inventory (some items required reputation check) m_reputationMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADREPUTATION)); _LoadInventory(holder->GetResult(PLAYER_LOGIN_QUERY_LOADINVENTORY), time_diff); // update items with duration and realtime UpdateItemDuration(time_diff, true); _LoadActions(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACTIONS), true); // unread mails and next delivery time, actual mails not loaded _LoadMailInit(holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILCOUNT), holder->GetResult(PLAYER_LOGIN_QUERY_LOADMAILDATE)); m_social = sSocialMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSOCIALLIST), GetGUIDLow()); // check PLAYER_CHOSEN_TITLE compatibility with PLAYER__FIELD_KNOWN_TITLES // note: PLAYER__FIELD_KNOWN_TITLES updated at quest status loaded if(uint32 curTitle = GetUInt32Value(PLAYER_CHOSEN_TITLE)) { if(!HasTitle(curTitle)) SetUInt32Value(PLAYER_CHOSEN_TITLE, 0); } // has to be called after last Relocate() in Player::LoadFromDB SetFallInformation(0, GetPositionZ()); _LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS)); // Spell code allow apply any auras to dead character in load time in aura/spell/item loading // Do now before stats re-calculation cleanup for ghost state unexpected auras if(!isAlive()) RemoveAllAurasOnDeath(); //apply all stat bonuses from items and auras SetCanModifyStats(true); UpdateAllStats(); // restore remembered power/health values (but not more max values) SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth); for(uint32 i = 0; i < MAX_POWERS; ++i) SetPower(Powers(i),savedPower[i] > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower[i]); sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str()); outDebugValues(); // GM state if(GetSession()->GetSecurity() > SEC_PLAYER) { switch(sWorld.getConfig(CONFIG_GM_LOGIN_STATE)) { default: case 0: break; // disable case 1: SetGameMaster(true); break; // enable case 2: // save state if(extraflags & PLAYER_EXTRA_GM_ON) SetGameMaster(true); break; } switch(sWorld.getConfig(CONFIG_GM_VISIBLE_STATE)) { default: case 0: SetGMVisible(false); break; // invisible case 1: break; // visible case 2: // save state if(extraflags & PLAYER_EXTRA_GM_INVISIBLE) SetGMVisible(false); break; } /*switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS)) { default: case 0: break; // disable case 1: SetAcceptTicket(true); break; // enable case 2: // save state if(extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS) SetAcceptTicket(true); break; }*/ switch(sWorld.getConfig(CONFIG_GM_CHAT)) { default: case 0: break; // disable case 1: SetGMChat(true); break; // enable case 2: // save state if(extraflags & PLAYER_EXTRA_GM_CHAT) SetGMChat(true); break; } switch(sWorld.getConfig(CONFIG_GM_WISPERING_TO)) { default: case 0: break; // disable case 1: SetAcceptWhispers(true); break; // enable case 2: // save state if(extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS) SetAcceptWhispers(true); break; } } _LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES)); m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS)); m_achievementMgr.CheckAllAchievementCriteria(); _LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS)); return true; } bool Player::isAllowedToLoot(Creature* creature) { if(creature->isDead() && !creature->IsDamageEnoughForLootingAndReward()) return false; if(Player* recipient = creature->GetLootRecipient()) { if (recipient == this) return true; if( Group* otherGroup = recipient->GetGroup()) { Group* thisGroup = GetGroup(); if(!thisGroup) return false; return thisGroup == otherGroup; } return false; } else // prevent other players from looting if the recipient got disconnected return !creature->hasLootRecipient(); } void Player::_LoadActions(QueryResult *result, bool startup) { if(result) { do { Field *fields = result->Fetch(); uint8 button = fields[0].GetUInt8(); uint32 action = fields[1].GetUInt32(); uint8 type = fields[2].GetUInt8(); if(ActionButton* ab = addActionButton(button, action, type)) { ab->uState = ACTIONBUTTON_UNCHANGED; if(!startup) // Switching specs ab->canRemoveByClient = false; } else { sLog.outError( " ...at loading, and will deleted in DB also"); // Will deleted in DB at next save (it can create data until save but marked as deleted) m_actionButtons[button].uState = ACTIONBUTTON_DELETED; } } while( result->NextRow() ); delete result; } } void Player::_LoadAuras(QueryResult *result, uint32 timediff) { sLog.outDebug("Loading auras for player %u",GetGUIDLow()); //QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_mask,stackcount,amount0,amount1,amount2,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow()); if(result) { do { int32 damage[3]; Field *fields = result->Fetch(); uint64 caster_guid = fields[0].GetUInt64(); uint32 spellid = fields[1].GetUInt32(); uint32 effmask = fields[2].GetUInt32(); uint32 stackcount = fields[3].GetUInt32(); damage[0] = int32(fields[4].GetUInt32()); damage[1] = int32(fields[5].GetUInt32()); damage[2] = int32(fields[6].GetUInt32()); int32 maxduration = (int32)fields[7].GetUInt32(); int32 remaintime = (int32)fields[8].GetUInt32(); int32 remaincharges = (int32)fields[9].GetUInt32(); 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 <= int32(timediff)) continue; remaintime -= timediff; } // prevent wrong values of remaincharges if(spellproto->procCharges) { if(remaincharges <= 0 || remaincharges > spellproto->procCharges) remaincharges = spellproto->procCharges; } else remaincharges = 0; Aura* aura = new Aura(spellproto, effmask, this, this, this); aura->SetLoadedState(caster_guid,maxduration,remaintime,remaincharges, stackcount, &damage[0]); if(!aura->CanBeSaved()) { delete aura; continue; } AddAura(aura); sLog.outDetail("Added aura spellid %u, effectmask %u", spellproto->Id, effmask); } while( result->NextRow() ); delete result; } if(getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT)) CastSpell(this,SPELL_ID_PASSIVE_BATTLE_STANCE,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 *result, uint32 timediff) { //QueryResult *result = CharacterDatabase.PQuery("SELECT data,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow()); std::map 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 problematicItems; // prevent items from being added to the queue when stored m_itemUpdateQueueBlocked = true; do { Field *fields = result->Fetch(); uint32 bag_guid = fields[1].GetUInt32(); uint8 slot = fields[2].GetUInt8(); uint32 item_guid = fields[3].GetUInt32(); uint32 item_id = fields[4].GetUInt32(); ItemPrototype const * proto = objmgr.GetItemPrototype(item_id); if(!proto) { CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid); sLog.outError( "Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id ); continue; } Item *item = NewItemOrBag(proto); if(!item->LoadFromDB(item_guid, GetGUID(), result)) { sLog.outError( "Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id ); CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } // not allow have in alive state item limited to another map/zone if(isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone) ) { CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } // "Conjured items disappear if you are logged out for more than 15 minutes" if ((timediff > 15*60) && (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED))) { CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } bool success = true; if (!bag_guid) { // the item is not in a bag item->SetContainer( NULL ); item->SetSlot(slot); if( IsInventoryPos( INVENTORY_SLOT_BAG_0, slot ) ) { ItemPosCountVec dest; if( CanStoreItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false ) == EQUIP_ERR_OK ) item = StoreItem(dest, item, true); else success = false; } else if( IsEquipmentPos( INVENTORY_SLOT_BAG_0, slot ) ) { uint16 dest; if( CanEquipItem( slot, dest, item, false, false ) == EQUIP_ERR_OK ) QuickEquipItem(dest, item); else success = false; } else if( IsBankPos( INVENTORY_SLOT_BAG_0, slot ) ) { ItemPosCountVec dest; if( CanBankItem( INVENTORY_SLOT_BAG_0, slot, dest, item, false, false ) == EQUIP_ERR_OK ) item = BankItem(dest, item, true); else success = false; } if(success) { // store bags that may contain items in them if(item->IsBag() && IsBagPos(item->GetPos())) bagMap[item_guid] = (Bag*)item; } } else { item->SetSlot(NULL_SLOT); // the item is in a bag, find the bag std::map::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()); delete result; m_itemUpdateQueueBlocked = false; // send by mail problematic items while(!problematicItems.empty()) { // fill mail MailItemsInfo mi; // item list preparing for(uint8 i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i) { Item* item = problematicItems.front(); problematicItems.pop_front(); mi.AddItem(item->GetGUIDLow(), item->GetEntry(), item); } std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM); WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE); } } //if(isAlive()) _ApplyAllItemMods(); } // load mailed item which should receive current player void Player::_LoadMailedItems(Mail *mail) { // data needs to be at first place for Item::LoadFromDB QueryResult* result = CharacterDatabase.PQuery("SELECT data, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail->messageID); if(!result) return; do { Field *fields = result->Fetch(); uint32 item_guid_low = fields[1].GetUInt32(); uint32 item_template = fields[2].GetUInt32(); mail->AddItem(item_guid_low, item_template); ItemPrototype const *proto = objmgr.GetItemPrototype(item_template); if(!proto) { sLog.outError( "Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID); CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low); CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low); continue; } Item *item = NewItemOrBag(proto); if(!item->LoadFromDB(item_guid_low, 0, result)) { sLog.outError( "Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low); CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low); item->FSetState(ITEM_REMOVED); item->SaveToDB(); // it also deletes item object ! continue; } AddMItem(item); } while (result->NextRow()); delete result; } void Player::_LoadMailInit(QueryResult *resultUnread, QueryResult *resultDelivery) { //set a count of unread mails //QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime); if (resultUnread) { Field *fieldMail = resultUnread->Fetch(); unReadMails = fieldMail[0].GetUInt8(); delete resultUnread; } // store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called) //resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid)); if (resultDelivery) { Field *fieldMail = resultDelivery->Fetch(); m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64(); delete resultDelivery; } } void Player::_LoadMail() { m_mail.clear(); //mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13 QueryResult *result = CharacterDatabase.PQuery("SELECT id,messageType,sender,receiver,subject,itemTextId,has_items,expire_time,deliver_time,money,cod,checked,stationery,mailTemplateId FROM mail WHERE receiver = '%u' ORDER BY id DESC",GetGUIDLow()); if(result) { do { Field *fields = result->Fetch(); Mail *m = new Mail; m->messageID = fields[0].GetUInt32(); m->messageType = fields[1].GetUInt8(); m->sender = fields[2].GetUInt32(); m->receiver = fields[3].GetUInt32(); m->subject = fields[4].GetCppString(); m->itemTextId = fields[5].GetUInt32(); bool has_items = fields[6].GetBool(); m->expire_time = (time_t)fields[7].GetUInt64(); m->deliver_time = (time_t)fields[8].GetUInt64(); m->money = fields[9].GetUInt32(); m->COD = fields[10].GetUInt32(); m->checked = fields[11].GetUInt32(); m->stationery = fields[12].GetUInt8(); m->mailTemplateId = fields[13].GetInt16(); if(m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId)) { sLog.outError( "Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId); m->mailTemplateId = 0; } m->state = MAIL_STATE_UNCHANGED; if (has_items) _LoadMailedItems(m); m_mail.push_back(m); } while( result->NextRow() ); delete result; } m_mailsLoaded = true; } void Player::LoadPet() { //fixme: the pet should still be loaded if the player is not in world // just not added to the map if(IsInWorld()) { Pet *pet = new Pet(this); if(!pet->LoadPetFromDB(this,0,0,true)) delete pet; } } void Player::_LoadQuestStatus(QueryResult *result) { mQuestStatus.clear(); uint32 slot = 0; //// 0 1 2 3 4 5 6 7 8 9 10 11 12 //QueryResult *result = CharacterDatabase.PQuery("SELECT quest, status, rewarded, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3, itemcount4 FROM character_queststatus WHERE guid = '%u'", GetGUIDLow()); if(result) { do { Field *fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); // used to be new, no delete? Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); if( pQuest ) { // find or create QuestStatusData& questStatusData = mQuestStatus[quest_id]; uint32 qstatus = fields[1].GetUInt32(); if(qstatus < MAX_QUEST_STATUS) questStatusData.m_status = QuestStatus(qstatus); else { questStatusData.m_status = QUEST_STATUS_NONE; sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus); } questStatusData.m_rewarded = ( fields[2].GetUInt8() > 0 ); questStatusData.m_explored = ( fields[3].GetUInt8() > 0 ); time_t quest_time = time_t(fields[4].GetUInt64()); if( pQuest->HasFlag( QUEST_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->IsDaily()))) { 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() ); delete result; } // clear quest log tail for ( uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i ) SetQuestSlot(i, 0); } void Player::_LoadDailyQuestStatus(QueryResult *result) { for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0); //QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow()); if(result) { uint32 quest_daily_idx = 0; do { if(quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query { sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow()); break; } Field *fields = result->Fetch(); uint32 quest_id = fields[0].GetUInt32(); // save _any_ from daily quest times (it must be after last reset anyway) m_lastDailyQuestTime = (time_t)fields[1].GetUInt64(); Quest const* pQuest = objmgr.GetQuestTemplate(quest_id); if( !pQuest ) continue; SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id); ++quest_daily_idx; sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow()); } while( result->NextRow() ); delete result; } m_DailyQuestChanged = false; } void Player::_LoadSpells(QueryResult *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() ); delete result; } } void Player::_LoadGroup(QueryResult *result) { //QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow()); if(result) { uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER); delete result; Group* group = objmgr.GetGroupByLeader(leaderGuid); if(group) { uint8 subgroup = group->GetMemberGroup(GetGUID()); SetGroup(group, subgroup); if(getLevel() >= LEVELREQUIREMENT_HEROIC) { // the group leader may change the instance difficulty while the player is offline SetDifficulty(group->GetDifficulty()); } } } } void Player::_LoadBoundInstances(QueryResult *result) { for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++) m_boundInstances[i].clear(); Group *group = GetGroup(); //QueryResult *result = CharacterDatabase.PQuery("SELECT id, permanent, map, difficulty, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE guid = '%u'", GUID_LOPART(m_guid)); if(result) { do { Field *fields = result->Fetch(); bool perm = fields[1].GetBool(); uint32 mapId = fields[2].GetUInt32(); uint32 instanceId = fields[0].GetUInt32(); uint8 difficulty = fields[3].GetUInt8(); time_t resetTime = (time_t)fields[4].GetUInt64(); // the resettime for normal instances is only saved when the InstanceSave is unloaded // so the value read from the DB may be wrong here but only if the InstanceSave is loaded // and in that case it is not used 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(!perm && group) { sLog.outError("_LoadBoundInstances: player %s(%d) is in group %d but has a non-permanent character bind to map %d,%d,%d", GetName(), GetGUIDLow(), GUID_LOPART(group->GetLeaderGUID()), mapId, instanceId, difficulty); CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId); continue; } // since non permanent binds are always solo bind, they can always be reset InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, difficulty, resetTime, !perm, true); if(save) BindToInstance(save, perm, true); } while(result->NextRow()); delete result; } } InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, uint8 difficulty) { // some instances only have one difficulty const MapEntry* entry = sMapStore.LookupEntry(mapid); if(!entry || !entry->SupportsHeroicMode()) difficulty = DIFFICULTY_NORMAL; BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); if(itr != m_boundInstances[difficulty].end()) return &itr->second; else return NULL; } InstanceSave * Player::GetInstanceSave(uint32 mapid) { InstancePlayerBind *pBind = GetBoundInstance(mapid, GetDifficulty()); InstanceSave *pSave = pBind ? pBind->save : NULL; if(!pBind || !pBind->perm) { if(Group *group = GetGroup()) if(InstanceGroupBind *groupBind = group->GetBoundInstance(mapid, GetDifficulty())) pSave = groupBind->save; } return pSave; } void Player::UnbindInstance(uint32 mapid, uint8 difficulty, bool unload) { BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid); UnbindInstance(itr, difficulty, unload); } void Player::UnbindInstance(BoundInstancesMap::iterator &itr, uint8 difficulty, bool unload) { if(itr != m_boundInstances[difficulty].end()) { if(!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId()); itr->second.save->RemovePlayer(this); // save can become invalid m_boundInstances[difficulty].erase(itr++); } } InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load) { if(save) { InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()]; if(bind.save) { // update the save when the group kills a boss if(permanent != bind.perm || save != bind.save) if(!load) CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u', permanent = '%u' WHERE guid = '%u' AND instance = '%u'", save->GetInstanceId(), permanent, GetGUIDLow(), bind.save->GetInstanceId()); } else if(!load) CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent); if(bind.save != save) { if(bind.save) bind.save->RemovePlayer(this); save->AddPlayer(this); } if(permanent) save->SetCanReset(false); bind.save = save; bind.perm = permanent; if(!load) sLog.outDebug("Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d", GetName(), GetGUIDLow(), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty()); return &bind; } else return NULL; } void Player::SendRaidInfo() { 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 < TOTAL_DIFFICULTIES; ++i) { for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) { if(itr->second.perm) { InstanceSave *save = itr->second.save; data << uint32(save->GetMapId()); // map id data << uint32(save->GetDifficulty()); // difficulty data << uint64(save->GetInstanceId()); // instance id data << uint32(save->GetResetTime() - now); // reset time data << uint32(0); // is extended ++counter; } } } data.put(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 < TOTAL_DIFFICULTIES; i++) { for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) { if(itr->second.perm) // only permanent binds are sent { hasBeenSaved = true; break; } } } //Send opcode 811. true or 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 < TOTAL_DIFFICULTIES; i++) { for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr) { if(itr->second.perm) { data.Initialize(SMSG_UPDATE_LAST_INSTANCE); data << uint32(itr->second.save->GetMapId()); GetSession()->SendPacket(&data); } } } } /// convert the player's binds to the group void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid) { bool has_binds = false; bool has_solo = false; if(player) { player_guid = player->GetGUID(); if(!group) group = player->GetGroup(); } assert(player_guid); // copy all binds to the group, when changing leader it's assumed the character // will not have any solo binds if(player) { for(uint8 i = 0; i < TOTAL_DIFFICULTIES; i++) { for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();) { has_binds = true; if(group) group->BindToInstance(itr->second.save, itr->second.perm, true); // permanent binds are not removed if(!itr->second.perm) { player->UnbindInstance(itr, i, true); // increments itr has_solo = true; } else ++itr; } } } // if the player's not online we don't know what binds it has if(!player || !group || has_binds) CharacterDatabase.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", GUID_LOPART(player_guid)); // the following should not get executed when changing leaders if(!player || has_solo) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid)); } bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report) { if(!isGameMaster() && ar) { uint32 LevelMin = 0; uint32 LevelMax = 0; if(!sWorld.getConfig(CONFIG_INSTANCE_IGNORE_LEVEL)) { if(ar->levelMin && getLevel() < ar->levelMin) LevelMin = ar->levelMin; if(ar->heroicLevelMin && GetDifficulty() == 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; uint32 missingKey = 0; uint32 missingHeroicQuest = 0; if(GetDifficulty() == DIFFICULTY_HEROIC) { 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); else if(missingHeroicQuest) GetSession()->SendAreaTriggerMessage(ar->heroicQuestFailedText.c_str()); else if(missingQuest) GetSession()->SendAreaTriggerMessage(ar->questFailedText.c_str()); else if(LevelMin) GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED), LevelMin); } return false; } } return true; } bool Player::_LoadHomeBind(QueryResult *result) { PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass()); if(!info) { sLog.outError("Player have incorrect race/class pair. Can't be loaded."); return false; } bool ok = false; //QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid)); if (result) { Field *fields = result->Fetch(); m_homebindMapId = fields[0].GetUInt32(); m_homebindZoneId = fields[1].GetUInt16(); m_homebindX = fields[2].GetFloat(); m_homebindY = fields[3].GetFloat(); m_homebindZ = fields[4].GetFloat(); delete result; MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId); // accept saved data only for valid position (and non instanceable), and accessable if( MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) && !bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion()) { ok = true; } else CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow()); } if(!ok) { m_homebindMapId = info->mapId; m_homebindZoneId = info->zoneId; m_homebindX = info->positionX; m_homebindY = info->positionY; m_homebindZ = info->positionZ; CharacterDatabase.PExecute("INSERT INTO character_homebind (guid,map,zone,position_x,position_y,position_z) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')", GetGUIDLow(), m_homebindMapId, (uint32)m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ); } DEBUG_LOG("Setting player home position: mapid is: %u, zoneid is %u, X is %f, Y is %f, Z is %f", m_homebindMapId, m_homebindZoneId, m_homebindX, m_homebindY, m_homebindZ); return true; } /*********************************************************/ /*** SAVE SYSTEM ***/ /*********************************************************/ void Player::SaveToDB() { // delay auto save at any saves (manual, in code, or autosave) m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE); //lets allow only players in world to be saved if(IsBeingTeleportedFar()) { ScheduleDelayedOperation(DELAYED_SAVE_PLAYER); return; } // first save/honor gain after midnight will also update the player's honor fields UpdateHonorFields(); sLog.outDebug("The value of player %s at save: ", m_name.c_str()); outDebugValues(); CharacterDatabase.BeginTransaction(); CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",GetGUIDLow()); std::string sql_name = m_name; CharacterDatabase.escape_string(sql_name); std::ostringstream ss; ss << "INSERT INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags," "map, instance_id, dungeon_difficulty, position_x, position_y, position_z, orientation, data, " "taximask, online, cinematic, " "totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, " "trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, " "death_expire_time, taxi_path, arena_pending_points, latency, speccount, activespec) VALUES (" << GetGUIDLow() << ", " << GetSession()->GetAccountId() << ", '" << sql_name << "', " << (uint32)getRace() << ", " << (uint32)getClass() << ", " << (uint32)getGender() << ", " << getLevel() << ", " << GetUInt32Value(PLAYER_XP) << ", " << GetMoney() << ", " << GetUInt32Value(PLAYER_BYTES) << ", " << GetUInt32Value(PLAYER_BYTES_2) << ", " << GetUInt32Value(PLAYER_FLAGS) << ", "; if(!IsBeingTeleported()) { ss << GetMapId() << ", " << (uint32)GetInstanceId() << ", " << (uint32)GetDifficulty() << ", " << finiteAlways(GetPositionX()) << ", " << finiteAlways(GetPositionY()) << ", " << finiteAlways(GetPositionZ()) << ", " << finiteAlways(GetOrientation()) << ", '"; } else { ss << GetTeleportDest().GetMapId() << ", " << (uint32)0 << ", " << (uint32)GetDifficulty() << ", " << finiteAlways(GetTeleportDest().GetPositionX()) << ", " << finiteAlways(GetTeleportDest().GetPositionY()) << ", " << finiteAlways(GetTeleportDest().GetPositionZ()) << ", " << finiteAlways(GetTeleportDest().GetOrientation()) << ", '"; } uint16 i; for( i = 0; i < m_valuesCount; i++ ) { ss << GetUInt32Value(i) << " "; } ss << "', "; ss << m_taxi << ", "; // string with TaxiMaskSize numbers ss << (IsInWorld() ? 1 : 0) << ", "; ss << m_cinematic << ", "; ss << m_Played_time[PLAYED_TIME_TOTAL] << ", "; ss << m_Played_time[PLAYED_TIME_LEVEL] << ", "; ss << finiteAlways(m_rest_bonus) << ", "; ss << (uint64)time(NULL) << ", "; ss << (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0) << ", "; //save, far from tavern/city //save, but in tavern/city ss << m_resetTalentsCost << ", "; ss << (uint64)m_resetTalentsTime << ", "; ss << finiteAlways(m_movementInfo.t_x) << ", "; ss << finiteAlways(m_movementInfo.t_y) << ", "; ss << finiteAlways(m_movementInfo.t_z) << ", "; ss << finiteAlways(m_movementInfo.t_o) << ", "; if (m_transport) ss << m_transport->GetGUIDLow(); else ss << "0"; ss << ", "; ss << m_ExtraFlags << ", "; ss << uint32(m_stableSlots) << ", "; // to prevent save uint8 as char ss << uint32(m_atLoginFlags) << ", "; ss << GetZoneId() << ", "; ss << (uint64)m_deathExpireTime << ", '"; ss << m_taxi.SaveTaxiDestinationsToString() << "', "; ss << "'0', "; // arena_pending_points ss << GetSession()->GetLatency(); ss << ", "; ss << uint32(m_specsCount); ss << ", "; ss << uint32(m_activeSpec); ss << ")"; CharacterDatabase.Execute( ss.str().c_str() ); if(m_mailsUpdated) //save mails only when needed _SaveMail(); _SaveBGData(); _SaveInventory(); _SaveQuestStatus(); _SaveDailyQuestStatus(); _SaveTalents(); _SaveSpells(); _SaveSpellCooldowns(); _SaveActions(); _SaveAuras(); m_achievementMgr.SaveToDB(); m_reputationMgr.SaveToDB(); _SaveEquipmentSets(); GetSession()->SaveTutorialsData(); // changed only while character in game _SaveGlyphs(); CharacterDatabase.CommitTransaction(); // save pet (hunter pet level and experience and all type pets health/mana). if(Pet* pet = GetPet()) pet->SavePetToDB(PET_SAVE_AS_CURRENT); } // fast save function for item/money cheating preventing - save only inventory and money state void Player::SaveInventoryAndGoldToDB() { _SaveInventory(); SaveGoldToDB(); } void Player::SaveGoldToDB() { CharacterDatabase.PExecute("UPDATE characters SET money = '%u' WHERE guid = '%u'", GetMoney(), GetGUIDLow()); } void Player::_SaveActions() { for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); ) { switch (itr->second.uState) { case ACTIONBUTTON_NEW: CharacterDatabase.PExecute("INSERT INTO character_action (guid,spec,button,action,type) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), (uint32)m_activeSpec, (uint32)itr->first, (uint32)itr->second.GetAction(), (uint32)itr->second.GetType() ); itr->second.uState = ACTIONBUTTON_UNCHANGED; ++itr; break; case ACTIONBUTTON_CHANGED: CharacterDatabase.PExecute("UPDATE character_action SET action = '%u', type = '%u' WHERE guid = '%u' AND button = '%u' AND spec = '%u'", (uint32)itr->second.GetAction(), (uint32)itr->second.GetType(), GetGUIDLow(), (uint32)itr->first, (uint32)m_activeSpec); itr->second.uState = ACTIONBUTTON_UNCHANGED; ++itr; break; case ACTIONBUTTON_DELETED: CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u' and button = '%u' and spec = '%u'", GetGUIDLow(), (uint32)itr->first, (uint32)m_activeSpec ); m_actionButtons.erase(itr++); break; default: ++itr; break; } } } void Player::_SaveAuras() { CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow()); AuraMap const& auras = GetAuras(); for(AuraMap::const_iterator itr = auras.begin(); itr !=auras.end() ; ++itr) { if(!itr->second->CanBeSaved()) continue; int32 amounts[MAX_SPELL_EFFECTS]; for (uint8 i=0;isecond->GetPartAura(i)) amounts[i]=partAura->GetAmount(); else amounts[i]=0; } CharacterDatabase.PExecute("INSERT INTO character_aura (guid,caster_guid,spell,effect_mask,stackcount,amount0, amount1, amount2,maxduration,remaintime,remaincharges) " "VALUES ('%u', '" UI64FMTD "', '%u', '%u', '%d', '%d', '%d', '%d', '%d', '%d', '%d')", GetGUIDLow(), itr->second->GetCasterGUID(),(uint32)itr->second->GetId(), (uint32)itr->second->GetEffectMask(), (int32)itr->second->GetStackAmount(), (int32)amounts[0], (int32)amounts[1], (int32)amounts[2] ,int(itr->second->GetAuraMaxDuration()),int(itr->second->GetAuraDuration()),int(itr->second->GetAuraCharges())); } } void Player::_SaveInventory() { // force items in buyback slots to new state // and remove those that aren't already for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; i++) { Item *item = m_items[i]; if (!item || item->GetState() == ITEM_NEW) continue; CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow()); CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow()); m_items[i]->FSetState(ITEM_NEW); } // update enchantment durations for(EnchantDurationList::iterator itr = m_enchantDuration.begin();itr != m_enchantDuration.end();++itr) { itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration); } // if no changes if (m_itemUpdateQueue.empty()) return; // do not save if the update queue is corrupt bool error = false; for(size_t i = 0; i < m_itemUpdateQueue.size(); i++) { Item *item = m_itemUpdateQueue[i]; if(!item || item->GetState() == ITEM_REMOVED) continue; Item *test = GetItemByPos( item->GetBagSlot(), item->GetSlot()); if (test == NULL) { sLog.outCrash("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d (state %d) are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), (int32)item->GetState()); //error = true; //now some items in bags cannot be saved but after cleansup they appear again } else if (test != item) { sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), test->GetGUIDLow()); error = true; } } if (error) { sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!"); ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED); return; } for(size_t i = 0; i < m_itemUpdateQueue.size(); i++) { Item *item = m_itemUpdateQueue[i]; if(!item) continue; Bag *container = item->GetContainer(); uint32 bag_guid = container ? container->GetGUIDLow() : 0; switch(item->GetState()) { case ITEM_NEW: CharacterDatabase.PExecute("INSERT INTO character_inventory (guid,bag,slot,item,item_template) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetGUIDLow(), item->GetEntry()); break; case ITEM_CHANGED: CharacterDatabase.PExecute("UPDATE character_inventory SET guid='%u', bag='%u', slot='%u', item_template='%u' WHERE item='%u'", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetEntry(), item->GetGUIDLow()); break; case ITEM_REMOVED: CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow()); break; case ITEM_UNCHANGED: break; } item->SaveToDB(); // item have unchanged inventory record and can be save standalone } m_itemUpdateQueue.clear(); } void Player::_SaveMail() { if (!m_mailsLoaded) return; for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr) { Mail *m = (*itr); if (m->state == MAIL_STATE_CHANGED) { CharacterDatabase.PExecute("UPDATE mail SET itemTextId = '%u',has_items = '%u',expire_time = '" UI64FMTD "', deliver_time = '" UI64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'", m->itemTextId, m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID); if(m->removedItems.size()) { for(std::vector::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::iterator itr2 = m->items.begin(); itr2 != m->items.end(); ++itr2) CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", itr2->item_guid); if (m->itemTextId) CharacterDatabase.PExecute("DELETE FROM item_text WHERE id = '%u'", m->itemTextId); CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID); CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID); } } //deallocate deleted mails... for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ) { if ((*itr)->state == MAIL_STATE_DELETED) { Mail* m = *itr; m_mail.erase(itr); delete m; itr = m_mail.begin(); } else ++itr; } m_mailsUpdated = false; } void Player::_SaveQuestStatus() { // we don't need transactions here. for( QuestStatusMap::iterator i = mQuestStatus.begin( ); i != mQuestStatus.end( ); ++i ) { switch (i->second.uState) { case QUEST_NEW : CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) " "VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS+ sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]); break; case QUEST_CHANGED : CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ", i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first ); break; case QUEST_UNCHANGED: break; }; i->second.uState = QUEST_UNCHANGED; } } void Player::_SaveDailyQuestStatus() { if(!m_DailyQuestChanged) return; m_DailyQuestChanged = false; // save last daily quest time for all quests: we need only mostly reset time for reset check anyway // we don't need transactions here. CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow()); for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) if(GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD "')", GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime)); } void Player::_SaveSpells() { for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();) { if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED) CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first); // add only changed/new not dependent spells if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)) CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0); if (itr->second->state == PLAYERSPELL_REMOVED) { delete itr->second; m_spells.erase(itr++); } else { itr->second->state = PLAYERSPELL_UNCHANGED; ++itr; } } } void Player::outDebugValues() const { if(!sLog.IsOutDebug()) // optimize disabled debug output return; sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA)); sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH)); sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT)); sLog.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA)); sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE)); sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE)); sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST)); sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE)); sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE)); sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE)); sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE)); sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK)); } /*********************************************************/ /*** FLOOD FILTER SYSTEM ***/ /*********************************************************/ void Player::UpdateSpeakTime() { // ignore chat spam protection for GMs in any mode if(GetSession()->GetSecurity() > SEC_PLAYER) return; time_t current = time (NULL); if(m_speakTime > current) { uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT); if(!max_count) return; ++m_speakCount; if(m_speakCount >= max_count) { // prevent overwrite mute time, if message send just before mutes set, for example. time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME); if(GetSession()->m_muteTime < new_mute) GetSession()->m_muteTime = new_mute; m_speakCount = 0; } } else m_speakCount = 0; m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY); } bool Player::CanSpeak() const { return GetSession()->m_muteTime <= time (NULL); } /*********************************************************/ /*** LOW LEVEL FUNCTIONS:Notifiers ***/ /*********************************************************/ void Player::SendAttackSwingNotInRange() { WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0); GetSession()->SendPacket( &data ); } void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid) { std::ostringstream ss; ss << "UPDATE characters SET position_x='"<= tokens.size()) return; tokens[index] = buf; } void Player::SetUInt32ValueInDB(uint16 index, uint32 value, uint64 guid) { Tokens tokens; if(!LoadValuesArrayFromDB(tokens,guid)) return; if(index >= tokens.size()) return; char buf[11]; snprintf(buf,11,"%u",value); tokens[index] = buf; SaveValuesArrayInDB(tokens,guid); } void Player::SetFloatValueInDB(uint16 index, float value, uint64 guid) { uint32 temp; memcpy(&temp, &value, sizeof(value)); Player::SetUInt32ValueInDB(index, temp, guid); } void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair) { // 0 QueryResult* 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)); delete result; } void Player::SendAttackSwingDeadTarget() { WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0); GetSession()->SendPacket( &data ); } void Player::SendAttackSwingCantAttack() { WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0); GetSession()->SendPacket( &data ); } void Player::SendAttackSwingCancelAttack() { WorldPacket data(SMSG_CANCEL_COMBAT, 0); GetSession()->SendPacket( &data ); } void Player::SendAttackSwingBadFacingAttack() { WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0); GetSession()->SendPacket( &data ); } void Player::SendAutoRepeatCancel(Unit *target) { WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size()); data.append(target->GetPackGUID()); // may be it's target guid GetSession()->SendPacket( &data ); } void Player::SendExplorationExperience(uint32 Area, uint32 Experience) { WorldPacket data( SMSG_EXPLORATION_EXPERIENCE, 8 ); data << Area; data << Experience; GetSession()->SendPacket(&data); } void Player::SendDungeonDifficulty(bool IsInGroup) { uint8 val = 0x00000001; WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12); data << (uint32)GetDifficulty(); data << uint32(val); data << uint32(IsInGroup); GetSession()->SendPacket(&data); } void Player::SendResetFailedNotify(uint32 mapid) { WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4); data << uint32(mapid); GetSession()->SendPacket(&data); } /// Reset all solo instances and optionally send a message on success for each void Player::ResetInstances(uint8 method) { // method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN // we assume that when the difficulty changes, all instances that can be reset will be uint8 dif = GetDifficulty(); for (BoundInstancesMap::iterator itr = m_boundInstances[dif].begin(); itr != m_boundInstances[dif].end();) { InstanceSave *p = itr->second.save; const MapEntry *entry = sMapStore.LookupEntry(itr->first); if(!entry || !p->CanReset()) { ++itr; continue; } if(method == INSTANCE_RESET_ALL) { // the "reset all instances" method can only reset normal maps if(dif == DIFFICULTY_HEROIC || entry->map_type == MAP_RAID) { ++itr; continue; } } // if the map is loaded, reset it Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId()); if(map && map->IsDungeon()) 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[dif].erase(itr++); // the following should remove the instance save from the manager and delete it as well p->RemovePlayer(this); } } void Player::SendResetInstanceSuccess(uint32 MapId) { WorldPacket data(SMSG_INSTANCE_RESET, 4); data << MapId; GetSession()->SendPacket(&data); } void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId) { // TODO: find what other fail reasons there are besides players in the instance WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4); data << reason; data << MapId; GetSession()->SendPacket(&data); } /*********************************************************/ /*** Update timers ***/ /*********************************************************/ ///checks the 15 afk reports per 5 minutes limit void Player::UpdateAfkReport(time_t currTime) { if(m_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; if(Pet* pet = ObjectAccessor::GetPet(pet_guid)) return pet; //there may be a guardian in slot //sLog.outError("Player::GetPet: Pet %u not exist.",GUID_LOPART(pet_guid)); //const_cast(this)->SetPetGUID(0); } return NULL; } void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent) { if(!pet) pet = GetPet(); if(pet) { sLog.outDebug("RemovePet %u, %u, %u", pet->GetEntry(), mode, returnreagent); if(pet->m_removed) return; } if(returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleGround()) { //returning of reagents only for players, so best done here uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); if(spellInfo) { for(uint32 i = 0; i < 7; ++i) { if(spellInfo->Reagent[i] > 0) { ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout) uint8 msg = CanStoreNewItem( NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i] ); if( msg == EQUIP_ERR_OK ) { Item* item = StoreNewItem( dest, spellInfo->Reagent[i], true); if(IsInWorld()) SendNewItem(item,spellInfo->ReagentCount[i],true,false); } } } } m_temporaryUnsummonedPetNumber = 0; } if(!pet || pet->GetOwnerGUID()!=GetGUID()) return; pet->CombatStop(); if(returnreagent) { switch(pet->GetEntry()) { //warlock pets except imp are removed(?) when logging out case 1860: case 1863: case 417: case 17252: mode = PET_SAVE_NOT_IN_SLOT; break; } } // only if current pet in slot pet->SavePetToDB(mode); SetMinion(pet, false); pet->AddObjectToRemoveList(); pet->m_removed = true; if(pet->isControlled()) { WorldPacket data(SMSG_PET_SPELLS, 8); data << uint64(0); GetSession()->SendPacket(&data); if(GetGroup()) SetGroupUpdateFlag(GROUP_UPDATE_PET); } } void Player::StopCastingCharm() { Unit* charm = GetCharm(); if(!charm) return; if(charm->GetTypeId() == TYPEID_UNIT) { if(((Creature*)charm)->HasUnitTypeMask(UNIT_MASK_PUPPET)) ((Puppet*)charm)->UnSummon(); else if(charm->IsVehicle()) ExitVehicle(); } if(GetCharmGUID()) charm->RemoveCharmAuras(); if(GetCharmGUID()) { sLog.outCrash("Player %s (GUID: " UI64FMTD " is not able to uncharm unit (GUID: " UI64FMTD " Entry: %u, Type: %u)", GetName(), GetGUID(), GetCharmGUID(), charm->GetEntry(), charm->GetTypeId()); if(charm->GetCharmerGUID()) { sLog.outCrash("Charmed unit has charmer guid " UI64FMTD, charm->GetCharmerGUID()); assert(false); } else SetCharm(charm, false); } } void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const { *data << (uint8)msgtype; *data << (uint32)language; *data << (uint64)GetGUID(); *data << (uint32)language; //language 2.1.0 ? *data << (uint64)GetGUID(); *data << (uint32)(text.length()+1); *data << text; *data << (uint8)chatTag(); } void Player::Say(const std::string& text, const uint32 language) { WorldPacket data(SMSG_MESSAGECHAT, 200); BuildPlayerChat(&data, CHAT_MSG_SAY, text, language); SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true); if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) sLog.outChat("[SAY] Player %s says (language %u): %s", GetName(), language, text.c_str()); } void Player::Yell(const std::string& text, const uint32 language) { WorldPacket data(SMSG_MESSAGECHAT, 200); BuildPlayerChat(&data, CHAT_MSG_YELL, text, language); SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true); if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) sLog.outChat("[YELL] Player %s yells (language %u): %s", GetName(), language, text.c_str()); } void Player::TextEmote(const std::string& text) { WorldPacket data(SMSG_MESSAGECHAT, 200); BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL); SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT)); if(sWorld.getConfig(CONFIG_CHATLOG_PUBLIC)) sLog.outChat("[TEXTEMOTE] Player %s emotes: %s", GetName(), text.c_str()); } void Player::Whisper(const std::string& text, uint32 language,uint64 receiver) { if (language != LANG_ADDON) // if not addon data language = LANG_UNIVERSAL; // whispers should always be readable Player *rPlayer = objmgr.GetPlayer(receiver); if(sWorld.getConfig(CONFIG_CHATLOG_WHISPER)) sLog.outChat("[WHISPER] Player %s tells %s: %s", GetName(), rPlayer->GetName(), text.c_str()); // when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode if(!rPlayer->isDND() || isGameMaster()) { WorldPacket data(SMSG_MESSAGECHAT, 200); BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language); rPlayer->GetSession()->SendPacket(&data); data.Initialize(SMSG_MESSAGECHAT, 200); rPlayer->BuildPlayerChat(&data, CHAT_MSG_REPLY, text, language); GetSession()->SendPacket(&data); } else { // announce to player that player he is whispering to is dnd and cannot receive his message ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str()); } if(!isAcceptWhispers() && !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(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; WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*10+1+1); data << uint64(veh->GetGUID()); data << uint16(0); data << uint32(0); data << uint32(0x00000101); for(uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i) { uint32 spellId = ((Creature*)veh)->m_spells[i]; if(!spellId) continue; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId); if(!spellInfo) continue; if(IsPassiveSpell(spellId)) { veh->CastSpell(veh, spellId, true); data << uint16(0) << uint8(0) << uint8(i+8); } else data << uint16(spellId) << uint8(0) << uint8(i+8); } for(uint32 i = CREATURE_MAX_SPELLS; i < MAX_SPELL_CONTROL_BAR; ++i) data << uint16(0) << uint8(0) << uint8(i+8); data << uint8(0); data << uint8(0); GetSession()->SendPacket(&data); } void Player::CharmSpellInitialize() { Unit* charm = GetFirstControlled(); if(!charm) return; CharmInfo *charmInfo = charm->GetCharmInfo(); if(!charmInfo) { sLog.outError("Player::CharmSpellInitialize(): the player's charm ("UI64FMTD") has no charminfo!", charm->GetGUID()); return; } uint8 addlist = 0; if(charm->GetTypeId() != TYPEID_PLAYER) { CreatureInfo const *cinfo = ((Creature*)charm)->GetCreatureInfo(); //if(cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK) { for(uint32 i = 0; i < MAX_SPELL_CHARM; ++i) { if(charmInfo->GetCharmSpell(i)->GetAction()) ++addlist; } } } WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1); data << uint64(charm->GetGUID()); data << uint16(0); data << uint32(0); if(charm->GetTypeId() != TYPEID_PLAYER) data << uint8(((Creature*)charm)->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0); else data << uint8(0) << uint8(0) << uint16(0); charmInfo->BuildActionBar(&data); data << uint8(addlist); if(addlist) { for(uint32 i = 0; i < MAX_SPELL_CHARM; ++i) { CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i); if(cspell->GetAction()) data << uint32(cspell->packedData); } } data << uint8(0); // cooldowns count GetSession()->SendPacket(&data); } void Player::SendRemoveControlBar() { WorldPacket data(SMSG_PET_SPELLS, 8); data << uint64(0); GetSession()->SendPacket(&data); } bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell * spell) { if (!mod || !spellInfo) return false; // Mod out of charges if (spell && mod->charges == -1 && spell->m_appliedMods.find(mod->ownerAura) == spell->m_appliedMods.end()) return false; return spellmgr.IsAffectedByMod(spellInfo, mod); } void Player::AddSpellMod(SpellModifier* mod, bool apply) { uint16 Opcode= (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER; uint8 i=0; flag96 _mask; for(int eff=0;eff<96;++eff) { if ((eff!=0) && (eff%32==0)) i++; _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); 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;iownerAura || !mod->ownerAura->GetAuraCharges()) 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->GetAuraCharges() < mod->charges) mod->charges = mod->ownerAura->GetAuraCharges(); // Skip this check for now - aura charges may change due to various reason // TODO: trac these changes correctly //assert (mod->ownerAura->GetAuraCharges() <= mod->charges); } } } void Player::RemoveSpellMods(Spell * spell) { if (!spell) return; std::set checkedSpells; AuraEffectList const & auraList = GetAurasByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE); for(AuraEffectList::const_iterator itr = auraList.begin(); itr != auraList.end();) { AuraEffect * aur = *itr; ++itr; if (!aur->GetParentAura()->GetAuraCharges()) continue; SpellEntry const * spellInfo = aur->GetSpellProto(); if (spellInfo->SpellFamilyName != spell->m_spellInfo->SpellFamilyName || checkedSpells.find(aur->GetParentAura()) != checkedSpells.end()) continue; if (spell->m_spellInfo->SpellFamilyFlags & spellInfo->EffectSpellClassMask[aur->GetEffIndex()] // this is for fingers of frost, look at spell::finish part, a charge will be taken by the triggering spell && aur->GetParentAura()->GetAuraDuration() != aur->GetParentAura()->GetAuraMaxDuration()) { checkedSpells.insert(aur->GetParentAura()); spell->m_appliedMods.erase(aur->GetParentAura()); if (aur->GetParentAura()->DropAuraCharge()) itr = auraList.begin(); } } if (spell->m_appliedMods.empty()) return; for(uint8 i=0;iownerAura || !mod->ownerAura->GetAuraCharges()) 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->DropAuraCharge()) itr = m_spellMods[i].begin(); } } } void Player::DropModCharge(SpellModifier * mod, Spell * spell) { if (spell && mod->ownerAura && mod->charges > 0 ) { --mod->charges; if (mod->charges == 0) { mod->charges = -1; } spell->m_appliedMods.insert(mod->ownerAura); } } void Player::SetSpellModTakingSpell(Spell * spell, bool apply) { if (!spell || (m_spellModTakingSpell && m_spellModTakingSpell != spell)) return; if (apply && spell->getState() == SPELL_STATE_FINISHED) return; m_spellModTakingSpell = apply ? spell : NULL; } // send Proficiency void Player::SendProficiency(uint8 pr1, uint32 pr2) { WorldPacket data(SMSG_SET_PROFICIENCY, 8); data << pr1 << pr2; GetSession()->SendPacket (&data); } void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type) { QueryResult *result = NULL; if(type==10) result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid)); else result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); if(result) { do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand. { // and SendPetitionQueryOpcode reads data from the DB Field *fields = result->Fetch(); uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER); uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM); // send update if charter owner in game Player* owner = objmgr.GetPlayer(ownerguid); if(owner) owner->GetSession()->SendPetitionQueryOpcode(petitionguid); } while ( result->NextRow() ); delete result; if(type==10) CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid)); else CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); } CharacterDatabase.BeginTransaction(); if(type == 10) { CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid)); CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid)); } else { CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type); } CharacterDatabase.CommitTransaction(); } void Player::LeaveAllArenaTeams(uint64 guid) { QueryResult *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()); delete result; } 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 stealthedUnits; Trinity::AnyStealthedCheck u_check; Trinity::UnitListSearcher searcher(this, stealthedUnits, u_check); VisitNearbyObject(GetMap()->GetVisibilityDistance(), searcher); for (std::list::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 MANGOS_DEBUG if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i)); #endif // target aura duration for caster show only if target exist at caster client // send data at target visibility change (adding to client) SendInitialVisiblePackets(*i); } } else { if(hasAtClient) { (*i)->DestroyForPlayer(this); m_clientGUIDs.erase((*i)->GetGUID()); } } } } bool Player::ActivateTaxiPathTo(std::vector 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 nodes; nodes.resize(2); nodes[0] = entry->from; nodes[1] = entry->to; return ActivateTaxiPathTo(nodes,NULL,spellid); } void Player::CleanupAfterTaxiFlight() { m_taxi.ClearTaxiDestinations(); // not destinations, clear source node Unmount(); RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_TAXI_FLIGHT); getHostilRefManager().setOnlineOfflineState(true); } void Player::ContinueTaxiFlight() { uint32 sourceNode = m_taxi.GetTaxiSource(); if (!sourceNode) return; sLog.outDebug( "WORLD: Restart character %u taxi flight", GetGUIDLow() ); uint32 mountDisplayId = objmgr.GetTaxiMountDisplayId(sourceNode, GetTeam(),true); uint32 path = m_taxi.GetCurrentTaxiPath(); // search appropriate start path node uint32 startNode = 0; TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path]; float distPrev = MAP_SIZE*MAP_SIZE; float distNext = (nodeList[0].x-GetPositionX())*(nodeList[0].x-GetPositionX())+ (nodeList[0].y-GetPositionY())*(nodeList[0].y-GetPositionY())+ (nodeList[0].z-GetPositionZ())*(nodeList[0].z-GetPositionZ()); for(uint32 i = 1; i < nodeList.size(); ++i) { TaxiPathNode const& node = nodeList[i]; TaxiPathNode const& prevNode = nodeList[i-1]; // skip nodes at another map if(node.mapid != GetMapId()) continue; distPrev = distNext; distNext = (node.x-GetPositionX())*(node.x-GetPositionX())+ (node.y-GetPositionY())*(node.y-GetPositionY())+ (node.z-GetPositionZ())*(node.z-GetPositionZ()); float distNodes = (node.x-prevNode.x)*(node.x-prevNode.x)+ (node.y-prevNode.y)*(node.y-prevNode.y)+ (node.z-prevNode.z)*(node.z-prevNode.z); if(distNext + distPrev < distNodes) { startNode = i; break; } } GetSession()->SendDoFlight(mountDisplayId, path, startNode); } void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs ) { // last check 2.0.10 WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8); data << GetGUID(); data << uint8(0x0); // flags (0x1, 0x2) time_t curTime = time(NULL); for(PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr) { if (itr->second->state == PLAYERSPELL_REMOVED) continue; uint32 unSpellId = itr->first; SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId); if (!spellInfo) { ASSERT(spellInfo); continue; } // Not send cooldown for this spells if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE) continue; if(spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE) continue; if((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs ) { data << uint32(unSpellId); data << uint32(unTimeMs); // in m.secs AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILISECONDS); } } GetSession()->SendPacket(&data); } void Player::InitDataForForm(bool reapplyMods) { SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form); if(ssEntry && ssEntry->attackSpeed) { SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed); SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed); SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME); } else SetRegularAttackTime(); switch(m_form) { case FORM_GHOUL: case FORM_CAT: { if(getPowerType()!=POWER_ENERGY) setPowerType(POWER_ENERGY); break; } case FORM_BEAR: case FORM_DIREBEAR: { if(getPowerType()!=POWER_RAGE) setPowerType(POWER_RAGE); break; } default: // 0, for example { ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass()); if(cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType) setPowerType(Powers(cEntry->powerType)); break; } } // update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change. if (!reapplyMods) UpdateEquipSpellsAtFormChange(); UpdateAttackPowerAndDamage(); UpdateAttackPowerAndDamage(true); } void Player::InitDisplayIds() { PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass()); if(!info) { sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow()); return; } uint8 gender = getGender(); switch(gender) { case GENDER_FEMALE: SetDisplayId(info->displayId_f ); SetNativeDisplayId(info->displayId_f ); break; case GENDER_MALE: SetDisplayId(info->displayId_m ); SetNativeDisplayId(info->displayId_m ); break; default: sLog.outError("Invalid gender %u for player",gender); return; } } // Return true is the bought item has a max count to force refresh of window by caller bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint8 bag, uint8 slot) { // cheating attempt if (count < 1) count = 1; // cheating attempt if(slot > MAX_BAG_SIZE && slot !=NULL_SLOT) return false; if (!isAlive()) return false; ItemPrototype const *pProto = objmgr.GetItemPrototype( item ); if (!pProto) { SendBuyError( BUY_ERR_CANT_FIND_ITEM, NULL, item, 0); return false; } Creature *pCreature = GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR); if (!pCreature) { sLog.outDebug( "WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)) ); SendBuyError( BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0); return false; } VendorItemData const* vItems = pCreature->GetVendorItems(); if(!vItems || vItems->Empty()) { SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); return false; } size_t vendor_slot = vItems->FindItemSlot(item); if (vendor_slot >= vItems->GetItemCount()) { SendBuyError( BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0); return false; } VendorItem const* crItem = vItems->m_items[vendor_slot]; // check current item amount if it limited if (crItem->maxcount != 0) { if (pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count ) { SendBuyError( BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0); return false; } } if (pProto->RequiredReputationFaction && (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)) { SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0); return false; } else if (!pProto->RequiredReputationFaction && pProto->RequiredReputationRank > 0) { if (uint32(GetReputationRank(pCreature->getFaction())) < pProto->RequiredReputationRank) { SendBuyError( BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0); return false; } } if (crItem->ExtendedCost) { ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost); if (!iece) { sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost); return false; } // honor points price if (GetHonorPoints() < (iece->reqhonorpoints * count)) { SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL); return false; } // arena points price if (GetArenaPoints() < (iece->reqarenapoints * count)) { SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL); return false; } // item base price for (uint8 i = 0; i < 5; ++i) { if(iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count))) { SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL); return false; } } // check for personal arena rating requirement if( GetMaxPersonalArenaRatingRequirement() < iece->reqpersonalarenarating ) { // probably not the proper equip err SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL); return false; } } uint32 price = pProto->BuyPrice * count; // reputation discount price = uint32(floor(price * GetReputationPriceDiscount(pCreature))); if (GetMoney() < price) { SendBuyError( BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0); return false; } 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 << pCreature->GetGUID(); data << (uint32)(vendor_slot+1); // numbered from 1 at client data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF); data << (uint32)count; GetSession()->SendPacket(&data); SendNewItem(it, pProto->BuyCount*count, true, false, false); } } else if (IsEquipmentPos(bag, slot)) { if (pProto->BuyCount * count != 1) { SendEquipError( EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL ); return false; } uint16 dest; uint8 msg = CanEquipNewItem( slot, dest, item, false ); if (msg != EQUIP_ERR_OK) { SendEquipError( msg, NULL, NULL ); return false; } ModifyMoney( -(int32)price ); if (crItem->ExtendedCost) // case for new honor system { ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost); if (iece->reqhonorpoints) ModifyHonorPoints( - int32(iece->reqhonorpoints)); if (iece->reqarenapoints) ModifyArenaPoints( - int32(iece->reqarenapoints)); for (uint8 i = 0; i < 5; ++i) { if(iece->reqitem[i]) DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i], true); } } if (Item *it = EquipNewItem( dest, item, true )) { uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count); WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4)); data << pCreature->GetGUID(); data << (uint32)(vendor_slot+1); // numbered from 1 at client data << (uint32)(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF); data << (uint32)count; GetSession()->SendPacket(&data); SendNewItem(it, pProto->BuyCount*count, true, false, false); AutoUnequipOffhandIfNeed(); } } else { SendEquipError( EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL ); return false; } return crItem->maxcount != 0; } uint32 Player::GetMaxPersonalArenaRatingRequirement() { // 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 = 0; i < MAX_ARENA_SLOT; ++i) { if(ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i))) { uint32 p_rating = GetUInt32Value(PLAYER_FIELD_ARENA_TEAM_INFO_1_1 + (i * 6) + 5); uint32 t_rating = at->GetRating(); p_rating = p_ratingSendPacket(&data); } // instance is valid, reset homebind timer m_HomebindTimer = 0; } else if (m_HomebindTimer > 0) { if (time >= m_HomebindTimer) { // teleport to nearest graveyard 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 << m_HomebindTimer; data << uint32(1); GetSession()->SendPacket(&data); sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow()); } } void Player::UpdatePvPState(bool onlyFFA) { // TODO: should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled? if(!pvpInfo.inNoPvPArea && !isGameMaster() && (pvpInfo.inFFAPvPArea || sWorld.IsFFAPvPRealm())) { if(!HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) { SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); for(ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) (*itr)->SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); } } else if(HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP)) { RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); for(ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr) (*itr)->RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP); } if(onlyFFA) return; if(pvpInfo.inHostileArea) // in hostile area { if(!IsPvP() || pvpInfo.endTimer != 0) UpdatePvP(true, true); } else // in friendly area { if(IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0) pvpInfo.endTimer = time(0); // start toggle-off } } void Player::UpdatePvP(bool state, bool override) { if(!state || override) { SetPvP(state); pvpInfo.endTimer = 0; } else { if(pvpInfo.endTimer != 0) pvpInfo.endTimer = time(NULL); else SetPvP(state); } } void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown) { // init cooldown values uint32 cat = 0; int32 rec = -1; int32 catrec = -1; // some special item spells without correct cooldown in SpellInfo // cooldown information stored in item prototype // This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client. if(itemId) { if(ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId)) { for(uint8 idx = 0; idx < 5; ++idx) { if(proto->Spells[idx].SpellId == spellInfo->Id) { cat = proto->Spells[idx].SpellCategory; rec = proto->Spells[idx].SpellCooldown; catrec = proto->Spells[idx].SpellCategoryCooldown; break; } } } } // if no cooldown found above then base at DBC data if(rec < 0 && catrec < 0) { cat = spellInfo->Category; rec = spellInfo->RecoveryTime; catrec = spellInfo->CategoryRecoveryTime; } time_t curTime = time(NULL); time_t catrecTime; time_t recTime; // overwrite time for selected category if(infinityCooldown) { // use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped) // but not allow ignore until reset or re-login catrecTime = catrec > 0 ? curTime+infinityCooldownDelay : 0; recTime = rec > 0 ? curTime+infinityCooldownDelay : catrecTime; } else { // shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK) // prevent 0 cooldowns set by another way if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != SPELL_ID_AUTOSHOT)) 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 << spellInfo->Id; data << 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->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(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 use them as count, else use from Condition uint32 _cmp_gem = Condition->CompareColor[i] ? curcount[Condition->CompareColor[i] - 1]: Condition->Value[i]; switch(Condition->Comparator[i]) { case 2: // requires less than ( || ) gems activate &= (_cur_gem < _cmp_gem) ? true : false; break; case 3: // requires more than ( || ) gems activate &= (_cur_gem > _cmp_gem) ? true : false; break; case 5: // requires at least than ( || ) 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 = GetAurasByType(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, SPELL_ID_DESERTER, true); // Deserter } } } } bool Player::CanJoinToBattleground() const { // check Deserter debuff if(HasAura(SPELL_ID_DESERTER)) 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(SPELL_ID_DEATH_GATE)) mapId = 0; return WorldLocation(mapId, info->positionX, info->positionY, info->positionZ, 0); } bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance) const { // Always can see self if (m_mover == u || this == u) return true; // phased visibility (both must phased in same way) if(!InSamePhase(u)) return false; // player visible for other player if not logout and at same transport // including case when player is out of world bool at_same_transport = GetTransport() && u->GetTypeId() == TYPEID_PLAYER && !GetSession()->PlayerLogout() && !((Player*)u)->GetSession()->PlayerLogout() && !GetSession()->PlayerLoading() && !((Player*)u)->GetSession()->PlayerLoading() && GetTransport() == ((Player*)u)->GetTransport(); // not in world if(!at_same_transport && (!IsInWorld() || !u->IsInWorld())) return false; // forbidden to seen (at GM respawn command) //if(u->GetVisibility() == VISIBILITY_RESPAWN) // return false; Map& _map = *u->GetMap(); // Grid dead/alive checks // non visible at grid for any stealth state if(!u->IsVisibleInGridForPlayer(this)) return false; // always seen by owner if(uint64 guid = u->GetCharmerOrOwnerGUID()) if(GetGUID() == guid) return true; if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT)) if(u->GetGUID() == guid) return true; // different visible distance checks if(isInFlight()) // what see player in flight { if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance)) return false; } else if(!u->isAlive()) // distance for show body { if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance)) return false; } else if(u->GetTypeId()==TYPEID_PLAYER) // distance for show player { // Players far than max visible distance for player or not in our map are not visible too if (!at_same_transport && !m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance)) return false; } else if(u->GetCharmerOrOwnerGUID()) // distance for show pet/charmed { // Pet/charmed far than max visible distance for player or not in our map are not visible too if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance)) return false; } else // distance for show creature { // Units farther than max visible distance for creature or not in our map are not visible too if (!m_seer->IsWithinDistInMap(u , u->isActiveObject() ? (MAX_VISIBILITY_DISTANCE - (inVisibleList ? 0.0f : World::GetVisibleUnitGreyDistance())) : (_map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f)) , is3dDistance)) return false; } if(u->GetVisibility() == VISIBILITY_OFF) { // GMs see any players, not higher GMs and all units if(isGameMaster()) { if(u->GetTypeId() == TYPEID_PLAYER) return ((Player *)u)->GetSession()->GetSecurity() <= GetSession()->GetSecurity(); else return true; } return false; } // GM's can see everyone with invisibilitymask with less or equal security level if(m_mover->m_invisibilityMask || u->m_invisibilityMask) { if(isGameMaster()) { if(u->GetTypeId() == TYPEID_PLAYER) return ((Player*)u)->GetSession()->GetSecurity() <= GetSession()->GetSecurity(); else return true; } // player see other player with stealth/invisibility only if he in same group or raid or same team (raid/team case dependent from conf setting) if(!m_mover->canDetectInvisibilityOf(u)) if(!(u->GetTypeId()==TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(((Player*)u)))) return false; } // GM invisibility checks early, invisibility if any detectable, so if not stealth then visible if(u->GetVisibility() == VISIBILITY_GROUP_STEALTH && !isGameMaster()) { // if player is dead then he can't detect anyone in any cases //do not know what is the use of this detect // stealth and detected and visible for some seconds if(!isAlive()) detect = false; if(m_DetectInvTimer < 300 || !HaveAtClient(u)) if(!(u->GetTypeId()==TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(((Player*)u)))) if(!detect || !m_mover->canDetectStealthOf(u, GetDistance(u))) return false; } // If use this server will be too laggy // Now check is target visible with LoS //return u->IsWithinLOS(GetPositionX(),GetPositionY(),GetPositionZ()); return true; } bool Player::IsVisibleInGridForPlayer( Player const * pl ) const { // gamemaster in GM mode see all, including ghosts if(pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity()) return true; // It seems in battleground everyone sees everyone, except the enemy-faction ghosts if (InBattleGround()) { if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl) ) return false; return true; } // Live player see live player or dead player with not realized corpse if(pl->isAlive() || pl->m_deathTimer > 0) { return isAlive() || m_deathTimer > 0; } // Ghost see other friendly ghosts, that's for sure if(!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl)) return true; // Dead player see live players near own corpse if(isAlive()) { Corpse *corpse = pl->GetCorpse(); if(corpse) { // 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level if(corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO))) return true; } } // and not see any other return false; } bool Player::IsVisibleGloballyFor( Player* u ) const { if(!u) return false; // Always can see self if (u==this) return true; // Visible units, always are visible for all players if (GetVisibility() == VISIBILITY_ON) return true; // GMs are visible for higher gms (or players are visible for gms) if (u->GetSession()->GetSecurity() > SEC_PLAYER) return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity(); // non faction visibility non-breakable for non-GMs if (GetVisibility() == VISIBILITY_OFF) return false; // non-gm stealth/invisibility not hide from global player lists return true; } template inline void UpdateVisibilityOf_helper(std::set& s64, T* target) { s64.insert(target->GetGUID()); } template<> inline void UpdateVisibilityOf_helper(std::set& s64, GameObject* target) { if(!target->IsTransport()) s64.insert(target->GetGUID()); } void Player::UpdateVisibilityOf(WorldObject* target) { if(HaveAtClient(target)) { if(!target->isVisibleForInState(this, true)) { 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); UpdateVisibilityOf_helper(m_clientGUIDs, target); #ifdef TRINITY_DEBUG if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target)); #endif // target aura duration for caster show only if target exist at caster client // send data at target visibility change (adding to client) if(target->isType(TYPEMASK_UNIT)) SendInitialVisiblePackets((Unit*)target); } } } void Player::SendInitialVisiblePackets(Unit* target) { SendAurasForTarget(target); if(target->isAlive()) { if(target->GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE) target->SendMonsterMoveWithSpeedToCurrentDestination(this); if(target->hasUnitState(UNIT_STAT_MELEE_ATTACKING) && target->getVictim()) target->SendMeleeAttackStart(target->getVictim()); } } template void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set& visibleNow) { if(HaveAtClient(target)) { if(!target->isVisibleForInState(this,true)) { target->BuildOutOfRangeUpdateBlock(&data); m_clientGUIDs.erase(target->GetGUID()); #ifdef TRINITY_DEBUG if((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES)==0) sLog.outDebug("Object %u (Type: %u, Entry: %u) is out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target)); #endif } } else //if(visibleNow.size() < 30 || target->GetTypeId() == TYPEID_UNIT && ((Creature*)target)->IsVehicle()) { if(target->isVisibleForInState(this,false)) { //if(target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle) // UpdateVisibilityOf(((Unit*)target)->m_Vehicle, data, visibleNow); visibleNow.insert(target); target->BuildCreateUpdateBlockForPlayer(&data, this); UpdateVisibilityOf_helper(m_clientGUIDs,target); #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& visibleNow); template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, std::set& visibleNow); template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, std::set& visibleNow); void Player::InitPrimaryProfessions() { SetFreePrimaryProfessions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL)); } Unit * Player::GetSelectedUnit() const { if(m_curSelection) return ObjectAccessor::GetUnit(*this, m_curSelection); return NULL; } Player * Player::GetSelectedPlayer() const { if(m_curSelection) return ObjectAccessor::GetPlayer(*this, m_curSelection); return NULL; } void Player::SendComboPoints() { Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget); if (combotarget) { WorldPacket data; if(m_mover != this) { data.Initialize(SMSG_PET_UPDATE_COMBO_POINTS, m_mover->GetPackGUID().size()+combotarget->GetPackGUID().size()+1); data.append(m_mover->GetPackGUID()); } else data.Initialize(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1); data.append(combotarget->GetPackGUID()); data << uint8(m_comboPoints); GetSession()->SendPacket(&data); } } void Player::AddComboPoints(Unit* target, int8 count, Spell * spell) { if(!count) return; int8 * comboPoints = spell ? &spell->m_comboPointGain : &m_comboPoints; // without combo points lost (duration checked in aura) RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS); if(target->GetGUID() == m_comboTarget) { *comboPoints += count; } else { if(m_comboTarget) if(Unit* target2 = ObjectAccessor::GetUnit(*this,m_comboTarget)) target2->RemoveComboPointHolder(GetGUIDLow()); 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() { WorldPacket data(SMSG_SET_REST_START_OBSOLETE, 4); data << uint32(0); // unknown, may be rest state time or experience GetSession()->SendPacket(&data); GetSocial()->SendSocialList(); // Homebind data.Initialize(SMSG_BINDPOINTUPDATE, 5*4); data << m_homebindX << m_homebindY << m_homebindZ; data << (uint32) m_homebindMapId; data << (uint32) m_homebindZoneId; GetSession()->SendPacket(&data); // SMSG_SET_PROFICIENCY // SMSG_UPDATE_AURA_DURATION SendTalentsInfoData(false); 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 ); } void Player::SendInitialPacketsAfterAddToMap() { // update zone uint32 newzone, newarea; GetZoneAndAreaId(newzone,newarea); UpdateZone(newzone,newarea); // also call SendInitWorldStates(); WorldPacket data(SMSG_TIME_SYNC_REQ, 4); // new 2.0.x, enable movement data << uint32(0x00000000); // on blizz it increments periodically GetSession()->SendPacket(&data); CastSpell(this, SPELL_ID_LOGINEFFECT, 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 = GetAurasByType(*itr); if(!auraList.empty()) auraList.front()->ApplyModifier(true,true); } if(HasAuraType(SPELL_AURA_MOD_STUN)) SetMovement(MOVE_ROOT); // manual send package (have code in ApplyModifier(true,true); that don't must be re-applied. if(HasAuraType(SPELL_AURA_MOD_ROOT)) { WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10); data2.append(GetPackGUID()); data2 << (uint32)2; SendMessageToSet(&data2,true); } SendAurasForTarget(this); SendEnchantmentDurations(); // must be after add to map SendItemDurations(); // must be after add to map } void Player::SendUpdateToOutOfRangeGroupMembers() { if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE) return; if(Group* group = GetGroup()) group->UpdatePlayerOutOfRange(this); m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE; m_auraRaidUpdateMask = 0; if(Pet *pet = GetPet()) pet->ResetAuraUpdateMaskForRaid(); } void Player::SendTransferAborted(uint32 mapid, uint8 reason, uint8 arg) { WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2); data << uint32(mapid); data << uint8(reason); // transfer abort reason switch(reason) { case TRANSFER_ABORT_INSUF_EXPAN_LVL: case TRANSFER_ABORT_DIFFICULTY: case TRANSFER_ABORT_UNIQUE_MESSAGE: data << uint8(arg); break; } GetSession()->SendPacket(&data); } void Player::SendInstanceResetWarning( uint32 mapid, uint32 difficulty, uint32 time ) { // type of warning, based on the time remaining until reset uint32 type; if(time > 3600) type = RAID_INSTANCE_WELCOME; else if(time > 900 && time <= 3600) type = RAID_INSTANCE_WARNING_HOURS; else if(time > 300 && time <= 900) type = RAID_INSTANCE_WARNING_MIN; else type = RAID_INSTANCE_WARNING_MIN_SOON; WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4); data << uint32(type); data << uint32(mapid); data << uint32(difficulty); // difficulty data << uint32(time); if(type == RAID_INSTANCE_WELCOME) { data << uint8(0); // is your (1) data << uint8(0); // is extended (1), ignored if prev field is 0 } GetSession()->SendPacket(&data); } void Player::ApplyEquipCooldown( Item * pItem ) { for(uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i) { _Spell const& spellData = pItem->GetProto()->Spells[i]; // no spell if( !spellData.SpellId ) continue; // wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown) if( spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE ) continue; AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30); WorldPacket data(SMSG_ITEM_COOLDOWN, 12); data << pItem->GetGUID(); data << uint32(spellData.SpellId); GetSession()->SendPacket(&data); } } void Player::resetSpells(bool myClassOnly) { // not need after this call if(HasAtLoginFlag(AT_LOGIN_RESET_SPELLS)) RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS,true); // make full copy of map (spells removed and marked as deleted at another spell remove // and we can't use original map for safe iterative with visit each spell at loop end PlayerSpellMap smap = GetSpellMap(); uint32 family; if(myClassOnly) { ChrClassesEntry const* clsEntry = sChrClassesStore.LookupEntry(getClass()); if(!clsEntry) return; family = clsEntry->spellfamily; } for(PlayerSpellMap::const_iterator iter = smap.begin();iter != smap.end(); ++iter) { if(myClassOnly) { SpellEntry const *spellInfo = sSpellStore.LookupEntry(iter->first); if(!spellInfo) continue; // skip server-side/triggered spells if(spellInfo->spellLevel == 0) continue; // skip wrong class/race skills if(!IsSpellFitByClassAndRace(spellInfo->Id)) continue; // skip other spell families if(spellInfo->SpellFamilyName != family) continue; // skip spells with first rank learned as talent (and all talents then also) uint32 first_rank = spellmgr.GetFirstSpellInChain(spellInfo->Id); if(GetTalentSpellCost(first_rank) > 0) continue; // skip broken spells if(!SpellMgr::IsSpellValid(spellInfo,this,false)) continue; } removeSpell(iter->first,false,false); // only iter->first can be accessed, object by iter->second can be deleted already } learnDefaultSpells(); learnQuestRewardedSpells(); } void Player::learnDefaultSpells() { // learn default race/class spells PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass()); for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr!=info->spell.end(); ++itr) { uint32 tspell = *itr; sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell); if(!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add addSpell(tspell,true,true,true,false); else // but send in normal spell in game learn case learnSpell(tspell,true); } } void Player::learnQuestRewardedSpells(Quest const* quest) { uint32 spell_id = quest->GetRewSpellCast(); // skip quests without rewarded spell if( !spell_id ) return; SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id); if(!spellInfo) return; // check learned spells state bool found = false; for(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; uint32 profSpell = spellmgr.GetSpellRequired(learned_0); // 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.GetSpellRequired(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; jskillId!=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) { Aura * aura=itr->second; data << uint8(aura->GetAuraSlot()); data << uint32(aura->GetId()); // flags data << aura->m_auraFlags; // level data << aura->m_auraLevel; // charges data << uint8(aura->GetStackAmount()>1 ? aura->GetStackAmount() : aura->GetAuraCharges()); if(!(aura->m_auraFlags & AFLAG_CASTER)) { if (Unit * caster = aura->GetCaster()) data.append(caster->GetPackGUID()); else data << uint8(0); } if(aura->m_auraFlags & AFLAG_DURATION) // include aura duration { data << uint32(aura->GetAuraMaxDuration()); data << uint32(aura->GetAuraDuration()); } } GetSession()->SendPacket(&data); } void Player::SetDailyQuestStatus( uint32 quest_id ) { for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) { if(!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx)) { SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id); m_lastDailyQuestTime = time(NULL); // last daily quest time m_DailyQuestChanged = true; break; } } } void Player::ResetDailyQuestStatus() { for(uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx) SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0); // DB data deleted in caller m_DailyQuestChanged = false; m_lastDailyQuestTime = 0; } BattleGround* Player::GetBattleGround() const { if(GetBattleGroundId()==0) return NULL; return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID); } bool Player::InArena() const { BattleGround *bg = GetBattleGround(); if(!bg || !bg->isArena()) return false; return true; } bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const { // get a template bg instead of running one BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId); if(!bg) return false; if(getLevel() < bg->GetMinLevel() || getLevel() > bg->GetMaxLevel()) return false; return true; } BGQueueIdBasedOnLevel Player::GetBattleGroundQueueIdFromLevel(BattleGroundTypeId bgTypeId) const { //returned to hardcoded version of this function, because there is no way to code it dynamic uint32 level = getLevel(); if( bgTypeId == BATTLEGROUND_AV ) level--; uint32 queue_id = (level / 10) - 1; // for ranges 0 - 19, 20 - 29, 30 - 39, 40 - 49, 50 - 59, 60 - 69, 70 -79, 80 if( queue_id >= MAX_BATTLEGROUND_QUEUES ) { sLog.outError("BattleGround: too high queue_id %u this shouldn't happen", queue_id); return QUEUE_ID_MAX_LEVEL_80; } return BGQueueIdBasedOnLevel(queue_id); } 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 (int j = 0; j < QUEST_OBJECTIVES_COUNT; j++) { if (qinfo->ReqCreatureOrGOId[j]>=0) //skip non GO case continue; if((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j]) return true; } } } return false; } void Player::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)) { GameObject *obj = HashMapHolder::Find(*itr); if(obj) 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() { 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 (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 { MailItemsInfo mi; mi.AddItem(offItem->GetGUIDLow(), offItem->GetEntry(), offItem); 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()->GetMangosString(LANG_NOT_EQUIPPED_ITEM); WorldSession::SendMailTo(this, MAIL_NORMAL, MAIL_STATIONERY_GM, GetGUIDLow(), GetGUIDLow(), subject, 0, &mi, 0, 0, MAIL_CHECK_MASK_NONE); } } 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 ) { AuraMap& auras = GetAuras(); for(AuraMap::iterator itr = auras.begin(); itr != auras.end(); ) { Aura* aura = itr->second; // skip passive (passive item dependent spells work in another way) and not self applied auras SpellEntry const* spellInfo = aura->GetSpellProto(); if(aura->IsPassive() || aura->GetCasterGUID()!=GetGUID()) { ++itr; continue; } // skip if not item dependent or have alternative item if(HasItemFitToSpellReqirements(spellInfo,pItem)) { ++itr; continue; } // no alt item, remove aura, restart check RemoveAura(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 = GetAurasByType(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) { uint32 v_level = pVictim->getLevel(); uint32 k_grey = Trinity::XP::GetGrayLevel(getLevel()); // Victim level less gray level if(v_level<=k_grey) return false; if(pVictim->GetTypeId() == TYPEID_UNIT) { if (((Creature*)pVictim)->isTotem() || ((Creature*)pVictim)->isPet() || ((Creature*)pVictim)->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL) return false; } return true; } bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim) { bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer(); // prepare data for near group iteration (PvP and !PvP cases) uint32 xp = 0; bool honored_kill = false; if(Group *pGroup = GetGroup()) { uint32 count = 0; uint32 sum_level = 0; Player* member_with_max_level = NULL; Player* not_gray_member_with_max_level = NULL; pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level); if(member_with_max_level) { // PvP kills doesn't yield experience // also no XP gained if there is no member below gray level xp = (PvP || !not_gray_member_with_max_level || GetVehicle()) ? 0 : Trinity::XP::Gain(not_gray_member_with_max_level, pVictim); /// skip in check PvP case (for speed, not used) bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup(); bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon(); float group_rate = Trinity::XP::xp_in_group_rate(count,is_raid); for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* pGroupGuy = itr->getSource(); if(!pGroupGuy) continue; if(!pGroupGuy->IsAtGroupRewardDistance(pVictim)) continue; // member (alive or dead) or his corpse at req. distance // honor can be in PvP and !PvP (racial leader) cases (for alive) if(pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count, -1, true) && pGroupGuy==this) honored_kill = true; // xp and reputation only in !PvP case if(!PvP) { float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level; // if is in dungeon then all receive full reputation at kill // rewarded any alive/dead/near_corpse group member pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate); // XP updated only for alive group member if(pGroupGuy->isAlive() && not_gray_member_with_max_level && pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel()) { uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1); // handle SPELL_AURA_MOD_XP_PCT auras Unit::AuraEffectList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT); for(Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i) itr_xp = uint32(itr_xp*(1.0f + (*i)->GetAmount() / 100.0f)); pGroupGuy->GiveXP(itr_xp, pVictim); if(Pet* pet = pGroupGuy->GetPet()) pet->GivePetXP(itr_xp/2); } // quest objectives updated only for alive group member or dead but with not released body if(pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse()) { // normal creature (not pet/etc) can be only in !PvP case if(pVictim->GetTypeId()==TYPEID_UNIT) pGroupGuy->KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID()); } } } } } else // if (!pGroup) { xp = (PvP || GetVehicle()) ? 0 : Trinity::XP::Gain(this, pVictim); // honor can be in PvP and !PvP (racial leader) cases if(RewardHonor(pVictim,1, -1, true)) honored_kill = true; // xp and reputation only in !PvP case if(!PvP) { RewardReputation(pVictim,1); // handle SPELL_AURA_MOD_XP_PCT auras Unit::AuraEffectList const& ModXPPctAuras = GetAurasByType(SPELL_AURA_MOD_XP_PCT); for(Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin();i != ModXPPctAuras.end(); ++i) xp = uint32(xp*(1.0f + (*i)->GetAmount() / 100.0f)); GiveXP(xp, pVictim); if(Pet* pet = GetPet()) pet->GivePetXP(xp); // normal creature (not pet/etc) can be only in !PvP case if(pVictim->GetTypeId()==TYPEID_UNIT) KilledMonster(((Creature*)pVictim)->GetCreatureInfo(), pVictim->GetGUID()); } } return xp || honored_kill; } void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource) { 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 { 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) uint32 skill = item ? 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_Auras.begin(); iter != m_Auras.end();) { // use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date if(spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK) RemoveAura(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 nearMembers; nearMembers.reserve(pGroup->GetMembersCount()); for(GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next()) { Player* Target = itr->getSource(); // IsHostileTo check duel and controlled by enemy if( Target && Target != this && IsWithinDistInMap(Target, radius) && !Target->HasInvisibilityAura() && !IsHostileTo(Target) ) nearMembers.push_back(Target); } if (nearMembers.empty()) return NULL; uint32 randTarget = urand(0,nearMembers.size()-1); return nearMembers[randTarget]; } PartyResult Player::CanUninviteFromGroup() const { const Group* grp = GetGroup(); if(!grp) return PARTY_RESULT_YOU_NOT_IN_GROUP; if(!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID())) return PARTY_RESULT_YOU_NOT_LEADER; if(InBattleGround()) return PARTY_RESULT_INVITE_RESTRICTED; return PARTY_RESULT_OK; } void Player::SetBattleGroundRaid(Group* group, int8 subgroup) { //we must move references from m_group to m_originalGroup SetOriginalGroup(GetGroup(), GetSubGroup()); m_group.unlink(); m_group.link(group, this); m_group.setSubGroup((uint8)subgroup); } void Player::RemoveFromBattleGroundRaid() { //remove existing reference m_group.unlink(); if( Group* group = GetOriginalGroup() ) { m_group.link(group, this); m_group.setSubGroup(GetOriginalSubGroup()); } SetOriginalGroup(NULL); } void Player::SetOriginalGroup(Group *group, int8 subgroup) { if( group == NULL ) m_originalGroup.unlink(); else { // never use SetOriginalGroup without a subgroup unless you specify NULL for group assert(subgroup >= 0); m_originalGroup.link(group, this); m_originalGroup.setSubGroup((uint8)subgroup); } } void Player::UpdateUnderwaterState( Map* m, float x, float y, float z ) { LiquidData liquid_status; ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status); if (!res) { m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWARER_INDARKWATER); // Small hack for enable breath in WMO if (IsInWater()) m_MirrorTimerFlags|=UNDERWATER_INWATER; return; } // All liquids type - check under water position if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME)) { if ( res & LIQUID_MAP_UNDER_WATER) m_MirrorTimerFlags |= UNDERWATER_INWATER; else m_MirrorTimerFlags &= ~UNDERWATER_INWATER; } // Allow travel in dark water on taxi or transport if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !isInFlight() && !GetTransport()) m_MirrorTimerFlags |= UNDERWARER_INDARKWATER; else m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER; // in lava check, anywhere in lava level if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA) { if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK)) m_MirrorTimerFlags |= UNDERWATER_INLAVA; else m_MirrorTimerFlags &= ~UNDERWATER_INLAVA; } // in slime check, anywhere in slime level if (liquid_status.type&MAP_LIQUID_TYPE_SLIME) { if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK)) m_MirrorTimerFlags |= UNDERWATER_INSLIME; else m_MirrorTimerFlags &= ~UNDERWATER_INSLIME; } } void Player::SetCanParry( bool value ) { if(m_canParry==value) return; m_canParry = value; UpdateParryPercentage(); } void Player::SetCanBlock( bool value ) { if(m_canBlock==value) return; m_canBlock = value; UpdateBlockPercentage(); } bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const { for(ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end();++itr) if(itr->pos == pos) return true; return false; } //*********************************** //-------------TRINITY--------------- //*********************************** void Player::StopCastingBindSight() { if(WorldObject* target = GetViewpoint()) { if(target->isType(TYPEMASK_UNIT)) { ((Unit*)target)->RemoveAura(SPELL_AURA_BIND_SIGHT, GetGUID()); ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS, GetGUID()); ((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS_PET, GetGUID()); } } } void Player::SetViewpoint(WorldObject* target, bool apply) { if(apply) { sLog.outDebug("Player::CreateViewpoint: Player %s create seer %u (TypeId: %u).", GetName(), target->GetEntry(), target->GetTypeId()); if(!AddUInt64Value(PLAYER_FARSIGHT, target->GetGUID())) { sLog.outCrash("Player::CreateViewpoint: Player %s cannot add new viewpoint!", GetName()); return; } // farsight dynobj or puppet may be very far away UpdateVisibilityOf(target); if(target->isType(TYPEMASK_UNIT) && !GetVehicle()) ((Unit*)target)->AddPlayerToVision(this); } else { sLog.outDebug("Player::CreateViewpoint: Player %s remove seer", GetName()); if(!RemoveUInt64Value(PLAYER_FARSIGHT, target->GetGUID())) { sLog.outCrash("Player::CreateViewpoint: Player %s cannot remove current viewpoint!", GetName()); return; } if(target->isType(TYPEMASK_UNIT) && !GetVehicle()) ((Unit*)target)->RemovePlayerFromVision(this); //must immediately set seer back otherwise may crash m_seer = this; //WorldPacket data(SMSG_CLEAR_FAR_SIGHT_IMMEDIATE, 0); //GetSession()->SendPacket(&data); } } WorldObject* Player::GetViewpoint() const { if(uint64 guid = GetUInt64Value(PLAYER_FARSIGHT)) return (WorldObject*)ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_SEER); return NULL; } bool Player::CanUseBattleGroundObject() { // TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction) // maybe gameobject code should handle that ForceReaction usage // BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet return ( //InBattleGround() && // in battleground - not need, check in other cases //!IsMounted() && - not correct, player is dismounted when he clicks on flag //player cannot use object when he is invulnerable (immune) !isTotalImmune() && // not totally immune //i'm not sure if these two are correct, because invisible players should get visible when they click on flag !HasStealthAura() && // not stealthed !HasInvisibilityAura() && // not invisible !HasAura(SPELL_RECENTLY_DROPPED_FLAG) && // can't pickup isAlive() // live player ); } bool Player::CanCaptureTowerPoint() { return ( !HasStealthAura() && // not stealthed !HasInvisibilityAura() && // not invisible isAlive() // live player ); } uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair) { uint32 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); if((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair)) 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 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); uint32 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 = GetAurasByType(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 = GetAurasByType(SPELL_AURA_SCHOOL_IMMUNITY); for(AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr) { if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_ALL) !=0) // total immunity { return true; } if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) !=0) // physical damage immunity { for(AuraEffectList::const_iterator i = immune.begin(); i != immune.end(); ++i) { if (((*i)->GetMiscValue() & SPELL_SCHOOL_MASK_MAGIC) !=0) // magic immunity { return true; } } } } return false; } void Player::UpdateCharmedAI() { //This should only called in Player::Update Creature *charmer = (Creature*)GetCharmer(); //kill self if charm aura has infinite duration if(charmer->IsInEvadeMode()) { AuraEffectList const& auras = GetAurasByType(SPELL_AURA_MOD_CHARM); for(AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter) if((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetParentAura()->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::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 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) && zone != 4197; // Cold Weather Flying } void Player::learnSpellHighRank(uint32 spellid) { learnSpell(spellid,false); if(uint32 next = spellmgr.GetNextSpellInChain(spellid)) learnSpellHighRank(next); } void Player::_LoadSkills() { // Note: skill data itself loaded from `data` field. This is only cleanup part of load // reset skill modifiers and set correct unlearn flags for (uint32 i = 0; i < PLAYER_MAX_SKILLS; i++) { SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0); // set correct unlearn bit uint32 id = GetUInt32Value(PLAYER_SKILL_INDEX(i)) & 0x0000FFFF; if(!id) continue; SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id); if(!pSkill) continue; // enable unlearn button for primary professions only if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION) SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,1)); else SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id,0)); // set fixed skill ranges switch(GetSkillRangeType(pSkill,false)) { case SKILL_RANGE_LANGUAGE: // 300..300 SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(300,300)); break; case SKILL_RANGE_MONO: // 1..1, grey monolite bar SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(1,1)); break; default: break; } uint32 vskill = SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i))); learnSkillRewardedSpells(id, vskill); } // special settings if(getClass()==CLASS_DEATH_KNIGHT) { uint32 base_level = std::min(getLevel(),sWorld.getConfig (CONFIG_START_HEROIC_PLAYER_LEVEL)); if(base_level < 1) base_level = 1; uint32 base_skill = (base_level-1)*5; // 270 at starting level 55 if(base_skill < 1) base_skill = 1; // skill mast be known and then > 0 in any case if(GetPureSkillValue (SKILL_FIRST_AID) < base_skill) SetSkill(SKILL_FIRST_AID,base_skill, base_skill); if(GetPureSkillValue (SKILL_AXES) < base_skill) SetSkill(SKILL_AXES, base_skill,base_skill); if(GetPureSkillValue (SKILL_DEFENSE) < base_skill) SetSkill(SKILL_DEFENSE, base_skill,base_skill); if(GetPureSkillValue (SKILL_POLEARMS) < base_skill) SetSkill(SKILL_POLEARMS, base_skill,base_skill); if(GetPureSkillValue (SKILL_SWORDS) < base_skill) SetSkill(SKILL_SWORDS, base_skill,base_skill); if(GetPureSkillValue (SKILL_2H_AXES) < base_skill) SetSkill(SKILL_2H_AXES, base_skill,base_skill); if(GetPureSkillValue (SKILL_2H_SWORDS) < base_skill) SetSkill(SKILL_2H_SWORDS, base_skill,base_skill); if(GetPureSkillValue (SKILL_UNARMED) < base_skill) SetSkill(SKILL_UNARMED, base_skill,base_skill); } } uint32 Player::GetPhaseMaskForSpawn() const { uint32 phase = PHASEMASK_NORMAL; if(!isGameMaster()) phase = GetPhaseMask(); else { AuraEffectList const& phases = GetAurasByType(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); } } } 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(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(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(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(enchantmentMaskPos, enchantmentMask); *data << uint16(0); // unknown data->appendPackGUID(item->GetUInt64Value(ITEM_FIELD_CREATOR)); // item creator *data << uint32(0); // seed? } data->put(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(count_pos, count); GetSession()->SendPacket(&data); } void Player::SetEquipmentSet(uint32 index, EquipmentSet eqset) { if(eqset.Guid != 0) { bool found = false; for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) { if((itr->second.Guid == eqset.Guid) && (itr->first == index)) { found = true; break; } } if(!found) // something wrong... { sLog.outError("Player %s tried to save equipment set "UI64FMTD" (index %u), but that equipment set not found!", GetName(), eqset.Guid, index); return; } } EquipmentSet& eqslot = m_EquipmentSets[index]; EquipmentSetUpdateState old_state = eqslot.state; eqslot = eqset; if(eqset.Guid == 0) { eqslot.Guid = objmgr.GenerateEquipmentSetGuid(); WorldPacket data(SMSG_EQUIPMENT_SET_SAVED, 4 + 1); data << uint32(index); data.appendPackGUID(eqslot.Guid); GetSession()->SendPacket(&data); } eqslot.state = old_state == EQUIPMENT_SET_NEW ? EQUIPMENT_SET_NEW : EQUIPMENT_SET_CHANGED; } void Player::_SaveEquipmentSets() { for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end();) { uint32 index = itr->first; EquipmentSet& eqset = itr->second; switch(eqset.state) { case EQUIPMENT_SET_UNCHANGED: ++itr; break; // nothing do case EQUIPMENT_SET_CHANGED: CharacterDatabase.PExecute("UPDATE character_equipmentsets SET name='%s', iconname='%s', item0='%u', item1='%u', item2='%u', item3='%u', item4='%u', item5='%u', item6='%u', item7='%u', item8='%u', item9='%u', item10='%u', item11='%u', item12='%u', item13='%u', item14='%u', item15='%u', item16='%u', item17='%u', item18='%u' WHERE guid='%u' AND setguid='"UI64FMTD"' AND setindex='%u'", eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7], eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18], GetGUIDLow(), eqset.Guid, index); eqset.state = EQUIPMENT_SET_UNCHANGED; ++itr; break; case EQUIPMENT_SET_NEW: CharacterDatabase.PExecute("INSERT INTO character_equipmentsets VALUES ('%u', '"UI64FMTD"', '%u', '%s', '%s', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), eqset.Guid, index, eqset.Name.c_str(), eqset.IconName.c_str(), eqset.Items[0], eqset.Items[1], eqset.Items[2], eqset.Items[3], eqset.Items[4], eqset.Items[5], eqset.Items[6], eqset.Items[7], eqset.Items[8], eqset.Items[9], eqset.Items[10], eqset.Items[11], eqset.Items[12], eqset.Items[13], eqset.Items[14], eqset.Items[15], eqset.Items[16], eqset.Items[17], eqset.Items[18]); eqset.state = EQUIPMENT_SET_UNCHANGED; ++itr; break; case EQUIPMENT_SET_DELETED: CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE setguid="UI64FMTD, eqset.Guid); m_EquipmentSets.erase(itr++); break; } } } void Player::_SaveBGData() { CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid='%u'", GetGUIDLow()); if (m_bgData.bgInstanceID) { /* guid, bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */ CharacterDatabase.PExecute("INSERT INTO character_battleground_data VALUES ('%u', '%u', '%u', '%f', '%f', '%f', '%f', '%u', '%u', '%u', '%u')", GetGUIDLow(), m_bgData.bgInstanceID, m_bgData.bgTeam, m_bgData.joinPos.GetPositionX(), m_bgData.joinPos.GetPositionY(), m_bgData.joinPos.GetPositionZ(), m_bgData.joinPos.GetOrientation(), m_bgData.joinPos.GetMapId(), m_bgData.taxiPath[0], m_bgData.taxiPath[1], m_bgData.mountSpell); } } void Player::DeleteEquipmentSet(uint64 setGuid) { for(EquipmentSets::iterator itr = m_EquipmentSets.begin(); itr != m_EquipmentSets.end(); ++itr) { if(itr->second.Guid == setGuid) { if(itr->second.state == EQUIPMENT_SET_NEW) m_EquipmentSets.erase(itr); else itr->second.state = EQUIPMENT_SET_DELETED; break; } } } void Player::RemoveAtLoginFlag( AtLoginFlags f, bool in_db_also /*= false*/ ) { m_atLoginFlags &= ~f; if(in_db_also) CharacterDatabase.PExecute("UPDATE characters set at_login = at_login & ~ %u WHERE guid ='%u'", uint32(f), GetGUIDLow()); } void Player::SendClearCooldown( uint32 spell_id, Unit* target ) { WorldPacket data(SMSG_CLEAR_COOLDOWN, 4+8); data << uint32(spell_id); data << uint64(target->GetGUID()); SendDirectMessage(&data); } void Player::ResetMap() { // this may be called during Map::Update // after decrement+unlink, ++m_mapRefIter will continue correctly // when the first element of the list is being removed // nocheck_prev will return the padding element of the RefManager // instead of NULL in the case of prev GetMap()->UpdateIteratorBack(this); Unit::ResetMap(); GetMapRef().unlink(); } void Player::SetMap(Map * map) { Unit::SetMap(map); m_mapRef.link(map, this); } void Player::_LoadGlyphs(QueryResult *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()); delete result; } 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 *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() ); delete result; } } void Player::_SaveTalents() { for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i) { for (PlayerTalentMap::iterator itr = m_talents[i]->begin(), next = m_talents[i]->begin(); itr != m_talents[i]->end();) { if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED) CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' and spell = '%u' and spec = '%u'", GetGUIDLow(), itr->first, itr->second->spec); if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED) CharacterDatabase.PExecute("INSERT INTO character_talent (guid,spell,spec) VALUES ('%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->spec); if (itr->second->state == PLAYERSPELL_REMOVED) { delete itr->second; m_talents[i]->erase(itr++); } else { itr->second->state = PLAYERSPELL_UNCHANGED; ++itr; } } } } void Player::UpdateSpecCount(uint8 count) { if(GetSpecsCount() == count) return; if(count == MIN_TALENT_SPECS) { _SaveActions(); // make sure the button list is cleaned up // active spec becomes only spec? CharacterDatabase.PExecute("DELETE FROM character_action WHERE spec<>'%u' AND guid='%u'",m_activeSpec, GetGUIDLow()); m_activeSpec = 0; } else if (count == MAX_TALENT_SPECS) { _SaveActions(); // make sure the button list is cleaned up for(ActionButtonList::iterator itr = m_actionButtons.begin(); itr != m_actionButtons.end(); ++itr) { CharacterDatabase.PExecute("INSERT INTO character_action (guid,button,action,type,spec) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), (uint32)itr->first, (uint32)itr->second.GetAction(), (uint32)itr->second.GetType(), 1 ); } } else { return; } SetSpecsCount(count); SendTalentsInfoData(false); } void Player::ActivateSpec(uint8 spec) { if(GetActiveSpec() == spec) return; if(GetSpecsCount() != MAX_TALENT_SPECS) return; if(GetMap()->IsBattleGround() && !HasAura(44521)) // In BattleGround with no Preparation buff return; _SaveActions(); UnsummonPetTemporaryIfAny(); 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; // remove all talent ranks, starting at highest rank for(int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) { if(talentInfo->RankID[rank] != 0 && HasTalent(talentInfo->RankID[rank], m_activeSpec)) { removeSpell(talentInfo->RankID[rank],true); } } } } // 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(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; // learn highest talent rank that exists in newly activated spec for(int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank) { if(talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], m_activeSpec)) { learnSpell(talentInfo->RankID[rank], false); spentTalents += (rank + 1); } } } } // 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(); m_actionButtons.clear(); QueryResult *result = CharacterDatabase.PQuery("SELECT button,action,type FROM character_action WHERE guid = '%u' AND spec = '%u' ORDER BY button", GetGUIDLow(), m_activeSpec); if (result) { _LoadActions(result, false); } ResummonPetTemporaryUnSummonedIfAny(); SendActionButtons(1); Powers pw = getPowerType(); if(pw != POWER_MANA) SetPower(POWER_MANA, 0); SetPower(pw, 0); } 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(); }