/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2010 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 "SpellAuraEffects.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
};
enum CharacterCustomizeFlags
{
CHAR_CUSTOMIZE_FLAG_NONE = 0x00000000,
CHAR_CUSTOMIZE_FLAG_CUSTOMIZE = 0x00000001, // name, gender, etc...
CHAR_CUSTOMIZE_FLAG_FACTION = 0x00010000, // name, gender, faction, etc...
CHAR_CUSTOMIZE_FLAG_RACE = 0x00100000 // name, gender, race, etc...
};
// corpse reclaim times
#define DEATH_EXPIRE_STEP (5*MINUTE)
#define MAX_DEATH_COUNT 3
static uint32 copseReclaimDelay[MAX_DEATH_COUNT] = { 30, 60, 120 };
// == PlayerTaxi ================================================
PlayerTaxi::PlayerTaxi()
{
// Taxi nodes
memset(m_taximask, 0, sizeof(m_taximask));
}
void PlayerTaxi::InitTaxiNodesForLevel(uint32 race, uint32 chrClass, uint8 level)
{
// class specific initial known nodes
switch(chrClass)
{
case CLASS_DEATH_KNIGHT:
{
for (uint8 i = 0; i < TaxiMaskSize; ++i)
m_taximask[i] |= sOldContinentsNodesMask[i];
break;
}
}
// race specific initial known nodes: capital and taxi hub masks
switch(race)
{
case RACE_HUMAN: SetTaximaskNode(2); break; // Human
case RACE_ORC: SetTaximaskNode(23); break; // Orc
case RACE_DWARF: SetTaximaskNode(6); break; // Dwarf
case RACE_NIGHTELF: SetTaximaskNode(26);
SetTaximaskNode(27); break; // Night Elf
case RACE_UNDEAD_PLAYER: SetTaximaskNode(11); break;// Undead
case RACE_TAUREN: SetTaximaskNode(22); break; // Tauren
case RACE_GNOME: SetTaximaskNode(6); break; // Gnome
case RACE_TROLL: SetTaximaskNode(23); break; // Troll
case RACE_BLOODELF: SetTaximaskNode(82); break; // Blood Elf
case RACE_DRAENEI: SetTaximaskNode(94); break; // Draenei
}
// new continent starting masks (It will be accessible only at new map)
switch(Player::TeamForRace(race))
{
case ALLIANCE: SetTaximaskNode(100); break;
case HORDE: SetTaximaskNode(99); break;
}
// level dependent taxi hubs
if (level >= 68)
SetTaximaskNode(213); //Shattered Sun Staging Area
}
void PlayerTaxi::LoadTaxiMask(const char* data)
{
Tokens tokens = StrSplit(data, " ");
uint8 index;
Tokens::iterator iter;
for (iter = tokens.begin(), index = 0;
(index < TaxiMaskSize) && (iter != tokens.end()); ++iter, ++index)
{
// load and set bits only for existed taxi nodes
m_taximask[index] = sTaxiNodesMask[index] & uint32(atol((*iter).c_str()));
}
}
void PlayerTaxi::AppendTaximaskTo(ByteBuffer& data, bool all)
{
if (all)
{
for (uint8 i=0; 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;
m_bPassOnGroupLoot = false;
duel = NULL;
m_GuildIdInvited = 0;
m_ArenaTeamIdInvited = 0;
m_atLoginFlags = AT_LOGIN_NONE;
mSemaphoreTeleport_Near = false;
mSemaphoreTeleport_Far = false;
m_DelayedOperations = 0;
m_bCanDelayTeleport = false;
m_bHasDelayedTeleport = false;
m_teleport_options = 0;
pTrader = 0;
ClearTrade();
m_cinematic = 0;
PlayerTalkClass = new PlayerMenu(GetSession());
m_currentBuybackSlot = BUYBACK_SLOT_START;
m_DailyQuestChanged = false;
m_lastDailyQuestTime = 0;
for (uint8 i=0; 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(bool finalCleanup)
{
TradeCancel(false);
DuelComplete(DUEL_INTERUPTED);
Unit::CleanupsBeforeDelete(finalCleanup);
if (m_transport)
m_transport->RemovePassenger(this);
// clean up player-instance binds, may unload some instance saves
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
itr->second.save->RemovePlayer(this);
}
bool Player::Create(uint32 guidlow, const std::string& name, uint8 race, uint8 class_, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 /*outfitId*/)
{
//FIXME: outfitId not used in player creating
Object::_Create(guidlow, 0, HIGHGUID_PLAYER);
m_name = name;
PlayerInfo const* info = objmgr.GetPlayerInfo(race, class_);
if (!info)
{
sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
return false;
}
for (uint8 i = 0; i < PLAYER_SLOTS_COUNT; i++)
m_items[i] = NULL;
Relocate(info->positionX,info->positionY,info->positionZ);
ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(class_);
if (!cEntry)
{
sLog.outError("Class %u not found in DBC (Wrong DBC files?)",class_);
return false;
}
SetMap(MapManager::Instance().CreateMap(info->mapId, this, 0));
uint8 powertype = cEntry->powerType;
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
setFactionForRace(race);
uint32 RaceClassGender = (race) | (class_ << 8) | (gender << 16);
SetUInt32Value(UNIT_FIELD_BYTES_0, (RaceClassGender | (powertype << 24)));
InitDisplayIds();
if (sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || sWorld.getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP)
{
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_PVP);
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE);
}
SetFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_REGENERATE_POWER);
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f); // fix cast time showed in spell tooltip on client
SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f); // default for players in 3.0.3
// -1 is default value
SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, uint32(-1));
SetUInt32Value(PLAYER_BYTES, (skin | (face << 8) | (hairStyle << 16) | (hairColor << 24)));
SetUInt32Value(PLAYER_BYTES_2, (facialHair | (0x00 << 8) | (0x00 << 16) | (0x02 << 24)));
SetByteValue(PLAYER_BYTES_3, 0, gender);
SetByteValue(PLAYER_BYTES_3, 3, 0); // BattlefieldArenaFaction (0 or 1)
SetUInt32Value(PLAYER_GUILDID, 0);
SetUInt32Value(PLAYER_GUILDRANK, 0);
SetUInt32Value(PLAYER_GUILD_TIMESTAMP, 0);
for (int i = 0; i < KNOWN_TITLES_SIZE; ++i)
SetUInt64Value(PLAYER__FIELD_KNOWN_TITLES + i, 0); // 0=disabled
SetUInt32Value(PLAYER_CHOSEN_TITLE, 0);
SetUInt32Value(PLAYER_FIELD_KILLS, 0);
SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, 0);
SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
// set starting level
uint32 start_level = getClass() != CLASS_DEATH_KNIGHT
? sWorld.getConfig(CONFIG_START_PLAYER_LEVEL)
: sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL);
if (GetSession()->GetSecurity() >= SEC_MODERATOR)
{
uint32 gm_level = sWorld.getConfig(CONFIG_START_GM_LEVEL);
if (gm_level > start_level)
start_level = gm_level;
}
SetUInt32Value(UNIT_FIELD_LEVEL, start_level);
InitRunes();
SetUInt32Value (PLAYER_FIELD_COINAGE, sWorld.getConfig(CONFIG_START_PLAYER_MONEY));
SetUInt32Value (PLAYER_FIELD_HONOR_CURRENCY, sWorld.getConfig(CONFIG_START_HONOR_POINTS));
SetUInt32Value (PLAYER_FIELD_ARENA_CURRENCY, sWorld.getConfig(CONFIG_START_ARENA_POINTS));
// start with every map explored
if (sWorld.getConfig(CONFIG_START_ALL_EXPLORED))
{
for (uint8 i=0; i<64; i++)
SetFlag(PLAYER_EXPLORED_ZONES_1+i,0xFFFFFFFF);
}
//Reputations if "StartAllReputation" is enabled, -- TODO: Fix this in a better way
if (sWorld.getConfig(CONFIG_START_ALL_REP))
{
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(942),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(935),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(936),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1011),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(970),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(967),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(989),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(932),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(934),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1038),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(1077),42999);
// Factions depending on team, like cities and some more stuff
switch(GetTeam())
{
case ALLIANCE:
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(72),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(47),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(69),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(930),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(730),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(978),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(54),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(946),42999);
break;
case HORDE:
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(76),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(68),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(81),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(911),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(729),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(941),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(530),42999);
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(947),42999);
break;
default:
break;
}
}
// Played time
m_Last_tick = time(NULL);
m_Played_time[PLAYED_TIME_TOTAL] = 0;
m_Played_time[PLAYED_TIME_LEVEL] = 0;
// base stats and related field values
InitStatsForLevel();
InitTaxiNodesForLevel();
InitGlyphsForLevel();
InitTalentForLevel();
InitPrimaryProfessions(); // to max set before any spell added
// apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
UpdateMaxHealth(); // Update max Health (for add bonus from stamina)
SetHealth(GetMaxHealth());
if (getPowerType() == POWER_MANA)
{
UpdateMaxPower(POWER_MANA); // Update max Mana (for add bonus from intellect)
SetPower(POWER_MANA,GetMaxPower(POWER_MANA));
}
if (getPowerType() == POWER_RUNIC_POWER)
{
SetPower(POWER_RUNE, 8);
SetMaxPower(POWER_RUNE, 8);
SetPower(POWER_RUNIC_POWER, 0);
SetMaxPower(POWER_RUNIC_POWER, 1000);
}
// original spells
learnDefaultSpells();
// original action bar
for (PlayerCreateInfoActions::const_iterator action_itr = info->action.begin(); action_itr != info->action.end(); ++action_itr)
addActionButton(0, action_itr->button,action_itr->action, action_itr->type);
// original items
CharStartOutfitEntry const* oEntry = NULL;
for (uint32 i = 1; i < sCharStartOutfitStore.GetNumRows(); ++i)
{
if (CharStartOutfitEntry const* entry = sCharStartOutfitStore.LookupEntry(i))
{
if (entry->RaceClassGender == RaceClassGender)
{
oEntry = entry;
break;
}
}
}
if (oEntry)
{
for (int j = 0; j < MAX_OUTFIT_ITEMS; ++j)
{
if (oEntry->ItemId[j] <= 0)
continue;
uint32 item_id = oEntry->ItemId[j];
// just skip, reported in ObjectMgr::LoadItemPrototypes
ItemPrototype const* iProto = objmgr.GetItemPrototype(item_id);
if (!iProto)
continue;
// BuyCount by default
uint32 count = iProto->BuyCount;
// special amount for food/drink
if (iProto->Class == ITEM_CLASS_CONSUMABLE && iProto->SubClass == ITEM_SUBCLASS_FOOD)
{
switch(iProto->Spells[0].SpellCategory)
{
case SPELL_CATEGORY_FOOD: // food
count = getClass() == CLASS_DEATH_KNIGHT ? 10 : 4;
break;
case SPELL_CATEGORY_DRINK: // drink
count = 2;
break;
}
if (iProto->Stackable < count)
count = iProto->Stackable;
}
// special amount for daggers
else if (iProto->Class == ITEM_CLASS_WEAPON && iProto->SubClass == ITEM_SUBCLASS_WEAPON_DAGGER)
{
count = 2; // will placed to 2 slots
}
StoreNewItemInBestSlots(item_id, count);
}
}
for (PlayerCreateInfoItems::const_iterator item_id_itr = info->item.begin(); item_id_itr != info->item.end(); ++item_id_itr++)
StoreNewItemInBestSlots(item_id_itr->item_id, item_id_itr->item_amount);
// bags and main-hand weapon must equipped at this moment
// now second pass for not equipped (offhand weapon/shield if it attempt equipped before main-hand weapon)
// or ammo not equipped in special bag
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
{
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
uint16 eDest;
// equip offhand weapon/shield if it attempt equipped before main-hand weapon
uint8 msg = CanEquipItem(NULL_SLOT, eDest, pItem, false);
if (msg == EQUIP_ERR_OK)
{
RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
EquipItem(eDest, pItem, true);
}
// move other items to more appropriate slots (ammo not equipped in special bag)
else
{
ItemPosCountVec sDest;
msg = CanStoreItem(NULL_BAG, NULL_SLOT, sDest, pItem, false);
if (msg == EQUIP_ERR_OK)
{
RemoveItem(INVENTORY_SLOT_BAG_0, i,true);
pItem = StoreItem(sDest, pItem, true);
}
// if this is ammo then use it
msg = CanUseAmmo(pItem->GetEntry());
if (msg == EQUIP_ERR_OK)
SetAmmo(pItem->GetEntry());
}
}
}
// all item positions resolved
return true;
}
bool Player::StoreNewItemInBestSlots(uint32 titem_id, uint32 titem_amount)
{
sLog.outDebug("STORAGE: Creating initial item, itemId = %u, count = %u",titem_id, titem_amount);
// attempt equip by one
while (titem_amount > 0)
{
uint16 eDest;
uint8 msg = CanEquipNewItem(NULL_SLOT, eDest, titem_id, false);
if (msg != EQUIP_ERR_OK)
break;
EquipNewItem(eDest, titem_id, true);
AutoUnequipOffhandIfNeed();
--titem_amount;
}
if (titem_amount == 0)
return true; // equipped
// attempt store
ItemPosCountVec sDest;
// store in main bag to simplify second pass (special bags can be not equipped yet at this moment)
uint8 msg = CanStoreNewItem(INVENTORY_SLOT_BAG_0, NULL_SLOT, sDest, titem_id, titem_amount);
if (msg == EQUIP_ERR_OK)
{
StoreNewItem(sDest, titem_id, true, Item::GenerateItemRandomPropertyId(titem_id));
return true; // stored
}
// item can't be added
sLog.outError("STORAGE: Can't equip or store initial item %u for race %u class %u , error msg = %u",titem_id,getRace(),getClass(),msg);
return false;
}
void Player::SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen)
{
if (int(MaxValue) == DISABLED_MIRROR_TIMER)
{
if (int(CurrentValue) != DISABLED_MIRROR_TIMER)
StopMirrorTimer(Type);
return;
}
WorldPacket data(SMSG_START_MIRROR_TIMER, (21));
data << (uint32)Type;
data << CurrentValue;
data << MaxValue;
data << Regen;
data << (uint8)0;
data << (uint32)0; // spell id
GetSession()->SendPacket(&data);
}
void Player::StopMirrorTimer(MirrorTimerType Type)
{
m_MirrorTimer[Type] = DISABLED_MIRROR_TIMER;
WorldPacket data(SMSG_STOP_MIRROR_TIMER, 4);
data << (uint32)Type;
GetSession()->SendPacket(&data);
}
uint32 Player::EnvironmentalDamage(EnviromentalDamage type, uint32 damage)
{
if (!isAlive() || isGameMaster())
return 0;
// Absorb, resist some environmental damage type
uint32 absorb = 0;
uint32 resist = 0;
if (type == DAMAGE_LAVA)
CalcAbsorbResist(this, SPELL_SCHOOL_MASK_FIRE, DIRECT_DAMAGE, damage, &absorb, &resist);
else if (type == DAMAGE_SLIME)
CalcAbsorbResist(this, SPELL_SCHOOL_MASK_NATURE, DIRECT_DAMAGE, damage, &absorb, &resist);
damage-=absorb+resist;
DealDamageMods(this,damage,&absorb);
WorldPacket data(SMSG_ENVIRONMENTALDAMAGELOG, (21));
data << uint64(GetGUID());
data << uint8(type != DAMAGE_FALL_TO_VOID ? type : DAMAGE_FALL);
data << uint32(damage);
data << uint32(absorb);
data << uint32(resist);
SendMessageToSet(&data, true);
uint32 final_damage = DealDamage(this, damage, NULL, SELF_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
if (!isAlive())
{
if (type == DAMAGE_FALL) // DealDamage not apply item durability loss at self damage
{
DEBUG_LOG("We are fall to death, loosing 10 percents durability");
DurabilityLossAll(0.10f,false);
// durability lost message
WorldPacket data2(SMSG_DURABILITY_DAMAGE_DEATH, 0);
GetSession()->SendPacket(&data2);
}
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM, 1, type);
}
return final_damage;
}
int32 Player::getMaxTimer(MirrorTimerType timer)
{
switch (timer)
{
case FATIGUE_TIMER:
return MINUTE*IN_MILISECONDS;
case BREATH_TIMER:
{
if (!isAlive() || HasAuraType(SPELL_AURA_WATER_BREATHING) || GetSession()->GetSecurity() >= sWorld.getConfig(CONFIG_DISABLE_BREATHING))
return DISABLED_MIRROR_TIMER;
int32 UnderWaterTime = 3*MINUTE*IN_MILISECONDS;
AuraEffectList const& mModWaterBreathing = GetAuraEffectsByType(SPELL_AURA_MOD_WATER_BREATHING);
for (AuraEffectList::const_iterator i = mModWaterBreathing.begin(); i != mModWaterBreathing.end(); ++i)
UnderWaterTime = uint32(UnderWaterTime * (100.0f + (*i)->GetAmount()) / 100.0f);
return UnderWaterTime;
}
case FIRE_TIMER:
{
if (!isAlive())
return DISABLED_MIRROR_TIMER;
return 1*IN_MILISECONDS;
}
default:
return 0;
}
}
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;
}
for (std::map::iterator itr = m_globalCooldowns.begin(); itr != m_globalCooldowns.end(); ++itr)
{
if (itr->second)
{
if (itr->second > p_time)
itr->second -= p_time;
else
itr->second = 0;
}
}
// If this is set during update SetSpellModTakingSpell call is missing somewhere in the code
// Having this would prevent more aura charges to be dropped, so let's crash
//assert (!m_spellModTakingSpell);
if (/*m_pad ||*/ m_spellModTakingSpell)
{
//sLog.outCrash("Player has m_pad %u during update!", m_pad);
//if (m_spellModTakingSpell)
sLog.outCrash("Player has m_spellModTakingSpell %u during update!", m_spellModTakingSpell->m_spellInfo->Id);
return;
//m_spellModTakingSpell = NULL;
}
//used to implement delayed far teleports
SetCanDelayTeleport(true);
Unit::Update(p_time);
SetCanDelayTeleport(false);
time_t now = time(NULL);
UpdatePvPFlag(now);
UpdateContestedPvP(p_time);
UpdateDuelFlag(now);
CheckDuelDistance(now);
UpdateAfkReport(now);
if (isCharmed())
if (Unit *charmer = GetCharmer())
if (charmer->GetTypeId() == TYPEID_UNIT && charmer->isAlive())
UpdateCharmedAI();
// Update items that have just a limited lifetime
if (now > m_Last_tick)
UpdateItemDuration(uint32(now - m_Last_tick));
if (!m_timedquests.empty())
{
QuestSet::iterator iter = m_timedquests.begin();
while (iter != m_timedquests.end())
{
QuestStatusData& q_status = mQuestStatus[*iter];
if (q_status.m_timer <= p_time)
{
uint32 quest_id = *iter;
++iter; // current iter will be removed in FailQuest
FailQuest(quest_id);
}
else
{
q_status.m_timer -= p_time;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
++iter;
}
}
}
GetAchievementMgr().UpdateTimedAchievements(p_time);
if (hasUnitState(UNIT_STAT_MELEE_ATTACKING) && !hasUnitState(UNIT_STAT_CASTING))
{
if (Unit *pVictim = getVictim())
{
// default combat reach 10
// TODO add weapon,skill check
if (isAttackReady(BASE_ATTACK))
{
if (!IsWithinMeleeRange(pVictim))
{
setAttackTimer(BASE_ATTACK,100);
if (m_swingErrorMsg != 1) // send single time (client auto repeat)
{
SendAttackSwingNotInRange();
m_swingErrorMsg = 1;
}
}
//120 degrees of radiant range
else if (!HasInArc(2*M_PI/3, pVictim))
{
setAttackTimer(BASE_ATTACK,100);
if (m_swingErrorMsg != 2) // send single time (client auto repeat)
{
SendAttackSwingBadFacingAttack();
m_swingErrorMsg = 2;
}
}
else
{
m_swingErrorMsg = 0; // reset swing error state
// prevent base and off attack in same time, delay attack at 0.2 sec
if (haveOffhandWeapon())
if (getAttackTimer(OFF_ATTACK) < ATTACK_DISPLAY_DELAY)
setAttackTimer(OFF_ATTACK,ATTACK_DISPLAY_DELAY);
// do attack
AttackerStateUpdate(pVictim, BASE_ATTACK);
resetAttackTimer(BASE_ATTACK);
}
}
if (haveOffhandWeapon() && isAttackReady(OFF_ATTACK))
{
if (!IsWithinMeleeRange(pVictim))
setAttackTimer(OFF_ATTACK,100);
else if (!HasInArc(2*M_PI/3, pVictim))
setAttackTimer(OFF_ATTACK,100);
else
{
// prevent base and off attack in same time, delay attack at 0.2 sec
if (getAttackTimer(BASE_ATTACK) < ATTACK_DISPLAY_DELAY)
setAttackTimer(BASE_ATTACK,ATTACK_DISPLAY_DELAY);
// do attack
AttackerStateUpdate(pVictim, OFF_ATTACK);
resetAttackTimer(OFF_ATTACK);
}
}
/*Unit *owner = pVictim->GetOwner();
Unit *u = owner ? owner : pVictim;
if (u->IsPvP() && (!duel || duel->opponent != u))
{
UpdatePvP(true);
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_ENTER_PVP_COMBAT);
}*/
}
}
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING))
{
if (roll_chance_i(3) && GetTimeInnEnter() > 0) // freeze update
{
int time_inn = time(NULL)-GetTimeInnEnter();
if (time_inn >= 10) // freeze update
{
float bubble = 0.125*sWorld.getRate(RATE_REST_INGAME);
// speed collect rest bonus (section/in hour)
SetRestBonus(GetRestBonus()+ time_inn*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
UpdateInnerTime(time(NULL));
}
}
}
if (m_weaponChangeTimer > 0)
{
if (p_time >= m_weaponChangeTimer)
m_weaponChangeTimer = 0;
else
m_weaponChangeTimer -= p_time;
}
if (m_zoneUpdateTimer > 0)
{
if (p_time >= m_zoneUpdateTimer)
{
uint32 newzone, newarea;
GetZoneAndAreaId(newzone,newarea);
if (m_zoneUpdateId != newzone)
UpdateZone(newzone,newarea); // also update area
else
{
// use area updates as well
// needed for free far all arenas for example
if (m_areaUpdateId != newarea)
UpdateArea(newarea);
m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
}
}
else
m_zoneUpdateTimer -= p_time;
}
if (m_timeSyncTimer > 0)
{
if (p_time >= m_timeSyncTimer)
SendTimeSync();
else
m_timeSyncTimer -= p_time;
}
if (isAlive())
{
m_regenTimer += p_time;
RegenerateAll();
}
if (m_deathState == JUST_DIED)
KillPlayer();
if (m_nextSave > 0)
{
if (p_time >= m_nextSave)
{
// m_nextSave reseted in SaveToDB call
SaveToDB();
sLog.outDetail("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
}
else
m_nextSave -= p_time;
}
//Handle Water/drowning
HandleDrowning(p_time);
//Handle detect stealth players
if (m_DetectInvTimer > 0)
{
if (p_time >= m_DetectInvTimer)
{
HandleStealthedUnitsDetection();
m_DetectInvTimer = 3000;
}
else
m_DetectInvTimer -= p_time;
}
// Played time
if (now > m_Last_tick)
{
uint32 elapsed = uint32(now - m_Last_tick);
m_Played_time[PLAYED_TIME_TOTAL] += elapsed; // Total played time
m_Played_time[PLAYED_TIME_LEVEL] += elapsed; // Level played time
m_Last_tick = now;
}
if (m_drunk)
{
m_drunkTimer += p_time;
if (m_drunkTimer > 10*IN_MILISECONDS)
HandleSobering();
}
// not auto-free ghost from body in instances
if (m_deathTimer > 0 && !GetBaseMap()->Instanceable())
{
if (p_time >= m_deathTimer)
{
m_deathTimer = 0;
BuildPlayerRepop();
RepopAtGraveyard();
}
else
m_deathTimer -= p_time;
}
UpdateEnchantTime(p_time);
UpdateHomebindTime(p_time);
// group update
SendUpdateToOutOfRangeGroupMembers();
Pet* pet = GetPet();
if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && !pet->isPossessed())
//if (pet && !pet->IsWithinDistInMap(this, GetMap()->GetVisibilityDistance()) && (GetCharmGUID() && (pet->GetGUID() != GetCharmGUID())))
RemovePet(pet, PET_SAVE_NOT_IN_SLOT, true);
//we should execute delayed teleports only for alive(!) players
//because we don't want player's ghost teleported from graveyard
if (IsHasDelayedTeleport() && isAlive())
TeleportTo(m_teleport_dest, m_teleport_options);
}
void Player::setDeathState(DeathState s)
{
uint32 ressSpellId = 0;
bool cur = isAlive();
if (s == JUST_DIED)
{
if (!cur)
{
sLog.outError("setDeathState: attempt to kill a dead player %s(%d)", GetName(), GetGUIDLow());
return;
}
// drunken state is cleared on death
SetDrunkValue(0);
// lost combo points at any target (targeted combo points clear in Unit::setDeathState)
ClearComboPoints();
clearResurrectRequestData();
// remove form before other mods to prevent incorrect stats calculation
RemoveAurasDueToSpell(m_ShapeShiftFormSpellId);
//FIXME: is pet dismissed at dying or releasing spirit? if second, add setDeathState(DEAD) to HandleRepopRequestOpcode and define pet unsummon here with (s == DEAD)
RemovePet(NULL, PET_SAVE_NOT_IN_SLOT, true);
// save value before aura remove in Unit::setDeathState
ressSpellId = GetUInt32Value(PLAYER_SELF_RES_SPELL);
// passive spell
if (!ressSpellId)
ressSpellId = GetResurrectionSpellId();
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP, 1);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH, 1);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON, 1);
}
Unit::setDeathState(s);
// restore resurrection spell id for player after aura remove
if (s == JUST_DIED && cur && ressSpellId)
SetUInt32Value(PLAYER_SELF_RES_SPELL, ressSpellId);
if (isAlive() && !cur)
{
//clear aura case after resurrection by another way (spells will be applied before next death)
SetUInt32Value(PLAYER_SELF_RES_SPELL, 0);
// restore default warrior stance
if (getClass() == CLASS_WARRIOR)
CastSpell(this, 2457, true);
}
}
bool Player::BuildEnumData(QueryResult_AutoPtr result, WorldPacket * p_data)
{
// 0 1 2 3 4 5 6 7
// "SELECT characters.guid, characters.name, characters.race, characters.class, characters.gender, characters.playerBytes, characters.playerBytes2, characters.level, "
// 8 9 10 11 12 13 14
// "characters.zone, characters.map, characters.position_x, characters.position_y, characters.position_z, guild_member.guildid, characters.playerFlags, "
// 15 16 17 18 19 20
// "characters.at_login, character_pet.entry, character_pet.modelid, character_pet.level, characters.data, character_declinedname.genitive "
Field *fields = result->Fetch();
uint32 guid = fields[0].GetUInt32();
uint8 pRace = fields[2].GetUInt8();
uint8 pClass = fields[3].GetUInt8();
PlayerInfo const *info = objmgr.GetPlayerInfo(pRace, pClass);
if (!info)
{
sLog.outError("Player %u has incorrect race/class pair. Don't build enum.", guid);
return false;
}
*p_data << uint64(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
*p_data << fields[1].GetString(); // name
*p_data << uint8(pRace); // race
*p_data << uint8(pClass); // class
*p_data << uint8(fields[4].GetUInt8()); // gender
uint32 playerBytes = fields[5].GetUInt32();
*p_data << uint8(playerBytes); // skin
*p_data << uint8(playerBytes >> 8); // face
*p_data << uint8(playerBytes >> 16); // hair style
*p_data << uint8(playerBytes >> 24); // hair color
uint32 playerBytes2 = fields[6].GetUInt32();
*p_data << uint8(playerBytes2 & 0xFF); // facial hair
*p_data << uint8(fields[7].GetUInt8()); // level
*p_data << uint32(fields[8].GetUInt32()); // zone
*p_data << uint32(fields[9].GetUInt32()); // map
*p_data << fields[10].GetFloat(); // x
*p_data << fields[11].GetFloat(); // y
*p_data << fields[12].GetFloat(); // z
*p_data << uint32(fields[13].GetUInt32()); // guild id
uint32 char_flags = 0;
uint32 playerFlags = fields[14].GetUInt32();
uint32 atLoginFlags = fields[15].GetUInt32();
if (playerFlags & PLAYER_FLAGS_HIDE_HELM)
char_flags |= CHARACTER_FLAG_HIDE_HELM;
if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
char_flags |= CHARACTER_FLAG_HIDE_CLOAK;
if (playerFlags & PLAYER_FLAGS_GHOST)
char_flags |= CHARACTER_FLAG_GHOST;
if (atLoginFlags & AT_LOGIN_RENAME)
char_flags |= CHARACTER_FLAG_RENAME;
if (sWorld.getConfig(CONFIG_DECLINED_NAMES_USED))
{
if (!fields[20].GetCppString().empty())
char_flags |= CHARACTER_FLAG_DECLINED;
}
else
char_flags |= CHARACTER_FLAG_DECLINED;
*p_data << uint32(char_flags); // character flags
// character customize flags
*p_data << uint32(atLoginFlags & AT_LOGIN_CUSTOMIZE ? CHAR_CUSTOMIZE_FLAG_CUSTOMIZE : CHAR_CUSTOMIZE_FLAG_NONE);
// First login
*p_data << uint8(atLoginFlags & AT_LOGIN_FIRST ? 1 : 0);
// Pets info
{
uint32 petDisplayId = 0;
uint32 petLevel = 0;
uint32 petFamily = 0;
// show pet at selection character in character list only for non-ghost character
if (result && !(playerFlags & PLAYER_FLAGS_GHOST) && (pClass == CLASS_WARLOCK || pClass == CLASS_HUNTER || pClass == CLASS_DEATH_KNIGHT))
{
uint32 entry = fields[16].GetUInt32();
CreatureInfo const* cInfo = sCreatureStorage.LookupEntry(entry);
if (cInfo)
{
petDisplayId = fields[17].GetUInt32();
petLevel = fields[18].GetUInt32();
petFamily = cInfo->family;
}
}
*p_data << uint32(petDisplayId);
*p_data << uint32(petLevel);
*p_data << uint32(petFamily);
}
Tokens data = StrSplit(fields[19].GetCppString(), " ");
for (uint8 slot = 0; slot < EQUIPMENT_SLOT_END; ++slot)
{
uint32 visualbase = slot * 2;
uint32 item_id = GetUInt32ValueFromArray(data, visualbase);
const ItemPrototype * proto = objmgr.GetItemPrototype(item_id);
if (!proto)
{
*p_data << uint32(0);
*p_data << uint8(0);
*p_data << uint32(0);
continue;
}
SpellItemEnchantmentEntry const *enchant = NULL;
uint32 enchants = GetUInt32ValueFromArray(data, visualbase + 1);
for (uint8 enchantSlot = PERM_ENCHANTMENT_SLOT; enchantSlot <= TEMP_ENCHANTMENT_SLOT; ++enchantSlot)
{
// values stored in 2 uint16
uint32 enchantId = 0x0000FFFF & (enchants >> enchantSlot*16);
if (!enchantId)
continue;
enchant = sSpellItemEnchantmentStore.LookupEntry(enchantId);
if (enchant)
break;
}
*p_data << uint32(proto->DisplayInfoID);
*p_data << uint8(proto->InventoryType);
*p_data << uint32(enchant ? enchant->aura_id : 0);
}
*p_data << uint32(0); // bag 1 display id
*p_data << uint8(0); // bag 1 inventory type
*p_data << uint32(0); // enchant?
*p_data << uint32(0); // bag 2 display id
*p_data << uint8(0); // bag 2 inventory type
*p_data << uint32(0); // enchant?
*p_data << uint32(0); // bag 3 display id
*p_data << uint8(0); // bag 3 inventory type
*p_data << uint32(0); // enchant?
*p_data << uint32(0); // bag 4 display id
*p_data << uint8(0); // bag 4 inventory type
*p_data << uint32(0); // enchant?
return true;
}
bool Player::ToggleAFK()
{
ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
bool state = HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK);
// afk player not allowed in battleground
if (state && InBattleGround())
LeaveBattleground();
return state;
}
bool Player::ToggleDND()
{
ToggleFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
return HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_DND);
}
uint8 Player::chatTag() const
{
// it's bitmask
// 0x8 - ??
// 0x4 - gm
// 0x2 - dnd
// 0x1 - afk
if (isGMChat())
return 4;
else if (isDND())
return 3;
if (isAFK())
return 1;
else
return 0;
}
void Player::SendTeleportPacket(Position &oldPos)
{
WorldPacket data2(MSG_MOVE_TELEPORT, 38);
data2.append(GetPackGUID());
BuildMovementPacket(&data2);
Relocate(&oldPos);
SendMessageToSet(&data2, false);
}
void Player::SendTeleportAckPacket()
{
WorldPacket data(MSG_MOVE_TELEPORT_ACK, 41);
data.append(GetPackGUID());
data << uint32(0); // this value increments every time
BuildMovementPacket(&data);
GetSession()->SendPacket(&data);
}
// this is not used anywhere
void Player::TeleportOutOfMap(Map *oldMap)
{
while (IsBeingTeleportedFar())
GetSession()->HandleMoveWorldportAckOpcode();
if (GetMap() != oldMap)
return;
TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
while (IsBeingTeleportedFar())
GetSession()->HandleMoveWorldportAckOpcode();
if (GetMap() == oldMap)
{
sLog.outCrash("Cannot teleport player out of map!");
ResetMap();
assert(false);
}
}
bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
{
if (!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
{
sLog.outError("TeleportTo: invalid map %d or absent instance template.", mapid);
return false;
}
if ((GetSession()->GetSecurity() < SEC_GAMEMASTER) && !sWorld.IsAllowedMap(mapid))
{
sLog.outError("Player %s tried to enter a forbidden map", GetName());
return false;
}
// preparing unsummon pet if lost (we must get pet before teleportation or will not find it later)
Pet* pet = GetPet();
MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
// don't let enter battlegrounds without assigned battleground id (for example through areatrigger)...
// don't let gm level > 1 either
if (!InBattleGround() && mEntry->IsBattleGroundOrArena())
return false;
// client without expansion support
if (GetSession()->Expansion() < mEntry->Expansion())
{
sLog.outDebug("Player %s using client without required expansion tried teleport to non accessible map %u", GetName(), mapid);
if (GetTransport())
RepopAtGraveyard(); // teleport to near graveyard if on transport, looks blizz like :)
SendTransferAborted(mapid, TRANSFER_ABORT_INSUF_EXPAN_LVL, mEntry->Expansion());
return false; // normal client can't teleport to this map...
}
else
sLog.outDebug("Player %s is being teleported to map %u", GetName(), mapid);
// reset movement flags at teleport, because player will continue move with these flags after teleport
SetUnitMovementFlags(0);
if (m_transport)
{
if (options & TELE_TO_NOT_LEAVE_TRANSPORT)
AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
else
{
m_transport->RemovePassenger(this);
m_transport = NULL;
m_movementInfo.t_x = 0.0f;
m_movementInfo.t_y = 0.0f;
m_movementInfo.t_z = 0.0f;
m_movementInfo.t_o = 0.0f;
m_movementInfo.t_time = 0;
m_movementInfo.t_seat = -1;
}
}
// The player was ported to another map and looses the duel immediately.
// We have to perform this check before the teleport, otherwise the
// ObjectAccessor won't find the flag.
if (duel && GetMapId() != mapid)
if (GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER)))
DuelComplete(DUEL_FLED);
if (GetMapId() == mapid && !m_transport)
{
//lets reset far teleport flag if it wasn't reset during chained teleports
SetSemaphoreTeleportFar(false);
//setup delayed teleport flag
SetDelayedTeleportFlag(IsCanDelayTeleport());
//if teleport spell is casted in Unit::Update() func
//then we need to delay it until update process will be finished
if (IsHasDelayedTeleport())
{
SetSemaphoreTeleportNear(true);
//lets save teleport destination for player
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
m_teleport_options = options;
return true;
}
if (!(options & TELE_TO_NOT_UNSUMMON_PET))
{
//same map, only remove pet if out of range for new position
if (pet && !pet->IsWithinDist3d(x,y,z, GetMap()->GetVisibilityDistance()))
UnsummonPetTemporaryIfAny();
}
if (!(options & TELE_TO_NOT_LEAVE_COMBAT))
CombatStop();
// this will be used instead of the current location in SaveToDB
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
SetFallInformation(0, z);
// code for finish transfer called in WorldSession::HandleMovementOpcodes()
// at client packet MSG_MOVE_TELEPORT_ACK
SetSemaphoreTeleportNear(true);
// near teleport, triggering send MSG_MOVE_TELEPORT_ACK from client at landing
if (!GetSession()->PlayerLogout())
{
Position oldPos;
GetPosition(&oldPos);
Relocate(x, y, z, orientation);
SendTeleportAckPacket();
SendTeleportPacket(oldPos); // this automatically relocates to oldPos in order to broadcast the packet in the right place
}
}
else
{
if (getClass() == CLASS_DEATH_KNIGHT && GetMapId() == 609 && !isGameMaster() && !HasSpell(50977))
return false;
// far teleport to another map
Map* oldmap = IsInWorld() ? GetMap() : NULL;
// check if we can enter before stopping combat / removing pet / totems / interrupting spells
// Check enter rights before map getting to avoid creating instance copy for player
// this check not dependent from map instance copy and same for all instance copies of selected map
if (!MapManager::Instance().CanPlayerEnter(mapid, this))
return false;
// If the map is not created, assume it is possible to enter it.
// It will be created in the WorldPortAck.
Map *map = MapManager::Instance().FindMap(mapid);
if (!map || map->CanEnter(this))
{
//lets reset near teleport flag if it wasn't reset during chained teleports
SetSemaphoreTeleportNear(false);
//setup delayed teleport flag
SetDelayedTeleportFlag(IsCanDelayTeleport());
//if teleport spell is casted in Unit::Update() func
//then we need to delay it until update process will be finished
if (IsHasDelayedTeleport())
{
SetSemaphoreTeleportFar(true);
//lets save teleport destination for player
m_teleport_dest = WorldLocation(mapid, x, y, z, orientation);
m_teleport_options = options;
return true;
}
SetSelection(0);
CombatStop();
ResetContestedPvP();
// remove player from battleground on far teleport (when changing maps)
if (BattleGround const* bg = GetBattleGround())
{
// Note: at battleground join battleground id set before teleport
// and we already will found "current" battleground
// just need check that this is targeted map or leave
if (bg->GetMapId() != mapid)
LeaveBattleground(false); // don't teleport to entry point
}
// remove pet on map change
if (pet)
UnsummonPetTemporaryIfAny();
// remove all dyn objects
RemoveAllDynObjects();
// stop spellcasting
// not attempt interrupt teleportation spell at caster teleport
if (!(options & TELE_TO_SPELL))
if (IsNonMeleeSpellCasted(true))
InterruptNonMeleeSpells(true);
//remove auras before removing from map...
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_CHANGE_MAP | AURA_INTERRUPT_FLAG_MOVE | AURA_INTERRUPT_FLAG_TURNING);
if (!GetSession()->PlayerLogout())
{
// send transfer packets
WorldPacket data(SMSG_TRANSFER_PENDING, (4+4+4));
data << uint32(mapid);
if (m_transport)
{
data << m_transport->GetEntry() << GetMapId();
}
GetSession()->SendPacket(&data);
data.Initialize(SMSG_NEW_WORLD, (20));
if (m_transport)
data << (uint32)mapid << m_movementInfo.t_x << m_movementInfo.t_y << m_movementInfo.t_z << m_movementInfo.t_o;
else
data << (uint32)mapid << (float)x << (float)y << (float)z << (float)orientation;
GetSession()->SendPacket(&data);
SendSavedInstances();
}
// remove from old map now
if (oldmap)
oldmap->Remove(this, false);
// new final coordinates
float final_x = x;
float final_y = y;
float final_z = z;
float final_o = orientation;
if (m_transport)
{
final_x += m_movementInfo.t_x;
final_y += m_movementInfo.t_y;
final_z += m_movementInfo.t_z;
final_o += m_movementInfo.t_o;
}
m_teleport_dest = WorldLocation(mapid, final_x, final_y, final_z, final_o);
SetFallInformation(0, final_z);
// if the player is saved before worldportack (at logout for example)
// this will be used instead of the current location in SaveToDB
// move packet sent by client always after far teleport
// code for finish transfer to new map called in WorldSession::HandleMoveWorldportAckOpcode at client packet
SetSemaphoreTeleportFar(true);
}
else
return false;
}
return true;
}
bool Player::TeleportToBGEntryPoint()
{
ScheduleDelayedOperation(DELAYED_BG_MOUNT_RESTORE);
ScheduleDelayedOperation(DELAYED_BG_TAXI_RESTORE);
return TeleportTo(m_bgData.joinPos);
}
void Player::ProcessDelayedOperations()
{
if (m_DelayedOperations == 0)
return;
if (m_DelayedOperations & DELAYED_RESURRECT_PLAYER)
{
ResurrectPlayer(0.0f, false);
if (GetMaxHealth() > m_resurrectHealth)
SetHealth(m_resurrectHealth);
else
SetHealth(GetMaxHealth());
if (GetMaxPower(POWER_MANA) > m_resurrectMana)
SetPower(POWER_MANA, m_resurrectMana);
else
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_RAGE, 0);
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
SpawnCorpseBones();
}
if (m_DelayedOperations & DELAYED_SAVE_PLAYER)
SaveToDB();
if (m_DelayedOperations & DELAYED_SPELL_CAST_DESERTER)
CastSpell(this, 26013, true); // Deserter
if (m_DelayedOperations & DELAYED_BG_MOUNT_RESTORE)
{
if (m_bgData.mountSpell)
{
CastSpell(this, m_bgData.mountSpell, true);
m_bgData.mountSpell = 0;
}
}
if (m_DelayedOperations & DELAYED_BG_TAXI_RESTORE)
{
if (m_bgData.HasTaxiPath())
{
m_taxi.AddTaxiDestination(m_bgData.taxiPath[0]);
m_taxi.AddTaxiDestination(m_bgData.taxiPath[1]);
m_bgData.ClearTaxiPath();
ContinueTaxiFlight();
}
}
//we have executed ALL delayed ops, so clear the flag
m_DelayedOperations = 0;
}
void Player::AddToWorld()
{
///- Do not add/remove the player from the object storage
///- It will crash when updating the ObjectAccessor
///- The player should only be added when logging in
Unit::AddToWorld();
for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
if (m_items[i])
m_items[i]->AddToWorld();
}
void Player::RemoveFromWorld()
{
// cleanup
if (IsInWorld())
{
///- Release charmed creatures, unsummon totems and remove pets/guardians
StopCastingCharm();
StopCastingBindSight();
UnsummonPetTemporaryIfAny();
sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId);
}
///- Do not add/remove the player from the object storage
///- It will crash when updating the ObjectAccessor
///- The player should only be removed when logging out
Unit::RemoveFromWorld();
for (uint8 i = PLAYER_SLOT_START; i < PLAYER_SLOT_END; ++i)
{
if (m_items[i])
m_items[i]->RemoveFromWorld();
}
for (ItemMap::iterator iter = mMitems.begin(); iter != mMitems.end(); ++iter)
iter->second->RemoveFromWorld();
if (m_uint32Values)
{
if (WorldObject *viewpoint = GetViewpoint())
{
sLog.outCrash("Player %s has viewpoint %u %u when removed from world", GetName(), viewpoint->GetEntry(), viewpoint->GetTypeId());
SetViewpoint(viewpoint, false);
}
}
}
void Player::RegenerateAll()
{
//if (m_regenTimer <= 500)
// return;
m_regenTimerCount += m_regenTimer;
Regenerate(POWER_ENERGY);
Regenerate(POWER_MANA);
// Runes act as cooldowns, and they don't need to send any data
if (getClass() == CLASS_DEATH_KNIGHT)
for (uint32 i = 0; i < MAX_RUNES; ++i)
if (uint32 cd = GetRuneCooldown(i))
SetRuneCooldown(i, (cd > m_regenTimer) ? cd - m_regenTimer : 0);
if (m_regenTimerCount >= 2000)
{
// Not in combat or they have regeneration
if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT) ||
HasAuraType(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT) || IsPolymorphed())
{
RegenerateHealth();
}
Regenerate(POWER_RAGE);
if (getClass() == CLASS_DEATH_KNIGHT)
Regenerate(POWER_RUNIC_POWER);
m_regenTimerCount -= 2000;
}
m_regenTimer = 0;
}
void Player::Regenerate(Powers power)
{
uint32 maxValue = GetMaxPower(power);
if (!maxValue)
return;
uint32 curValue = GetPower(power);
// TODO: possible use of miscvalueb instead of amount
if (HasAuraTypeWithValue(SPELL_AURA_PREVENT_REGENERATE_POWER, power))
return;
float addvalue = 0.0f;
switch (power)
{
case POWER_MANA:
{
bool recentCast = IsUnderLastManaUseEffect();
float ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA);
if (getLevel() < 15)
ManaIncreaseRate = sWorld.getRate(RATE_POWER_MANA) * (2.066f - (getLevel() * 0.066f));
if (recentCast) // Trinity Updates Mana in intervals of 2s, which is correct
addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_INTERRUPTED_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
else
addvalue += GetFloatValue(UNIT_FIELD_POWER_REGEN_FLAT_MODIFIER) * ManaIncreaseRate * 0.001f * m_regenTimer;
} break;
case POWER_RAGE: // Regenerate rage
{
if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
{
float RageDecreaseRate = sWorld.getRate(RATE_POWER_RAGE_LOSS);
addvalue += -20 * RageDecreaseRate; // 2 rage by tick (= 2 seconds => 1 rage/sec)
}
} break;
case POWER_ENERGY: // Regenerate energy (rogue)
addvalue += 0.01f * m_regenTimer;
break;
case POWER_RUNIC_POWER:
{
if (!isInCombat() && !HasAuraType(SPELL_AURA_INTERRUPT_REGEN))
{
float RunicPowerDecreaseRate = sWorld.getRate(RATE_POWER_RUNICPOWER_LOSS);
addvalue += -30 * RunicPowerDecreaseRate; // 3 RunicPower by tick
}
} break;
case POWER_RUNE:
case POWER_FOCUS:
case POWER_HAPPINESS:
case POWER_HEALTH:
break;
}
// Mana regen calculated in Player::UpdateManaRegen()
if (power != POWER_MANA)
{
AuraEffectList const& ModPowerRegenPCTAuras = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
for (AuraEffectList::const_iterator i = ModPowerRegenPCTAuras.begin(); i != ModPowerRegenPCTAuras.end(); ++i)
if ((*i)->GetMiscValue() == power)
addvalue *= ((*i)->GetAmount() + 100) / 100.0f;
// Butchery requires combat for this effect
if (power != POWER_RUNIC_POWER || isInCombat())
addvalue += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_POWER_REGEN, power) * ((power != POWER_ENERGY) ? m_regenTimerCount : m_regenTimer) / (5 * IN_MILISECONDS);
}
if (addvalue < 0.0f)
{
if (curValue == 0)
return;
}
else if (addvalue > 0.0f)
{
if (curValue == maxValue)
return;
}
else
return;
addvalue += m_powerFraction[power];
uint32 integerValue = uint32(abs(addvalue));
if (addvalue < 0.0f)
{
if (curValue > integerValue)
{
curValue -= integerValue;
m_powerFraction[power] = addvalue + integerValue;
}
else
{
curValue = 0;
m_powerFraction[power] = 0;
}
}
else
{
curValue += integerValue;
if (curValue > maxValue)
{
curValue = maxValue;
m_powerFraction[power] = 0;
}
else
m_powerFraction[power] = addvalue - integerValue;
}
if (m_regenTimerCount >= 2000)
SetPower(power, curValue);
else
UpdateUInt32Value(UNIT_FIELD_POWER1 + power, curValue);
}
void Player::RegenerateHealth()
{
uint32 curValue = GetHealth();
uint32 maxValue = GetMaxHealth();
if (curValue >= maxValue)
return;
float HealthIncreaseRate = sWorld.getRate(RATE_HEALTH);
if (getLevel() < 15)
HealthIncreaseRate = sWorld.getRate(RATE_HEALTH) * (2.066f - (getLevel() * 0.066f));
float addvalue = 0.0f;
// polymorphed case
if (IsPolymorphed())
addvalue = GetMaxHealth()/3;
// normal regen case (maybe partly in combat case)
else if (!isInCombat() || HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
{
addvalue = OCTRegenHPPerSpirit()* HealthIncreaseRate;
if (!isInCombat())
{
AuraEffectList const& mModHealthRegenPct = GetAuraEffectsByType(SPELL_AURA_MOD_HEALTH_REGEN_PERCENT);
for (AuraEffectList::const_iterator i = mModHealthRegenPct.begin(); i != mModHealthRegenPct.end(); ++i)
addvalue *= (100.0f + (*i)->GetAmount()) / 100.0f;
addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_REGEN) * 2 * IN_MILISECONDS / (5 * IN_MILISECONDS);
}
else if (HasAuraType(SPELL_AURA_MOD_REGEN_DURING_COMBAT))
addvalue *= GetTotalAuraModifier(SPELL_AURA_MOD_REGEN_DURING_COMBAT) / 100.0f;
if (!IsStandState())
addvalue *= 1.5;
}
// always regeneration bonus (including combat)
addvalue += GetTotalAuraModifier(SPELL_AURA_MOD_HEALTH_REGEN_IN_COMBAT);
addvalue += m_baseHealthRegen / 2.5f;
if (addvalue < 0)
addvalue = 0;
ModifyHealth(int32(addvalue));
}
bool Player::CanInteractWithNPCs(bool alive) const
{
if (alive && !isAlive())
return false;
if (isInFlight())
return false;
return true;
}
Creature*
Player::GetNPCIfCanInteractWith(uint64 guid, uint32 npcflagmask)
{
// unit checks
if (!guid)
return NULL;
if (!IsInWorld())
return NULL;
// exist (we need look pets also for some interaction (quest/etc)
Creature *unit = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
if (!unit)
return NULL;
// player check
if (!CanInteractWithNPCs(!unit->isSpiritService()))
return NULL;
// appropriate npc type
if (npcflagmask && !unit->HasFlag(UNIT_NPC_FLAGS, npcflagmask))
return NULL;
// alive or spirit healer
if (!unit->isAlive() && (!unit->isSpiritService() || isAlive()))
return NULL;
// not allow interaction under control, but allow with own pets
if (unit->GetCharmerGUID())
return NULL;
// not enemy
if (unit->IsHostileTo(this))
return NULL;
// not unfriendly
if (FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
if (factionTemplate->faction)
if (FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
if (faction->reputationListID >= 0 && GetReputationMgr().GetRank(faction) <= REP_UNFRIENDLY)
return NULL;
// not too far
if (!unit->IsWithinDistInMap(this,INTERACTION_DISTANCE))
return NULL;
return unit;
}
GameObject* Player::GetGameObjectIfCanInteractWith(uint64 guid, GameobjectTypes type) const
{
if (GameObject *go = GetMap()->GetGameObject(guid))
{
if (go->GetGoType() == type)
{
float maxdist;
switch (type)
{
// TODO: find out how the client calculates the maximal usage distance to spellless working
// gameobjects like guildbanks and mailboxes - 10.0 is a just an abitrary choosen number
case GAMEOBJECT_TYPE_GUILD_BANK:
case GAMEOBJECT_TYPE_MAILBOX:
maxdist = 10.0f;
break;
case GAMEOBJECT_TYPE_FISHINGHOLE:
maxdist = 20.0f+CONTACT_DISTANCE; // max spell range
break;
default:
maxdist = INTERACTION_DISTANCE;
break;
}
if (go->IsWithinDistInMap(this, maxdist))
return go;
sLog.outDebug("IsGameObjectOfTypeInRange: GameObject '%s' [GUID: %u] is too far away from player %s [GUID: %u] to be used by him (distance=%f, maximal 10 is allowed)", go->GetGOInfo()->name,
go->GetGUIDLow(), GetName(), GetGUIDLow(), go->GetDistance(this));
}
}
return NULL;
}
bool Player::IsUnderWater() const
{
return IsInWater() &&
GetPositionZ() < (GetBaseMap()->GetWaterLevel(GetPositionX(),GetPositionY())-2);
}
void Player::SetInWater(bool apply)
{
if (m_isInWater == apply)
return;
//define player in water by opcodes
//move player's guid into HateOfflineList of those mobs
//which can't swim and move guid back into ThreatList when
//on surface.
//TODO: exist also swimming mobs, and function must be symmetric to enter/leave water
m_isInWater = apply;
// remove auras that need water/land
RemoveAurasWithInterruptFlags(apply ? AURA_INTERRUPT_FLAG_NOT_ABOVEWATER : AURA_INTERRUPT_FLAG_NOT_UNDERWATER);
getHostileRefManager().updateThreatTables();
}
void Player::SetGameMaster(bool on)
{
if (on)
{
m_ExtraFlags |= PLAYER_EXTRA_GM_ON;
setFaction(35);
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
if (Pet* pet = GetPet())
{
pet->setFaction(35);
pet->getHostileRefManager().setOnlineOfflineState(false);
}
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
ResetContestedPvP();
getHostileRefManager().setOnlineOfflineState(false);
CombatStopWithPets();
SetPhaseMask(PHASEMASK_ANYWHERE,false); // see and visible in all phases
}
else
{
// restore phase
AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE);
SetPhaseMask(!phases.empty() ? phases.front()->GetMiscValue() : PHASEMASK_NORMAL,false);
m_ExtraFlags &= ~ PLAYER_EXTRA_GM_ON;
setFactionForRace(getRace());
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM);
if (Pet* pet = GetPet())
{
pet->setFaction(getFaction());
pet->getHostileRefManager().setOnlineOfflineState(true);
}
// restore FFA PvP Server state
if (sWorld.IsFFAPvPRealm())
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
// restore FFA PvP area state, remove not allowed for GM mounts
UpdateArea(m_areaUpdateId);
getHostileRefManager().setOnlineOfflineState(true);
}
UpdateObjectVisibility();
}
void Player::SetGMVisible(bool on)
{
if (on)
{
m_ExtraFlags &= ~PLAYER_EXTRA_GM_INVISIBLE; //remove flag
// Reapply stealth/invisibility if active or show if not any
if (HasAuraType(SPELL_AURA_MOD_STEALTH))
SetVisibility(VISIBILITY_GROUP_STEALTH);
//else if (HasAuraType(SPELL_AURA_MOD_INVISIBILITY))
// SetVisibility(VISIBILITY_GROUP_INVISIBILITY);
else
SetVisibility(VISIBILITY_ON);
}
else
{
m_ExtraFlags |= PLAYER_EXTRA_GM_INVISIBLE; //add flag
SetAcceptWhispers(false);
SetGameMaster(true);
SetVisibility(VISIBILITY_OFF);
}
}
bool Player::IsGroupVisibleFor(Player* p) const
{
switch(sWorld.getConfig(CONFIG_GROUP_VISIBILITY))
{
default: return IsInSameGroupWith(p);
case 1: return IsInSameRaidWith(p);
case 2: return GetTeam() == p->GetTeam();
}
}
bool Player::IsInSameGroupWith(Player const* p) const
{
return p == this || (GetGroup() != NULL &&
GetGroup() == p->GetGroup() &&
GetGroup()->SameSubGroup(this, p));
}
///- If the player is invited, remove him. If the group if then only 1 person, disband the group.
/// \todo Shouldn't we also check if there is no other invitees before disbanding the group?
void Player::UninviteFromGroup()
{
Group* group = GetGroupInvite();
if (!group)
return;
group->RemoveInvite(this);
if (group->GetMembersCount() <= 1) // group has just 1 member => disband
{
if (group->IsCreated())
{
group->Disband(true);
objmgr.RemoveGroup(group);
}
else
group->RemoveAllInvites();
delete group;
}
}
void Player::RemoveFromGroup(Group* group, uint64 guid)
{
if (group)
{
if (group->RemoveMember(guid, 0) <= 1)
{
// group->Disband(); already disbanded in RemoveMember
objmgr.RemoveGroup(group);
delete group;
// removemember sets the player's group pointer to NULL
}
}
}
void Player::SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 RestXP)
{
WorldPacket data(SMSG_LOG_XPGAIN, 21);
data << uint64(victim ? victim->GetGUID() : 0); // guid
data << uint32(GivenXP+RestXP); // given experience
data << uint8(victim ? 0 : 1); // 00-kill_xp type, 01-non_kill_xp type
if (victim)
{
data << uint32(GivenXP); // experience without rested bonus
data << float(1); // 1 - none 0 - 100% group bonus output
}
data << uint8(0); // new 2.4.0
GetSession()->SendPacket(&data);
}
void Player::GiveXP(uint32 xp, Unit* victim)
{
if (xp < 1)
return;
if (!isAlive())
return;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_NO_XP_GAIN))
return;
uint8 level = getLevel();
// Favored experience increase START
uint32 zone = GetZoneId();
float favored_exp_mult = 0;
if ((HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714)) favored_exp_mult = 0.05; // Thrallmar's Favor and Honor Hold's Favor
xp *= (1 + favored_exp_mult);
// Favored experience increase END
// XP to money conversion processed in Player::RewardQuest
if (level >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
return;
// XP resting bonus for kill
uint32 rested_bonus_xp = victim ? GetXPRestBonus(xp) : 0;
// Heirloom Experience Bonus
float heirloomModifier = 1.0f;
for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
if (m_items[i] && m_items[i]->GetProto()->Spells->SpellId == 57353)
heirloomModifier += 0.1f;
xp = uint32(xp * heirloomModifier);
SendLogXPGain(xp,victim,rested_bonus_xp);
uint32 curXP = GetUInt32Value(PLAYER_XP);
uint32 nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
uint32 newXP = curXP + xp + rested_bonus_xp;
while (newXP >= nextLvlXP && level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
{
newXP -= nextLvlXP;
if (level < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
GiveLevel(level + 1);
level = getLevel();
nextLvlXP = GetUInt32Value(PLAYER_NEXT_LEVEL_XP);
}
newXP = GetSession()->HandleOnGetXP(newXP);
SetUInt32Value(PLAYER_XP, newXP);
}
// Update player to next level
// Current player experience not update (must be update by caller)
void Player::GiveLevel(uint8 level)
{
if (level == getLevel())
return;
PlayerLevelInfo info;
objmgr.GetPlayerLevelInfo(getRace(),getClass(),level,&info);
PlayerClassLevelInfo classInfo;
objmgr.GetPlayerClassLevelInfo(getClass(),level,&classInfo);
// send levelup info to client
WorldPacket data(SMSG_LEVELUP_INFO, (4+4+MAX_POWERS*4+MAX_STATS*4));
data << uint32(level);
data << uint32(int32(classInfo.basehealth) - int32(GetCreateHealth()));
// for (int i = 0; i < MAX_POWERS; ++i) // Powers loop (0-6)
data << uint32(int32(classInfo.basemana) - int32(GetCreateMana()));
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
data << uint32(0);
// end for
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i) // Stats loop (0-4)
data << uint32(int32(info.stats[i]) - GetCreateStat(Stats(i)));
GetSession()->SendPacket(&data);
SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(level));
//update level, max level of skills
m_Played_time[PLAYED_TIME_LEVEL] = 0; // Level Played Time reset
_ApplyAllLevelScaleItemMods(false);
SetLevel(level);
UpdateSkillsForLevel();
// save base values (bonuses already included in stored stats
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetCreateStat(Stats(i), info.stats[i]);
SetCreateHealth(classInfo.basehealth);
SetCreateMana(classInfo.basemana);
InitTalentForLevel();
InitTaxiNodesForLevel();
InitGlyphsForLevel();
UpdateAllStats();
if (sWorld.getConfig(CONFIG_ALWAYS_MAXSKILL)) // Max weapon skill when leveling up
UpdateSkillsToMaxSkillsForLevel();
// set current level health and mana/energy to maximum after applying all mods.
SetHealth(GetMaxHealth());
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
SetPower(POWER_FOCUS, 0);
SetPower(POWER_HAPPINESS, 0);
_ApplyAllLevelScaleItemMods(true);
// update level to hunter/summon pet
if (Pet* pet = GetPet())
pet->SynchronizeLevelWithOwner();
if (MailLevelReward const* mailReward = objmgr.GetMailLevelReward(level,getRaceMask()))
MailDraft(mailReward->mailTemplateId).SendMailTo(this,MailSender(MAIL_CREATURE,mailReward->senderEntry));
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL);
}
void Player::InitTalentForLevel()
{
uint8 level = getLevel();
// talents base at level diff (talents = level - 9 but some can be used already)
if (level < 10)
{
// Remove all talent points
if (m_usedTalentCount > 0) // Free any used talents
{
resetTalents(true);
SetFreeTalentPoints(0);
}
}
else
{
if (level < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL) || m_specsCount == 0)
{
m_specsCount = 1;
m_activeSpec = 0;
}
uint32 talentPointsForLevel = CalculateTalentsPoints();
// if used more that have then reset
if (m_usedTalentCount > talentPointsForLevel)
{
if (GetSession()->GetSecurity() < SEC_ADMINISTRATOR)
resetTalents(true);
else
SetFreeTalentPoints(0);
}
// else update amount of free points
else
SetFreeTalentPoints(talentPointsForLevel - m_usedTalentCount);
}
if (!GetSession()->PlayerLoading())
SendTalentsInfoData(false); // update at client
}
void Player::InitStatsForLevel(bool reapplyMods)
{
if (reapplyMods) //reapply stats values only on .reset stats (level) command
_RemoveAllStatBonuses();
PlayerClassLevelInfo classInfo;
objmgr.GetPlayerClassLevelInfo(getClass(),getLevel(),&classInfo);
PlayerLevelInfo info;
objmgr.GetPlayerLevelInfo(getRace(),getClass(),getLevel(),&info);
SetUInt32Value(PLAYER_FIELD_MAX_LEVEL, sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL));
SetUInt32Value(PLAYER_NEXT_LEVEL_XP, objmgr.GetXPForLevel(getLevel()));
// reset before any aura state sources (health set/aura apply)
SetUInt32Value(UNIT_FIELD_AURASTATE, 0);
UpdateSkillsForLevel ();
// set default cast time multiplier
SetFloatValue(UNIT_MOD_CAST_SPEED, 1.0f);
// reset size before reapply auras
SetFloatValue(OBJECT_FIELD_SCALE_X,1.0f);
// save base values (bonuses already included in stored stats
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetCreateStat(Stats(i), info.stats[i]);
for (uint8 i = STAT_STRENGTH; i < MAX_STATS; ++i)
SetStat(Stats(i), info.stats[i]);
SetCreateHealth(classInfo.basehealth);
//set create powers
SetCreateMana(classInfo.basemana);
SetArmor(int32(m_createStats[STAT_AGILITY]*2));
InitStatBuffMods();
//reset rating fields values
for (uint16 index = PLAYER_FIELD_COMBAT_RATING_1; index < PLAYER_FIELD_COMBAT_RATING_1 + MAX_COMBAT_RATING; ++index)
SetUInt32Value(index, 0);
SetUInt32Value(PLAYER_FIELD_MOD_HEALING_DONE_POS,0);
for (uint8 i = 0; i < 7; ++i)
{
SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_NEG+i, 0);
SetUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS+i, 0);
SetFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT+i, 1.00f);
}
//reset attack power, damage and attack speed fields
SetFloatValue(UNIT_FIELD_BASEATTACKTIME, 2000.0f);
SetFloatValue(UNIT_FIELD_BASEATTACKTIME + 1, 2000.0f); // offhand attack time
SetFloatValue(UNIT_FIELD_RANGEDATTACKTIME, 2000.0f);
SetFloatValue(UNIT_FIELD_MINDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MAXDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE, 0.0f);
SetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE, 0.0f);
SetInt32Value(UNIT_FIELD_ATTACK_POWER, 0);
SetInt32Value(UNIT_FIELD_ATTACK_POWER_MODS, 0);
SetFloatValue(UNIT_FIELD_ATTACK_POWER_MULTIPLIER,0.0f);
SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER, 0);
SetInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER_MODS,0);
SetFloatValue(UNIT_FIELD_RANGED_ATTACK_POWER_MULTIPLIER,0.0f);
// Base crit values (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
SetFloatValue(PLAYER_CRIT_PERCENTAGE,0.0f);
SetFloatValue(PLAYER_OFFHAND_CRIT_PERCENTAGE,0.0f);
SetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE,0.0f);
// Init spell schools (will be recalculated in UpdateAllStats() at loading and in _ApplyAllStatBonuses() at reset
for (uint8 i = 0; i < 7; ++i)
SetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1+i, 0.0f);
SetFloatValue(PLAYER_PARRY_PERCENTAGE, 0.0f);
SetFloatValue(PLAYER_BLOCK_PERCENTAGE, 0.0f);
SetUInt32Value(PLAYER_SHIELD_BLOCK, 0);
// Dodge percentage
SetFloatValue(PLAYER_DODGE_PERCENTAGE, 0.0f);
// set armor (resistance 0) to original value (create_agility*2)
SetArmor(int32(m_createStats[STAT_AGILITY]*2));
SetResistanceBuffMods(SpellSchools(0), true, 0.0f);
SetResistanceBuffMods(SpellSchools(0), false, 0.0f);
// set other resistance to original value (0)
for (uint8 i = 1; i < MAX_SPELL_SCHOOL; ++i)
{
SetResistance(SpellSchools(i), 0);
SetResistanceBuffMods(SpellSchools(i), true, 0.0f);
SetResistanceBuffMods(SpellSchools(i), false, 0.0f);
}
SetUInt32Value(PLAYER_FIELD_MOD_TARGET_RESISTANCE,0);
SetUInt32Value(PLAYER_FIELD_MOD_TARGET_PHYSICAL_RESISTANCE,0);
for (uint8 i = 0; i < MAX_SPELL_SCHOOL; ++i)
{
SetUInt32Value(UNIT_FIELD_POWER_COST_MODIFIER+i,0);
SetFloatValue(UNIT_FIELD_POWER_COST_MULTIPLIER+i,0.0f);
}
// Reset no reagent cost field
for (uint8 i = 0; i < 3; ++i)
SetUInt32Value(PLAYER_NO_REAGENT_COST_1 + i, 0);
// Init data for form but skip reapply item mods for form
InitDataForForm(reapplyMods);
// save new stats
for (uint8 i = POWER_MANA; i < MAX_POWERS; ++i)
SetMaxPower(Powers(i), uint32(GetCreatePowers(Powers(i))));
SetMaxHealth(classInfo.basehealth); // stamina bonus will applied later
// cleanup mounted state (it will set correctly at aura loading if player saved at mount.
SetUInt32Value(UNIT_FIELD_MOUNTDISPLAYID, 0);
// cleanup unit flags (will be re-applied if need at aura load).
RemoveFlag(UNIT_FIELD_FLAGS,
UNIT_FLAG_NON_ATTACKABLE | UNIT_FLAG_DISABLE_MOVE | UNIT_FLAG_NOT_ATTACKABLE_1 |
UNIT_FLAG_PET_IN_COMBAT | UNIT_FLAG_SILENCED | UNIT_FLAG_PACIFIED |
UNIT_FLAG_STUNNED | UNIT_FLAG_IN_COMBAT | UNIT_FLAG_DISARMED |
UNIT_FLAG_CONFUSED | UNIT_FLAG_FLEEING | UNIT_FLAG_NOT_SELECTABLE |
UNIT_FLAG_SKINNABLE | UNIT_FLAG_MOUNT | UNIT_FLAG_TAXI_FLIGHT);
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE); // must be set
SetFlag(UNIT_FIELD_FLAGS_2,UNIT_FLAG2_REGENERATE_POWER);// must be set
// cleanup player flags (will be re-applied if need at aura load), to avoid have ghost flag without ghost aura, for example.
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_AFK | PLAYER_FLAGS_DND | PLAYER_FLAGS_GM | PLAYER_FLAGS_GHOST | PLAYER_ALLOW_ONLY_ABILITY);
RemoveStandFlags(UNIT_STAND_FLAGS_ALL); // one form stealth modified bytes
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP | UNIT_BYTE2_FLAG_SANCTUARY);
// restore if need some important flags
SetUInt32Value(PLAYER_FIELD_BYTES2, 0); // flags empty by default
if (reapplyMods) // reapply stats values only on .reset stats (level) command
_ApplyAllStatBonuses();
// set current level health and mana/energy to maximum after applying all mods.
SetHealth(GetMaxHealth());
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
if (GetPower(POWER_RAGE) > GetMaxPower(POWER_RAGE))
SetPower(POWER_RAGE, GetMaxPower(POWER_RAGE));
SetPower(POWER_FOCUS, 0);
SetPower(POWER_HAPPINESS, 0);
SetPower(POWER_RUNIC_POWER, 0);
// update level to hunter/summon pet
if (Pet* pet = GetPet())
pet->SynchronizeLevelWithOwner();
}
void Player::SendInitialSpells()
{
time_t curTime = time(NULL);
time_t infTime = curTime + infinityCooldownDelayCheck;
uint16 spellCount = 0;
WorldPacket data(SMSG_INITIAL_SPELLS, (1+2+4*m_spells.size()+2+m_spellCooldowns.size()*(2+2+2+4+4)));
data << uint8(0);
size_t countPos = data.wpos();
data << uint16(spellCount); // spell count placeholder
for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if (itr->second->state == PLAYERSPELL_REMOVED)
continue;
if (!itr->second->active || itr->second->disabled)
continue;
data << uint32(itr->first);
data << uint16(0); // it's not slot id
spellCount +=1;
}
data.put(countPos,spellCount); // write real count value
uint16 spellCooldowns = m_spellCooldowns.size();
data << uint16(spellCooldowns);
for (SpellCooldowns::const_iterator itr=m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
{
SpellEntry const *sEntry = sSpellStore.LookupEntry(itr->first);
if (!sEntry)
continue;
data << uint32(itr->first);
data << uint16(itr->second.itemid); // cast item id
data << uint16(sEntry->Category); // spell category
// send infinity cooldown in special format
if (itr->second.end >= infTime)
{
data << uint32(1); // cooldown
data << uint32(0x80000000); // category cooldown
continue;
}
time_t cooldown = itr->second.end > curTime ? (itr->second.end-curTime)*IN_MILISECONDS : 0;
if (sEntry->Category) // may be wrong, but anyway better than nothing...
{
data << uint32(0); // cooldown
data << uint32(cooldown); // category cooldown
}
else
{
data << uint32(cooldown); // cooldown
data << uint32(0); // category cooldown
}
}
GetSession()->SendPacket(&data);
sLog.outDetail("CHARACTER: Sent Initial Spells");
}
void Player::RemoveMail(uint32 id)
{
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
if ((*itr)->messageID == id)
{
//do not delete item, because Player::removeMail() is called when returning mail to sender.
m_mail.erase(itr);
return;
}
}
}
void Player::SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError, uint32 item_guid, uint32 item_count)
{
WorldPacket data(SMSG_SEND_MAIL_RESULT, (4+4+4+(mailError == MAIL_ERR_EQUIP_ERROR?4:(mailAction == MAIL_ITEM_TAKEN?4+4:0))));
data << (uint32) mailId;
data << (uint32) mailAction;
data << (uint32) mailError;
if (mailError == MAIL_ERR_EQUIP_ERROR)
data << (uint32) equipError;
else if (mailAction == MAIL_ITEM_TAKEN)
{
data << (uint32) item_guid; // item guid low?
data << (uint32) item_count; // item count?
}
GetSession()->SendPacket(&data);
}
void Player::SendNewMail()
{
// deliver undelivered mail
WorldPacket data(SMSG_RECEIVED_MAIL, 4);
data << (uint32) 0;
GetSession()->SendPacket(&data);
}
void Player::UpdateNextMailTimeAndUnreads()
{
// calculate next delivery time (min. from non-delivered mails
// and recalculate unReadMail
time_t cTime = time(NULL);
m_nextMailDelivereTime = 0;
unReadMails = 0;
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
{
if ((*itr)->deliver_time > cTime)
{
if (!m_nextMailDelivereTime || m_nextMailDelivereTime > (*itr)->deliver_time)
m_nextMailDelivereTime = (*itr)->deliver_time;
}
else if (((*itr)->checked & MAIL_CHECK_MASK_READ) == 0)
++unReadMails;
}
}
void Player::AddNewMailDeliverTime(time_t deliver_time)
{
if (deliver_time <= time(NULL)) // ready now
{
++unReadMails;
SendNewMail();
}
else // not ready and no have ready mails
{
if (!m_nextMailDelivereTime || m_nextMailDelivereTime > deliver_time)
m_nextMailDelivereTime = deliver_time;
}
}
bool Player::AddTalent(uint32 spell_id, uint8 spec, bool learning)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
if (!spellInfo)
{
// do character spell book cleanup (all characters)
if (!IsInWorld() && !learning) // spell load case
{
sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id);
}
else
sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
return false;
}
if (!SpellMgr::IsSpellValid(spellInfo,this,false))
{
// do character spell book cleanup (all characters)
if (!IsInWorld() && !learning) // spell load case
{
sLog.outError("Player::addTalent: Broken spell #%u learning not allowed, deleting for all characters in `character_talent`.",spell_id);
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE spell = '%u'",spell_id);
}
else
sLog.outError("Player::addTalent: Broken spell #%u learning not allowed.",spell_id);
return false;
}
PlayerTalentMap::iterator itr = m_talents[spec]->find(spell_id);
if (itr != m_talents[spec]->end())
itr->second->state = PLAYERSPELL_UNCHANGED;
else if (TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id))
{
if (TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentPos->talent_id))
{
for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
{
// skip learning spell and no rank spell case
uint32 rankSpellId = talentInfo->RankID[rank];
if (!rankSpellId || rankSpellId == spell_id)
continue;
PlayerTalentMap::iterator itr = m_talents[spec]->find(rankSpellId);
if (itr != m_talents[spec]->end())
itr->second->state = PLAYERSPELL_REMOVED;
}
}
PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
PlayerTalent *newtalent = new PlayerTalent();
newtalent->state = state;
newtalent->spec = spec;
(*m_talents[spec])[spell_id] = newtalent;
return true;
}
return false;
}
bool Player::addSpell(uint32 spell_id, bool active, bool learning, bool dependent, bool disabled)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
if (!spellInfo)
{
// do character spell book cleanup (all characters)
if (!IsInWorld() && !learning) // spell load case
{
sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request, deleting for all characters in `character_spell`.",spell_id);
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
}
else
sLog.outError("Player::addSpell: Non-existed in SpellStore spell #%u request.",spell_id);
return false;
}
if (!SpellMgr::IsSpellValid(spellInfo,this,false))
{
// do character spell book cleanup (all characters)
if (!IsInWorld() && !learning) // spell load case
{
sLog.outError("Player::addSpell: Broken spell #%u learning not allowed, deleting for all characters in `character_spell`.",spell_id);
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE spell = '%u'",spell_id);
}
else
sLog.outError("Player::addSpell: Broken spell #%u learning not allowed.",spell_id);
return false;
}
PlayerSpellState state = learning ? PLAYERSPELL_NEW : PLAYERSPELL_UNCHANGED;
bool dependent_set = false;
bool disabled_case = false;
bool superceded_old = false;
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
// Remove temporary spell if found to prevent conflicts
if (itr != m_spells.end() && itr->second->state == PLAYERSPELL_TEMPORARY)
RemoveTemporarySpell(spell_id);
else if (itr != m_spells.end())
{
uint32 next_active_spell_id = 0;
// fix activate state for non-stackable low rank (and find next spell for !active case)
if (!SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
{
if (uint32 next = spellmgr.GetNextSpellInChain(spell_id))
{
if (HasSpell(next))
{
// high rank already known so this must !active
active = false;
next_active_spell_id = next;
}
}
}
// not do anything if already known in expected state
if (itr->second->state != PLAYERSPELL_REMOVED && itr->second->active == active &&
itr->second->dependent == dependent && itr->second->disabled == disabled)
{
if (!IsInWorld() && !learning) // explicitly load from DB and then exist in it already and set correctly
itr->second->state = PLAYERSPELL_UNCHANGED;
return false;
}
// dependent spell known as not dependent, overwrite state
if (itr->second->state != PLAYERSPELL_REMOVED && !itr->second->dependent && dependent)
{
itr->second->dependent = dependent;
if (itr->second->state != PLAYERSPELL_NEW)
itr->second->state = PLAYERSPELL_CHANGED;
dependent_set = true;
}
// update active state for known spell
if (itr->second->active != active && itr->second->state != PLAYERSPELL_REMOVED && !itr->second->disabled)
{
itr->second->active = active;
if (!IsInWorld() && !learning && !dependent_set) // explicitly load from DB and then exist in it already and set correctly
itr->second->state = PLAYERSPELL_UNCHANGED;
else if (itr->second->state != PLAYERSPELL_NEW)
itr->second->state = PLAYERSPELL_CHANGED;
if (active)
{
if (IsPassiveSpell(spell_id) && IsNeedCastPassiveSpellAtLearn(spellInfo))
CastSpell (this,spell_id,true);
}
else if (IsInWorld())
{
if (next_active_spell_id)
{
// update spell ranks in spellbook and action bar
WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
data << uint32(spell_id);
data << uint32(next_active_spell_id);
GetSession()->SendPacket(&data);
}
else
{
WorldPacket data(SMSG_REMOVED_SPELL, 4);
data << uint32(spell_id);
GetSession()->SendPacket(&data);
}
}
return active; // learn (show in spell book if active now)
}
if (itr->second->disabled != disabled && itr->second->state != PLAYERSPELL_REMOVED)
{
if (itr->second->state != PLAYERSPELL_NEW)
itr->second->state = PLAYERSPELL_CHANGED;
itr->second->disabled = disabled;
if (disabled)
return false;
disabled_case = true;
}
else switch(itr->second->state)
{
case PLAYERSPELL_UNCHANGED: // known saved spell
return false;
case PLAYERSPELL_REMOVED: // re-learning removed not saved spell
{
delete itr->second;
m_spells.erase(itr);
state = PLAYERSPELL_CHANGED;
break; // need re-add
}
default: // known not saved yet spell (new or modified)
{
// can be in case spell loading but learned at some previous spell loading
if (!IsInWorld() && !learning && !dependent_set)
itr->second->state = PLAYERSPELL_UNCHANGED;
return false;
}
}
}
if (!disabled_case) // skip new spell adding if spell already known (disabled spells case)
{
// talent: unlearn all other talent ranks (high and low)
if (TalentSpellPos const *talentPos = GetTalentSpellPos(spell_id))
{
if (TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentPos->talent_id))
{
for (uint8 rank = 0; rank < MAX_TALENT_RANK; ++rank)
{
// skip learning spell and no rank spell case
uint32 rankSpellId = talentInfo->RankID[rank];
if (!rankSpellId || rankSpellId == spell_id)
continue;
removeSpell(rankSpellId,false,false);
}
}
}
// non talent spell: learn low ranks (recursive call)
else if (uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id))
{
if (!IsInWorld() || disabled) // at spells loading, no output, but allow save
addSpell(prev_spell,active,true,true,disabled);
else // at normal learning
learnSpell(prev_spell, true);
}
PlayerSpell *newspell = new PlayerSpell;
newspell->state = state;
newspell->active = active;
newspell->dependent = dependent;
newspell->disabled = disabled;
// replace spells in action bars and spellbook to bigger rank if only one spell rank must be accessible
if (newspell->active && !newspell->disabled && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
{
for (PlayerSpellMap::iterator itr2 = m_spells.begin(); itr2 != m_spells.end(); ++itr2)
{
if (itr2->second->state == PLAYERSPELL_REMOVED) continue;
SpellEntry const *i_spellInfo = sSpellStore.LookupEntry(itr2->first);
if (!i_spellInfo) continue;
if (spellmgr.IsRankSpellDueToSpell(spellInfo,itr2->first))
{
if (itr2->second->active)
{
if (spellmgr.IsHighRankOfSpell(spell_id,itr2->first))
{
if (IsInWorld()) // not send spell (re-/over-)learn packets at loading
{
WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
data << uint32(itr2->first);
data << uint32(spell_id);
GetSession()->SendPacket(&data);
}
// mark old spell as disable (SMSG_SUPERCEDED_SPELL replace it in client by new)
itr2->second->active = false;
if (itr2->second->state != PLAYERSPELL_NEW)
itr2->second->state = PLAYERSPELL_CHANGED;
superceded_old = true; // new spell replace old in action bars and spell book.
}
else if (spellmgr.IsHighRankOfSpell(itr2->first,spell_id))
{
if (IsInWorld()) // not send spell (re-/over-)learn packets at loading
{
WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
data << uint32(spell_id);
data << uint32(itr2->first);
GetSession()->SendPacket(&data);
}
// mark new spell as disable (not learned yet for client and will not learned)
newspell->active = false;
if (newspell->state != PLAYERSPELL_NEW)
newspell->state = PLAYERSPELL_CHANGED;
}
}
}
}
}
m_spells[spell_id] = newspell;
// return false if spell disabled
if (newspell->disabled)
return false;
}
uint32 talentCost = GetTalentSpellCost(spell_id);
// cast talents with SPELL_EFFECT_LEARN_SPELL (other dependent spells will learned later as not auto-learned)
// note: all spells with SPELL_EFFECT_LEARN_SPELL isn't passive
if (talentCost > 0 && IsSpellHaveEffect(spellInfo,SPELL_EFFECT_LEARN_SPELL))
{
// ignore stance requirement for talent learn spell (stance set for spell only for client spell description show)
CastSpell(this, spell_id, true);
}
// also cast passive spells (including all talents without SPELL_EFFECT_LEARN_SPELL) with additional checks
else if (IsPassiveSpell(spell_id))
{
if (IsNeedCastPassiveSpellAtLearn(spellInfo))
CastSpell(this, spell_id, true);
}
else if (IsSpellHaveEffect(spellInfo,SPELL_EFFECT_SKILL_STEP))
{
CastSpell(this, spell_id, true);
return false;
}
// update used talent points count
m_usedTalentCount += talentCost;
// update free primary prof.points (if any, can be none in case GM .learn prof. learning)
if (uint32 freeProfs = GetFreePrimaryProfessionPoints())
{
if (spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
SetFreePrimaryProfessions(freeProfs-1);
}
// add dependent skills
uint16 maxskill = GetMaxSkillValueForLevel();
SpellLearnSkillNode const* spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
SkillLineAbilityMapBounds skill_bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
if (spellLearnSkill)
{
uint32 skill_value = GetPureSkillValue(spellLearnSkill->skill);
uint32 skill_max_value = GetPureMaxSkillValue(spellLearnSkill->skill);
if (skill_value < spellLearnSkill->value)
skill_value = spellLearnSkill->value;
uint32 new_skill_max_value = spellLearnSkill->maxvalue == 0 ? maxskill : spellLearnSkill->maxvalue;
if (skill_max_value < new_skill_max_value)
skill_max_value = new_skill_max_value;
SetSkill(spellLearnSkill->skill, spellLearnSkill->step, skill_value, skill_max_value);
}
else
{
// not ranked skills
for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
{
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
if (!pSkill)
continue;
if (HasSkill(pSkill->id))
continue;
if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL ||
// lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0))
{
switch(GetSkillRangeType(pSkill,_spell_idx->second->racemask != 0))
{
case SKILL_RANGE_LANGUAGE:
SetSkill(pSkill->id, GetSkillStep(pSkill->id), 300, 300);
break;
case SKILL_RANGE_LEVEL:
SetSkill(pSkill->id, GetSkillStep(pSkill->id), 1, GetMaxSkillValueForLevel());
break;
case SKILL_RANGE_MONO:
SetSkill(pSkill->id, GetSkillStep(pSkill->id), 1, 1);
break;
default:
break;
}
}
}
}
// learn dependent spells
SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id);
for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
{
if (!itr2->second.autoLearned)
{
if (!IsInWorld() || !itr2->second.active) // at spells loading, no output, but allow save
addSpell(itr2->second.spell,itr2->second.active,true,true,false);
else // at normal learning
learnSpell(itr2->second.spell, true);
}
}
if (!GetSession()->PlayerLoading())
{
// not ranked skills
for (SkillLineAbilityMap::const_iterator _spell_idx = skill_bounds.first; _spell_idx != skill_bounds.second; ++_spell_idx)
{
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE,_spell_idx->second->skillId);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS,_spell_idx->second->skillId);
}
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL,spell_id);
}
// return true (for send learn packet) only if spell active (in case ranked spells) and not replace old spell
return active && !disabled && !superceded_old;
}
void Player::AddTemporarySpell(uint32 spellId)
{
PlayerSpellMap::iterator itr = m_spells.find(spellId);
// spell already added - do not do anything
if (itr != m_spells.end())
return;
PlayerSpell *newspell = new PlayerSpell;
newspell->state = PLAYERSPELL_TEMPORARY;
newspell->active = true;
newspell->dependent = false;
newspell->disabled = false;
m_spells[spellId] = newspell;
}
void Player::RemoveTemporarySpell(uint32 spellId)
{
PlayerSpellMap::iterator itr = m_spells.find(spellId);
// spell already not in list - do not do anything
if (itr == m_spells.end())
return;
// spell has other state than temporary - do not change it
if (itr->second->state != PLAYERSPELL_TEMPORARY)
return;
delete itr->second;
m_spells.erase(itr);
}
bool Player::IsNeedCastPassiveSpellAtLearn(SpellEntry const* spellInfo) const
{
// note: form passives activated with shapeshift spells be implemented by HandleShapeshiftBoosts instead of spell_learn_spell
// talent dependent passives activated at form apply have proper stance data
bool need_cast = (!spellInfo->Stances || (m_form != 0 && (spellInfo->Stances & (1<<(m_form-1)))));
//Check CasterAuraStates
return need_cast && (!spellInfo->CasterAuraState || HasAuraState(AuraState(spellInfo->CasterAuraState)));
}
void Player::learnSpell(uint32 spell_id, bool dependent)
{
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
bool disabled = (itr != m_spells.end()) ? itr->second->disabled : false;
bool active = disabled ? itr->second->active : true;
bool learning = addSpell(spell_id,active,true,dependent,false);
// learn all disabled higher ranks and required spells (recursive)
if (disabled)
{
SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id);
if (node)
{
PlayerSpellMap::iterator iter = m_spells.find(node->next);
if (iter != m_spells.end() && iter->second->disabled)
learnSpell(node->next, false);
}
SpellsRequiringSpellMapBounds spellsRequiringSpell = spellmgr.GetSpellsRequiringSpellBounds(spell_id);
for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2)
{
PlayerSpellMap::iterator iter2 = m_spells.find(itr2->second);
if (iter2 != m_spells.end() && iter2->second->disabled)
learnSpell(itr2->second, false);
}
}
// prevent duplicated entires in spell book, also not send if not in world (loading)
if (!learning || !IsInWorld())
return;
WorldPacket data(SMSG_LEARNED_SPELL, 6);
data << uint32(spell_id);
data << uint16(0);
GetSession()->SendPacket(&data);
}
void Player::removeSpell(uint32 spell_id, bool disabled, bool learn_low_rank)
{
PlayerSpellMap::iterator itr = m_spells.find(spell_id);
if (itr == m_spells.end())
return;
if (itr->second->state == PLAYERSPELL_REMOVED || (disabled && itr->second->disabled) || itr->second->state == PLAYERSPELL_TEMPORARY)
return;
// unlearn non talent higher ranks (recursive)
if (SpellChainNode const* node = spellmgr.GetSpellChainNode(spell_id))
{
if (HasSpell(node->next) && !GetTalentSpellPos(node->next))
removeSpell(node->next,disabled, false);
}
//unlearn spells dependent from recently removed spells
SpellsRequiringSpellMapBounds spellsRequiringSpell = spellmgr.GetSpellsRequiringSpellBounds(spell_id);
for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequiringSpell.first; itr2 != spellsRequiringSpell.second; ++itr2)
removeSpell(itr2->second,disabled);
// re-search, it can be corrupted in prev loop
itr = m_spells.find(spell_id);
if (itr == m_spells.end())
return; // already unleared
bool cur_active = itr->second->active;
bool cur_dependent = itr->second->dependent;
if (disabled)
{
itr->second->disabled = disabled;
if (itr->second->state != PLAYERSPELL_NEW)
itr->second->state = PLAYERSPELL_CHANGED;
}
else
{
if (itr->second->state == PLAYERSPELL_NEW)
{
delete itr->second;
m_spells.erase(itr);
}
else
itr->second->state = PLAYERSPELL_REMOVED;
}
RemoveAurasDueToSpell(spell_id);
// remove pet auras
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
if (PetAura const *petSpell = spellmgr.GetPetAura(spell_id, i))
RemovePetAura(petSpell);
// free talent points
uint32 talentCosts = GetTalentSpellCost(spell_id);
if (talentCosts > 0)
{
if (talentCosts < m_usedTalentCount)
m_usedTalentCount -= talentCosts;
else
m_usedTalentCount = 0;
}
// update free primary prof.points (if not overflow setting, can be in case GM use before .learn prof. learning)
if (spellmgr.IsPrimaryProfessionFirstRankSpell(spell_id))
{
uint32 freeProfs = GetFreePrimaryProfessionPoints()+1;
if (freeProfs <= sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL))
SetFreePrimaryProfessions(freeProfs);
}
// remove dependent skill
SpellLearnSkillNode const *spellLearnSkill = spellmgr.GetSpellLearnSkill(spell_id);
if (spellLearnSkill)
{
uint32 prev_spell = spellmgr.GetPrevSpellInChain(spell_id);
if (!prev_spell) // first rank, remove skill
SetSkill(spellLearnSkill->skill, 0, 0, 0);
else
{
// search prev. skill setting by spell ranks chain
SpellLearnSkillNode const *prevSkill = spellmgr.GetSpellLearnSkill(prev_spell);
while (!prevSkill && prev_spell)
{
prev_spell = spellmgr.GetPrevSpellInChain(prev_spell);
prevSkill = spellmgr.GetSpellLearnSkill(spellmgr.GetFirstSpellInChain(prev_spell));
}
if (!prevSkill) // not found prev skill setting, remove skill
SetSkill(spellLearnSkill->skill, 0, 0, 0);
else // set to prev. skill setting values
{
uint32 skill_value = GetPureSkillValue(prevSkill->skill);
uint32 skill_max_value = GetPureMaxSkillValue(prevSkill->skill);
if (skill_value > prevSkill->value)
skill_value = prevSkill->value;
uint32 new_skill_max_value = prevSkill->maxvalue == 0 ? GetMaxSkillValueForLevel() : prevSkill->maxvalue;
if (skill_max_value > new_skill_max_value)
skill_max_value = new_skill_max_value;
SetSkill(prevSkill->skill, prevSkill->step, skill_value, skill_max_value);
}
}
}
else
{
// not ranked skills
SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(_spell_idx->second->skillId);
if (!pSkill)
continue;
if (_spell_idx->second->learnOnGetSkill == ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL &&
pSkill->categoryId != SKILL_CATEGORY_CLASS ||// not unlearn class skills (spellbook/talent pages)
// lockpicking/runeforging special case, not have ABILITY_LEARNED_ON_GET_RACE_OR_CLASS_SKILL
((pSkill->id == SKILL_LOCKPICKING || pSkill->id == SKILL_RUNEFORGING) && _spell_idx->second->max_value == 0))
{
// not reset skills for professions and racial abilities
if ((pSkill->categoryId == SKILL_CATEGORY_SECONDARY || pSkill->categoryId == SKILL_CATEGORY_PROFESSION) &&
(IsProfessionSkill(pSkill->id) || _spell_idx->second->racemask != 0))
continue;
SetSkill(pSkill->id, GetSkillStep(pSkill->id), 0, 0);
}
}
}
// remove dependent spells
SpellLearnSpellMapBounds spell_bounds = spellmgr.GetSpellLearnSpellMapBounds(spell_id);
for (SpellLearnSpellMap::const_iterator itr2 = spell_bounds.first; itr2 != spell_bounds.second; ++itr2)
removeSpell(itr2->second.spell, disabled);
// activate lesser rank in spellbook/action bar, and cast it if need
bool prev_activate = false;
if (uint32 prev_id = spellmgr.GetPrevSpellInChain (spell_id))
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
// if talent then lesser rank also talent and need learn
if (talentCosts)
{
// I cannot see why mangos has these lines.
//if (learn_low_rank)
// learnSpell(prev_id, false);
}
// if ranked non-stackable spell: need activate lesser rank and update dendence state
else if (cur_active && !SpellMgr::canStackSpellRanks(spellInfo) && spellmgr.GetSpellRank(spellInfo->Id) != 0)
{
// need manually update dependence state (learn spell ignore like attempts)
PlayerSpellMap::iterator prev_itr = m_spells.find(prev_id);
if (prev_itr != m_spells.end())
{
if (prev_itr->second->dependent != cur_dependent)
{
prev_itr->second->dependent = cur_dependent;
if (prev_itr->second->state != PLAYERSPELL_NEW)
prev_itr->second->state = PLAYERSPELL_CHANGED;
}
// now re-learn if need re-activate
if (cur_active && !prev_itr->second->active && learn_low_rank)
{
if (addSpell(prev_id,true,false,prev_itr->second->dependent,prev_itr->second->disabled))
{
// downgrade spell ranks in spellbook and action bar
WorldPacket data(SMSG_SUPERCEDED_SPELL, 4 + 4);
data << uint32(spell_id);
data << uint32(prev_id);
GetSession()->SendPacket(&data);
prev_activate = true;
}
}
}
}
}
if (spell_id == 46917 && m_canTitanGrip)
SetCanTitanGrip(false);
if (sWorld.getConfig(CONFIG_OFFHAND_CHECK_AT_SPELL_UNLEARN))
AutoUnequipOffhandIfNeed();
// remove from spell book if not replaced by lesser rank
if (!prev_activate)
{
WorldPacket data(SMSG_REMOVED_SPELL, 4);
data << uint32(spell_id);
GetSession()->SendPacket(&data);
}
}
void Player::RemoveSpellCooldown(uint32 spell_id, bool update /* = false */)
{
m_spellCooldowns.erase(spell_id);
if (update)
SendClearCooldown(spell_id, this);
}
// I am not sure which one is more efficient
void Player::RemoveCategoryCooldown(uint32 cat)
{
SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
if (i_scstore != sSpellCategoryStore.end())
for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
RemoveSpellCooldown(*i_scset, true);
}
void Player::RemoveSpellCategoryCooldown(uint32 cat, bool update /* = false */)
{
SpellCategoryStore::const_iterator ct = sSpellCategoryStore.find(cat);
if (ct == sSpellCategoryStore.end())
return;
const SpellCategorySet& ct_set = ct->second;
for (SpellCooldowns::const_iterator i = m_spellCooldowns.begin(); i != m_spellCooldowns.end();)
{
if (ct_set.find(i->first) != ct_set.end())
RemoveSpellCooldown((i++)->first, update);
else
++i;
}
}
void Player::RemoveArenaSpellCooldowns()
{
// remove cooldowns on spells that has < 15 min CD
SpellCooldowns::iterator itr, next;
// iterate spell cooldowns
for (itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); itr = next)
{
next = itr;
++next;
SpellEntry const * entry = sSpellStore.LookupEntry(itr->first);
// check if spellentry is present and if the cooldown is less than 10 mins
if (entry &&
entry->RecoveryTime <= 10 * MINUTE * IN_MILISECONDS &&
entry->CategoryRecoveryTime <= 10 * MINUTE * IN_MILISECONDS)
{
// remove & notify
RemoveSpellCooldown(itr->first, true);
}
}
}
void Player::RemoveAllSpellCooldown()
{
if (!m_spellCooldowns.empty())
{
for (SpellCooldowns::const_iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end(); ++itr)
SendClearCooldown(itr->first, this);
m_spellCooldowns.clear();
}
}
void Player::_LoadSpellCooldowns(QueryResult_AutoPtr result)
{
// some cooldowns can be already set at aura loading...
//QueryResult *result = CharacterDatabase.PQuery("SELECT spell,item,time FROM character_spell_cooldown WHERE guid = '%u'",GetGUIDLow());
if (result)
{
time_t curTime = time(NULL);
do
{
Field *fields = result->Fetch();
uint32 spell_id = fields[0].GetUInt32();
uint32 item_id = fields[1].GetUInt32();
time_t db_time = (time_t)fields[2].GetUInt64();
if (!sSpellStore.LookupEntry(spell_id))
{
sLog.outError("Player %u has unknown spell %u in `character_spell_cooldown`, skipping.",GetGUIDLow(),spell_id);
continue;
}
// skip outdated cooldown
if (db_time <= curTime)
continue;
AddSpellCooldown(spell_id, item_id, db_time);
sLog.outDebug("Player (GUID: %u) spell %u, item %u cooldown loaded (%u secs).", GetGUIDLow(), spell_id, item_id, uint32(db_time-curTime));
}
while (result->NextRow());
}
}
void Player::_SaveSpellCooldowns()
{
CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'", GetGUIDLow());
time_t curTime = time(NULL);
time_t infTime = curTime + infinityCooldownDelayCheck;
bool first_round = true;
std::ostringstream ss;
// remove outdated and save active
for (SpellCooldowns::iterator itr = m_spellCooldowns.begin(); itr != m_spellCooldowns.end();)
{
if (itr->second.end <= curTime)
m_spellCooldowns.erase(itr++);
else if (itr->second.end <= infTime) // not save locked cooldowns, it will be reset or set at reload
{
if (first_round)
{
ss << "INSERT INTO character_spell_cooldown (guid,spell,item,time) VALUES ";
first_round = false;
}
// next new/changed record prefix
else
ss << ", ";
ss << "(" << GetGUIDLow() << "," << itr->first << "," << itr->second.itemid << "," << uint64(itr->second.end) << ")";
++itr;
}
else
++itr;
}
// if something changed execute
if (!first_round)
CharacterDatabase.Execute(ss.str().c_str());
}
uint32 Player::resetTalentsCost() const
{
// The first time reset costs 1 gold
if (m_resetTalentsCost < 1*GOLD)
return 1*GOLD;
// then 5 gold
else if (m_resetTalentsCost < 5*GOLD)
return 5*GOLD;
// After that it increases in increments of 5 gold
else if (m_resetTalentsCost < 10*GOLD)
return 10*GOLD;
else
{
uint32 months = (sWorld.GetGameTime() - m_resetTalentsTime)/MONTH;
if (months > 0)
{
// This cost will be reduced by a rate of 5 gold per month
int32 new_cost = int32(m_resetTalentsCost) - 5*GOLD*months;
// to a minimum of 10 gold.
return (new_cost < 10*GOLD ? 10*GOLD : new_cost);
}
else
{
// After that it increases in increments of 5 gold
int32 new_cost = m_resetTalentsCost + 5*GOLD;
// until it hits a cap of 50 gold.
if (new_cost > 50*GOLD)
new_cost = 50*GOLD;
return new_cost;
}
}
}
bool Player::resetTalents(bool no_cost)
{
// not need after this call
if (HasAtLoginFlag(AT_LOGIN_RESET_TALENTS))
RemoveAtLoginFlag(AT_LOGIN_RESET_TALENTS, true);
uint32 talentPointsForLevel = CalculateTalentsPoints();
if (m_usedTalentCount == 0)
{
SetFreeTalentPoints(talentPointsForLevel);
return false;
}
uint32 cost = 0;
if (!no_cost && !sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST))
{
cost = resetTalentsCost();
if (GetMoney() < cost)
{
SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
return false;
}
}
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo)
continue;
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
continue;
// unlearn only talents for character class
// some spell learned by one class as normal spells or know at creation but another class learn it as talent,
// to prevent unexpected lost normal learned spell skip another class talents
if ((getClassMask() & talentTabInfo->ClassMask) == 0)
continue;
for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
{
// skip non-existant talent ranks
if (talentInfo->RankID[rank] == 0)
continue;
removeSpell(talentInfo->RankID[rank], true);
if (const SpellEntry *_spellEntry = sSpellStore.LookupEntry(talentInfo->RankID[rank]))
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) // search through the SpellEntry for valid trigger spells
if (_spellEntry->EffectTriggerSpell[i] > 0 && _spellEntry->Effect[i] == SPELL_EFFECT_LEARN_SPELL)
removeSpell(_spellEntry->EffectTriggerSpell[i], true); // and remove any spells that the talent teaches
// if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted
PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]);
if (plrTalent != m_talents[m_activeSpec]->end())
plrTalent->second->state = PLAYERSPELL_REMOVED;
}
}
_SaveSpells();
SetFreeTalentPoints(talentPointsForLevel);
if (!no_cost)
{
ModifyMoney(-(int32)cost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS, cost);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS, 1);
m_resetTalentsCost = cost;
m_resetTalentsTime = time(NULL);
}
//FIXME: remove pet before or after unlearn spells? for now after unlearn to allow removing of talent related, pet affecting auras
RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
/* when prev line will dropped use next line
if (Pet* pet = GetPet())
{
if (pet->getPetType() == HUNTER_PET && !pet->GetCreatureInfo()->isTameable(CanTameExoticPets()))
RemovePet(NULL,PET_SAVE_NOT_IN_SLOT, true);
}
*/
return true;
}
Mail* Player::GetMail(uint32 id)
{
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end(); ++itr)
if ((*itr)->messageID == id)
return (*itr);
return NULL;
}
void Player::_SetCreateBits(UpdateMask *updateMask, Player *target) const
{
if (target == this)
Object::_SetCreateBits(updateMask, target);
else
{
for (uint16 index = 0; index < m_valuesCount; index++)
if (GetUInt32Value(index) != 0 && updateVisualBits.GetBit(index))
updateMask->SetBit(index);
}
}
void Player::_SetUpdateBits(UpdateMask *updateMask, Player *target) const
{
if (target == this)
Object::_SetUpdateBits(updateMask, target);
else
{
Object::_SetUpdateBits(updateMask, target);
*updateMask &= updateVisualBits;
}
}
void Player::InitVisibleBits()
{
updateVisualBits.SetCount(PLAYER_END);
updateVisualBits.SetBit(OBJECT_FIELD_GUID);
updateVisualBits.SetBit(OBJECT_FIELD_TYPE);
updateVisualBits.SetBit(OBJECT_FIELD_ENTRY);
updateVisualBits.SetBit(OBJECT_FIELD_SCALE_X);
updateVisualBits.SetBit(UNIT_FIELD_CHARM + 0);
updateVisualBits.SetBit(UNIT_FIELD_CHARM + 1);
updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 0);
updateVisualBits.SetBit(UNIT_FIELD_SUMMON + 1);
updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 0);
updateVisualBits.SetBit(UNIT_FIELD_CHARMEDBY + 1);
updateVisualBits.SetBit(UNIT_FIELD_TARGET + 0);
updateVisualBits.SetBit(UNIT_FIELD_TARGET + 1);
updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 0);
updateVisualBits.SetBit(UNIT_FIELD_CHANNEL_OBJECT + 1);
updateVisualBits.SetBit(UNIT_FIELD_BYTES_0);
updateVisualBits.SetBit(UNIT_FIELD_HEALTH);
updateVisualBits.SetBit(UNIT_FIELD_POWER1);
updateVisualBits.SetBit(UNIT_FIELD_POWER2);
updateVisualBits.SetBit(UNIT_FIELD_POWER3);
updateVisualBits.SetBit(UNIT_FIELD_POWER4);
updateVisualBits.SetBit(UNIT_FIELD_POWER5);
updateVisualBits.SetBit(UNIT_FIELD_POWER6);
updateVisualBits.SetBit(UNIT_FIELD_POWER7);
updateVisualBits.SetBit(UNIT_FIELD_MAXHEALTH);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER1);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER2);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER3);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER4);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER5);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER6);
updateVisualBits.SetBit(UNIT_FIELD_MAXPOWER7);
updateVisualBits.SetBit(UNIT_FIELD_LEVEL);
updateVisualBits.SetBit(UNIT_FIELD_FACTIONTEMPLATE);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 0);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 1);
updateVisualBits.SetBit(UNIT_VIRTUAL_ITEM_SLOT_ID + 2);
updateVisualBits.SetBit(UNIT_FIELD_FLAGS);
updateVisualBits.SetBit(UNIT_FIELD_FLAGS_2);
updateVisualBits.SetBit(UNIT_FIELD_AURASTATE);
updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 0);
updateVisualBits.SetBit(UNIT_FIELD_BASEATTACKTIME + 1);
updateVisualBits.SetBit(UNIT_FIELD_BOUNDINGRADIUS);
updateVisualBits.SetBit(UNIT_FIELD_COMBATREACH);
updateVisualBits.SetBit(UNIT_FIELD_DISPLAYID);
updateVisualBits.SetBit(UNIT_FIELD_NATIVEDISPLAYID);
updateVisualBits.SetBit(UNIT_FIELD_MOUNTDISPLAYID);
updateVisualBits.SetBit(UNIT_FIELD_BYTES_1);
updateVisualBits.SetBit(UNIT_FIELD_PETNUMBER);
updateVisualBits.SetBit(UNIT_FIELD_PET_NAME_TIMESTAMP);
updateVisualBits.SetBit(UNIT_DYNAMIC_FLAGS);
updateVisualBits.SetBit(UNIT_CHANNEL_SPELL);
updateVisualBits.SetBit(UNIT_MOD_CAST_SPEED);
updateVisualBits.SetBit(UNIT_FIELD_BASE_MANA);
updateVisualBits.SetBit(UNIT_FIELD_BYTES_2);
updateVisualBits.SetBit(UNIT_FIELD_HOVERHEIGHT);
updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 0);
updateVisualBits.SetBit(PLAYER_DUEL_ARBITER + 1);
updateVisualBits.SetBit(PLAYER_FLAGS);
updateVisualBits.SetBit(PLAYER_GUILDID);
updateVisualBits.SetBit(PLAYER_GUILDRANK);
updateVisualBits.SetBit(PLAYER_BYTES);
updateVisualBits.SetBit(PLAYER_BYTES_2);
updateVisualBits.SetBit(PLAYER_BYTES_3);
updateVisualBits.SetBit(PLAYER_DUEL_TEAM);
updateVisualBits.SetBit(PLAYER_GUILD_TIMESTAMP);
updateVisualBits.SetBit(UNIT_NPC_FLAGS);
// PLAYER_QUEST_LOG_x also visible bit on official (but only on party/raid)...
for (uint16 i = PLAYER_QUEST_LOG_1_1; i < PLAYER_QUEST_LOG_25_2; i += MAX_QUEST_OFFSET)
updateVisualBits.SetBit(i);
// Players visible items are not inventory stuff
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
uint16 offset = i * 2;
// item entry
updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENTRYID + offset);
// enchant
updateVisualBits.SetBit(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + offset);
}
updateVisualBits.SetBit(PLAYER_CHOSEN_TITLE);
}
void Player::BuildCreateUpdateBlockForPlayer(UpdateData *data, Player *target) const
{
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
}
if (target == this)
{
for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
}
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->BuildCreateUpdateBlockForPlayer(data, target);
}
}
Unit::BuildCreateUpdateBlockForPlayer(data, target);
}
void Player::DestroyForPlayer(Player *target, bool anim) const
{
Unit::DestroyForPlayer(target, anim);
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->DestroyForPlayer(target);
}
if (target == this)
{
for (uint8 i = INVENTORY_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->DestroyForPlayer(target);
}
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
if (m_items[i] == NULL)
continue;
m_items[i]->DestroyForPlayer(target);
}
}
}
bool Player::HasSpell(uint32 spell) const
{
PlayerSpellMap::const_iterator itr = m_spells.find(spell);
return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
!itr->second->disabled);
}
bool Player::HasTalent(uint32 spell, uint8 spec) const
{
PlayerTalentMap::const_iterator itr = m_talents[spec]->find(spell);
return (itr != m_talents[spec]->end() && itr->second->state != PLAYERSPELL_REMOVED);
}
bool Player::HasActiveSpell(uint32 spell) const
{
PlayerSpellMap::const_iterator itr = m_spells.find(spell);
return (itr != m_spells.end() && itr->second->state != PLAYERSPELL_REMOVED &&
itr->second->active && !itr->second->disabled);
}
TrainerSpellState Player::GetTrainerSpellState(TrainerSpell const* trainer_spell) const
{
if (!trainer_spell)
return TRAINER_SPELL_RED;
bool hasSpell = true;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i)
{
if (!trainer_spell->learnedSpell[i])
continue;
if (!HasSpell(trainer_spell->learnedSpell[i]))
{
hasSpell = false;
break;
}
}
// known spell
if (hasSpell)
return TRAINER_SPELL_GRAY;
// check skill requirement
if (trainer_spell->reqSkill && GetBaseSkillValue(trainer_spell->reqSkill) < trainer_spell->reqSkillValue)
return TRAINER_SPELL_RED;
// check level requirement
if (getLevel() < trainer_spell->reqLevel)
return TRAINER_SPELL_RED;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i)
{
if (!trainer_spell->learnedSpell[i])
continue;
// check race/class requirement
if (!IsSpellFitByClassAndRace(trainer_spell->learnedSpell[i]))
return TRAINER_SPELL_RED;
if (SpellChainNode const* spell_chain = spellmgr.GetSpellChainNode(trainer_spell->learnedSpell[i]))
{
// check prev.rank requirement
if (spell_chain->prev && !HasSpell(spell_chain->prev))
return TRAINER_SPELL_RED;
}
SpellsRequiringSpellMapBounds spellsRequired = spellmgr.GetSpellsRequiredForSpellBounds(trainer_spell->learnedSpell[i]);
for (SpellsRequiringSpellMap::const_iterator itr = spellsRequired.first; itr != spellsRequired.second; ++itr)
{
// check additional spell requirement
if (!HasSpell(itr->second))
return TRAINER_SPELL_RED;
}
}
// check primary prof. limit
// first rank of primary profession spell when there are no proffesions avalible is disabled
for (uint8 i = 0; i < MAX_SPELL_EFFECTS ; ++i)
{
if (!trainer_spell->learnedSpell[i])
continue;
if ((spellmgr.IsPrimaryProfessionFirstRankSpell(trainer_spell->learnedSpell[i])) && (GetFreePrimaryProfessionPoints() == 0))
return TRAINER_SPELL_GREEN_DISABLED;
}
return TRAINER_SPELL_GREEN;
}
void Player::DeleteFromDB(uint64 playerguid, uint32 accountId, bool updateRealmChars)
{
uint32 guid = GUID_LOPART(playerguid);
// convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
// bones will be deleted by corpse/bones deleting thread shortly
ObjectAccessor::Instance().ConvertCorpseForPlayer(playerguid);
// remove from guild
uint32 guildId = GetGuildIdFromDB(playerguid);
if (guildId != 0)
{
Guild* guild = objmgr.GetGuildById(guildId);
if (guild)
guild->DelMember(guid);
}
// remove from arena teams
LeaveAllArenaTeams(playerguid);
// the player was uninvited already on logout so just remove from group
QueryResult_AutoPtr resultGroup = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", guid);
if (resultGroup)
{
uint64 leaderGuid = MAKE_NEW_GUID((*resultGroup)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
Group* group = objmgr.GetGroupByLeader(leaderGuid);
if (group)
{
RemoveFromGroup(group, playerguid);
}
}
// remove signs from petitions (also remove petitions if owner);
RemovePetitionsAndSigns(playerguid, 10);
// return back all mails with COD and Item 0 1 2 3 4 5 6 7
QueryResult_AutoPtr resultMail = CharacterDatabase.PQuery("SELECT id,messageType,mailTemplateId,sender,subject,body,money,has_items FROM mail WHERE receiver='%u' AND has_items<>0 AND cod<>0", guid);
if (resultMail)
{
do
{
Field *fields = resultMail->Fetch();
uint32 mail_id = fields[0].GetUInt32();
uint16 mailType = fields[1].GetUInt16();
uint16 mailTemplateId= fields[2].GetUInt16();
uint32 sender = fields[3].GetUInt32();
std::string subject = fields[4].GetCppString();
std::string body = fields[5].GetCppString();
uint32 money = fields[6].GetUInt32();
bool has_items = fields[7].GetBool();
//we can return mail now
//so firstly delete the old one
CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", mail_id);
// mail not from player
if (mailType != MAIL_NORMAL)
{
if (has_items)
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
continue;
}
MailDraft draft(subject, body);
if (mailTemplateId)
draft = MailDraft(mailTemplateId,false); // itesm already included
if (has_items)
{
// data needs to be at first place for Item::LoadFromDB
QueryResult_AutoPtr resultItems = CharacterDatabase.PQuery("SELECT data,text,item_guid,item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail_id);
if (resultItems)
{
do
{
Field *fields2 = resultItems->Fetch();
uint32 item_guidlow = fields2[2].GetUInt32();
uint32 item_template = fields2[3].GetUInt32();
ItemPrototype const* itemProto = objmgr.GetItemPrototype(item_template);
if (!itemProto)
{
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guidlow);
continue;
}
Item *pItem = NewItemOrBag(itemProto);
if (!pItem->LoadFromDB(item_guidlow, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER),resultItems))
{
pItem->FSetState(ITEM_REMOVED);
pItem->SaveToDB(); // it also deletes item object !
continue;
}
draft.AddItem(pItem);
}
while (resultItems->NextRow());
}
}
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", mail_id);
uint32 pl_account = objmgr.GetPlayerAccountIdByGUID(MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
draft.AddMoney(money).SendReturnToSender(pl_account, guid, sender);
}
while (resultMail->NextRow());
}
// unsummon and delete for pets in world is not required: player deleted from CLI or character list with not loaded pet.
// Get guids of character's pets, will deleted in transaction
QueryResult_AutoPtr resultPets = CharacterDatabase.PQuery("SELECT id FROM character_pet WHERE owner = '%u'",guid);
// NOW we can finally clear other DB data related to character
CharacterDatabase.BeginTransaction();
if (resultPets)
{
do
{
Field *fields3 = resultPets->Fetch();
uint32 petguidlow = fields3[0].GetUInt32();
Pet::DeleteFromDB(petguidlow);
} while (resultPets->NextRow());
}
CharacterDatabase.PExecute("DELETE FROM characters WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_account_data WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_declinedname WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_action WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM group_instance WHERE leaderGuid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM group_member WHERE leaderGuid = '%u' OR memberGuid = '%u'",guid,guid);
CharacterDatabase.PExecute("DELETE FROM groups WHERE leaderGuid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_queststatus WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_reputation WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_spell_cooldown WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM gm_tickets WHERE playerGuid = '%u'", guid);
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE owner_guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_social WHERE guid = '%u' OR friend='%u'",guid,guid);
CharacterDatabase.PExecute("DELETE FROM mail WHERE receiver = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE receiver = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_pet WHERE owner = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_pet_declinedname WHERE owner = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = '%u' " // NOTE: These achievements have flags & 256 in DBC.
"AND achievement NOT BETWEEN '456' AND '467' " // Realm First Level 80
"AND achievement NOT BETWEEN '1400' AND '1427' " // Realm First Raid Achievements
"AND achievement NOT IN(1463, 3117, 3259) ", guid); // Realm First Northen Vanguard + Raid Achievements
CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_equipmentsets WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM guild_eventlog WHERE PlayerGuid1 = '%u' OR PlayerGuid2 = '%u'",guid, guid);
CharacterDatabase.PExecute("DELETE FROM guild_bank_eventlog WHERE PlayerGuid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_battleground_data WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u'",guid);
CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u'",guid);
CharacterDatabase.CommitTransaction();
//loginDatabase.PExecute("UPDATE realmcharacters SET numchars = numchars - 1 WHERE acctid = %d AND realmid = %d", accountId, realmID);
if (updateRealmChars) sWorld.UpdateRealmCharCount(accountId);
}
void Player::SetMovement(PlayerMovementType pType)
{
WorldPacket data;
switch(pType)
{
case MOVE_ROOT: data.Initialize(SMSG_FORCE_MOVE_ROOT, GetPackGUID().size()+4); break;
case MOVE_UNROOT: data.Initialize(SMSG_FORCE_MOVE_UNROOT, GetPackGUID().size()+4); break;
case MOVE_WATER_WALK: data.Initialize(SMSG_MOVE_WATER_WALK, GetPackGUID().size()+4); break;
case MOVE_LAND_WALK: data.Initialize(SMSG_MOVE_LAND_WALK, GetPackGUID().size()+4); break;
default:
sLog.outError("Player::SetMovement: Unsupported move type (%d), data not sent to client.",pType);
return;
}
data.append(GetPackGUID());
data << uint32(0);
GetSession()->SendPacket(&data);
}
/* Preconditions:
- a resurrectable corpse must not be loaded for the player (only bones)
- the player must be in world
*/
void Player::BuildPlayerRepop()
{
WorldPacket data(SMSG_PRE_RESURRECT, GetPackGUID().size());
data.append(GetPackGUID());
GetSession()->SendPacket(&data);
if (getRace() == RACE_NIGHTELF)
CastSpell(this, 20584, true);
CastSpell(this, 8326, true);
// there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
// there must be SMSG.STOP_MIRROR_TIMER
// there we must send 888 opcode
// the player cannot have a corpse already, only bones which are not returned by GetCorpse
if (GetCorpse())
{
sLog.outError("BuildPlayerRepop: player %s(%d) already has a corpse", GetName(), GetGUIDLow());
assert(false);
}
// create a corpse and place it at the player's location
CreateCorpse();
Corpse *corpse = GetCorpse();
if (!corpse)
{
sLog.outError("Error creating corpse for Player %s [%u]", GetName(), GetGUIDLow());
return;
}
GetMap()->Add(corpse);
// convert player body to ghost
SetHealth(1);
SetMovement(MOVE_WATER_WALK);
if (!GetSession()->isLogingOut())
SetMovement(MOVE_UNROOT);
// BG - remove insignia related
RemoveFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SKINNABLE);
// SendCorpseReclaimDelay();
// to prevent cheating
corpse->ResetGhostTime();
StopMirrorTimers(); //disable timers(bars)
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, (float)1.0); //see radius of death player?
// set and clear other
SetByteValue(UNIT_FIELD_BYTES_1, 3, UNIT_BYTE1_FLAG_ALWAYS_STAND);
}
void Player::ResurrectPlayer(float restore_percent, bool applySickness)
{
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // remove spirit healer position
data << uint32(-1);
data << float(0);
data << float(0);
data << float(0);
GetSession()->SendPacket(&data);
// speed change, land walk
// remove death flag + set aura
SetByteValue(UNIT_FIELD_BYTES_1, 3, 0x00);
if (getRace() == RACE_NIGHTELF)
RemoveAurasDueToSpell(20584); // speed bonuses
RemoveAurasDueToSpell(8326); // SPELL_AURA_GHOST
setDeathState(ALIVE);
SetMovement(MOVE_LAND_WALK);
SetMovement(MOVE_UNROOT);
m_deathTimer = 0;
// set health/powers (0- will be set in caller)
if (restore_percent>0.0f)
{
SetHealth(uint32(GetMaxHealth()*restore_percent));
SetPower(POWER_MANA, uint32(GetMaxPower(POWER_MANA)*restore_percent));
SetPower(POWER_RAGE, 0);
SetPower(POWER_ENERGY, uint32(GetMaxPower(POWER_ENERGY)*restore_percent));
}
// trigger update zone for alive state zone updates
uint32 newzone, newarea;
GetZoneAndAreaId(newzone,newarea);
UpdateZone(newzone,newarea);
sOutdoorPvPMgr.HandlePlayerResurrects(this, newzone);
// update visibility
UpdateObjectVisibility();
if (!applySickness)
return;
//Characters from level 1-10 are not affected by resurrection sickness.
//Characters from level 11-19 will suffer from one minute of sickness
//for each level they are above 10.
//Characters level 20 and up suffer from ten minutes of sickness.
int32 startLevel = sWorld.getConfig(CONFIG_DEATH_SICKNESS_LEVEL);
if (int32(getLevel()) >= startLevel)
{
// set resurrection sickness
CastSpell(this, 15007, true);
// not full duration
if (int32(getLevel()) < startLevel+9)
{
int32 delta = (int32(getLevel()) - startLevel + 1)*MINUTE;
if (Aura * aur = GetAura(15007, GetGUID()))
{
aur->SetDuration(delta*IN_MILISECONDS);
}
}
}
}
/**
* FallMode = 0 implies that the player is dying, or already dead, and the proper death state will be set.
* = 1 simply causes the player to plummet towards the ground, and not suffer any damage.
* = 2 causes the player to plummet towards the ground, and causes falling damage, regardless
* of any auras that might of prevented fall damage.
*/
bool Player::FallGround(uint8 FallMode)
{
// Let's abort after we called this function one time
if (getDeathState() == DEAD_FALLING && FallMode == 0)
return false;
float x, y, z;
GetPosition(x, y, z);
float ground_Z = GetMap()->GetVmapHeight(x, y, z);
float z_diff = 0.0f;
if ((z_diff = fabs(ground_Z - z)) < 0.1f)
return false;
GetMotionMaster()->MoveFall(ground_Z, EVENT_FALL_GROUND);
// Below formula for falling damage is from Player::HandleFall
if (FallMode == 2 && z_diff >= 14.57f)
{
uint32 damage = std::min(GetMaxHealth(), (uint32)((0.018f*z_diff-0.2426f)*GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL)));
if (damage > 0) EnvironmentalDamage(DAMAGE_FALL, damage);
}
else if (FallMode == 0)
Unit::setDeathState(DEAD_FALLING);
return true;
}
void Player::KillPlayer()
{
if (IsFlying() && !GetTransport()) FallGround();
SetMovement(MOVE_ROOT);
StopMirrorTimers(); //disable timers(bars)
setDeathState(CORPSE);
//SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_NOT_IN_PVP);
SetFlag(UNIT_DYNAMIC_FLAGS, 0x00);
ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(GetMapId())->Instanceable());
// 6 minutes until repop at graveyard
m_deathTimer = 6*MINUTE*IN_MILISECONDS;
UpdateCorpseReclaimDelay(); // dependent at use SetDeathPvP() call before kill
SendCorpseReclaimDelay();
// don't create corpse at this moment, player might be falling
// update visibility
UpdateObjectVisibility();
}
void Player::CreateCorpse()
{
// prevent existence 2 corpse for player
SpawnCorpseBones();
uint32 _uf, _pb, _pb2, _cfb1, _cfb2;
Corpse *corpse = new Corpse((m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH) ? CORPSE_RESURRECTABLE_PVP : CORPSE_RESURRECTABLE_PVE);
SetPvPDeath(false);
if (!corpse->Create(objmgr.GenerateLowGuid(HIGHGUID_CORPSE), this))
{
delete corpse;
return;
}
_uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
_pb = GetUInt32Value(PLAYER_BYTES);
_pb2 = GetUInt32Value(PLAYER_BYTES_2);
uint8 race = (uint8)(_uf);
uint8 skin = (uint8)(_pb);
uint8 face = (uint8)(_pb >> 8);
uint8 hairstyle = (uint8)(_pb >> 16);
uint8 haircolor = (uint8)(_pb >> 24);
uint8 facialhair = (uint8)(_pb2);
_cfb1 = ((0x00) | (race << 8) | (getGender() << 16) | (skin << 24));
_cfb2 = ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24));
corpse->SetUInt32Value(CORPSE_FIELD_BYTES_1, _cfb1);
corpse->SetUInt32Value(CORPSE_FIELD_BYTES_2, _cfb2);
uint32 flags = CORPSE_FLAG_UNK2;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_HELM))
flags |= CORPSE_FLAG_HIDE_HELM;
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_HIDE_CLOAK))
flags |= CORPSE_FLAG_HIDE_CLOAK;
if (InBattleGround() && !InArena())
flags |= CORPSE_FLAG_LOOTABLE; // to be able to remove insignia
corpse->SetUInt32Value(CORPSE_FIELD_FLAGS, flags);
corpse->SetUInt32Value(CORPSE_FIELD_DISPLAY_ID, GetNativeDisplayId());
corpse->SetUInt32Value(CORPSE_FIELD_GUILD, GetGuildId());
uint32 iDisplayID;
uint32 iIventoryType;
uint32 _cfi;
for (uint8 i = 0; i < EQUIPMENT_SLOT_END; i++)
{
if (m_items[i])
{
iDisplayID = m_items[i]->GetProto()->DisplayInfoID;
iIventoryType = m_items[i]->GetProto()->InventoryType;
_cfi = iDisplayID | (iIventoryType << 24);
corpse->SetUInt32Value(CORPSE_FIELD_ITEM + i, _cfi);
}
}
// we don't SaveToDB for players in battlegrounds so don't do it for corpses either
const MapEntry *entry = sMapStore.LookupEntry(corpse->GetMapId());
assert(entry);
if (entry->map_type != MAP_BATTLEGROUND)
corpse->SaveToDB();
// register for player, but not show
ObjectAccessor::Instance().AddCorpse(corpse);
}
void Player::SpawnCorpseBones()
{
if (ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID()))
if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
SaveToDB(); // prevent loading as ghost without corpse
}
Corpse* Player::GetCorpse() const
{
return ObjectAccessor::Instance().GetCorpseForPlayerGUID(GetGUID());
}
void Player::DurabilityLossAll(double percent, bool inventory)
{
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
DurabilityLoss(pItem,percent);
if (inventory)
{
// bags not have durability
// for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
DurabilityLoss(pItem,percent);
// keys not have durability
//for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
if (Item* pItem = GetItemByPos(i, j))
DurabilityLoss(pItem,percent);
}
}
void Player::DurabilityLoss(Item* item, double percent)
{
if (!item)
return;
uint32 pMaxDurability = item ->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
if (!pMaxDurability)
return;
uint32 pDurabilityLoss = uint32(pMaxDurability*percent);
if (pDurabilityLoss < 1)
pDurabilityLoss = 1;
DurabilityPointsLoss(item,pDurabilityLoss);
}
void Player::DurabilityPointsLossAll(int32 points, bool inventory)
{
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; i++)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
DurabilityPointsLoss(pItem,points);
if (inventory)
{
// bags not have durability
// for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
DurabilityPointsLoss(pItem,points);
// keys not have durability
//for (int i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
if (Item* pItem = GetItemByPos(i, j))
DurabilityPointsLoss(pItem,points);
}
}
void Player::DurabilityPointsLoss(Item* item, int32 points)
{
int32 pMaxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
int32 pOldDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
int32 pNewDurability = pOldDurability - points;
if (pNewDurability < 0)
pNewDurability = 0;
else if (pNewDurability > pMaxDurability)
pNewDurability = pMaxDurability;
if (pOldDurability != pNewDurability)
{
// modify item stats _before_ Durability set to 0 to pass _ApplyItemMods internal check
if (pNewDurability == 0 && pOldDurability > 0 && item->IsEquipped())
_ApplyItemMods(item,item->GetSlot(), false);
item->SetUInt32Value(ITEM_FIELD_DURABILITY, pNewDurability);
// modify item stats _after_ restore durability to pass _ApplyItemMods internal check
if (pNewDurability > 0 && pOldDurability == 0 && item->IsEquipped())
_ApplyItemMods(item,item->GetSlot(), true);
item->SetState(ITEM_CHANGED, this);
}
}
void Player::DurabilityPointLossForEquipSlot(EquipmentSlots slot)
{
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
DurabilityPointsLoss(pItem,1);
}
uint32 Player::DurabilityRepairAll(bool cost, float discountMod, bool guildBank)
{
uint32 TotalCost = 0;
// equipped, backpack, bags itself
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
TotalCost += DurabilityRepair(((INVENTORY_SLOT_BAG_0 << 8) | i),cost,discountMod, guildBank);
// bank, buyback and keys not repaired
// items in inventory bags
for (uint8 j = INVENTORY_SLOT_BAG_START; j < INVENTORY_SLOT_BAG_END; j++)
for (uint8 i = 0; i < MAX_BAG_SIZE; i++)
TotalCost += DurabilityRepair(((j << 8) | i),cost,discountMod, guildBank);
return TotalCost;
}
uint32 Player::DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank)
{
Item* item = GetItemByPos(pos);
uint32 TotalCost = 0;
if (!item)
return TotalCost;
uint32 maxDurability = item->GetUInt32Value(ITEM_FIELD_MAXDURABILITY);
if (!maxDurability)
return TotalCost;
uint32 curDurability = item->GetUInt32Value(ITEM_FIELD_DURABILITY);
if (cost)
{
uint32 LostDurability = maxDurability - curDurability;
if (LostDurability>0)
{
ItemPrototype const *ditemProto = item->GetProto();
DurabilityCostsEntry const *dcost = sDurabilityCostsStore.LookupEntry(ditemProto->ItemLevel);
if (!dcost)
{
sLog.outError("RepairDurability: Wrong item lvl %u", ditemProto->ItemLevel);
return TotalCost;
}
uint32 dQualitymodEntryId = (ditemProto->Quality+1)*2;
DurabilityQualityEntry const *dQualitymodEntry = sDurabilityQualityStore.LookupEntry(dQualitymodEntryId);
if (!dQualitymodEntry)
{
sLog.outError("RepairDurability: Wrong dQualityModEntry %u", dQualitymodEntryId);
return TotalCost;
}
uint32 dmultiplier = dcost->multiplier[ItemSubClassToDurabilityMultiplierId(ditemProto->Class,ditemProto->SubClass)];
uint32 costs = uint32(LostDurability*dmultiplier*double(dQualitymodEntry->quality_mod));
costs = uint32(costs * discountMod) * sWorld.getRate(RATE_REPAIRCOST);
if (costs == 0) //fix for ITEM_QUALITY_ARTIFACT
costs = 1;
if (guildBank)
{
if (GetGuildId() == 0)
{
DEBUG_LOG("You are not member of a guild");
return TotalCost;
}
Guild *pGuild = objmgr.GetGuildById(GetGuildId());
if (!pGuild)
return TotalCost;
if (!pGuild->HasRankRight(GetRank(), GR_RIGHT_WITHDRAW_REPAIR))
{
DEBUG_LOG("You do not have rights to withdraw for repairs");
return TotalCost;
}
if (pGuild->GetMemberMoneyWithdrawRem(GetGUIDLow()) < costs)
{
DEBUG_LOG("You do not have enough money withdraw amount remaining");
return TotalCost;
}
if (pGuild->GetGuildBankMoney() < costs)
{
DEBUG_LOG("There is not enough money in bank");
return TotalCost;
}
pGuild->MemberMoneyWithdraw(costs, GetGUIDLow());
TotalCost = costs;
}
else if (GetMoney() < costs)
{
DEBUG_LOG("You do not have enough money");
return TotalCost;
}
else
ModifyMoney(-int32(costs));
}
}
item->SetUInt32Value(ITEM_FIELD_DURABILITY, maxDurability);
item->SetState(ITEM_CHANGED, this);
// reapply mods for total broken and repaired item if equipped
if (IsEquipmentPos(pos) && !curDurability)
_ApplyItemMods(item,pos & 255, true);
return TotalCost;
}
void Player::RepopAtGraveyard()
{
// note: this can be called also when the player is alive
// for example from WorldSession::HandleMovementOpcodes
AreaTableEntry const *zone = GetAreaEntryByAreaID(GetAreaId());
// Such zones are considered unreachable as a ghost and the player must be automatically revived
if ((!isAlive() && zone && zone->flags & AREA_FLAG_NEED_FLY) || GetTransport() || GetPositionZ() < -500.0f)
{
ResurrectPlayer(0.5f);
SpawnCorpseBones();
}
WorldSafeLocsEntry const *ClosestGrave = NULL;
// Special handle for battleground maps
if (BattleGround *bg = GetBattleGround())
ClosestGrave = bg->GetClosestGraveYard(this);
else
ClosestGrave = objmgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam());
// stop countdown until repop
m_deathTimer = 0;
// if no grave found, stay at the current location
// and don't show spirit healer location
if (ClosestGrave)
{
TeleportTo(ClosestGrave->map_id, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, GetOrientation());
if (isDead()) // not send if alive, because it used in TeleportTo()
{
WorldPacket data(SMSG_DEATH_RELEASE_LOC, 4*4); // show spirit healer position on minimap
data << ClosestGrave->map_id;
data << ClosestGrave->x;
data << ClosestGrave->y;
data << ClosestGrave->z;
GetSession()->SendPacket(&data);
}
}
else if (GetPositionZ() < -500.0f)
TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
}
void Player::JoinedChannel(Channel *c)
{
m_channels.push_back(c);
}
void Player::LeftChannel(Channel *c)
{
m_channels.remove(c);
}
void Player::CleanupChannels()
{
while (!m_channels.empty())
{
Channel* ch = *m_channels.begin();
m_channels.erase(m_channels.begin()); // remove from player's channel list
ch->Leave(GetGUID(), false); // not send to client, not remove from player's channel list
if (ChannelMgr* cMgr = channelMgr(GetTeam()))
cMgr->LeftChannel(ch->GetName()); // deleted channel if empty
}
sLog.outDebug("Player: channels cleaned up!");
}
void Player::UpdateLocalChannels(uint32 newZone)
{
if (m_channels.empty())
return;
AreaTableEntry const* current_zone = GetAreaEntryByAreaID(newZone);
if (!current_zone)
return;
ChannelMgr* cMgr = channelMgr(GetTeam());
if (!cMgr)
return;
std::string current_zone_name = current_zone->area_name[GetSession()->GetSessionDbcLocale()];
for (JoinedChannelsList::iterator i = m_channels.begin(), next; i != m_channels.end(); i = next)
{
next = i; ++next;
// skip non built-in channels
if (!(*i)->IsConstant())
continue;
ChatChannelsEntry const* ch = GetChannelEntryFor((*i)->GetChannelId());
if (!ch)
continue;
if ((ch->flags & 4) == 4) // global channel without zone name in pattern
continue;
// new channel
char new_channel_name_buf[100];
snprintf(new_channel_name_buf,100,ch->pattern[m_session->GetSessionDbcLocale()],current_zone_name.c_str());
Channel* new_channel = cMgr->GetJoinChannel(new_channel_name_buf,ch->ChannelID);
if ((*i) != new_channel)
{
new_channel->Join(GetGUID(),""); // will output Changed Channel: N. Name
// leave old channel
(*i)->Leave(GetGUID(),false); // not send leave channel, it already replaced at client
std::string name = (*i)->GetName(); // store name, (*i)erase in LeftChannel
LeftChannel(*i); // remove from player's channel list
cMgr->LeftChannel(name); // delete if empty
}
}
sLog.outDebug("Player: channels cleaned up!");
}
void Player::LeaveLFGChannel()
{
for (JoinedChannelsList::iterator i = m_channels.begin(); i != m_channels.end(); ++i)
{
if ((*i)->IsLFG())
{
(*i)->Leave(GetGUID());
break;
}
}
}
void Player::UpdateDefense()
{
uint32 defense_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_DEFENSE);
if (UpdateSkill(SKILL_DEFENSE,defense_skill_gain))
{
// update dependent from defense skill part
UpdateDefenseBonusesMod();
}
}
void Player::HandleBaseModValue(BaseModGroup modGroup, BaseModType modType, float amount, bool apply)
{
if (modGroup >= BASEMOD_END || modType >= MOD_END)
{
sLog.outError("ERROR in HandleBaseModValue(): non existed BaseModGroup of wrong BaseModType!");
return;
}
float val = 1.0f;
switch(modType)
{
case FLAT_MOD:
m_auraBaseMod[modGroup][modType] += apply ? amount : -amount;
break;
case PCT_MOD:
if (amount <= -100.0f)
amount = -200.0f;
val = (100.0f + amount) / 100.0f;
m_auraBaseMod[modGroup][modType] *= apply ? val : (1.0f/val);
break;
}
if (!CanModifyStats())
return;
switch(modGroup)
{
case CRIT_PERCENTAGE: UpdateCritPercentage(BASE_ATTACK); break;
case RANGED_CRIT_PERCENTAGE: UpdateCritPercentage(RANGED_ATTACK); break;
case OFFHAND_CRIT_PERCENTAGE: UpdateCritPercentage(OFF_ATTACK); break;
case SHIELD_BLOCK_VALUE: UpdateShieldBlockValue(); break;
default: break;
}
}
float Player::GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const
{
if (modGroup >= BASEMOD_END || modType > MOD_END)
{
sLog.outError("trial to access non existed BaseModGroup or wrong BaseModType!");
return 0.0f;
}
if (modType == PCT_MOD && m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
return 0.0f;
return m_auraBaseMod[modGroup][modType];
}
float Player::GetTotalBaseModValue(BaseModGroup modGroup) const
{
if (modGroup >= BASEMOD_END)
{
sLog.outError("wrong BaseModGroup in GetTotalBaseModValue()!");
return 0.0f;
}
if (m_auraBaseMod[modGroup][PCT_MOD] <= 0.0f)
return 0.0f;
return m_auraBaseMod[modGroup][FLAT_MOD] * m_auraBaseMod[modGroup][PCT_MOD];
}
uint32 Player::GetShieldBlockValue() const
{
float value = (m_auraBaseMod[SHIELD_BLOCK_VALUE][FLAT_MOD] + GetStat(STAT_STRENGTH) * 0.5f - 10)*m_auraBaseMod[SHIELD_BLOCK_VALUE][PCT_MOD];
value = (value < 0) ? 0 : value;
return uint32(value);
}
float Player::GetMeleeCritFromAgility()
{
uint8 level = getLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
GtChanceToMeleeCritBaseEntry const *critBase = sGtChanceToMeleeCritBaseStore.LookupEntry(pclass-1);
GtChanceToMeleeCritEntry const *critRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (critBase == NULL || critRatio == NULL)
return 0.0f;
float crit = critBase->base + GetStat(STAT_AGILITY)*critRatio->ratio;
return crit*100.0f;
}
float Player::GetDodgeFromAgility()
{
// Table for base dodge values
float dodge_base[MAX_CLASSES] = {
0.0075f, // Warrior
0.00652f, // Paladin
-0.0545f, // Hunter
-0.0059f, // Rogue
0.03183f, // Priest
0.0114f, // DK
0.0167f, // Shaman
0.034575f, // Mage
0.02011f, // Warlock
0.0f, // ??
-0.0187f // Druid
};
// Crit/agility to dodge/agility coefficient multipliers
float crit_to_dodge[MAX_CLASSES] = {
1.1f, // Warrior
1.0f, // Paladin
1.6f, // Hunter
2.0f, // Rogue
1.0f, // Priest
1.0f, // DK?
1.0f, // Shaman
1.0f, // Mage
1.0f, // Warlock
0.0f, // ??
1.7f // Druid
};
uint8 level = getLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
// Dodge per agility for most classes equal crit per agility (but for some classes need apply some multiplier)
GtChanceToMeleeCritEntry const *dodgeRatio = sGtChanceToMeleeCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (dodgeRatio == NULL || pclass > MAX_CLASSES)
return 0.0f;
float dodge=dodge_base[pclass-1] + GetStat(STAT_AGILITY) * dodgeRatio->ratio * crit_to_dodge[pclass-1];
return dodge*100.0f;
}
float Player::GetSpellCritFromIntellect()
{
uint8 level = getLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
GtChanceToSpellCritBaseEntry const *critBase = sGtChanceToSpellCritBaseStore.LookupEntry(pclass-1);
GtChanceToSpellCritEntry const *critRatio = sGtChanceToSpellCritStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (critBase == NULL || critRatio == NULL)
return 0.0f;
float crit=critBase->base + GetStat(STAT_INTELLECT)*critRatio->ratio;
return crit*100.0f;
}
float Player::GetRatingCoefficient(CombatRating cr) const
{
uint8 level = getLevel();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
GtCombatRatingsEntry const *Rating = sGtCombatRatingsStore.LookupEntry(cr*GT_MAX_LEVEL+level-1);
if (Rating == NULL)
return 1.0f; // By default use minimum coefficient (not must be called)
return Rating->ratio;
}
float Player::GetRatingBonusValue(CombatRating cr) const
{
return float(GetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr)) / GetRatingCoefficient(cr);
}
float Player::GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const
{
switch (attType)
{
case BASE_ATTACK:
return GetUInt32Value(PLAYER_EXPERTISE) / 4.0f;
case OFF_ATTACK:
return GetUInt32Value(PLAYER_OFFHAND_EXPERTISE) / 4.0f;
default:
break;
}
return 0.0f;
}
float Player::OCTRegenHPPerSpirit()
{
uint8 level = getLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
GtOCTRegenHPEntry const *baseRatio = sGtOCTRegenHPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
GtRegenHPPerSptEntry const *moreRatio = sGtRegenHPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (baseRatio == NULL || moreRatio == NULL)
return 0.0f;
// Formula from PaperDollFrame script
float spirit = GetStat(STAT_SPIRIT);
float baseSpirit = spirit;
if (baseSpirit > 50)
baseSpirit = 50;
float moreSpirit = spirit - baseSpirit;
float regen = baseSpirit * baseRatio->ratio + moreSpirit * moreRatio->ratio;
return regen;
}
float Player::OCTRegenMPPerSpirit()
{
uint8 level = getLevel();
uint32 pclass = getClass();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL;
// GtOCTRegenMPEntry const *baseRatio = sGtOCTRegenMPStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
GtRegenMPPerSptEntry const *moreRatio = sGtRegenMPPerSptStore.LookupEntry((pclass-1)*GT_MAX_LEVEL + level-1);
if (moreRatio == NULL)
return 0.0f;
// Formula get from PaperDollFrame script
float spirit = GetStat(STAT_SPIRIT);
float regen = spirit * moreRatio->ratio;
return regen;
}
void Player::ApplyRatingMod(CombatRating cr, int32 value, bool apply)
{
m_baseRatingValue[cr]+=(apply ? value : -value);
// explicit affected values
switch (cr)
{
case CR_HASTE_MELEE:
{
float RatingChange = value / GetRatingCoefficient(cr);
ApplyAttackTimePercentMod(BASE_ATTACK,RatingChange,apply);
ApplyAttackTimePercentMod(OFF_ATTACK,RatingChange,apply);
break;
}
case CR_HASTE_RANGED:
{
float RatingChange = value / GetRatingCoefficient(cr);
ApplyAttackTimePercentMod(RANGED_ATTACK, RatingChange, apply);
break;
}
case CR_HASTE_SPELL:
{
float RatingChange = value / GetRatingCoefficient(cr);
ApplyCastTimePercentMod(RatingChange,apply);
break;
}
}
UpdateRating(cr);
}
void Player::UpdateRating(CombatRating cr)
{
int32 amount = m_baseRatingValue[cr];
// Apply bonus from SPELL_AURA_MOD_RATING_FROM_STAT
// stat used stored in miscValueB for this aura
AuraEffectList const& modRatingFromStat = GetAuraEffectsByType(SPELL_AURA_MOD_RATING_FROM_STAT);
for (AuraEffectList::const_iterator i = modRatingFromStat.begin(); i != modRatingFromStat.end(); ++i)
if ((*i)->GetMiscValue() & (1<GetMiscValueB())) * (*i)->GetAmount() / 100.0f);
if (amount < 0)
amount = 0;
SetUInt32Value(PLAYER_FIELD_COMBAT_RATING_1 + cr, uint32(amount));
bool affectStats = CanModifyStats();
switch (cr)
{
case CR_WEAPON_SKILL: // Implemented in Unit::RollMeleeOutcomeAgainst
case CR_DEFENSE_SKILL:
UpdateDefenseBonusesMod();
break;
case CR_DODGE:
UpdateDodgePercentage();
break;
case CR_PARRY:
UpdateParryPercentage();
break;
case CR_BLOCK:
UpdateBlockPercentage();
break;
case CR_HIT_MELEE:
UpdateMeleeHitChances();
break;
case CR_HIT_RANGED:
UpdateRangedHitChances();
break;
case CR_HIT_SPELL:
UpdateSpellHitChances();
break;
case CR_CRIT_MELEE:
if (affectStats)
{
UpdateCritPercentage(BASE_ATTACK);
UpdateCritPercentage(OFF_ATTACK);
}
break;
case CR_CRIT_RANGED:
if (affectStats)
UpdateCritPercentage(RANGED_ATTACK);
break;
case CR_CRIT_SPELL:
if (affectStats)
UpdateAllSpellCritChances();
break;
case CR_HIT_TAKEN_MELEE: // Implemented in Unit::MeleeMissChanceCalc
case CR_HIT_TAKEN_RANGED:
break;
case CR_HIT_TAKEN_SPELL: // Implemented in Unit::MagicSpellHitResult
break;
case CR_CRIT_TAKEN_MELEE: // Implemented in Unit::RollMeleeOutcomeAgainst (only for chance to crit)
case CR_CRIT_TAKEN_RANGED:
break;
case CR_CRIT_TAKEN_SPELL: // Implemented in Unit::SpellCriticalBonus (only for chance to crit)
break;
case CR_HASTE_MELEE: // Implemented in Player::ApplyRatingMod
case CR_HASTE_RANGED:
case CR_HASTE_SPELL:
break;
case CR_WEAPON_SKILL_MAINHAND: // Implemented in Unit::RollMeleeOutcomeAgainst
case CR_WEAPON_SKILL_OFFHAND:
case CR_WEAPON_SKILL_RANGED:
break;
case CR_EXPERTISE:
if (affectStats)
{
UpdateExpertise(BASE_ATTACK);
UpdateExpertise(OFF_ATTACK);
}
break;
case CR_ARMOR_PENETRATION:
if (affectStats)
UpdateArmorPenetration(amount);
break;
}
}
void Player::UpdateAllRatings()
{
for (int cr = 0; cr < MAX_COMBAT_RATING; ++cr)
UpdateRating(CombatRating(cr));
}
void Player::SetRegularAttackTime()
{
for (uint8 i = 0; i < MAX_ATTACK; ++i)
{
Item *tmpitem = GetWeaponForAttack(WeaponAttackType(i));
if (tmpitem && !tmpitem->IsBroken())
{
ItemPrototype const *proto = tmpitem->GetProto();
if (proto->Delay)
SetAttackTime(WeaponAttackType(i), proto->Delay);
else
SetAttackTime(WeaponAttackType(i), BASE_ATTACK_TIME);
}
}
}
//skill+step, checking for max value
bool Player::UpdateSkill(uint32 skill_id, uint32 step)
{
if (!skill_id)
return false;
if (skill_id == SKILL_FIST_WEAPONS)
skill_id = SKILL_UNARMED;
SkillStatusMap::iterator itr = mSkillStatus.find(skill_id);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return false;
uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
uint32 data = GetUInt32Value(valueIndex);
uint32 value = SKILL_VALUE(data);
uint32 max = SKILL_MAX(data);
if ((!max) || (!value) || (value >= max))
return false;
if (value < max)
{
uint32 new_value = value+step;
if (new_value > max)
new_value = max;
SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,max));
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,skill_id);
return true;
}
return false;
}
inline int SkillGainChance(uint32 SkillValue, uint32 GrayLevel, uint32 GreenLevel, uint32 YellowLevel)
{
if (SkillValue >= GrayLevel)
return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREY)*10;
if (SkillValue >= GreenLevel)
return sWorld.getConfig(CONFIG_SKILL_CHANCE_GREEN)*10;
if (SkillValue >= YellowLevel)
return sWorld.getConfig(CONFIG_SKILL_CHANCE_YELLOW)*10;
return sWorld.getConfig(CONFIG_SKILL_CHANCE_ORANGE)*10;
}
bool Player::UpdateCraftSkill(uint32 spellid)
{
sLog.outDebug("UpdateCraftSkill spellid %d", spellid);
SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spellid);
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
if (_spell_idx->second->skillId)
{
uint32 SkillValue = GetPureSkillValue(_spell_idx->second->skillId);
// Alchemy Discoveries here
SpellEntry const* spellEntry = sSpellStore.LookupEntry(spellid);
if (spellEntry && spellEntry->Mechanic == MECHANIC_DISCOVERY)
{
if (uint32 discoveredSpell = GetSkillDiscoverySpell(_spell_idx->second->skillId, spellid, this))
learnSpell(discoveredSpell, false);
}
uint32 craft_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_CRAFTING);
return UpdateSkillPro(_spell_idx->second->skillId, SkillGainChance(SkillValue,
_spell_idx->second->max_value,
(_spell_idx->second->max_value + _spell_idx->second->min_value)/2,
_spell_idx->second->min_value),
craft_skill_gain);
}
}
return false;
}
bool Player::UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator)
{
sLog.outDebug("UpdateGatherSkill(SkillId %d SkillLevel %d RedLevel %d)", SkillId, SkillValue, RedLevel);
uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
// For skinning and Mining chance decrease with level. 1-74 - no decrease, 75-149 - 2 times, 225-299 - 8 times
switch (SkillId)
{
case SKILL_HERBALISM:
case SKILL_LOCKPICKING:
case SKILL_JEWELCRAFTING:
case SKILL_INSCRIPTION:
return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
case SKILL_SKINNING:
if (sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS) == 0)
return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
else
return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_SKINNING_STEPS)), gathering_skill_gain);
case SKILL_MINING:
if (sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS) == 0)
return UpdateSkillPro(SkillId, SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator,gathering_skill_gain);
else
return UpdateSkillPro(SkillId, (SkillGainChance(SkillValue, RedLevel+100, RedLevel+50, RedLevel+25)*Multiplicator) >> (SkillValue/sWorld.getConfig(CONFIG_SKILL_CHANCE_MINING_STEPS)),gathering_skill_gain);
}
return false;
}
bool Player::UpdateFishingSkill()
{
sLog.outDebug("UpdateFishingSkill");
uint32 SkillValue = GetPureSkillValue(SKILL_FISHING);
int32 chance = SkillValue < 75 ? 100 : 2500/(SkillValue-50);
uint32 gathering_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_GATHERING);
return UpdateSkillPro(SKILL_FISHING,chance*10,gathering_skill_gain);
}
// levels sync. with spell requirement for skill levels to learn
// bonus abilities in sSkillLineAbilityStore
// Used only to avoid scan DBC at each skill grow
static uint32 bonusSkillLevels[] = {75,150,225,300,375,450};
bool Player::UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step)
{
sLog.outDebug("UpdateSkillPro(SkillId %d, Chance %3.1f%%)", SkillId, Chance/10.0);
if (!SkillId)
return false;
if (Chance <= 0) // speedup in 0 chance case
{
sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
return false;
}
SkillStatusMap::iterator itr = mSkillStatus.find(SkillId);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return false;
uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
uint32 data = GetUInt32Value(valueIndex);
uint16 SkillValue = SKILL_VALUE(data);
uint16 MaxValue = SKILL_MAX(data);
if (!MaxValue || !SkillValue || SkillValue >= MaxValue)
return false;
int32 Roll = irand(1,1000);
if (Roll <= Chance)
{
uint32 new_value = SkillValue+step;
if (new_value > MaxValue)
new_value = MaxValue;
SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(new_value,MaxValue));
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
for (uint32* bsl = &bonusSkillLevels[0]; *bsl; ++bsl)
{
if ((SkillValue < *bsl && new_value >= *bsl))
{
learnSkillRewardedSpells(SkillId, new_value);
break;
}
}
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,SkillId);
sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% taken", Chance/10.0);
return true;
}
sLog.outDebug("Player::UpdateSkillPro Chance=%3.1f%% missed", Chance/10.0);
return false;
}
void Player::UpdateWeaponSkill (WeaponAttackType attType)
{
// no skill gain in pvp
Unit *pVictim = getVictim();
if (pVictim && pVictim->GetTypeId() == TYPEID_PLAYER)
return;
if (IsInFeralForm())
return; // always maximized SKILL_FERAL_COMBAT in fact
if (m_form == FORM_TREE)
return; // use weapon but not skill up
if (pVictim && pVictim->GetTypeId() == TYPEID_UNIT && (pVictim->ToCreature()->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_SKILLGAIN))
return;
uint32 weapon_skill_gain = sWorld.getConfig(CONFIG_SKILL_GAIN_WEAPON);
switch(attType)
{
case BASE_ATTACK:
{
Item *tmpitem = GetWeaponForAttack(attType,true);
if (!tmpitem)
UpdateSkill(SKILL_UNARMED,weapon_skill_gain);
else if (tmpitem->GetProto()->SubClass != ITEM_SUBCLASS_WEAPON_FISHING_POLE)
UpdateSkill(tmpitem->GetSkill(),weapon_skill_gain);
break;
}
case OFF_ATTACK:
case RANGED_ATTACK:
{
Item *tmpitem = GetWeaponForAttack(attType,true);
if (tmpitem)
UpdateSkill(tmpitem->GetSkill(), weapon_skill_gain);
break;
}
}
UpdateAllCritPercentages();
}
void Player::UpdateCombatSkills(Unit *pVictim, WeaponAttackType attType, bool defence)
{
uint8 plevel = getLevel(); // if defense than pVictim == attacker
uint8 greylevel = Trinity::XP::GetGrayLevel(plevel);
uint8 moblevel = pVictim->getLevelForTarget(this);
if (moblevel < greylevel)
return;
if (moblevel > plevel + 5)
moblevel = plevel + 5;
uint8 lvldif = moblevel - greylevel;
if (lvldif < 3)
lvldif = 3;
uint32 skilldif = 5 * plevel - (defence ? GetBaseDefenseSkillValue() : GetBaseWeaponSkillValue(attType));
if (skilldif <= 0)
return;
float chance = float(3 * lvldif * skilldif) / plevel;
if (!defence)
if (getClass() == CLASS_WARRIOR || getClass() == CLASS_ROGUE)
chance += chance * 0.02f * GetStat(STAT_INTELLECT);
chance = chance < 1.0f ? 1.0f : chance; //minimum chance to increase skill is 1%
if (roll_chance_f(chance))
{
if (defence)
UpdateDefense();
else
UpdateWeaponSkill(attType);
}
else
return;
}
void Player::ModifySkillBonus(uint32 skillid,int32 val, bool talent)
{
SkillStatusMap::const_iterator itr = mSkillStatus.find(skillid);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return;
uint32 bonusIndex = PLAYER_SKILL_BONUS_INDEX(itr->second.pos);
uint32 bonus_val = GetUInt32Value(bonusIndex);
int16 temp_bonus = SKILL_TEMP_BONUS(bonus_val);
int16 perm_bonus = SKILL_PERM_BONUS(bonus_val);
if (talent) // permanent bonus stored in high part
SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus,perm_bonus+val));
else // temporary/item bonus stored in low part
SetUInt32Value(bonusIndex,MAKE_SKILL_BONUS(temp_bonus+val,perm_bonus));
}
void Player::UpdateSkillsForLevel()
{
uint16 maxconfskill = sWorld.GetConfigMaxSkillValue();
uint32 maxSkill = GetMaxSkillValueForLevel();
bool alwaysMaxSkill = sWorld.getConfig(CONFIG_ALWAYS_MAX_SKILL_FOR_LEVEL);
for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
{
if (itr->second.uState == SKILL_DELETED)
continue;
uint32 pskill = itr->first;
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(pskill);
if (!pSkill)
continue;
if (GetSkillRangeType(pSkill,false) != SKILL_RANGE_LEVEL)
continue;
uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
uint32 data = GetUInt32Value(valueIndex);
uint32 max = SKILL_MAX(data);
uint32 val = SKILL_VALUE(data);
/// update only level dependent max skill values
if (max != 1)
{
/// maximize skill always
if (alwaysMaxSkill)
{
SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(maxSkill,maxSkill));
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
}
else if (max != maxconfskill) /// update max skill value if current max skill not maximized
{
SetUInt32Value(valueIndex, MAKE_SKILL_VALUE(val,maxSkill));
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
}
}
}
}
void Player::UpdateSkillsToMaxSkillsForLevel()
{
for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end(); ++itr)
{
if (itr->second.uState == SKILL_DELETED)
continue;
uint32 pskill = itr->first;
if (IsProfessionOrRidingSkill(pskill))
continue;
uint32 valueIndex = PLAYER_SKILL_VALUE_INDEX(itr->second.pos);
uint32 data = GetUInt32Value(valueIndex);
uint32 max = SKILL_MAX(data);
if (max > 1)
{
SetUInt32Value(valueIndex,MAKE_SKILL_VALUE(max,max));
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
}
if (pskill == SKILL_DEFENSE)
UpdateDefenseBonusesMod();
}
}
// This functions sets a skill line value (and adds if doesn't exist yet)
// To "remove" a skill line, set it's values to zero
void Player::SetSkill(uint16 id, uint16 step, uint16 currVal, uint16 maxVal)
{
if (!id)
return;
SkillStatusMap::iterator itr = mSkillStatus.find(id);
//has skill
if (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED)
{
if (currVal)
{
// update step
SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos), MAKE_PAIR32(id, step));
// update value
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),MAKE_SKILL_VALUE(currVal,maxVal));
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_CHANGED;
learnSkillRewardedSpells(id, currVal);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL,id);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL,id);
}
else //remove
{
// clear skill fields
SetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos),0);
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos),0);
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos),0);
// mark as deleted or simply remove from map if not saved yet
if (itr->second.uState != SKILL_NEW)
itr->second.uState = SKILL_DELETED;
else
mSkillStatus.erase(itr);
// remove all spells that related to this skill
for (uint32 j = 0; j < sSkillLineAbilityStore.GetNumRows(); ++j)
if (SkillLineAbilityEntry const *pAbility = sSkillLineAbilityStore.LookupEntry(j))
if (pAbility->skillId == id)
removeSpell(spellmgr.GetFirstSpellInChain(pAbility->spellId));
}
}
else if (currVal) //add
{
for (int i=0; i < PLAYER_MAX_SKILLS; ++i)
if (!GetUInt32Value(PLAYER_SKILL_INDEX(i)))
{
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(id);
if (!pSkill)
{
sLog.outError("Skill not found in SkillLineStore: skill #%u", id);
return;
}
SetUInt32Value(PLAYER_SKILL_INDEX(i), MAKE_PAIR32(id, step));
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(i),MAKE_SKILL_VALUE(currVal, maxVal));
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL, id);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL, id);
// insert new entry or update if not deleted old entry yet
if (itr != mSkillStatus.end())
{
itr->second.pos = i;
itr->second.uState = SKILL_CHANGED;
}
else
mSkillStatus.insert(SkillStatusMap::value_type(id, SkillStatusData(i, SKILL_NEW)));
// apply skill bonuses
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(i),0);
// temporary bonuses
AuraEffectList const& mModSkill = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL);
for (AuraEffectList::const_iterator j = mModSkill.begin(); j != mModSkill.end(); ++j)
if ((*j)->GetMiscValue() == int32(id))
(*j)->HandleEffect(this, 0, true);
// permanent bonuses
AuraEffectList const& mModSkillTalent = GetAuraEffectsByType(SPELL_AURA_MOD_SKILL_TALENT);
for (AuraEffectList::const_iterator j = mModSkillTalent.begin(); j != mModSkillTalent.end(); ++j)
if ((*j)->GetMiscValue() == int32(id))
(*j)->HandleEffect(this, 0, true);
// Learn all spells for skill
learnSkillRewardedSpells(id, currVal);
return;
}
}
}
bool Player::HasSkill(uint32 skill) const
{
if (!skill)
return false;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
return (itr != mSkillStatus.end() && itr->second.uState != SKILL_DELETED);
}
uint16 Player::GetSkillStep(uint16 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return PAIR32_HIPART(GetUInt32Value(PLAYER_SKILL_INDEX(itr->second.pos)));
}
uint16 Player::GetSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
result += SKILL_TEMP_BONUS(bonus);
result += SKILL_PERM_BONUS(bonus);
return result < 0 ? 0 : result;
}
uint16 Player::GetMaxSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
uint32 bonus = GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos));
int32 result = int32(SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
result += SKILL_TEMP_BONUS(bonus);
result += SKILL_PERM_BONUS(bonus);
return result < 0 ? 0 : result;
}
uint16 Player::GetPureMaxSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return SKILL_MAX(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
}
uint16 Player::GetBaseSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
int32 result = int32(SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos))));
result += SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
return result < 0 ? 0 : result;
}
uint16 Player::GetPureSkillValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return SKILL_VALUE(GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos)));
}
int16 Player::GetSkillPermBonusValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return SKILL_PERM_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
}
int16 Player::GetSkillTempBonusValue(uint32 skill) const
{
if (!skill)
return 0;
SkillStatusMap::const_iterator itr = mSkillStatus.find(skill);
if (itr == mSkillStatus.end() || itr->second.uState == SKILL_DELETED)
return 0;
return SKILL_TEMP_BONUS(GetUInt32Value(PLAYER_SKILL_BONUS_INDEX(itr->second.pos)));
}
void Player::SendActionButtons(uint32 state) const
{
sLog.outDetail("Sending Action Buttons for '%u' spec '%u'", GetGUIDLow(), m_activeSpec);
WorldPacket data(SMSG_ACTION_BUTTONS, 1+(MAX_ACTION_BUTTONS*4));
data << uint8(state);
/*
state can be 0, 1, 2
0 - Looks to be sent when initial action buttons get sent, however on Trinity we use 1 since 0 had some difficulties
1 - Used in any SMSG_ACTION_BUTTONS packet with button data on Trinity. Only used after spec swaps on retail.
2 - Clears the action bars client sided. This is sent during spec swap before unlearning and before sending the new buttons
*/
if (state != 2)
{
ActionButtonList const& currentActionButtons = m_actionButtons[m_activeSpec];
for (uint16 button = 0; button < MAX_ACTION_BUTTONS; ++button)
{
ActionButtonList::const_iterator itr = currentActionButtons.find(button);
if (itr != currentActionButtons.end() && itr->second.uState != ACTIONBUTTON_DELETED)
data << uint32(itr->second.packedData);
else
data << uint32(0);
}
}
GetSession()->SendPacket(&data);
sLog.outDetail("Action Buttons for '%u' spec '%u' Sent", GetGUIDLow(), m_activeSpec);
}
bool Player::IsActionButtonDataValid(uint8 button, uint32 action, uint8 type, Player* player, bool msg)
{
if (button >= MAX_ACTION_BUTTONS)
{
if (msg)
{
if (player)
sLog.outError( "Action %u not added into button %u for player %s: button must be < %u", action, button, player->GetName(), MAX_ACTION_BUTTONS );
else
sLog.outError( "Table `playercreateinfo_action` have action %u into button %u : button must be < %u", action, button, MAX_ACTION_BUTTONS );
}
return false;
}
if (action >= MAX_ACTION_BUTTON_ACTION_VALUE)
{
if (msg)
{
if (player)
sLog.outError( "Action %u not added into button %u for player %s: action must be < %u", action, button, player->GetName(), MAX_ACTION_BUTTON_ACTION_VALUE );
else
sLog.outError( "Table `playercreateinfo_action` have action %u into button %u : action must be < %u", action, button, MAX_ACTION_BUTTON_ACTION_VALUE );
}
return false;
}
switch (type)
{
case ACTION_BUTTON_SPELL:
if (!sSpellStore.LookupEntry(action))
{
if (msg)
{
if (player)
sLog.outError( "Spell action %u not added into button %u for player %s: spell not exist", action, button, player->GetName() );
else
sLog.outError( "Table `playercreateinfo_action` have spell action %u into button %u: spell not exist", action, button );
}
return false;
}
if (player && !player->HasSpell(action))
{
if (msg)
sLog.outError( "Spell action %u not added into button %u for player %s: player don't known this spell", action, button, player->GetName() );
return false;
}
break;
case ACTION_BUTTON_ITEM:
if (!ObjectMgr::GetItemPrototype(action))
{
if (msg)
{
if (player)
sLog.outError( "Item action %u not added into button %u for player %s: item not exist", action, button, player->GetName() );
else
sLog.outError( "Table `playercreateinfo_action` have item action %u into button %u: item not exist", action, button );
}
return false;
}
break;
default:
break; // other cases not checked at this moment
}
return true;
}
ActionButton* Player::addActionButton(uint8 spec, uint8 button, uint32 action, uint8 type)
{
if (spec == GetActiveSpec() && !IsActionButtonDataValid(button, action, type, this))
return NULL;
// it create new button (NEW state) if need or return existed
ActionButton& ab = m_actionButtons[spec][button];
// set data and update to CHANGED if not NEW
ab.SetActionAndType(action,ActionButtonType(type));
sLog.outDetail("Player '%u' Added Action '%u' (type %u) to Button '%u'", GetGUIDLow(), action, type, button);
return &ab;
}
void Player::removeActionButton(uint8 spec, uint8 button)
{
ActionButtonList& currentActionButtonList = m_actionButtons[spec];
ActionButtonList::iterator buttonItr = currentActionButtonList.find(button);
if (buttonItr == currentActionButtonList.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
return;
if (buttonItr->second.uState == ACTIONBUTTON_NEW)
currentActionButtonList.erase(buttonItr); // new and not saved
else
buttonItr->second.uState = ACTIONBUTTON_DELETED; // saved, will deleted at next save
sLog.outDetail("Action Button '%u' Removed from Player '%u'", button, GetGUIDLow());
}
ActionButton const* Player::GetActionButton(uint8 button)
{
ActionButtonList& currentActionButtonList = m_actionButtons[m_activeSpec];
ActionButtonList::iterator buttonItr = currentActionButtonList.find(button);
if (buttonItr == currentActionButtonList.end() || buttonItr->second.uState == ACTIONBUTTON_DELETED)
return NULL;
return &buttonItr->second;
}
bool Player::SetPosition(float x, float y, float z, float orientation, bool teleport)
{
if (!Unit::SetPosition(x, y, z, orientation, teleport))
return false;
//if (movementInfo.flags & MOVEMENTFLAG_MOVING)
// mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_MOVE);
//if (movementInfo.flags & MOVEMENTFLAG_TURNING)
// mover->RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_TURNING);
//AURA_INTERRUPT_FLAG_JUMP not sure
// group update
if (GetGroup())
SetGroupUpdateFlag(GROUP_UPDATE_FLAG_POSITION);
// code block for underwater state update
UpdateUnderwaterState(GetMap(), x, y, z);
if (GetTrader() && !IsWithinDistInMap(GetTrader(), INTERACTION_DISTANCE))
GetSession()->SendCancelTrade();
CheckExploreSystem();
return true;
}
void Player::SaveRecallPosition()
{
m_recallMap = GetMapId();
m_recallX = GetPositionX();
m_recallY = GetPositionY();
m_recallZ = GetPositionZ();
m_recallO = GetOrientation();
}
void Player::SendMessageToSet(WorldPacket *data, bool self)
{
if (self)
GetSession()->SendPacket(data);
// we use World::GetMaxVisibleDistance() because i cannot see why not use a distance
// update: replaced by GetMap()->GetVisibilityDistance()
Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance());
VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
}
void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self)
{
if (self)
GetSession()->SendPacket(data);
Trinity::MessageDistDeliverer notifier(this, data, dist);
VisitNearbyWorldObject(dist, notifier);
}
void Player::SendMessageToSetInRange(WorldPacket *data, float dist, bool self, bool own_team_only)
{
if (self)
GetSession()->SendPacket(data);
Trinity::MessageDistDeliverer notifier(this, data, dist, own_team_only);
VisitNearbyWorldObject(dist, notifier);
}
void Player::SendMessageToSet(WorldPacket *data, Player const* skipped_rcvr)
{
if (skipped_rcvr != this)
GetSession()->SendPacket(data);
// we use World::GetMaxVisibleDistance() because i cannot see why not use a distance
// update: replaced by GetMap()->GetVisibilityDistance()
Trinity::MessageDistDeliverer notifier(this, data, GetMap()->GetVisibilityDistance(), false, skipped_rcvr);
VisitNearbyWorldObject(GetMap()->GetVisibilityDistance(), notifier);
}
void Player::SendDirectMessage(WorldPacket *data)
{
if (m_session)
m_session->SendPacket(data);
}
void Player::SendCinematicStart(uint32 CinematicSequenceId)
{
WorldPacket data(SMSG_TRIGGER_CINEMATIC, 4);
data << uint32(CinematicSequenceId);
SendDirectMessage(&data);
}
void Player::SendMovieStart(uint32 MovieId)
{
WorldPacket data(SMSG_TRIGGER_MOVIE, 4);
data << uint32(MovieId);
SendDirectMessage(&data);
}
void Player::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 >= PLAYER_EXPLORED_ZONES_SIZE)
{
sLog.outError("Wrong area flag %u in map data for (X: %f Y: %f) point to field PLAYER_EXPLORED_ZONES_1 + %u ( %u must be < %u ).",areaFlag,GetPositionX(),GetPositionY(),offset,offset, PLAYER_EXPLORED_ZONES_SIZE);
return;
}
uint32 val = (uint32)(1 << (areaFlag % 32));
uint32 currFields = GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset);
if (!(currFields & val))
{
SetUInt32Value(PLAYER_EXPLORED_ZONES_1 + offset, (uint32)(currFields | val));
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA);
AreaTableEntry const *p = GetAreaEntryByAreaFlagAndMap(areaFlag,GetMapId());
if (!p)
{
sLog.outError("PLAYER: Player %u discovered unknown area (x: %f y: %f map: %u", GetGUIDLow(), GetPositionX(),GetPositionY(),GetMapId());
}
else if (p->area_level > 0)
{
uint32 area = p->ID;
if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
{
SendExplorationExperience(area,0);
}
else
{
int32 diff = int32(getLevel()) - p->area_level;
uint32 XP = 0;
if (diff < -5)
{
XP = uint32(objmgr.GetBaseXP(getLevel()+5)*sWorld.getRate(RATE_XP_EXPLORE));
}
else if (diff > 5)
{
int32 exploration_percent = (100-((diff-5)*5));
if (exploration_percent > 100)
exploration_percent = 100;
else if (exploration_percent < 0)
exploration_percent = 0;
XP = uint32(objmgr.GetBaseXP(p->area_level)*exploration_percent/100*sWorld.getRate(RATE_XP_EXPLORE));
}
else
{
XP = uint32(objmgr.GetBaseXP(p->area_level)*sWorld.getRate(RATE_XP_EXPLORE));
}
GiveXP(XP, NULL);
SendExplorationExperience(area,XP);
}
sLog.outDetail("PLAYER: Player %u discovered a new area: %u", GetGUIDLow(), area);
}
}
}
uint32 Player::TeamForRace(uint8 race)
{
ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
if (!rEntry)
{
sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
return ALLIANCE;
}
switch(rEntry->TeamID)
{
case 7: return ALLIANCE;
case 1: return HORDE;
}
sLog.outError("Race %u have wrong teamid %u in DBC: wrong DBC files?",uint32(race),rEntry->TeamID);
return ALLIANCE;
}
uint32 Player::getFactionForRace(uint8 race)
{
ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(race);
if (!rEntry)
{
sLog.outError("Race %u not found in DBC: wrong DBC files?",uint32(race));
return 0;
}
return rEntry->FactionID;
}
void Player::setFactionForRace(uint8 race)
{
m_team = TeamForRace(race);
setFaction(getFactionForRace(race));
}
ReputationRank Player::GetReputationRank(uint32 faction) const
{
FactionEntry const* factionEntry = sFactionStore.LookupEntry(faction);
return GetReputationMgr().GetRank(factionEntry);
}
//Calculate total reputation percent player gain with quest/creature level
int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool for_quest)
{
float percent = 100.0f;
float rate = for_quest ? sWorld.getRate(RATE_REPUTATION_LOWLEVEL_QUEST) : sWorld.getRate(RATE_REPUTATION_LOWLEVEL_KILL);
if (rate != 1.0f && creatureOrQuestLevel <= Trinity::XP::GetGrayLevel(getLevel()))
percent *= rate;
float repMod = GetTotalAuraModifier(SPELL_AURA_MOD_REPUTATION_GAIN);
if (!for_quest)
repMod += GetTotalAuraModifierByMiscValue(SPELL_AURA_MOD_FACTION_REPUTATION_GAIN, faction);
percent += rep > 0 ? repMod : -repMod;
if (percent <= 0.0f)
return 0;
return int32(rep*percent/100);
}
//Calculates how many reputation points player gains in victim's enemy factions
void Player::RewardReputation(Unit *pVictim, float rate)
{
if (!pVictim || pVictim->GetTypeId() == TYPEID_PLAYER)
return;
if (pVictim->ToCreature()->IsReputationGainDisabled())
return;
ReputationOnKillEntry const* Rep = objmgr.GetReputationOnKilEntry(pVictim->ToCreature()->GetCreatureInfo()->Entry);
if (!Rep)
return;
uint32 ChampioningFaction = 0;
if (GetChampioningFaction())
{
// support for: Championing - http://www.wowwiki.com/Championing
Map const *pMap = GetMap();
if (pMap && pMap->IsDungeon())
{
bool Heroic = ((InstanceMap*)pMap)->GetDifficulty() == DUNGEON_DIFFICULTY_HEROIC;
InstanceTemplate const *pInstance = objmgr.GetInstanceTemplate(pMap->GetId());
if (pInstance)
{
AccessRequirement const *pAccessRequirement = objmgr.GetAccessRequirement(pInstance->access_id);
if (pAccessRequirement)
{
if (!pMap->IsRaid() && ((!Heroic && pAccessRequirement->levelMin == 80) || (Heroic && pAccessRequirement->heroicLevelMin == 80)))
ChampioningFaction = GetChampioningFaction();
}
}
}
}
// Favored reputation increase START
uint32 zone = GetZoneId();
uint32 team = GetTeam();
float favored_rep_mult = 0;
if ((HasAura(32096) || HasAura(32098)) && (zone == 3483 || zone == 3562 || zone == 3836 || zone == 3713 || zone == 3714)) favored_rep_mult = 0.25; // Thrallmar's Favor and Honor Hold's Favor
else if (HasAura(30754) && (Rep->repfaction1 == 609 || Rep->repfaction2 == 609) && !ChampioningFaction) favored_rep_mult = 0.25; // Cenarion Favor
if (favored_rep_mult > 0) favored_rep_mult *= 2; // Multiplied by 2 because the reputation is divided by 2 for some reason (See "donerep1 / 2" and "donerep2 / 2") -- if you know why this is done, please update/explain :)
// Favored reputation increase END
if (Rep->repfaction1 && (!Rep->team_dependent || team == ALLIANCE))
{
int32 donerep1 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue1, ChampioningFaction ? ChampioningFaction : Rep->repfaction1, false);
donerep1 = int32(donerep1*(rate + favored_rep_mult));
FactionEntry const *factionEntry1 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->repfaction1);
uint32 current_reputation_rank1 = GetReputationMgr().GetRank(factionEntry1);
if (factionEntry1 && current_reputation_rank1 <= Rep->reputation_max_cap1)
GetReputationMgr().ModifyReputation(factionEntry1, donerep1);
// Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation
/*if (factionEntry1 && Rep->is_teamaward1)
{
FactionEntry const *team1_factionEntry = sFactionStore.LookupEntry(factionEntry1->team);
if (team1_factionEntry)
GetReputationMgr().ModifyReputation(team1_factionEntry, donerep1 / 2);
}*/
}
if (Rep->repfaction2 && (!Rep->team_dependent || team == HORDE))
{
int32 donerep2 = CalculateReputationGain(pVictim->getLevel(), Rep->repvalue2, ChampioningFaction ? ChampioningFaction : Rep->repfaction2, false);
donerep2 = int32(donerep2*(rate + favored_rep_mult));
FactionEntry const *factionEntry2 = sFactionStore.LookupEntry(ChampioningFaction ? ChampioningFaction : Rep->repfaction2);
uint32 current_reputation_rank2 = GetReputationMgr().GetRank(factionEntry2);
if (factionEntry2 && current_reputation_rank2 <= Rep->reputation_max_cap2)
GetReputationMgr().ModifyReputation(factionEntry2, donerep2);
// Wiki: Team factions value divided by 2 -- Deprecated, see ModifyReputation
/*if (factionEntry2 && Rep->is_teamaward2)
{
FactionEntry const *team2_factionEntry = sFactionStore.LookupEntry(factionEntry2->team);
if (team2_factionEntry)
GetReputationMgr().ModifyReputation(team2_factionEntry, donerep2 / 2);
}*/
}
}
//Calculate how many reputation points player gain with the quest
void Player::RewardReputation(Quest const *pQuest)
{
// quest reputation reward/loss
for (uint8 i = 0; i < QUEST_REPUTATIONS_COUNT; ++i)
{
if (!pQuest->RewRepFaction[i])
continue;
if (pQuest->RewRepValue[i])
{
int32 rep = CalculateReputationGain(GetQuestLevel(pQuest), pQuest->RewRepValue[i], pQuest->RewRepFaction[i], true);
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
GetReputationMgr().ModifyReputation(factionEntry, rep);
}
else
{
uint32 row = ((pQuest->RewRepValueId[i] < 0) ? 1 : 0) + 1;
uint32 field = abs(pQuest->RewRepValueId[i]);
if (const QuestFactionRewEntry *pRow = sQuestFactionRewardStore.LookupEntry(row))
{
int32 repPoints = pRow->QuestRewFactionValue[field];
if (!repPoints)
continue;
repPoints = CalculateReputationGain(GetQuestLevel(pQuest), repPoints, pQuest->RewRepFaction[i], true);
if (const FactionEntry* factionEntry = sFactionStore.LookupEntry(pQuest->RewRepFaction[i]))
GetReputationMgr().ModifyReputation(factionEntry, repPoints);
}
}
}
// TODO: implement reputation spillover
}
void Player::UpdateHonorFields()
{
/// called when rewarding honor and at each save
uint64 now = time(NULL);
uint64 today = uint64(time(NULL) / DAY) * DAY;
if (m_lastHonorUpdateTime < today)
{
uint64 yesterday = today - DAY;
uint16 kills_today = PAIR32_LOPART(GetUInt32Value(PLAYER_FIELD_KILLS));
// update yesterday's contribution
if (m_lastHonorUpdateTime >= yesterday)
{
SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION));
// this is the first update today, reset today's contribution
SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, 0);
SetUInt32Value(PLAYER_FIELD_KILLS, MAKE_PAIR32(0,kills_today));
}
else
{
// no honor/kills yesterday or today, reset
SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, 0);
SetUInt32Value(PLAYER_FIELD_KILLS, 0);
}
}
m_lastHonorUpdateTime = now;
}
///Calculate the amount of honor gained based on the victim
///and the size of the group for which the honor is divided
///An exact honor value can also be given (overriding the calcs)
bool Player::RewardHonor(Unit *uVictim, uint32 groupsize, float honor, bool pvptoken)
{
// do not reward honor in arenas, but enable onkill spellproc
if (InArena())
{
if (!uVictim || uVictim == this || uVictim->GetTypeId() != TYPEID_PLAYER)
return false;
if (GetBGTeam() == uVictim->ToPlayer()->GetBGTeam())
return false;
return true;
}
// 'Inactive' this aura prevents the player from gaining honor points and battleground tokens
if (HasAura(SPELL_AURA_PLAYER_INACTIVE))
return false;
uint64 victim_guid = 0;
uint32 victim_rank = 0;
//uint32 rank_diff = 0;
//time_t now = time(NULL);
// need call before fields update to have chance move yesterday data to appropriate fields before today data change.
UpdateHonorFields();
// do not reward honor in arenas, but return true to enable onkill spellproc
if (InBattleGround() && GetBattleGround() && GetBattleGround()->isArena())
return true;
if (honor <= 0)
{
if (!uVictim || uVictim == this || uVictim->HasAuraType(SPELL_AURA_NO_PVP_CREDIT))
return false;
victim_guid = uVictim->GetGUID();
if (uVictim->GetTypeId() == TYPEID_PLAYER)
{
Player *pVictim = uVictim->ToPlayer();
if (GetTeam() == pVictim->GetTeam() && !sWorld.IsFFAPvPRealm())
return false;
float f = 1; //need for total kills (?? need more info)
uint32 k_grey = 0;
uint32 k_level = getLevel();
uint32 v_level = pVictim->getLevel();
{
// PLAYER_CHOSEN_TITLE VALUES DESCRIPTION
// [0] Just name
// [1..14] Alliance honor titles and player name
// [15..28] Horde honor titles and player name
// [29..38] Other title and player name
// [39+] Nothing
uint32 victim_title = pVictim->GetUInt32Value(PLAYER_CHOSEN_TITLE);
// Get Killer titles, CharTitlesEntry::bit_index
// Ranks:
// title[1..14] -> rank[5..18]
// title[15..28] -> rank[5..18]
// title[other] -> 0
if (victim_title == 0)
victim_guid = 0; // Don't show HK: 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
{
if (!uVictim->ToCreature()->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_AutoPtr result = CharacterDatabase.PQuery("SELECT guildid FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
if (!result)
return 0;
uint32 id = result->Fetch()[0].GetUInt32();
return id;
}
uint32 Player::GetRankFromDB(uint64 guid)
{
QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT rank FROM guild_member WHERE guid='%u'", GUID_LOPART(guid));
if (result)
{
uint32 v = result->Fetch()[0].GetUInt32();
return v;
}
else
return 0;
}
uint32 Player::GetArenaTeamIdFromDB(uint64 guid, uint8 type)
{
QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u' AND type='%u' LIMIT 1", GUID_LOPART(guid), type);
if (!result)
return 0;
uint32 id = (*result)[0].GetUInt32();
return id;
}
uint32 Player::GetZoneIdFromDB(uint64 guid)
{
uint32 guidLow = GUID_LOPART(guid);
QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT zone FROM characters WHERE guid='%u'", guidLow);
if (!result)
return 0;
Field* fields = result->Fetch();
uint32 zone = fields[0].GetUInt32();
if (!zone)
{
// stored zone is zero, use generic and slow zone detection
result = CharacterDatabase.PQuery("SELECT map,position_x,position_y,position_z FROM characters WHERE guid='%u'", guidLow);
if (!result)
return 0;
fields = result->Fetch();
uint32 map = fields[0].GetUInt32();
float posx = fields[1].GetFloat();
float posy = fields[2].GetFloat();
float posz = fields[3].GetFloat();
zone = MapManager::Instance().GetZoneId(map,posx,posy,posz);
if (zone > 0)
CharacterDatabase.PExecute("UPDATE characters SET zone='%u' WHERE guid='%u'", zone, guidLow);
}
return zone;
}
uint32 Player::GetLevelFromDB(uint64 guid)
{
QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT level FROM characters WHERE guid='%u'", GUID_LOPART(guid));
if (!result)
return 0;
Field* fields = result->Fetch();
uint8 level = fields[0].GetUInt8();
return level;
}
void Player::UpdateArea(uint32 newArea)
{
// FFA_PVP flags are area and not zone id dependent
// so apply them accordingly
m_areaUpdateId = newArea;
AreaTableEntry const* area = GetAreaEntryByAreaID(newArea);
pvpInfo.inFFAPvPArea = area && (area->flags & AREA_FLAG_ARENA);
UpdatePvPState(true);
UpdateAreaDependentAuras(newArea);
}
void Player::UpdateZone(uint32 newZone, uint32 newArea)
{
if (m_zoneUpdateId != newZone)
{
sOutdoorPvPMgr.HandlePlayerLeaveZone(this, m_zoneUpdateId);
sOutdoorPvPMgr.HandlePlayerEnterZone(this, newZone);
SendInitWorldStates(newZone, newArea); // only if really enters to new zone, not just area change, works strange...
}
m_zoneUpdateId = newZone;
m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
// zone changed, so area changed as well, update it
UpdateArea(newArea);
AreaTableEntry const* zone = GetAreaEntryByAreaID(newZone);
if (!zone)
return;
if (sWorld.getConfig(CONFIG_WEATHER))
{
Weather *wth = sWorld.FindWeather(zone->ID);
if (wth)
wth->SendWeatherUpdateToPlayer(this);
else
{
if (!sWorld.AddWeather(zone->ID))
{
// send fine weather packet to remove old zone's weather
Weather::SendFineWeatherUpdateToPlayer(this);
}
}
}
// in PvP, any not controlled zone (except zone->team == 6, default case)
// in PvE, only opposition team capital
switch (zone->team)
{
case AREATEAM_ALLY:
pvpInfo.inHostileArea = GetTeam() != ALLIANCE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
break;
case AREATEAM_HORDE:
pvpInfo.inHostileArea = GetTeam() != HORDE && (sWorld.IsPvPRealm() || zone->flags & AREA_FLAG_CAPITAL);
break;
case AREATEAM_NONE:
// overwrite for battlegrounds, maybe batter some zone flags but current known not 100% fit to this
pvpInfo.inHostileArea = sWorld.IsPvPRealm() || InBattleGround() || zone->flags & AREA_FLAG_OUTDOOR_PVP;
break;
default: // 6 in fact
pvpInfo.inHostileArea = false;
break;
}
pvpInfo.inNoPvPArea = false;
if (zone->IsSanctuary()) // in sanctuary
{
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
pvpInfo.inNoPvPArea = true;
CombatStopWithPets();
}
else
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_SANCTUARY);
if (zone->flags & AREA_FLAG_CAPITAL) // in capital city
{
SetFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
SetRestType(REST_TYPE_IN_CITY);
InnEnter(time(0),GetMapId(),0,0,0);
pvpInfo.inNoPvPArea = true;
}
else // anywhere else
{
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING)) // but resting (walk from city or maybe in tavern or leave tavern recently)
{
if (GetRestType() == REST_TYPE_IN_TAVERN) // has been in tavern. Is still in?
{
if (GetMapId() != GetInnPosMapId() || sqrt((GetPositionX()-GetInnPosX())*(GetPositionX()-GetInnPosX())+(GetPositionY()-GetInnPosY())*(GetPositionY()-GetInnPosY())+(GetPositionZ()-GetInnPosZ())*(GetPositionZ()-GetInnPosZ()))>40)
{
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
SetRestType(REST_TYPE_NO);
}
}
else // not in tavern (leave city then)
{
RemoveFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING);
SetRestType(REST_TYPE_NO);
}
}
}
UpdatePvPState();
// remove items with area/map limitations (delete only for alive player to allow back in ghost mode)
// if player resurrected at teleport this will be applied in resurrect code
if (isAlive())
DestroyZoneLimitedItem(true, newZone);
// check some item equip limitations (in result lost CanTitanGrip at talent reset, for example)
AutoUnequipOffhandIfNeed();
// recent client version not send leave/join channel packets for built-in local channels
UpdateLocalChannels(newZone);
// group update
if (GetGroup())
SetGroupUpdateFlag(GROUP_UPDATE_FLAG_ZONE);
UpdateZoneDependentAuras(newZone);
}
//If players are too far way of duel flag... then player loose the duel
void Player::CheckDuelDistance(time_t currTime)
{
if (!duel)
return;
uint64 duelFlagGUID = GetUInt64Value(PLAYER_DUEL_ARBITER);
GameObject* obj = GetMap()->GetGameObject(duelFlagGUID);
if (!obj)
return;
if (duel->outOfBound == 0)
{
if (!IsWithinDistInMap(obj, 50))
{
duel->outOfBound = currTime;
WorldPacket data(SMSG_DUEL_OUTOFBOUNDS, 0);
GetSession()->SendPacket(&data);
}
}
else
{
if (IsWithinDistInMap(obj, 40))
{
duel->outOfBound = 0;
WorldPacket data(SMSG_DUEL_INBOUNDS, 0);
GetSession()->SendPacket(&data);
}
else if (currTime >= (duel->outOfBound+10))
DuelComplete(DUEL_FLED);
}
}
bool Player::IsOutdoorPvPActive()
{
return isAlive() && !HasInvisibilityAura() && !HasStealthAura() && (IsPvP() || sWorld.IsPvPRealm()) && !HasUnitMovementFlag(MOVEMENTFLAG_FLYING) && !isInFlight();
}
void Player::DuelComplete(DuelCompleteType type)
{
// duel not requested
if (!duel)
return;
sLog.outDebug("Duel Complete %s %s", GetName(), duel->opponent->GetName());
WorldPacket data(SMSG_DUEL_COMPLETE, (1));
data << (uint8)((type != DUEL_INTERUPTED) ? 1 : 0);
GetSession()->SendPacket(&data);
if (duel->opponent->GetSession())
duel->opponent->GetSession()->SendPacket(&data);
if (type != DUEL_INTERUPTED)
{
data.Initialize(SMSG_DUEL_WINNER, (1+20)); // we guess size
data << uint8(type == DUEL_WON ? 0 : 1); // 0 = just won; 1 = fled
data << duel->opponent->GetName();
data << GetName();
SendMessageToSet(&data,true);
}
switch (type)
{
case DUEL_FLED:
// if initiator and opponent are on the same team
// or initiator and opponent are not PvP enabled, forcibly stop attacking
if (duel->initiator->GetTeam() == duel->opponent->GetTeam())
{
duel->initiator->AttackStop();
duel->opponent->AttackStop();
}
else
{
if (!duel->initiator->IsPvP())
duel->initiator->AttackStop();
if (!duel->opponent->IsPvP())
duel->opponent->AttackStop();
}
break;
case DUEL_WON:
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL, 1);
if (duel->opponent)
{
duel->opponent->GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL, 1);
//Credit for quest Death's Challenge
if (getClass() == CLASS_DEATH_KNIGHT && duel->opponent->GetQuestStatus(12733) == QUEST_STATUS_INCOMPLETE)
duel->opponent->CastSpell(duel->opponent, 52994, true);
}
break;
}
//Remove Duel Flag object
GameObject* obj = GetMap()->GetGameObject(GetUInt64Value(PLAYER_DUEL_ARBITER));
if (obj)
duel->initiator->RemoveGameObject(obj,true);
/* remove auras */
AuraApplicationMap &itsAuras = duel->opponent->GetAppliedAuras();
for (AuraApplicationMap::iterator i = itsAuras.begin(); i != itsAuras.end();)
{
Aura const * aura = i->second->GetBase();
if (!i->second->IsPositive() && aura->GetCasterGUID() == GetGUID() && aura->GetApplyTime() >= duel->startTime)
duel->opponent->RemoveAura(i);
else
++i;
}
AuraApplicationMap &myAuras = GetAppliedAuras();
for (AuraApplicationMap::iterator i = myAuras.begin(); i != myAuras.end();)
{
Aura const * aura = i->second->GetBase();
if (!i->second->IsPositive() && aura->GetCasterGUID() == duel->opponent->GetGUID() && aura->GetApplyTime() >= duel->startTime)
RemoveAura(i);
else
++i;
}
// cleanup combo points
if (GetComboTarget() == duel->opponent->GetGUID())
ClearComboPoints();
else if (GetComboTarget() == duel->opponent->GetPetGUID())
ClearComboPoints();
if (duel->opponent->GetComboTarget() == GetGUID())
duel->opponent->ClearComboPoints();
else if (duel->opponent->GetComboTarget() == GetPetGUID())
duel->opponent->ClearComboPoints();
// Honor points after duel (the winner) - ImpConfig
if (uint32 amount = sWorld.getConfig(CONFIG_HONOR_AFTER_DUEL))
duel->opponent->RewardHonor(NULL,1,amount);
//cleanups
SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
SetUInt32Value(PLAYER_DUEL_TEAM, 0);
duel->opponent->SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 0);
delete duel->opponent->duel;
duel->opponent->duel = NULL;
delete duel;
duel = NULL;
}
//---------------------------------------------------------//
void Player::_ApplyItemMods(Item *item, uint8 slot,bool apply)
{
if (slot >= INVENTORY_SLOT_BAG_END || !item)
return;
ItemPrototype const *proto = item->GetProto();
if (!proto)
return;
if (proto->Socket[0].Color) //only (un)equipping of items with sockets can influence metagems, so no need to waste time with normal items
CorrectMetaGemEnchants(slot, apply);
// not apply/remove mods for broken item
if (item->IsBroken())
return;
sLog.outDetail("applying mods for item %u ",item->GetGUIDLow());
uint8 attacktype = Player::GetAttackBySlot(slot);
// check disarm only on mod apply to allow remove item mods
if (!CanUseAttackType(attacktype))
return;
if (attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(item,WeaponAttackType(attacktype),apply);
_ApplyItemBonuses(proto,slot,apply);
if (slot == EQUIPMENT_SLOT_RANGED)
_ApplyAmmoBonuses();
ApplyItemEquipSpell(item,apply);
ApplyEnchantment(item, apply);
sLog.outDebug("_ApplyItemMods complete.");
}
void Player::_ApplyItemBonuses(ItemPrototype const *proto, uint8 slot, bool apply, bool only_level_scale /*= false*/)
{
if (slot >= INVENTORY_SLOT_BAG_END || !proto)
return;
ScalingStatDistributionEntry const *ssd = proto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(proto->ScalingStatDistribution) : NULL;
if (only_level_scale && !ssd)
return;
// req. check at equip, but allow use for extended range if range limit max level, set proper level
uint32 ssd_level = getLevel();
if (ssd && ssd_level > ssd->MaxLevel)
ssd_level = ssd->MaxLevel;
ScalingStatValuesEntry const *ssv = proto->ScalingStatValue ? sScalingStatValuesStore.LookupEntry(ssd_level) : NULL;
if (only_level_scale && !ssv)
return;
for (uint8 i = 0; i < MAX_ITEM_PROTO_STATS; ++i)
{
uint32 statType = 0;
int32 val = 0;
// If set ScalingStatDistribution need get stats and values from it
if (ssd && ssv)
{
if (ssd->StatMod[i] < 0)
continue;
statType = ssd->StatMod[i];
val = (ssv->getssdMultiplier(proto->ScalingStatValue) * ssd->Modifier[i]) / 10000;
}
else
{
if (i >= proto->StatsCount)
continue;
statType = proto->ItemStat[i].ItemStatType;
val = proto->ItemStat[i].ItemStatValue;
}
if (val == 0)
continue;
switch (statType)
{
case ITEM_MOD_MANA:
HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(val), apply);
break;
case ITEM_MOD_HEALTH: // modify HP
HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(val), apply);
break;
case ITEM_MOD_AGILITY: // modify agility
HandleStatModifier(UNIT_MOD_STAT_AGILITY, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_AGILITY, float(val), apply);
break;
case ITEM_MOD_STRENGTH: //modify strength
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STRENGTH, float(val), apply);
break;
case ITEM_MOD_INTELLECT: //modify intellect
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_INTELLECT, float(val), apply);
break;
case ITEM_MOD_SPIRIT: //modify spirit
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_SPIRIT, float(val), apply);
break;
case ITEM_MOD_STAMINA: //modify stamina
HandleStatModifier(UNIT_MOD_STAT_STAMINA, BASE_VALUE, float(val), apply);
ApplyStatBuffMod(STAT_STAMINA, float(val), apply);
break;
case ITEM_MOD_DEFENSE_SKILL_RATING:
ApplyRatingMod(CR_DEFENSE_SKILL, int32(val), apply);
break;
case ITEM_MOD_DODGE_RATING:
ApplyRatingMod(CR_DODGE, int32(val), apply);
break;
case ITEM_MOD_PARRY_RATING:
ApplyRatingMod(CR_PARRY, int32(val), apply);
break;
case ITEM_MOD_BLOCK_RATING:
ApplyRatingMod(CR_BLOCK, int32(val), apply);
break;
case ITEM_MOD_HIT_MELEE_RATING:
ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
break;
case ITEM_MOD_HIT_RANGED_RATING:
ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
break;
case ITEM_MOD_HIT_SPELL_RATING:
ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_MELEE_RATING:
ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
break;
case ITEM_MOD_CRIT_SPELL_RATING:
ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_HASTE_MELEE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
break;
case ITEM_MOD_HASTE_RANGED_RATING:
ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
break;
case ITEM_MOD_HASTE_SPELL_RATING:
ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
break;
case ITEM_MOD_HIT_RATING:
ApplyRatingMod(CR_HIT_MELEE, int32(val), apply);
ApplyRatingMod(CR_HIT_RANGED, int32(val), apply);
ApplyRatingMod(CR_HIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_RATING:
ApplyRatingMod(CR_CRIT_MELEE, int32(val), apply);
ApplyRatingMod(CR_CRIT_RANGED, int32(val), apply);
ApplyRatingMod(CR_CRIT_SPELL, int32(val), apply);
break;
case ITEM_MOD_HIT_TAKEN_RATING:
ApplyRatingMod(CR_HIT_TAKEN_MELEE, int32(val), apply);
ApplyRatingMod(CR_HIT_TAKEN_RANGED, int32(val), apply);
ApplyRatingMod(CR_HIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_CRIT_TAKEN_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_RESILIENCE_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_MELEE, int32(val), apply);
ApplyRatingMod(CR_CRIT_TAKEN_RANGED, int32(val), apply);
ApplyRatingMod(CR_CRIT_TAKEN_SPELL, int32(val), apply);
break;
case ITEM_MOD_HASTE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, int32(val), apply);
ApplyRatingMod(CR_HASTE_RANGED, int32(val), apply);
ApplyRatingMod(CR_HASTE_SPELL, int32(val), apply);
break;
case ITEM_MOD_EXPERTISE_RATING:
ApplyRatingMod(CR_EXPERTISE, int32(val), apply);
break;
case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(val), apply);
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(val), apply);
break;
// case ITEM_MOD_FERAL_ATTACK_POWER:
// ApplyFeralAPBonus(int32(val), apply);
// break;
case ITEM_MOD_MANA_REGENERATION:
ApplyManaRegenBonus(int32(val), apply);
break;
case ITEM_MOD_ARMOR_PENETRATION_RATING:
ApplyRatingMod(CR_ARMOR_PENETRATION, int32(val), apply);
break;
case ITEM_MOD_SPELL_POWER:
ApplySpellPowerBonus(int32(val), apply);
break;
case ITEM_MOD_HEALTH_REGEN:
ApplyHealthRegenBonus(int32(val), apply);
break;
// depricated item mods
case ITEM_MOD_SPELL_HEALING_DONE:
case ITEM_MOD_SPELL_DAMAGE_DONE:
break;
}
}
// Apply Spell Power from ScalingStatValue if set
if (ssv)
{
if (int32 spellbonus = ssv->getSpellBonus(proto->ScalingStatValue))
ApplySpellPowerBonus(spellbonus, apply);
}
// If set ScalingStatValue armor get it or use item armor
uint32 armor = proto->Armor;
if (ssv)
{
if (uint32 ssvarmor = ssv->getArmorMod(proto->ScalingStatValue))
armor = ssvarmor;
}
if (armor)
{
UnitModifierType modType = TOTAL_VALUE;
if (proto->Class == ITEM_CLASS_ARMOR)
{
switch (proto->SubClass)
{
case ITEM_SUBCLASS_ARMOR_CLOTH:
case ITEM_SUBCLASS_ARMOR_LEATHER:
case ITEM_SUBCLASS_ARMOR_MAIL:
case ITEM_SUBCLASS_ARMOR_PLATE:
case ITEM_SUBCLASS_ARMOR_SHIELD:
modType = BASE_VALUE;
break;
}
}
HandleStatModifier(UNIT_MOD_ARMOR, modType, float(armor), apply);
}
// Add armor bonus from ArmorDamageModifier if > 0
if (proto->ArmorDamageModifier > 0)
HandleStatModifier(UNIT_MOD_ARMOR, TOTAL_VALUE, float(proto->ArmorDamageModifier), apply);
if (proto->Block)
HandleBaseModValue(SHIELD_BLOCK_VALUE, FLAT_MOD, float(proto->Block), apply);
if (proto->HolyRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_HOLY, BASE_VALUE, float(proto->HolyRes), apply);
if (proto->FireRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_FIRE, BASE_VALUE, float(proto->FireRes), apply);
if (proto->NatureRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_NATURE, BASE_VALUE, float(proto->NatureRes), apply);
if (proto->FrostRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_FROST, BASE_VALUE, float(proto->FrostRes), apply);
if (proto->ShadowRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_SHADOW, BASE_VALUE, float(proto->ShadowRes), apply);
if (proto->ArcaneRes)
HandleStatModifier(UNIT_MOD_RESISTANCE_ARCANE, BASE_VALUE, float(proto->ArcaneRes), apply);
WeaponAttackType attType = BASE_ATTACK;
float damage = 0.0f;
if (slot == EQUIPMENT_SLOT_RANGED && (
proto->InventoryType == INVTYPE_RANGED || proto->InventoryType == INVTYPE_THROWN ||
proto->InventoryType == INVTYPE_RANGEDRIGHT))
{
attType = RANGED_ATTACK;
}
else if (slot == EQUIPMENT_SLOT_OFFHAND)
{
attType = OFF_ATTACK;
}
float minDamage = proto->Damage[0].DamageMin;
float maxDamage = proto->Damage[0].DamageMax;
int32 extraDPS = 0;
// If set dpsMod in ScalingStatValue use it for min (70% from average), max (130% from average) damage
if (ssv)
{
extraDPS = ssv->getDPSMod(proto->ScalingStatValue);
if (extraDPS)
{
float average = extraDPS * proto->Delay / 1000.0f;
minDamage = 0.7f * average;
maxDamage = 1.3f * average;
}
}
if (minDamage > 0)
{
damage = apply ? minDamage : BASE_MINDAMAGE;
SetBaseWeaponDamage(attType, MINDAMAGE, damage);
//sLog.outError("applying mindam: assigning %f to weapon mindamage, now is: %f", damage, GetWeaponDamageRange(attType, MINDAMAGE));
}
if (maxDamage > 0)
{
damage = apply ? maxDamage : BASE_MAXDAMAGE;
SetBaseWeaponDamage(attType, MAXDAMAGE, damage);
}
// Apply feral bonus from ScalingStatValue if set
if (ssv)
{
if (int32 feral_bonus = ssv->getFeralBonus(proto->ScalingStatValue))
ApplyFeralAPBonus(feral_bonus, apply);
}
// Druids get feral AP bonus from weapon dps (lso use DPS from ScalingStatValue)
if (getClass() == CLASS_DRUID)
{
int32 feral_bonus = proto->getFeralBonus(extraDPS);
if (feral_bonus > 0)
ApplyFeralAPBonus(feral_bonus, apply);
}
if (IsInFeralForm() || !CanUseAttackType(attType))
return;
if (proto->Delay)
{
if (slot == EQUIPMENT_SLOT_RANGED)
SetAttackTime(RANGED_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
else if (slot == EQUIPMENT_SLOT_MAINHAND)
SetAttackTime(BASE_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
else if (slot == EQUIPMENT_SLOT_OFFHAND)
SetAttackTime(OFF_ATTACK, apply ? proto->Delay: BASE_ATTACK_TIME);
}
if (CanModifyStats() && (damage || proto->Delay))
UpdateDamagePhysical(attType);
}
void Player::_ApplyWeaponDependentAuraMods(Item *item,WeaponAttackType attackType,bool apply)
{
AuraEffectList const& auraCritList = GetAuraEffectsByType(SPELL_AURA_MOD_WEAPON_CRIT_PERCENT);
for (AuraEffectList::const_iterator itr = auraCritList.begin(); itr != auraCritList.end(); ++itr)
_ApplyWeaponDependentAuraCritMod(item,attackType,*itr,apply);
AuraEffectList const& auraDamageFlatList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_DONE);
for (AuraEffectList::const_iterator itr = auraDamageFlatList.begin(); itr != auraDamageFlatList.end(); ++itr)
_ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
AuraEffectList const& auraDamagePCTList = GetAuraEffectsByType(SPELL_AURA_MOD_DAMAGE_PERCENT_DONE);
for (AuraEffectList::const_iterator itr = auraDamagePCTList.begin(); itr != auraDamagePCTList.end(); ++itr)
_ApplyWeaponDependentAuraDamageMod(item,attackType,*itr,apply);
}
void Player::_ApplyWeaponDependentAuraCritMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
{
// generic not weapon specific case processes in aura code
if (aura->GetSpellProto()->EquippedItemClass == -1)
return;
BaseModGroup mod = BASEMOD_END;
switch (attackType)
{
case BASE_ATTACK: mod = CRIT_PERCENTAGE; break;
case OFF_ATTACK: mod = OFFHAND_CRIT_PERCENTAGE;break;
case RANGED_ATTACK: mod = RANGED_CRIT_PERCENTAGE; break;
default: return;
}
if (!item->IsBroken()&&item->IsFitToSpellRequirements(aura->GetSpellProto()))
HandleBaseModValue(mod, FLAT_MOD, float (aura->GetAmount()), apply);
}
void Player::_ApplyWeaponDependentAuraDamageMod(Item *item, WeaponAttackType attackType, AuraEffect const* aura, bool apply)
{
//don't apply mod if item is broken
if (item->IsBroken())
return;
// ignore spell mods for not wands
if ((aura->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) == 0 && (getClassMask() & CLASSMASK_WAND_USERS) == 0)
return;
// generic not weapon specific case processes in aura code
if (aura->GetSpellProto()->EquippedItemClass == -1)
return;
UnitMods unitMod = UNIT_MOD_END;
switch (attackType)
{
case BASE_ATTACK: unitMod = UNIT_MOD_DAMAGE_MAINHAND; break;
case OFF_ATTACK: unitMod = UNIT_MOD_DAMAGE_OFFHAND; break;
case RANGED_ATTACK: unitMod = UNIT_MOD_DAMAGE_RANGED; break;
default: return;
}
UnitModifierType unitModType = TOTAL_VALUE;
switch (aura->GetAuraType())
{
case SPELL_AURA_MOD_DAMAGE_DONE: unitModType = TOTAL_VALUE; break;
case SPELL_AURA_MOD_DAMAGE_PERCENT_DONE: unitModType = TOTAL_PCT; break;
default: return;
}
if (!item->IsBroken()&&item->IsFitToSpellRequirements(aura->GetSpellProto()))
{
HandleStatModifier(unitMod, unitModType, float(aura->GetAmount()),apply);
if (unitModType == TOTAL_PCT)
ApplyModSignedFloatValue(PLAYER_FIELD_MOD_DAMAGE_DONE_PCT,aura->GetAmount()/100.0f,apply);
else
ApplyModUInt32Value(PLAYER_FIELD_MOD_DAMAGE_DONE_POS,aura->GetAmount(),apply);
}
}
void Player::ApplyItemEquipSpell(Item *item, bool apply, bool form_change)
{
if (!item)
return;
ItemPrototype const *proto = item->GetProto();
if (!proto)
return;
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
// wrong triggering type
if (apply && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_EQUIP)
continue;
// check if it is valid spell
SpellEntry const* spellproto = sSpellStore.LookupEntry(spellData.SpellId);
if (!spellproto)
continue;
ApplyEquipSpell(spellproto,item,apply,form_change);
}
}
void Player::ApplyEquipSpell(SpellEntry const* spellInfo, Item* item, bool apply, bool form_change)
{
if (apply)
{
// Cannot be used in this stance/form
if (GetErrorAtShapeshiftedCast(spellInfo, m_form) != SPELL_CAST_OK)
return;
if (form_change) // check aura active state from other form
{
AuraApplicationMap const& auras = GetAppliedAuras();
for (AuraApplicationMap::const_iterator itr = auras.lower_bound(spellInfo->Id); itr != auras.upper_bound(spellInfo->Id); ++itr)
if (!item || itr->second->GetBase()->GetCastItemGUID() == item->GetGUID())
return;
}
DEBUG_LOG("WORLD: cast %s Equip spellId - %i", (item ? "item" : "itemset"), spellInfo->Id);
CastSpell(this,spellInfo,true,item);
}
else
{
if (form_change) // check aura compatibility
{
// Cannot be used in this stance/form
if (GetErrorAtShapeshiftedCast(spellInfo, m_form) == SPELL_CAST_OK)
return; // and remove only not compatible at form change
}
if (item)
RemoveAurasDueToItemSpell(item,spellInfo->Id); // un-apply all spells, not only at-equipped
else
RemoveAurasDueToSpell(spellInfo->Id); // un-apply spell (item set case)
}
}
void Player::UpdateEquipSpellsAtFormChange()
{
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i] && !m_items[i]->IsBroken())
{
ApplyItemEquipSpell(m_items[i],false,true); // remove spells that not fit to form
ApplyItemEquipSpell(m_items[i],true,true); // add spells that fit form but not active
}
}
// item set bonuses not dependent from item broken state
for (size_t setindex = 0; setindex < ItemSetEff.size(); ++setindex)
{
ItemSetEffect* eff = ItemSetEff[setindex];
if (!eff)
continue;
for (uint32 y=0; y<8; ++y)
{
SpellEntry const* spellInfo = eff->spells[y];
if (!spellInfo)
continue;
ApplyEquipSpell(spellInfo,NULL,false,true); // remove spells that not fit to form
ApplyEquipSpell(spellInfo,NULL,true,true); // add spells that fit form but not active
}
}
}
void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx)
{
if (!target || !target->isAlive() || target == this)
return;
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
// If usable, try to cast item spell
if (Item * item = GetItemByPos(INVENTORY_SLOT_BAG_0,i))
if (!item->IsBroken())
if (ItemPrototype const *proto = item->GetProto())
{
// Additional check for weapons
if (proto->Class == ITEM_CLASS_WEAPON)
{
// offhand item cannot proc from main hand hit etc
EquipmentSlots slot;
switch (attType)
{
case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
default: slot = EQUIPMENT_SLOT_END; break;
}
if (slot != i)
continue;
// Check if item is useable (forms or disarm)
if (attType == BASE_ATTACK)
if (!IsUseEquipedWeapon(true) && !IsInFeralForm())
continue;
}
CastItemCombatSpell(target, attType, procVictim, procEx, item, proto);
}
}
}
void Player::CastItemCombatSpell(Unit *target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item *item, ItemPrototype const * proto)
{
// Can do effect if any damage done to target
if (procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
//if (damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE)
{
for (uint8 i = 0; i < 5; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
// wrong triggering type
if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_CHANCE_ON_HIT)
continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
if (!spellInfo)
{
sLog.outError("WORLD: unknown Item spellid %i", spellData.SpellId);
continue;
}
// not allow proc extra attack spell at extra attack
if (m_extraAttacks && IsSpellHaveEffect(spellInfo, SPELL_EFFECT_ADD_EXTRA_ATTACKS))
return;
float chance = spellInfo->procChance;
if (spellData.SpellPPMRate)
{
if (spellData.SpellId == 52781) // Persuasive Strike
{
switch (target->GetEntry())
{
default:
return;
case 28939:
case 28940:
case 28610:
break;
}
}
uint32 WeaponSpeed = GetAttackTime(attType);
chance = GetPPMProcChance(WeaponSpeed, spellData.SpellPPMRate, spellInfo);
}
else if (chance > 100.0f)
{
chance = GetWeaponProcChance();
}
if (roll_chance_f(chance))
CastSpell(target, spellInfo->Id, true, item);
}
}
// item combat enchantments
for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
{
uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!pEnchant) continue;
for (uint8 s = 0; s < 3; ++s)
{
if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL)
continue;
SpellEnchantProcEntry const* entry = spellmgr.GetSpellEnchantProcEvent(enchant_id);
if (entry && entry->procEx)
{
// Check hit/crit/dodge/parry requirement
if ((entry->procEx & procEx) == 0)
continue;
}
else
{
// Can do effect if any damage done to target
if (!(procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
//if (!(damageInfo->procVictim & PROC_FLAG_TAKEN_ANY_DAMAGE))
continue;
}
SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
if (!spellInfo)
{
sLog.outError("Player::CastItemCombatSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
continue;
}
float chance = pEnchant->amount[s] != 0 ? float(pEnchant->amount[s]) : GetWeaponProcChance();
if (entry)
{
if (entry->PPMChance)
chance = GetPPMProcChance(proto->Delay, entry->PPMChance, spellInfo);
else if (entry->customChance)
chance = entry->customChance;
}
// Apply spell mods
ApplySpellMod(pEnchant->spellid[s],SPELLMOD_CHANCE_OF_SUCCESS,chance);
if (roll_chance_f(chance))
{
if (IsPositiveSpell(pEnchant->spellid[s]))
CastSpell(this, pEnchant->spellid[s], true, item);
else
CastSpell(target, pEnchant->spellid[s], true, item);
}
}
}
}
void Player::CastItemUseSpell(Item *item,SpellCastTargets const& targets,uint8 cast_count, uint32 glyphIndex)
{
ItemPrototype const* proto = item->GetProto();
// special learning case
if (proto->Spells[0].SpellId == 483 || proto->Spells[0].SpellId == 55884)
{
uint32 learn_spell_id = proto->Spells[0].SpellId;
uint32 learning_spell_id = proto->Spells[1].SpellId;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(learn_spell_id);
if (!spellInfo)
{
sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring ",proto->ItemId, learn_spell_id);
SendEquipError(EQUIP_ERR_NONE,item,NULL);
return;
}
Spell *spell = new Spell(this, spellInfo,false);
spell->m_CastItem = item;
spell->m_cast_count = cast_count; //set count of casts
spell->m_currentBasePoints[0] = learning_spell_id;
spell->prepare(&targets);
return;
}
// use triggered flag only for items with many spell casts and for not first cast
uint8 count = 0;
// item spells casted at use
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = proto->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
// wrong triggering type
if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE && spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_NO_DELAY_USE)
continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellData.SpellId);
if (!spellInfo)
{
sLog.outError("Player::CastItemUseSpell: Item (Entry: %u) in have wrong spell id %u, ignoring",proto->ItemId, spellData.SpellId);
continue;
}
Spell *spell = new Spell(this, spellInfo, (count > 0));
spell->m_CastItem = item;
spell->m_cast_count = cast_count; // set count of casts
spell->m_glyphIndex = glyphIndex; // glyph index
spell->prepare(&targets);
++count;
}
// Item enchantments spells casted at use
for (uint8 e_slot = 0; e_slot < MAX_ENCHANTMENT_SLOT; ++e_slot)
{
uint32 enchant_id = item->GetEnchantmentId(EnchantmentSlot(e_slot));
SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!pEnchant)
continue;
for (uint8 s = 0; s < 3; ++s)
{
if (pEnchant->type[s] != ITEM_ENCHANTMENT_TYPE_USE_SPELL)
continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(pEnchant->spellid[s]);
if (!spellInfo)
{
sLog.outError("Player::CastItemUseSpell Enchant %i, cast unknown spell %i", pEnchant->ID, pEnchant->spellid[s]);
continue;
}
Spell *spell = new Spell(this, spellInfo, (count > 0));
spell->m_CastItem = item;
spell->m_cast_count = cast_count; // set count of casts
spell->m_glyphIndex = glyphIndex; // glyph index
spell->prepare(&targets);
++count;
}
}
}
void Player::_RemoveAllItemMods()
{
sLog.outDebug("_RemoveAllItemMods start.");
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
ItemPrototype const *proto = m_items[i]->GetProto();
if (!proto)
continue;
// item set bonuses not dependent from item broken state
if (proto->ItemSet)
RemoveItemsSetItem(this,proto);
if (m_items[i]->IsBroken())
continue;
ApplyItemEquipSpell(m_items[i], false);
ApplyEnchantment(m_items[i], false);
}
}
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
if (m_items[i]->IsBroken())
continue;
ItemPrototype const *proto = m_items[i]->GetProto();
if (!proto)
continue;
uint32 attacktype = Player::GetAttackBySlot(i);
if (attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),false);
_ApplyItemBonuses(proto,i, false);
if (i == EQUIPMENT_SLOT_RANGED)
_ApplyAmmoBonuses();
}
}
sLog.outDebug("_RemoveAllItemMods complete.");
}
void Player::_ApplyAllItemMods()
{
sLog.outDebug("_ApplyAllItemMods start.");
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
if (m_items[i]->IsBroken())
continue;
ItemPrototype const *proto = m_items[i]->GetProto();
if (!proto)
continue;
uint32 attacktype = Player::GetAttackBySlot(i);
if (attacktype < MAX_ATTACK)
_ApplyWeaponDependentAuraMods(m_items[i],WeaponAttackType(attacktype),true);
_ApplyItemBonuses(proto,i, true);
if (i == EQUIPMENT_SLOT_RANGED)
_ApplyAmmoBonuses();
}
}
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
ItemPrototype const *proto = m_items[i]->GetProto();
if (!proto)
continue;
// item set bonuses not dependent from item broken state
if (proto->ItemSet)
AddItemsSetItem(this,m_items[i]);
if (m_items[i]->IsBroken())
continue;
ApplyItemEquipSpell(m_items[i],true);
ApplyEnchantment(m_items[i], true);
}
}
sLog.outDebug("_ApplyAllItemMods complete.");
}
void Player::_ApplyAllLevelScaleItemMods(bool apply)
{
for (uint8 i = 0; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (m_items[i])
{
if (m_items[i]->IsBroken())
continue;
ItemPrototype const *proto = m_items[i]->GetProto();
if (!proto)
continue;
_ApplyItemBonuses(proto,i, apply, true);
}
}
}
void Player::_ApplyAmmoBonuses()
{
// check ammo
uint32 ammo_id = GetUInt32Value(PLAYER_AMMO_ID);
if (!ammo_id)
return;
float currentAmmoDPS;
ItemPrototype const *ammo_proto = objmgr.GetItemPrototype(ammo_id);
if (!ammo_proto || ammo_proto->Class != ITEM_CLASS_PROJECTILE || !CheckAmmoCompatibility(ammo_proto))
currentAmmoDPS = 0.0f;
else
currentAmmoDPS = (ammo_proto->Damage[0].DamageMin + ammo_proto->Damage[0].DamageMax) / 2;
if (currentAmmoDPS == GetAmmoDPS())
return;
m_ammoDPS = currentAmmoDPS;
if (CanModifyStats())
UpdateDamagePhysical(RANGED_ATTACK);
}
bool Player::CheckAmmoCompatibility(const ItemPrototype *ammo_proto) const
{
if (!ammo_proto)
return false;
// check ranged weapon
Item *weapon = GetWeaponForAttack(RANGED_ATTACK);
if (!weapon || weapon->IsBroken())
return false;
ItemPrototype const* weapon_proto = weapon->GetProto();
if (!weapon_proto || weapon_proto->Class != ITEM_CLASS_WEAPON)
return false;
// check ammo ws. weapon compatibility
switch (weapon_proto->SubClass)
{
case ITEM_SUBCLASS_WEAPON_BOW:
case ITEM_SUBCLASS_WEAPON_CROSSBOW:
if (ammo_proto->SubClass != ITEM_SUBCLASS_ARROW)
return false;
break;
case ITEM_SUBCLASS_WEAPON_GUN:
if (ammo_proto->SubClass != ITEM_SUBCLASS_BULLET)
return false;
break;
default:
return false;
}
return true;
}
/* If in a battleground a player dies, and an enemy removes the insignia, the player's bones is lootable
Called by remove insignia spell effect */
void Player::RemovedInsignia(Player* looterPlr)
{
if (!GetBattleGroundId())
return;
// If not released spirit, do it !
if (m_deathTimer > 0)
{
m_deathTimer = 0;
BuildPlayerRepop();
RepopAtGraveyard();
}
Corpse *corpse = GetCorpse();
if (!corpse)
return;
// We have to convert player corpse to bones, not to be able to resurrect there
// SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
Corpse *bones = ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID(),true);
if (!bones)
return;
// Now we must make bones lootable, and send player loot
bones->SetFlag(CORPSE_FIELD_DYNAMIC_FLAGS, CORPSE_DYNFLAG_LOOTABLE);
// We store the level of our player in the gold field
// We retrieve this information at Player::SendLoot()
bones->loot.gold = getLevel();
bones->lootRecipient = looterPlr;
looterPlr->SendLoot(bones->GetGUID(), LOOT_INSIGNIA);
}
void Player::SendLootRelease(uint64 guid)
{
WorldPacket data(SMSG_LOOT_RELEASE_RESPONSE, (8+1));
data << uint64(guid) << uint8(1);
SendDirectMessage(&data);
}
void Player::SendLoot(uint64 guid, LootType loot_type)
{
if (uint64 lguid = GetLootGUID())
m_session->DoLootRelease(lguid);
Loot *loot = 0;
PermissionTypes permission = ALL_PERMISSION;
sLog.outDebug("Player::SendLoot");
if (IS_GAMEOBJECT_GUID(guid))
{
sLog.outDebug(" IS_GAMEOBJECT_GUID(guid)");
GameObject *go = GetMap()->GetGameObject(guid);
// not check distance for GO in case owned GO (fishing bobber case, for example)
// And permit out of range GO with no owner in case fishing hole
if (!go || (loot_type != LOOT_FISHINGHOLE && (loot_type != LOOT_FISHING || go->GetOwnerGUID() != GetGUID()) && !go->IsWithinDistInMap(this,INTERACTION_DISTANCE)))
{
SendLootRelease(guid);
return;
}
loot = &go->loot;
if (go->getLootState() == GO_READY)
{
uint32 lootid = go->GetGOInfo()->GetLootId();
//TODO: fix this big hack
if ((go->GetEntry() == BG_AV_OBJECTID_MINE_N || go->GetEntry() == BG_AV_OBJECTID_MINE_S))
if (BattleGround *bg = GetBattleGround())
if (bg->GetTypeID() == BATTLEGROUND_AV)
if (!(((BattleGroundAV*)bg)->PlayerCanDoMineQuest(go->GetEntry(),GetTeam())))
{
SendLootRelease(guid);
return;
}
if (lootid)
{
loot->clear();
Group* group = GetGroup();
bool groupRules = (group && go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules);
// check current RR player and get next if necessary
if (groupRules)
group->UpdateLooterGuid(go, true);
loot->FillLoot(lootid, LootTemplates_Gameobject, this, !groupRules, false, go->GetLootMode());
// get next RR player (for next loot)
if (groupRules)
group->UpdateLooterGuid(go);
}
if (loot_type == LOOT_FISHING)
go->getFishLoot(loot,this);
if (go->GetGOInfo()->type == GAMEOBJECT_TYPE_CHEST && go->GetGOInfo()->chest.groupLootRules)
{
if (Group* group = GetGroup())
{
switch (group->GetLootMethod())
{
case GROUP_LOOT:
// GroupLoot: rolls items over threshold. Items with quality < threshold, round robin
group->GroupLoot(loot, go);
break;
case NEED_BEFORE_GREED:
group->NeedBeforeGreed(loot, go);
break;
case MASTER_LOOT:
group->MasterLoot(loot, go);
break;
}
}
}
go->SetLootState(GO_ACTIVATED);
}
if (go->getLootState() == GO_ACTIVATED)
{
if (Group* group = GetGroup())
{
switch (group->GetLootMethod())
{
case MASTER_LOOT:
permission = MASTER_PERMISSION;
break;
case FREE_FOR_ALL:
permission = ALL_PERMISSION;
break;
case ROUND_ROBIN:
permission = ROUND_ROBIN_PERMISSION;
break;
default:
permission = GROUP_PERMISSION;
break;
}
}
else
permission = ALL_PERMISSION;
}
}
else if (IS_ITEM_GUID(guid))
{
Item *item = GetItemByGuid(guid);
if (!item)
{
SendLootRelease(guid);
return;
}
loot = &item->loot;
if (!item->m_lootGenerated)
{
item->m_lootGenerated = true;
loot->clear();
switch (loot_type)
{
case LOOT_DISENCHANTING:
loot->FillLoot(item->GetProto()->DisenchantID, LootTemplates_Disenchant, this,true);
break;
case LOOT_PROSPECTING:
loot->FillLoot(item->GetEntry(), LootTemplates_Prospecting, this,true);
break;
case LOOT_MILLING:
loot->FillLoot(item->GetEntry(), LootTemplates_Milling, this,true);
break;
default:
loot->FillLoot(item->GetEntry(), LootTemplates_Item, this,true);
loot->generateMoneyLoot(item->GetProto()->MinMoneyLoot,item->GetProto()->MaxMoneyLoot);
break;
}
}
}
else if (IS_CORPSE_GUID(guid)) // remove insignia
{
Corpse *bones = ObjectAccessor::GetCorpse(*this, guid);
if (!bones || !(loot_type == LOOT_CORPSE || loot_type == LOOT_INSIGNIA) || bones->GetType() != CORPSE_BONES)
{
SendLootRelease(guid);
return;
}
loot = &bones->loot;
if (!bones->lootForBody)
{
bones->lootForBody = true;
uint32 pLevel = bones->loot.gold;
bones->loot.clear();
if (BattleGround *bg = GetBattleGround())
if (bg->GetTypeID() == BATTLEGROUND_AV)
loot->FillLoot(1, LootTemplates_Creature, this, true);
// It may need a better formula
// Now it works like this: lvl10: ~6copper, lvl70: ~9silver
bones->loot.gold = uint32(urand(50, 150) * 0.016f * pow(float(pLevel)/5.76f, 2.5f) * sWorld.getRate(RATE_DROP_MONEY));
}
if (bones->lootRecipient != this)
permission = NONE_PERMISSION;
}
else
{
Creature *creature = GetMap()->GetCreature(guid);
// must be in range and creature must be alive for pickpocket and must be dead for another loot
if (!creature || creature->isAlive() != (loot_type == LOOT_PICKPOCKETING) || !creature->IsWithinDistInMap(this,INTERACTION_DISTANCE))
{
SendLootRelease(guid);
return;
}
if (loot_type == LOOT_PICKPOCKETING && IsFriendlyTo(creature))
{
SendLootRelease(guid);
return;
}
loot = &creature->loot;
if (loot_type == LOOT_PICKPOCKETING)
{
if (!creature->lootForPickPocketed)
{
creature->lootForPickPocketed = true;
loot->clear();
if (uint32 lootid = creature->GetCreatureInfo()->pickpocketLootId)
loot->FillLoot(lootid, LootTemplates_Pickpocketing, this, true);
// Generate extra money for pick pocket loot
const uint32 a = urand(0, creature->getLevel()/2);
const uint32 b = urand(0, getLevel()/2);
loot->gold = uint32(10 * (a + b) * sWorld.getRate(RATE_DROP_MONEY));
}
}
else
{
// the player whose group may loot the corpse
Player *recipient = creature->GetLootRecipient();
if (!recipient)
{
creature->SetLootRecipient(this);
recipient = this;
}
if (!creature->lootForBody)
{
creature->lootForBody = true;
// for creature, loot is filled when creature is killed.
if (Group* group = recipient->GetGroup())
{
switch (group->GetLootMethod())
{
case GROUP_LOOT:
// GroupLoot: rolls items over threshold. Items with quality < threshold, round robin
group->GroupLoot(loot, creature);
break;
case NEED_BEFORE_GREED:
group->NeedBeforeGreed(loot, creature);
break;
case MASTER_LOOT:
group->MasterLoot(loot, creature);
break;
default:
break;
}
}
}
// possible only if creature->lootForBody && loot->empty() at spell cast check
if (loot_type == LOOT_SKINNING)
{
loot->clear();
loot->FillLoot(creature->GetCreatureInfo()->SkinLootId, LootTemplates_Skinning, this, true);
}
// set group rights only for loot_type != LOOT_SKINNING
else
{
if (Group* group = GetGroup())
{
if (group == recipient->GetGroup())
{
switch (group->GetLootMethod())
{
case MASTER_LOOT:
permission = MASTER_PERMISSION;
break;
case FREE_FOR_ALL:
permission = ALL_PERMISSION;
break;
case ROUND_ROBIN:
permission = ROUND_ROBIN_PERMISSION;
break;
default:
permission = GROUP_PERMISSION;
break;
}
}
else
permission = NONE_PERMISSION;
}
else if (recipient == this)
permission = ALL_PERMISSION;
else
permission = NONE_PERMISSION;
}
}
}
SetLootGUID(guid);
// LOOT_INSIGNIA and LOOT_FISHINGHOLE unsupported by client
switch (loot_type)
{
case LOOT_INSIGNIA: loot_type = LOOT_SKINNING; break;
case LOOT_FISHINGHOLE: loot_type = LOOT_FISHING; break;
default: break;
}
// need know merged fishing/corpse loot type for achievements
loot->loot_type = loot_type;
WorldPacket data(SMSG_LOOT_RESPONSE, (9+50)); // we guess size
data << uint64(guid);
data << uint8(loot_type);
data << LootView(*loot, this, permission);
SendDirectMessage(&data);
// add 'this' player as one of the players that are looting 'loot'
if (permission != NONE_PERMISSION)
loot->AddLooter(GetGUID());
if (loot_type == LOOT_CORPSE && !IS_ITEM_GUID(guid))
SetFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_LOOTING);
}
void Player::SendNotifyLootMoneyRemoved()
{
WorldPacket data(SMSG_LOOT_CLEAR_MONEY, 0);
GetSession()->SendPacket(&data);
}
void Player::SendNotifyLootItemRemoved(uint8 lootSlot)
{
WorldPacket data(SMSG_LOOT_REMOVED, 1);
data << uint8(lootSlot);
GetSession()->SendPacket(&data);
}
void Player::SendUpdateWorldState(uint32 Field, uint32 Value)
{
WorldPacket data(SMSG_UPDATE_WORLD_STATE, 8);
data << Field;
data << Value;
GetSession()->SendPacket(&data);
}
void Player::SendInitWorldStates(uint32 zoneid, uint32 areaid)
{
// data depends on zoneid/mapid...
BattleGround* bg = GetBattleGround();
uint16 NumberOfFields = 0;
uint32 mapid = GetMapId();
OutdoorPvP * pvp = sOutdoorPvPMgr.GetOutdoorPvPToZoneId(zoneid);
sLog.outDebug("Sending SMSG_INIT_WORLD_STATES to Map: %u, Zone: %u", mapid, zoneid);
// may be exist better way to do this...
switch (zoneid)
{
case 0:
case 1:
case 4:
case 8:
case 10:
case 11:
case 12:
case 36:
case 38:
case 40:
case 41:
case 51:
case 267:
case 1519:
case 1537:
case 2257:
case 2918:
NumberOfFields = 8;
break;
case 139:
NumberOfFields = 41;
break;
case 1377:
NumberOfFields = 15;
break;
case 2597:
NumberOfFields = 83;
break;
case 3277:
NumberOfFields = 16;
break;
case 3358:
case 3820:
NumberOfFields = 40;
break;
case 3483:
NumberOfFields = 27;
break;
case 3518:
NumberOfFields = 39;
break;
case 3519:
NumberOfFields = 38;
break;
case 3521:
NumberOfFields = 37;
break;
case 3698:
case 3702:
case 3968:
NumberOfFields = 11;
break;
case 4378:
NumberOfFields = 11;
break;
case 3703:
NumberOfFields = 11;
break;
case 4384:
NumberOfFields = 30;
break;
default:
NumberOfFields = 12;
break;
}
WorldPacket data(SMSG_INIT_WORLD_STATES, (4+4+4+2+(NumberOfFields*8)));
data << uint32(mapid); // mapid
data << uint32(zoneid); // zone id
data << uint32(areaid); // area id, new 2.1.0
data << uint16(NumberOfFields); // count of uint64 blocks
data << uint32(0x8d8) << uint32(0x0); // 1
data << uint32(0x8d7) << uint32(0x0); // 2
data << uint32(0x8d6) << uint32(0x0); // 3
data << uint32(0x8d5) << uint32(0x0); // 4
data << uint32(0x8d4) << uint32(0x0); // 5
data << uint32(0x8d3) << uint32(0x0); // 6
// 7 1 - Arena season in progress, 0 - end of season
data << uint32(0xC77) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_IN_PROGRESS));
// 8 Arena season id
data << uint32(0xF3D) << uint32(sWorld.getConfig(CONFIG_ARENA_SEASON_ID));
if (mapid == 530) // Outland
{
data << uint32(0x9bf) << uint32(0x0); // 7
data << uint32(0x9bd) << uint32(0xF); // 8
data << uint32(0x9bb) << uint32(0xF); // 9
}
// insert
switch (zoneid)
{
case 1: // Dun Morogh
case 11: // Wetlands
case 12: // Elwynn Forest
case 38: // Loch Modan
case 40: // Westfall
case 51: // Searing Gorge
case 1519: // Stormwind City
case 1537: // Ironforge
case 2257: // Deeprun Tram
break;
case 139: // Eastern Plaguelands
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_EP)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(0x97a) << uint32(0x0); // 10 2426
data << uint32(0x917) << uint32(0x0); // 11 2327
data << uint32(0x918) << uint32(0x0); // 12 2328
data << uint32(0x97b) << uint32(0x32); // 13 2427
data << uint32(0x97c) << uint32(0x32); // 14 2428
data << uint32(0x933) << uint32(0x1); // 15 2355
data << uint32(0x946) << uint32(0x0); // 16 2374
data << uint32(0x947) << uint32(0x0); // 17 2375
data << uint32(0x948) << uint32(0x0); // 18 2376
data << uint32(0x949) << uint32(0x0); // 19 2377
data << uint32(0x94a) << uint32(0x0); // 20 2378
data << uint32(0x94b) << uint32(0x0); // 21 2379
data << uint32(0x932) << uint32(0x0); // 22 2354
data << uint32(0x934) << uint32(0x0); // 23 2356
data << uint32(0x935) << uint32(0x0); // 24 2357
data << uint32(0x936) << uint32(0x0); // 25 2358
data << uint32(0x937) << uint32(0x0); // 26 2359
data << uint32(0x938) << uint32(0x0); // 27 2360
data << uint32(0x939) << uint32(0x1); // 28 2361
data << uint32(0x930) << uint32(0x1); // 29 2352
data << uint32(0x93a) << uint32(0x0); // 30 2362
data << uint32(0x93b) << uint32(0x0); // 31 2363
data << uint32(0x93c) << uint32(0x0); // 32 2364
data << uint32(0x93d) << uint32(0x0); // 33 2365
data << uint32(0x944) << uint32(0x0); // 34 2372
data << uint32(0x945) << uint32(0x0); // 35 2373
data << uint32(0x931) << uint32(0x1); // 36 2353
data << uint32(0x93e) << uint32(0x0); // 37 2366
data << uint32(0x931) << uint32(0x1); // 38 2367 ?? grey horde not in dbc! send for consistency's sake, and to match field count
data << uint32(0x940) << uint32(0x0); // 39 2368
data << uint32(0x941) << uint32(0x0); // 7 2369
data << uint32(0x942) << uint32(0x0); // 8 2370
data << uint32(0x943) << uint32(0x0); // 9 2371
}
break;
case 1377: // Silithus
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_SI)
pvp->FillInitialWorldStates(data);
else
{
// states are always shown
data << uint32(2313) << uint32(0x0); // 7 ally silityst gathered
data << uint32(2314) << uint32(0x0); // 8 horde silityst gathered
data << uint32(2317) << uint32(0x0); // 9 max silithyst
}
// dunno about these... aq opening event maybe?
data << uint32(2322) << uint32(0x0); // 10 sandworm N
data << uint32(2323) << uint32(0x0); // 11 sandworm S
data << uint32(2324) << uint32(0x0); // 12 sandworm SW
data << uint32(2325) << uint32(0x0); // 13 sandworm E
break;
case 2597: // Alterac Valley
if (bg && bg->GetTypeID() == BATTLEGROUND_AV)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0x7ae) << uint32(0x1); // 7 snowfall n
data << uint32(0x532) << uint32(0x1); // 8 frostwolfhut hc
data << uint32(0x531) << uint32(0x0); // 9 frostwolfhut ac
data << uint32(0x52e) << uint32(0x0); // 10 stormpike firstaid a_a
data << uint32(0x571) << uint32(0x0); // 11 east frostwolf tower horde assaulted -unused
data << uint32(0x570) << uint32(0x0); // 12 west frostwolf tower horde assaulted - unused
data << uint32(0x567) << uint32(0x1); // 13 frostwolfe c
data << uint32(0x566) << uint32(0x1); // 14 frostwolfw c
data << uint32(0x550) << uint32(0x1); // 15 irondeep (N) ally
data << uint32(0x544) << uint32(0x0); // 16 ice grave a_a
data << uint32(0x536) << uint32(0x0); // 17 stormpike grave h_c
data << uint32(0x535) << uint32(0x1); // 18 stormpike grave a_c
data << uint32(0x518) << uint32(0x0); // 19 stoneheart grave a_a
data << uint32(0x517) << uint32(0x0); // 20 stoneheart grave h_a
data << uint32(0x574) << uint32(0x0); // 21 1396 unk
data << uint32(0x573) << uint32(0x0); // 22 iceblood tower horde assaulted -unused
data << uint32(0x572) << uint32(0x0); // 23 towerpoint horde assaulted - unused
data << uint32(0x56f) << uint32(0x0); // 24 1391 unk
data << uint32(0x56e) << uint32(0x0); // 25 iceblood a
data << uint32(0x56d) << uint32(0x0); // 26 towerp a
data << uint32(0x56c) << uint32(0x0); // 27 frostwolfe a
data << uint32(0x56b) << uint32(0x0); // 28 froswolfw a
data << uint32(0x56a) << uint32(0x1); // 29 1386 unk
data << uint32(0x569) << uint32(0x1); // 30 iceblood c
data << uint32(0x568) << uint32(0x1); // 31 towerp c
data << uint32(0x565) << uint32(0x0); // 32 stoneh tower a
data << uint32(0x564) << uint32(0x0); // 33 icewing tower a
data << uint32(0x563) << uint32(0x0); // 34 dunn a
data << uint32(0x562) << uint32(0x0); // 35 duns a
data << uint32(0x561) << uint32(0x0); // 36 stoneheart bunker alliance assaulted - unused
data << uint32(0x560) << uint32(0x0); // 37 icewing bunker alliance assaulted - unused
data << uint32(0x55f) << uint32(0x0); // 38 dunbaldar south alliance assaulted - unused
data << uint32(0x55e) << uint32(0x0); // 39 dunbaldar north alliance assaulted - unused
data << uint32(0x55d) << uint32(0x0); // 40 stone tower d
data << uint32(0x3c6) << uint32(0x0); // 41 966 unk
data << uint32(0x3c4) << uint32(0x0); // 42 964 unk
data << uint32(0x3c2) << uint32(0x0); // 43 962 unk
data << uint32(0x516) << uint32(0x1); // 44 stoneheart grave a_c
data << uint32(0x515) << uint32(0x0); // 45 stonheart grave h_c
data << uint32(0x3b6) << uint32(0x0); // 46 950 unk
data << uint32(0x55c) << uint32(0x0); // 47 icewing tower d
data << uint32(0x55b) << uint32(0x0); // 48 dunn d
data << uint32(0x55a) << uint32(0x0); // 49 duns d
data << uint32(0x559) << uint32(0x0); // 50 1369 unk
data << uint32(0x558) << uint32(0x0); // 51 iceblood d
data << uint32(0x557) << uint32(0x0); // 52 towerp d
data << uint32(0x556) << uint32(0x0); // 53 frostwolfe d
data << uint32(0x555) << uint32(0x0); // 54 frostwolfw d
data << uint32(0x554) << uint32(0x1); // 55 stoneh tower c
data << uint32(0x553) << uint32(0x1); // 56 icewing tower c
data << uint32(0x552) << uint32(0x1); // 57 dunn c
data << uint32(0x551) << uint32(0x1); // 58 duns c
data << uint32(0x54f) << uint32(0x0); // 59 irondeep (N) horde
data << uint32(0x54e) << uint32(0x0); // 60 irondeep (N) ally
data << uint32(0x54d) << uint32(0x1); // 61 mine (S) neutral
data << uint32(0x54c) << uint32(0x0); // 62 mine (S) horde
data << uint32(0x54b) << uint32(0x0); // 63 mine (S) ally
data << uint32(0x545) << uint32(0x0); // 64 iceblood h_a
data << uint32(0x543) << uint32(0x1); // 65 iceblod h_c
data << uint32(0x542) << uint32(0x0); // 66 iceblood a_c
data << uint32(0x540) << uint32(0x0); // 67 snowfall h_a
data << uint32(0x53f) << uint32(0x0); // 68 snowfall a_a
data << uint32(0x53e) << uint32(0x0); // 69 snowfall h_c
data << uint32(0x53d) << uint32(0x0); // 70 snowfall a_c
data << uint32(0x53c) << uint32(0x0); // 71 frostwolf g h_a
data << uint32(0x53b) << uint32(0x0); // 72 frostwolf g a_a
data << uint32(0x53a) << uint32(0x1); // 73 frostwolf g h_c
data << uint32(0x539) << uint32(0x0); // 74 frostwolf g a_c
data << uint32(0x538) << uint32(0x0); // 75 stormpike grave h_a
data << uint32(0x537) << uint32(0x0); // 76 stormpike grave a_a
data << uint32(0x534) << uint32(0x0); // 77 frostwolf hut h_a
data << uint32(0x533) << uint32(0x0); // 78 frostwolf hut a_a
data << uint32(0x530) << uint32(0x0); // 79 stormpike first aid h_a
data << uint32(0x52f) << uint32(0x0); // 80 stormpike first aid h_c
data << uint32(0x52d) << uint32(0x1); // 81 stormpike first aid a_c
}
break;
case 3277: // Warsong Gulch
if (bg && bg->GetTypeID() == BATTLEGROUND_WS)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0x62d) << uint32(0x0); // 7 1581 alliance flag captures
data << uint32(0x62e) << uint32(0x0); // 8 1582 horde flag captures
data << uint32(0x609) << uint32(0x0); // 9 1545 unk, set to 1 on alliance flag pickup...
data << uint32(0x60a) << uint32(0x0); // 10 1546 unk, set to 1 on horde flag pickup, after drop it's -1
data << uint32(0x60b) << uint32(0x2); // 11 1547 unk
data << uint32(0x641) << uint32(0x3); // 12 1601 unk (max flag captures?)
data << uint32(0x922) << uint32(0x1); // 13 2338 horde (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
data << uint32(0x923) << uint32(0x1); // 14 2339 alliance (0 - hide, 1 - flag ok, 2 - flag picked up (flashing), 3 - flag picked up (not flashing)
}
break;
case 3358: // Arathi Basin
if (bg && bg->GetTypeID() == BATTLEGROUND_AB)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0x6e7) << uint32(0x0); // 7 1767 stables alliance
data << uint32(0x6e8) << uint32(0x0); // 8 1768 stables horde
data << uint32(0x6e9) << uint32(0x0); // 9 1769 unk, ST?
data << uint32(0x6ea) << uint32(0x0); // 10 1770 stables (show/hide)
data << uint32(0x6ec) << uint32(0x0); // 11 1772 farm (0 - horde controlled, 1 - alliance controlled)
data << uint32(0x6ed) << uint32(0x0); // 12 1773 farm (show/hide)
data << uint32(0x6ee) << uint32(0x0); // 13 1774 farm color
data << uint32(0x6ef) << uint32(0x0); // 14 1775 gold mine color, may be FM?
data << uint32(0x6f0) << uint32(0x0); // 15 1776 alliance resources
data << uint32(0x6f1) << uint32(0x0); // 16 1777 horde resources
data << uint32(0x6f2) << uint32(0x0); // 17 1778 horde bases
data << uint32(0x6f3) << uint32(0x0); // 18 1779 alliance bases
data << uint32(0x6f4) << uint32(0x7d0); // 19 1780 max resources (2000)
data << uint32(0x6f6) << uint32(0x0); // 20 1782 blacksmith color
data << uint32(0x6f7) << uint32(0x0); // 21 1783 blacksmith (show/hide)
data << uint32(0x6f8) << uint32(0x0); // 22 1784 unk, bs?
data << uint32(0x6f9) << uint32(0x0); // 23 1785 unk, bs?
data << uint32(0x6fb) << uint32(0x0); // 24 1787 gold mine (0 - horde contr, 1 - alliance contr)
data << uint32(0x6fc) << uint32(0x0); // 25 1788 gold mine (0 - conflict, 1 - horde)
data << uint32(0x6fd) << uint32(0x0); // 26 1789 gold mine (1 - show/0 - hide)
data << uint32(0x6fe) << uint32(0x0); // 27 1790 gold mine color
data << uint32(0x700) << uint32(0x0); // 28 1792 gold mine color, wtf?, may be LM?
data << uint32(0x701) << uint32(0x0); // 29 1793 lumber mill color (0 - conflict, 1 - horde contr)
data << uint32(0x702) << uint32(0x0); // 30 1794 lumber mill (show/hide)
data << uint32(0x703) << uint32(0x0); // 31 1795 lumber mill color color
data << uint32(0x732) << uint32(0x1); // 32 1842 stables (1 - uncontrolled)
data << uint32(0x733) << uint32(0x1); // 33 1843 gold mine (1 - uncontrolled)
data << uint32(0x734) << uint32(0x1); // 34 1844 lumber mill (1 - uncontrolled)
data << uint32(0x735) << uint32(0x1); // 35 1845 farm (1 - uncontrolled)
data << uint32(0x736) << uint32(0x1); // 36 1846 blacksmith (1 - uncontrolled)
data << uint32(0x745) << uint32(0x2); // 37 1861 unk
data << uint32(0x7a3) << uint32(0x708); // 38 1955 warning limit (1800)
}
break;
case 3820: // Eye of the Storm
if (bg && bg->GetTypeID() == BATTLEGROUND_EY)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0xac1) << uint32(0x0); // 7 2753 Horde Bases
data << uint32(0xac0) << uint32(0x0); // 8 2752 Alliance Bases
data << uint32(0xab6) << uint32(0x0); // 9 2742 Mage Tower - Horde conflict
data << uint32(0xab5) << uint32(0x0); // 10 2741 Mage Tower - Alliance conflict
data << uint32(0xab4) << uint32(0x0); // 11 2740 Fel Reaver - Horde conflict
data << uint32(0xab3) << uint32(0x0); // 12 2739 Fel Reaver - Alliance conflict
data << uint32(0xab2) << uint32(0x0); // 13 2738 Draenei - Alliance conflict
data << uint32(0xab1) << uint32(0x0); // 14 2737 Draenei - Horde conflict
data << uint32(0xab0) << uint32(0x0); // 15 2736 unk // 0 at start
data << uint32(0xaaf) << uint32(0x0); // 16 2735 unk // 0 at start
data << uint32(0xaad) << uint32(0x0); // 17 2733 Draenei - Horde control
data << uint32(0xaac) << uint32(0x0); // 18 2732 Draenei - Alliance control
data << uint32(0xaab) << uint32(0x1); // 19 2731 Draenei uncontrolled (1 - yes, 0 - no)
data << uint32(0xaaa) << uint32(0x0); // 20 2730 Mage Tower - Alliance control
data << uint32(0xaa9) << uint32(0x0); // 21 2729 Mage Tower - Horde control
data << uint32(0xaa8) << uint32(0x1); // 22 2728 Mage Tower uncontrolled (1 - yes, 0 - no)
data << uint32(0xaa7) << uint32(0x0); // 23 2727 Fel Reaver - Horde control
data << uint32(0xaa6) << uint32(0x0); // 24 2726 Fel Reaver - Alliance control
data << uint32(0xaa5) << uint32(0x1); // 25 2725 Fel Reaver uncontrolled (1 - yes, 0 - no)
data << uint32(0xaa4) << uint32(0x0); // 26 2724 Boold Elf - Horde control
data << uint32(0xaa3) << uint32(0x0); // 27 2723 Boold Elf - Alliance control
data << uint32(0xaa2) << uint32(0x1); // 28 2722 Boold Elf uncontrolled (1 - yes, 0 - no)
data << uint32(0xac5) << uint32(0x1); // 29 2757 Flag (1 - show, 0 - hide) - doesn't work exactly this way!
data << uint32(0xad2) << uint32(0x1); // 30 2770 Horde top-stats (1 - show, 0 - hide) // 02 -> horde picked up the flag
data << uint32(0xad1) << uint32(0x1); // 31 2769 Alliance top-stats (1 - show, 0 - hide) // 02 -> alliance picked up the flag
data << uint32(0xabe) << uint32(0x0); // 32 2750 Horde resources
data << uint32(0xabd) << uint32(0x0); // 33 2749 Alliance resources
data << uint32(0xa05) << uint32(0x8e); // 34 2565 unk, constant?
data << uint32(0xaa0) << uint32(0x0); // 35 2720 Capturing progress-bar (100 -> empty (only grey), 0 -> blue|red (no grey), default 0)
data << uint32(0xa9f) << uint32(0x0); // 36 2719 Capturing progress-bar (0 - left, 100 - right)
data << uint32(0xa9e) << uint32(0x0); // 37 2718 Capturing progress-bar (1 - show, 0 - hide)
data << uint32(0xc0d) << uint32(0x17b); // 38 3085 unk
// and some more ... unknown
}
break;
// any of these needs change! the client remembers the prev setting!
// ON EVERY ZONE LEAVE, RESET THE OLD ZONE'S WORLD STATE, BUT AT LEAST THE UI STUFF!
case 3483: // Hellfire Peninsula
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_HP)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(0x9ba) << uint32(0x1); // 10 // add ally tower main gui icon // maybe should be sent only on login?
data << uint32(0x9b9) << uint32(0x1); // 11 // add horde tower main gui icon // maybe should be sent only on login?
data << uint32(0x9b5) << uint32(0x0); // 12 // show neutral broken hill icon // 2485
data << uint32(0x9b4) << uint32(0x1); // 13 // show icon above broken hill // 2484
data << uint32(0x9b3) << uint32(0x0); // 14 // show ally broken hill icon // 2483
data << uint32(0x9b2) << uint32(0x0); // 15 // show neutral overlook icon // 2482
data << uint32(0x9b1) << uint32(0x1); // 16 // show the overlook arrow // 2481
data << uint32(0x9b0) << uint32(0x0); // 17 // show ally overlook icon // 2480
data << uint32(0x9ae) << uint32(0x0); // 18 // horde pvp objectives captured // 2478
data << uint32(0x9ac) << uint32(0x0); // 19 // ally pvp objectives captured // 2476
data << uint32(2475) << uint32(100); //: ally / horde slider grey area // show only in direct vicinity!
data << uint32(2474) << uint32(50); //: ally / horde slider percentage, 100 for ally, 0 for horde // show only in direct vicinity!
data << uint32(2473) << uint32(0); //: ally / horde slider display // show only in direct vicinity!
data << uint32(0x9a8) << uint32(0x0); // 20 // show the neutral stadium icon // 2472
data << uint32(0x9a7) << uint32(0x0); // 21 // show the ally stadium icon // 2471
data << uint32(0x9a6) << uint32(0x1); // 22 // show the horde stadium icon // 2470
}
break;
case 3518: // Nagrand
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_NA)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(2503) << uint32(0x0); // 10
data << uint32(2502) << uint32(0x0); // 11
data << uint32(2493) << uint32(0x0); // 12
data << uint32(2491) << uint32(0x0); // 13
data << uint32(2495) << uint32(0x0); // 14
data << uint32(2494) << uint32(0x0); // 15
data << uint32(2497) << uint32(0x0); // 16
data << uint32(2762) << uint32(0x0); // 17
data << uint32(2662) << uint32(0x0); // 18
data << uint32(2663) << uint32(0x0); // 19
data << uint32(2664) << uint32(0x0); // 20
data << uint32(2760) << uint32(0x0); // 21
data << uint32(2670) << uint32(0x0); // 22
data << uint32(2668) << uint32(0x0); // 23
data << uint32(2669) << uint32(0x0); // 24
data << uint32(2761) << uint32(0x0); // 25
data << uint32(2667) << uint32(0x0); // 26
data << uint32(2665) << uint32(0x0); // 27
data << uint32(2666) << uint32(0x0); // 28
data << uint32(2763) << uint32(0x0); // 29
data << uint32(2659) << uint32(0x0); // 30
data << uint32(2660) << uint32(0x0); // 31
data << uint32(2661) << uint32(0x0); // 32
data << uint32(2671) << uint32(0x0); // 33
data << uint32(2676) << uint32(0x0); // 34
data << uint32(2677) << uint32(0x0); // 35
data << uint32(2672) << uint32(0x0); // 36
data << uint32(2673) << uint32(0x0); // 37
}
break;
case 3519: // Terokkar Forest
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_TF)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(0xa41) << uint32(0x0); // 10 // 2625 capture bar pos
data << uint32(0xa40) << uint32(0x14); // 11 // 2624 capture bar neutral
data << uint32(0xa3f) << uint32(0x0); // 12 // 2623 show capture bar
data << uint32(0xa3e) << uint32(0x0); // 13 // 2622 horde towers controlled
data << uint32(0xa3d) << uint32(0x5); // 14 // 2621 ally towers controlled
data << uint32(0xa3c) << uint32(0x0); // 15 // 2620 show towers controlled
data << uint32(0xa88) << uint32(0x0); // 16 // 2696 SE Neu
data << uint32(0xa87) << uint32(0x0); // 17 // SE Horde
data << uint32(0xa86) << uint32(0x0); // 18 // SE Ally
data << uint32(0xa85) << uint32(0x0); // 19 //S Neu
data << uint32(0xa84) << uint32(0x0); // 20 S Horde
data << uint32(0xa83) << uint32(0x0); // 21 S Ally
data << uint32(0xa82) << uint32(0x0); // 22 NE Neu
data << uint32(0xa81) << uint32(0x0); // 23 NE Horde
data << uint32(0xa80) << uint32(0x0); // 24 NE Ally
data << uint32(0xa7e) << uint32(0x0); // 25 // 2686 N Neu
data << uint32(0xa7d) << uint32(0x0); // 26 N Horde
data << uint32(0xa7c) << uint32(0x0); // 27 N Ally
data << uint32(0xa7b) << uint32(0x0); // 28 NW Ally
data << uint32(0xa7a) << uint32(0x0); // 29 NW Horde
data << uint32(0xa79) << uint32(0x0); // 30 NW Neutral
data << uint32(0x9d0) << uint32(0x5); // 31 // 2512 locked time remaining seconds first digit
data << uint32(0x9ce) << uint32(0x0); // 32 // 2510 locked time remaining seconds second digit
data << uint32(0x9cd) << uint32(0x0); // 33 // 2509 locked time remaining minutes
data << uint32(0x9cc) << uint32(0x0); // 34 // 2508 neutral locked time show
data << uint32(0xad0) << uint32(0x0); // 35 // 2768 horde locked time show
data << uint32(0xacf) << uint32(0x1); // 36 // 2767 ally locked time show
}
break;
case 3521: // Zangarmarsh
if (pvp && pvp->GetTypeId() == OUTDOOR_PVP_ZM)
pvp->FillInitialWorldStates(data);
else
{
data << uint32(0x9e1) << uint32(0x0); // 10 //2529
data << uint32(0x9e0) << uint32(0x0); // 11
data << uint32(0x9df) << uint32(0x0); // 12
data << uint32(0xa5d) << uint32(0x1); // 13 //2653
data << uint32(0xa5c) << uint32(0x0); // 14 //2652 east beacon neutral
data << uint32(0xa5b) << uint32(0x1); // 15 horde
data << uint32(0xa5a) << uint32(0x0); // 16 ally
data << uint32(0xa59) << uint32(0x1); // 17 // 2649 Twin spire graveyard horde 12???
data << uint32(0xa58) << uint32(0x0); // 18 ally 14 ???
data << uint32(0xa57) << uint32(0x0); // 19 neutral 7???
data << uint32(0xa56) << uint32(0x0); // 20 // 2646 west beacon neutral
data << uint32(0xa55) << uint32(0x1); // 21 horde
data << uint32(0xa54) << uint32(0x0); // 22 ally
data << uint32(0x9e7) << uint32(0x0); // 23 // 2535
data << uint32(0x9e6) << uint32(0x0); // 24
data << uint32(0x9e5) << uint32(0x0); // 25
data << uint32(0xa00) << uint32(0x0); // 26 // 2560
data << uint32(0x9ff) << uint32(0x1); // 27
data << uint32(0x9fe) << uint32(0x0); // 28
data << uint32(0x9fd) << uint32(0x0); // 29
data << uint32(0x9fc) << uint32(0x1); // 30
data << uint32(0x9fb) << uint32(0x0); // 31
data << uint32(0xa62) << uint32(0x0); // 32 // 2658
data << uint32(0xa61) << uint32(0x1); // 33
data << uint32(0xa60) << uint32(0x1); // 34
data << uint32(0xa5f) << uint32(0x0); // 35
}
break;
case 3698: // Nagrand Arena
if (bg && bg->GetTypeID() == BATTLEGROUND_NA)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0xa0f) << uint32(0x0); // 7
data << uint32(0xa10) << uint32(0x0); // 8
data << uint32(0xa11) << uint32(0x0); // 9 show
}
break;
case 3702: // Blade's Edge Arena
if (bg && bg->GetTypeID() == BATTLEGROUND_BE)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0x9f0) << uint32(0x0); // 7 gold
data << uint32(0x9f1) << uint32(0x0); // 8 green
data << uint32(0x9f3) << uint32(0x0); // 9 show
}
break;
case 3968: // Ruins of Lordaeron
if (bg && bg->GetTypeID() == BATTLEGROUND_RL)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0xbb8) << uint32(0x0); // 7 gold
data << uint32(0xbb9) << uint32(0x0); // 8 green
data << uint32(0xbba) << uint32(0x0); // 9 show
}
break;
case 4378: // Dalaran Sewers
if (bg && bg->GetTypeID() == BATTLEGROUND_DS)
bg->FillInitialWorldStates(data);
else
{
data << uint32(3601) << uint32(0x0); // 7 gold
data << uint32(3600) << uint32(0x0); // 8 green
data << uint32(3610) << uint32(0x0); // 9 show
}
break;
case 3703: // Shattrath City
case 4384: // Strand of the Ancients
if (bg && bg->GetTypeID() == BATTLEGROUND_SA)
bg->FillInitialWorldStates(data);
else
{
// 1-3 A defend, 4-6 H defend, 7-9 unk defend, 1 - ok, 2 - half destroyed, 3 - destroyed
data << uint32(0xf09) << uint32(0x0); // 7 3849 Gate of Temple
data << uint32(0xe36) << uint32(0x0); // 8 3638 Gate of Yellow Moon
data << uint32(0xe27) << uint32(0x0); // 9 3623 Gate of Green Emerald
data << uint32(0xe24) << uint32(0x0); // 10 3620 Gate of Blue Sapphire
data << uint32(0xe21) << uint32(0x0); // 11 3617 Gate of Red Sun
data << uint32(0xe1e) << uint32(0x0); // 12 3614 Gate of Purple Ametyst
data << uint32(0xdf3) << uint32(0x0); // 13 3571 bonus timer (1 - on, 0 - off)
data << uint32(0xded) << uint32(0x0); // 14 3565 Horde Attacker
data << uint32(0xdec) << uint32(0x0); // 15 3564 Alliance Attacker
// End Round (timer), better explain this by example, eg. ends in 19:59 -> A:BC
data << uint32(0xde9) << uint32(0x0); // 16 3561 C
data << uint32(0xde8) << uint32(0x0); // 17 3560 B
data << uint32(0xde7) << uint32(0x0); // 18 3559 A
data << uint32(0xe35) << uint32(0x0); // 19 3637 East g - Horde control
data << uint32(0xe34) << uint32(0x0); // 20 3636 West g - Horde control
data << uint32(0xe33) << uint32(0x0); // 21 3635 South g - Horde control
data << uint32(0xe32) << uint32(0x0); // 22 3634 East g - Alliance control
data << uint32(0xe31) << uint32(0x0); // 23 3633 West g - Alliance control
data << uint32(0xe30) << uint32(0x0); // 24 3632 South g - Alliance control
data << uint32(0xe2f) << uint32(0x0); // 25 3631 Chamber of Ancients - Horde control
data << uint32(0xe2e) << uint32(0x0); // 26 3630 Chamber of Ancients - Alliance control
data << uint32(0xe2d) << uint32(0x0); // 27 3629 Beach1 - Horde control
data << uint32(0xe2c) << uint32(0x0); // 28 3628 Beach2 - Horde control
data << uint32(0xe2b) << uint32(0x0); // 29 3627 Beach1 - Alliance control
data << uint32(0xe2a) << uint32(0x0); // 30 3626 Beach2 - Alliance control
// and many unks...
}
break;
case 4406: // Ring of Valor
if (bg && bg->GetTypeID() == BATTLEGROUND_RV)
bg->FillInitialWorldStates(data);
else
{
data << uint32(0xe10) << uint32(0x0); // 7 gold
data << uint32(0xe11) << uint32(0x0); // 8 green
data << uint32(0xe1a) << uint32(0x0); // 9 show
}
break;
default:
data << uint32(0x914) << uint32(0x0); // 7
data << uint32(0x913) << uint32(0x0); // 8
data << uint32(0x912) << uint32(0x0); // 9
data << uint32(0x915) << uint32(0x0); // 10
break;
}
GetSession()->SendPacket(&data);
}
uint32 Player::GetXPRestBonus(uint32 xp)
{
uint32 rested_bonus = (uint32)GetRestBonus(); // xp for each rested bonus
if (rested_bonus > xp) // max rested_bonus == xp or (r+x) = 200% xp
rested_bonus = xp;
SetRestBonus(GetRestBonus() - rested_bonus);
sLog.outDetail("Player gain %u xp (+ %u Rested Bonus). Rested points=%f",xp+rested_bonus,rested_bonus,GetRestBonus());
return rested_bonus;
}
void Player::SetBindPoint(uint64 guid)
{
WorldPacket data(SMSG_BINDER_CONFIRM, 8);
data << uint64(guid);
GetSession()->SendPacket(&data);
}
void Player::SendTalentWipeConfirm(uint64 guid)
{
WorldPacket data(MSG_TALENT_WIPE_CONFIRM, (8+4));
data << uint64(guid);
uint32 cost = sWorld.getConfig(CONFIG_NO_RESET_TALENT_COST) ? 0 : resetTalentsCost();
data << cost;
GetSession()->SendPacket(&data);
}
void Player::ResetPetTalents()
{
// This needs another gossip option + NPC text as a confirmation.
// The confirmation gossip listid has the text: "Yes, please do."
Pet* pet = GetPet();
if (!pet || pet->getPetType() != HUNTER_PET || pet->m_usedTalentCount == 0)
return;
CharmInfo *charmInfo = pet->GetCharmInfo();
if (!charmInfo)
{
sLog.outError("Object (GUID: %u TypeId: %u) is considered pet-like but doesn't have a charminfo!", pet->GetGUIDLow(), pet->GetTypeId());
return;
}
pet->resetTalents();
SendTalentsInfoData(true);
}
/*********************************************************/
/*** STORAGE SYSTEM ***/
/*********************************************************/
void Player::SetVirtualItemSlot(uint8 i, Item* item)
{
assert(i < 3);
if (i < 2 && item)
{
if (!item->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT))
return;
uint32 charges = item->GetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT);
if (charges == 0)
return;
if (charges > 1)
item->SetEnchantmentCharges(TEMP_ENCHANTMENT_SLOT,charges-1);
else if (charges <= 1)
{
ApplyEnchantment(item,TEMP_ENCHANTMENT_SLOT,false);
item->ClearEnchantment(TEMP_ENCHANTMENT_SLOT);
}
}
}
void Player::SetSheath(SheathState sheathed)
{
switch (sheathed)
{
case SHEATH_STATE_UNARMED: // no prepared weapon
SetVirtualItemSlot(0,NULL);
SetVirtualItemSlot(1,NULL);
SetVirtualItemSlot(2,NULL);
break;
case SHEATH_STATE_MELEE: // prepared melee weapon
{
SetVirtualItemSlot(0,GetWeaponForAttack(BASE_ATTACK,true));
SetVirtualItemSlot(1,GetWeaponForAttack(OFF_ATTACK,true));
SetVirtualItemSlot(2,NULL);
}; break;
case SHEATH_STATE_RANGED: // prepared ranged weapon
SetVirtualItemSlot(0,NULL);
SetVirtualItemSlot(1,NULL);
SetVirtualItemSlot(2,GetWeaponForAttack(RANGED_ATTACK,true));
break;
default:
SetVirtualItemSlot(0,NULL);
SetVirtualItemSlot(1,NULL);
SetVirtualItemSlot(2,NULL);
break;
}
Unit::SetSheath(sheathed); // this must visualize Sheath changing for other players...
}
uint8 Player::FindEquipSlot(ItemPrototype const* proto, uint32 slot, bool swap) const
{
uint8 pClass = getClass();
uint8 slots[4];
slots[0] = NULL_SLOT;
slots[1] = NULL_SLOT;
slots[2] = NULL_SLOT;
slots[3] = NULL_SLOT;
switch (proto->InventoryType)
{
case INVTYPE_HEAD:
slots[0] = EQUIPMENT_SLOT_HEAD;
break;
case INVTYPE_NECK:
slots[0] = EQUIPMENT_SLOT_NECK;
break;
case INVTYPE_SHOULDERS:
slots[0] = EQUIPMENT_SLOT_SHOULDERS;
break;
case INVTYPE_BODY:
slots[0] = EQUIPMENT_SLOT_BODY;
break;
case INVTYPE_CHEST:
slots[0] = EQUIPMENT_SLOT_CHEST;
break;
case INVTYPE_ROBE:
slots[0] = EQUIPMENT_SLOT_CHEST;
break;
case INVTYPE_WAIST:
slots[0] = EQUIPMENT_SLOT_WAIST;
break;
case INVTYPE_LEGS:
slots[0] = EQUIPMENT_SLOT_LEGS;
break;
case INVTYPE_FEET:
slots[0] = EQUIPMENT_SLOT_FEET;
break;
case INVTYPE_WRISTS:
slots[0] = EQUIPMENT_SLOT_WRISTS;
break;
case INVTYPE_HANDS:
slots[0] = EQUIPMENT_SLOT_HANDS;
break;
case INVTYPE_FINGER:
slots[0] = EQUIPMENT_SLOT_FINGER1;
slots[1] = EQUIPMENT_SLOT_FINGER2;
break;
case INVTYPE_TRINKET:
slots[0] = EQUIPMENT_SLOT_TRINKET1;
slots[1] = EQUIPMENT_SLOT_TRINKET2;
break;
case INVTYPE_CLOAK:
slots[0] = EQUIPMENT_SLOT_BACK;
break;
case INVTYPE_WEAPON:
{
slots[0] = EQUIPMENT_SLOT_MAINHAND;
// suggest offhand slot only if know dual wielding
// (this will be replace mainhand weapon at auto equip instead unwonted "you don't known dual wielding" ...
if (CanDualWield())
slots[1] = EQUIPMENT_SLOT_OFFHAND;
break;
};
case INVTYPE_SHIELD:
slots[0] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_RANGED:
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case INVTYPE_2HWEAPON:
slots[0] = EQUIPMENT_SLOT_MAINHAND;
if (Item *mhWeapon = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND))
if (ItemPrototype const *mhWeaponProto = mhWeapon->GetProto())
if (mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_POLEARM || mhWeaponProto->SubClass == ITEM_SUBCLASS_WEAPON_STAFF)
{
const_cast(this)->AutoUnequipOffhandIfNeed(true);
break;
}
if (CanDualWield() && CanTitanGrip() && proto->SubClass != ITEM_SUBCLASS_WEAPON_POLEARM && proto->SubClass != ITEM_SUBCLASS_WEAPON_STAFF)
slots[1] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_TABARD:
slots[0] = EQUIPMENT_SLOT_TABARD;
break;
case INVTYPE_WEAPONMAINHAND:
slots[0] = EQUIPMENT_SLOT_MAINHAND;
break;
case INVTYPE_WEAPONOFFHAND:
slots[0] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_HOLDABLE:
slots[0] = EQUIPMENT_SLOT_OFFHAND;
break;
case INVTYPE_THROWN:
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case INVTYPE_RANGEDRIGHT:
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case INVTYPE_BAG:
slots[0] = INVENTORY_SLOT_BAG_START + 0;
slots[1] = INVENTORY_SLOT_BAG_START + 1;
slots[2] = INVENTORY_SLOT_BAG_START + 2;
slots[3] = INVENTORY_SLOT_BAG_START + 3;
break;
case INVTYPE_RELIC:
{
switch(proto->SubClass)
{
case ITEM_SUBCLASS_ARMOR_LIBRAM:
if (pClass == CLASS_PALADIN)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case ITEM_SUBCLASS_ARMOR_IDOL:
if (pClass == CLASS_DRUID)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case ITEM_SUBCLASS_ARMOR_TOTEM:
if (pClass == CLASS_SHAMAN)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case ITEM_SUBCLASS_ARMOR_MISC:
if (pClass == CLASS_WARLOCK)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
case ITEM_SUBCLASS_ARMOR_SIGIL:
if (pClass == CLASS_DEATH_KNIGHT)
slots[0] = EQUIPMENT_SLOT_RANGED;
break;
}
break;
}
default:
return NULL_SLOT;
}
if (slot != NULL_SLOT)
{
if (swap || !GetItemByPos(INVENTORY_SLOT_BAG_0, slot))
for (uint8 i = 0; i < 4; ++i)
if (slots[i] == slot)
return slot;
}
else
{
// search free slot at first
for (uint8 i = 0; i < 4; ++i)
if (slots[i] != NULL_SLOT && !GetItemByPos(INVENTORY_SLOT_BAG_0, slots[i]))
// in case 2hand equipped weapon (without titan grip) offhand slot empty but not free
if (slots[i] != EQUIPMENT_SLOT_OFFHAND || !IsTwoHandUsed())
return slots[i];
// if not found free and can swap return first appropriate from used
for (uint8 i = 0; i < 4; ++i)
if (slots[i] != NULL_SLOT && swap)
return slots[i];
}
// no free position
return NULL_SLOT;
}
uint8 Player::CanUnequipItems(uint32 item, uint32 count) const
{
uint32 tempcount = 0;
uint8 res = EQUIP_ERR_OK;
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == item)
{
uint8 ires = CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false);
if (ires == EQUIP_ERR_OK)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return EQUIP_ERR_OK;
}
else
res = ires;
}
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return EQUIP_ERR_OK;
}
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return EQUIP_ERR_OK;
}
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item *pItem = GetItemByPos(i, j))
if (pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return EQUIP_ERR_OK;
}
// not found req. item count and have unequippable items
return res;
}
uint32 Player::GetItemCount(uint32 item, bool inBankAlso, Item* skipItem) const
{
uint32 count = 0;
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem && pItem->GetEntry() == item)
count += pItem->GetCount();
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem && pItem->GetEntry() == item)
count += pItem->GetCount();
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
count += pBag->GetItemCount(item,skipItem);
if (skipItem && skipItem->GetProto()->GemProperties)
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem && pItem->GetProto()->Socket[0].Color)
count += pItem->GetGemCountWithID(item);
if (inBankAlso)
{
for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem && pItem->GetEntry() == item)
count += pItem->GetCount();
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
count += pBag->GetItemCount(item,skipItem);
if (skipItem && skipItem->GetProto()->GemProperties)
for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem != skipItem && pItem->GetProto()->Socket[0].Color)
count += pItem->GetGemCountWithID(item);
}
return count;
}
Item* Player::GetItemByGuid(uint64 guid) const
{
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetGUID() == guid)
return pItem;
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetGUID() == guid)
return pItem;
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetGUID() == guid)
return pItem;
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetGUID() == guid)
return pItem;
return NULL;
}
Item* Player::GetItemByPos(uint16 pos) const
{
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
return GetItemByPos(bag, slot);
}
Item* Player::GetItemByPos(uint8 bag, uint8 slot) const
{
if (bag == INVENTORY_SLOT_BAG_0 && (slot < BANK_SLOT_BAG_END || (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)))
return m_items[slot];
else if ((bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
|| (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END))
{
if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
return pBag->GetItemByPos(slot);
}
return NULL;
}
Item* Player::GetWeaponForAttack(WeaponAttackType attackType, bool useable /*= false*/) const
{
uint16 slot;
switch (attackType)
{
case BASE_ATTACK: slot = EQUIPMENT_SLOT_MAINHAND; break;
case OFF_ATTACK: slot = EQUIPMENT_SLOT_OFFHAND; break;
case RANGED_ATTACK: slot = EQUIPMENT_SLOT_RANGED; break;
default: return NULL;
}
Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, slot);
if (!item || item->GetProto()->Class != ITEM_CLASS_WEAPON)
return NULL;
if (!useable)
return item;
if (item->IsBroken() || IsInFeralForm())
return NULL;
return item;
}
Item* Player::GetShield(bool useable) const
{
Item* item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if (!item || item->GetProto()->Class != ITEM_CLASS_ARMOR)
return NULL;
if (!useable)
return item;
if (item->IsBroken())
return NULL;
return item;
}
uint8 Player::GetAttackBySlot(uint8 slot)
{
switch(slot)
{
case EQUIPMENT_SLOT_MAINHAND: return BASE_ATTACK;
case EQUIPMENT_SLOT_OFFHAND: return OFF_ATTACK;
case EQUIPMENT_SLOT_RANGED: return RANGED_ATTACK;
default: return MAX_ATTACK;
}
}
bool Player::IsInventoryPos(uint8 bag, uint8 slot)
{
if (bag == INVENTORY_SLOT_BAG_0 && slot == NULL_SLOT)
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END))
return true;
if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= KEYRING_SLOT_START && slot < CURRENCYTOKEN_SLOT_END))
return true;
return false;
}
bool Player::IsEquipmentPos(uint8 bag, uint8 slot)
{
if (bag == INVENTORY_SLOT_BAG_0 && (slot < EQUIPMENT_SLOT_END))
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END))
return true;
return false;
}
bool Player::IsBankPos(uint8 bag, uint8 slot)
{
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END))
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END))
return true;
if (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END)
return true;
return false;
}
bool Player::IsBagPos(uint16 pos)
{
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END))
return true;
if (bag == INVENTORY_SLOT_BAG_0 && (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END))
return true;
return false;
}
bool Player::IsValidPos(uint8 bag, uint8 slot)
{
// post selected
if (bag == NULL_BAG)
return true;
if (bag == INVENTORY_SLOT_BAG_0)
{
// any post selected
if (slot == NULL_SLOT)
return true;
// equipment
if (slot < EQUIPMENT_SLOT_END)
return true;
// bag equip slots
if (slot >= INVENTORY_SLOT_BAG_START && slot < INVENTORY_SLOT_BAG_END)
return true;
// backpack slots
if (slot >= INVENTORY_SLOT_ITEM_START && slot < INVENTORY_SLOT_ITEM_END)
return true;
// keyring slots
if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_END)
return true;
// bank main slots
if (slot >= BANK_SLOT_ITEM_START && slot < BANK_SLOT_ITEM_END)
return true;
// bank bag slots
if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
return true;
return false;
}
// bag content slots
if (bag >= INVENTORY_SLOT_BAG_START && bag < INVENTORY_SLOT_BAG_END)
{
Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
if (!pBag)
return false;
// any post selected
if (slot == NULL_SLOT)
return true;
return slot < pBag->GetBagSize();
}
// bank bag content slots
if (bag >= BANK_SLOT_BAG_START && bag < BANK_SLOT_BAG_END)
{
Bag* pBag = (Bag*)GetItemByPos (INVENTORY_SLOT_BAG_0, bag);
if (!pBag)
return false;
// any post selected
if (slot == NULL_SLOT)
return true;
return slot < pBag->GetBagSize();
}
// where this?
return false;
}
bool Player::HasItemCount(uint32 item, uint32 count, bool inBankAlso) const
{
uint32 tempcount = 0;
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; i++)
{
Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
Item* pItem = GetItemByPos(i, j);
if (pItem && pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
}
}
if (inBankAlso)
{
for (uint8 i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; i++)
{
Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
Item* pItem = GetItemByPos(i, j);
if (pItem && pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
}
}
}
return false;
}
bool Player::HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot) const
{
uint32 tempcount = 0;
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (i == except_slot)
continue;
Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetEntry() == item)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
}
ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
if (pProto && pProto->GemProperties)
{
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (i == except_slot)
continue;
Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && pItem->GetProto()->Socket[0].Color)
{
tempcount += pItem->GetGemCountWithID(item);
if (tempcount >= count)
return true;
}
}
}
return false;
}
bool Player::HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot) const
{
uint32 tempcount = 0;
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (i == except_slot)
continue;
Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (!pItem)
continue;
ItemPrototype const *pProto = pItem->GetProto();
if (!pProto)
continue;
if (pProto->ItemLimitCategory == limitCategory)
{
tempcount += pItem->GetCount();
if (tempcount >= count)
return true;
}
if (pProto->Socket[0].Color)
{
tempcount += pItem->GetGemCountWithLimitCategory(limitCategory);
if (tempcount >= count)
return true;
}
}
return false;
}
uint8 Player::CountItemWithLimitCategory(uint32 limitCategory, Item* skipItem) const
{
uint8 tempcount = 0;
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (!pItem)
continue;
if (pItem == skipItem)
continue;
ItemPrototype const *pProto = pItem->GetProto();
if (pProto && pProto->ItemLimitCategory == limitCategory)
tempcount += pItem->GetCount();
}
for (int i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (!pItem)
continue;
if (pItem == skipItem)
continue;
ItemPrototype const *pProto = pItem->GetProto();
if (pProto && pProto->ItemLimitCategory == limitCategory)
tempcount += pItem->GetCount();
}
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (!pBag)
continue;
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
Item *pItem = GetItemByPos(i, j);
if (!pItem)
continue;
if (pItem == skipItem)
continue;
if (pItem->GetProto()->ItemLimitCategory == limitCategory)
tempcount += pItem->GetCount();
}
}
for (int i = BANK_SLOT_ITEM_START; i < BANK_SLOT_ITEM_END; ++i)
{
Item *pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (!pItem)
continue;
if (pItem == skipItem)
continue;
ItemPrototype const *pProto = pItem->GetProto();
if (pProto && pProto->ItemLimitCategory == limitCategory)
tempcount += pItem->GetCount();
}
for (int i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
{
Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (!pBag)
continue;
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
Item *pItem = GetItemByPos(i, j);
if (!pItem)
continue;
if (pItem == skipItem)
continue;
if (pItem->GetProto()->ItemLimitCategory == limitCategory)
tempcount += pItem->GetCount();
}
}
return tempcount;
}
uint8 Player::_CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count) const
{
ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
if (!pProto)
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
if (pItem && pItem->m_lootGenerated)
return EQUIP_ERR_ALREADY_LOOTED;
// no maximum
if (pProto->MaxCount <= 0 && pProto->ItemLimitCategory == 0 || pProto->MaxCount == 2147483647)
return EQUIP_ERR_OK;
uint32 curcount;
if (pProto->ItemLimitCategory)
curcount = CountItemWithLimitCategory(pProto->ItemLimitCategory,pItem);
else
curcount = GetItemCount(pProto->ItemId,true,pItem);
if ((curcount + count > uint32(pProto->MaxCount)) && !(pProto->ItemLimitCategory))
{
if (no_space_count)
*no_space_count = count +curcount - pProto->MaxCount;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
if (pProto->ItemLimitCategory && pProto->Class != ITEM_CLASS_GEM) // gem have equip check (maybe sort by bonding?)
{
ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(pProto->ItemLimitCategory);
if (!limitEntry)
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
if (curcount + count > limitEntry->maxCount)
{
if (no_space_count)
*no_space_count = count + curcount - limitEntry->maxCount;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS; // attempt add too many limit category items
}
}
return EQUIP_ERR_OK;
}
bool Player::HasItemTotemCategory(uint32 TotemCategory) const
{
Item *pItem;
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
pItem = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory))
return true;
}
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
pItem = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory))
return true;
}
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
pItem = GetUseableItemByPos(i, j);
if (pItem && IsTotemCategoryCompatiableWith(pItem->GetProto()->TotemCategory,TotemCategory))
return true;
}
}
}
return false;
}
uint8 Player::_CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool swap, Item* pSrcItem) const
{
Item* pItem2 = GetItemByPos(bag, slot);
// ignore move item (this slot will be empty at move)
if (pItem2 == pSrcItem)
pItem2 = NULL;
uint32 need_space;
// empty specific slot - check item fit to slot
if (!pItem2 || swap)
{
if (bag == INVENTORY_SLOT_BAG_0)
{
// keyring case
if (slot >= KEYRING_SLOT_START && slot < KEYRING_SLOT_START+GetMaxKeyringSize() && !(pProto->BagFamily & BAG_FAMILY_MASK_KEYS))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
// currencytoken case
if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END && !(pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
// prevent cheating
if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END || slot >= PLAYER_SLOT_END)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
}
else
{
Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
if (!pBag)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
ItemPrototype const* pBagProto = pBag->GetProto();
if (!pBagProto)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
if (slot >= pBagProto->ContainerSlots)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
if (!ItemCanGoIntoBag(pProto,pBagProto))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
}
// non empty stack with space
need_space = pProto->GetMaxStackSize();
}
// non empty slot, check item type
else
{
// check item type
if (pItem2->GetEntry() != pProto->ItemId)
return EQUIP_ERR_ITEM_CANT_STACK;
// check free space
if (pItem2->GetCount() >= pProto->GetMaxStackSize())
return EQUIP_ERR_ITEM_CANT_STACK;
// free stack space or infinity
need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
}
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((bag << 8) | slot, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
}
return EQUIP_ERR_OK;
}
uint8 Player::_CanStoreItem_InBag(uint8 bag, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const
{
// skip specific bag already processed in first called _CanStoreItem_InBag
if (bag == skip_bag)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag);
if (!pBag)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
ItemPrototype const* pBagProto = pBag->GetProto();
if (!pBagProto)
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
// specialized bag mode or non-specilized
if (non_specialized != (pBagProto->Class == ITEM_CLASS_CONTAINER && pBagProto->SubClass == ITEM_SUBCLASS_CONTAINER))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
if (!ItemCanGoIntoBag(pProto,pBagProto))
return EQUIP_ERR_ITEM_DOESNT_GO_INTO_BAG;
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
// skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
if (j == skip_slot)
continue;
Item* pItem2 = GetItemByPos(bag, j);
// ignore move item (this slot will be empty at move)
if (pItem2 == pSrcItem)
pItem2 = NULL;
// if merge skip empty, if !merge skip non-empty
if ((pItem2 != NULL) != merge)
continue;
if (pItem2)
{
if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
{
uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
if (count == 0)
return EQUIP_ERR_OK;
}
}
}
else
{
uint32 need_space = pProto->GetMaxStackSize();
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((bag << 8) | j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
if (count == 0)
return EQUIP_ERR_OK;
}
}
}
return EQUIP_ERR_OK;
}
uint8 Player::_CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec &dest, ItemPrototype const *pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const
{
for (uint32 j = slot_begin; j < slot_end; j++)
{
// skip specific slot already processed in first called _CanStoreItem_InSpecificSlot
if (INVENTORY_SLOT_BAG_0 == skip_bag && j == skip_slot)
continue;
Item* pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, j);
// ignore move item (this slot will be empty at move)
if (pItem2 == pSrcItem)
pItem2 = NULL;
// if merge skip empty, if !merge skip non-empty
if ((pItem2 != NULL) != merge)
continue;
if (pItem2)
{
if (pItem2->GetEntry() == pProto->ItemId && pItem2->GetCount() < pProto->GetMaxStackSize())
{
uint32 need_space = pProto->GetMaxStackSize() - pItem2->GetCount();
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
if (count == 0)
return EQUIP_ERR_OK;
}
}
}
else
{
uint32 need_space = pProto->GetMaxStackSize();
if (need_space > count)
need_space = count;
ItemPosCount newPosition = ItemPosCount((INVENTORY_SLOT_BAG_0 << 8) | j, need_space);
if (!newPosition.isContainedIn(dest))
{
dest.push_back(newPosition);
count -= need_space;
if (count == 0)
return EQUIP_ERR_OK;
}
}
}
return EQUIP_ERR_OK;
}
uint8 Player::_CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec &dest, uint32 entry, uint32 count, Item *pItem, bool swap, uint32* no_space_count) const
{
sLog.outDebug("STORAGE: CanStoreItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, entry, count);
ItemPrototype const *pProto = objmgr.GetItemPrototype(entry);
if (!pProto)
{
if (no_space_count)
*no_space_count = count;
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED :EQUIP_ERR_ITEM_NOT_FOUND;
}
if (pItem && pItem->IsBindedNotWith(this))
{
if (no_space_count)
*no_space_count = count;
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
}
// check count of items (skip for auto move for same player from bank)
uint32 no_similar_count = 0; // can't store this amount similar items
uint8 res = _CanTakeMoreSimilarItems(entry,count,pItem,&no_similar_count);
if (res != EQUIP_ERR_OK)
{
if (count == no_similar_count)
{
if (no_space_count)
*no_space_count = no_similar_count;
return res;
}
count -= no_similar_count;
}
// in specific slot
if (bag != NULL_BAG && slot != NULL_SLOT)
{
res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
// not specific slot or have space for partly store only in specific slot
// in specific bag
if (bag != NULL_BAG)
{
// search stack in bag for merge to
if (pProto->Stackable != 1)
{
if (bag == INVENTORY_SLOT_BAG_0) // inventory
{
res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
else // equipped bag
{
// we need check 2 time (specialized/non_specialized), use NULL_BAG to prevent skipping bag
res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
if (res != EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// search free slot in bag for place to
if (bag == INVENTORY_SLOT_BAG_0) // inventory
{
// search free slot - keyring case
if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
{
uint32 keyringSize = GetMaxKeyringSize();
res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
{
res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
else // equipped bag
{
res = _CanStoreItem_InBag(bag,dest,pProto,count,false,false,pItem,NULL_BAG,slot);
if (res != EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag,dest,pProto,count,false,true,pItem,NULL_BAG,slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// not specific bag or have space for partly store only in specific bag
// search stack for merge to
if (pProto->Stackable != 1)
{
res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,true,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
if (pProto->BagFamily)
{
for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// search free slot - special bag case
if (pProto->BagFamily)
{
if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
{
uint32 keyringSize = GetMaxKeyringSize();
res = _CanStoreItem_InInventorySlots(KEYRING_SLOT_START,KEYRING_SLOT_START+keyringSize,dest,pProto,count,false,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
else if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
{
res = _CanStoreItem_InInventorySlots(CURRENCYTOKEN_SLOT_START,CURRENCYTOKEN_SLOT_END,dest,pProto,count,false,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
for (uint32 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
}
// search free slot
res = _CanStoreItem_InInventorySlots(INVENTORY_SLOT_ITEM_START,INVENTORY_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
{
if (no_space_count)
*no_space_count = count + no_similar_count;
return res;
}
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
{
if (no_similar_count == 0)
return EQUIP_ERR_OK;
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_CANT_CARRY_MORE_OF_THIS;
}
}
if (no_space_count)
*no_space_count = count + no_similar_count;
return EQUIP_ERR_INVENTORY_FULL;
}
//////////////////////////////////////////////////////////////////////////
uint8 Player::CanStoreItems(Item **pItems,int count) const
{
Item *pItem2;
// fill space table
int inv_slot_items[INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START];
int inv_bags[INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START][MAX_BAG_SIZE];
int inv_keys[KEYRING_SLOT_END-KEYRING_SLOT_START];
int inv_tokens[CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START];
memset(inv_slot_items,0,sizeof(int)*(INVENTORY_SLOT_ITEM_END-INVENTORY_SLOT_ITEM_START));
memset(inv_bags,0,sizeof(int)*(INVENTORY_SLOT_BAG_END-INVENTORY_SLOT_BAG_START)*MAX_BAG_SIZE);
memset(inv_keys,0,sizeof(int)*(KEYRING_SLOT_END-KEYRING_SLOT_START));
memset(inv_tokens,0,sizeof(int)*(CURRENCYTOKEN_SLOT_END-CURRENCYTOKEN_SLOT_START));
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
{
pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem2 && !pItem2->IsInTrade())
{
inv_slot_items[i-INVENTORY_SLOT_ITEM_START] = pItem2->GetCount();
}
}
for (uint8 i = KEYRING_SLOT_START; i < KEYRING_SLOT_END; i++)
{
pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem2 && !pItem2->IsInTrade())
{
inv_keys[i-KEYRING_SLOT_START] = pItem2->GetCount();
}
}
for (uint8 i = CURRENCYTOKEN_SLOT_START; i < CURRENCYTOKEN_SLOT_END; i++)
{
pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem2 && !pItem2->IsInTrade())
{
inv_tokens[i-CURRENCYTOKEN_SLOT_START] = pItem2->GetCount();
}
}
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
pItem2 = GetItemByPos(i, j);
if (pItem2 && !pItem2->IsInTrade())
{
inv_bags[i-INVENTORY_SLOT_BAG_START][j] = pItem2->GetCount();
}
}
}
}
// check free space for all items
for (int k = 0; k < count; ++k)
{
Item *pItem = pItems[k];
// no item
if (!pItem) continue;
sLog.outDebug("STORAGE: CanStoreItems %i. item = %u, count = %u", k+1, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const *pProto = pItem->GetProto();
// strange item
if (!pProto)
return EQUIP_ERR_ITEM_NOT_FOUND;
// item it 'bind'
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
Bag *pBag;
ItemPrototype const *pBagProto;
// item is 'one item only'
uint8 res = CanTakeMoreSimilarItems(pItem);
if (res != EQUIP_ERR_OK)
return res;
// search stack for merge to
if (pProto->Stackable != 1)
{
bool b_found = false;
for (int t = KEYRING_SLOT_START; t < KEYRING_SLOT_END; ++t)
{
pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
if (pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_keys[t-KEYRING_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
{
inv_keys[t-KEYRING_SLOT_START] += pItem->GetCount();
b_found = true;
break;
}
}
if (b_found) continue;
for (int t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
{
pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
if (pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_tokens[t-CURRENCYTOKEN_SLOT_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
{
inv_tokens[t-CURRENCYTOKEN_SLOT_START] += pItem->GetCount();
b_found = true;
break;
}
}
if (b_found) continue;
for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
{
pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, t);
if (pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_slot_items[t-INVENTORY_SLOT_ITEM_START] + pItem->GetCount() <= pProto->GetMaxStackSize())
{
inv_slot_items[t-INVENTORY_SLOT_ITEM_START] += pItem->GetCount();
b_found = true;
break;
}
}
if (b_found) continue;
for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, t);
if (pBag && ItemCanGoIntoBag(pItem->GetProto(), pBag->GetProto()))
{
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
pItem2 = GetItemByPos(t, j);
if (pItem2 && pItem2->GetEntry() == pItem->GetEntry() && inv_bags[t-INVENTORY_SLOT_BAG_START][j] + pItem->GetCount() <= pProto->GetMaxStackSize())
{
inv_bags[t-INVENTORY_SLOT_BAG_START][j] += pItem->GetCount();
b_found = true;
break;
}
}
}
}
if (b_found) continue;
}
// special bag case
if (pProto->BagFamily)
{
bool b_found = false;
if (pProto->BagFamily & BAG_FAMILY_MASK_KEYS)
{
uint32 keyringSize = GetMaxKeyringSize();
for (uint32 t = KEYRING_SLOT_START; t < KEYRING_SLOT_START+keyringSize; ++t)
{
if (inv_keys[t-KEYRING_SLOT_START] == 0)
{
inv_keys[t-KEYRING_SLOT_START] = 1;
b_found = true;
break;
}
}
}
if (b_found) continue;
if (pProto->BagFamily & BAG_FAMILY_MASK_CURRENCY_TOKENS)
{
for (uint32 t = CURRENCYTOKEN_SLOT_START; t < CURRENCYTOKEN_SLOT_END; ++t)
{
if (inv_tokens[t-CURRENCYTOKEN_SLOT_START] == 0)
{
inv_tokens[t-CURRENCYTOKEN_SLOT_START] = 1;
b_found = true;
break;
}
}
}
if (b_found) continue;
for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, t);
if (pBag)
{
pBagProto = pBag->GetProto();
// not plain container check
if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER) &&
ItemCanGoIntoBag(pProto,pBagProto))
{
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
if (inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0)
{
inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
b_found = true;
break;
}
}
}
}
}
if (b_found) continue;
}
// search free slot
bool b_found = false;
for (int t = INVENTORY_SLOT_ITEM_START; t < INVENTORY_SLOT_ITEM_END; ++t)
{
if (inv_slot_items[t-INVENTORY_SLOT_ITEM_START] == 0)
{
inv_slot_items[t-INVENTORY_SLOT_ITEM_START] = 1;
b_found = true;
break;
}
}
if (b_found) continue;
// search free slot in bags
for (int t = INVENTORY_SLOT_BAG_START; !b_found && t < INVENTORY_SLOT_BAG_END; ++t)
{
pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, t);
if (pBag)
{
pBagProto = pBag->GetProto();
// special bag already checked
if (pBagProto && (pBagProto->Class != ITEM_CLASS_CONTAINER || pBagProto->SubClass != ITEM_SUBCLASS_CONTAINER))
continue;
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
if (inv_bags[t-INVENTORY_SLOT_BAG_START][j] == 0)
{
inv_bags[t-INVENTORY_SLOT_BAG_START][j] = 1;
b_found = true;
break;
}
}
}
}
// no free slot found?
if (!b_found)
return EQUIP_ERR_INVENTORY_FULL;
}
return EQUIP_ERR_OK;
}
//////////////////////////////////////////////////////////////////////////
uint8 Player::CanEquipNewItem(uint8 slot, uint16 &dest, uint32 item, bool swap) const
{
dest = 0;
Item *pItem = Item::CreateItem(item, 1, this);
if (pItem)
{
uint8 result = CanEquipItem(slot, dest, pItem, swap);
delete pItem;
return result;
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
uint8 Player::CanEquipItem(uint8 slot, uint16 &dest, Item *pItem, bool swap, bool not_loading) const
{
dest = 0;
if (pItem)
{
sLog.outDebug("STORAGE: CanEquipItem slot = %u, item = %u, count = %u", slot, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const *pProto = pItem->GetProto();
if (pProto)
{
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
// check count of items (skip for auto move for same player from bank)
uint8 res = CanTakeMoreSimilarItems(pItem);
if (res != EQUIP_ERR_OK)
return res;
// check this only in game
if (not_loading)
{
// May be here should be more stronger checks; STUNNED checked
// ROOT, CONFUSED, DISTRACTED, FLEEING this needs to be checked.
if (hasUnitState(UNIT_STAT_STUNNED))
return EQUIP_ERR_YOU_ARE_STUNNED;
// do not allow equipping gear except weapons, offhands, projectiles, relics in
// - combat
// - in-progress arenas
if (!pProto->CanChangeEquipStateInCombat())
{
if (isInCombat())
return EQUIP_ERR_NOT_IN_COMBAT;
if (BattleGround* bg = GetBattleGround())
if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS)
return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
}
if (isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer != 0)
return EQUIP_ERR_CANT_DO_RIGHT_NOW; // maybe exist better err
if (IsNonMeleeSpellCasted(false))
return EQUIP_ERR_CANT_DO_RIGHT_NOW;
}
ScalingStatDistributionEntry const *ssd = pProto->ScalingStatDistribution ? sScalingStatDistributionStore.LookupEntry(pProto->ScalingStatDistribution) : 0;
// check allowed level (extend range to upper values if MaxLevel more or equal max player level, this let GM set high level with 1...max range items)
if (ssd && ssd->MaxLevel < DEFAULT_MAX_LEVEL && ssd->MaxLevel < getLevel())
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
uint8 eslot = FindEquipSlot(pProto, slot, swap);
if (eslot == NULL_SLOT)
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
uint8 msg = CanUseItem(pItem , not_loading);
if (msg != EQUIP_ERR_OK)
return msg;
if (!swap && GetItemByPos(INVENTORY_SLOT_BAG_0, eslot))
return EQUIP_ERR_NO_EQUIPMENT_SLOT_AVAILABLE;
// if swap ignore item (equipped also)
if (uint8 res2 = CanEquipUniqueItem(pItem, swap ? eslot : NULL_SLOT))
return res2;
// check unique-equipped special item classes
if (pProto->Class == ITEM_CLASS_QUIVER)
{
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Item* pBag = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (pBag != pItem)
{
if (ItemPrototype const* pBagProto = pBag->GetProto())
{
if (pBagProto->Class == pProto->Class && (!swap || pBag->GetSlot() != eslot))
return (pBagProto->SubClass == ITEM_SUBCLASS_AMMO_POUCH)
? EQUIP_ERR_CAN_EQUIP_ONLY1_AMMOPOUCH
: EQUIP_ERR_CAN_EQUIP_ONLY1_QUIVER;
}
}
}
}
}
uint32 type = pProto->InventoryType;
if (eslot == EQUIPMENT_SLOT_OFFHAND)
{
if (type == INVTYPE_WEAPON || type == INVTYPE_WEAPONOFFHAND)
{
if (!CanDualWield())
return EQUIP_ERR_CANT_DUAL_WIELD;
}
else if (type == INVTYPE_2HWEAPON)
{
if (!CanDualWield() || !CanTitanGrip())
return EQUIP_ERR_CANT_DUAL_WIELD;
}
if (IsTwoHandUsed())
return EQUIP_ERR_CANT_EQUIP_WITH_TWOHANDED;
}
// equip two-hand weapon case (with possible unequip 2 items)
if (type == INVTYPE_2HWEAPON)
{
if (eslot == EQUIPMENT_SLOT_OFFHAND)
{
if (!CanTitanGrip())
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
}
else if (eslot != EQUIPMENT_SLOT_MAINHAND)
return EQUIP_ERR_ITEM_CANT_BE_EQUIPPED;
if (!CanTitanGrip())
{
// offhand item must can be stored in inventory for offhand item and it also must be unequipped
Item *offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
ItemPosCountVec off_dest;
if (offItem && (!not_loading ||
CanUnequipItem(uint16(INVENTORY_SLOT_BAG_0) << 8 | EQUIPMENT_SLOT_OFFHAND,false) != EQUIP_ERR_OK ||
CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false) != EQUIP_ERR_OK))
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_INVENTORY_FULL;
}
}
dest = ((INVENTORY_SLOT_BAG_0 << 8) | eslot);
return EQUIP_ERR_OK;
}
}
return !swap ? EQUIP_ERR_ITEM_NOT_FOUND : EQUIP_ERR_ITEMS_CANT_BE_SWAPPED;
}
uint8 Player::CanUnequipItem(uint16 pos, bool swap) const
{
// Applied only to equipped items and bank bags
if (!IsEquipmentPos(pos) && !IsBagPos(pos))
return EQUIP_ERR_OK;
Item* pItem = GetItemByPos(pos);
// Applied only to existed equipped item
if (!pItem)
return EQUIP_ERR_OK;
sLog.outDebug("STORAGE: CanUnequipItem slot = %u, item = %u, count = %u", pos, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const *pProto = pItem->GetProto();
if (!pProto)
return EQUIP_ERR_ITEM_NOT_FOUND;
// do not allow unequipping gear except weapons, offhands, projectiles, relics in
// - combat
// - in-progress arenas
if (!pProto->CanChangeEquipStateInCombat())
{
if (isInCombat())
return EQUIP_ERR_NOT_IN_COMBAT;
if (BattleGround* bg = GetBattleGround())
if (bg->isArena() && bg->GetStatus() == STATUS_IN_PROGRESS)
return EQUIP_ERR_NOT_DURING_ARENA_MATCH;
}
if (!swap && pItem->IsBag() && !((Bag*)pItem)->IsEmpty())
return EQUIP_ERR_CAN_ONLY_DO_WITH_EMPTY_BAGS;
return EQUIP_ERR_OK;
}
uint8 Player::CanBankItem(uint8 bag, uint8 slot, ItemPosCountVec &dest, Item *pItem, bool swap, bool not_loading) const
{
if (!pItem)
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
if (pItem->m_lootGenerated)
{
GetSession()->DoLootRelease(GetLootGUID());
return EQUIP_ERR_OK;
}
uint32 count = pItem->GetCount();
sLog.outDebug("STORAGE: CanBankItem bag = %u, slot = %u, item = %u, count = %u", bag, slot, pItem->GetEntry(), pItem->GetCount());
ItemPrototype const *pProto = pItem->GetProto();
if (!pProto)
return swap ? EQUIP_ERR_ITEMS_CANT_BE_SWAPPED : EQUIP_ERR_ITEM_NOT_FOUND;
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
// check count of items (skip for auto move for same player from bank)
uint8 res = CanTakeMoreSimilarItems(pItem);
if (res != EQUIP_ERR_OK)
return res;
// in specific slot
if (bag != NULL_BAG && slot != NULL_SLOT)
{
if (slot >= BANK_SLOT_BAG_START && slot < BANK_SLOT_BAG_END)
{
if (!pItem->IsBag())
return EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT;
if (slot - BANK_SLOT_BAG_START >= GetBankBagSlotCount())
return EQUIP_ERR_MUST_PURCHASE_THAT_BAG_SLOT;
if (uint8 cantuse = CanUseItem(pItem, not_loading) != EQUIP_ERR_OK)
return cantuse;
}
res = _CanStoreItem_InSpecificSlot(bag,slot,dest,pProto,count,swap,pItem);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
// not specific slot or have space for partly store only in specific slot
// in specific bag
if (bag != NULL_BAG)
{
if (pProto->InventoryType == INVTYPE_BAG)
{
Bag *pBag = (Bag*)pItem;
if (pBag && !pBag->IsEmpty())
return EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG;
}
// search stack in bag for merge to
if (pProto->Stackable != 1)
{
if (bag == INVENTORY_SLOT_BAG_0)
{
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
else
{
res = _CanStoreItem_InBag(bag,dest,pProto,count,true,false,pItem,NULL_BAG,slot);
if (res != EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag,dest,pProto,count,true,true,pItem,NULL_BAG,slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
}
// search free slot in bag
if (bag == INVENTORY_SLOT_BAG_0)
{
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
else
{
res = _CanStoreItem_InBag(bag, dest, pProto, count, false, false, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
res = _CanStoreItem_InBag(bag, dest, pProto, count, false, true, pItem, NULL_BAG, slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
}
}
// not specific bag or have space for partly store only in specific bag
// search stack for merge to
if (pProto->Stackable != 1)
{
// in slots
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,true,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
// in special bags
if (pProto->BagFamily)
{
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,true,false,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
return EQUIP_ERR_OK;
}
}
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,true,true,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
return EQUIP_ERR_OK;
}
}
// search free place in special bag
if (pProto->BagFamily)
{
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,false,false,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
return EQUIP_ERR_OK;
}
}
// search free space
res = _CanStoreItem_InInventorySlots(BANK_SLOT_ITEM_START,BANK_SLOT_ITEM_END,dest,pProto,count,false,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
return res;
if (count == 0)
return EQUIP_ERR_OK;
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; i++)
{
res = _CanStoreItem_InBag(i,dest,pProto,count,false,true,pItem,bag,slot);
if (res != EQUIP_ERR_OK)
continue;
if (count == 0)
return EQUIP_ERR_OK;
}
return EQUIP_ERR_BANK_FULL;
}
uint8 Player::CanUseItem(Item *pItem, bool not_loading) const
{
if (pItem)
{
sLog.outDebug("STORAGE: CanUseItem item = %u", pItem->GetEntry());
if (!isAlive() && not_loading)
return EQUIP_ERR_YOU_ARE_DEAD;
//if (isStunned())
// return EQUIP_ERR_YOU_ARE_STUNNED;
ItemPrototype const *pProto = pItem->GetProto();
if (pProto)
{
if (pItem->IsBindedNotWith(this))
return EQUIP_ERR_DONT_OWN_THAT_ITEM;
if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if (pItem->GetSkill() != 0)
{
bool allowEquip = false;
uint32 itemSkill = pItem->GetSkill();
// Armor that is binded to account can "morph" from plate to mail, etc. if skill is not learned yet.
if (pProto->Quality == ITEM_QUALITY_HEIRLOOM && pProto->Class == ITEM_CLASS_ARMOR && !HasSkill(itemSkill))
{
// TODO: when you right-click already equipped item it throws EQUIP_ERR_NO_REQUIRED_PROFICIENCY.
// In fact it's a visual bug, everything works properly... I need sniffs of operations with
// binded to account items from off server.
switch (getClass())
{
case CLASS_HUNTER:
case CLASS_SHAMAN:
allowEquip = (itemSkill == SKILL_MAIL);
break;
case CLASS_PALADIN:
case CLASS_WARRIOR:
allowEquip = (itemSkill == SKILL_PLATE_MAIL);
break;
}
}
if (!allowEquip && GetSkillValue(itemSkill) == 0)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
}
if (pProto->RequiredSkill != 0)
{
if (GetSkillValue(pProto->RequiredSkill) == 0)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
if (GetSkillValue(pProto->RequiredSkill) < pProto->RequiredSkillRank)
return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
}
if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell))
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
if (pProto->RequiredReputationFaction && uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank)
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
if (getLevel() < pProto->RequiredLevel)
return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
return EQUIP_ERR_OK;
}
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
bool Player::CanUseItem(ItemPrototype const *pProto)
{
// Used by group, function NeedBeforeGreed, to know if a prototype can be used by a player
if (pProto)
{
if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
return false;
if (pProto->RequiredSkill != 0)
{
if (GetSkillValue(pProto->RequiredSkill) == 0)
return false;
else if (GetSkillValue(pProto->RequiredSkill) < pProto->RequiredSkillRank)
return false;
}
if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell))
return false;
if (getLevel() < pProto->RequiredLevel)
return false;
return true;
}
return false;
}
uint8 Player::CanUseAmmo(uint32 item) const
{
sLog.outDebug("STORAGE: CanUseAmmo item = %u", item);
if (!isAlive())
return EQUIP_ERR_YOU_ARE_DEAD;
//if (isStunned())
// return EQUIP_ERR_YOU_ARE_STUNNED;
ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
if (pProto)
{
if (pProto->InventoryType!= INVTYPE_AMMO)
return EQUIP_ERR_ONLY_AMMO_CAN_GO_HERE;
if ((pProto->AllowableClass & getClassMask()) == 0 || (pProto->AllowableRace & getRaceMask()) == 0)
return EQUIP_ERR_YOU_CAN_NEVER_USE_THAT_ITEM;
if (pProto->RequiredSkill != 0)
{
if (GetSkillValue(pProto->RequiredSkill) == 0)
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
else if (GetSkillValue(pProto->RequiredSkill) < pProto->RequiredSkillRank)
return EQUIP_ERR_ERR_CANT_EQUIP_SKILL;
}
if (pProto->RequiredSpell != 0 && !HasSpell(pProto->RequiredSpell))
return EQUIP_ERR_NO_REQUIRED_PROFICIENCY;
/*if (GetReputationMgr().GetReputation() < pProto->RequiredReputation)
return EQUIP_ERR_CANT_EQUIP_REPUTATION;
*/
if (getLevel() < pProto->RequiredLevel)
return EQUIP_ERR_CANT_EQUIP_LEVEL_I;
// Requires No Ammo
if (HasAura(46699))
return EQUIP_ERR_BAG_FULL6;
return EQUIP_ERR_OK;
}
return EQUIP_ERR_ITEM_NOT_FOUND;
}
void Player::SetAmmo(uint32 item)
{
if (!item)
return;
// already set
if (GetUInt32Value(PLAYER_AMMO_ID) == item)
return;
// check ammo
if (item)
{
uint8 msg = CanUseAmmo(item);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, NULL, NULL);
return;
}
}
SetUInt32Value(PLAYER_AMMO_ID, item);
_ApplyAmmoBonuses();
}
void Player::RemoveAmmo()
{
SetUInt32Value(PLAYER_AMMO_ID, 0);
m_ammoDPS = 0.0f;
if (CanModifyStats())
UpdateDamagePhysical(RANGED_ATTACK);
}
// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
Item* Player::StoreNewItem(ItemPosCountVec const& dest, uint32 item, bool update,int32 randomPropertyId)
{
uint32 count = 0;
for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end(); ++itr)
count += itr->count;
Item *pItem = Item::CreateItem(item, count, this);
if (pItem)
{
ItemAddedQuestCheck(item, count);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, count);
if (randomPropertyId)
pItem->SetItemRandomProperties(randomPropertyId);
pItem = StoreItem(dest, pItem, update);
}
return pItem;
}
Item* Player::StoreItem(ItemPosCountVec const& dest, Item* pItem, bool update)
{
if (!pItem)
return NULL;
Item* lastItem = pItem;
uint32 entry = pItem->GetEntry();
for (ItemPosCountVec::const_iterator itr = dest.begin(); itr != dest.end();)
{
uint16 pos = itr->pos;
uint32 count = itr->count;
++itr;
if (itr == dest.end())
{
lastItem = _StoreItem(pos,pItem,count,false,update);
break;
}
lastItem = _StoreItem(pos,pItem,count,true,update);
}
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM, entry);
return lastItem;
}
// Return stored item (if stored to stack, it can diff. from pItem). And pItem ca be deleted in this case.
Item* Player::_StoreItem(uint16 pos, Item *pItem, uint32 count, bool clone, bool update)
{
if (!pItem)
return NULL;
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
sLog.outDebug("STORAGE: StoreItem bag = %u, slot = %u, item = %u, count = %u, guid = %u", bag, slot, pItem->GetEntry(), count, pItem->GetGUIDLow());
Item *pItem2 = GetItemByPos(bag, slot);
if (!pItem2)
{
if (clone)
pItem = pItem->CloneItem(count, this);
else
pItem->SetCount(count);
if (!pItem)
return NULL;
if (pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
pItem->GetProto()->Bonding == BIND_QUEST_ITEM ||
(pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
pItem->SetBinding(true);
if (bag == INVENTORY_SLOT_BAG_0)
{
m_items[slot] = pItem;
SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID());
pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, GetGUID());
pItem->SetUInt64Value(ITEM_FIELD_OWNER, GetGUID());
pItem->SetSlot(slot);
pItem->SetContainer(NULL);
// need update known currency
if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
UpdateKnownCurrencies(pItem->GetEntry(), true);
if (IsInWorld() && update)
{
pItem->AddToWorld();
pItem->SendUpdateToPlayer(this);
}
pItem->SetState(ITEM_CHANGED, this);
}
else if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
{
pBag->StoreItem(slot, pItem, update);
if (IsInWorld() && update)
{
pItem->AddToWorld();
pItem->SendUpdateToPlayer(this);
}
pItem->SetState(ITEM_CHANGED, this);
pBag->SetState(ITEM_CHANGED, this);
}
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
return pItem;
}
else
{
if (pItem2->GetProto()->Bonding == BIND_WHEN_PICKED_UP ||
pItem2->GetProto()->Bonding == BIND_QUEST_ITEM ||
(pItem2->GetProto()->Bonding == BIND_WHEN_EQUIPED && IsBagPos(pos)))
pItem2->SetBinding(true);
pItem2->SetCount(pItem2->GetCount() + count);
if (IsInWorld() && update)
pItem2->SendUpdateToPlayer(this);
if (!clone)
{
// delete item (it not in any slot currently)
if (IsInWorld() && update)
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer(this);
}
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
pItem->SetNotRefundable(this);
pItem->SetState(ITEM_REMOVED, this);
}
// AddItemDurations(pItem2); - pItem2 already have duration listed for player
AddEnchantmentDurations(pItem2);
pItem2->SetState(ITEM_CHANGED, this);
return pItem2;
}
}
Item* Player::EquipNewItem(uint16 pos, uint32 item, bool update)
{
if (Item *pItem = Item::CreateItem(item, 1, this))
{
ItemAddedQuestCheck(item, 1);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, item, 1);
return EquipItem(pos, pItem, update);
}
return NULL;
}
Item* Player::EquipItem(uint16 pos, Item *pItem, bool update)
{
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
uint8 bag = pos >> 8;
uint8 slot = pos & 255;
Item *pItem2 = GetItemByPos(bag, slot);
if (!pItem2)
{
VisualizeItem(slot, pItem);
if (isAlive())
{
ItemPrototype const *pProto = pItem->GetProto();
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if (pProto && pProto->ItemSet)
AddItemsSetItem(this, pItem);
_ApplyItemMods(pItem, slot, true);
if (pProto && isInCombat()&& pProto->Class == ITEM_CLASS_WEAPON && m_weaponChangeTimer == 0)
{
uint32 cooldownSpell = 6119;
if (getClass() == CLASS_ROGUE)
cooldownSpell = 6123;
SpellEntry const* spellProto = sSpellStore.LookupEntry(cooldownSpell);
if (!spellProto)
sLog.outError("Weapon switch cooldown spell %u couldn't be found in Spell.dbc", cooldownSpell);
else
{
m_weaponChangeTimer = spellProto->StartRecoveryTime;
WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+4);
data << uint64(GetGUID());
data << uint8(1);
data << uint32(cooldownSpell);
data << uint32(0);
GetSession()->SendPacket(&data);
}
}
}
if (IsInWorld() && update)
{
pItem->AddToWorld();
pItem->SendUpdateToPlayer(this);
}
ApplyEquipCooldown(pItem);
// update expertise and armor penetration - passive auras may need it
if (slot == EQUIPMENT_SLOT_MAINHAND)
UpdateExpertise(BASE_ATTACK);
else if (slot == EQUIPMENT_SLOT_OFFHAND)
UpdateExpertise(OFF_ATTACK);
switch(slot)
{
case EQUIPMENT_SLOT_MAINHAND:
case EQUIPMENT_SLOT_OFFHAND:
case EQUIPMENT_SLOT_RANGED:
RecalculateRating(CR_ARMOR_PENETRATION);
default:
break;
}
}
else
{
pItem2->SetCount(pItem2->GetCount() + pItem->GetCount());
if (IsInWorld() && update)
pItem2->SendUpdateToPlayer(this);
// delete item (it not in any slot currently)
//pItem->DeleteFromDB();
if (IsInWorld() && update)
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer(this);
}
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
pItem->SetOwnerGUID(GetGUID()); // prevent error at next SetState in case trade/mail/buy from vendor
pItem->SetNotRefundable(this);
pItem->SetState(ITEM_REMOVED, this);
pItem2->SetState(ITEM_CHANGED, this);
ApplyEquipCooldown(pItem2);
return pItem2;
}
// only for full equip instead adding to stack
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
return pItem;
}
void Player::QuickEquipItem(uint16 pos, Item *pItem)
{
if (pItem)
{
AddEnchantmentDurations(pItem);
AddItemDurations(pItem);
uint8 slot = pos & 255;
VisualizeItem(slot, pItem);
if (IsInWorld())
{
pItem->AddToWorld();
pItem->SendUpdateToPlayer(this);
}
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM, pItem->GetEntry());
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM, pItem->GetEntry(), slot);
}
}
void Player::SetVisibleItemSlot(uint8 slot, Item *pItem)
{
if (pItem)
{
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), pItem->GetEntry());
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0, pItem->GetEnchantmentId(PERM_ENCHANTMENT_SLOT));
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 1, pItem->GetEnchantmentId(TEMP_ENCHANTMENT_SLOT));
}
else
{
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + (slot * 2), 0);
SetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (slot * 2), 0);
}
}
void Player::VisualizeItem(uint8 slot, Item *pItem)
{
if (!pItem)
return;
// check also BIND_WHEN_PICKED_UP and BIND_QUEST_ITEM for .additem or .additemset case by GM (not binded at adding to inventory)
if (pItem->GetProto()->Bonding == BIND_WHEN_EQUIPED || pItem->GetProto()->Bonding == BIND_WHEN_PICKED_UP || pItem->GetProto()->Bonding == BIND_QUEST_ITEM)
pItem->SetBinding(true);
sLog.outDebug("STORAGE: EquipItem slot = %u, item = %u", slot, pItem->GetEntry());
m_items[slot] = pItem;
SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), pItem->GetGUID());
pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, GetGUID());
pItem->SetUInt64Value(ITEM_FIELD_OWNER, GetGUID());
pItem->SetSlot(slot);
pItem->SetContainer(NULL);
if (slot < EQUIPMENT_SLOT_END)
SetVisibleItemSlot(slot, pItem);
pItem->SetState(ITEM_CHANGED, this);
}
void Player::RemoveItem(uint8 bag, uint8 slot, bool update)
{
// note: removeitem does not actually change the item
// it only takes the item out of storage temporarily
// note2: if removeitem is to be used for delinking
// the item must be removed from the player's updatequeue
Item *pItem = GetItemByPos(bag, slot);
if (pItem)
{
sLog.outDebug("STORAGE: RemoveItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
if (bag == INVENTORY_SLOT_BAG_0)
{
if (slot < INVENTORY_SLOT_BAG_END)
{
ItemPrototype const *pProto = pItem->GetProto();
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if (pProto && pProto->ItemSet)
RemoveItemsSetItem(this, pProto);
_ApplyItemMods(pItem, slot, false);
// remove item dependent auras and casts (only weapon and armor slots)
if (slot < EQUIPMENT_SLOT_END)
{
RemoveItemDependentAurasAndCasts(pItem);
// remove held enchantments, update expertise
if (slot == EQUIPMENT_SLOT_MAINHAND)
{
if (pItem->GetItemSuffixFactor())
{
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_3);
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_4);
}
else
{
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_0);
pItem->ClearEnchantment(PROP_ENCHANTMENT_SLOT_1);
}
UpdateExpertise(BASE_ATTACK);
}
else if (slot == EQUIPMENT_SLOT_OFFHAND)
UpdateExpertise(OFF_ATTACK);
// update armor penetration - passive auras may need it
switch(slot)
{
case EQUIPMENT_SLOT_MAINHAND:
case EQUIPMENT_SLOT_OFFHAND:
case EQUIPMENT_SLOT_RANGED:
RecalculateRating(CR_ARMOR_PENETRATION);
default:
break;
}
}
}
// need update known currency
else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
UpdateKnownCurrencies(pItem->GetEntry(), false);
m_items[slot] = NULL;
SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
if (slot < EQUIPMENT_SLOT_END)
SetVisibleItemSlot(slot, NULL);
}
else
{
if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
pBag->RemoveItem(slot, update);
}
pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0);
// pItem->SetUInt64Value(ITEM_FIELD_OWNER, 0); not clear owner at remove (it will be set at store). This used in mail and auction code
pItem->SetSlot(NULL_SLOT);
if (IsInWorld() && update)
pItem->SendUpdateToPlayer(this);
}
}
// Common operation need to remove item from inventory without delete in trade, auction, guild bank, mail....
void Player::MoveItemFromInventory(uint8 bag, uint8 slot, bool update)
{
if (Item* it = GetItemByPos(bag,slot))
{
ItemRemovedQuestCheck(it->GetEntry(), it->GetCount());
RemoveItem(bag, slot, update);
it->SetNotRefundable(this, false);
it->RemoveFromUpdateQueueOf(this);
if (it->IsInWorld())
{
it->RemoveFromWorld();
it->DestroyForPlayer(this);
}
}
}
// Common operation need to add item from inventory without delete in trade, guild bank, mail....
void Player::MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB)
{
// update quest counters
ItemAddedQuestCheck(pItem->GetEntry(), pItem->GetCount());
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM, pItem->GetEntry(), pItem->GetCount());
// store item
Item* pLastItem = StoreItem(dest, pItem, update);
// only set if not merged to existed stack (pItem can be deleted already but we can compare pointers any way)
if (pLastItem == pItem)
{
// update owner for last item (this can be original item with wrong owner
if (pLastItem->GetOwnerGUID() != GetGUID())
pLastItem->SetOwnerGUID(GetGUID());
// if this original item then it need create record in inventory
// in case trade we already have item in other player inventory
pLastItem->SetState(in_characterInventoryDB ? ITEM_CHANGED : ITEM_NEW, this);
}
}
void Player::DestroyItem(uint8 bag, uint8 slot, bool update)
{
Item *pItem = GetItemByPos(bag, slot);
if (pItem)
{
sLog.outDebug("STORAGE: DestroyItem bag = %u, slot = %u, item = %u", bag, slot, pItem->GetEntry());
// start from destroy contained items (only equipped bag can have its)
if (pItem->IsBag() && pItem->IsEquipped()) // this also prevent infinity loop if empty bag stored in bag == slot
{
for (uint8 i = 0; i < MAX_BAG_SIZE; ++i)
DestroyItem(slot, i, update);
}
if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
CharacterDatabase.PExecute("DELETE FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
RemoveEnchantmentDurations(pItem);
RemoveItemDurations(pItem);
pItem->SetNotRefundable(this);
ItemRemovedQuestCheck(pItem->GetEntry(), pItem->GetCount());
if (bag == INVENTORY_SLOT_BAG_0)
{
SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
// equipment and equipped bags can have applied bonuses
if (slot < INVENTORY_SLOT_BAG_END)
{
ItemPrototype const *pProto = pItem->GetProto();
// item set bonuses applied only at equip and removed at unequip, and still active for broken items
if (pProto && pProto->ItemSet)
RemoveItemsSetItem(this, pProto);
_ApplyItemMods(pItem, slot, false);
}
if (slot < EQUIPMENT_SLOT_END)
{
// remove item dependent auras and casts (only weapon and armor slots)
RemoveItemDependentAurasAndCasts(pItem);
// update expertise and armor penetration - passive auras may need it
switch (slot)
{
case EQUIPMENT_SLOT_MAINHAND:
case EQUIPMENT_SLOT_OFFHAND:
case EQUIPMENT_SLOT_RANGED:
RecalculateRating(CR_ARMOR_PENETRATION);
default:
break;
}
if (slot == EQUIPMENT_SLOT_MAINHAND)
UpdateExpertise(BASE_ATTACK);
else if (slot == EQUIPMENT_SLOT_OFFHAND)
UpdateExpertise(OFF_ATTACK);
// equipment visual show
SetVisibleItemSlot(slot, NULL);
}
// need update known currency
else if (slot >= CURRENCYTOKEN_SLOT_START && slot < CURRENCYTOKEN_SLOT_END)
UpdateKnownCurrencies(pItem->GetEntry(), false);
m_items[slot] = NULL;
}
else if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, bag))
pBag->RemoveItem(slot, update);
if (IsInWorld() && update)
{
pItem->RemoveFromWorld();
pItem->DestroyForPlayer(this);
}
//pItem->SetOwnerGUID(0);
pItem->SetUInt64Value(ITEM_FIELD_CONTAINED, 0);
pItem->SetSlot(NULL_SLOT);
pItem->SetState(ITEM_REMOVED, this);
}
}
void Player::DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check)
{
sLog.outDebug("STORAGE: DestroyItemCount item = %u, count = %u", item, count);
uint32 remcount = 0;
// in inventory
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (pItem->GetEntry() == item)
{
if (pItem->GetCount() + remcount <= count)
{
// all items in inventory can unequipped
remcount += pItem->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
pItem->SetCount(pItem->GetCount() - count + remcount);
if (IsInWorld() & update)
pItem->SendUpdateToPlayer(this);
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
{
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (pItem->GetEntry() == item)
{
if (pItem->GetCount() + remcount <= count)
{
// all keys can be unequipped
remcount += pItem->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
pItem->SetCount(pItem->GetCount() - count + remcount);
if (IsInWorld() & update)
pItem->SendUpdateToPlayer(this);
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
// in inventory bags
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
{
if (Bag *pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
{
if (Item* pItem = pBag->GetItemByPos(j))
{
if (pItem->GetEntry() == item)
{
// all items in bags can be unequipped
if (pItem->GetCount() + remcount <= count)
{
remcount += pItem->GetCount();
DestroyItem(i, j, update);
if (remcount >= count)
return;
}
else
{
ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
pItem->SetCount(pItem->GetCount() - count + remcount);
if (IsInWorld() && update)
pItem->SendUpdateToPlayer(this);
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
}
}
// in equipment and bag list
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
{
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
if (pItem && pItem->GetEntry() == item)
{
if (pItem->GetCount() + remcount <= count)
{
if (!unequip_check || CanUnequipItem(INVENTORY_SLOT_BAG_0 << 8 | i, false) == EQUIP_ERR_OK)
{
remcount += pItem->GetCount();
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
if (remcount >= count)
return;
}
}
else
{
ItemRemovedQuestCheck(pItem->GetEntry(), count - remcount);
pItem->SetCount(pItem->GetCount() - count + remcount);
if (IsInWorld() & update)
pItem->SendUpdateToPlayer(this);
pItem->SetState(ITEM_CHANGED, this);
return;
}
}
}
}
}
void Player::DestroyZoneLimitedItem(bool update, uint32 new_zone)
{
sLog.outDebug("STORAGE: DestroyZoneLimitedItem in map %u and area %u", GetMapId(), new_zone);
// in inventory
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
for (uint8 i = KEYRING_SLOT_START; i < CURRENCYTOKEN_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
// in inventory bags
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(i, j, update);
// in equipment and bag list
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsLimitedToAnotherMapOrZone(GetMapId(), new_zone))
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
}
void Player::DestroyConjuredItems(bool update)
{
// used when entering arena
// destroys all conjured items
sLog.outDebug("STORAGE: DestroyConjuredItems");
// in inventory
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsConjuredConsumable())
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
// in inventory bags
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->IsConjuredConsumable())
DestroyItem(i, j, update);
// in equipment and bag list
for (uint8 i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; i++)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->IsConjuredConsumable())
DestroyItem(INVENTORY_SLOT_BAG_0, i, update);
}
Item* Player::GetItemByEntry(uint32 entry) const
{
// in inventory
for (int i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
{
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == entry)
return pItem;
}
for (int i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
{
for (uint32 j = 0; j < pBag->GetBagSize(); ++j)
{
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetEntry() == entry)
return pItem;
}
}
}
for (int i = EQUIPMENT_SLOT_START; i < INVENTORY_SLOT_BAG_END; ++i)
{
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEntry() == entry)
return pItem;
}
return NULL;
}
void Player::DestroyItemCount(Item* pItem, uint32 &count, bool update)
{
if (!pItem)
return;
sLog.outDebug("STORAGE: DestroyItemCount item (GUID: %u, Entry: %u) count = %u", pItem->GetGUIDLow(),pItem->GetEntry(), count);
if (pItem->GetCount() <= count)
{
count -= pItem->GetCount();
DestroyItem(pItem->GetBagSlot(),pItem->GetSlot(), update);
}
else
{
ItemRemovedQuestCheck(pItem->GetEntry(), count);
pItem->SetCount(pItem->GetCount() - count);
count = 0;
if (IsInWorld() & update)
pItem->SendUpdateToPlayer(this);
pItem->SetState(ITEM_CHANGED, this);
}
}
void Player::SplitItem(uint16 src, uint16 dst, uint32 count)
{
uint8 srcbag = src >> 8;
uint8 srcslot = src & 255;
uint8 dstbag = dst >> 8;
uint8 dstslot = dst & 255;
Item *pSrcItem = GetItemByPos(srcbag, srcslot);
if (!pSrcItem)
{
SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pSrcItem, NULL);
return;
}
// 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)
AlterRefundReferenceCount(pSrcItem->GetGUID(), pSrcItem->GetCount() - count);
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);
AlterRefundReferenceCount(pSrcItem->GetGUID(), pSrcItem->GetCount() + count);
SendEquipError(msg, pSrcItem, NULL);
return;
}
if (IsInWorld())
pSrcItem->SendUpdateToPlayer(this);
pSrcItem->SetState(ITEM_CHANGED, this);
StoreItem(dest, pNewItem, true);
AddRefundReference(pNewItem->GetGUID(), count);
pNewItem->SetPaidExtendedCost(pSrcItem->GetPaidExtendedCost());
pNewItem->SetPaidMoney(pSrcItem->GetPaidMoney());
pNewItem->SetRefundRecipient(GetGUIDLow());
pNewItem->SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, pSrcItem->GetPlayedTime());
pNewItem->SetFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE);
pNewItem->SaveRefundDataToDB(count);
}
else if (IsBankPos (dst))
{
// change item amount before check (for unique max count check)
AlterRefundReferenceCount(pSrcItem->GetGUID(), pSrcItem->GetCount() - count);
pSrcItem->SetCount(pSrcItem->GetCount() - count);
ItemPosCountVec dest;
uint8 msg = CanBankItem(dstbag, dstslot, dest, pNewItem, false);
if (msg != EQUIP_ERR_OK)
{
delete pNewItem;
AlterRefundReferenceCount(pSrcItem->GetGUID(), pSrcItem->GetCount() + count);
pSrcItem->SetCount(pSrcItem->GetCount() + count);
SendEquipError(msg, pSrcItem, NULL);
return;
}
if (IsInWorld())
pSrcItem->SendUpdateToPlayer(this);
pSrcItem->SetState(ITEM_CHANGED, this);
BankItem(dest, pNewItem, true);
AddRefundReference(pNewItem->GetGUID(), count);
pNewItem->SetPaidExtendedCost(pSrcItem->GetPaidExtendedCost());
pNewItem->SetPaidMoney(pSrcItem->GetPaidMoney());
pNewItem->SetRefundRecipient(GetGUIDLow());
pNewItem->SetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME, pSrcItem->GetPlayedTime());
pNewItem->SetFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE);
pNewItem->SaveRefundDataToDB(count);
}
else if (IsEquipmentPos (dst))
{
// change item amount before check (for unique max count check), provide space for splitted items
pSrcItem->SetCount(pSrcItem->GetCount() - count);
uint16 dest;
uint8 msg = CanEquipItem(dstslot, dest, pNewItem, false);
if (msg != EQUIP_ERR_OK)
{
delete pNewItem;
pSrcItem->SetCount(pSrcItem->GetCount() + count);
SendEquipError(msg, pSrcItem, NULL);
return;
}
if (IsInWorld())
pSrcItem->SendUpdateToPlayer(this);
pSrcItem->SetState(ITEM_CHANGED, this);
EquipItem(dest, pNewItem, true);
AutoUnequipOffhandIfNeed();
}
}
void Player::SwapItem(uint16 src, uint16 dst)
{
uint8 srcbag = src >> 8;
uint8 srcslot = src & 255;
uint8 dstbag = dst >> 8;
uint8 dstslot = dst & 255;
Item *pSrcItem = GetItemByPos(srcbag, srcslot);
Item *pDstItem = GetItemByPos(dstbag, dstslot);
if (!pSrcItem)
return;
sLog.outDebug("STORAGE: SwapItem bag = %u, slot = %u, item = %u", dstbag, dstslot, pSrcItem->GetEntry());
if (!isAlive())
{
SendEquipError(EQUIP_ERR_YOU_ARE_DEAD, pSrcItem, pDstItem);
return;
}
// SRC checks
if (pSrcItem->m_lootGenerated) // prevent swap looting item
{
//best error message found for attempting to swap while looting
SendEquipError(EQUIP_ERR_CANT_DO_RIGHT_NOW, pSrcItem, NULL);
return;
}
// check unequip potability for equipped items and bank bags
if (IsEquipmentPos (src) || IsBagPos (src))
{
// bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
uint8 msg = CanUnequipItem(src, !IsBagPos (src) || IsBagPos (dst) || (pDstItem && pDstItem->IsBag() && ((Bag*)pDstItem)->IsEmpty()));
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, pDstItem);
return;
}
}
// prevent put equipped/bank bag in self
if (IsBagPos (src) && srcslot == dstbag)
{
SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem);
return;
}
// DST checks
if (pDstItem)
{
if (pDstItem->m_lootGenerated) // prevent swap looting item
{
//best error message found for attempting to swap while looting
SendEquipError(EQUIP_ERR_CANT_DO_RIGHT_NOW, pDstItem, NULL);
return;
}
// check unequip potability for equipped items and bank bags
if (IsEquipmentPos (dst) || IsBagPos (dst))
{
// bags can be swapped with empty bag slots, or with empty bag (items move possibility checked later)
uint8 msg = CanUnequipItem(dst, !IsBagPos (dst) || IsBagPos (src) || (pSrcItem->IsBag() && ((Bag*)pSrcItem)->IsEmpty()));
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, pDstItem);
return;
}
}
}
// NOW this is or item move (swap with empty), or swap with another item (including bags in bag possitions)
// or swap empty bag with another empty or not empty bag (with items exchange)
// Move case
if (!pDstItem)
{
if (IsInventoryPos(dst))
{
ItemPosCountVec dest;
uint8 msg = CanStoreItem(dstbag, dstslot, dest, pSrcItem, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, NULL);
return;
}
RemoveItem(srcbag, srcslot, true);
StoreItem(dest, pSrcItem, true);
}
else if (IsBankPos (dst))
{
ItemPosCountVec dest;
uint8 msg = CanBankItem(dstbag, dstslot, dest, pSrcItem, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, NULL);
return;
}
RemoveItem(srcbag, srcslot, true);
BankItem(dest, pSrcItem, true);
}
else if (IsEquipmentPos (dst))
{
uint16 dest;
uint8 msg = CanEquipItem(dstslot, dest, pSrcItem, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, NULL);
return;
}
RemoveItem(srcbag, srcslot, true);
EquipItem(dest, pSrcItem, true);
AutoUnequipOffhandIfNeed();
}
return;
}
// attempt merge to / fill target item
if (!pSrcItem->IsBag() && !pDstItem->IsBag())
{
uint8 msg;
ItemPosCountVec sDest;
uint16 eDest = 0;
if (IsInventoryPos(dst))
msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, false);
else if (IsBankPos (dst))
msg = CanBankItem(dstbag, dstslot, sDest, pSrcItem, false);
else if (IsEquipmentPos (dst))
msg = CanEquipItem(dstslot, eDest, pSrcItem, false);
else
return;
// can be merge/fill
if (msg == EQUIP_ERR_OK)
{
if (pSrcItem->GetCount() + pDstItem->GetCount() <= pSrcItem->GetProto()->GetMaxStackSize())
{
RemoveItem(srcbag, srcslot, true);
if (IsInventoryPos(dst))
StoreItem(sDest, pSrcItem, true);
else if (IsBankPos (dst))
BankItem(sDest, pSrcItem, true);
else if (IsEquipmentPos (dst))
{
EquipItem(eDest, pSrcItem, true);
AutoUnequipOffhandIfNeed();
}
}
else
{
pSrcItem->SetCount(pSrcItem->GetCount() + pDstItem->GetCount() - pSrcItem->GetProto()->GetMaxStackSize());
pDstItem->SetCount(pSrcItem->GetProto()->GetMaxStackSize());
pSrcItem->SetState(ITEM_CHANGED, this);
pDstItem->SetState(ITEM_CHANGED, this);
if (IsInWorld())
{
pSrcItem->SendUpdateToPlayer(this);
pDstItem->SendUpdateToPlayer(this);
}
}
return;
}
}
// impossible merge/fill, do real swap
uint8 msg = EQUIP_ERR_OK;
// check src->dest move possibility
ItemPosCountVec sDest;
uint16 eDest = 0;
if (IsInventoryPos(dst))
msg = CanStoreItem(dstbag, dstslot, sDest, pSrcItem, true);
else if (IsBankPos(dst))
msg = CanBankItem(dstbag, dstslot, sDest, pSrcItem, true);
else if (IsEquipmentPos(dst))
{
msg = CanEquipItem(dstslot, eDest, pSrcItem, true);
if (msg == EQUIP_ERR_OK)
msg = CanUnequipItem(eDest, true);
}
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pSrcItem, pDstItem);
return;
}
// check dest->src move possibility
ItemPosCountVec sDest2;
uint16 eDest2 = 0;
if (IsInventoryPos(src))
msg = CanStoreItem(srcbag, srcslot, sDest2, pDstItem, true);
else if (IsBankPos(src))
msg = CanBankItem(srcbag, srcslot, sDest2, pDstItem, true);
else if (IsEquipmentPos(src))
{
msg = CanEquipItem(srcslot, eDest2, pDstItem, true);
if (msg == EQUIP_ERR_OK)
msg = CanUnequipItem(eDest2, true);
}
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, pDstItem, pSrcItem);
return;
}
// Check bag swap with item exchange (one from empty in not bag possition (equipped (not possible in fact) or store)
if (pSrcItem->IsBag() && pDstItem->IsBag())
{
Bag* emptyBag = NULL;
Bag* fullBag = NULL;
if (((Bag*)pSrcItem)->IsEmpty() && !IsBagPos(src))
{
emptyBag = (Bag*)pSrcItem;
fullBag = (Bag*)pDstItem;
}
else if (((Bag*)pDstItem)->IsEmpty() && !IsBagPos(dst))
{
emptyBag = (Bag*)pDstItem;
fullBag = (Bag*)pSrcItem;
}
// bag swap (with items exchange) case
if (emptyBag && fullBag)
{
ItemPrototype const* emptyProto = emptyBag->GetProto();
uint32 count = 0;
for (uint32 i=0; i < fullBag->GetBagSize(); ++i)
{
Item *bagItem = fullBag->GetItemByPos(i);
if (!bagItem)
continue;
ItemPrototype const* bagItemProto = bagItem->GetProto();
if (!bagItemProto || !ItemCanGoIntoBag(bagItemProto, emptyProto))
{
// one from items not go to empty target bag
SendEquipError(EQUIP_ERR_NONEMPTY_BAG_OVER_OTHER_BAG, pSrcItem, pDstItem);
return;
}
++count;
}
if (count > emptyBag->GetBagSize())
{
// too small targeted bag
SendEquipError(EQUIP_ERR_ITEMS_CANT_BE_SWAPPED, pSrcItem, pDstItem);
return;
}
// Items swap
count = 0; // will pos in new bag
for (uint32 i = 0; i< fullBag->GetBagSize(); ++i)
{
Item *bagItem = fullBag->GetItemByPos(i);
if (!bagItem)
continue;
fullBag->RemoveItem(i, true);
emptyBag->StoreItem(count, bagItem, true);
bagItem->SetState(ITEM_CHANGED, this);
++count;
}
}
}
// now do moves, remove...
RemoveItem(dstbag, dstslot, false);
RemoveItem(srcbag, srcslot, false);
// add to dest
if (IsInventoryPos(dst))
StoreItem(sDest, pSrcItem, true);
else if (IsBankPos(dst))
BankItem(sDest, pSrcItem, true);
else if (IsEquipmentPos(dst))
EquipItem(eDest, pSrcItem, true);
// add to src
if (IsInventoryPos(src))
StoreItem(sDest2, pDstItem, true);
else if (IsBankPos(src))
BankItem(sDest2, pDstItem, true);
else if (IsEquipmentPos(src))
EquipItem(eDest2, pDstItem, true);
// if player is moving bags and is looting an item inside this bag
// release the loot
if (GetLootGUID())
{
bool released = false;
if (IsBagPos(src))
{
Bag* bag = (Bag*)pSrcItem;
for (int i=0; i < bag->GetBagSize(); ++i)
{
if (Item *bagItem = bag->GetItemByPos(i))
{
if (bagItem->m_lootGenerated)
{
m_session->DoLootRelease(GetLootGUID());
released = true; // so we don't need to look at dstBag
break;
}
}
}
}
if (!released && IsBagPos(dst) && pDstItem)
{
Bag* bag = (Bag*)pDstItem;
for (int i=0; i < bag->GetBagSize(); ++i)
{
if (Item *bagItem = bag->GetItemByPos(i))
{
if (bagItem->m_lootGenerated)
{
m_session->DoLootRelease(GetLootGUID());
released = true; // not realy needed here
break;
}
}
}
}
}
AutoUnequipOffhandIfNeed();
}
void Player::AddItemToBuyBackSlot(Item *pItem)
{
if (pItem)
{
uint32 slot = m_currentBuybackSlot;
// if current back slot non-empty search oldest or free
if (m_items[slot])
{
uint32 oldest_time = GetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1);
uint32 oldest_slot = BUYBACK_SLOT_START;
for (uint32 i = BUYBACK_SLOT_START+1; i < BUYBACK_SLOT_END; ++i)
{
// found empty
if (!m_items[i])
{
slot = i;
break;
}
uint32 i_time = GetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + i - BUYBACK_SLOT_START);
if (oldest_time > i_time)
{
oldest_time = i_time;
oldest_slot = i;
}
}
// find oldest
slot = oldest_slot;
}
RemoveItemFromBuyBackSlot(slot, true);
sLog.outDebug("STORAGE: AddItemToBuyBackSlot item = %u, slot = %u", pItem->GetEntry(), slot);
m_items[slot] = pItem;
time_t base = time(NULL);
uint32 etime = uint32(base - m_logintime + (30 * 3600));
uint32 eslot = slot - BUYBACK_SLOT_START;
SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), pItem->GetGUID());
if (ItemPrototype const *pProto = pItem->GetProto())
SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, pProto->SellPrice * pItem->GetCount());
else
SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, (uint32)etime);
// move to next (for non filled list is move most optimized choice)
if (m_currentBuybackSlot < BUYBACK_SLOT_END - 1)
++m_currentBuybackSlot;
}
}
Item* Player::GetItemFromBuyBackSlot(uint32 slot)
{
sLog.outDebug("STORAGE: GetItemFromBuyBackSlot slot = %u", slot);
if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
return m_items[slot];
return NULL;
}
void Player::RemoveItemFromBuyBackSlot(uint32 slot, bool del)
{
sLog.outDebug("STORAGE: RemoveItemFromBuyBackSlot slot = %u", slot);
if (slot >= BUYBACK_SLOT_START && slot < BUYBACK_SLOT_END)
{
Item *pItem = m_items[slot];
if (pItem)
{
pItem->RemoveFromWorld();
if (del)
pItem->SetState(ITEM_REMOVED, this);
}
m_items[slot] = NULL;
uint32 eslot = slot - BUYBACK_SLOT_START;
SetUInt64Value(PLAYER_FIELD_VENDORBUYBACK_SLOT_1 + (eslot * 2), 0);
SetUInt32Value(PLAYER_FIELD_BUYBACK_PRICE_1 + eslot, 0);
SetUInt32Value(PLAYER_FIELD_BUYBACK_TIMESTAMP_1 + eslot, 0);
// if current backslot is filled set to now free slot
if (m_items[m_currentBuybackSlot])
m_currentBuybackSlot = slot;
}
}
void Player::SendEquipError(uint8 msg, Item* pItem, Item *pItem2)
{
sLog.outDebug("WORLD: Sent SMSG_INVENTORY_CHANGE_FAILURE (%u)", msg);
WorldPacket data(SMSG_INVENTORY_CHANGE_FAILURE, (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I ? 22 : 18));
data << uint8(msg);
if (msg != EQUIP_ERR_OK)
{
data << uint64(pItem ? pItem->GetGUID() : 0);
data << uint64(pItem2 ? pItem2->GetGUID() : 0);
data << uint8(0); // not 0 there...
if (msg == EQUIP_ERR_CANT_EQUIP_LEVEL_I)
{
uint8 level = 0;
if (pItem)
if (ItemPrototype const* proto = pItem->GetProto())
level = proto->RequiredLevel;
data << uint32(level); // new 2.4.0
}
}
GetSession()->SendPacket(&data);
}
void Player::SendBuyError(uint8 msg, Creature* pCreature, uint32 item, uint32 param)
{
sLog.outDebug("WORLD: Sent SMSG_BUY_FAILED");
WorldPacket data(SMSG_BUY_FAILED, (8+4+4+1));
data << uint64(pCreature ? pCreature->GetGUID() : 0);
data << uint32(item);
if (param > 0)
data << uint32(param);
data << uint8(msg);
GetSession()->SendPacket(&data);
}
void Player::SendSellError(uint8 msg, Creature* pCreature, uint64 guid, uint32 param)
{
sLog.outDebug("WORLD: Sent SMSG_SELL_ITEM");
WorldPacket data(SMSG_SELL_ITEM,(8+8+(param?4:0)+1)); // last check 2.0.10
data << uint64(pCreature ? pCreature->GetGUID() : 0);
data << uint64(guid);
if (param > 0)
data << uint32(param);
data << uint8(msg);
GetSession()->SendPacket(&data);
}
void Player::ClearTrade()
{
tradeGold = 0;
acceptTrade = false;
for (uint8 i = 0; i < TRADE_SLOT_COUNT; i++)
tradeItems[i] = 0;
}
void Player::TradeCancel(bool sendback)
{
if (pTrader)
{
// send yellow "Trade canceled" message to both traders
WorldSession* ws;
ws = GetSession();
if (sendback)
ws->SendCancelTrade();
ws = pTrader->GetSession();
if (!ws->PlayerLogout())
ws->SendCancelTrade();
// cleanup
ClearTrade();
pTrader->ClearTrade();
// prevent loss of reference
pTrader->pTrader = NULL;
pTrader = NULL;
}
}
void Player::UpdateItemDuration(uint32 time, bool realtimeonly)
{
if (m_itemDuration.empty())
return;
sLog.outDebug("Player::UpdateItemDuration(%u,%u)", time, realtimeonly);
for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end();)
{
Item* item = *itr;
++itr; // current element can be erased in UpdateDuration
if ((realtimeonly && item->GetProto()->Duration < 0) || !realtimeonly)
item->UpdateDuration(this,time);
}
}
void Player::UpdateEnchantTime(uint32 time)
{
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(),next; itr != m_enchantDuration.end(); itr=next)
{
assert(itr->item);
next = itr;
if (!itr->item->GetEnchantmentId(itr->slot))
{
next = m_enchantDuration.erase(itr);
}
else if (itr->leftduration <= time)
{
ApplyEnchantment(itr->item, itr->slot, false, false);
itr->item->ClearEnchantment(itr->slot);
next = m_enchantDuration.erase(itr);
}
else if (itr->leftduration > time)
{
itr->leftduration -= time;
++next;
}
}
}
void Player::AddEnchantmentDurations(Item *item)
{
for (int x = 0; x < MAX_ENCHANTMENT_SLOT; ++x)
{
if (!item->GetEnchantmentId(EnchantmentSlot(x)))
continue;
uint32 duration = item->GetEnchantmentDuration(EnchantmentSlot(x));
if (duration > 0)
AddEnchantmentDuration(item, EnchantmentSlot(x), duration);
}
}
void Player::RemoveEnchantmentDurations(Item *item)
{
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end();)
{
if (itr->item == item)
{
// save duration in item
item->SetEnchantmentDuration(EnchantmentSlot(itr->slot), itr->leftduration, this);
itr = m_enchantDuration.erase(itr);
}
else
++itr;
}
}
void Player::RemoveArenaEnchantments(EnchantmentSlot slot)
{
// remove enchantments from equipped items first to clean up the m_enchantDuration list
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(), next; itr != m_enchantDuration.end(); itr = next)
{
next = itr;
if (itr->slot == slot)
{
if (itr->item && itr->item->GetEnchantmentId(slot))
{
// Poisons and DK runes are enchants which are allowed on arenas
if (spellmgr.IsArenaAllowedEnchancment(itr->item->GetEnchantmentId(slot)))
{
++next;
continue;
}
// remove from stats
ApplyEnchantment(itr->item, slot, false, false);
// remove visual
itr->item->ClearEnchantment(slot);
}
// remove from update list
next = m_enchantDuration.erase(itr);
}
else
++next;
}
// remove enchants from inventory items
// NOTE: no need to remove these from stats, since these aren't equipped
// in inventory
for (uint8 i = INVENTORY_SLOT_ITEM_START; i < INVENTORY_SLOT_ITEM_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (pItem->GetEnchantmentId(slot))
pItem->ClearEnchantment(slot);
// in inventory bags
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = (Bag*)GetItemByPos(INVENTORY_SLOT_BAG_0, i))
for (uint32 j = 0; j < pBag->GetBagSize(); j++)
if (Item* pItem = pBag->GetItemByPos(j))
if (pItem->GetEnchantmentId(slot))
pItem->ClearEnchantment(slot);
}
// duration == 0 will remove item enchant
void Player::AddEnchantmentDuration(Item *item,EnchantmentSlot slot,uint32 duration)
{
if (!item)
return;
if (slot >= MAX_ENCHANTMENT_SLOT)
return;
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
{
if (itr->item == item && itr->slot == slot)
{
itr->item->SetEnchantmentDuration(itr->slot, itr->leftduration, this);
m_enchantDuration.erase(itr);
break;
}
}
if (item && duration > 0)
{
GetSession()->SendItemEnchantTimeUpdate(GetGUID(), item->GetGUID(), slot, uint32(duration/1000));
m_enchantDuration.push_back(EnchantDuration(item, slot, duration));
}
}
void Player::ApplyEnchantment(Item *item,bool apply)
{
for (uint32 slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot)
ApplyEnchantment(item, EnchantmentSlot(slot), apply);
}
void Player::ApplyEnchantment(Item *item, EnchantmentSlot slot, bool apply, bool apply_dur, bool ignore_condition)
{
if (!item || !item->IsEquipped())
return;
if (!CanUseAttackType(Player::GetAttackBySlot(item->GetSlot())))
return;
if (slot >= MAX_ENCHANTMENT_SLOT)
return;
uint32 enchant_id = item->GetEnchantmentId(slot);
if (!enchant_id)
return;
SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!pEnchant)
return;
if (!ignore_condition && pEnchant->EnchantmentCondition && !EnchantmentFitsRequirements(pEnchant->EnchantmentCondition, -1))
return;
if (pEnchant->requiredLevel > getLevel())
return;
if (pEnchant->requiredSkill > 0 && pEnchant->requiredSkillValue > GetSkillValue(pEnchant->requiredSkill))
return;
if (!item->IsBroken())
{
for (int s = 0; s < 3; ++s)
{
uint32 enchant_display_type = pEnchant->type[s];
uint32 enchant_amount = pEnchant->amount[s];
uint32 enchant_spell_id = pEnchant->spellid[s];
switch(enchant_display_type)
{
case ITEM_ENCHANTMENT_TYPE_NONE:
break;
case ITEM_ENCHANTMENT_TYPE_COMBAT_SPELL:
// processed in Player::CastItemCombatSpell
break;
case ITEM_ENCHANTMENT_TYPE_DAMAGE:
if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, float(enchant_amount), apply);
else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, float(enchant_amount), apply);
else if (item->GetSlot() == EQUIPMENT_SLOT_RANGED)
HandleStatModifier(UNIT_MOD_DAMAGE_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
break;
case ITEM_ENCHANTMENT_TYPE_EQUIP_SPELL:
if (enchant_spell_id)
{
if (apply)
{
int32 basepoints = 0;
// Random Property Exist - try found basepoints for spell (basepoints depends from item suffix factor)
if (item->GetItemRandomPropertyId())
{
ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if (item_rand)
{
// Search enchant_amount
for (int k = 0; k < 3; ++k)
{
if (item_rand->enchant_id[k] == enchant_id)
{
basepoints = int32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000);
break;
}
}
}
}
// Cast custom spell vs all equal basepoints getted from enchant_amount
if (basepoints)
CastCustomSpell(this, enchant_spell_id, &basepoints, &basepoints, &basepoints, true, item);
else
CastSpell(this, enchant_spell_id, true, item);
}
else
RemoveAurasDueToItemSpell(item, enchant_spell_id);
}
break;
case ITEM_ENCHANTMENT_TYPE_RESISTANCE:
if (!enchant_amount)
{
ItemRandomSuffixEntry const *item_rand = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if (item_rand)
{
for (int k = 0; k < 3; ++k)
{
if (item_rand->enchant_id[k] == enchant_id)
{
enchant_amount = uint32((item_rand->prefix[k] * item->GetItemSuffixFactor()) / 10000);
break;
}
}
}
}
HandleStatModifier(UnitMods(UNIT_MOD_RESISTANCE_START + enchant_spell_id), TOTAL_VALUE, float(enchant_amount), apply);
break;
case ITEM_ENCHANTMENT_TYPE_STAT:
{
if (!enchant_amount)
{
ItemRandomSuffixEntry const *item_rand_suffix = sItemRandomSuffixStore.LookupEntry(abs(item->GetItemRandomPropertyId()));
if (item_rand_suffix)
{
for (int k = 0; k < 3; ++k)
{
if (item_rand_suffix->enchant_id[k] == enchant_id)
{
enchant_amount = uint32((item_rand_suffix->prefix[k] * item->GetItemSuffixFactor()) / 10000);
break;
}
}
}
}
sLog.outDebug("Adding %u to stat nb %u",enchant_amount,enchant_spell_id);
switch (enchant_spell_id)
{
case ITEM_MOD_MANA:
sLog.outDebug("+ %u MANA",enchant_amount);
HandleStatModifier(UNIT_MOD_MANA, BASE_VALUE, float(enchant_amount), apply);
break;
case ITEM_MOD_HEALTH:
sLog.outDebug("+ %u HEALTH",enchant_amount);
HandleStatModifier(UNIT_MOD_HEALTH, BASE_VALUE, float(enchant_amount), apply);
break;
case ITEM_MOD_AGILITY:
sLog.outDebug("+ %u AGILITY",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_AGILITY, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_AGILITY, enchant_amount, apply);
break;
case ITEM_MOD_STRENGTH:
sLog.outDebug("+ %u STRENGTH",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STRENGTH, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STRENGTH, enchant_amount, apply);
break;
case ITEM_MOD_INTELLECT:
sLog.outDebug("+ %u INTELLECT",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_INTELLECT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_INTELLECT, enchant_amount, apply);
break;
case ITEM_MOD_SPIRIT:
sLog.outDebug("+ %u SPIRIT",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_SPIRIT, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_SPIRIT, enchant_amount, apply);
break;
case ITEM_MOD_STAMINA:
sLog.outDebug("+ %u STAMINA",enchant_amount);
HandleStatModifier(UNIT_MOD_STAT_STAMINA, TOTAL_VALUE, float(enchant_amount), apply);
ApplyStatBuffMod(STAT_STAMINA, enchant_amount, apply);
break;
case ITEM_MOD_DEFENSE_SKILL_RATING:
ApplyRatingMod(CR_DEFENSE_SKILL, enchant_amount, apply);
sLog.outDebug("+ %u DEFENCE", enchant_amount);
break;
case ITEM_MOD_DODGE_RATING:
ApplyRatingMod(CR_DODGE, enchant_amount, apply);
sLog.outDebug("+ %u DODGE", enchant_amount);
break;
case ITEM_MOD_PARRY_RATING:
ApplyRatingMod(CR_PARRY, enchant_amount, apply);
sLog.outDebug("+ %u PARRY", enchant_amount);
break;
case ITEM_MOD_BLOCK_RATING:
ApplyRatingMod(CR_BLOCK, enchant_amount, apply);
sLog.outDebug("+ %u SHIELD_BLOCK", enchant_amount);
break;
case ITEM_MOD_HIT_MELEE_RATING:
ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
sLog.outDebug("+ %u MELEE_HIT", enchant_amount);
break;
case ITEM_MOD_HIT_RANGED_RATING:
ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
sLog.outDebug("+ %u RANGED_HIT", enchant_amount);
break;
case ITEM_MOD_HIT_SPELL_RATING:
ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u SPELL_HIT", enchant_amount);
break;
case ITEM_MOD_CRIT_MELEE_RATING:
ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
sLog.outDebug("+ %u MELEE_CRIT", enchant_amount);
break;
case ITEM_MOD_CRIT_RANGED_RATING:
ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
sLog.outDebug("+ %u RANGED_CRIT", enchant_amount);
break;
case ITEM_MOD_CRIT_SPELL_RATING:
ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u SPELL_CRIT", enchant_amount);
break;
// Values from ITEM_STAT_MELEE_HA_RATING to ITEM_MOD_HASTE_RANGED_RATING are never used
// in Enchantments
// case ITEM_MOD_HIT_TAKEN_MELEE_RATING:
// ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_HIT_TAKEN_RANGED_RATING:
// ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
// break;
// case ITEM_MOD_HIT_TAKEN_SPELL_RATING:
// ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_MELEE_RATING:
// ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_RANGED_RATING:
// ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_SPELL_RATING:
// ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_HASTE_MELEE_RATING:
// ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
// break;
// case ITEM_MOD_HASTE_RANGED_RATING:
// ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
// break;
case ITEM_MOD_HASTE_SPELL_RATING:
ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
break;
case ITEM_MOD_HIT_RATING:
ApplyRatingMod(CR_HIT_MELEE, enchant_amount, apply);
ApplyRatingMod(CR_HIT_RANGED, enchant_amount, apply);
ApplyRatingMod(CR_HIT_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u HIT", enchant_amount);
break;
case ITEM_MOD_CRIT_RATING:
ApplyRatingMod(CR_CRIT_MELEE, enchant_amount, apply);
ApplyRatingMod(CR_CRIT_RANGED, enchant_amount, apply);
ApplyRatingMod(CR_CRIT_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u CRITICAL", enchant_amount);
break;
// Values ITEM_MOD_HIT_TAKEN_RATING and ITEM_MOD_CRIT_TAKEN_RATING are never used in Enchantment
// case ITEM_MOD_HIT_TAKEN_RATING:
// ApplyRatingMod(CR_HIT_TAKEN_MELEE, enchant_amount, apply);
// ApplyRatingMod(CR_HIT_TAKEN_RANGED, enchant_amount, apply);
// ApplyRatingMod(CR_HIT_TAKEN_SPELL, enchant_amount, apply);
// break;
// case ITEM_MOD_CRIT_TAKEN_RATING:
// ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
// ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
// ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
// break;
case ITEM_MOD_RESILIENCE_RATING:
ApplyRatingMod(CR_CRIT_TAKEN_MELEE, enchant_amount, apply);
ApplyRatingMod(CR_CRIT_TAKEN_RANGED, enchant_amount, apply);
ApplyRatingMod(CR_CRIT_TAKEN_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u RESILIENCE", enchant_amount);
break;
case ITEM_MOD_HASTE_RATING:
ApplyRatingMod(CR_HASTE_MELEE, enchant_amount, apply);
ApplyRatingMod(CR_HASTE_RANGED, enchant_amount, apply);
ApplyRatingMod(CR_HASTE_SPELL, enchant_amount, apply);
sLog.outDebug("+ %u HASTE", enchant_amount);
break;
case ITEM_MOD_EXPERTISE_RATING:
ApplyRatingMod(CR_EXPERTISE, enchant_amount, apply);
sLog.outDebug("+ %u EXPERTISE", enchant_amount);
break;
case ITEM_MOD_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER, TOTAL_VALUE, float(enchant_amount), apply);
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
sLog.outDebug("+ %u ATTACK_POWER", enchant_amount);
break;
case ITEM_MOD_RANGED_ATTACK_POWER:
HandleStatModifier(UNIT_MOD_ATTACK_POWER_RANGED, TOTAL_VALUE, float(enchant_amount), apply);
sLog.outDebug("+ %u RANGED_ATTACK_POWER", enchant_amount);
break;
// case ITEM_MOD_FERAL_ATTACK_POWER:
// ApplyFeralAPBonus(enchant_amount, apply);
// sLog.outDebug("+ %u FERAL_ATTACK_POWER", enchant_amount);
// break;
case ITEM_MOD_MANA_REGENERATION:
ApplyManaRegenBonus(enchant_amount, apply);
sLog.outDebug("+ %u MANA_REGENERATION", enchant_amount);
break;
case ITEM_MOD_ARMOR_PENETRATION_RATING:
ApplyRatingMod(CR_ARMOR_PENETRATION, enchant_amount, apply);
sLog.outDebug("+ %u ARMOR PENETRATION", enchant_amount);
break;
case ITEM_MOD_SPELL_POWER:
ApplySpellPowerBonus(enchant_amount, apply);
sLog.outDebug("+ %u SPELL_POWER", enchant_amount);
break;
case ITEM_MOD_HEALTH_REGEN:
ApplyHealthRegenBonus(enchant_amount, apply);
sLog.outDebug("+ %u HEALTH_REGENERATION", enchant_amount);
break;
case ITEM_MOD_SPELL_HEALING_DONE: // deprecated
case ITEM_MOD_SPELL_DAMAGE_DONE: // deprecated
default:
break;
}
break;
}
case ITEM_ENCHANTMENT_TYPE_TOTEM: // Shaman Rockbiter Weapon
{
if (getClass() == CLASS_SHAMAN)
{
float addValue = 0.0f;
if (item->GetSlot() == EQUIPMENT_SLOT_MAINHAND)
{
addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
HandleStatModifier(UNIT_MOD_DAMAGE_MAINHAND, TOTAL_VALUE, addValue, apply);
}
else if (item->GetSlot() == EQUIPMENT_SLOT_OFFHAND)
{
addValue = float(enchant_amount * item->GetProto()->Delay / 1000.0f);
HandleStatModifier(UNIT_MOD_DAMAGE_OFFHAND, TOTAL_VALUE, addValue, apply);
}
}
break;
}
case ITEM_ENCHANTMENT_TYPE_USE_SPELL:
// processed in Player::CastItemUseSpell
break;
case ITEM_ENCHANTMENT_TYPE_PRISMATIC_SOCKET:
// nothing do..
break;
default:
sLog.outError("Unknown item enchantment (id = %d) display type: %d", enchant_id, enchant_display_type);
break;
} /*switch(enchant_display_type)*/
} /*for*/
}
// visualize enchantment at player and equipped items
if (slot == PERM_ENCHANTMENT_SLOT)
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 0, apply ? item->GetEnchantmentId(slot) : 0);
if (slot == TEMP_ENCHANTMENT_SLOT)
SetUInt16Value(PLAYER_VISIBLE_ITEM_1_ENCHANTMENT + (item->GetSlot() * 2), 1, apply ? item->GetEnchantmentId(slot) : 0);
if (apply_dur)
{
if (apply)
{
// set duration
uint32 duration = item->GetEnchantmentDuration(slot);
if (duration > 0)
AddEnchantmentDuration(item, slot, duration);
}
else
{
// duration == 0 will remove EnchantDuration
AddEnchantmentDuration(item, slot, 0);
}
}
}
void Player::SendEnchantmentDurations()
{
for (EnchantDurationList::const_iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
{
GetSession()->SendItemEnchantTimeUpdate(GetGUID(), itr->item->GetGUID(), itr->slot, uint32(itr->leftduration) / 1000);
}
}
void Player::SendItemDurations()
{
for (ItemDurationList::const_iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
{
(*itr)->SendTimeUpdate(this);
}
}
void Player::SendNewItem(Item *item, uint32 count, bool received, bool created, bool broadcast)
{
if (!item) // prevent crash
return;
// last check 2.0.10
WorldPacket data(SMSG_ITEM_PUSH_RESULT, (8+4+4+4+1+4+4+4+4+4));
data << uint64(GetGUID()); // player GUID
data << uint32(received); // 0=looted, 1=from npc
data << uint32(created); // 0=received, 1=created
data << uint32(1); // always 0x01 (probably meant to be count of listed items)
data << uint8(item->GetBagSlot()); // bagslot
// item slot, but when added to stack: 0xFFFFFFFF
data << uint32((item->GetCount() == count) ? item->GetSlot() : -1);
data << uint32(item->GetEntry()); // item id
data << uint32(item->GetItemSuffixFactor()); // SuffixFactor
data << int32(item->GetItemRandomPropertyId()); // random item property id
data << uint32(count); // count of items
data << uint32(GetItemCount(item->GetEntry())); // count of items in inventory
if (broadcast && GetGroup())
GetGroup()->BroadcastPacket(&data, true);
else
GetSession()->SendPacket(&data);
}
/*********************************************************/
/*** GOSSIP SYSTEM ***/
/*********************************************************/
void Player::PrepareGossipMenu(WorldObject *pSource, uint32 menuId)
{
PlayerMenu* pMenu = PlayerTalkClass;
pMenu->ClearMenus();
pMenu->GetGossipMenu().SetMenuId(menuId);
GossipMenuItemsMapBounds pMenuItemBounds = objmgr.GetGossipMenuItemsMapBounds(menuId);
// if default menuId and no menu options exist for this, use options from default options
if (pMenuItemBounds.first == pMenuItemBounds.second && menuId == GetDefaultGossipMenuForSource(pSource))
pMenuItemBounds = objmgr.GetGossipMenuItemsMapBounds(0);
for (GossipMenuItemsMap::const_iterator itr = pMenuItemBounds.first; itr != pMenuItemBounds.second; ++itr)
{
bool bCanTalk = true;
if (itr->second.cond_1 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_1))
continue;
if (itr->second.cond_2 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_2))
continue;
if (itr->second.cond_3 && !objmgr.IsPlayerMeetToCondition(this, itr->second.cond_3))
continue;
if (pSource->GetTypeId() == TYPEID_UNIT)
{
Creature *pCreature = pSource->ToCreature();
uint32 npcflags = pCreature->GetUInt32Value(UNIT_NPC_FLAGS);
if (!(itr->second.npc_option_npcflag & npcflags))
continue;
switch(itr->second.option_id)
{
case GOSSIP_OPTION_QUESTGIVER:
PrepareQuestMenu(pSource->GetGUID());
bCanTalk = false;
break;
case GOSSIP_OPTION_ARMORER:
bCanTalk = false; // added in special mode
break;
case GOSSIP_OPTION_SPIRITHEALER:
if (!isDead())
bCanTalk = false;
break;
case GOSSIP_OPTION_VENDOR:
{
VendorItemData const* vItems = pCreature->GetVendorItems();
if (!vItems || vItems->Empty())
{
sLog.outErrorDb("Creature %u (Entry: %u) have UNIT_NPC_FLAG_VENDOR but have empty trading item list.", pCreature->GetGUIDLow(), pCreature->GetEntry());
bCanTalk = false;
}
break;
}
case GOSSIP_OPTION_TRAINER:
if (!pCreature->isCanTrainingOf(this, false))
bCanTalk = false;
break;
case GOSSIP_OPTION_LEARNDUALSPEC:
if (!(GetSpecsCount() == 1 && pCreature->isCanTrainingAndResetTalentsOf(this) && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL))))
bCanTalk = false;
break;
case GOSSIP_OPTION_UNLEARNTALENTS:
if (!pCreature->isCanTrainingAndResetTalentsOf(this))
bCanTalk = false;
break;
case GOSSIP_OPTION_UNLEARNPETTALENTS:
if (!GetPet() || GetPet()->getPetType() != HUNTER_PET || GetPet()->m_spells.size() <= 1 || pCreature->GetCreatureInfo()->trainer_type != TRAINER_TYPE_PETS || pCreature->GetCreatureInfo()->trainer_class != CLASS_HUNTER)
bCanTalk = false;
break;
case GOSSIP_OPTION_TAXIVENDOR:
if (GetSession()->SendLearnNewTaxiNode(pCreature))
return;
break;
case GOSSIP_OPTION_BATTLEFIELD:
if (!pCreature->isCanInteractWithBattleMaster(this, false))
bCanTalk = false;
break;
case GOSSIP_OPTION_STABLEPET:
if (getClass() != CLASS_HUNTER)
bCanTalk = false;
break;
case GOSSIP_OPTION_GOSSIP:
case GOSSIP_OPTION_SPIRITGUIDE:
case GOSSIP_OPTION_INNKEEPER:
case GOSSIP_OPTION_BANKER:
case GOSSIP_OPTION_PETITIONER:
case GOSSIP_OPTION_TABARDDESIGNER:
case GOSSIP_OPTION_AUCTIONEER:
break; // no checks
case GOSSIP_OPTION_OUTDOORPVP:
if (!sOutdoorPvPMgr.CanTalkTo(this, pCreature, itr->second))
bCanTalk = false;
break;
default:
sLog.outErrorDb("Creature entry %u have unknown gossip option %u for menu %u", pCreature->GetEntry(), itr->second.option_id, itr->second.menu_id);
bCanTalk = false;
break;
}
}
else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
{
GameObject *pGo = (GameObject*)pSource;
switch(itr->second.option_id)
{
case GOSSIP_OPTION_QUESTGIVER:
if (pGo->GetGoType() == GAMEOBJECT_TYPE_QUESTGIVER)
PrepareQuestMenu(pSource->GetGUID());
bCanTalk = false;
break;
case GOSSIP_OPTION_GOSSIP:
if (pGo->GetGoType() != GAMEOBJECT_TYPE_QUESTGIVER && pGo->GetGoType() != GAMEOBJECT_TYPE_GOOBER)
bCanTalk = false;
break;
default:
bCanTalk = false;
break;
}
}
if (bCanTalk)
{
std::string strOptionText = itr->second.option_text;
std::string strBoxText = itr->second.box_text;
int loc_idx = GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
uint32 idxEntry = MAKE_PAIR32(menuId, itr->second.id);
if (GossipMenuItemsLocale const *no = objmgr.GetGossipMenuItemsLocale(idxEntry))
{
if (no->OptionText.size() > (size_t)loc_idx && !no->OptionText[loc_idx].empty())
strOptionText = no->OptionText[loc_idx];
if (no->BoxText.size() > (size_t)loc_idx && !no->BoxText[loc_idx].empty())
strBoxText = no->BoxText[loc_idx];
}
}
pMenu->GetGossipMenu().AddMenuItem(itr->second.option_icon, strOptionText, 0, itr->second.option_id, strBoxText, itr->second.box_money, itr->second.box_coded);
pMenu->GetGossipMenu().AddGossipMenuItemData(itr->second.action_menu_id, itr->second.action_poi_id, itr->second.action_script_id);
}
}
// some gossips aren't handled in normal way ... so we need to do it this way .. TODO: handle it in normal way ;-)
/*if (pMenu->Empty())
{
if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_TRAINER))
{
// output error message if need
pCreature->isCanTrainingOf(this, true);
}
if (pCreature->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_BATTLEMASTER))
{
// output error message if need
pCreature->isCanInteractWithBattleMaster(this, true);
}
}*/
}
void Player::SendPreparedGossip(WorldObject *pSource)
{
if (!pSource)
return;
if (pSource->GetTypeId() == TYPEID_UNIT)
{
// in case no gossip flag and quest menu not empty, open quest menu (client expect gossip menu with this flag)
if (!pSource->ToCreature()->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_GOSSIP) && !PlayerTalkClass->GetQuestMenu().Empty())
{
SendPreparedQuest(pSource->GetGUID());
return;
}
}
else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
{
// probably need to find a better way here
if (!PlayerTalkClass->GetGossipMenu().GetMenuId() && !PlayerTalkClass->GetQuestMenu().Empty())
{
SendPreparedQuest(pSource->GetGUID());
return;
}
}
// in case non empty gossip menu (that not included quests list size) show it
// (quest entries from quest menu will be included in list)
uint32 textId = GetGossipTextId(pSource);
if (uint32 menuId = PlayerTalkClass->GetGossipMenu().GetMenuId())
textId = GetGossipTextId(menuId);
PlayerTalkClass->SendGossipMenu(textId, pSource->GetGUID());
}
void Player::OnGossipSelect(WorldObject* pSource, uint32 gossipListId, uint32 menuId)
{
GossipMenu& gossipmenu = PlayerTalkClass->GetGossipMenu();
if (gossipListId >= gossipmenu.MenuItemCount())
return;
// if not same, then something funky is going on
if (menuId != gossipmenu.GetMenuId())
return;
uint32 gossipOptionId = gossipmenu.GetItem(gossipListId).m_gOptionId;
uint64 guid = pSource->GetGUID();
if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
{
if (gossipOptionId > GOSSIP_OPTION_QUESTGIVER)
{
sLog.outError("Player guid %u request invalid gossip option for GameObject entry %u", GetGUIDLow(), pSource->GetEntry());
return;
}
}
GossipMenuItemData pMenuData = gossipmenu.GetItemData(gossipListId);
switch(gossipOptionId)
{
case GOSSIP_OPTION_GOSSIP:
{
if (pMenuData.m_gAction_menu)
{
PrepareGossipMenu(pSource, pMenuData.m_gAction_menu);
SendPreparedGossip(pSource);
}
if (pMenuData.m_gAction_poi)
PlayerTalkClass->SendPointOfInterest(pMenuData.m_gAction_poi);
if (pMenuData.m_gAction_script)
{
if (pSource->GetTypeId() == TYPEID_UNIT)
GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, this, pSource);
else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
GetMap()->ScriptsStart(sGossipScripts, pMenuData.m_gAction_script, pSource, this);
}
break;
}
case GOSSIP_OPTION_OUTDOORPVP:
sOutdoorPvPMgr.HandleGossipOption(this, pSource->GetGUID(), gossipListId);
break;
case GOSSIP_OPTION_SPIRITHEALER:
if (isDead())
pSource->ToCreature()->CastSpell((pSource->ToCreature()),17251,true,NULL,NULL,GetGUID());
break;
case GOSSIP_OPTION_QUESTGIVER:
PrepareQuestMenu(guid);
SendPreparedQuest(guid);
break;
case GOSSIP_OPTION_VENDOR:
case GOSSIP_OPTION_ARMORER:
GetSession()->SendListInventory(guid);
break;
case GOSSIP_OPTION_STABLEPET:
GetSession()->SendStablePet(guid);
break;
case GOSSIP_OPTION_TRAINER:
GetSession()->SendTrainerList(guid);
break;
case GOSSIP_OPTION_LEARNDUALSPEC:
if (GetSpecsCount() == 1 && !(getLevel() < sWorld.getConfig(CONFIG_MIN_DUALSPEC_LEVEL)))
{
if (GetMoney() < 10000000)
{
SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, 0, 0, 0);
PlayerTalkClass->CloseGossip();
break;
}
else
{
ModifyMoney(-10000000);
// Cast spells that teach dual spec
// Both are also ImplicitTarget self and must be cast by player
CastSpell(this, 63680, true, NULL, NULL, GetGUID());
CastSpell(this, 63624, true, NULL, NULL, GetGUID());
// Should show another Gossip text with "Congratulations..."
PlayerTalkClass->CloseGossip();
}
}
break;
case GOSSIP_OPTION_UNLEARNTALENTS:
PlayerTalkClass->CloseGossip();
SendTalentWipeConfirm(guid);
break;
case GOSSIP_OPTION_UNLEARNPETTALENTS:
PlayerTalkClass->CloseGossip();
ResetPetTalents();
break;
case GOSSIP_OPTION_TAXIVENDOR:
GetSession()->SendTaxiMenu((pSource->ToCreature()));
break;
case GOSSIP_OPTION_INNKEEPER:
PlayerTalkClass->CloseGossip();
SetBindPoint(guid);
break;
case GOSSIP_OPTION_BANKER:
GetSession()->SendShowBank(guid);
break;
case GOSSIP_OPTION_PETITIONER:
PlayerTalkClass->CloseGossip();
GetSession()->SendPetitionShowList(guid);
break;
case GOSSIP_OPTION_TABARDDESIGNER:
PlayerTalkClass->CloseGossip();
GetSession()->SendTabardVendorActivate(guid);
break;
case GOSSIP_OPTION_AUCTIONEER:
GetSession()->SendAuctionHello(guid, (pSource->ToCreature()));
break;
case GOSSIP_OPTION_SPIRITGUIDE:
PrepareGossipMenu(pSource);
SendPreparedGossip(pSource);
break;
case GOSSIP_OPTION_BATTLEFIELD:
{
BattleGroundTypeId bgTypeId = sBattleGroundMgr.GetBattleMasterBG(pSource->GetEntry());
if (bgTypeId == BATTLEGROUND_TYPE_NONE)
{
sLog.outError("a user (guid %u) requested battlegroundlist from a npc who is no battlemaster", GetGUIDLow());
return;
}
GetSession()->SendBattlegGroundList(guid, bgTypeId);
break;
}
}
}
uint32 Player::GetGossipTextId(WorldObject *pSource)
{
if (!pSource || pSource->GetTypeId() != TYPEID_UNIT || !pSource->ToCreature()->GetDBTableGUIDLow())
return DEFAULT_GOSSIP_MESSAGE;
if (uint32 pos = objmgr.GetNpcGossip(pSource->ToCreature()->GetDBTableGUIDLow()))
return pos;
return DEFAULT_GOSSIP_MESSAGE;
}
uint32 Player::GetGossipTextId(uint32 menuId)
{
uint32 textId = DEFAULT_GOSSIP_MESSAGE;
if (!menuId)
return textId;
GossipMenusMapBounds pMenuBounds = objmgr.GetGossipMenusMapBounds(menuId);
for (GossipMenusMap::const_iterator itr = pMenuBounds.first; itr != pMenuBounds.second; ++itr)
{
if (objmgr.IsPlayerMeetToCondition(this, itr->second.cond_1) && objmgr.IsPlayerMeetToCondition(this, itr->second.cond_2))
textId = itr->second.text_id;
}
return textId;
}
uint32 Player::GetDefaultGossipMenuForSource(WorldObject *pSource)
{
if (pSource->GetTypeId() == TYPEID_UNIT)
return pSource->ToCreature()->GetCreatureInfo()->GossipMenuId;
else if (pSource->GetTypeId() == TYPEID_GAMEOBJECT)
return((GameObject*)pSource)->GetGOInfo()->GetGossipMenuId();
return 0;
}
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
void Player::PrepareQuestMenu(uint64 guid)
{
Object *pObject;
QuestRelations* pObjectQR;
QuestRelations* pObjectQIR;
// pets also can have quests
Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, guid);
if (pCreature)
{
pObject = (Object*)pCreature;
pObjectQR = &objmgr.mCreatureQuestRelations;
pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
}
else
{
//we should obtain map pointer from GetMap() in 99% of cases. Special case
//only for quests which cast teleport spells on player
Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
ASSERT(_map);
GameObject *pGameObject = _map->GetGameObject(guid);
if (pGameObject)
{
pObject = (Object*)pGameObject;
pObjectQR = &objmgr.mGOQuestRelations;
pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
}
else
return;
}
QuestMenu &qm = PlayerTalkClass->GetQuestMenu();
qm.ClearMenu();
for (QuestRelations::const_iterator i = pObjectQIR->lower_bound(pObject->GetEntry()); i != pObjectQIR->upper_bound(pObject->GetEntry()); ++i)
{
uint32 quest_id = i->second;
QuestStatus status = GetQuestStatus(quest_id);
if (status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(quest_id))
qm.AddMenuItem(quest_id, 4);
else if (status == QUEST_STATUS_INCOMPLETE)
qm.AddMenuItem(quest_id, 4);
//else if (status == QUEST_STATUS_AVAILABLE)
// qm.AddMenuItem(quest_id, 2);
}
for (QuestRelations::const_iterator i = pObjectQR->lower_bound(pObject->GetEntry()); i != pObjectQR->upper_bound(pObject->GetEntry()); ++i)
{
uint32 quest_id = i->second;
Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
if (!pQuest) continue;
QuestStatus status = GetQuestStatus(quest_id);
if (pQuest->IsAutoComplete() && CanTakeQuest(pQuest, false))
qm.AddMenuItem(quest_id, 4);
else if (status == QUEST_STATUS_NONE && CanTakeQuest(pQuest, false))
qm.AddMenuItem(quest_id, 2);
}
}
void Player::SendPreparedQuest(uint64 guid)
{
QuestMenu& questMenu = PlayerTalkClass->GetQuestMenu();
if (questMenu.Empty())
return;
QuestMenuItem const& qmi0 = questMenu.GetItem(0);
uint32 icon = qmi0.m_qIcon;
// single element case
if (questMenu.MenuItemCount() == 1)
{
// Auto open -- maybe also should verify there is no greeting
uint32 quest_id = qmi0.m_qId;
Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
if (pQuest)
{
if (icon == 4 && !GetQuestRewardStatus(quest_id))
PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
else if (icon == 4)
PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanRewardQuest(pQuest, false), true);
// Send completable on repeatable and autoCompletable quest if player don't have quest
// TODO: verify if check for !pQuest->IsDaily() is really correct (possibly not)
else
{
Object* pObject = ObjectAccessor::GetObjectByTypeMask(*this, guid,TYPEMASK_UNIT|TYPEMASK_GAMEOBJECT|TYPEMASK_ITEM);
if (!pObject||!pObject->hasQuest(quest_id) && !pObject->hasInvolvedQuest(quest_id))
{
PlayerTalkClass->CloseGossip();
return;
}
if (pQuest->HasFlag(QUEST_FLAGS_AUTO_ACCEPT) && CanAddQuest(pQuest, true))
AddQuest(pQuest, pObject);
if ((pQuest->IsAutoComplete() && pQuest->IsRepeatable() && !pQuest->IsDailyOrWeekly()) || pQuest->HasFlag(QUEST_FLAGS_AUTOCOMPLETE))
PlayerTalkClass->SendQuestGiverRequestItems(pQuest, guid, CanCompleteRepeatableQuest(pQuest), true);
else
PlayerTalkClass->SendQuestGiverQuestDetails(pQuest, guid, true);
}
}
}
// multiply entries
else
{
QEmote qe;
qe._Delay = 0;
qe._Emote = 0;
std::string title = "";
// need pet case for some quests
Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
if (pCreature)
{
uint32 textid = GetGossipTextId(pCreature);
GossipText const* gossiptext = objmgr.GetGossipText(textid);
if (!gossiptext)
{
qe._Delay = 0; //TEXTEMOTE_MESSAGE; //zyg: player emote
qe._Emote = 0; //TEXTEMOTE_HELLO; //zyg: NPC emote
title = "";
}
else
{
qe = gossiptext->Options[0].Emotes[0];
if (!gossiptext->Options[0].Text_0.empty())
{
title = gossiptext->Options[0].Text_0;
int loc_idx = GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
if (nl)
{
if (nl->Text_0[0].size() > loc_idx && !nl->Text_0[0][loc_idx].empty())
title = nl->Text_0[0][loc_idx];
}
}
}
else
{
title = gossiptext->Options[0].Text_1;
int loc_idx = GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
NpcTextLocale const *nl = objmgr.GetNpcTextLocale(textid);
if (nl)
{
if (nl->Text_1[0].size() > loc_idx && !nl->Text_1[0][loc_idx].empty())
title = nl->Text_1[0][loc_idx];
}
}
}
}
}
PlayerTalkClass->SendQuestGiverQuestList(qe, title, guid);
}
}
bool Player::IsActiveQuest(uint32 quest_id) const
{
QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
return itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE;
}
Quest const * Player::GetNextQuest(uint64 guid, Quest const *pQuest)
{
Object *pObject;
QuestRelations* pObjectQR;
QuestRelations* pObjectQIR;
Creature *pCreature = ObjectAccessor::GetCreatureOrPetOrVehicle(*this,guid);
if (pCreature)
{
pObject = (Object*)pCreature;
pObjectQR = &objmgr.mCreatureQuestRelations;
pObjectQIR = &objmgr.mCreatureQuestInvolvedRelations;
}
else
{
//we should obtain map pointer from GetMap() in 99% of cases. Special case
//only for quests which cast teleport spells on player
Map * _map = IsInWorld() ? GetMap() : MapManager::Instance().FindMap(GetMapId(), GetInstanceId());
ASSERT(_map);
GameObject *pGameObject = _map->GetGameObject(guid);
if (pGameObject)
{
pObject = (Object*)pGameObject;
pObjectQR = &objmgr.mGOQuestRelations;
pObjectQIR = &objmgr.mGOQuestInvolvedRelations;
}
else
return NULL;
}
uint32 nextQuestID = pQuest->GetNextQuestInChain();
for (QuestRelations::const_iterator itr = pObjectQR->lower_bound(pObject->GetEntry()); itr != pObjectQR->upper_bound(pObject->GetEntry()); ++itr)
{
if (itr->second == nextQuestID)
return objmgr.GetQuestTemplate(nextQuestID);
}
return NULL;
}
bool Player::CanSeeStartQuest(Quest const *pQuest)
{
if (SatisfyQuestRace(pQuest, false) && SatisfyQuestSkillOrClass(pQuest, false) &&
SatisfyQuestExclusiveGroup(pQuest, false) && SatisfyQuestReputation(pQuest, false) &&
SatisfyQuestPreviousQuest(pQuest, false) && SatisfyQuestNextChain(pQuest, false) &&
SatisfyQuestPrevChain(pQuest, false) && SatisfyQuestDay(pQuest, false) && SatisfyQuestWeek(pQuest, false))
{
return getLevel() + sWorld.getConfig(CONFIG_QUEST_HIGH_LEVEL_HIDE_DIFF) >= pQuest->GetMinLevel();
}
return false;
}
bool Player::CanTakeQuest(Quest const *pQuest, bool msg)
{
return SatisfyQuestStatus(pQuest, msg) && SatisfyQuestExclusiveGroup(pQuest, msg)
&& SatisfyQuestRace(pQuest, msg) && SatisfyQuestLevel(pQuest, msg)
&& SatisfyQuestSkillOrClass(pQuest, msg) && SatisfyQuestReputation(pQuest, msg)
&& SatisfyQuestPreviousQuest(pQuest, msg) && SatisfyQuestTimed(pQuest, msg)
&& SatisfyQuestNextChain(pQuest, msg) && SatisfyQuestPrevChain(pQuest, msg)
&& SatisfyQuestDay(pQuest, msg) && SatisfyQuestWeek(pQuest, msg);
}
bool Player::CanAddQuest(Quest const *pQuest, bool msg)
{
if (!SatisfyQuestLog(msg))
return false;
uint32 srcitem = pQuest->GetSrcItemId();
if (srcitem > 0)
{
uint32 count = pQuest->GetSrcItemCount();
ItemPosCountVec dest;
uint8 msg2 = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, srcitem, count);
// player already have max number (in most case 1) source item, no additional item needed and quest can be added.
if (msg2 == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS)
return true;
else if (msg2 != EQUIP_ERR_OK)
{
SendEquipError(msg2, NULL, NULL);
return false;
}
}
return true;
}
bool Player::CanCompleteQuest(uint32 quest_id)
{
if (quest_id)
{
QuestStatusData& q_status = mQuestStatus[quest_id];
if (q_status.m_status == QUEST_STATUS_COMPLETE)
return false; // not allow re-complete quest
Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
if (!qInfo)
return false;
// auto complete quest
if ((qInfo->IsAutoComplete() || qInfo->GetFlags() & QUEST_FLAGS_AUTOCOMPLETE) && CanTakeQuest(qInfo, false))
return true;
if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
{
if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
{
for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
{
if (qInfo->ReqItemCount[i]!= 0 && q_status.m_itemcount[i] < qInfo->ReqItemCount[i])
return false;
}
}
if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO))
{
for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; i++)
{
if (qInfo->ReqCreatureOrGOId[i] == 0)
continue;
if (qInfo->ReqCreatureOrGOCount[i] != 0 && q_status.m_creatureOrGOcount[i] < qInfo->ReqCreatureOrGOCount[i])
return false;
}
}
if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_EXPLORATION_OR_EVENT) && !q_status.m_explored)
return false;
if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_TIMED) && q_status.m_timer == 0)
return false;
if (qInfo->GetRewOrReqMoney() < 0)
{
if (GetMoney() < uint32(-qInfo->GetRewOrReqMoney()))
return false;
}
uint32 repFacId = qInfo->GetRepObjectiveFaction();
if (repFacId && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue())
return false;
uint32 repFacId2 = qInfo->GetRepObjectiveFaction2();
if (repFacId2 && GetReputationMgr().GetReputation(repFacId) < qInfo->GetRepObjectiveValue2())
return false;
return true;
}
}
return false;
}
bool Player::CanCompleteRepeatableQuest(Quest const *pQuest)
{
// Solve problem that player don't have the quest and try complete it.
// if repeatable she must be able to complete event if player don't have it.
// Seem that all repeatable quest are DELIVER Flag so, no need to add more.
if (!CanTakeQuest(pQuest, false))
return false;
if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
if (pQuest->ReqItemId[i] && pQuest->ReqItemCount[i] && !HasItemCount(pQuest->ReqItemId[i],pQuest->ReqItemCount[i]))
return false;
if (!CanRewardQuest(pQuest, false))
return false;
return true;
}
bool Player::CanRewardQuest(Quest const *pQuest, bool msg)
{
// not auto complete quest and not completed quest (only cheating case, then ignore without message)
if (!pQuest->IsAutoComplete() && !(pQuest->GetFlags() & QUEST_FLAGS_AUTOCOMPLETE) && GetQuestStatus(pQuest->GetQuestId()) != QUEST_STATUS_COMPLETE)
return false;
// daily quest can't be rewarded (25 daily quest already completed)
if (!SatisfyQuestDay(pQuest,true) || !SatisfyQuestWeek(pQuest,true))
return false;
// rewarded and not repeatable quest (only cheating case, then ignore without message)
if (GetQuestRewardStatus(pQuest->GetQuestId()))
return false;
// prevent receive reward with quest items in bank
if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
{
for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; i++)
{
if (pQuest->ReqItemCount[i]!= 0 &&
GetItemCount(pQuest->ReqItemId[i]) < pQuest->ReqItemCount[i])
{
if (msg)
SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, NULL, NULL);
return false;
}
}
}
// prevent receive reward with low money and GetRewOrReqMoney() < 0
if (pQuest->GetRewOrReqMoney() < 0 && GetMoney() < uint32(-pQuest->GetRewOrReqMoney()))
return false;
return true;
}
bool Player::CanRewardQuest(Quest const *pQuest, uint32 reward, bool msg)
{
// prevent receive reward with quest items in bank or for not completed quest
if (!CanRewardQuest(pQuest,msg))
return false;
if (pQuest->GetRewChoiceItemsCount() > 0)
{
if (pQuest->RewChoiceItemId[reward])
{
ItemPosCountVec dest;
uint8 res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, pQuest->RewChoiceItemId[reward], pQuest->RewChoiceItemCount[reward]);
if (res != EQUIP_ERR_OK)
{
SendEquipError(res, NULL, NULL);
return false;
}
}
}
if (pQuest->GetRewItemsCount() > 0)
{
for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
{
if (pQuest->RewItemId[i])
{
ItemPosCountVec dest;
uint8 res = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, pQuest->RewItemId[i], pQuest->RewItemCount[i]);
if (res != EQUIP_ERR_OK)
{
SendEquipError(res, NULL, NULL);
return false;
}
}
}
}
return true;
}
void Player::AddQuest(Quest const *pQuest, Object *questGiver)
{
uint16 log_slot = FindQuestSlot(0);
assert(log_slot < MAX_QUEST_LOG_SIZE);
uint32 quest_id = pQuest->GetQuestId();
// if not exist then created with set uState == NEW and rewarded=false
QuestStatusData& questStatusData = mQuestStatus[quest_id];
// check for repeatable quests status reset
questStatusData.m_status = QUEST_STATUS_INCOMPLETE;
questStatusData.m_explored = false;
if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
{
for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
questStatusData.m_itemcount[i] = 0;
}
if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO))
{
for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
questStatusData.m_creatureOrGOcount[i] = 0;
}
GiveQuestSourceItem(pQuest);
AdjustQuestReqItemCount(pQuest, questStatusData);
if (pQuest->GetRepObjectiveFaction())
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
GetReputationMgr().SetVisible(factionEntry);
if (pQuest->GetRepObjectiveFaction2())
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction2()))
GetReputationMgr().SetVisible(factionEntry);
uint32 qtime = 0;
if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
{
uint32 limittime = pQuest->GetLimitTime();
// shared timed quest
if (questGiver && questGiver->GetTypeId() == TYPEID_PLAYER)
limittime = questGiver->ToPlayer()->getQuestStatusMap()[quest_id].m_timer / IN_MILISECONDS;
AddTimedQuest(quest_id);
questStatusData.m_timer = limittime * IN_MILISECONDS;
qtime = static_cast(time(NULL)) + limittime;
}
else
questStatusData.m_timer = 0;
SetQuestSlot(log_slot, quest_id, qtime);
if (questStatusData.uState != QUEST_NEW)
questStatusData.uState = QUEST_CHANGED;
GetAchievementMgr().StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_QUEST, quest_id);
//starting initial quest script
if (questGiver && pQuest->GetQuestStartScript() != 0)
GetMap()->ScriptsStart(sQuestStartScripts, pQuest->GetQuestStartScript(), questGiver, this);
// Some spells applied at quest activation
SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,true);
if (saBounds.first != saBounds.second)
{
uint32 zone, area;
GetZoneAndAreaId(zone,area);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if (itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
if (!HasAura(itr->second->spellId))
CastSpell(this,itr->second->spellId,true);
}
UpdateForQuestWorldObjects();
}
void Player::CompleteQuest(uint32 quest_id)
{
if (quest_id)
{
SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
uint16 log_slot = FindQuestSlot(quest_id);
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
if (Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
{
if (qInfo->HasFlag(QUEST_FLAGS_AUTO_REWARDED))
RewardQuest(qInfo,0,this,false);
else
SendQuestComplete(quest_id);
}
}
}
void Player::IncompleteQuest(uint32 quest_id)
{
if (quest_id)
{
SetQuestStatus(quest_id, QUEST_STATUS_INCOMPLETE);
uint16 log_slot = FindQuestSlot(quest_id);
if (log_slot < MAX_QUEST_LOG_SIZE)
RemoveQuestSlotState(log_slot,QUEST_STATE_COMPLETE);
}
}
void Player::RewardQuest(Quest const *pQuest, uint32 reward, Object* questGiver, bool announce)
{
//this THING should be here to protect code from quest, which cast on player far teleport as a reward
//should work fine, cause far teleport will be executed in Player::Update()
SetCanDelayTeleport(true);
uint32 quest_id = pQuest->GetQuestId();
for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
if (pQuest->ReqItemId[i])
DestroyItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true);
for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
{
if (pQuest->ReqSourceId[i])
{
uint32 count = pQuest->ReqSourceCount[i];
DestroyItemCount(pQuest->ReqSourceId[i], count ? count : 9999, true);
}
}
RemoveTimedQuest(quest_id);
if (pQuest->GetRewChoiceItemsCount() > 0)
{
if (uint32 itemId = pQuest->RewChoiceItemId[reward])
{
ItemPosCountVec dest;
if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewChoiceItemCount[reward]) == EQUIP_ERR_OK)
{
Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
SendNewItem(item, pQuest->RewChoiceItemCount[reward], true, false);
}
}
}
if (pQuest->GetRewItemsCount() > 0)
{
for (uint32 i = 0; i < pQuest->GetRewItemsCount(); ++i)
{
if (uint32 itemId = pQuest->RewItemId[i])
{
ItemPosCountVec dest;
if (CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, itemId, pQuest->RewItemCount[i]) == EQUIP_ERR_OK)
{
Item* item = StoreNewItem(dest, itemId, true, Item::GenerateItemRandomPropertyId(itemId));
SendNewItem(item, pQuest->RewItemCount[i], true, false);
}
}
}
}
RewardReputation(pQuest);
uint16 log_slot = FindQuestSlot(quest_id);
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlot(log_slot, 0);
QuestStatusData& q_status = mQuestStatus[quest_id];
// Not give XP in case already completed once repeatable quest
uint32 XP = q_status.m_rewarded ? 0 : uint32(pQuest->XPValue(this)*sWorld.getRate(RATE_XP_QUEST));
// handle SPELL_AURA_MOD_XP_QUEST_PCT auras
Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_QUEST_PCT);
for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
XP = uint32(XP*(1.0f + (*i)->GetAmount() / 100.0f));
if (getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
GiveXP(XP, NULL);
else
{
uint32 money = uint32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY));
ModifyMoney(money);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, money);
}
// Give player extra money if GetRewOrReqMoney > 0 and get ReqMoney if negative
if (pQuest->GetRewOrReqMoney())
{
ModifyMoney(pQuest->GetRewOrReqMoney());
if (pQuest->GetRewOrReqMoney() > 0)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD, pQuest->GetRewOrReqMoney());
}
// honor reward
if (pQuest->GetRewHonorableKills())
RewardHonor(NULL, 0, Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
// title reward
if (pQuest->GetCharTitleId())
{
if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
SetTitle(titleEntry);
}
if (pQuest->GetBonusTalents())
{
m_questRewardTalentCount+=pQuest->GetBonusTalents();
InitTalentForLevel();
}
if (pQuest->GetRewArenaPoints())
ModifyArenaPoints(pQuest->GetRewArenaPoints());
// Send reward mail
if (uint32 mail_template_id = pQuest->GetRewMailTemplateId())
MailDraft(mail_template_id).SendMailTo(this, questGiver, MAIL_CHECK_MASK_HAS_BODY, pQuest->GetRewMailDelaySecs());
if (pQuest->IsDaily())
{
SetDailyQuestStatus(quest_id);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST, 1);
}
if (pQuest->IsWeekly())
SetWeeklyQuestStatus(quest_id);
if (!pQuest->IsRepeatable())
SetQuestStatus(quest_id, QUEST_STATUS_COMPLETE);
else
SetQuestStatus(quest_id, QUEST_STATUS_NONE);
q_status.m_rewarded = true;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
if (announce)
SendQuestReward(pQuest, XP, questGiver);
// cast spells after mark quest complete (some spells have quest completed state reqyurements in spell_area data)
if (pQuest->GetRewSpellCast() > 0)
CastSpell(this, pQuest->GetRewSpellCast(), true);
else if (pQuest->GetRewSpell() > 0)
CastSpell(this, pQuest->GetRewSpell(), true);
if (pQuest->GetZoneOrSort() > 0)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE, pQuest->GetZoneOrSort());
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST, pQuest->GetQuestId());
uint32 zone = 0;
uint32 area = 0;
// remove auras from spells with quest reward state limitations
SpellAreaForQuestMapBounds saEndBounds = spellmgr.GetSpellAreaForQuestEndMapBounds(quest_id);
if (saEndBounds.first != saEndBounds.second)
{
GetZoneAndAreaId(zone,area);
for (SpellAreaForAreaMap::const_iterator itr = saEndBounds.first; itr != saEndBounds.second; ++itr)
if (!itr->second->IsFitToRequirements(this,zone,area))
RemoveAurasDueToSpell(itr->second->spellId);
}
// Some spells applied at quest reward
SpellAreaForQuestMapBounds saBounds = spellmgr.GetSpellAreaForQuestMapBounds(quest_id,false);
if (saBounds.first != saBounds.second)
{
if (!zone || !area)
GetZoneAndAreaId(zone,area);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if (itr->second->autocast && itr->second->IsFitToRequirements(this,zone,area))
if (!HasAura(itr->second->spellId))
CastSpell(this,itr->second->spellId,true);
}
//lets remove flag for delayed teleports
SetCanDelayTeleport(false);
}
void Player::FailQuest(uint32 questId)
{
if (Quest const* pQuest = objmgr.GetQuestTemplate(questId))
{
SetQuestStatus(questId, QUEST_STATUS_FAILED);
uint16 log_slot = FindQuestSlot(questId);
if (log_slot < MAX_QUEST_LOG_SIZE)
{
SetQuestSlotTimer(log_slot, 1);
SetQuestSlotState(log_slot, QUEST_STATE_FAIL);
}
if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
{
QuestStatusData& q_status = mQuestStatus[questId];
RemoveTimedQuest(questId);
q_status.m_timer = 0;
SendQuestTimerFailed(questId);
}
else
SendQuestFailed(questId);
// Destroy quest items on quest failure.
for (uint8 i = 0; i < QUEST_OBJECTIVES_COUNT; ++i)
if (pQuest->ReqItemId[i] > 0 && pQuest->ReqItemCount[i] > 0)
// Destroy items recieved on starting the quest.
DestroyItemCount(pQuest->ReqItemId[i], pQuest->ReqItemCount[i], true, true);
for (uint8 i = 0; i < QUEST_SOURCE_ITEM_IDS_COUNT; ++i)
if (pQuest->ReqSourceId[i] > 0 && pQuest->ReqSourceCount[i] > 0)
// Destroy items recieved during the quest.
DestroyItemCount(pQuest->ReqSourceId[i], pQuest->ReqSourceCount[i], true, true);
}
}
bool Player::SatisfyQuestSkillOrClass(Quest const* qInfo, bool msg)
{
int32 zoneOrSort = qInfo->GetZoneOrSort();
int32 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_QUEST_FAILED_LOW_LEVEL);
return false;
}
else if (qInfo->GetMaxLevel() > 0 && getLevel() > qInfo->GetMaxLevel())
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ); // There doesn't seem to be a specific response for too high player level
return false;
}
return true;
}
bool Player::SatisfyQuestLog(bool msg)
{
// exist free slot
if (FindQuestSlot(0) < MAX_QUEST_LOG_SIZE)
return true;
if (msg)
{
WorldPacket data(SMSG_QUESTLOG_FULL, 0);
GetSession()->SendPacket(&data);
sLog.outDebug("WORLD: Sent SMSG_QUESTLOG_FULL");
}
return false;
}
bool Player::SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg)
{
// No previous quest (might be first quest in a series)
if (qInfo->prevQuests.empty())
return true;
for (Quest::PrevQuests::const_iterator iter = qInfo->prevQuests.begin(); iter != qInfo->prevQuests.end(); ++iter)
{
uint32 prevId = abs(*iter);
QuestStatusMap::iterator i_prevstatus = mQuestStatus.find(prevId);
Quest const* qPrevInfo = objmgr.GetQuestTemplate(prevId);
if (qPrevInfo && i_prevstatus != mQuestStatus.end())
{
// If any of the positive previous quests completed, return true
if (*iter > 0 && i_prevstatus->second.m_rewarded)
{
// skip one-from-all exclusive group
if (qPrevInfo->GetExclusiveGroup() >= 0)
return true;
// each-from-all exclusive group (< 0)
// can be start if only all quests in prev quest exclusive group completed and rewarded
ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
assert(iter2 != end); // always must be found if qPrevInfo->ExclusiveGroup != 0
for (; iter2 != end; ++iter2)
{
uint32 exclude_Id = iter2->second;
// skip checked quest id, only state of other quests in group is interesting
if (exclude_Id == prevId)
continue;
QuestStatusMap::iterator i_exstatus = mQuestStatus.find(exclude_Id);
// alternative quest from group also must be completed and rewarded(reported)
if (i_exstatus == mQuestStatus.end() || !i_exstatus->second.m_rewarded)
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
}
return true;
}
// If any of the negative previous quests active, return true
if (*iter < 0 && (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
|| (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId))))
{
// skip one-from-all exclusive group
if (qPrevInfo->GetExclusiveGroup() >= 0)
return true;
// each-from-all exclusive group (< 0)
// can be start if only all quests in prev quest exclusive group active
ObjectMgr::ExclusiveQuestGroups::iterator iter2 = objmgr.mExclusiveQuestGroups.lower_bound(qPrevInfo->GetExclusiveGroup());
ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qPrevInfo->GetExclusiveGroup());
assert(iter2 != end); // always must be found if qPrevInfo->ExclusiveGroup != 0
for (; iter2 != end; ++iter2)
{
uint32 exclude_Id = iter2->second;
// skip checked quest id, only state of other quests in group is interesting
if (exclude_Id == prevId)
continue;
QuestStatusMap::iterator i_exstatus = mQuestStatus.find(exclude_Id);
// alternative quest from group also must be active
if (i_exstatus == mQuestStatus.end() ||
i_exstatus->second.m_status != QUEST_STATUS_INCOMPLETE &&
(i_prevstatus->second.m_status != QUEST_STATUS_COMPLETE || GetQuestRewardStatus(prevId)))
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
}
return true;
}
}
}
// Has only positive prev. quests in non-rewarded state
// and negative prev. quests in non-active state
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
bool Player::SatisfyQuestRace(Quest const* qInfo, bool msg)
{
uint32 reqraces = qInfo->GetRequiredRaces();
if (reqraces == 0)
return true;
if ((reqraces & getRaceMask()) == 0)
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_QUEST_FAILED_WRONG_RACE);
return false;
}
return true;
}
bool Player::SatisfyQuestReputation(Quest const* qInfo, bool msg)
{
uint32 fIdMin = qInfo->GetRequiredMinRepFaction(); //Min required rep
if (fIdMin && GetReputationMgr().GetReputation(fIdMin) < qInfo->GetRequiredMinRepValue())
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
uint32 fIdMax = qInfo->GetRequiredMaxRepFaction(); //Max required rep
if (fIdMax && GetReputationMgr().GetReputation(fIdMax) >= qInfo->GetRequiredMaxRepValue())
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
return true;
}
bool Player::SatisfyQuestStatus(Quest const* qInfo, bool msg)
{
QuestStatusMap::iterator itr = mQuestStatus.find(qInfo->GetQuestId());
if (itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE)
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_QUEST_ALREADY_ON);
return false;
}
return true;
}
bool Player::SatisfyQuestTimed(Quest const* qInfo, bool msg)
{
if (!m_timedquests.empty() && qInfo->HasFlag(QUEST_TRINITY_FLAGS_TIMED))
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_QUEST_ONLY_ONE_TIMED);
return false;
}
return true;
}
bool Player::SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg)
{
// non positive exclusive group, if > 0 then can be start if any other quest in exclusive group already started/completed
if (qInfo->GetExclusiveGroup() <= 0)
return true;
ObjectMgr::ExclusiveQuestGroups::iterator iter = objmgr.mExclusiveQuestGroups.lower_bound(qInfo->GetExclusiveGroup());
ObjectMgr::ExclusiveQuestGroups::iterator end = objmgr.mExclusiveQuestGroups.upper_bound(qInfo->GetExclusiveGroup());
assert(iter != end); // always must be found if qInfo->ExclusiveGroup != 0
for (; iter != end; ++iter)
{
uint32 exclude_Id = iter->second;
// skip checked quest id, only state of other quests in group is interesting
if (exclude_Id == qInfo->GetQuestId())
continue;
// not allow have daily quest if daily quest from exclusive group already recently completed
Quest const* Nquest = objmgr.GetQuestTemplate(exclude_Id);
if (!SatisfyQuestDay(Nquest, false) || !SatisfyQuestWeek(Nquest, false))
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
QuestStatusMap::iterator i_exstatus = mQuestStatus.find(exclude_Id);
// alternative quest already started or completed
if (i_exstatus != mQuestStatus.end()
&& (i_exstatus->second.m_status == QUEST_STATUS_COMPLETE || i_exstatus->second.m_status == QUEST_STATUS_INCOMPLETE))
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
}
return true;
}
bool Player::SatisfyQuestNextChain(Quest const* qInfo, bool msg)
{
if (!qInfo->GetNextQuestInChain())
return true;
// next quest in chain already started or completed
QuestStatusMap::iterator itr = mQuestStatus.find(qInfo->GetNextQuestInChain());
if (itr != mQuestStatus.end()
&& (itr->second.m_status == QUEST_STATUS_COMPLETE || itr->second.m_status == QUEST_STATUS_INCOMPLETE))
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
// check for all quests further up the chain
// only necessary if there are quest chains with more than one quest that can be skipped
//return SatisfyQuestNextChain(qInfo->GetNextQuestInChain(), msg);
return true;
}
bool Player::SatisfyQuestPrevChain(Quest const* qInfo, bool msg)
{
// No previous quest in chain
if (qInfo->prevChainQuests.empty())
return true;
for (Quest::PrevChainQuests::const_iterator iter = qInfo->prevChainQuests.begin(); iter != qInfo->prevChainQuests.end(); ++iter)
{
uint32 prevId = *iter;
QuestStatusMap::iterator i_prevstatus = mQuestStatus.find(prevId);
if (i_prevstatus != mQuestStatus.end())
{
// If any of the previous quests in chain active, return false
if (i_prevstatus->second.m_status == QUEST_STATUS_INCOMPLETE
|| (i_prevstatus->second.m_status == QUEST_STATUS_COMPLETE && !GetQuestRewardStatus(prevId)))
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DONT_HAVE_REQ);
return false;
}
}
// check for all quests further down the chain
// only necessary if there are quest chains with more than one quest that can be skipped
//if (!SatisfyQuestPrevChain(prevId, msg))
// return false;
}
// No previous quest in chain active
return true;
}
bool Player::SatisfyQuestDay(Quest const* qInfo, bool msg)
{
if (!qInfo->IsDaily())
return true;
bool have_slot = false;
for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
{
uint32 id = GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx);
if (qInfo->GetQuestId() == id)
return false;
if (!id)
have_slot = true;
}
if (!have_slot)
{
if (msg)
SendCanTakeQuestResponse(INVALIDREASON_DAILY_QUESTS_REMAINING);
return false;
}
return true;
}
bool Player::SatisfyQuestWeek(Quest const* qInfo, bool /*msg*/)
{
if (!qInfo->IsWeekly() || m_weeklyquests.empty())
return true;
// if not found in cooldown list
return m_weeklyquests.find(qInfo->GetQuestId()) == m_weeklyquests.end();
}
bool Player::GiveQuestSourceItem(Quest const *pQuest)
{
uint32 srcitem = pQuest->GetSrcItemId();
if (srcitem > 0)
{
uint32 count = pQuest->GetSrcItemCount();
if (count <= 0)
count = 1;
ItemPosCountVec dest;
uint8 msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, srcitem, count);
if (msg == EQUIP_ERR_OK)
{
Item * item = StoreNewItem(dest, srcitem, true);
SendNewItem(item, count, true, false);
return true;
}
// player already have max amount required item, just report success
else if (msg == EQUIP_ERR_CANT_CARRY_MORE_OF_THIS)
return true;
else
SendEquipError(msg, NULL, NULL);
return false;
}
return true;
}
bool Player::TakeQuestSourceItem(uint32 quest_id, bool msg)
{
Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
if (qInfo)
{
uint32 srcitem = qInfo->GetSrcItemId();
if (srcitem > 0)
{
uint32 count = qInfo->GetSrcItemCount();
if (count <= 0)
count = 1;
// exist one case when destroy source quest item not possible:
// non un-equippable item (equipped non-empty bag, for example)
uint8 res = CanUnequipItems(srcitem,count);
if (res != EQUIP_ERR_OK)
{
if (msg)
SendEquipError(res, NULL, NULL);
return false;
}
DestroyItemCount(srcitem, count, true, true);
}
}
return true;
}
bool Player::GetQuestRewardStatus(uint32 quest_id) const
{
Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
if (qInfo)
{
// for repeatable quests: rewarded field is set after first reward only to prevent getting XP more than once
QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
if (itr != mQuestStatus.end() && itr->second.m_status != QUEST_STATUS_NONE
&& !qInfo->IsRepeatable())
return itr->second.m_rewarded;
return false;
}
return false;
}
QuestStatus Player::GetQuestStatus(uint32 quest_id) const
{
if (quest_id)
{
QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
if (itr != mQuestStatus.end())
return itr->second.m_status;
}
return QUEST_STATUS_NONE;
}
bool Player::CanShareQuest(uint32 quest_id) const
{
Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
if (qInfo && qInfo->HasFlag(QUEST_FLAGS_SHARABLE))
{
QuestStatusMap::const_iterator itr = mQuestStatus.find(quest_id);
if (itr != mQuestStatus.end())
return itr->second.m_status == QUEST_STATUS_NONE || itr->second.m_status == QUEST_STATUS_INCOMPLETE;
}
return false;
}
void Player::SetQuestStatus(uint32 quest_id, QuestStatus status)
{
if (Quest const* qInfo = objmgr.GetQuestTemplate(quest_id))
{
QuestStatusData& q_status = mQuestStatus[quest_id];
q_status.m_status = status;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
}
UpdateForQuestWorldObjects();
}
// not used in Trinity, but used in scripting code
uint32 Player::GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry)
{
Quest const* qInfo = objmgr.GetQuestTemplate(quest_id);
if (!qInfo)
return 0;
for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
if (qInfo->ReqCreatureOrGOId[j] == entry)
return mQuestStatus[quest_id].m_creatureOrGOcount[j];
return 0;
}
void Player::AdjustQuestReqItemCount(Quest const* pQuest, QuestStatusData& questStatusData)
{
if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
{
for (uint8 i = 0; i < QUEST_ITEM_OBJECTIVES_COUNT; ++i)
{
uint32 reqitemcount = pQuest->ReqItemCount[i];
if (reqitemcount != 0)
{
uint32 curitemcount = GetItemCount(pQuest->ReqItemId[i],true);
questStatusData.m_itemcount[i] = std::min(curitemcount, reqitemcount);
if (questStatusData.uState != QUEST_NEW)
questStatusData.uState = QUEST_CHANGED;
}
}
}
}
uint16 Player::FindQuestSlot(uint32 quest_id) const
{
for (uint16 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
if (GetQuestSlotQuestId(i) == quest_id)
return i;
return MAX_QUEST_LOG_SIZE;
}
void Player::AreaExploredOrEventHappens(uint32 questId)
{
if (questId)
{
uint16 log_slot = FindQuestSlot(questId);
if (log_slot < MAX_QUEST_LOG_SIZE)
{
QuestStatusData& q_status = mQuestStatus[questId];
if (!q_status.m_explored)
{
q_status.m_explored = true;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
}
}
if (CanCompleteQuest(questId))
CompleteQuest(questId);
}
}
//not used in Trinityd, function for external script library
void Player::GroupEventHappens(uint32 questId, WorldObject const* pEventObject)
{
if (Group *pGroup = GetGroup())
{
for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player *pGroupGuy = itr->getSource();
// for any leave or dead (with not released body) group member at appropriate distance
if (pGroupGuy && pGroupGuy->IsAtGroupRewardDistance(pEventObject) && !pGroupGuy->GetCorpse())
pGroupGuy->AreaExploredOrEventHappens(questId);
}
}
else
AreaExploredOrEventHappens(questId);
}
void Player::ItemAddedQuestCheck(uint32 entry, uint32 count)
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status != QUEST_STATUS_INCOMPLETE)
continue;
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if (!qInfo || !qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
continue;
for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
{
uint32 reqitem = qInfo->ReqItemId[j];
if (reqitem == entry)
{
uint32 reqitemcount = qInfo->ReqItemCount[j];
uint32 curitemcount = q_status.m_itemcount[j];
if (curitemcount < reqitemcount)
{
uint32 additemcount = curitemcount + count <= reqitemcount ? count : reqitemcount - curitemcount;
q_status.m_itemcount[j] += additemcount;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
SendQuestUpdateAddItem(qInfo, j, additemcount);
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
return;
}
}
}
UpdateForQuestWorldObjects();
}
void Player::ItemRemovedQuestCheck(uint32 entry, uint32 count)
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if (!qInfo)
continue;
if (!qInfo->HasFlag(QUEST_TRINITY_FLAGS_DELIVER))
continue;
for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
{
uint32 reqitem = qInfo->ReqItemId[j];
if (reqitem == entry)
{
QuestStatusData& q_status = mQuestStatus[questid];
uint32 reqitemcount = qInfo->ReqItemCount[j];
uint32 curitemcount;
if (q_status.m_status != QUEST_STATUS_COMPLETE)
curitemcount = q_status.m_itemcount[j];
else
curitemcount = GetItemCount(entry,true);
if (curitemcount < reqitemcount + count)
{
uint32 remitemcount = curitemcount <= reqitemcount ? count : count + reqitemcount - curitemcount;
q_status.m_itemcount[j] = curitemcount - remitemcount;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
IncompleteQuest(questid);
}
return;
}
}
}
UpdateForQuestWorldObjects();
}
void Player::KilledMonster(CreatureInfo const* cInfo, uint64 guid)
{
if (cInfo->Entry)
KilledMonsterCredit(cInfo->Entry,guid);
for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i)
if (cInfo->KillCredit[i])
KilledMonsterCredit(cInfo->KillCredit[i],guid);
}
void Player::KilledMonsterCredit(uint32 entry, uint64 guid)
{
uint32 addkillcount = 1;
uint32 real_entry = entry;
if (guid)
{
Creature *killed = GetMap()->GetCreature(guid);
if (killed && killed->GetEntry())
real_entry = killed->GetEntry();
}
GetAchievementMgr().StartTimedAchievement(ACHIEVEMENT_TIMED_TYPE_CREATURE, real_entry); // MUST BE CALLED FIRST
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE, real_entry, addkillcount);
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if (!qInfo)
continue;
// just if !ingroup || !noraidgroup || raidgroup
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status == QUEST_STATUS_INCOMPLETE && (!GetGroup() || !GetGroup()->isRaidGroup() || qInfo->GetType() == QUEST_TYPE_RAID))
{
if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST))
{
for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
// skip GO activate objective or none
if (qInfo->ReqCreatureOrGOId[j] <= 0)
continue;
// skip Cast at creature objective
if (qInfo->ReqSpell[j] != 0)
continue;
uint32 reqkill = qInfo->ReqCreatureOrGOId[j];
if (reqkill == entry)
{
uint32 reqkillcount = qInfo->ReqCreatureOrGOCount[j];
uint32 curkillcount = q_status.m_creatureOrGOcount[j];
if (curkillcount < reqkillcount)
{
q_status.m_creatureOrGOcount[j] = curkillcount + addkillcount;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curkillcount, addkillcount);
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
// same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
continue;
}
}
}
}
}
}
void Player::CastedCreatureOrGO(uint32 entry, uint64 guid, uint32 spell_id)
{
bool isCreature = IS_CRE_OR_VEH_GUID(guid);
uint32 addCastCount = 1;
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if (!qInfo)
continue;
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
{
if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST))
{
for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
// skip kill creature objective (0) or wrong spell casts
if (qInfo->ReqSpell[j] != spell_id)
continue;
uint32 reqTarget = 0;
if (isCreature)
{
// creature activate objectives
if (qInfo->ReqCreatureOrGOId[j] > 0)
{
// checked at quest_template loading
reqTarget = qInfo->ReqCreatureOrGOId[j];
if (reqTarget != entry) // if entry doesn't match, check for killcredits referenced in template
{
CreatureInfo const *cinfo = objmgr.GetCreatureTemplate(entry);
for (uint8 i = 0; i < MAX_KILL_CREDIT; ++i)
if (cinfo->KillCredit[i] == reqTarget)
entry = cinfo->KillCredit[i];
}
}
}
else
{
// GO activate objective
if (qInfo->ReqCreatureOrGOId[j] < 0)
// checked at quest_template loading
reqTarget = - qInfo->ReqCreatureOrGOId[j];
}
// other not this creature/GO related objectives
if (reqTarget != entry)
continue;
uint32 reqCastCount = qInfo->ReqCreatureOrGOCount[j];
uint32 curCastCount = q_status.m_creatureOrGOcount[j];
if (curCastCount < reqCastCount)
{
q_status.m_creatureOrGOcount[j] = curCastCount + addCastCount;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curCastCount, addCastCount);
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
// same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
break;
}
}
}
}
}
void Player::TalkedToCreature(uint32 entry, uint64 guid)
{
uint32 addTalkCount = 1;
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if (!qInfo)
continue;
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
{
if (qInfo->HasFlag(QUEST_TRINITY_FLAGS_KILL_OR_CAST | QUEST_TRINITY_FLAGS_SPEAKTO))
{
for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
// skip spell casts and Gameobject objectives
if (qInfo->ReqSpell[j] > 0 || qInfo->ReqCreatureOrGOId[j] < 0)
continue;
uint32 reqTarget = 0;
if (qInfo->ReqCreatureOrGOId[j] > 0) // creature activate objectives
// checked at quest_template loading
reqTarget = qInfo->ReqCreatureOrGOId[j];
else
continue;
if (reqTarget == entry)
{
uint32 reqTalkCount = qInfo->ReqCreatureOrGOCount[j];
uint32 curTalkCount = q_status.m_creatureOrGOcount[j];
if (curTalkCount < reqTalkCount)
{
q_status.m_creatureOrGOcount[j] = curTalkCount + addTalkCount;
if (q_status.uState != QUEST_NEW)
q_status.uState = QUEST_CHANGED;
SendQuestUpdateAddCreatureOrGo(qInfo, guid, j, curTalkCount, addTalkCount);
}
if (CanCompleteQuest(questid))
CompleteQuest(questid);
// same objective target can be in many active quests, but not in 2 objectives for single quest (code optimization).
continue;
}
}
}
}
}
}
void Player::MoneyChanged(uint32 count)
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (!questid)
continue;
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if (qInfo && qInfo->GetRewOrReqMoney() < 0)
{
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
{
if (int32(count) >= -qInfo->GetRewOrReqMoney())
{
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
}
else if (q_status.m_status == QUEST_STATUS_COMPLETE)
{
if (int32(count) < -qInfo->GetRewOrReqMoney())
IncompleteQuest(questid);
}
}
}
}
void Player::ReputationChanged(FactionEntry const* factionEntry)
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
if (uint32 questid = GetQuestSlotQuestId(i))
{
if (Quest const* qInfo = objmgr.GetQuestTemplate(questid))
{
if (qInfo->GetRepObjectiveFaction() == factionEntry->ID)
{
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
{
if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
else if (q_status.m_status == QUEST_STATUS_COMPLETE)
{
if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
IncompleteQuest(questid);
}
}
}
}
}
}
void Player::ReputationChanged2(FactionEntry const* factionEntry)
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
if (uint32 questid = GetQuestSlotQuestId(i))
{
if (Quest const* qInfo = objmgr.GetQuestTemplate(questid))
{
if (qInfo->GetRepObjectiveFaction2() == factionEntry->ID)
{
QuestStatusData& q_status = mQuestStatus[questid];
if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
{
if (GetReputationMgr().GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue2())
if (CanCompleteQuest(questid))
CompleteQuest(questid);
}
else if (q_status.m_status == QUEST_STATUS_COMPLETE)
{
if (GetReputationMgr().GetReputation(factionEntry) < qInfo->GetRepObjectiveValue2())
IncompleteQuest(questid);
}
}
}
}
}
}
bool Player::HasQuestForItem(uint32 itemid) const
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
if (qs_itr == mQuestStatus.end())
continue;
QuestStatusData const& q_status = qs_itr->second;
if (q_status.m_status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qinfo = objmgr.GetQuestTemplate(questid);
if (!qinfo)
continue;
// hide quest if player is in raid-group and quest is no raid quest
if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
if (!InBattleGround()) //there are two ways.. we can make every bg-quest a raidquest, or add this code here.. i don't know if this can be exploited by other quests, but i think all other quests depend on a specific area.. but keep this in mind, if something strange happens later
continue;
// There should be no mixed ReqItem/ReqSource drop
// This part for ReqItem drop
for (uint8 j = 0; j < QUEST_ITEM_OBJECTIVES_COUNT; ++j)
{
if (itemid == qinfo->ReqItemId[j] && q_status.m_itemcount[j] < qinfo->ReqItemCount[j])
return true;
}
// This part - for ReqSource
for (uint8 j = 0; j < QUEST_SOURCE_ITEM_IDS_COUNT; ++j)
{
// examined item is a source item
if (qinfo->ReqSourceId[j] == itemid)
{
ItemPrototype const *pProto = objmgr.GetItemPrototype(itemid);
// 'unique' item
if (pProto->MaxCount && GetItemCount(itemid,true) < pProto->MaxCount)
return true;
// allows custom amount drop when not 0
if (qinfo->ReqSourceCount[j])
{
if (GetItemCount(itemid,true) < qinfo->ReqSourceCount[j])
return true;
} else if (GetItemCount(itemid,true) < pProto->Stackable)
return true;
}
}
}
}
return false;
}
void Player::SendQuestComplete(uint32 quest_id)
{
if (quest_id)
{
WorldPacket data(SMSG_QUESTUPDATE_COMPLETE, 4);
data << uint32(quest_id);
GetSession()->SendPacket(&data);
sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_COMPLETE quest = %u", quest_id);
}
}
void Player::SendQuestReward(Quest const *pQuest, uint32 XP, Object * questGiver)
{
uint32 questid = pQuest->GetQuestId();
sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_COMPLETE quest = %u", questid);
gameeventmgr.HandleQuestComplete(questid);
WorldPacket data(SMSG_QUESTGIVER_QUEST_COMPLETE, (4+4+4+4+4));
data << uint32(questid);
if (getLevel() < sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
{
data << uint32(XP);
data << uint32(pQuest->GetRewOrReqMoney());
}
else
{
data << uint32(0);
data << uint32(pQuest->GetRewOrReqMoney() + int32(pQuest->GetRewMoneyMaxLevel() * sWorld.getRate(RATE_DROP_MONEY)));
}
data << uint32(10*Trinity::Honor::hk_honor_at_level(getLevel(), pQuest->GetRewHonorableKills()));
data << uint32(pQuest->GetBonusTalents()); // bonus talents
data << uint32(pQuest->GetRewArenaPoints());
GetSession()->SendPacket(&data);
if (pQuest->GetQuestCompleteScript() != 0)
GetMap()->ScriptsStart(sQuestEndScripts, pQuest->GetQuestCompleteScript(), questGiver, this);
}
void Player::SendQuestFailed(uint32 quest_id)
{
if (quest_id)
{
WorldPacket data(SMSG_QUESTGIVER_QUEST_FAILED, 4+4);
data << uint32(quest_id);
data << uint32(0); // failed reason (4 for inventory is full)
GetSession()->SendPacket(&data);
sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_FAILED");
}
}
void Player::SendQuestTimerFailed(uint32 quest_id)
{
if (quest_id)
{
WorldPacket data(SMSG_QUESTUPDATE_FAILEDTIMER, 4);
data << uint32(quest_id);
GetSession()->SendPacket(&data);
sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_FAILEDTIMER");
}
}
void Player::SendCanTakeQuestResponse(uint32 msg)
{
WorldPacket data(SMSG_QUESTGIVER_QUEST_INVALID, 4);
data << uint32(msg);
GetSession()->SendPacket(&data);
sLog.outDebug("WORLD: Sent SMSG_QUESTGIVER_QUEST_INVALID");
}
void Player::SendQuestConfirmAccept(const Quest* pQuest, Player* pReceiver)
{
if (pReceiver)
{
std::string strTitle = pQuest->GetTitle();
int loc_idx = pReceiver->GetSession()->GetSessionDbLocaleIndex();
if (loc_idx >= 0)
{
if (const QuestLocale* pLocale = objmgr.GetQuestLocale(pQuest->GetQuestId()))
{
if (pLocale->Title.size() > loc_idx && !pLocale->Title[loc_idx].empty())
strTitle = pLocale->Title[loc_idx];
}
}
WorldPacket data(SMSG_QUEST_CONFIRM_ACCEPT, (4 + strTitle.size() + 8));
data << uint32(pQuest->GetQuestId());
data << strTitle;
data << uint64(GetGUID());
pReceiver->GetSession()->SendPacket(&data);
sLog.outDebug("WORLD: Sent SMSG_QUEST_CONFIRM_ACCEPT");
}
}
void Player::SendPushToPartyResponse(Player *pPlayer, uint32 msg)
{
if (pPlayer)
{
WorldPacket data(MSG_QUEST_PUSH_RESULT, (8+1));
data << uint64(pPlayer->GetGUID());
data << uint8(msg); // valid values: 0-8
GetSession()->SendPacket(&data);
sLog.outDebug("WORLD: Sent MSG_QUEST_PUSH_RESULT");
}
}
void Player::SendQuestUpdateAddItem(Quest const* /*pQuest*/, uint32 /*item_idx*/, uint32 /*count*/)
{
WorldPacket data(SMSG_QUESTUPDATE_ADD_ITEM, 0);
sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_ADD_ITEM");
//data << pQuest->ReqItemId[item_idx];
//data << count;
GetSession()->SendPacket(&data);
}
void Player::SendQuestUpdateAddCreatureOrGo(Quest const* pQuest, uint64 guid, uint32 creatureOrGO_idx, uint32 old_count, uint32 add_count)
{
assert(old_count + add_count < 65536 && "mob/GO count store in 16 bits 2^16 = 65536 (0..65536)");
int32 entry = pQuest->ReqCreatureOrGOId[ creatureOrGO_idx ];
if (entry < 0)
// client expected gameobject template id in form (id|0x80000000)
entry = (-entry) | 0x80000000;
WorldPacket data(SMSG_QUESTUPDATE_ADD_KILL, (4*4+8));
sLog.outDebug("WORLD: Sent SMSG_QUESTUPDATE_ADD_KILL");
data << uint32(pQuest->GetQuestId());
data << uint32(entry);
data << uint32(old_count + add_count);
data << uint32(pQuest->ReqCreatureOrGOCount[ creatureOrGO_idx ]);
data << uint64(guid);
GetSession()->SendPacket(&data);
uint16 log_slot = FindQuestSlot(pQuest->GetQuestId());
if (log_slot < MAX_QUEST_LOG_SIZE)
SetQuestSlotCounter(log_slot,creatureOrGO_idx,GetQuestSlotCounter(log_slot,creatureOrGO_idx)+add_count);
}
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
void Player::Initialize(uint32 guid)
{
Object::_Create(guid, 0, HIGHGUID_PLAYER);
}
void Player::_LoadDeclinedNames(QueryResult_AutoPtr result)
{
if (!result)
return;
if (m_declinedname)
delete m_declinedname;
m_declinedname = new DeclinedName;
Field *fields = result->Fetch();
for (uint8 i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
m_declinedname->name[i] = fields[i].GetCppString();
}
void Player::_LoadArenaTeamInfo(QueryResult_AutoPtr result)
{
// arenateamid, played_week, played_season, personal_rating
memset((void*)&m_uint32Values[PLAYER_FIELD_ARENA_TEAM_INFO_1_1], 0, sizeof(uint32) * MAX_ARENA_SLOT * ARENA_TEAM_END);
if (!result)
return;
do
{
Field *fields = result->Fetch();
uint32 arenateamid = fields[0].GetUInt32();
uint32 played_week = fields[1].GetUInt32();
uint32 played_season = fields[2].GetUInt32();
uint32 wons_season = fields[3].GetUInt32();
uint32 personal_rating = fields[4].GetUInt32();
ArenaTeam* aTeam = objmgr.GetArenaTeamById(arenateamid);
if (!aTeam)
{
sLog.outError("Player::_LoadArenaTeamInfo: couldn't load arenateam %u", arenateamid);
continue;
}
uint8 arenaSlot = aTeam->GetSlot();
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_ID, arenateamid);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_TYPE, aTeam->GetType());
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_MEMBER, (aTeam->GetCaptain() == GetGUID()) ? 0 : 1);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_WEEK, played_week);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_GAMES_SEASON, played_season);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_WINS_SEASON, wons_season);
SetArenaTeamInfoField(arenaSlot, ARENA_TEAM_PERSONAL_RATING, personal_rating);
}while (result->NextRow());
}
void Player::_LoadEquipmentSets(QueryResult_AutoPtr result)
{
// SetPQuery(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS, "SELECT setguid, setindex, name, iconname, item0, item1, item2, item3, item4, item5, item6, item7, item8, item9, item10, item11, item12, item13, item14, item15, item16, item17, item18 FROM character_equipmentsets WHERE guid = '%u' ORDER BY setindex", GUID_LOPART(m_guid));
if (!result)
return;
uint32 count = 0;
do
{
Field *fields = result->Fetch();
EquipmentSet eqSet;
eqSet.Guid = fields[0].GetUInt64();
uint32 index = fields[1].GetUInt32();
eqSet.Name = fields[2].GetCppString();
eqSet.IconName = fields[3].GetCppString();
eqSet.state = EQUIPMENT_SET_UNCHANGED;
for (uint32 i = 0; i < EQUIPMENT_SLOT_END; ++i)
eqSet.Items[i] = fields[4+i].GetUInt32();
m_EquipmentSets[index] = eqSet;
++count;
if (count >= MAX_EQUIPMENT_SET_INDEX) // client limit
break;
} while (result->NextRow());
}
void Player::_LoadBGData(QueryResult_AutoPtr result)
{
if (!result)
return;
// Expecting only one row
Field *fields = result->Fetch();
/* bgInstanceID, bgTeam, x, y, z, o, map, taxi[0], taxi[1], mountSpell */
m_bgData.bgInstanceID = fields[0].GetUInt32();
m_bgData.bgTeam = fields[1].GetUInt32();
m_bgData.joinPos = WorldLocation(fields[6].GetUInt32(), // Map
fields[2].GetFloat(), // X
fields[3].GetFloat(), // Y
fields[4].GetFloat(), // Z
fields[5].GetFloat()); // Orientation
m_bgData.taxiPath[0] = fields[7].GetUInt32();
m_bgData.taxiPath[1] = fields[8].GetUInt32();
m_bgData.mountSpell = fields[9].GetUInt32();
}
bool Player::LoadPositionFromDB(uint32& mapid, float& x,float& y,float& z,float& o, bool& in_flight, uint64 guid)
{
QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT position_x,position_y,position_z,orientation,map,taxi_path FROM characters WHERE guid = '%u'",GUID_LOPART(guid));
if (!result)
return false;
Field *fields = result->Fetch();
x = fields[0].GetFloat();
y = fields[1].GetFloat();
z = fields[2].GetFloat();
o = fields[3].GetFloat();
mapid = fields[4].GetUInt32();
in_flight = !fields[5].GetCppString().empty();
return true;
}
void Player::SetHomebind(WorldLocation const& /*loc*/, uint32 /*area_id*/)
{
m_homebindMapId = GetMapId();
m_homebindAreaId = GetAreaId();
m_homebindX = GetPositionX();
m_homebindY = GetPositionY();
m_homebindZ = GetPositionZ();
// update sql homebind
CharacterDatabase.PExecute("UPDATE character_homebind SET map = '%u', zone = '%u', position_x = '%f', position_y = '%f', position_z = '%f' WHERE guid = '%u'",
m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ, GetGUIDLow());
}
uint32 Player::GetUInt32ValueFromArray(Tokens const& data, uint16 index)
{
if (index >= data.size())
return 0;
return (uint32)atoi(data[index].c_str());
}
float Player::GetFloatValueFromArray(Tokens const& data, uint16 index)
{
float result;
uint32 temp = Player::GetUInt32ValueFromArray(data,index);
memcpy(&result, &temp, sizeof(result));
return result;
}
void Player::_LoadIntoDataField(const char* data, uint32 startOffset, uint32 count)
{
if (!data)
return;
Tokens tokens = StrSplit(data, " ");
if (tokens.size() != count)
return;
Tokens::iterator iter;
uint32 index;
for (iter = tokens.begin(), index = 0; index < count; ++iter, ++index)
{
m_uint32Values[startOffset + index] = atol((*iter).c_str());
}
}
bool Player::LoadFromDB(uint32 guid, SqlQueryHolder *holder)
{
//// 0 1 2 3 4 5 6 7 8 9 10 11
//QueryResult *result = CharacterDatabase.PQuery("SELECT guid, account,name, race, class, gender, level, xp, money, playerBytes, playerBytes2, playerFlags,"
// 12 13 14 15 16 17 18 19 20 21 22 23 24
//"position_x, position_y, position_z, map, orientation, taximask, cinematic, totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost,"
// 25 26 27 28 29 30 31 32 33 34 35 36 37 38
//"resettalents_time, trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, online, death_expire_time, taxi_path, dungeon_difficulty,"
// 39 40 41 42 43 44 45 46 47 48 49
//"arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk,"
// 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65
//"health, power1, power2, power3, power4, power5, power6, power7, instance_id, speccount, activespec, exploredZones, equipmentCache, ammoId, knownTitles, actionBars FROM characters WHERE guid = '%u'", guid);
QueryResult_AutoPtr result = holder->GetResult(PLAYER_LOGIN_QUERY_LOADFROM);
if (!result)
{
sLog.outError("Player (GUID: %u) not found in table `characters`, can't load. ",guid);
return false;
}
Field *fields = result->Fetch();
uint32 dbAccountId = fields[1].GetUInt32();
// check if the character's account in the db and the logged in account match.
// player should be able to load/delete character only with correct account!
if (dbAccountId != GetSession()->GetAccountId())
{
sLog.outError("Player (GUID: %u) loading from wrong account (is: %u, should be: %u)",guid,GetSession()->GetAccountId(),dbAccountId);
return false;
}
Object::_Create(guid, 0, HIGHGUID_PLAYER);
m_name = fields[2].GetCppString();
// check name limitations
if (ObjectMgr::CheckPlayerName(m_name) != CHAR_NAME_SUCCESS ||
(GetSession()->GetSecurity() == SEC_PLAYER && objmgr.IsReservedName(m_name)))
{
CharacterDatabase.PExecute("UPDATE characters SET at_login = at_login | '%u' WHERE guid ='%u'", uint32(AT_LOGIN_RENAME),guid);
return false;
}
// overwrite possible wrong/corrupted guid
SetUInt64Value(OBJECT_FIELD_GUID, MAKE_NEW_GUID(guid, 0, HIGHGUID_PLAYER));
// overwrite some data fields
uint32 bytes0 = 0;
bytes0 |= fields[3].GetUInt8(); // race
bytes0 |= fields[4].GetUInt8() << 8; // class
bytes0 |= fields[5].GetUInt8() << 16; // gender
SetUInt32Value(UNIT_FIELD_BYTES_0, bytes0);
SetUInt32Value(UNIT_FIELD_LEVEL, fields[6].GetUInt8());
SetUInt32Value(PLAYER_XP, fields[7].GetUInt32());
_LoadIntoDataField(fields[61].GetString(), PLAYER_EXPLORED_ZONES_1, PLAYER_EXPLORED_ZONES_SIZE);
_LoadIntoDataField(fields[64].GetString(), PLAYER__FIELD_KNOWN_TITLES, KNOWN_TITLES_SIZE*2);
SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, DEFAULT_WORLD_OBJECT_SIZE);
SetFloatValue(UNIT_FIELD_COMBATREACH, 1.5f);
SetFloatValue(UNIT_FIELD_HOVERHEIGHT, 1.0f);
uint32 money = fields[8].GetUInt32();
if (money > MAX_MONEY_AMOUNT)
money = MAX_MONEY_AMOUNT;
SetMoney(money);
SetUInt32Value(PLAYER_BYTES, fields[9].GetUInt32());
SetUInt32Value(PLAYER_BYTES_2, fields[10].GetUInt32());
SetUInt32Value(PLAYER_BYTES_3, (fields[49].GetUInt16() & 0xFFFE) | fields[5].GetUInt8());
SetUInt32Value(PLAYER_FLAGS, fields[11].GetUInt32());
SetInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX, fields[48].GetUInt32());
SetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES, fields[47].GetUInt64());
SetUInt32Value(PLAYER_AMMO_ID, fields[63].GetUInt32());
// set which actionbars the client has active - DO NOT REMOVE EVER AGAIN (can be changed though, if it does change fieldwise)
SetByteValue(PLAYER_FIELD_BYTES, 2, fields[65].GetUInt8());
InitDisplayIds();
// cleanup inventory related item value fields (its will be filled correctly in _LoadInventory)
for (uint8 slot = EQUIPMENT_SLOT_START; slot < EQUIPMENT_SLOT_END; ++slot)
{
SetUInt64Value(PLAYER_FIELD_INV_SLOT_HEAD + (slot * 2), 0);
SetVisibleItemSlot(slot, NULL);
if (m_items[slot])
{
delete m_items[slot];
m_items[slot] = NULL;
}
}
sLog.outDebug("Load Basic value of player %s is: ", m_name.c_str());
outDebugValues();
//Need to call it to initialize m_team (m_team can be calculated from race)
//Other way is to saves m_team into characters table.
setFactionForRace(getRace());
// load home bind and check in same time class/race pair, it used later for restore broken positions
if (!_LoadHomeBind(holder->GetResult(PLAYER_LOGIN_QUERY_LOADHOMEBIND)))
return false;
InitPrimaryProfessions(); // to max set before any spell loaded
// init saved position, and fix it later if problematic
uint32 transGUID = fields[30].GetUInt32();
Relocate(fields[12].GetFloat(),fields[13].GetFloat(),fields[14].GetFloat(),fields[16].GetFloat());
uint32 mapId = fields[15].GetUInt32();
uint32 instanceId = fields[58].GetFloat();
uint32 difficulty = fields[38].GetUInt32();
if (difficulty >= MAX_DUNGEON_DIFFICULTY)
difficulty = DUNGEON_DIFFICULTY_NORMAL;
SetDungeonDifficulty(Difficulty(difficulty)); // may be changed in _LoadGroup
std::string taxi_nodes = fields[37].GetCppString();
#define RelocateToHomebind(){ mapId = m_homebindMapId; instanceId = 0; Relocate(m_homebindX, m_homebindY, m_homebindZ); }
_LoadGroup(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGROUP));
_LoadArenaTeamInfo(holder->GetResult(PLAYER_LOGIN_QUERY_LOADARENAINFO));
uint32 arena_currency = fields[39].GetUInt32();
if (arena_currency > sWorld.getConfig(CONFIG_MAX_ARENA_POINTS))
arena_currency = sWorld.getConfig(CONFIG_MAX_ARENA_POINTS);
SetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY, arena_currency);
// check arena teams integrity
for (uint32 arena_slot = 0; arena_slot < MAX_ARENA_SLOT; ++arena_slot)
{
uint32 arena_team_id = GetArenaTeamId(arena_slot);
if (!arena_team_id)
continue;
if (ArenaTeam * at = objmgr.GetArenaTeamById(arena_team_id))
if (at->HaveMember(GetGUID()))
continue;
// arena team not exist or not member, cleanup fields
for (int j = 0; j < 6; ++j)
SetArenaTeamInfoField(arena_slot, ArenaTeamInfoType(j), 0);
}
SetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY, fields[40].GetUInt32());
SetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION, fields[41].GetUInt32());
SetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION, fields[42].GetUInt32());
SetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS, fields[43].GetUInt32());
SetUInt16Value(PLAYER_FIELD_KILLS, 0, fields[44].GetUInt16());
SetUInt16Value(PLAYER_FIELD_KILLS, 1, fields[45].GetUInt16());
_LoadBoundInstances(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBOUNDINSTANCES));
_LoadBGData(holder->GetResult(PLAYER_LOGIN_QUERY_LOADBGDATA));
MapEntry const * mapEntry = sMapStore.LookupEntry(mapId);
if (!mapEntry || !IsPositionValid())
{
sLog.outError("Player (guidlow %d) have invalid coordinates (MapId: %u X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
RelocateToHomebind();
}
// Player was saved in Arena or Bg
else if (mapEntry && mapEntry->IsBattleGroundOrArena())
{
BattleGround *currentBg = NULL;
if (m_bgData.bgInstanceID) //saved in BattleGround
currentBg = sBattleGroundMgr.GetBattleGround(m_bgData.bgInstanceID, BATTLEGROUND_TYPE_NONE);
bool player_at_bg = currentBg && currentBg->IsPlayerInBattleGround(GetGUID());
if (player_at_bg && currentBg->GetStatus() != STATUS_WAIT_LEAVE)
{
BattleGroundQueueTypeId bgQueueTypeId = sBattleGroundMgr.BGQueueTypeId(currentBg->GetTypeID(), currentBg->GetArenaType());
AddBattleGroundQueueId(bgQueueTypeId);
m_bgData.bgTypeID = currentBg->GetTypeID();
//join player to battleground group
currentBg->EventPlayerLoggedIn(this, GetGUID());
currentBg->AddOrSetPlayerToCorrectBgGroup(this, GetGUID(), m_bgData.bgTeam);
SetInviteForBattleGroundQueueType(bgQueueTypeId,currentBg->GetInstanceID());
}
// Bg was not found - go to Entry Point
else
{
// leave bg
if (player_at_bg)
currentBg->RemovePlayerAtLeave(GetGUID(), false, true);
// Do not look for instance if bg not found
const WorldLocation& _loc = GetBattleGroundEntryPoint();
mapId = _loc.GetMapId(); instanceId = 0;
if (mapId == MAPID_INVALID) // Battleground Entry Point not found (???)
{
sLog.outError("Player (guidlow %d) was in BG in database, but BG was not found, and entry point was invalid! Teleport to default race/class locations.",guid);
RelocateToHomebind();
}
else
Relocate(&_loc);
// We are not in BG anymore
m_bgData.bgInstanceID = 0;
}
}
// currently we do not support transport in bg
else if (transGUID)
{
// There are no transports on instances
instanceId = 0;
m_movementInfo.t_x = fields[26].GetFloat();
m_movementInfo.t_y = fields[27].GetFloat();
m_movementInfo.t_z = fields[28].GetFloat();
m_movementInfo.t_o = fields[29].GetFloat();
if (!Trinity::IsValidMapCoord(
GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o) ||
// transport size limited
m_movementInfo.t_x > 50 || m_movementInfo.t_y > 50 || m_movementInfo.t_z > 50)
{
sLog.outError("Player (guidlow %d) have invalid transport coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",
guid,GetPositionX()+m_movementInfo.t_x,GetPositionY()+m_movementInfo.t_y,
GetPositionZ()+m_movementInfo.t_z,GetOrientation()+m_movementInfo.t_o);
RelocateToHomebind();
}
else
{
for (MapManager::TransportSet::iterator iter = MapManager::Instance().m_Transports.begin(); iter != MapManager::Instance().m_Transports.end(); ++iter)
{
if ((*iter)->GetGUIDLow() == transGUID)
{
m_transport = *iter;
m_transport->AddPassenger(this);
mapId = (m_transport->GetMapId());
break;
}
}
if (!m_transport)
{
sLog.outError("Player (guidlow %d) have problems with transport guid (%u). Teleport to default race/class locations.",
guid,transGUID);
RelocateToHomebind();
}
}
}
// currently we do not support taxi in instance
else if (!taxi_nodes.empty())
{
instanceId = 0;
// Not finish taxi flight path
if (m_bgData.HasTaxiPath())
{
for (int i = 0; i < 2; ++i)
m_taxi.AddTaxiDestination(m_bgData.taxiPath[i]);
}
else if (!m_taxi.LoadTaxiDestinationsFromString(taxi_nodes,GetTeam()))
{
// problems with taxi path loading
TaxiNodesEntry const* nodeEntry = NULL;
if (uint32 node_id = m_taxi.GetTaxiSource())
nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
if (!nodeEntry) // don't know taxi start node, to homebind
{
sLog.outError("Character %u have wrong data in taxi destination list, teleport to homebind.",GetGUIDLow());
RelocateToHomebind();
}
else // have start node, to it
{
sLog.outError("Character %u have too short taxi destination list, teleport to original node.",GetGUIDLow());
mapId = nodeEntry->map_id;
Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
}
m_taxi.ClearTaxiDestinations();
}
if (uint32 node_id = m_taxi.GetTaxiSource())
{
// save source node as recall coord to prevent recall and fall from sky
TaxiNodesEntry const* nodeEntry = sTaxiNodesStore.LookupEntry(node_id);
if (nodeEntry && nodeEntry->map_id == GetMapId())
{
assert(nodeEntry); // checked in m_taxi.LoadTaxiDestinationsFromString
mapId = nodeEntry->map_id;
Relocate(nodeEntry->x, nodeEntry->y, nodeEntry->z,0.0f);
}
// flight will started later
}
}
// Map could be changed before
mapEntry = sMapStore.LookupEntry(mapId);
// client without expansion support
if (mapEntry && GetSession()->Expansion() < mapEntry->Expansion())
{
sLog.outDebug("Player %s using client without required expansion tried login at non accessible map %u", GetName(), mapId);
RelocateToHomebind();
}
// fix crash (because of if (Map *map = _FindMap(instanceId)) in MapInstanced::CreateInstance)
if (instanceId)
if (InstanceSave * save = GetInstanceSave(mapId, mapEntry->IsRaid()))
if (save->GetInstanceId() != instanceId)
instanceId = 0;
// NOW player must have valid map
// load the player's map here if it's not already loaded
Map *map = MapManager::Instance().CreateMap(mapId, this, instanceId);
if (!map)
{
instanceId = 0;
AreaTrigger const* at = objmgr.GetGoBackTrigger(mapId);
if (at)
{
sLog.outError("Player (guidlow %d) is teleported to gobacktrigger (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
Relocate(at->target_X, at->target_Y, at->target_Z, GetOrientation());
mapId = at->target_mapId;
}
else
{
sLog.outError("Player (guidlow %d) is teleported to home (Map: %u X: %f Y: %f Z: %f O: %f).",guid,mapId,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
RelocateToHomebind();
}
map = MapManager::Instance().CreateMap(mapId, this, 0);
if (!map)
{
PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
mapId = info->mapId;
Relocate(info->positionX,info->positionY,info->positionZ,0.0f);
sLog.outError("ERROR: Player (guidlow %d) have invalid coordinates (X: %f Y: %f Z: %f O: %f). Teleport to default race/class locations.",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
map = MapManager::Instance().CreateMap(mapId, this, 0);
if (!map)
{
sLog.outError("ERROR: Player (guidlow %d) has invalid default map coordinates (X: %f Y: %f Z: %f O: %f). or instance couldn't be created",guid,GetPositionX(),GetPositionY(),GetPositionZ(),GetOrientation());
return false;
}
}
}
// if the player is in an instance and it has been reset in the meantime teleport him to the entrance
if (instanceId && !sInstanceSaveManager.GetInstanceSave(instanceId))
{
AreaTrigger const* at = objmgr.GetMapEntranceTrigger(mapId);
if (at)
Relocate(at->target_X, at->target_Y, at->target_Z, at->target_Orientation);
else
{
sLog.outError("Player %s(GUID: %u) logged in to a reset instance (map: %u) and there is no area-trigger leading to this map. Thus he can't be ported back to the entrance. This _might_ be an exploit attempt.", GetName(), GetGUIDLow(), mapId);
RelocateToHomebind();
}
}
SetMap(map);
// randomize first save time in range [CONFIG_INTERVAL_SAVE] around [CONFIG_INTERVAL_SAVE]
// this must help in case next save after mass player load after server startup
m_nextSave = urand(m_nextSave/2,m_nextSave*3/2);
SaveRecallPosition();
time_t now = time(NULL);
time_t logoutTime = time_t(fields[22].GetUInt64());
// since last logout (in seconds)
uint32 time_diff = uint32(now - logoutTime); //uint64 is excessive for a time_diff in seconds.. uint32 allows for 136~ year difference.
// set value, including drunk invisibility detection
// calculate sobering. after 15 minutes logged out, the player will be sober again
float soberFactor;
if (time_diff > 15*MINUTE)
soberFactor = 0;
else
soberFactor = 1-time_diff/(15.0f*MINUTE);
uint16 newDrunkenValue = uint16(soberFactor*(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE));
SetDrunkValue(newDrunkenValue);
m_cinematic = fields[18].GetUInt32();
m_Played_time[PLAYED_TIME_TOTAL]= fields[19].GetUInt32();
m_Played_time[PLAYED_TIME_LEVEL]= fields[20].GetUInt32();
m_resetTalentsCost = fields[24].GetUInt32();
m_resetTalentsTime = time_t(fields[25].GetUInt64());
// reserve some flags
uint32 old_safe_flags = GetUInt32Value(PLAYER_FLAGS) & (PLAYER_FLAGS_HIDE_CLOAK | PLAYER_FLAGS_HIDE_HELM);
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GM))
SetUInt32Value(PLAYER_FLAGS, 0 | old_safe_flags);
m_taxi.LoadTaxiMask(fields[17].GetString()); // must be before InitTaxiNodesForLevel
uint32 extraflags = fields[31].GetUInt32();
m_stableSlots = fields[32].GetUInt32();
if (m_stableSlots > MAX_PET_STABLES)
{
sLog.outError("Player can have not more %u stable slots, but have in DB %u",MAX_PET_STABLES,uint32(m_stableSlots));
m_stableSlots = MAX_PET_STABLES;
}
m_atLoginFlags = fields[33].GetUInt32();
// Honor system
// Update Honor kills data
m_lastHonorUpdateTime = logoutTime;
UpdateHonorFields();
m_deathExpireTime = (time_t)fields[36].GetUInt64();
if (m_deathExpireTime > now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP)
m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP-1;
// clear channel spell data (if saved at channel spell casting)
SetUInt64Value(UNIT_FIELD_CHANNEL_OBJECT, 0);
SetUInt32Value(UNIT_CHANNEL_SPELL,0);
// clear charm/summon related fields
SetUInt64Value(UNIT_FIELD_SUMMONEDBY, 0);
SetUInt64Value(UNIT_FIELD_CHARMEDBY, 0);
SetUInt64Value(UNIT_FIELD_CHARM, 0);
SetUInt64Value(UNIT_FIELD_SUMMON, 0);
SetUInt64Value(PLAYER_FARSIGHT, 0);
SetCreatorGUID(0);
RemoveFlag(UNIT_FIELD_FLAGS_2, UNIT_FLAG2_FORCE_MOVE);
// reset some aura modifiers before aura apply
SetUInt32Value(PLAYER_TRACK_CREATURES, 0);
SetUInt32Value(PLAYER_TRACK_RESOURCES, 0);
// make sure the unit is considered out of combat for proper loading
ClearInCombat();
// make sure the unit is considered not in duel for proper loading
SetUInt64Value(PLAYER_DUEL_ARBITER, 0);
SetUInt32Value(PLAYER_DUEL_TEAM, 0);
// reset stats before loading any modifiers
InitStatsForLevel();
InitGlyphsForLevel();
InitTaxiNodesForLevel();
InitRunes();
// rest bonus can only be calculated after InitStatsForLevel()
m_rest_bonus = fields[21].GetFloat();
if (time_diff > 0)
{
//speed collect rest bonus in offline, in logout, far from tavern, city (section/in hour)
float bubble0 = 0.031f;
//speed collect rest bonus in offline, in logout, in tavern, city (section/in hour)
float bubble1 = 0.125f;
float bubble = fields[23].GetUInt32() > 0
? bubble1*sWorld.getRate(RATE_REST_OFFLINE_IN_TAVERN_OR_CITY)
: bubble0*sWorld.getRate(RATE_REST_OFFLINE_IN_WILDERNESS);
SetRestBonus(GetRestBonus()+ time_diff*((float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)/72000)*bubble);
}
// load skills after InitStatsForLevel because it triggering aura apply also
_LoadSkills(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSKILLS));
// apply original stats mods before spell loading or item equipment that call before equip _RemoveStatsMods()
//mails are loaded only when needed ;-) - when player in game click on mailbox.
//_LoadMail();
m_specsCount = fields[59].GetUInt8();
m_activeSpec = fields[60].GetUInt8();
// sanity check
if (m_specsCount > MAX_TALENT_SPECS || m_activeSpec > MAX_TALENT_SPEC ||
m_specsCount < MIN_TALENT_SPECS || m_activeSpec < MIN_TALENT_SPEC)
{
m_activeSpec = 0;
sLog.outError("Player %s(GUID: %u) has SpecCount = %u and ActiveSpec = %u.", GetName(), GetGUIDLow(), m_specsCount, m_activeSpec);
}
_LoadTalents(holder->GetResult(PLAYER_LOGIN_QUERY_LOADTALENTS));
_LoadSpells(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLS));
_LoadGlyphs(holder->GetResult(PLAYER_LOGIN_QUERY_LOADGLYPHS));
_LoadAuras(holder->GetResult(PLAYER_LOGIN_QUERY_LOADAURAS), time_diff);
_LoadGlyphAuras();
// add ghost flag (must be after aura load: PLAYER_FLAGS_GHOST set in aura)
if (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_GHOST))
m_deathState = DEAD;
// after spell load, learn rewarded spell if need also
_LoadQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADQUESTSTATUS));
_LoadDailyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDAILYQUESTSTATUS));
_LoadWeeklyQuestStatus(holder->GetResult(PLAYER_LOGIN_QUERY_LOADWEKLYQUESTSTATUS));
// 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
uint32 curTitle = fields[46].GetUInt32();
if (curTitle && !HasTitle(curTitle))
curTitle = 0;
SetUInt32Value(PLAYER_CHOSEN_TITLE, curTitle);
// has to be called after last Relocate() in Player::LoadFromDB
SetFallInformation(0, GetPositionZ());
_LoadSpellCooldowns(holder->GetResult(PLAYER_LOGIN_QUERY_LOADSPELLCOOLDOWNS));
// Spell code allow apply any auras to dead character in load time in aura/spell/item loading
// Do now before stats re-calculation cleanup for ghost state unexpected auras
if (!isAlive())
RemoveAllAurasOnDeath();
//apply all stat bonuses from items and auras
SetCanModifyStats(true);
UpdateAllStats();
// restore remembered power/health values (but not more max values)
uint32 savedHealth = fields[50].GetUInt32();
SetHealth(savedHealth > GetMaxHealth() ? GetMaxHealth() : savedHealth);
for (uint8 i = 0; i < MAX_POWERS; ++i)
{
uint32 savedPower = fields[51+i].GetUInt32();
SetPower(Powers(i),savedPower > GetMaxPower(Powers(i)) ? GetMaxPower(Powers(i)) : savedPower);
}
sLog.outDebug("The value of player %s after load item and aura is: ", m_name.c_str());
outDebugValues();
// GM state
if (GetSession()->GetSecurity() > SEC_PLAYER)
{
switch (sWorld.getConfig(CONFIG_GM_LOGIN_STATE))
{
default:
case 0: break; // disable
case 1: SetGameMaster(true); break; // enable
case 2: // save state
if (extraflags & PLAYER_EXTRA_GM_ON)
SetGameMaster(true);
break;
}
switch (sWorld.getConfig(CONFIG_GM_VISIBLE_STATE))
{
default:
case 0: SetGMVisible(false); break; // invisible
case 1: break; // visible
case 2: // save state
if (extraflags & PLAYER_EXTRA_GM_INVISIBLE)
SetGMVisible(false);
break;
}
/*switch(sWorld.getConfig(CONFIG_GM_ACCEPT_TICKETS))
{
default:
case 0: break; // disable
case 1: SetAcceptTicket(true); break; // enable
case 2: // save state
if (extraflags & PLAYER_EXTRA_GM_ACCEPT_TICKETS)
SetAcceptTicket(true);
break;
}*/
switch (sWorld.getConfig(CONFIG_GM_CHAT))
{
default:
case 0: break; // disable
case 1: SetGMChat(true); break; // enable
case 2: // save state
if (extraflags & PLAYER_EXTRA_GM_CHAT)
SetGMChat(true);
break;
}
switch (sWorld.getConfig(CONFIG_GM_WHISPERING_TO))
{
default:
case 0: break; // disable
case 1: SetAcceptWhispers(true); break; // enable
case 2: // save state
if (extraflags & PLAYER_EXTRA_ACCEPT_WHISPERS)
SetAcceptWhispers(true);
break;
}
}
_LoadDeclinedNames(holder->GetResult(PLAYER_LOGIN_QUERY_LOADDECLINEDNAMES));
m_achievementMgr.LoadFromDB(holder->GetResult(PLAYER_LOGIN_QUERY_LOADACHIEVEMENTS), holder->GetResult(PLAYER_LOGIN_QUERY_LOADCRITERIAPROGRESS));
m_achievementMgr.CheckAllAchievementCriteria();
_LoadEquipmentSets(holder->GetResult(PLAYER_LOGIN_QUERY_LOADEQUIPMENTSETS));
return true;
}
bool Player::isAllowedToLoot(const Creature* creature)
{
if (!creature->isDead() || !creature->IsDamageEnoughForLootingAndReward())
return false;
const Loot* loot = &creature->loot;
if (loot->isLooted()) // nothing to loot or everything looted.
return false;
Player* recipient = creature->GetLootRecipient();
if (!recipient)
// prevent other players from looting if the recipient got disconnected
return !creature->hasLootRecipient();
Group* recipientGroup = recipient->GetGroup();
if (!recipientGroup)
return (this == recipient);
Group* thisGroup = GetGroup();
if (!thisGroup || thisGroup != recipientGroup)
return false;
switch(thisGroup->GetLootMethod())
{
case FREE_FOR_ALL:
return true;
case ROUND_ROBIN:
case MASTER_LOOT:
// may only loot if the player is the loot roundrobin player
// or if there are free/quest/conditional item for the player
if (loot->roundRobinPlayer == 0 || loot->roundRobinPlayer == GetGUID())
return true;
return loot->hasItemFor(this);
case GROUP_LOOT:
case NEED_BEFORE_GREED:
// may only loot if the player is the loot roundrobin player
// or item over threshold (so roll(s) can be launched)
// or if there are free/quest/conditional item for the player
if (loot->roundRobinPlayer == 0 || loot->roundRobinPlayer == GetGUID())
return true;
if (loot->hasOverThresholdItem())
return true;
return loot->hasItemFor(this);
}
return false;
}
void Player::_LoadActions(QueryResult_AutoPtr result, bool /*startup*/)
{
for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
m_actionButtons[i].clear();
if (result)
{
do
{
Field *fields = result->Fetch();
uint8 spec = fields[0].GetUInt8();
uint8 button = fields[1].GetUInt8();
uint32 action = fields[2].GetUInt32();
uint8 type = fields[3].GetUInt8();
if (ActionButton* ab = addActionButton(spec, button, action, type))
ab->uState = ACTIONBUTTON_UNCHANGED;
else
{
sLog.outError(" ...at loading, and will deleted in DB also");
// Will deleted in DB at next save (it can create data until save but marked as deleted)
m_actionButtons[spec][button].uState = ACTIONBUTTON_DELETED;
}
}
while (result->NextRow());
}
}
void Player::_LoadAuras(QueryResult_AutoPtr result, uint32 timediff)
{
sLog.outDebug("Loading auras for player %u",GetGUIDLow());
//QueryResult *result = CharacterDatabase.PQuery("SELECT caster_guid,spell,effect_mask,recalculate_mask,stackcount,amount0,amount1,amount2,base_amount0,base_amount1,base_amount2,maxduration,remaintime,remaincharges FROM character_aura WHERE guid = '%u'",GetGUIDLow());
if (result)
{
do
{
int32 damage[3];
int32 baseDamage[3];
Field *fields = result->Fetch();
uint64 caster_guid = fields[0].GetUInt64();
uint32 spellid = fields[1].GetUInt32();
uint8 effmask = fields[2].GetUInt8();
uint8 recalculatemask = fields[3].GetUInt8();
uint8 stackcount = fields[4].GetUInt8();
damage[0] = fields[5].GetInt32();
damage[1] = fields[6].GetInt32();
damage[2] = fields[7].GetInt32();
baseDamage[0] = fields[8].GetInt32();
baseDamage[1] = fields[9].GetInt32();
baseDamage[2] = fields[10].GetInt32();
int32 maxduration = fields[11].GetInt32();
int32 remaintime = fields[12].GetInt32();
uint8 remaincharges = fields[13].GetUInt8();
SpellEntry const* spellproto = sSpellStore.LookupEntry(spellid);
if (!spellproto)
{
sLog.outError("Unknown aura (spellid %u), ignore.",spellid);
continue;
}
// negative effects should continue counting down after logout
if (remaintime != -1 && !IsPositiveSpell(spellid))
{
if (remaintime/IN_MILISECONDS <= int32(timediff))
continue;
remaintime -= timediff*IN_MILISECONDS;
}
// prevent wrong values of remaincharges
if (spellproto->procCharges)
{
if (remaincharges <= 0 || remaincharges > spellproto->procCharges)
remaincharges = spellproto->procCharges;
}
else
remaincharges = 0;
if (Aura * aura = Aura::TryCreate(spellproto, effmask, this, NULL, &baseDamage[0], NULL, caster_guid))
{
if (!aura->CanBeSaved())
{
aura->Remove();
continue;
}
aura->SetLoadedState(maxduration,remaintime,remaincharges,stackcount,recalculatemask,&damage[0]);
aura->ApplyForTargets();
sLog.outDetail("Added aura spellid %u, effectmask %u", spellproto->Id, effmask);
}
}
while (result->NextRow());
}
if (getClass() == CLASS_WARRIOR && !HasAuraType(SPELL_AURA_MOD_SHAPESHIFT))
CastSpell(this, 2457, true);
}
void Player::_LoadGlyphAuras()
{
for (uint8 i = 0; i < MAX_GLYPH_SLOT_INDEX; ++i)
{
if (uint32 glyph = GetGlyph(i))
{
if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
{
if (GlyphSlotEntry const *gs = sGlyphSlotStore.LookupEntry(GetGlyphSlot(i)))
{
if (gp->TypeFlags == gs->TypeFlags)
{
CastSpell(this, gp->SpellId, true);
continue;
}
else
sLog.outError("Player %s has glyph with typeflags %u in slot with typeflags %u, removing.", m_name.c_str(), gp->TypeFlags, gs->TypeFlags);
}
else
sLog.outError("Player %s has not existing glyph slot entry %u on index %u", m_name.c_str(), GetGlyphSlot(i), i);
}
else
sLog.outError("Player %s has not existing glyph entry %u on index %u", m_name.c_str(), glyph, i);
// On any error remove glyph
SetGlyph(i, 0);
}
}
}
void Player::LoadCorpse()
{
if (isAlive())
ObjectAccessor::Instance().ConvertCorpseForPlayer(GetGUID());
else
{
if (Corpse *corpse = GetCorpse())
ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable());
else
//Prevent Dead Player login without corpse
ResurrectPlayer(0.5f);
}
}
void Player::_LoadInventory(QueryResult_AutoPtr result, uint32 timediff)
{
//QueryResult *result = CharacterDatabase.PQuery("SELECT data,text,bag,slot,item,item_template FROM character_inventory JOIN item_instance ON character_inventory.item = item_instance.guid WHERE character_inventory.guid = '%u' ORDER BY bag,slot", GetGUIDLow());
std::map 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[2].GetUInt32();
uint8 slot = fields[3].GetUInt8();
uint32 item_guid = fields[4].GetUInt32();
uint32 item_id = fields[5].GetUInt32();
ItemPrototype const * proto = objmgr.GetItemPrototype(item_id);
if (!proto)
{
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid);
sLog.outError("Player::_LoadInventory: Player %s has an unknown item (id: #%u) in inventory, deleted.", GetName(),item_id);
continue;
}
Item *item = NewItemOrBag(proto);
if (!item->LoadFromDB(item_guid, GetGUID(), result))
{
sLog.outError("Player::_LoadInventory: Player %s has broken item (id: #%u) in inventory, deleted.", GetName(),item_id);
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
}
// not allow have in alive state item limited to another map/zone
if (isAlive() && item->IsLimitedToAnotherMapOrZone(GetMapId(),zone))
{
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
}
// "Conjured items disappear if you are logged out for more than 15 minutes"
if (timediff > 15*MINUTE && item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_CONJURED))
{
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item_guid);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
}
if (item->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE))
{
if (item->GetPlayedTime() > (2*HOUR))
{
sLog.outDebug("Item::LoadFromDB, Item GUID: %u: refund time expired, deleting refund data and removing refundable flag.", item->GetGUIDLow());
CharacterDatabase.PExecute("DELETE FROM item_refund_instance WHERE item_guid = '%u'", item->GetGUIDLow());
item->RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE);
}
else
{
QueryResult_AutoPtr result2 = CharacterDatabase.PQuery(
"SELECT count,player_guid,paidMoney,paidExtendedCost FROM `item_refund_instance` WHERE item_guid = '%u' AND player_guid = '%u' LIMIT 1",
item->GetGUIDLow(), GetGUIDLow());
if (!result2)
{
sLog.outDebug("Item::LoadFromDB, "
"Item GUID: %u has field flags & ITEM_FLAGS_REFUNDABLE but has no data in item_refund_instance, removing flag.",
item->GetGUIDLow());
RemoveFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE);
}
else
{
fields = result2->Fetch();
item->SetRefundRecipient(fields[1].GetUInt32());
item->SetPaidMoney(fields[2].GetUInt32());
item->SetPaidExtendedCost(fields[3].GetUInt32());
AddRefundReference(item->GetGUID(), fields[0].GetUInt32());
}
}
}
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());
m_itemUpdateQueueBlocked = false;
// send by mail problematic items
while (!problematicItems.empty())
{
std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
// fill mail
MailDraft draft(subject, "There's were problems with equipping item(s).");
for (uint8 i = 0; !problematicItems.empty() && i < MAX_MAIL_ITEMS; ++i)
{
Item* item = problematicItems.front();
problematicItems.pop_front();
draft.AddItem(item);
}
draft.SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED);
}
}
//if (isAlive())
_ApplyAllItemMods();
}
// load mailed item which should receive current player
void Player::_LoadMailedItems(Mail *mail)
{
// data needs to be at first place for Item::LoadFromDB
QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT data, text, item_guid, item_template FROM mail_items JOIN item_instance ON item_guid = guid WHERE mail_id='%u'", mail->messageID);
if (!result)
return;
do
{
Field *fields = result->Fetch();
uint32 item_guid_low = fields[2].GetUInt32();
uint32 item_template = fields[3].GetUInt32();
mail->AddItem(item_guid_low, item_template);
ItemPrototype const *proto = objmgr.GetItemPrototype(item_template);
if (!proto)
{
sLog.outError("Player %u has unknown item_template (ProtoType) in mailed items(GUID: %u template: %u) in mail (%u), deleted.", GetGUIDLow(), item_guid_low, item_template,mail->messageID);
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item_guid_low);
continue;
}
Item *item = NewItemOrBag(proto);
if (!item->LoadFromDB(item_guid_low, 0, result))
{
sLog.outError("Player::_LoadMailedItems - Item in mail (%u) doesn't exist !!!! - item guid: %u, deleted from mail", mail->messageID, item_guid_low);
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE item_guid = '%u'", item_guid_low);
item->FSetState(ITEM_REMOVED);
item->SaveToDB(); // it also deletes item object !
continue;
}
AddMItem(item);
} while (result->NextRow());
}
void Player::_LoadMailInit(QueryResult_AutoPtr resultUnread, QueryResult_AutoPtr resultDelivery)
{
//set a count of unread mails
//QueryResult *resultMails = CharacterDatabase.PQuery("SELECT COUNT(id) FROM mail WHERE receiver = '%u' AND (checked & 1)=0 AND deliver_time <= '" UI64FMTD "'", GUID_LOPART(playerGuid),(uint64)cTime);
if (resultUnread)
{
Field *fieldMail = resultUnread->Fetch();
unReadMails = fieldMail[0].GetUInt8();
}
// store nearest delivery time (it > 0 and if it < current then at next player update SendNewMaill will be called)
//resultMails = CharacterDatabase.PQuery("SELECT MIN(deliver_time) FROM mail WHERE receiver = '%u' AND (checked & 1)=0", GUID_LOPART(playerGuid));
if (resultDelivery)
{
Field *fieldMail = resultDelivery->Fetch();
m_nextMailDelivereTime = (time_t)fieldMail[0].GetUInt64();
}
}
void Player::_LoadMail()
{
m_mail.clear();
//mails are in right order 0 1 2 3 4 5 6 7 8 9 10 11 12 13
QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT id,messageType,sender,receiver,subject,body,has_items,expire_time,deliver_time,money,cod,checked,stationery,mailTemplateId FROM mail WHERE receiver = '%u' ORDER BY id DESC",GetGUIDLow());
if (result)
{
do
{
Field *fields = result->Fetch();
Mail *m = new Mail;
m->messageID = fields[0].GetUInt32();
m->messageType = fields[1].GetUInt8();
m->sender = fields[2].GetUInt32();
m->receiver = fields[3].GetUInt32();
m->subject = fields[4].GetCppString();
m->body = fields[5].GetCppString();
bool has_items = fields[6].GetBool();
m->expire_time = (time_t)fields[7].GetUInt64();
m->deliver_time = (time_t)fields[8].GetUInt64();
m->money = fields[9].GetUInt32();
m->COD = fields[10].GetUInt32();
m->checked = fields[11].GetUInt32();
m->stationery = fields[12].GetUInt8();
m->mailTemplateId = fields[13].GetInt16();
if (m->mailTemplateId && !sMailTemplateStore.LookupEntry(m->mailTemplateId))
{
sLog.outError("Player::_LoadMail - Mail (%u) have not existed MailTemplateId (%u), remove at load", m->messageID, m->mailTemplateId);
m->mailTemplateId = 0;
}
m->state = MAIL_STATE_UNCHANGED;
if (has_items)
_LoadMailedItems(m);
m_mail.push_back(m);
} while (result->NextRow());
}
m_mailsLoaded = true;
}
void Player::LoadPet()
{
//fixme: the pet should still be loaded if the player is not in world
// just not added to the map
if (IsInWorld())
{
Pet *pet = new Pet(this);
if (!pet->LoadPetFromDB(this,0,0,true))
delete pet;
}
}
void Player::_LoadQuestStatus(QueryResult_AutoPtr result)
{
mQuestStatus.clear();
uint16 slot = 0;
//// 0 1 2 3 4 5 6 7 8 9 10 11 12
//QueryResult *result = CharacterDatabase.PQuery("SELECT quest, status, rewarded, explored, timer, mobcount1, mobcount2, mobcount3, mobcount4, itemcount1, itemcount2, itemcount3, itemcount4 FROM character_queststatus WHERE guid = '%u'", GetGUIDLow());
if (result)
{
do
{
Field *fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
// used to be new, no delete?
Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
if (pQuest)
{
// find or create
QuestStatusData& questStatusData = mQuestStatus[quest_id];
uint32 qstatus = fields[1].GetUInt32();
if (qstatus < MAX_QUEST_STATUS)
questStatusData.m_status = QuestStatus(qstatus);
else
{
questStatusData.m_status = QUEST_STATUS_NONE;
sLog.outError("Player %s have invalid quest %d status (%d), replaced by QUEST_STATUS_NONE(0).",GetName(),quest_id,qstatus);
}
questStatusData.m_rewarded = (fields[2].GetUInt8() > 0);
questStatusData.m_explored = (fields[3].GetUInt8() > 0);
time_t quest_time = time_t(fields[4].GetUInt64());
if (pQuest->HasFlag(QUEST_TRINITY_FLAGS_TIMED) && !GetQuestRewardStatus(quest_id) && questStatusData.m_status != QUEST_STATUS_NONE)
{
AddTimedQuest(quest_id);
if (quest_time <= sWorld.GetGameTime())
questStatusData.m_timer = 1;
else
questStatusData.m_timer = (quest_time - sWorld.GetGameTime()) * IN_MILISECONDS;
}
else
quest_time = 0;
questStatusData.m_creatureOrGOcount[0] = fields[5].GetUInt32();
questStatusData.m_creatureOrGOcount[1] = fields[6].GetUInt32();
questStatusData.m_creatureOrGOcount[2] = fields[7].GetUInt32();
questStatusData.m_creatureOrGOcount[3] = fields[8].GetUInt32();
questStatusData.m_itemcount[0] = fields[9].GetUInt32();
questStatusData.m_itemcount[1] = fields[10].GetUInt32();
questStatusData.m_itemcount[2] = fields[11].GetUInt32();
questStatusData.m_itemcount[3] = fields[12].GetUInt32();
questStatusData.uState = QUEST_UNCHANGED;
// add to quest log
if (slot < MAX_QUEST_LOG_SIZE &&
((questStatusData.m_status == QUEST_STATUS_INCOMPLETE ||
questStatusData.m_status == QUEST_STATUS_COMPLETE ||
questStatusData.m_status == QUEST_STATUS_FAILED) &&
(!questStatusData.m_rewarded || pQuest->IsRepeatable())))
{
SetQuestSlot(slot, quest_id, quest_time);
if (questStatusData.m_status == QUEST_STATUS_COMPLETE)
SetQuestSlotState(slot, QUEST_STATE_COMPLETE);
if (questStatusData.m_status == QUEST_STATUS_FAILED)
SetQuestSlotState(slot, QUEST_STATE_FAIL);
for (uint8 idx = 0; idx < QUEST_OBJECTIVES_COUNT; ++idx)
if (questStatusData.m_creatureOrGOcount[idx])
SetQuestSlotCounter(slot, idx, questStatusData.m_creatureOrGOcount[idx]);
++slot;
}
if (questStatusData.m_rewarded)
{
// learn rewarded spell if unknown
learnQuestRewardedSpells(pQuest);
// set rewarded title if any
if (pQuest->GetCharTitleId())
{
if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(pQuest->GetCharTitleId()))
SetTitle(titleEntry);
}
if (pQuest->GetBonusTalents())
m_questRewardTalentCount += pQuest->GetBonusTalents();
}
sLog.outDebug("Quest status is {%u} for quest {%u} for player (GUID: %u)", questStatusData.m_status, quest_id, GetGUIDLow());
}
}
while (result->NextRow());
}
// clear quest log tail
for (uint16 i = slot; i < MAX_QUEST_LOG_SIZE; ++i)
SetQuestSlot(i, 0);
}
void Player::_LoadDailyQuestStatus(QueryResult_AutoPtr result)
{
for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
//QueryResult *result = CharacterDatabase.PQuery("SELECT quest,time FROM character_queststatus_daily WHERE guid = '%u'", GetGUIDLow());
if (result)
{
uint32 quest_daily_idx = 0;
do
{
if (quest_daily_idx >= PLAYER_MAX_DAILY_QUESTS) // max amount with exist data in query
{
sLog.outError("Player (GUID: %u) have more 25 daily quest records in `charcter_queststatus_daily`",GetGUIDLow());
break;
}
Field *fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
// save _any_ from daily quest times (it must be after last reset anyway)
m_lastDailyQuestTime = (time_t)fields[1].GetUInt64();
Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
if (!pQuest)
continue;
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
++quest_daily_idx;
sLog.outDebug("Daily quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
}
while (result->NextRow());
}
m_DailyQuestChanged = false;
}
void Player::_LoadWeeklyQuestStatus(QueryResult_AutoPtr result)
{
m_weeklyquests.clear();
if (result)
{
do
{
Field *fields = result->Fetch();
uint32 quest_id = fields[0].GetUInt32();
Quest const* pQuest = objmgr.GetQuestTemplate(quest_id);
if (!pQuest)
continue;
m_weeklyquests.insert(quest_id);
sLog.outDebug("Weekly quest {%u} cooldown for player (GUID: %u)", quest_id, GetGUIDLow());
}
while (result->NextRow());
}
m_WeeklyQuestChanged = false;
}
void Player::_LoadSpells(QueryResult_AutoPtr result)
{
//QueryResult *result = CharacterDatabase.PQuery("SELECT spell,active,disabled FROM character_spell WHERE guid = '%u'",GetGUIDLow());
if (result)
{
do
{
Field *fields = result->Fetch();
addSpell(fields[0].GetUInt32(), fields[1].GetBool(), false, false, fields[2].GetBool());
}
while (result->NextRow());
}
}
void Player::_LoadGroup(QueryResult_AutoPtr result)
{
//QueryResult *result = CharacterDatabase.PQuery("SELECT leaderGuid FROM group_member WHERE memberGuid='%u'", GetGUIDLow());
if (result)
{
uint64 leaderGuid = MAKE_NEW_GUID((*result)[0].GetUInt32(), 0, HIGHGUID_PLAYER);
if (Group* group = objmgr.GetGroupByLeader(leaderGuid))
{
uint8 subgroup = group->GetMemberGroup(GetGUID());
SetGroup(group, subgroup);
if (getLevel() >= LEVELREQUIREMENT_HEROIC)
{
// the group leader may change the instance difficulty while the player is offline
SetDungeonDifficulty(group->GetDungeonDifficulty());
SetRaidDifficulty(group->GetRaidDifficulty());
}
}
}
}
void Player::_LoadBoundInstances(QueryResult_AutoPtr result)
{
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
m_boundInstances[i].clear();
Group *group = GetGroup();
//QueryResult *result = CharacterDatabase.PQuery("SELECT id, permanent, map, difficulty, resettime FROM character_instance LEFT JOIN instance ON instance = id WHERE guid = '%u'", GUID_LOPART(m_guid));
if (result)
{
do
{
Field *fields = result->Fetch();
bool perm = fields[1].GetBool();
uint32 mapId = fields[2].GetUInt32();
uint32 instanceId = fields[0].GetUInt32();
uint8 difficulty = fields[3].GetUInt8();
time_t resetTime = (time_t)fields[4].GetUInt64();
// the resettime for normal instances is only saved when the InstanceSave is unloaded
// so the value read from the DB may be wrong here but only if the InstanceSave is loaded
// and in that case it is not used
MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
if (!mapEntry || !mapEntry->IsDungeon())
{
sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed or not dungeon map %d", GetName(), GetGUIDLow(), mapId);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
continue;
}
if (difficulty >= MAX_DIFFICULTY)
{
sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
continue;
}
MapDifficulty const* mapDiff = GetMapDifficultyData(mapId,Difficulty(difficulty));
if (!mapDiff)
{
sLog.outError("_LoadBoundInstances: player %s(%d) has bind to not existed difficulty %d instance for map %u", GetName(), GetGUIDLow(), difficulty, mapId);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
continue;
}
if (!perm && group)
{
sLog.outError("_LoadBoundInstances: player %s(%d) is in group %d but has a non-permanent character bind to map %d,%d,%d", GetName(), GetGUIDLow(), GUID_LOPART(group->GetLeaderGUID()), mapId, instanceId, difficulty);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND instance = '%d'", GetGUIDLow(), instanceId);
continue;
}
// since non permanent binds are always solo bind, they can always be reset
if (InstanceSave *save = sInstanceSaveManager.AddInstanceSave(mapId, instanceId, Difficulty(difficulty), resetTime, !perm, true))
BindToInstance(save, perm, true);
} while (result->NextRow());
}
}
InstancePlayerBind* Player::GetBoundInstance(uint32 mapid, Difficulty difficulty)
{
// some instances only have one difficulty
MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
if (!mapDiff)
return NULL;
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
if (itr != m_boundInstances[difficulty].end())
return &itr->second;
else
return NULL;
}
InstanceSave * Player::GetInstanceSave(uint32 mapid, bool raid)
{
InstancePlayerBind *pBind = GetBoundInstance(mapid, GetDifficulty(raid));
InstanceSave *pSave = pBind ? pBind->save : NULL;
if (!pBind || !pBind->perm)
if (Group *group = GetGroup())
if (InstanceGroupBind *groupBind = group->GetBoundInstance(this))
pSave = groupBind->save;
return pSave;
}
void Player::UnbindInstance(uint32 mapid, Difficulty difficulty, bool unload)
{
BoundInstancesMap::iterator itr = m_boundInstances[difficulty].find(mapid);
UnbindInstance(itr, difficulty, unload);
}
void Player::UnbindInstance(BoundInstancesMap::iterator &itr, Difficulty difficulty, bool unload)
{
if (itr != m_boundInstances[difficulty].end())
{
if (!unload) CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%u' AND instance = '%u'", GetGUIDLow(), itr->second.save->GetInstanceId());
itr->second.save->RemovePlayer(this); // save can become invalid
m_boundInstances[difficulty].erase(itr++);
}
}
InstancePlayerBind* Player::BindToInstance(InstanceSave *save, bool permanent, bool load)
{
if (save)
{
InstancePlayerBind& bind = m_boundInstances[save->GetDifficulty()][save->GetMapId()];
if (bind.save)
{
// update the save when the group kills a boss
if (permanent != bind.perm || save != bind.save)
if (!load)
CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u', permanent = '%u' WHERE guid = '%u' AND instance = '%u'", save->GetInstanceId(), permanent, GetGUIDLow(), bind.save->GetInstanceId());
}
else
if (!load)
CharacterDatabase.PExecute("INSERT INTO character_instance (guid, instance, permanent) VALUES ('%u', '%u', '%u')", GetGUIDLow(), save->GetInstanceId(), permanent);
if (bind.save != save)
{
if (bind.save)
bind.save->RemovePlayer(this);
save->AddPlayer(this);
}
if (permanent)
save->SetCanReset(false);
bind.save = save;
bind.perm = permanent;
if (!load)
sLog.outDebug("Player::BindToInstance: %s(%d) is now bound to map %d, instance %d, difficulty %d", GetName(), GetGUIDLow(), save->GetMapId(), save->GetInstanceId(), save->GetDifficulty());
return &bind;
}
else
return NULL;
}
void Player::SendRaidInfo()
{
uint32 counter = 0;
WorldPacket data(SMSG_RAID_INSTANCE_INFO, 4);
size_t p_counter = data.wpos();
data << uint32(counter); // placeholder
time_t now = time(NULL);
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
{
if (itr->second.perm)
{
InstanceSave *save = itr->second.save;
data << uint32(save->GetMapId()); // map id
data << uint32(save->GetDifficulty()); // difficulty
data << uint64(save->GetInstanceId()); // instance id
data << uint8(1); // expired = 0
data << uint8(0); // extended = 1
data << uint32(save->GetResetTime() - now); // reset time
++counter;
}
}
}
data.put(p_counter, counter);
GetSession()->SendPacket(&data);
}
/*
- called on every successful teleportation to a map
*/
void Player::SendSavedInstances()
{
bool hasBeenSaved = false;
WorldPacket data;
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
{
if (itr->second.perm) // only permanent binds are sent
{
hasBeenSaved = true;
break;
}
}
}
//Send opcode 811. true or false means, whether you have current raid/heroic instances
data.Initialize(SMSG_UPDATE_INSTANCE_OWNERSHIP);
data << uint32(hasBeenSaved);
GetSession()->SendPacket(&data);
if (!hasBeenSaved)
return;
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::iterator itr = m_boundInstances[i].begin(); itr != m_boundInstances[i].end(); ++itr)
{
if (itr->second.perm)
{
data.Initialize(SMSG_UPDATE_LAST_INSTANCE);
data << uint32(itr->second.save->GetMapId());
GetSession()->SendPacket(&data);
}
}
}
}
/// convert the player's binds to the group
void Player::ConvertInstancesToGroup(Player *player, Group *group, uint64 player_guid)
{
bool has_binds = false;
bool has_solo = false;
if (player)
{
player_guid = player->GetGUID();
if (!group)
group = player->GetGroup();
}
assert(player_guid);
// copy all binds to the group, when changing leader it's assumed the character
// will not have any solo binds
if (player)
{
for (uint8 i = 0; i < MAX_DIFFICULTY; ++i)
{
for (BoundInstancesMap::iterator itr = player->m_boundInstances[i].begin(); itr != player->m_boundInstances[i].end();)
{
has_binds = true;
if (group)
group->BindToInstance(itr->second.save, itr->second.perm, true);
// permanent binds are not removed
if (!itr->second.perm)
{
// increments itr in call
player->UnbindInstance(itr, Difficulty(i), true);
has_solo = true;
}
else
++itr;
}
}
}
// if the player's not online we don't know what binds it has
if (!player || !group || has_binds)
CharacterDatabase.PExecute("INSERT INTO group_instance SELECT guid, instance, permanent FROM character_instance WHERE guid = '%u'", GUID_LOPART(player_guid));
// the following should not get executed when changing leaders
if (!player || has_solo)
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE guid = '%d' AND permanent = 0", GUID_LOPART(player_guid));
}
bool Player::Satisfy(AccessRequirement const *ar, uint32 target_map, bool report)
{
if (!isGameMaster() && ar)
{
uint8 LevelMin = 0;
uint8 LevelMax = 0;
if (!sWorld.getConfig(CONFIG_INSTANCE_IGNORE_LEVEL))
{
if (ar->levelMin && getLevel() < ar->levelMin)
LevelMin = ar->levelMin;
if (ar->heroicLevelMin && GetDungeonDifficulty() == DUNGEON_DIFFICULTY_HEROIC && getLevel() < ar->heroicLevelMin)
LevelMin = ar->heroicLevelMin;
if (ar->levelMax && getLevel() > ar->levelMax)
LevelMax = ar->levelMax;
}
uint32 missingItem = 0;
if (ar->item)
{
if (!HasItemCount(ar->item, 1) &&
(!ar->item2 || !HasItemCount(ar->item2, 1)))
missingItem = ar->item;
}
else if (ar->item2 && !HasItemCount(ar->item2, 1))
missingItem = ar->item2;
MapEntry const* mapEntry = sMapStore.LookupEntry(target_map);
if (!mapEntry)
return false;
bool closed = false;
switch(mapEntry->IsRaid() ? GetRaidDifficulty() : GetDungeonDifficulty())
{
case DUNGEON_DIFFICULTY_NORMAL:
closed = (ar->status & DUNGEON_STATUSFLAG_NORMAL) == 0;
break;
case DUNGEON_DIFFICULTY_HEROIC:
closed = (ar->status & DUNGEON_STATUSFLAG_HEROIC) == 0;
break;
case RAID_DIFFICULTY_10MAN_HEROIC:
closed = (ar->status & RAID_STATUSFLAG_10MAN_HEROIC) == 0;
break;
case RAID_DIFFICULTY_25MAN_HEROIC:
closed = (ar->status & RAID_STATUSFLAG_25MAN_HEROIC) == 0;
break;
}
if (closed)
{
GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_INSTANCE_CLOSED));
return false;
}
bool isNormalTargetMap = mapEntry->IsRaid()
? (GetRaidDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
: (GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL);
uint32 missingKey = 0;
uint32 missingHeroicQuest = 0;
if (!isNormalTargetMap)
{
if (ar->heroicKey)
{
if (!HasItemCount(ar->heroicKey, 1) &&
(!ar->heroicKey2 || !HasItemCount(ar->heroicKey2, 1)))
missingKey = ar->heroicKey;
}
else if (ar->heroicKey2 && !HasItemCount(ar->heroicKey2, 1))
missingKey = ar->heroicKey2;
if (ar->heroicQuest && !GetQuestRewardStatus(ar->heroicQuest))
missingHeroicQuest = ar->heroicQuest;
}
uint32 missingQuest = 0;
if (ar->quest && !GetQuestRewardStatus(ar->quest))
missingQuest = ar->quest;
if (LevelMin || LevelMax || missingItem || missingKey || missingQuest || missingHeroicQuest)
{
if (report)
{
if (missingItem)
GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED_AND_ITEM), LevelMin, objmgr.GetItemPrototype(missingItem)->Name1);
else if (missingKey)
SendTransferAborted(target_map, TRANSFER_ABORT_DIFFICULTY, isNormalTargetMap ? DUNGEON_DIFFICULTY_NORMAL : DUNGEON_DIFFICULTY_HEROIC);
else if (missingHeroicQuest)
GetSession()->SendAreaTriggerMessage(ar->heroicQuestFailedText.c_str());
else if (missingQuest)
GetSession()->SendAreaTriggerMessage(ar->questFailedText.c_str());
else if (LevelMin)
GetSession()->SendAreaTriggerMessage(GetSession()->GetTrinityString(LANG_LEVEL_MINREQUIRED), LevelMin);
}
return false;
}
}
return true;
}
bool Player::_LoadHomeBind(QueryResult_AutoPtr result)
{
PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
if (!info)
{
sLog.outError("Player have incorrect race/class pair. Can't be loaded.");
return false;
}
bool ok = false;
//QueryResult *result = CharacterDatabase.PQuery("SELECT map,zone,position_x,position_y,position_z FROM character_homebind WHERE guid = '%u'", GUID_LOPART(playerGuid));
if (result)
{
Field *fields = result->Fetch();
m_homebindMapId = fields[0].GetUInt32();
m_homebindAreaId = fields[1].GetUInt16();
m_homebindX = fields[2].GetFloat();
m_homebindY = fields[3].GetFloat();
m_homebindZ = fields[4].GetFloat();
MapEntry const* bindMapEntry = sMapStore.LookupEntry(m_homebindMapId);
// accept saved data only for valid position (and non instanceable), and accessable
if (MapManager::IsValidMapCoord(m_homebindMapId,m_homebindX,m_homebindY,m_homebindZ) &&
!bindMapEntry->Instanceable() && GetSession()->Expansion() >= bindMapEntry->Expansion())
ok = true;
else
CharacterDatabase.PExecute("DELETE FROM character_homebind WHERE guid = '%u'", GetGUIDLow());
}
if (!ok)
{
m_homebindMapId = info->mapId;
m_homebindAreaId = info->areaId;
m_homebindX = info->positionX;
m_homebindY = info->positionY;
m_homebindZ = info->positionZ;
CharacterDatabase.PExecute("INSERT INTO character_homebind (guid,map,zone,position_x,position_y,position_z) VALUES ('%u', '%u', '%u', '%f', '%f', '%f')",
GetGUIDLow(), m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ);
}
DEBUG_LOG("Setting player home position - mapid: %u, areaid: %u, X: %f, Y: %f, Z: %f",
m_homebindMapId, m_homebindAreaId, m_homebindX, m_homebindY, m_homebindZ);
return true;
}
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
void Player::SaveToDB()
{
// delay auto save at any saves (manual, in code, or autosave)
m_nextSave = sWorld.getConfig(CONFIG_INTERVAL_SAVE);
//lets allow only players in world to be saved
if (IsBeingTeleportedFar())
{
ScheduleDelayedOperation(DELAYED_SAVE_PLAYER);
return;
}
// first save/honor gain after midnight will also update the player's honor fields
UpdateHonorFields();
sLog.outDebug("The value of player %s at save: ", m_name.c_str());
outDebugValues();
std::string sql_name = m_name;
CharacterDatabase.escape_string(sql_name);
std::ostringstream ss;
ss << "REPLACE INTO characters (guid,account,name,race,class,gender,level,xp,money,playerBytes,playerBytes2,playerFlags,"
"map, instance_id, dungeon_difficulty, position_x, position_y, position_z, orientation, "
"taximask, online, cinematic, "
"totaltime, leveltime, rest_bonus, logout_time, is_logout_resting, resettalents_cost, resettalents_time, "
"trans_x, trans_y, trans_z, trans_o, transguid, extra_flags, stable_slots, at_login, zone, "
"death_expire_time, taxi_path, arenaPoints, totalHonorPoints, todayHonorPoints, yesterdayHonorPoints, totalKills, "
"todayKills, yesterdayKills, chosenTitle, knownCurrencies, watchedFaction, drunk, health, power1, power2, power3, "
"power4, power5, power6, power7, latency, speccount, activespec, exploredZones, equipmentCache, ammoId, knownTitles, actionBars) VALUES ("
<< GetGUIDLow() << ", "
<< GetSession()->GetAccountId() << ", '"
<< sql_name << "', "
<< uint32(getRace()) << ", "
<< uint32(getClass()) << ", "
<< uint32(getGender()) << ", "
<< uint32(getLevel()) << ", "
<< GetUInt32Value(PLAYER_XP) << ", "
<< GetMoney() << ", "
<< GetUInt32Value(PLAYER_BYTES) << ", "
<< GetUInt32Value(PLAYER_BYTES_2) << ", "
<< GetUInt32Value(PLAYER_FLAGS) << ", ";
if (!IsBeingTeleported())
{
ss << GetMapId() << ", "
<< (uint32)GetInstanceId() << ", "
<< (uint32)GetDungeonDifficulty() << ", "
<< finiteAlways(GetPositionX()) << ", "
<< finiteAlways(GetPositionY()) << ", "
<< finiteAlways(GetPositionZ()) << ", "
<< finiteAlways(GetOrientation()) << ", ";
}
else
{
ss << GetTeleportDest().GetMapId() << ", "
<< (uint32)0 << ", "
<< (uint32)GetDungeonDifficulty() << ", "
<< finiteAlways(GetTeleportDest().GetPositionX()) << ", "
<< finiteAlways(GetTeleportDest().GetPositionY()) << ", "
<< finiteAlways(GetTeleportDest().GetPositionZ()) << ", "
<< finiteAlways(GetTeleportDest().GetOrientation()) << ", ";
}
ss << m_taxi << ", "; // string with TaxiMaskSize numbers
ss << (IsInWorld() ? 1 : 0) << ", ";
ss << m_cinematic << ", ";
ss << m_Played_time[PLAYED_TIME_TOTAL] << ", ";
ss << m_Played_time[PLAYED_TIME_LEVEL] << ", ";
ss << finiteAlways(m_rest_bonus) << ", ";
ss << (uint64)time(NULL) << ", ";
ss << (HasFlag(PLAYER_FLAGS, PLAYER_FLAGS_RESTING) ? 1 : 0) << ", ";
//save, far from tavern/city
//save, but in tavern/city
ss << m_resetTalentsCost << ", ";
ss << (uint64)m_resetTalentsTime << ", ";
ss << finiteAlways(m_movementInfo.t_x) << ", ";
ss << finiteAlways(m_movementInfo.t_y) << ", ";
ss << finiteAlways(m_movementInfo.t_z) << ", ";
ss << finiteAlways(m_movementInfo.t_o) << ", ";
if (m_transport)
ss << m_transport->GetGUIDLow();
else
ss << "0";
ss << ", ";
ss << m_ExtraFlags << ", ";
ss << uint32(m_stableSlots) << ", "; // to prevent save uint8 as char
ss << uint32(m_atLoginFlags) << ", ";
ss << GetZoneId() << ", ";
ss << (uint64)m_deathExpireTime << ", '";
ss << m_taxi.SaveTaxiDestinationsToString() << "', ";
ss << GetArenaPoints() << ", ";
ss << GetHonorPoints() << ", ";
ss << GetUInt32Value(PLAYER_FIELD_TODAY_CONTRIBUTION) << ", ";
ss << GetUInt32Value(PLAYER_FIELD_YESTERDAY_CONTRIBUTION) << ", ";
ss << GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORABLE_KILLS) << ", ";
ss << GetUInt16Value(PLAYER_FIELD_KILLS, 0) << ", ";
ss << GetUInt16Value(PLAYER_FIELD_KILLS, 1) << ", ";
ss << GetUInt32Value(PLAYER_CHOSEN_TITLE) << ", ";
ss << GetUInt64Value(PLAYER_FIELD_KNOWN_CURRENCIES) << ", ";
ss << GetUInt32Value(PLAYER_FIELD_WATCHED_FACTION_INDEX) << ", ";
ss << (uint16)(GetUInt32Value(PLAYER_BYTES_3) & 0xFFFE) << ", ";
ss << GetHealth();
for (uint32 i = 0; i < MAX_POWERS; ++i)
ss << ", " << GetPower(Powers(i));
ss << ", ";
ss << GetSession()->GetLatency();
ss << ", ";
ss << uint32(m_specsCount);
ss << ", ";
ss << uint32(m_activeSpec) << ", '";
for (uint32 i = 0; i < PLAYER_EXPLORED_ZONES_SIZE; ++i)
{
ss << GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + i) << " ";
}
ss << "', '";
for (uint32 i = 0; i < EQUIPMENT_SLOT_END * 2; ++i )
{
ss << GetUInt32Value(PLAYER_VISIBLE_ITEM_1_ENTRYID + i) << " ";
}
ss << "',";
ss << GetUInt32Value(PLAYER_AMMO_ID) << ", '";
for (uint32 i = 0; i < KNOWN_TITLES_SIZE*2; ++i)
{
ss << GetUInt32Value(PLAYER__FIELD_KNOWN_TITLES + i) << " ";
}
ss << "',";
ss << uint32(GetByteValue(PLAYER_FIELD_BYTES, 2));
ss << ")";
CharacterDatabase.BeginTransaction();
CharacterDatabase.Execute(ss.str().c_str());
if (m_mailsUpdated) //save mails only when needed
_SaveMail();
_SaveBGData();
_SaveInventory();
_SaveQuestStatus();
_SaveDailyQuestStatus();
_SaveWeeklyQuestStatus();
_SaveTalents();
_SaveSpells();
_SaveSpellCooldowns();
_SaveActions();
_SaveAuras();
_SaveSkills();
m_achievementMgr.SaveToDB();
m_reputationMgr.SaveToDB();
_SaveEquipmentSets();
GetSession()->SaveTutorialsData(); // changed only while character in game
_SaveGlyphs();
CharacterDatabase.CommitTransaction();
// check if stats should only be saved on logout
// save stats can be out of transaction
if (m_session->isLogingOut() || !sWorld.getConfig(CONFIG_STATS_SAVE_ONLY_ON_LOGOUT))
_SaveStats();
// 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 (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
{
for (ActionButtonList::iterator itr = m_actionButtons[i].begin(); itr != m_actionButtons[i].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(), i, (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, i);
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, i);
m_actionButtons[i].erase(itr++);
break;
default:
++itr;
break;
}
}
}
}
void Player::_SaveAuras()
{
CharacterDatabase.PExecute("DELETE FROM character_aura WHERE guid = '%u'",GetGUIDLow());
for (AuraMap::const_iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end() ; ++itr)
{
if (!itr->second->CanBeSaved())
continue;
Aura * aura = itr->second;
int32 damage[MAX_SPELL_EFFECTS];
int32 baseDamage[MAX_SPELL_EFFECTS];
uint8 effMask = 0;
uint8 recalculateMask = 0;
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
{
if (aura->GetEffect(i))
{
baseDamage[i] = aura->GetEffect(i)->GetBaseAmount();
damage[i] = aura->GetEffect(i)->GetAmount();
effMask |= (1<GetEffect(i)->CanBeRecalculated())
recalculateMask |= (1<second->GetCasterGUID(), itr->second->GetId(), effMask, recalculateMask,
itr->second->GetStackAmount(), damage[0], damage[1], damage[2], baseDamage[0], baseDamage[1], baseDamage[2],
itr->second->GetMaxDuration(), itr->second->GetDuration(),itr->second->GetCharges());
}
}
void Player::_SaveInventory()
{
// force items in buyback slots to new state
// and remove those that aren't already
for (uint8 i = BUYBACK_SLOT_START; i < BUYBACK_SLOT_END; ++i)
{
Item *item = m_items[i];
if (!item || item->GetState() == ITEM_NEW)
continue;
CharacterDatabase.PExecute("DELETE FROM character_inventory WHERE item = '%u'", item->GetGUIDLow());
CharacterDatabase.PExecute("DELETE FROM item_instance WHERE guid = '%u'", item->GetGUIDLow());
m_items[i]->FSetState(ITEM_NEW);
}
// Updated played time for refundable items. We don't do this in Player::Update because there's simply no need for it,
// the client auto counts down in real time after having received the initial played time on the first
// SMSG_ITEM_REFUND_INFO_RESPONSE packet.
// Item::UpdatePlayedTime is only called when needed, which is in DB saves, and item refund info requests.
std::map::iterator i_next;
for (std::map::iterator itr = m_refundableItems.begin(); itr!= m_refundableItems.end(); itr = i_next)
{
// use copy iterator because itr may be invalid after operations in this loop
i_next = itr;
++i_next;
Item* iPtr = GetItemByGuid(itr->first);
if (iPtr)
{
iPtr->UpdatePlayedTime(this);
continue;
}
else
{
sLog.outError("Can't find item guid " UI64FMTD " but is in refundable storage for player %u ! Removing.", itr->first, GetGUIDLow());
m_refundableItems.erase(itr);
}
}
// update enchantment durations
for (EnchantDurationList::iterator itr = m_enchantDuration.begin(); itr != m_enchantDuration.end(); ++itr)
itr->item->SetEnchantmentDuration(itr->slot,itr->leftduration, this);
// if no changes
if (m_itemUpdateQueue.empty())
return;
// do not save if the update queue is corrupt
bool error = false;
for (size_t i = 0; i < m_itemUpdateQueue.size(); ++i)
{
Item *item = m_itemUpdateQueue[i];
if (!item || item->GetState() == ITEM_REMOVED)
continue;
Item *test = GetItemByPos(item->GetBagSlot(), item->GetSlot());
if (test == NULL)
{
sLog.outCrash("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d (state %d) are incorrect, the player doesn't have an item at that position!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), (int32)item->GetState());
//error = true;
//Should the above line really be commented out?
}
else if (test != item)
{
sLog.outError("Player(GUID: %u Name: %s)::_SaveInventory - the bag(%d) and slot(%d) values for the item with guid %d are incorrect, the item with guid %d is there instead!", GetGUIDLow(), GetName(), item->GetBagSlot(), item->GetSlot(), item->GetGUIDLow(), test->GetGUIDLow());
error = true;
}
}
if (error)
{
sLog.outError("Player::_SaveInventory - one or more errors occurred save aborted!");
ChatHandler(this).SendSysMessage(LANG_ITEM_SAVE_FAILED);
return;
}
for (size_t i = 0; i < m_itemUpdateQueue.size(); i++)
{
Item *item = m_itemUpdateQueue[i];
if (!item) continue;
Bag *container = item->GetContainer();
uint32 bag_guid = container ? container->GetGUIDLow() : 0;
switch(item->GetState())
{
case ITEM_NEW:
CharacterDatabase.PExecute("INSERT INTO character_inventory (guid,bag,slot,item,item_template) VALUES ('%u', '%u', '%u', '%u', '%u')", GetGUIDLow(), bag_guid, item->GetSlot(), item->GetGUIDLow(), item->GetEntry());
break;
case ITEM_CHANGED:
CharacterDatabase.PExecute("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 has_items = '%u',expire_time = '" UI64FMTD "', deliver_time = '" UI64FMTD "',money = '%u',cod = '%u',checked = '%u' WHERE id = '%u'",
m->HasItems() ? 1 : 0, (uint64)m->expire_time, (uint64)m->deliver_time, m->money, m->COD, m->checked, m->messageID);
if (m->removedItems.size())
{
for (std::vector::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);
CharacterDatabase.PExecute("DELETE FROM mail WHERE id = '%u'", m->messageID);
CharacterDatabase.PExecute("DELETE FROM mail_items WHERE mail_id = '%u'", m->messageID);
}
}
//deallocate deleted mails...
for (PlayerMails::iterator itr = m_mail.begin(); itr != m_mail.end();)
{
if ((*itr)->state == MAIL_STATE_DELETED)
{
Mail* m = *itr;
m_mail.erase(itr);
delete m;
itr = m_mail.begin();
}
else
++itr;
}
m_mailsUpdated = false;
}
void Player::_SaveQuestStatus()
{
// we don't need transactions here.
for (QuestStatusMap::iterator i = mQuestStatus.begin(); i != mQuestStatus.end(); ++i)
{
switch (i->second.uState)
{
case QUEST_NEW :
CharacterDatabase.PExecute("INSERT INTO character_queststatus (guid,quest,status,rewarded,explored,timer,mobcount1,mobcount2,mobcount3,mobcount4,itemcount1,itemcount2,itemcount3,itemcount4) "
"VALUES ('%u', '%u', '%u', '%u', '%u', '" UI64FMTD "', '%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
GetGUIDLow(), i->first, i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS+ sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3]);
break;
case QUEST_CHANGED :
CharacterDatabase.PExecute("UPDATE character_queststatus SET status = '%u',rewarded = '%u',explored = '%u',timer = '" UI64FMTD "',mobcount1 = '%u',mobcount2 = '%u',mobcount3 = '%u',mobcount4 = '%u',itemcount1 = '%u',itemcount2 = '%u',itemcount3 = '%u',itemcount4 = '%u' WHERE guid = '%u' AND quest = '%u' ",
i->second.m_status, i->second.m_rewarded, i->second.m_explored, uint64(i->second.m_timer / IN_MILISECONDS + sWorld.GetGameTime()), i->second.m_creatureOrGOcount[0], i->second.m_creatureOrGOcount[1], i->second.m_creatureOrGOcount[2], i->second.m_creatureOrGOcount[3], i->second.m_itemcount[0], i->second.m_itemcount[1], i->second.m_itemcount[2], i->second.m_itemcount[3], GetGUIDLow(), i->first);
break;
case QUEST_UNCHANGED:
break;
};
i->second.uState = QUEST_UNCHANGED;
}
}
void Player::_SaveDailyQuestStatus()
{
if (!m_DailyQuestChanged)
return;
m_DailyQuestChanged = false;
// save last daily quest time for all quests: we need only mostly reset time for reset check anyway
// we don't need transactions here.
CharacterDatabase.PExecute("DELETE FROM character_queststatus_daily WHERE guid = '%u'",GetGUIDLow());
for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
if (GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
CharacterDatabase.PExecute("INSERT INTO character_queststatus_daily (guid,quest,time) VALUES ('%u', '%u','" UI64FMTD "')",
GetGUIDLow(), GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx),uint64(m_lastDailyQuestTime));
}
void Player::_SaveWeeklyQuestStatus()
{
if (!m_WeeklyQuestChanged || m_weeklyquests.empty())
return;
// we don't need transactions here.
CharacterDatabase.PExecute("DELETE FROM character_queststatus_weekly WHERE guid = '%u'",GetGUIDLow());
for (QuestSet::const_iterator iter = m_weeklyquests.begin(); iter != m_weeklyquests.end(); ++iter)
{
uint32 quest_id = *iter;
CharacterDatabase.PExecute("INSERT INTO character_queststatus_weekly (guid,quest) VALUES ('%u', '%u')", GetGUIDLow(), quest_id);
}
m_WeeklyQuestChanged = false;
}
void Player::_SaveSkills()
{
// we don't need transactions here.
for (SkillStatusMap::iterator itr = mSkillStatus.begin(); itr != mSkillStatus.end();)
{
if (itr->second.uState == SKILL_UNCHANGED)
{
++itr;
continue;
}
if (itr->second.uState == SKILL_DELETED)
{
CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), itr->first);
mSkillStatus.erase(itr++);
continue;
}
uint32 valueData = GetUInt32Value(PLAYER_SKILL_VALUE_INDEX(itr->second.pos));
uint16 value = SKILL_VALUE(valueData);
uint16 max = SKILL_MAX(valueData);
switch (itr->second.uState)
{
case SKILL_NEW:
CharacterDatabase.PExecute("INSERT INTO character_skills (guid, skill, value, max) VALUES ('%u', '%u', '%u', '%u')",
GetGUIDLow(), itr->first, value, max);
break;
case SKILL_CHANGED:
CharacterDatabase.PExecute("UPDATE character_skills SET value = '%u',max = '%u'WHERE guid = '%u' AND skill = '%u' ",
value, max, GetGUIDLow(), itr->first);
break;
};
itr->second.uState = SKILL_UNCHANGED;
++itr;
}
}
void Player::_SaveSpells()
{
for (PlayerSpellMap::iterator itr = m_spells.begin(), next = m_spells.begin(); itr != m_spells.end();)
{
if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
CharacterDatabase.PExecute("DELETE FROM character_spell WHERE guid = '%u' and spell = '%u'", GetGUIDLow(), itr->first);
// add only changed/new not dependent spells
if (!itr->second->dependent && (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED))
CharacterDatabase.PExecute("INSERT INTO character_spell (guid,spell,active,disabled) VALUES ('%u', '%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->active ? 1 : 0,itr->second->disabled ? 1 : 0);
if (itr->second->state == PLAYERSPELL_REMOVED)
{
delete itr->second;
m_spells.erase(itr++);
}
else
{
itr->second->state = PLAYERSPELL_UNCHANGED;
++itr;
}
}
}
// save player stats -- only for external usage
// real stats will be recalculated on player login
void Player::_SaveStats()
{
// check if stat saving is enabled and if char level is high enough
if (!sWorld.getConfig(CONFIG_MIN_LEVEL_STAT_SAVE) || getLevel() < sWorld.getConfig(CONFIG_MIN_LEVEL_STAT_SAVE))
return;
CharacterDatabase.PExecute("DELETE FROM character_stats WHERE guid = '%u'", GetGUIDLow());
std::ostringstream ss;
ss << "INSERT INTO character_stats (guid, maxhealth, maxpower1, maxpower2, maxpower3, maxpower4, maxpower5, maxpower6, maxpower7, "
"strength, agility, stamina, intellect, spirit, armor, resHoly, resFire, resNature, resFrost, resShadow, resArcane, "
"blockPct, dodgePct, parryPct, critPct, rangedCritPct, spellCritPct, attackPower, rangedAttackPower, spellPower) VALUES ("
<< GetGUIDLow() << ", "
<< GetMaxHealth() << ", ";
for (int i = 0; i < MAX_POWERS; ++i)
ss << GetMaxPower(Powers(i)) << ", ";
for (int i = 0; i < MAX_STATS; ++i)
ss << GetStat(Stats(i)) << ", ";
// armor + school resistances
for (int i = 0; i < MAX_SPELL_SCHOOL; ++i)
ss << GetResistance(SpellSchools(i)) << ",";
ss << GetFloatValue(PLAYER_BLOCK_PERCENTAGE) << ", "
<< GetFloatValue(PLAYER_DODGE_PERCENTAGE) << ", "
<< GetFloatValue(PLAYER_PARRY_PERCENTAGE) << ", "
<< GetFloatValue(PLAYER_CRIT_PERCENTAGE) << ", "
<< GetFloatValue(PLAYER_RANGED_CRIT_PERCENTAGE) << ", "
<< GetFloatValue(PLAYER_SPELL_CRIT_PERCENTAGE1) << ", "
<< GetUInt32Value(UNIT_FIELD_ATTACK_POWER) << ", "
<< GetUInt32Value(UNIT_FIELD_RANGED_ATTACK_POWER) << ", "
<< GetBaseSpellPowerBonus() << ")";
CharacterDatabase.Execute(ss.str().c_str());
}
void Player::outDebugValues() const
{
if (!sLog.IsOutDebug()) // optimize disabled debug output
return;
sLog.outDebug("HP is: \t\t\t%u\t\tMP is: \t\t\t%u",GetMaxHealth(), GetMaxPower(POWER_MANA));
sLog.outDebug("AGILITY is: \t\t%f\t\tSTRENGTH is: \t\t%f",GetStat(STAT_AGILITY), GetStat(STAT_STRENGTH));
sLog.outDebug("INTELLECT is: \t\t%f\t\tSPIRIT is: \t\t%f",GetStat(STAT_INTELLECT), GetStat(STAT_SPIRIT));
sLog.outDebug("STAMINA is: \t\t%f",GetStat(STAT_STAMINA));
sLog.outDebug("Armor is: \t\t%u\t\tBlock is: \t\t%f",GetArmor(), GetFloatValue(PLAYER_BLOCK_PERCENTAGE));
sLog.outDebug("HolyRes is: \t\t%u\t\tFireRes is: \t\t%u",GetResistance(SPELL_SCHOOL_HOLY), GetResistance(SPELL_SCHOOL_FIRE));
sLog.outDebug("NatureRes is: \t\t%u\t\tFrostRes is: \t\t%u",GetResistance(SPELL_SCHOOL_NATURE), GetResistance(SPELL_SCHOOL_FROST));
sLog.outDebug("ShadowRes is: \t\t%u\t\tArcaneRes is: \t\t%u",GetResistance(SPELL_SCHOOL_SHADOW), GetResistance(SPELL_SCHOOL_ARCANE));
sLog.outDebug("MIN_DAMAGE is: \t\t%f\tMAX_DAMAGE is: \t\t%f",GetFloatValue(UNIT_FIELD_MINDAMAGE), GetFloatValue(UNIT_FIELD_MAXDAMAGE));
sLog.outDebug("MIN_OFFHAND_DAMAGE is: \t%f\tMAX_OFFHAND_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINOFFHANDDAMAGE), GetFloatValue(UNIT_FIELD_MAXOFFHANDDAMAGE));
sLog.outDebug("MIN_RANGED_DAMAGE is: \t%f\tMAX_RANGED_DAMAGE is: \t%f",GetFloatValue(UNIT_FIELD_MINRANGEDDAMAGE), GetFloatValue(UNIT_FIELD_MAXRANGEDDAMAGE));
sLog.outDebug("ATTACK_TIME is: \t%u\t\tRANGE_ATTACK_TIME is: \t%u",GetAttackTime(BASE_ATTACK), GetAttackTime(RANGED_ATTACK));
}
/*********************************************************/
/*** FLOOD FILTER SYSTEM ***/
/*********************************************************/
void Player::UpdateSpeakTime()
{
// ignore chat spam protection for GMs in any mode
if (GetSession()->GetSecurity() > SEC_PLAYER)
return;
time_t current = time (NULL);
if (m_speakTime > current)
{
uint32 max_count = sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_COUNT);
if (!max_count)
return;
++m_speakCount;
if (m_speakCount >= max_count)
{
// prevent overwrite mute time, if message send just before mutes set, for example.
time_t new_mute = current + sWorld.getConfig(CONFIG_CHATFLOOD_MUTE_TIME);
if (GetSession()->m_muteTime < new_mute)
GetSession()->m_muteTime = new_mute;
m_speakCount = 0;
}
}
else
m_speakCount = 0;
m_speakTime = current + sWorld.getConfig(CONFIG_CHATFLOOD_MESSAGE_DELAY);
}
bool Player::CanSpeak() const
{
return GetSession()->m_muteTime <= time (NULL);
}
/*********************************************************/
/*** LOW LEVEL FUNCTIONS:Notifiers ***/
/*********************************************************/
void Player::SendAttackSwingNotInRange()
{
WorldPacket data(SMSG_ATTACKSWING_NOTINRANGE, 0);
GetSession()->SendPacket(&data);
}
void Player::SavePositionInDB(uint32 mapid, float x,float y,float z,float o,uint32 zone,uint64 guid)
{
std::ostringstream ss;
ss << "UPDATE characters SET position_x='"<= tokens.size())
return;
tokens[index] = buf;
}
void Player::Customize(uint64 guid, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair)
{
// 0
QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT playerBytes2 FROM characters WHERE guid = '%u'", GUID_LOPART(guid));
if (!result)
return;
Field* fields = result->Fetch();
uint32 player_bytes2 = fields[0].GetUInt32();
player_bytes2 &= ~0xFF;
player_bytes2 |= facialHair;
CharacterDatabase.PExecute("UPDATE characters SET gender = '%u', playerBytes = '%u', playerBytes2 = '%u' WHERE guid = '%u'", gender, skin | (face << 8) | (hairStyle << 16) | (hairColor << 24), player_bytes2, GUID_LOPART(guid));
}
void Player::SendAttackSwingDeadTarget()
{
WorldPacket data(SMSG_ATTACKSWING_DEADTARGET, 0);
GetSession()->SendPacket(&data);
}
void Player::SendAttackSwingCantAttack()
{
WorldPacket data(SMSG_ATTACKSWING_CANT_ATTACK, 0);
GetSession()->SendPacket(&data);
}
void Player::SendAttackSwingCancelAttack()
{
WorldPacket data(SMSG_CANCEL_COMBAT, 0);
GetSession()->SendPacket(&data);
}
void Player::SendAttackSwingBadFacingAttack()
{
WorldPacket data(SMSG_ATTACKSWING_BADFACING, 0);
GetSession()->SendPacket(&data);
}
void Player::SendAutoRepeatCancel(Unit *target)
{
WorldPacket data(SMSG_CANCEL_AUTO_REPEAT, target->GetPackGUID().size());
data.append(target->GetPackGUID()); // may be it's target guid
GetSession()->SendPacket(&data);
}
void Player::SendExplorationExperience(uint32 Area, uint32 Experience)
{
WorldPacket data(SMSG_EXPLORATION_EXPERIENCE, 8);
data << uint32(Area);
data << uint32(Experience);
GetSession()->SendPacket(&data);
}
void Player::SendDungeonDifficulty(bool IsInGroup)
{
uint8 val = 0x00000001;
WorldPacket data(MSG_SET_DUNGEON_DIFFICULTY, 12);
data << (uint32)GetDungeonDifficulty();
data << uint32(val);
data << uint32(IsInGroup);
GetSession()->SendPacket(&data);
}
void Player::SendRaidDifficulty(bool IsInGroup)
{
uint8 val = 0x00000001;
WorldPacket data(MSG_SET_RAID_DIFFICULTY, 12);
data << uint32(GetRaidDifficulty());
data << uint32(val);
data << uint32(IsInGroup);
GetSession()->SendPacket(&data);
}
void Player::SendResetFailedNotify(uint32 mapid)
{
WorldPacket data(SMSG_RESET_FAILED_NOTIFY, 4);
data << uint32(mapid);
GetSession()->SendPacket(&data);
}
/// Reset all solo instances and optionally send a message on success for each
void Player::ResetInstances(uint8 method, bool isRaid)
{
// method can be INSTANCE_RESET_ALL, INSTANCE_RESET_CHANGE_DIFFICULTY, INSTANCE_RESET_GROUP_JOIN
// we assume that when the difficulty changes, all instances that can be reset will be
Difficulty diff = GetDifficulty(isRaid);
for (BoundInstancesMap::iterator itr = m_boundInstances[diff].begin(); itr != m_boundInstances[diff].end();)
{
InstanceSave *p = itr->second.save;
const MapEntry *entry = sMapStore.LookupEntry(itr->first);
if (!entry || entry->IsRaid() != isRaid || !p->CanReset())
{
++itr;
continue;
}
if (method == INSTANCE_RESET_ALL)
{
// the "reset all instances" method can only reset normal maps
if (entry->map_type == MAP_RAID || diff == DUNGEON_DIFFICULTY_HEROIC)
{
++itr;
continue;
}
}
// if the map is loaded, reset it
Map *map = MapManager::Instance().FindMap(p->GetMapId(), p->GetInstanceId());
if (map && map->IsDungeon())
if (!((InstanceMap*)map)->Reset(method))
{
++itr;
continue;
}
// since this is a solo instance there should not be any players inside
if (method == INSTANCE_RESET_ALL || method == INSTANCE_RESET_CHANGE_DIFFICULTY)
SendResetInstanceSuccess(p->GetMapId());
p->DeleteFromDB();
m_boundInstances[diff].erase(itr++);
// the following should remove the instance save from the manager and delete it as well
p->RemovePlayer(this);
}
}
void Player::SendResetInstanceSuccess(uint32 MapId)
{
WorldPacket data(SMSG_INSTANCE_RESET, 4);
data << uint32(MapId);
GetSession()->SendPacket(&data);
}
void Player::SendResetInstanceFailed(uint32 reason, uint32 MapId)
{
// TODO: find what other fail reasons there are besides players in the instance
WorldPacket data(SMSG_INSTANCE_RESET_FAILED, 4);
data << uint32(reason);
data << uint32(MapId);
GetSession()->SendPacket(&data);
}
/*********************************************************/
/*** Update timers ***/
/*********************************************************/
///checks the 15 afk reports per 5 minutes limit
void Player::UpdateAfkReport(time_t currTime)
{
if (m_bgData.bgAfkReportedTimer <= currTime)
{
m_bgData.bgAfkReportedCount = 0;
m_bgData.bgAfkReportedTimer = currTime+5*MINUTE;
}
}
void Player::UpdateContestedPvP(uint32 diff)
{
if (!m_contestedPvPTimer||isInCombat())
return;
if (m_contestedPvPTimer <= diff)
{
ResetContestedPvP();
}
else
m_contestedPvPTimer -= diff;
}
void Player::UpdatePvPFlag(time_t currTime)
{
if (!IsPvP())
return;
if (pvpInfo.endTimer == 0 || currTime < (pvpInfo.endTimer + 300))
return;
UpdatePvP(false);
}
void Player::UpdateDuelFlag(time_t currTime)
{
if (!duel || duel->startTimer == 0 ||currTime < duel->startTimer + 3)
return;
SetUInt32Value(PLAYER_DUEL_TEAM, 1);
duel->opponent->SetUInt32Value(PLAYER_DUEL_TEAM, 2);
duel->startTimer = 0;
duel->startTime = currTime;
duel->opponent->duel->startTimer = 0;
duel->opponent->duel->startTime = currTime;
}
Pet* Player::GetPet() const
{
if (uint64 pet_guid = GetPetGUID())
{
if (!IS_PET_GUID(pet_guid))
return NULL;
Pet* pet = ObjectAccessor::GetPet(pet_guid);
if (!pet)
return NULL;
if (IsInWorld() && pet)
return pet;
//there may be a guardian in slot
//sLog.outError("Player::GetPet: Pet %u not exist.",GUID_LOPART(pet_guid));
//const_cast(this)->SetPetGUID(0);
}
return NULL;
}
void Player::RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent)
{
if (!pet)
pet = GetPet();
if (pet)
{
sLog.outDebug("RemovePet %u, %u, %u", pet->GetEntry(), mode, returnreagent);
if (pet->m_removed)
return;
}
if (returnreagent && (pet || m_temporaryUnsummonedPetNumber) && !InBattleGround())
{
//returning of reagents only for players, so best done here
uint32 spellId = pet ? pet->GetUInt32Value(UNIT_CREATED_BY_SPELL) : m_oldpetspell;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
if (spellInfo)
{
for (uint32 i = 0; i < 7; ++i)
{
if (spellInfo->Reagent[i] > 0)
{
ItemPosCountVec dest; //for succubus, voidwalker, felhunter and felguard credit soulshard when despawn reason other than death (out of range, logout)
uint8 msg = CanStoreNewItem(NULL_BAG, NULL_SLOT, dest, spellInfo->Reagent[i], spellInfo->ReagentCount[i]);
if (msg == EQUIP_ERR_OK)
{
Item* item = StoreNewItem(dest, spellInfo->Reagent[i], true);
if (IsInWorld())
SendNewItem(item,spellInfo->ReagentCount[i],true,false);
}
}
}
}
m_temporaryUnsummonedPetNumber = 0;
}
if (!pet || pet->GetOwnerGUID() != GetGUID())
return;
pet->CombatStop();
if (returnreagent)
{
switch(pet->GetEntry())
{
//warlock pets except imp are removed(?) when logging out
case 1860:
case 1863:
case 417:
case 17252:
mode = PET_SAVE_NOT_IN_SLOT;
break;
}
}
// only if current pet in slot
pet->SavePetToDB(mode);
SetMinion(pet, false);
pet->AddObjectToRemoveList();
pet->m_removed = true;
if (pet->isControlled())
{
WorldPacket data(SMSG_PET_SPELLS, 8);
data << uint64(0);
GetSession()->SendPacket(&data);
if (GetGroup())
SetGroupUpdateFlag(GROUP_UPDATE_PET);
}
}
void Player::StopCastingCharm()
{
Unit* charm = GetCharm();
if (!charm)
return;
if (charm->GetTypeId() == TYPEID_UNIT)
{
if (charm->ToCreature()->HasUnitTypeMask(UNIT_MASK_PUPPET))
((Puppet*)charm)->UnSummon();
else if (charm->IsVehicle())
ExitVehicle();
}
if (GetCharmGUID())
charm->RemoveCharmAuras();
if (GetCharmGUID())
{
sLog.outCrash("Player %s (GUID: " UI64FMTD " is not able to uncharm unit (GUID: " UI64FMTD " Entry: %u, Type: %u)", GetName(), GetGUID(), GetCharmGUID(), charm->GetEntry(), charm->GetTypeId());
if (charm->GetCharmerGUID())
{
sLog.outCrash("Charmed unit has charmer guid " UI64FMTD, charm->GetCharmerGUID());
assert(false);
}
else
SetCharm(charm, false);
}
}
void Player::BuildPlayerChat(WorldPacket *data, uint8 msgtype, const std::string& text, uint32 language) const
{
*data << (uint8)msgtype;
*data << (uint32)language;
*data << (uint64)GetGUID();
*data << (uint32)language; //language 2.1.0 ?
*data << (uint64)GetGUID();
*data << (uint32)(text.length()+1);
*data << text;
*data << (uint8)chatTag();
}
void Player::Say(const std::string& text, const uint32 language)
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildPlayerChat(&data, CHAT_MSG_SAY, text, language);
SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_SAY),true);
if (sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
sLog.outChat("[SAY] Player %s says (language %u): %s",
GetName(), language, text.c_str());
}
void Player::Yell(const std::string& text, const uint32 language)
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildPlayerChat(&data, CHAT_MSG_YELL, text, language);
SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_YELL),true);
if (sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
sLog.outChat("[YELL] Player %s yells (language %u): %s",
GetName(), language, text.c_str());
}
void Player::TextEmote(const std::string& text)
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildPlayerChat(&data, CHAT_MSG_EMOTE, text, LANG_UNIVERSAL);
SendMessageToSetInRange(&data,sWorld.getConfig(CONFIG_LISTEN_RANGE_TEXTEMOTE),true, !sWorld.getConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_CHAT));
if (sWorld.getConfig(CONFIG_CHATLOG_PUBLIC))
sLog.outChat("[TEXTEMOTE] Player %s emotes: %s",
GetName(), text.c_str());
}
void Player::Whisper(const std::string& text, uint32 language,uint64 receiver)
{
if (language != LANG_ADDON) // if not addon data
language = LANG_UNIVERSAL; // whispers should always be readable
Player *rPlayer = objmgr.GetPlayer(receiver);
if (sWorld.getConfig(CONFIG_CHATLOG_WHISPER))
sLog.outChat("[WHISPER] Player %s tells %s: %s",
GetName(), rPlayer->GetName(), text.c_str());
// when player you are whispering to is dnd, he cannot receive your message, unless you are in gm mode
if (!rPlayer->isDND() || isGameMaster())
{
WorldPacket data(SMSG_MESSAGECHAT, 200);
BuildPlayerChat(&data, CHAT_MSG_WHISPER, text, language);
rPlayer->GetSession()->SendPacket(&data);
// not send confirmation for addon messages
if (language != LANG_ADDON)
{
data.Initialize(SMSG_MESSAGECHAT, 200);
rPlayer->BuildPlayerChat(&data, CHAT_MSG_WHISPER_INFORM, text, language);
GetSession()->SendPacket(&data);
}
}
else
{
// announce to player that player he is whispering to is dnd and cannot receive his message
ChatHandler(this).PSendSysMessage(LANG_PLAYER_DND, rPlayer->GetName(), rPlayer->dndMsg.c_str());
}
if (!isAcceptWhispers() && !isGameMaster() && !rPlayer->isGameMaster())
{
SetAcceptWhispers(true);
ChatHandler(this).SendSysMessage(LANG_COMMAND_WHISPERON);
}
// announce to player that player he is whispering to is afk
if (rPlayer->isAFK())
ChatHandler(this).PSendSysMessage(LANG_PLAYER_AFK, rPlayer->GetName(), rPlayer->afkMsg.c_str());
// if player whisper someone, auto turn of dnd to be able to receive an answer
if (isDND() && !rPlayer->isGameMaster())
ToggleDND();
}
void Player::PetSpellInitialize()
{
Pet* pet = GetPet();
if (!pet)
return;
sLog.outDebug("Pet Spells Groups");
CharmInfo *charmInfo = pet->GetCharmInfo();
WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
data << uint64(pet->GetGUID());
data << uint16(pet->GetCreatureInfo()->family); // creature family (required for pet talents)
data << uint32(0);
data << uint8(pet->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
// action bar loop
charmInfo->BuildActionBar(&data);
size_t spellsCountPos = data.wpos();
// spells count
uint8 addlist = 0;
data << uint8(addlist); // placeholder
if (pet->IsPermanentPetFor(this))
{
// spells loop
for (PetSpellMap::iterator itr = pet->m_spells.begin(); itr != pet->m_spells.end(); ++itr)
{
if (itr->second.state == PETSPELL_REMOVED)
continue;
data << uint32(MAKE_UNIT_ACTION_BUTTON(itr->first,itr->second.active));
++addlist;
}
}
data.put(spellsCountPos, addlist);
uint8 cooldownsCount = pet->m_CreatureSpellCooldowns.size() + pet->m_CreatureCategoryCooldowns.size();
data << uint8(cooldownsCount);
time_t curTime = time(NULL);
for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureSpellCooldowns.begin(); itr != pet->m_CreatureSpellCooldowns.end(); ++itr)
{
time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
data << uint32(itr->first); // spellid
data << uint16(0); // spell category?
data << uint32(cooldown); // cooldown
data << uint32(0); // category cooldown
}
for (CreatureSpellCooldowns::const_iterator itr = pet->m_CreatureCategoryCooldowns.begin(); itr != pet->m_CreatureCategoryCooldowns.end(); ++itr)
{
time_t cooldown = (itr->second > curTime) ? (itr->second - curTime) * IN_MILISECONDS : 0;
data << uint32(itr->first); // spellid
data << uint16(0); // spell category?
data << uint32(0); // cooldown
data << uint32(cooldown); // category cooldown
}
data.hexlike();
GetSession()->SendPacket(&data);
}
void Player::PossessSpellInitialize()
{
Unit* charm = GetCharm();
if (!charm)
return;
CharmInfo *charmInfo = charm->GetCharmInfo();
if (!charmInfo)
{
sLog.outError("Player::PossessSpellInitialize(): charm ("UI64FMTD") has no charminfo!", charm->GetGUID());
return;
}
WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+1);
data << uint64(charm->GetGUID());
data << uint16(0);
data << uint32(0);
data << uint32(0);
charmInfo->BuildActionBar(&data);
data << uint8(0); // spells count
data << uint8(0); // cooldowns count
GetSession()->SendPacket(&data);
}
void Player::VehicleSpellInitialize()
{
Creature* veh = GetVehicleCreatureBase();
if (!veh)
return;
// GetPosition_ is not a member of 'Vehicle', SetPosition is a member of 'Player': SetPosition(GetVehicle()->GetPositionX(), GetVehicle()->GetPositionY(), GetVehicle()->GetPositionZ(), GetVehicle()->GetOrientation());
// GetPosition_ is not a member of 'Vehicle', SetPosition is a member of 'Player': SetPosition(GetVehicle()->GetPositionX(), GetVehicle()->GetPositionY(), GetVehicle()->GetPositionZ(), GetVehicle()->GetOrientation());
WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*10+1+1);
data << uint64(veh->GetGUID());
data << uint16(0);
data << uint32(0);
data << uint32(0x00000101);
for (uint32 i = 0; i < CREATURE_MAX_SPELLS; ++i)
{
uint32 spellId = veh->ToCreature()->m_spells[i];
if (!spellId)
continue;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spellId);
if (!spellInfo)
continue;
if (IsPassiveSpell(spellId))
{
veh->CastSpell(veh, spellId, true);
data << uint16(0) << uint8(0) << uint8(i+8);
}
else
data << uint32(MAKE_UNIT_ACTION_BUTTON(spellId,i+8));
}
for (uint32 i = CREATURE_MAX_SPELLS; i < MAX_SPELL_CONTROL_BAR; ++i)
data << uint16(0) << uint8(0) << uint8(i+8);
data << uint8(0);
data << uint8(0);
GetSession()->SendPacket(&data);
}
void Player::CharmSpellInitialize()
{
Unit* charm = GetFirstControlled();
if (!charm)
return;
CharmInfo *charmInfo = charm->GetCharmInfo();
if (!charmInfo)
{
sLog.outError("Player::CharmSpellInitialize(): the player's charm ("UI64FMTD") has no charminfo!", charm->GetGUID());
return;
}
uint8 addlist = 0;
if (charm->GetTypeId() != TYPEID_PLAYER)
{
//CreatureInfo const *cinfo = charm->ToCreature()->GetCreatureInfo();
//if (cinfo && cinfo->type == CREATURE_TYPE_DEMON && getClass() == CLASS_WARLOCK)
{
for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
if (charmInfo->GetCharmSpell(i)->GetAction())
++addlist;
}
}
WorldPacket data(SMSG_PET_SPELLS, 8+2+4+4+4*MAX_UNIT_ACTION_BAR_INDEX+1+4*addlist+1);
data << uint64(charm->GetGUID());
data << uint16(0);
data << uint32(0);
if (charm->GetTypeId() != TYPEID_PLAYER)
data << uint8(charm->ToCreature()->GetReactState()) << uint8(charmInfo->GetCommandState()) << uint16(0);
else
data << uint8(0) << uint8(0) << uint16(0);
charmInfo->BuildActionBar(&data);
data << uint8(addlist);
if (addlist)
{
for (uint32 i = 0; i < MAX_SPELL_CHARM; ++i)
{
CharmSpellEntry *cspell = charmInfo->GetCharmSpell(i);
if (cspell->GetAction())
data << uint32(cspell->packedData);
}
}
data << uint8(0); // cooldowns count
GetSession()->SendPacket(&data);
}
void Player::SendRemoveControlBar()
{
WorldPacket data(SMSG_PET_SPELLS, 8);
data << uint64(0);
GetSession()->SendPacket(&data);
}
bool Player::IsAffectedBySpellmod(SpellEntry const *spellInfo, SpellModifier *mod, Spell * spell)
{
if (!mod || !spellInfo)
return false;
// Mod out of charges
if (spell && mod->charges == -1 && spell->m_appliedMods.find(mod->ownerAura) == spell->m_appliedMods.end())
return false;
return spellmgr.IsAffectedByMod(spellInfo, mod);
}
void Player::AddSpellMod(SpellModifier* mod, bool apply)
{
sLog.outDebug("Player::AddSpellMod %d", mod->spellId);
uint16 Opcode = (mod->type == SPELLMOD_FLAT) ? SMSG_SET_FLAT_SPELL_MODIFIER : SMSG_SET_PCT_SPELL_MODIFIER;
int i = 0;
flag96 _mask = 0;
for (int eff = 0; eff < 96; ++eff)
{
if (eff != 0 && eff%32 == 0)
_mask[i++] = 0;
_mask[i] = uint32(1) << (eff-(32*i));
if (mod->mask & _mask)
{
int32 val = 0;
for (SpellModList::iterator itr = m_spellMods[mod->op].begin(); itr != m_spellMods[mod->op].end(); ++itr)
{
if ((*itr)->type == mod->type && (*itr)->mask & _mask)
val += (*itr)->value;
}
val += apply ? mod->value : -(mod->value);
WorldPacket data(Opcode, (1+1+4));
data << uint8(eff);
data << uint8(mod->op);
data << int32(val);
SendDirectMessage(&data);
}
}
if (apply)
m_spellMods[mod->op].push_back(mod);
else
{
m_spellMods[mod->op].remove(mod);
// mods bound to aura will be removed in AuraEffect::~AuraEffect
if (!mod->ownerAura)
delete mod;
}
}
// Restore spellmods in case of failed cast
void Player::RestoreSpellMods(Spell * spell)
{
if (!spell || spell->m_appliedMods.empty())
return;
for (uint8 i=0; iownerAura || !mod->ownerAura->GetCharges())
continue;
// check if mod affected this spell
Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
if (iterMod == spell->m_appliedMods.end())
continue;
// remove from list
spell->m_appliedMods.erase(iterMod);
// add mod charges back to mod
if (mod->charges == -1)
mod->charges = 1;
else
mod->charges++;
// Do not set more spellmods than avalible
if (mod->ownerAura->GetCharges() < mod->charges)
mod->charges = mod->ownerAura->GetCharges();
// Skip this check for now - aura charges may change due to various reason
// TODO: trac these changes correctly
//assert (mod->ownerAura->GetCharges() <= mod->charges);
}
}
}
void Player::RemoveSpellMods(Spell * spell)
{
if (!spell)
return;
std::set checkedSpells;
AuraEffectList const & auraList = GetAuraEffectsByType(SPELL_AURA_ABILITY_IGNORE_AURASTATE);
for (AuraEffectList::const_iterator itr = auraList.begin(); itr != auraList.end();)
{
AuraEffect * aurEff = *itr;
Aura * aura = aurEff->GetBase();
++itr;
if (!aura->GetCharges())
continue;
SpellEntry const * spellInfo = aura->GetSpellProto();
if (spellInfo->SpellFamilyName != spell->m_spellInfo->SpellFamilyName ||
checkedSpells.find(aura) != checkedSpells.end())
continue;
if (spell->m_spellInfo->SpellFamilyFlags & spellInfo->EffectSpellClassMask[aurEff->GetEffIndex()]
// this is for fingers of frost, look at spell::finish part, a charge will be taken by the triggering spell
&& aura->GetDuration() != aura->GetMaxDuration())
{
checkedSpells.insert(aura);
spell->m_appliedMods.erase(aura);
if (aura->DropCharge())
itr = auraList.begin();
}
}
if (spell->m_appliedMods.empty())
return;
for (uint8 i=0; iownerAura || !mod->ownerAura->GetCharges())
continue;
// check if mod affected this spell
Spell::UsedSpellMods::iterator iterMod = spell->m_appliedMods.find(mod->ownerAura);
if (iterMod == spell->m_appliedMods.end())
continue;
// remove from list
spell->m_appliedMods.erase(iterMod);
if (mod->ownerAura->DropCharge())
itr = m_spellMods[i].begin();
}
}
}
void Player::DropModCharge(SpellModifier * mod, Spell * spell)
{
if (spell && mod->ownerAura && mod->charges > 0)
{
--mod->charges;
if (mod->charges == 0)
{
mod->charges = -1;
}
spell->m_appliedMods.insert(mod->ownerAura);
}
}
void Player::SetSpellModTakingSpell(Spell * spell, bool apply)
{
if (!spell || (m_spellModTakingSpell && m_spellModTakingSpell != spell))
return;
if (apply && spell->getState() == SPELL_STATE_FINISHED)
return;
m_spellModTakingSpell = apply ? spell : NULL;
}
// send Proficiency
void Player::SendProficiency(uint8 pr1, uint32 pr2)
{
WorldPacket data(SMSG_SET_PROFICIENCY, 8);
data << uint8(pr1) << uint32(pr2);
GetSession()->SendPacket (&data);
}
void Player::RemovePetitionsAndSigns(uint64 guid, uint32 type)
{
QueryResult_AutoPtr result = QueryResult_AutoPtr(NULL);
if (type == 10)
result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
else
result = CharacterDatabase.PQuery("SELECT ownerguid,petitionguid FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
if (result)
{
do // this part effectively does nothing, since the deletion / modification only takes place _after_ the PetitionQuery. Though I don't know if the result remains intact if I execute the delete query beforehand.
{ // and SendPetitionQueryOpcode reads data from the DB
Field *fields = result->Fetch();
uint64 ownerguid = MAKE_NEW_GUID(fields[0].GetUInt32(), 0, HIGHGUID_PLAYER);
uint64 petitionguid = MAKE_NEW_GUID(fields[1].GetUInt32(), 0, HIGHGUID_ITEM);
// send update if charter owner in game
Player* owner = objmgr.GetPlayer(ownerguid);
if (owner)
owner->GetSession()->SendPetitionQueryOpcode(petitionguid);
} while (result->NextRow());
if (type == 10)
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u'", GUID_LOPART(guid));
else
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE playerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
}
CharacterDatabase.BeginTransaction();
if (type == 10)
{
CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u'", GUID_LOPART(guid));
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u'", GUID_LOPART(guid));
}
else
{
CharacterDatabase.PExecute("DELETE FROM petition WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
CharacterDatabase.PExecute("DELETE FROM petition_sign WHERE ownerguid = '%u' AND type = '%u'", GUID_LOPART(guid), type);
}
CharacterDatabase.CommitTransaction();
}
void Player::LeaveAllArenaTeams(uint64 guid)
{
QueryResult_AutoPtr result = CharacterDatabase.PQuery("SELECT arena_team_member.arenateamid FROM arena_team_member JOIN arena_team ON arena_team_member.arenateamid = arena_team.arenateamid WHERE guid='%u'", GUID_LOPART(guid));
if (!result)
return;
do
{
Field *fields = result->Fetch();
uint32 at_id = fields[0].GetUInt32();
if (at_id != 0)
{
ArenaTeam * at = objmgr.GetArenaTeamById(at_id);
if (at)
at->DelMember(guid);
}
} while (result->NextRow());
}
void Player::SetRestBonus (float rest_bonus_new)
{
// Prevent resting on max level
if (getLevel() >= sWorld.getConfig(CONFIG_MAX_PLAYER_LEVEL))
rest_bonus_new = 0;
if (rest_bonus_new < 0)
rest_bonus_new = 0;
float rest_bonus_max = (float)GetUInt32Value(PLAYER_NEXT_LEVEL_XP)*1.5/2;
if (rest_bonus_new > rest_bonus_max)
m_rest_bonus = rest_bonus_max;
else
m_rest_bonus = rest_bonus_new;
// update data for client
if (m_rest_bonus>10)
SetByteValue(PLAYER_BYTES_2, 3, 0x01); // Set Reststate = Rested
else if (m_rest_bonus <= 1)
SetByteValue(PLAYER_BYTES_2, 3, 0x02); // Set Reststate = Normal
//RestTickUpdate
SetUInt32Value(PLAYER_REST_STATE_EXPERIENCE, uint32(m_rest_bonus));
}
void Player::HandleStealthedUnitsDetection()
{
std::list 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 TRINITY_DEBUG
if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES) == 0)
sLog.outDebug("Object %u (Type: %u) is detected in stealth by player %u. Distance = %f",(*i)->GetGUIDLow(),(*i)->GetTypeId(),GetGUIDLow(),GetDistance(*i));
#endif
// target aura duration for caster show only if target exist at caster client
// send data at target visibility change (adding to client)
SendInitialVisiblePackets(*i);
}
}
else
{
if (hasAtClient)
{
(*i)->DestroyForPlayer(this);
m_clientGUIDs.erase((*i)->GetGUID());
}
}
}
}
bool Player::ActivateTaxiPathTo(std::vector 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);
getHostileRefManager().setOnlineOfflineState(true);
}
void Player::ContinueTaxiFlight()
{
uint32 sourceNode = m_taxi.GetTaxiSource();
if (!sourceNode)
return;
sLog.outDebug("WORLD: Restart character %u taxi flight", GetGUIDLow());
uint32 mountDisplayId = objmgr.GetTaxiMountDisplayId(sourceNode, GetTeam(),true);
uint32 path = m_taxi.GetCurrentTaxiPath();
// search appropriate start path node
uint32 startNode = 0;
TaxiPathNodeList const& nodeList = sTaxiPathNodesByPath[path];
float distPrev = MAP_SIZE*MAP_SIZE;
float distNext =
(nodeList[0].x-GetPositionX())*(nodeList[0].x-GetPositionX())+
(nodeList[0].y-GetPositionY())*(nodeList[0].y-GetPositionY())+
(nodeList[0].z-GetPositionZ())*(nodeList[0].z-GetPositionZ());
for (uint32 i = 1; i < nodeList.size(); ++i)
{
TaxiPathNode const& node = nodeList[i];
TaxiPathNode const& prevNode = nodeList[i-1];
// skip nodes at another map
if (node.mapid != GetMapId())
continue;
distPrev = distNext;
distNext =
(node.x-GetPositionX())*(node.x-GetPositionX())+
(node.y-GetPositionY())*(node.y-GetPositionY())+
(node.z-GetPositionZ())*(node.z-GetPositionZ());
float distNodes =
(node.x-prevNode.x)*(node.x-prevNode.x)+
(node.y-prevNode.y)*(node.y-prevNode.y)+
(node.z-prevNode.z)*(node.z-prevNode.z);
if (distNext + distPrev < distNodes)
{
startNode = i;
break;
}
}
GetSession()->SendDoFlight(mountDisplayId, path, startNode);
}
void Player::ProhibitSpellScholl(SpellSchoolMask idSchoolMask, uint32 unTimeMs)
{
// last check 2.0.10
WorldPacket data(SMSG_SPELL_COOLDOWN, 8+1+m_spells.size()*8);
data << uint64(GetGUID());
data << uint8(0x0); // flags (0x1, 0x2)
time_t curTime = time(NULL);
for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if (itr->second->state == PLAYERSPELL_REMOVED)
continue;
uint32 unSpellId = itr->first;
SpellEntry const *spellInfo = sSpellStore.LookupEntry(unSpellId);
if (!spellInfo)
{
ASSERT(spellInfo);
continue;
}
// Not send cooldown for this spells
if (spellInfo->Attributes & SPELL_ATTR_DISABLED_WHILE_ACTIVE)
continue;
if (spellInfo->PreventionType != SPELL_PREVENTION_TYPE_SILENCE)
continue;
if ((idSchoolMask & GetSpellSchoolMask(spellInfo)) && GetSpellCooldownDelay(unSpellId) < unTimeMs)
{
data << uint32(unSpellId);
data << uint32(unTimeMs); // in m.secs
AddSpellCooldown(unSpellId, 0, curTime + unTimeMs/IN_MILISECONDS);
}
}
GetSession()->SendPacket(&data);
}
void Player::InitDataForForm(bool reapplyMods)
{
SpellShapeshiftEntry const* ssEntry = sSpellShapeshiftStore.LookupEntry(m_form);
if (ssEntry && ssEntry->attackSpeed)
{
SetAttackTime(BASE_ATTACK,ssEntry->attackSpeed);
SetAttackTime(OFF_ATTACK,ssEntry->attackSpeed);
SetAttackTime(RANGED_ATTACK, BASE_ATTACK_TIME);
}
else
SetRegularAttackTime();
switch(m_form)
{
case FORM_GHOUL:
case FORM_CAT:
{
if (getPowerType() != POWER_ENERGY)
setPowerType(POWER_ENERGY);
break;
}
case FORM_BEAR:
case FORM_DIREBEAR:
{
if (getPowerType() != POWER_RAGE)
setPowerType(POWER_RAGE);
break;
}
default: // 0, for example
{
ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(getClass());
if (cEntry && cEntry->powerType < MAX_POWERS && uint32(getPowerType()) != cEntry->powerType)
setPowerType(Powers(cEntry->powerType));
break;
}
}
// update auras at form change, ignore this at mods reapply (.reset stats/etc) when form not change.
if (!reapplyMods)
UpdateEquipSpellsAtFormChange();
UpdateAttackPowerAndDamage();
UpdateAttackPowerAndDamage(true);
}
void Player::InitDisplayIds()
{
PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
if (!info)
{
sLog.outError("Player %u has incorrect race/class pair. Can't init display ids.", GetGUIDLow());
return;
}
uint8 gender = getGender();
switch(gender)
{
case GENDER_FEMALE:
SetDisplayId(info->displayId_f);
SetNativeDisplayId(info->displayId_f);
break;
case GENDER_MALE:
SetDisplayId(info->displayId_m);
SetNativeDisplayId(info->displayId_m);
break;
default:
sLog.outError("Invalid gender %u for player",gender);
return;
}
}
// Return true is the bought item has a max count to force refresh of window by caller
bool Player::BuyItemFromVendor(uint64 vendorguid, uint32 item, uint8 count, uint8 bag, uint8 slot)
{
// cheating attempt
if (count < 1) count = 1;
// cheating attempt
if (slot > MAX_BAG_SIZE && slot !=NULL_SLOT)
return false;
if (!isAlive())
return false;
ItemPrototype const *pProto = objmgr.GetItemPrototype(item);
if (!pProto)
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, NULL, item, 0);
return false;
}
Creature *pCreature = GetNPCIfCanInteractWith(vendorguid,UNIT_NPC_FLAG_VENDOR);
if (!pCreature)
{
sLog.outDebug("WORLD: BuyItemFromVendor - Unit (GUID: %u) not found or you can't interact with him.", uint32(GUID_LOPART(vendorguid)));
SendBuyError(BUY_ERR_DISTANCE_TOO_FAR, NULL, item, 0);
return false;
}
VendorItemData const* vItems = pCreature->GetVendorItems();
if (!vItems || vItems->Empty())
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
size_t vendor_slot = vItems->FindItemSlot(item);
if (vendor_slot >= vItems->GetItemCount())
{
SendBuyError(BUY_ERR_CANT_FIND_ITEM, pCreature, item, 0);
return false;
}
VendorItem const* crItem = vItems->m_items[vendor_slot];
// check current item amount if it limited
if (crItem->maxcount != 0)
{
if (pCreature->GetVendorItemCurrentCount(crItem) < pProto->BuyCount * count)
{
SendBuyError(BUY_ERR_ITEM_ALREADY_SOLD, pCreature, item, 0);
return false;
}
}
if (pProto->RequiredReputationFaction && (uint32(GetReputationRank(pProto->RequiredReputationFaction)) < pProto->RequiredReputationRank))
{
SendBuyError(BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
return false;
}
else if (!pProto->RequiredReputationFaction && pProto->RequiredReputationRank > 0)
{
if (uint32(GetReputationRank(pCreature->getFactionTemplateEntry()->faction)) < pProto->RequiredReputationRank)
{
SendBuyError(BUY_ERR_REPUTATION_REQUIRE, pCreature, item, 0);
return false;
}
}
if (crItem->ExtendedCost)
{
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
if (!iece)
{
sLog.outError("Item %u have wrong ExtendedCost field value %u", pProto->ItemId, crItem->ExtendedCost);
return false;
}
// honor points price
if (GetHonorPoints() < (iece->reqhonorpoints * count))
{
SendEquipError(EQUIP_ERR_NOT_ENOUGH_HONOR_POINTS, NULL, NULL);
return false;
}
// arena points price
if (GetArenaPoints() < (iece->reqarenapoints * count))
{
SendEquipError(EQUIP_ERR_NOT_ENOUGH_ARENA_POINTS, NULL, NULL);
return false;
}
// item base price
for (uint8 i = 0; i < 5; ++i)
{
if (iece->reqitem[i] && !HasItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count)))
{
SendEquipError(EQUIP_ERR_VENDOR_MISSING_TURNINS, NULL, NULL);
return false;
}
}
// check for personal arena rating requirement
if (GetMaxPersonalArenaRatingRequirement(iece->reqarenaslot) < iece->reqpersonalarenarating)
{
// probably not the proper equip err
SendEquipError(EQUIP_ERR_CANT_EQUIP_RANK,NULL,NULL);
return false;
}
}
int32 price = pProto->BuyPrice * count;
// reputation discount
price = uint32(floor(price * GetReputationPriceDiscount(pCreature)));
if (GetMoney() < price)
{
SendBuyError(BUY_ERR_NOT_ENOUGHT_MONEY, pCreature, item, 0);
return false;
}
if ((bag == NULL_BAG && slot == NULL_SLOT) || IsInventoryPos(bag, slot))
{
ItemPosCountVec dest;
uint8 msg = CanStoreNewItem(bag, slot, dest, item, pProto->BuyCount * count);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, NULL, NULL);
return false;
}
ModifyMoney(-(int32)price);
if (crItem->ExtendedCost) // case for new honor system
{
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
if (iece->reqhonorpoints)
ModifyHonorPoints(- int32(iece->reqhonorpoints * count));
if (iece->reqarenapoints)
ModifyArenaPoints(- int32(iece->reqarenapoints * count));
for (uint8 i = 0; i < 5; ++i)
{
if (iece->reqitem[i])
DestroyItemCount(iece->reqitem[i], (iece->reqitemcount[i] * count), true);
}
}
if (Item *it = StoreNewItem(dest, item, true))
{
uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
data << uint64(pCreature->GetGUID());
data << uint32(vendor_slot+1); // numbered from 1 at client
data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
data << uint32(count);
GetSession()->SendPacket(&data);
SendNewItem(it, pProto->BuyCount*count, true, false, false);
if (it->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE) && crItem->ExtendedCost)
{
it->SetRefundRecipient(GetGUIDLow());
it->SetPaidMoney(price);
it->SetPaidExtendedCost(crItem->ExtendedCost);
it->SaveRefundDataToDB(it->GetCount());
AddRefundReference(it->GetGUID(), it->GetCount());
}
}
}
else if (IsEquipmentPos(bag, slot))
{
if (pProto->BuyCount * count != 1)
{
SendEquipError(EQUIP_ERR_ITEM_CANT_BE_EQUIPPED, NULL, NULL);
return false;
}
uint16 dest;
uint8 msg = CanEquipNewItem(slot, dest, item, false);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, NULL, NULL);
return false;
}
ModifyMoney(-(int32)price);
if (crItem->ExtendedCost) // case for new honor system
{
ItemExtendedCostEntry const* iece = sItemExtendedCostStore.LookupEntry(crItem->ExtendedCost);
if (iece->reqhonorpoints)
ModifyHonorPoints(- int32(iece->reqhonorpoints * count));
if (iece->reqarenapoints)
ModifyArenaPoints(- int32(iece->reqarenapoints * count));
for (uint8 i = 0; i < 5; ++i)
{
if (iece->reqitem[i])
DestroyItemCount(iece->reqitem[i], iece->reqitemcount[i] * count, true);
}
}
if (Item *it = EquipNewItem(dest, item, true))
{
uint32 new_count = pCreature->UpdateVendorItemCurrentCount(crItem,pProto->BuyCount * count);
WorldPacket data(SMSG_BUY_ITEM, (8+4+4+4));
data << uint64(pCreature->GetGUID());
data << uint32(vendor_slot + 1); // numbered from 1 at client
data << int32(crItem->maxcount > 0 ? new_count : 0xFFFFFFFF);
data << uint32(count);
GetSession()->SendPacket(&data);
SendNewItem(it, pProto->BuyCount*count, true, false, false);
AutoUnequipOffhandIfNeed();
if (it->HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_REFUNDABLE) && crItem->ExtendedCost)
{
it->SetRefundRecipient(GetGUIDLow());
it->SetPaidMoney(price);
it->SetPaidExtendedCost(crItem->ExtendedCost);
it->SaveRefundDataToDB(it->GetCount());
AddRefundReference(it->GetGUID(), it->GetCount());
}
}
}
else
{
SendEquipError(EQUIP_ERR_ITEM_DOESNT_GO_TO_SLOT, NULL, NULL);
return false;
}
return crItem->maxcount != 0;
}
uint32 Player::GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot)
{
// returns the maximal personal arena rating that can be used to purchase items requiring this condition
// the personal rating of the arena team must match the required limit as well
// so return max[in arenateams](min(personalrating[teamtype], teamrating[teamtype]))
uint32 max_personal_rating = 0;
for (uint8 i = minarenaslot; i < MAX_ARENA_SLOT; ++i)
{
if (ArenaTeam * at = objmgr.GetArenaTeamById(GetArenaTeamId(i)))
{
uint32 p_rating = GetArenaPersonalRating(i);
uint32 t_rating = at->GetRating();
p_rating = p_rating < t_rating ? p_rating : t_rating;
if (max_personal_rating < p_rating)
max_personal_rating = p_rating;
}
}
return max_personal_rating;
}
void Player::UpdateHomebindTime(uint32 time)
{
// GMs never get homebind timer online
if (m_InstanceValid || isGameMaster())
{
if (m_HomebindTimer) // instance valid, but timer not reset
{
// hide reminder
WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
data << uint32(0);
data << uint32(0);
GetSession()->SendPacket(&data);
}
// instance is valid, reset homebind timer
m_HomebindTimer = 0;
}
else if (m_HomebindTimer > 0)
{
if (time >= m_HomebindTimer)
{
// teleport to nearest graveyard
SetPhaseMask(1,true);
RepopAtGraveyard();
}
else
m_HomebindTimer -= time;
}
else
{
// instance is invalid, start homebind timer
m_HomebindTimer = 60000;
// send message to player
WorldPacket data(SMSG_RAID_GROUP_ONLY, 4+4);
data << uint32(m_HomebindTimer);
data << uint32(1);
GetSession()->SendPacket(&data);
sLog.outDebug("PLAYER: Player '%s' (GUID: %u) will be teleported to homebind in 60 seconds", GetName(),GetGUIDLow());
SetPhaseMask(2,true);
}
}
void Player::UpdatePvPState(bool onlyFFA)
{
// TODO: should we always synchronize UNIT_FIELD_BYTES_2, 1 of controller and controlled?
if (!pvpInfo.inNoPvPArea && !isGameMaster()
&& (pvpInfo.inFFAPvPArea || sWorld.IsFFAPvPRealm()))
{
if (!HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
{
SetByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
(*itr)->SetByteValue(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
}
}
else if (HasByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP))
{
RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
for (ControlList::iterator itr = m_Controlled.begin(); itr != m_Controlled.end(); ++itr)
(*itr)->RemoveByteFlag(UNIT_FIELD_BYTES_2, 1, UNIT_BYTE2_FLAG_FFA_PVP);
}
if (onlyFFA)
return;
if (pvpInfo.inHostileArea) // in hostile area
{
if (!IsPvP() || pvpInfo.endTimer != 0)
UpdatePvP(true, true);
}
else // in friendly area
{
if (IsPvP() && !HasFlag(PLAYER_FLAGS,PLAYER_FLAGS_IN_PVP) && pvpInfo.endTimer == 0)
pvpInfo.endTimer = time(0); // start toggle-off
}
}
void Player::UpdatePvP(bool state, bool override)
{
if (!state || override)
{
SetPvP(state);
pvpInfo.endTimer = 0;
}
else
{
if (pvpInfo.endTimer != 0)
pvpInfo.endTimer = time(NULL);
else
SetPvP(state);
}
}
void Player::AddSpellAndCategoryCooldowns(SpellEntry const* spellInfo, uint32 itemId, Spell* spell, bool infinityCooldown)
{
// init cooldown values
uint32 cat = 0;
int32 rec = -1;
int32 catrec = -1;
// some special item spells without correct cooldown in SpellInfo
// cooldown information stored in item prototype
// This used in same way in WorldSession::HandleItemQuerySingleOpcode data sending to client.
if (itemId)
{
if (ItemPrototype const* proto = ObjectMgr::GetItemPrototype(itemId))
{
for (uint8 idx = 0; idx < 5; ++idx)
{
if (proto->Spells[idx].SpellId == spellInfo->Id)
{
cat = proto->Spells[idx].SpellCategory;
rec = proto->Spells[idx].SpellCooldown;
catrec = proto->Spells[idx].SpellCategoryCooldown;
break;
}
}
}
}
// if no cooldown found above then base at DBC data
if (rec < 0 && catrec < 0)
{
cat = spellInfo->Category;
rec = spellInfo->RecoveryTime;
catrec = spellInfo->CategoryRecoveryTime;
}
time_t curTime = time(NULL);
time_t catrecTime;
time_t recTime;
// overwrite time for selected category
if (infinityCooldown)
{
// use +MONTH as infinity mark for spell cooldown (will checked as MONTH/2 at save ans skipped)
// but not allow ignore until reset or re-login
catrecTime = catrec > 0 ? curTime+infinityCooldownDelay : 0;
recTime = rec > 0 ? curTime+infinityCooldownDelay : catrecTime;
}
else
{
// shoot spells used equipped item cooldown values already assigned in GetAttackTime(RANGED_ATTACK)
// prevent 0 cooldowns set by another way
if (rec <= 0 && catrec <= 0 && (cat == 76 || IsAutoRepeatRangedSpell(spellInfo) && spellInfo->Id != 75))
rec = GetAttackTime(RANGED_ATTACK);
// Now we have cooldown data (if found any), time to apply mods
if (rec > 0)
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, rec, spell);
if (catrec > 0)
ApplySpellMod(spellInfo->Id, SPELLMOD_COOLDOWN, catrec, spell);
// replace negative cooldowns by 0
if (rec < 0) rec = 0;
if (catrec < 0) catrec = 0;
// no cooldown after applying spell mods
if (rec == 0 && catrec == 0)
return;
catrecTime = catrec ? curTime+catrec/IN_MILISECONDS : 0;
recTime = rec ? curTime+rec/IN_MILISECONDS : catrecTime;
}
// self spell cooldown
if (recTime > 0)
AddSpellCooldown(spellInfo->Id, itemId, recTime);
// category spells
if (cat && catrec > 0)
{
SpellCategoryStore::const_iterator i_scstore = sSpellCategoryStore.find(cat);
if (i_scstore != sSpellCategoryStore.end())
{
for (SpellCategorySet::const_iterator i_scset = i_scstore->second.begin(); i_scset != i_scstore->second.end(); ++i_scset)
{
if (*i_scset == spellInfo->Id) // skip main spell, already handled above
continue;
AddSpellCooldown(*i_scset, itemId, catrecTime);
}
}
}
}
void Player::AddSpellCooldown(uint32 spellid, uint32 itemid, time_t end_time)
{
SpellCooldown sc;
sc.end = end_time;
sc.itemid = itemid;
m_spellCooldowns[spellid] = sc;
}
void Player::SendCooldownEvent(SpellEntry const *spellInfo, uint32 itemId, Spell* spell)
{
// start cooldowns at server side, if any
AddSpellAndCategoryCooldowns(spellInfo,itemId,spell);
// Send activate cooldown timer (possible 0) at client side
WorldPacket data(SMSG_COOLDOWN_EVENT, (4+8));
data << uint32(spellInfo->Id);
data << uint64(GetGUID());
SendDirectMessage(&data);
}
void Player::UpdatePotionCooldown(Spell* spell)
{
// no potion used i combat or still in combat
if (!m_lastPotionId || isInCombat())
return;
// Call not from spell cast, send cooldown event for item spells if no in combat
if (!spell)
{
// spell/item pair let set proper cooldown (except not existed charged spell cooldown spellmods for potions)
if (ItemPrototype const* proto = ObjectMgr::GetItemPrototype(m_lastPotionId))
for (uint8 idx = 0; idx < 5; ++idx)
if (proto->Spells[idx].SpellId && proto->Spells[idx].SpellTrigger == ITEM_SPELLTRIGGER_ON_USE)
if (SpellEntry const* spellInfo = sSpellStore.LookupEntry(proto->Spells[idx].SpellId))
SendCooldownEvent(spellInfo,m_lastPotionId);
}
// from spell cases (m_lastPotionId set in Spell::SendSpellCooldown)
else
SendCooldownEvent(spell->m_spellInfo,m_lastPotionId,spell);
m_lastPotionId = 0;
}
//slot to be excluded while counting
bool Player::EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot)
{
if (!enchantmentcondition)
return true;
SpellItemEnchantmentConditionEntry const *Condition = sSpellItemEnchantmentConditionStore.LookupEntry(enchantmentcondition);
if (!Condition)
return true;
uint8 curcount[4] = {0, 0, 0, 0};
//counting current equipped gem colors
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
{
if (i == slot)
continue;
Item *pItem2 = GetItemByPos(INVENTORY_SLOT_BAG_0, i);
if (pItem2 && !pItem2->IsBroken() && pItem2->GetProto()->Socket[0].Color)
{
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
{
uint32 enchant_id = pItem2->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if (!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchantEntry)
continue;
uint32 gemid = enchantEntry->GemID;
if (!gemid)
continue;
ItemPrototype const* gemProto = sItemStorage.LookupEntry(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 = GetAuraEffectsByType(SPELL_AURA_MOUNTED);
if (!auras.empty())
m_bgData.mountSpell = (*auras.begin())->GetId();
}
else
m_bgData.mountSpell = 0;
// If map is dungeon find linked graveyard
if (GetMap()->IsDungeon())
{
if (const WorldSafeLocsEntry* entry = objmgr.GetClosestGraveYard(GetPositionX(), GetPositionY(), GetPositionZ(), GetMapId(), GetTeam()))
{
m_bgData.joinPos = WorldLocation(entry->map_id, entry->x, entry->y, entry->z, 0.0f);
return;
}
else
sLog.outError("SetBattleGroundEntryPoint: Dungeon map %u has no linked graveyard, setting home location as entry point.", GetMapId());
}
// If new entry point is not BG or arena set it
else if (!GetMap()->IsBattleGroundOrArena())
{
m_bgData.joinPos = WorldLocation(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation());
return;
}
}
// In error cases use homebind position
m_bgData.joinPos = WorldLocation(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, 0.0f);
}
void Player::LeaveBattleground(bool teleportToEntryPoint)
{
if (BattleGround *bg = GetBattleGround())
{
bg->RemovePlayerAtLeave(GetGUID(), teleportToEntryPoint, true);
// call after remove to be sure that player resurrected for correct cast
if (bg->isBattleGround() && !isGameMaster() && sWorld.getConfig(CONFIG_BATTLEGROUND_CAST_DESERTER))
{
if (bg->GetStatus() == STATUS_IN_PROGRESS || bg->GetStatus() == STATUS_WAIT_JOIN)
{
//lets check if player was teleported from BG and schedule delayed Deserter spell cast
if (IsBeingTeleportedFar())
{
ScheduleDelayedOperation(DELAYED_SPELL_CAST_DESERTER);
return;
}
CastSpell(this, 26013, true); // Deserter
}
}
}
}
bool Player::CanJoinToBattleground() const
{
// check Deserter debuff
if (HasAura(26013))
return false;
return true;
}
bool Player::CanReportAfkDueToLimit()
{
// a player can complain about 15 people per 5 minutes
if (m_bgData.bgAfkReportedCount++ >= 15)
return false;
return true;
}
///This player has been blamed to be inactive in a battleground
void Player::ReportedAfkBy(Player* reporter)
{
BattleGround *bg = GetBattleGround();
if (!bg || bg != reporter->GetBattleGround() || GetTeam() != reporter->GetTeam())
return;
// check if player has 'Idle' or 'Inactive' debuff
if (m_bgData.bgAfkReporter.find(reporter->GetGUIDLow()) == m_bgData.bgAfkReporter.end() && !HasAura(43680) && !HasAura(43681) && reporter->CanReportAfkDueToLimit())
{
m_bgData.bgAfkReporter.insert(reporter->GetGUIDLow());
// 3 players have to complain to apply debuff
if (m_bgData.bgAfkReporter.size() >= 3)
{
// cast 'Idle' spell
CastSpell(this, 43680, true);
m_bgData.bgAfkReporter.clear();
}
}
}
WorldLocation Player::GetStartPosition() const
{
PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(), getClass());
uint32 mapId = info->mapId;
if (getClass() == CLASS_DEATH_KNIGHT && HasSpell(50977))
mapId = 0;
return WorldLocation(mapId, info->positionX, info->positionY, info->positionZ, 0);
}
bool Player::canSeeOrDetect(Unit const* u, bool detect, bool inVisibleList, bool is3dDistance) const
{
// Always can see self
if (m_mover == u || this == u)
return true;
// phased visibility (both must phased in same way)
if (!InSamePhase(u))
return false;
// player visible for other player if not logout and at same transport
// including case when player is out of world
bool at_same_transport =
GetTransport() && u->GetTypeId() == TYPEID_PLAYER
&& !GetSession()->PlayerLogout() && !u->ToPlayer()->GetSession()->PlayerLogout()
&& !GetSession()->PlayerLoading() && !u->ToPlayer()->GetSession()->PlayerLoading()
&& GetTransport() == u->ToPlayer()->GetTransport();
// not in world
if (!at_same_transport && (!IsInWorld() || !u->IsInWorld()))
return false;
// forbidden to seen (at GM respawn command)
//if (u->GetVisibility() == VISIBILITY_RESPAWN)
// return false;
Map& _map = *u->GetMap();
// Grid dead/alive checks
// non visible at grid for any stealth state
if (!u->IsVisibleInGridForPlayer(this))
return false;
// always seen by owner
if (uint64 guid = u->GetCharmerOrOwnerGUID())
if (GetGUID() == guid)
return true;
if (uint64 guid = GetUInt64Value(PLAYER_FARSIGHT))
if (u->GetGUID() == guid)
return true;
// different visible distance checks
if (isInFlight()) // what see player in flight
{
if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
return false;
}
else if (!u->isAlive()) // distance for show body
{
if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), is3dDistance))
return false;
}
else if (u->GetTypeId() == TYPEID_PLAYER) // distance for show player
{
// Players far than max visible distance for player or not in our map are not visible too
if (!at_same_transport && !m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
return false;
}
else if (u->GetCharmerOrOwnerGUID()) // distance for show pet/charmed
{
// Pet/charmed far than max visible distance for player or not in our map are not visible too
if (!m_seer->IsWithinDistInMap(u, _map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f), is3dDistance))
return false;
}
else // distance for show creature
{
// Units farther than max visible distance for creature or not in our map are not visible too
if (!m_seer->IsWithinDistInMap(u
, u->isActiveObject() ? (MAX_VISIBILITY_DISTANCE - (inVisibleList ? 0.0f : World::GetVisibleUnitGreyDistance()))
: (_map.GetVisibilityDistance() + (inVisibleList ? World::GetVisibleUnitGreyDistance() : 0.0f))
, is3dDistance))
return false;
}
if (Unit* owner = u->GetCharmerOrOwnerOrSelf())
{
if (owner->GetVisibility() == VISIBILITY_OFF)
{
// GMs see any players, not higher GMs and all units
if (isGameMaster())
{
if (owner->GetTypeId() == TYPEID_PLAYER)
return owner->ToPlayer()->GetSession()->GetSecurity() <= GetSession()->GetSecurity();
else
return true;
}
return false;
}
}
// GM's can see everyone with invisibilitymask with less or equal security level
if (m_mover->m_invisibilityMask || u->m_invisibilityMask)
{
if (isGameMaster())
{
if (u->GetTypeId() == TYPEID_PLAYER)
return u->ToPlayer()->GetSession()->GetSecurity() <= GetSession()->GetSecurity();
else
return true;
}
// player see other player with stealth/invisibility only if he in same group or raid or same team (raid/team case dependent from conf setting)
if (!m_mover->canDetectInvisibilityOf(u))
if (!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(const_cast(u->ToPlayer()))))
return false;
}
// GM invisibility checks early, invisibility if any detectable, so if not stealth then visible
if (u->GetVisibility() == VISIBILITY_GROUP_STEALTH && !isGameMaster())
{
// if player is dead then he can't detect anyone in any cases
//do not know what is the use of this detect
// stealth and detected and visible for some seconds
if (!isAlive())
detect = false;
if (m_DetectInvTimer < 300 || !HaveAtClient(u))
if (!(u->GetTypeId() == TYPEID_PLAYER && !IsHostileTo(u) && IsGroupVisibleFor(const_cast(u->ToPlayer()))))
if (!detect || !m_mover->canDetectStealthOf(u, GetDistance(u)))
return false;
}
// If use this server will be too laggy
// Now check is target visible with LoS
//return u->IsWithinLOS(GetPositionX(),GetPositionY(),GetPositionZ());
return true;
}
bool Player::IsVisibleInGridForPlayer(Player const * pl) const
{
// gamemaster in GM mode see all, including ghosts
if (pl->isGameMaster() && GetSession()->GetSecurity() <= pl->GetSession()->GetSecurity())
return true;
// It seems in battleground everyone sees everyone, except the enemy-faction ghosts
if (InBattleGround())
{
if (!(isAlive() || m_deathTimer > 0) && !IsFriendlyTo(pl))
return false;
return true;
}
// Live player see live player or dead player with not realized corpse
if (pl->isAlive() || pl->m_deathTimer > 0)
{
return isAlive() || m_deathTimer > 0;
}
// Ghost see other friendly ghosts, that's for sure
if (!(isAlive() || m_deathTimer > 0) && IsFriendlyTo(pl))
return true;
// Dead player see live players near own corpse
if (isAlive())
{
Corpse *corpse = pl->GetCorpse();
if (corpse)
{
// 20 - aggro distance for same level, 25 - max additional distance if player level less that creature level
if (corpse->IsWithinDistInMap(this,(20+25)*sWorld.getRate(RATE_CREATURE_AGGRO)))
return true;
}
}
// and not see any other
return false;
}
bool Player::IsVisibleGloballyFor(Player* u) const
{
if (!u)
return false;
// Always can see self
if (u == this)
return true;
// Visible units, always are visible for all players
if (GetVisibility() == VISIBILITY_ON)
return true;
// GMs are visible for higher gms (or players are visible for gms)
if (u->GetSession()->GetSecurity() > SEC_PLAYER)
return GetSession()->GetSecurity() <= u->GetSession()->GetSecurity();
// non faction visibility non-breakable for non-GMs
if (GetVisibility() == VISIBILITY_OFF)
return false;
// non-gm stealth/invisibility not hide from global player lists
return true;
}
template
inline void UpdateVisibilityOf_helper(std::set& s64, T* target, std::set& /*v*/)
{
s64.insert(target->GetGUID());
}
template<>
inline void UpdateVisibilityOf_helper(std::set& s64, GameObject* target, std::set& /*v*/)
{
if (!target->IsTransport())
s64.insert(target->GetGUID());
}
template<>
inline void UpdateVisibilityOf_helper(std::set& s64, Creature* target, std::set& v)
{
s64.insert(target->GetGUID());
v.insert(target);
}
template<>
inline void UpdateVisibilityOf_helper(std::set& s64, Player* target, std::set& v)
{
s64.insert(target->GetGUID());
v.insert(target);
}
template
inline void BeforeVisibilityDestroy(T* /*t*/, Player* /*p*/)
{
}
template<>
inline void BeforeVisibilityDestroy(Creature* t, Player* p)
{
if (p->GetPetGUID() == t->GetGUID() && t->ToCreature()->isPet())
((Pet*)t)->Remove(PET_SAVE_NOT_IN_SLOT, true);
}
void Player::UpdateVisibilityOf(WorldObject* target)
{
if (HaveAtClient(target))
{
if (!target->isVisibleForInState(this, true))
{
if (target->GetTypeId() == TYPEID_UNIT)
BeforeVisibilityDestroy(target->ToCreature(),this);
target->DestroyForPlayer(this);
m_clientGUIDs.erase(target->GetGUID());
#ifdef TRINITY_DEBUG
if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES) == 0)
sLog.outDebug("Object %u (Type: %u) out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
#endif
}
}
else
{
if (target->isVisibleForInState(this,false))
{
//if (target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle)
// UpdateVisibilityOf(((Unit*)target)->m_Vehicle);
target->SendUpdateToPlayer(this);
m_clientGUIDs.insert(target->GetGUID());
#ifdef TRINITY_DEBUG
if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES) == 0)
sLog.outDebug("Object %u (Type: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),GetGUIDLow(),GetDistance(target));
#endif
// target aura duration for caster show only if target exist at caster client
// send data at target visibility change (adding to client)
if (target->isType(TYPEMASK_UNIT))
SendInitialVisiblePackets((Unit*)target);
}
}
}
void Player::UpdateTriggerVisibility()
{
if (m_clientGUIDs.empty())
return;
UpdateData udata;
WorldPacket packet;
for (ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr)
{
if (IS_CREATURE_GUID(*itr))
{
Creature *obj = IsInWorld() ? GetMap()->GetCreature(*itr) : NULL;
if (!obj || !obj->isTrigger())
continue;
obj->BuildCreateUpdateBlockForPlayer(&udata,this);
}
}
udata.BuildPacket(&packet);
GetSession()->SendPacket(&packet);
}
void Player::SendInitialVisiblePackets(Unit* target)
{
SendAurasForTarget(target);
if (target->isAlive())
{
if (target->GetMotionMaster()->GetCurrentMovementGeneratorType() != IDLE_MOTION_TYPE)
target->SendMonsterMoveWithSpeedToCurrentDestination(this);
if (target->hasUnitState(UNIT_STAT_MELEE_ATTACKING) && target->getVictim())
target->SendMeleeAttackStart(target->getVictim());
}
}
template
void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set& visibleNow)
{
if (HaveAtClient(target))
{
if (!target->isVisibleForInState(this,true))
{
BeforeVisibilityDestroy(target,this);
target->BuildOutOfRangeUpdateBlock(&data);
m_clientGUIDs.erase(target->GetGUID());
#ifdef TRINITY_DEBUG
if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES) == 0)
sLog.outDebug("Object %u (Type: %u, Entry: %u) is out of range for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target));
#endif
}
}
else //if (visibleNow.size() < 30 || target->GetTypeId() == TYPEID_UNIT && target->ToCreature()->IsVehicle())
{
if (target->isVisibleForInState(this,false))
{
//if (target->isType(TYPEMASK_UNIT) && ((Unit*)target)->m_Vehicle)
// UpdateVisibilityOf(((Unit*)target)->m_Vehicle, data, visibleNow);
target->BuildCreateUpdateBlockForPlayer(&data, this);
UpdateVisibilityOf_helper(m_clientGUIDs,target,visibleNow);
#ifdef TRINITY_DEBUG
if ((sLog.getLogFilter() & LOG_FILTER_VISIBILITY_CHANGES) == 0)
sLog.outDebug("Object %u (Type: %u, Entry: %u) is visible now for player %u. Distance = %f",target->GetGUIDLow(),target->GetTypeId(),target->GetEntry(),GetGUIDLow(),GetDistance(target));
#endif
}
}
}
template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, std::set& 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::UpdateObjectVisibility(bool forced)
{
if (!forced)
AddToNotify(NOTIFY_VISIBILITY_CHANGED);
else
{
Unit::UpdateObjectVisibility(true);
// updates visibility of all objects around point of view for current player
Trinity::VisibleNotifier notifier(*this);
m_seer->VisitNearbyObject(GetMap()->GetVisibilityDistance(), notifier);
notifier.SendToSelf(); // send gathered data
}
}
void Player::UpdateVisibilityForPlayer()
{
Trinity::VisibleNotifier notifier(*this);
m_seer->VisitNearbyObject(GetMap()->GetVisibilityDistance(), notifier);
notifier.SendToSelf(); // send gathered data
}
void Player::InitPrimaryProfessions()
{
SetFreePrimaryProfessions(sWorld.getConfig(CONFIG_MAX_PRIMARY_TRADE_SKILL));
}
Unit * Player::GetSelectedUnit() const
{
if (m_curSelection)
return ObjectAccessor::GetUnit(*this, m_curSelection);
return NULL;
}
Player * Player::GetSelectedPlayer() const
{
if (m_curSelection)
return ObjectAccessor::GetPlayer(*this, m_curSelection);
return NULL;
}
void Player::SendComboPoints()
{
Unit *combotarget = ObjectAccessor::GetUnit(*this, m_comboTarget);
if (combotarget)
{
WorldPacket data;
if (m_mover != this)
{
data.Initialize(SMSG_PET_UPDATE_COMBO_POINTS, m_mover->GetPackGUID().size()+combotarget->GetPackGUID().size()+1);
data.append(m_mover->GetPackGUID());
}
else
data.Initialize(SMSG_UPDATE_COMBO_POINTS, combotarget->GetPackGUID().size()+1);
data.append(combotarget->GetPackGUID());
data << uint8(m_comboPoints);
GetSession()->SendPacket(&data);
}
}
void Player::AddComboPoints(Unit* target, int8 count, Spell * spell)
{
if (!count)
return;
int8 * comboPoints = spell ? &spell->m_comboPointGain : &m_comboPoints;
// without combo points lost (duration checked in aura)
RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
if (target->GetGUID() == m_comboTarget)
*comboPoints += count;
else
{
if (m_comboTarget)
if (Unit* target2 = ObjectAccessor::GetUnit(*this, m_comboTarget))
target2->RemoveComboPointHolder(GetGUIDLow());
// Spells will always add value to m_comboPoints eventualy, so it must be cleared first
if (spell)
m_comboPoints = 0;
m_comboTarget = target->GetGUID();
*comboPoints = count;
target->AddComboPointHolder(GetGUIDLow());
}
if (*comboPoints > 5)
*comboPoints = 5;
else if (*comboPoints < 0)
*comboPoints = 0;
if (!spell)
SendComboPoints();
}
void Player::GainSpellComboPoints(int8 count)
{
if (!count)
return;
m_comboPoints += count;
if (m_comboPoints > 5) m_comboPoints = 5;
else if (m_comboPoints < 0) m_comboPoints = 0;
SendComboPoints();
}
void Player::ClearComboPoints()
{
if (!m_comboTarget)
return;
// without combopoints lost (duration checked in aura)
RemoveAurasByType(SPELL_AURA_RETAIN_COMBO_POINTS);
m_comboPoints = 0;
SendComboPoints();
if (Unit* target = ObjectAccessor::GetUnit(*this,m_comboTarget))
target->RemoveComboPointHolder(GetGUIDLow());
m_comboTarget = 0;
}
void Player::SetGroup(Group *group, int8 subgroup)
{
if (group == NULL)
m_group.unlink();
else
{
// never use SetGroup without a subgroup unless you specify NULL for group
assert(subgroup >= 0);
m_group.link(group, this);
m_group.setSubGroup((uint8)subgroup);
}
}
void Player::SendInitialPacketsBeforeAddToMap()
{
GetSocial()->SendSocialList();
// guild bank list wtf?
// Homebind
WorldPacket data(SMSG_BINDPOINTUPDATE, 5*4);
data << m_homebindX << m_homebindY << m_homebindZ;
data << (uint32) m_homebindMapId;
data << (uint32) m_homebindAreaId;
GetSession()->SendPacket(&data);
// SMSG_SET_PROFICIENCY
// SMSG_SET_PCT_SPELL_MODIFIER
// SMSG_SET_FLAT_SPELL_MODIFIER
// SMSG_UPDATE_AURA_DURATION
SendTalentsInfoData(false);
// SMSG_INSTANCE_DIFFICULTY
SendInitialSpells();
data.Initialize(SMSG_SEND_UNLEARN_SPELLS, 4);
data << uint32(0); // count, for (count) uint32;
GetSession()->SendPacket(&data);
SendInitialActionButtons();
m_reputationMgr.SendInitialReputations();
m_achievementMgr.SendAllAchievementData();
SendEquipmentSetList();
data.Initialize(SMSG_LOGIN_SETTIMESPEED, 4 + 4 + 4);
data << uint32(secsToTimeBitFields(sWorld.GetGameTime()));
data << (float)0.01666667f; // game speed
data << uint32(0); // added in 3.1.2
GetSession()->SendPacket(&data);
GetReputationMgr().SendForceReactions(); // SMSG_SET_FORCED_REACTIONS
// SMSG_TALENTS_INFO x 2 for pet (unspent points and talents in separate packets...)
// SMSG_PET_GUIDS
// SMSG_UPDATE_WORLD_STATE
// SMSG_POWER_UPDATE
}
void Player::SendInitialPacketsAfterAddToMap()
{
// update zone
uint32 newzone, newarea;
GetZoneAndAreaId(newzone,newarea);
UpdateZone(newzone,newarea); // also call SendInitWorldStates();
ResetTimeSync();
SendTimeSync();
CastSpell(this, 836, true); // LOGINEFFECT
// set some aura effects that send packet to player client after add player to map
// SendMessageToSet not send it to player not it map, only for aura that not changed anything at re-apply
// same auras state lost at far teleport, send it one more time in this case also
static const AuraType auratypes[] =
{
SPELL_AURA_MOD_FEAR, SPELL_AURA_TRANSFORM, SPELL_AURA_WATER_WALK,
SPELL_AURA_FEATHER_FALL, SPELL_AURA_HOVER, SPELL_AURA_SAFE_FALL,
SPELL_AURA_FLY, SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED, SPELL_AURA_NONE
};
for (AuraType const* itr = &auratypes[0]; itr && itr[0] != SPELL_AURA_NONE; ++itr)
{
Unit::AuraEffectList const& auraList = GetAuraEffectsByType(*itr);
if (!auraList.empty())
auraList.front()->HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true);
}
if (HasAuraType(SPELL_AURA_MOD_STUN))
SetMovement(MOVE_ROOT);
// manual send package (have code in HandleEffect(this, AURA_EFFECT_HANDLE_SEND_FOR_CLIENT, true); that don't must be re-applied.
if (HasAuraType(SPELL_AURA_MOD_ROOT))
{
WorldPacket data2(SMSG_FORCE_MOVE_ROOT, 10);
data2.append(GetPackGUID());
data2 << (uint32)2;
SendMessageToSet(&data2,true);
}
SendAurasForTarget(this);
SendEnchantmentDurations(); // must be after add to map
SendItemDurations(); // must be after add to map
}
void Player::SendUpdateToOutOfRangeGroupMembers()
{
if (m_groupUpdateMask == GROUP_UPDATE_FLAG_NONE)
return;
if (Group* group = GetGroup())
group->UpdatePlayerOutOfRange(this);
m_groupUpdateMask = GROUP_UPDATE_FLAG_NONE;
m_auraRaidUpdateMask = 0;
if (Pet *pet = GetPet())
pet->ResetAuraUpdateMaskForRaid();
}
void Player::SendTransferAborted(uint32 mapid, TransferAbortReason reason, uint8 arg)
{
WorldPacket data(SMSG_TRANSFER_ABORTED, 4+2);
data << uint32(mapid);
data << uint8(reason); // transfer abort reason
switch(reason)
{
case TRANSFER_ABORT_INSUF_EXPAN_LVL:
case TRANSFER_ABORT_DIFFICULTY:
case TRANSFER_ABORT_UNIQUE_MESSAGE:
// these are the ONLY cases that have an extra argument in the packet!!!
data << uint8(arg);
break;
}
GetSession()->SendPacket(&data);
}
void Player::SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time)
{
// type of warning, based on the time remaining until reset
uint32 type;
if (time > 3600)
type = RAID_INSTANCE_WELCOME;
else if (time > 900 && time <= 3600)
type = RAID_INSTANCE_WARNING_HOURS;
else if (time > 300 && time <= 900)
type = RAID_INSTANCE_WARNING_MIN;
else
type = RAID_INSTANCE_WARNING_MIN_SOON;
WorldPacket data(SMSG_RAID_INSTANCE_MESSAGE, 4+4+4+4);
data << uint32(type);
data << uint32(mapid);
data << uint32(difficulty); // difficulty
data << uint32(time);
if (type == RAID_INSTANCE_WELCOME)
{
data << uint8(0); // is your (1)
data << uint8(0); // is extended (1), ignored if prev field is 0
}
GetSession()->SendPacket(&data);
}
void Player::ApplyEquipCooldown(Item * pItem)
{
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
{
_Spell const& spellData = pItem->GetProto()->Spells[i];
// no spell
if (!spellData.SpellId)
continue;
// wrong triggering type (note: ITEM_SPELLTRIGGER_ON_NO_DELAY_USE not have cooldown)
if (spellData.SpellTrigger != ITEM_SPELLTRIGGER_ON_USE)
continue;
AddSpellCooldown(spellData.SpellId, pItem->GetEntry(), time(NULL) + 30);
WorldPacket data(SMSG_ITEM_COOLDOWN, 12);
data << pItem->GetGUID();
data << uint32(spellData.SpellId);
GetSession()->SendPacket(&data);
}
}
void Player::resetSpells(bool myClassOnly)
{
// not need after this call
if (HasAtLoginFlag(AT_LOGIN_RESET_SPELLS))
RemoveAtLoginFlag(AT_LOGIN_RESET_SPELLS,true);
// make full copy of map (spells removed and marked as deleted at another spell remove
// and we can't use original map for safe iterative with visit each spell at loop end
PlayerSpellMap smap = GetSpellMap();
uint32 family;
if (myClassOnly)
{
ChrClassesEntry const* clsEntry = sChrClassesStore.LookupEntry(getClass());
if (!clsEntry)
return;
family = clsEntry->spellfamily;
for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter)
{
SpellEntry const *spellInfo = sSpellStore.LookupEntry(iter->first);
if (!spellInfo)
continue;
// skip server-side/triggered spells
if (spellInfo->spellLevel == 0)
continue;
// skip wrong class/race skills
if (!IsSpellFitByClassAndRace(spellInfo->Id))
continue;
// skip other spell families
if (spellInfo->SpellFamilyName != family)
continue;
// skip spells with first rank learned as talent (and all talents then also)
uint32 first_rank = spellmgr.GetFirstSpellInChain(spellInfo->Id);
if (GetTalentSpellCost(first_rank) > 0)
continue;
// skip broken spells
if (!SpellMgr::IsSpellValid(spellInfo,this,false))
continue;
}
}
else
for (PlayerSpellMap::const_iterator iter = smap.begin(); iter != smap.end(); ++iter)
removeSpell(iter->first,false,false); // only iter->first can be accessed, object by iter->second can be deleted already
learnDefaultSpells();
learnQuestRewardedSpells();
}
void Player::learnDefaultSpells()
{
// learn default race/class spells
PlayerInfo const *info = objmgr.GetPlayerInfo(getRace(),getClass());
for (PlayerCreateInfoSpells::const_iterator itr = info->spell.begin(); itr != info->spell.end(); ++itr)
{
uint32 tspell = *itr;
sLog.outDebug("PLAYER (Class: %u Race: %u): Adding initial spell, id = %u",uint32(getClass()),uint32(getRace()), tspell);
if (!IsInWorld()) // will send in INITIAL_SPELLS in list anyway at map add
addSpell(tspell,true,true,true,false);
else // but send in normal spell in game learn case
learnSpell(tspell, true);
}
}
void Player::learnQuestRewardedSpells(Quest const* quest)
{
int32 spell_id = quest->GetRewSpellCast();
uint32 src_spell_id = quest->GetSrcSpell();
// skip quests without rewarded spell
if (!spell_id)
return;
// if RewSpellCast = -1 we remove aura do to SrcSpell from player.
if (spell_id == -1 && src_spell_id)
{
RemoveAurasDueToSpell(src_spell_id);
return;
}
SpellEntry const *spellInfo = sSpellStore.LookupEntry(spell_id);
if (!spellInfo)
return;
// check learned spells state
bool found = false;
for (uint8 i = 0; i < 3; ++i)
{
if (spellInfo->Effect[i] == SPELL_EFFECT_LEARN_SPELL && !HasSpell(spellInfo->EffectTriggerSpell[i]))
{
found = true;
break;
}
}
// skip quests with not teaching spell or already known spell
if (!found)
return;
// prevent learn non first rank unknown profession and second specialization for same profession)
uint32 learned_0 = spellInfo->EffectTriggerSpell[0];
if (spellmgr.GetSpellRank(learned_0) > 1 && !HasSpell(learned_0))
{
// not have first rank learned (unlearned prof?)
uint32 first_spell = spellmgr.GetFirstSpellInChain(learned_0);
if (!HasSpell(first_spell))
return;
SpellEntry const *learnedInfo = sSpellStore.LookupEntry(learned_0);
if (!learnedInfo)
return;
SpellsRequiringSpellMapBounds spellsRequired = spellmgr.GetSpellsRequiredForSpellBounds(learned_0);
for (SpellsRequiringSpellMap::const_iterator itr2 = spellsRequired.first; itr2 != spellsRequired.second; ++itr2)
{
uint32 profSpell = itr2->second;
// specialization
if (learnedInfo->Effect[0] == SPELL_EFFECT_TRADE_SKILL && learnedInfo->Effect[1] == 0 && profSpell)
{
// search other specialization for same prof
for (PlayerSpellMap::const_iterator itr = m_spells.begin(); itr != m_spells.end(); ++itr)
{
if (itr->second->state == PLAYERSPELL_REMOVED || itr->first == learned_0)
continue;
SpellEntry const *itrInfo = sSpellStore.LookupEntry(itr->first);
if (!itrInfo)
return;
// compare only specializations
if (itrInfo->Effect[0] != SPELL_EFFECT_TRADE_SKILL || itrInfo->Effect[1] != 0)
continue;
// compare same chain spells
if (spellmgr.IsSpellRequiringSpell(itr->first, profSpell))
return;
}
}
}
}
CastSpell(this, spell_id, true);
}
void Player::learnQuestRewardedSpells()
{
// learn spells received from quest completing
for (QuestStatusMap::const_iterator itr = mQuestStatus.begin(); itr != mQuestStatus.end(); ++itr)
{
// skip no rewarded quests
if (!itr->second.m_rewarded)
continue;
Quest const* quest = objmgr.GetQuestTemplate(itr->first);
if (!quest)
continue;
learnQuestRewardedSpells(quest);
}
}
void Player::learnSkillRewardedSpells(uint32 skill_id, uint32 skill_value)
{
uint32 raceMask = getRaceMask();
uint32 classMask = getClassMask();
for (uint32 j=0; 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)
{
AuraApplication * auraApp = itr->second;
Aura * aura = auraApp->GetBase();
data << uint8(auraApp->GetSlot());
data << uint32(aura->GetId());
// flags
uint32 flags = auraApp->GetFlags();
if (aura->GetMaxDuration() > 0)
flags |= AFLAG_DURATION;
data << uint8(flags);
// level
data << uint8(aura->GetCasterLevel());
// charges
data << uint8(aura->GetStackAmount() > 1 ? aura->GetStackAmount() : (aura->GetCharges()) ? aura->GetCharges() : 1);
if (!(flags & AFLAG_CASTER))
data.appendPackGUID(aura->GetCasterGUID());
if (flags & AFLAG_DURATION) // include aura duration
{
data << uint32(aura->GetMaxDuration());
data << uint32(aura->GetDuration());
}
}
GetSession()->SendPacket(&data);
}
void Player::SetDailyQuestStatus(uint32 quest_id)
{
for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
{
if (!GetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx))
{
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,quest_id);
m_lastDailyQuestTime = time(NULL); // last daily quest time
m_DailyQuestChanged = true;
break;
}
}
}
void Player::SetWeeklyQuestStatus(uint32 quest_id)
{
m_weeklyquests.insert(quest_id);
m_WeeklyQuestChanged = true;
}
void Player::ResetDailyQuestStatus()
{
for (uint32 quest_daily_idx = 0; quest_daily_idx < PLAYER_MAX_DAILY_QUESTS; ++quest_daily_idx)
SetUInt32Value(PLAYER_FIELD_DAILY_QUESTS_1+quest_daily_idx,0);
// DB data deleted in caller
m_DailyQuestChanged = false;
m_lastDailyQuestTime = 0;
}
void Player::ResetWeeklyQuestStatus()
{
if (m_weeklyquests.empty())
return;
m_weeklyquests.clear();
// DB data deleted in caller
m_WeeklyQuestChanged = false;
}
BattleGround* Player::GetBattleGround() const
{
if (GetBattleGroundId() == 0)
return NULL;
return sBattleGroundMgr.GetBattleGround(GetBattleGroundId(), m_bgData.bgTypeID);
}
bool Player::InArena() const
{
BattleGround *bg = GetBattleGround();
if (!bg || !bg->isArena())
return false;
return true;
}
bool Player::GetBGAccessByLevel(BattleGroundTypeId bgTypeId) const
{
// get a template bg instead of running one
BattleGround *bg = sBattleGroundMgr.GetBattleGroundTemplate(bgTypeId);
if (!bg)
return false;
// limit check leel to dbc compatible level range
uint32 level = getLevel();
if (level > DEFAULT_MAX_LEVEL)
level = DEFAULT_MAX_LEVEL;
if (level < bg->GetMinLevel() || level > bg->GetMaxLevel())
return false;
return true;
}
float Player::GetReputationPriceDiscount(Creature const* pCreature) const
{
FactionTemplateEntry const* vendor_faction = pCreature->getFactionTemplateEntry();
if (!vendor_faction || !vendor_faction->faction)
return 1.0f;
ReputationRank rank = GetReputationRank(vendor_faction->faction);
if (rank <= REP_NEUTRAL)
return 1.0f;
return 1.0f - 0.05f* (rank - REP_NEUTRAL);
}
bool Player::IsSpellFitByClassAndRace(uint32 spell_id) const
{
uint32 racemask = getRaceMask();
uint32 classmask = getClassMask();
SkillLineAbilityMapBounds bounds = spellmgr.GetSkillLineAbilityMapBounds(spell_id);
if (bounds.first == bounds.second)
return true;
for (SkillLineAbilityMap::const_iterator _spell_idx = bounds.first; _spell_idx != bounds.second; ++_spell_idx)
{
// skip wrong race skills
if (_spell_idx->second->racemask && (_spell_idx->second->racemask & racemask) == 0)
continue;
// skip wrong class skills
if (_spell_idx->second->classmask && (_spell_idx->second->classmask & classmask) == 0)
continue;
return true;
}
return false;
}
bool Player::HasQuestForGO(int32 GOId) const
{
for (uint8 i = 0; i < MAX_QUEST_LOG_SIZE; ++i)
{
uint32 questid = GetQuestSlotQuestId(i);
if (questid == 0)
continue;
QuestStatusMap::const_iterator qs_itr = mQuestStatus.find(questid);
if (qs_itr == mQuestStatus.end())
continue;
QuestStatusData const& qs = qs_itr->second;
if (qs.m_status == QUEST_STATUS_INCOMPLETE)
{
Quest const* qinfo = objmgr.GetQuestTemplate(questid);
if (!qinfo)
continue;
if (GetGroup() && GetGroup()->isRaidGroup() && qinfo->GetType() != QUEST_TYPE_RAID)
continue;
for (uint8 j = 0; j < QUEST_OBJECTIVES_COUNT; ++j)
{
if (qinfo->ReqCreatureOrGOId[j] >= 0) //skip non GO case
continue;
if ((-1)*GOId == qinfo->ReqCreatureOrGOId[j] && qs.m_creatureOrGOcount[j] < qinfo->ReqCreatureOrGOCount[j])
return true;
}
}
}
return false;
}
void Player::UpdateForQuestWorldObjects()
{
if (m_clientGUIDs.empty())
return;
UpdateData udata;
WorldPacket packet;
for (ClientGUIDs::iterator itr=m_clientGUIDs.begin(); itr != m_clientGUIDs.end(); ++itr)
{
if (IS_GAMEOBJECT_GUID(*itr))
{
if (GameObject *obj = HashMapHolder::Find(*itr))
obj->BuildValuesUpdateBlockForPlayer(&udata,this);
}
else if (IS_CRE_OR_VEH_GUID(*itr))
{
Creature *obj = ObjectAccessor::GetCreatureOrPetOrVehicle(*this, *itr);
if (!obj)
continue;
// check if this unit requires quest specific flags
if (!obj->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
continue;
SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(obj->GetEntry());
for (SpellClickInfoMap::const_iterator _itr = clickPair.first; _itr != clickPair.second; ++_itr)
if (_itr->second.questStart || _itr->second.questEnd)
{
obj->BuildCreateUpdateBlockForPlayer(&udata,this);
break;
}
}
}
udata.BuildPacket(&packet);
GetSession()->SendPacket(&packet);
}
void Player::SummonIfPossible(bool agree)
{
if (!agree)
{
m_summon_expire = 0;
return;
}
// expire and auto declined
if (m_summon_expire < time(NULL))
return;
// stop taxi flight at summon
if (isInFlight())
{
GetMotionMaster()->MovementExpired();
CleanupAfterTaxiFlight();
}
// drop flag at summon
// this code can be reached only when GM is summoning player who carries flag, because player should be immune to summoning spells when he carries flag
if (BattleGround *bg = GetBattleGround())
bg->EventPlayerDroppedFlag(this);
m_summon_expire = 0;
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS, 1);
TeleportTo(m_summon_mapid, m_summon_x, m_summon_y, m_summon_z,GetOrientation());
}
void Player::RemoveItemDurations(Item *item)
{
for (ItemDurationList::iterator itr = m_itemDuration.begin(); itr != m_itemDuration.end(); ++itr)
{
if (*itr == item)
{
m_itemDuration.erase(itr);
break;
}
}
}
void Player::AddItemDurations(Item *item)
{
if (item->GetUInt32Value(ITEM_FIELD_DURATION))
{
m_itemDuration.push_back(item);
item->SendTimeUpdate(this);
}
}
void Player::AutoUnequipOffhandIfNeed(bool force /*= false*/)
{
Item *offItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND);
if (!offItem)
return;
// need unequip offhand for 2h-weapon without TitanGrip (in any from hands)
if (!force && (CanTitanGrip() || (offItem->GetProto()->InventoryType != INVTYPE_2HWEAPON && !IsTwoHandUsed())))
return;
ItemPosCountVec off_dest;
uint8 off_msg = CanStoreItem(NULL_BAG, NULL_SLOT, off_dest, offItem, false);
if (off_msg == EQUIP_ERR_OK)
{
RemoveItem(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
StoreItem(off_dest, offItem, true);
}
else
{
MoveItemFromInventory(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND, true);
CharacterDatabase.BeginTransaction();
offItem->DeleteFromInventoryDB(); // deletes item from character's inventory
offItem->SaveToDB(); // recursive and not have transaction guard into self, item not in inventory and can be save standalone
CharacterDatabase.CommitTransaction();
std::string subject = GetSession()->GetTrinityString(LANG_NOT_EQUIPPED_ITEM);
MailDraft(subject, "There were problems with equipping one or several items").AddItem(offItem).SendMailTo(this, MailSender(this, MAIL_STATIONERY_GM), MAIL_CHECK_MASK_COPIED);
}
}
OutdoorPvP * Player::GetOutdoorPvP() const
{
return sOutdoorPvPMgr.GetOutdoorPvPToZoneId(GetZoneId());
}
bool Player::HasItemFitToSpellReqirements(SpellEntry const* spellInfo, Item const* ignoreItem)
{
if (spellInfo->EquippedItemClass < 0)
return true;
// scan other equipped items for same requirements (mostly 2 daggers/etc)
// for optimize check 2 used cases only
switch (spellInfo->EquippedItemClass)
{
case ITEM_CLASS_WEAPON:
{
for (uint8 i= EQUIPMENT_SLOT_MAINHAND; i < EQUIPMENT_SLOT_TABARD; ++i)
if (Item *item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
break;
}
case ITEM_CLASS_ARMOR:
{
// tabard not have dependent spells
for (uint8 i= EQUIPMENT_SLOT_START; i< EQUIPMENT_SLOT_MAINHAND; ++i)
if (Item *item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, i))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
// shields can be equipped to offhand slot
if (Item *item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_OFFHAND))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
// ranged slot can have some armor subclasses
if (Item *item = GetUseableItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_RANGED))
if (item != ignoreItem && item->IsFitToSpellRequirements(spellInfo))
return true;
break;
}
default:
sLog.outError("HasItemFitToSpellReqirements: Not handled spell requirement for item class %u",spellInfo->EquippedItemClass);
break;
}
return false;
}
bool Player::CanNoReagentCast(SpellEntry const* spellInfo) const
{
// don't take reagents for spells with SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP
if (spellInfo->AttributesEx5 & SPELL_ATTR_EX5_NO_REAGENT_WHILE_PREP &&
HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PREPARATION))
return true;
// Check no reagent use mask
flag96 noReagentMask;
noReagentMask[0] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1);
noReagentMask[1] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+1);
noReagentMask[2] = GetUInt32Value(PLAYER_NO_REAGENT_COST_1+2);
if (spellInfo->SpellFamilyFlags & noReagentMask)
return true;
return false;
}
void Player::RemoveItemDependentAurasAndCasts(Item * pItem)
{
for (AuraMap::iterator itr = m_ownedAuras.begin(); itr != m_ownedAuras.end();)
{
Aura * aura = itr->second;
// skip passive (passive item dependent spells work in another way) and not self applied auras
SpellEntry const* spellInfo = aura->GetSpellProto();
if (aura->IsPassive() || aura->GetCasterGUID() != GetGUID())
{
++itr;
continue;
}
// skip if not item dependent or have alternative item
if (HasItemFitToSpellReqirements(spellInfo,pItem))
{
++itr;
continue;
}
// no alt item, remove aura, restart check
RemoveOwnedAura(itr);
}
// currently casted spells can be dependent from item
for (uint32 i = 0; i < CURRENT_MAX_SPELL; ++i)
if (Spell* spell = GetCurrentSpell(CurrentSpellTypes(i)))
if (spell->getState() != SPELL_STATE_DELAYED && !HasItemFitToSpellReqirements(spell->m_spellInfo,pItem))
InterruptSpell(CurrentSpellTypes(i));
}
uint32 Player::GetResurrectionSpellId()
{
// search priceless resurrection possibilities
uint32 prio = 0;
uint32 spell_id = 0;
AuraEffectList const& dummyAuras = GetAuraEffectsByType(SPELL_AURA_DUMMY);
for (AuraEffectList::const_iterator itr = dummyAuras.begin(); itr != dummyAuras.end(); ++itr)
{
// Soulstone Resurrection // prio: 3 (max, non death persistent)
if (prio < 2 && (*itr)->GetSpellProto()->SpellVisual[0] == 99 && (*itr)->GetSpellProto()->SpellIconID == 92)
{
switch ((*itr)->GetId())
{
case 20707: spell_id = 3026; break; // rank 1
case 20762: spell_id = 20758; break; // rank 2
case 20763: spell_id = 20759; break; // rank 3
case 20764: spell_id = 20760; break; // rank 4
case 20765: spell_id = 20761; break; // rank 5
case 27239: spell_id = 27240; break; // rank 6
case 47883: spell_id = 47882; break; // rank 7
default:
sLog.outError("Unhandled spell %u: S.Resurrection",(*itr)->GetId());
continue;
}
prio = 3;
}
// Twisting Nether // prio: 2 (max)
else if ((*itr)->GetId() == 23701 && roll_chance_i(10))
{
prio = 2;
spell_id = 23700;
}
}
// Reincarnation (passive spell) // prio: 1 // Glyph of Renewed Life
if (prio < 1 && HasSpell(20608) && !HasSpellCooldown(21169) && (HasAura(58059) || HasItemCount(17030,1)))
spell_id = 21169;
return spell_id;
}
// Used in triggers for check "Only to targets that grant experience or honor" req
bool Player::isHonorOrXPTarget(Unit* pVictim)
{
uint8 v_level = pVictim->getLevel();
uint8 k_grey = Trinity::XP::GetGrayLevel(getLevel());
// Victim level less gray level
if (v_level <= k_grey)
return false;
if (pVictim->GetTypeId() == TYPEID_UNIT)
{
if (pVictim->ToCreature()->isTotem() ||
pVictim->ToCreature()->isPet() ||
pVictim->ToCreature()->GetCreatureInfo()->flags_extra & CREATURE_FLAG_EXTRA_NO_XP_AT_KILL)
return false;
}
return true;
}
bool Player::RewardPlayerAndGroupAtKill(Unit* pVictim)
{
bool PvP = pVictim->isCharmedOwnedByPlayerOrPlayer();
// prepare data for near group iteration (PvP and !PvP cases)
uint32 xp = 0;
bool honored_kill = false;
if (Group *pGroup = GetGroup())
{
uint32 count = 0;
uint32 sum_level = 0;
Player* member_with_max_level = NULL;
Player* not_gray_member_with_max_level = NULL;
pGroup->GetDataForXPAtKill(pVictim,count,sum_level,member_with_max_level,not_gray_member_with_max_level);
if (member_with_max_level)
{
// PvP kills doesn't yield experience
// also no XP gained if there is no member below gray level
xp = (PvP || !not_gray_member_with_max_level || GetVehicle()) ? 0 : Trinity::XP::Gain(not_gray_member_with_max_level, pVictim);
/// skip in check PvP case (for speed, not used)
bool is_raid = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsRaid() && pGroup->isRaidGroup();
bool is_dungeon = PvP ? false : sMapStore.LookupEntry(GetMapId())->IsDungeon();
float group_rate = Trinity::XP::xp_in_group_rate(count,is_raid);
for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* pGroupGuy = itr->getSource();
if (!pGroupGuy)
continue;
if (!pGroupGuy->IsAtGroupRewardDistance(pVictim))
continue; // member (alive or dead) or his corpse at req. distance
// honor can be in PvP and !PvP (racial leader) cases (for alive)
if (pGroupGuy->isAlive() && pGroupGuy->RewardHonor(pVictim,count, -1, true) && pGroupGuy == this)
honored_kill = true;
// xp and reputation only in !PvP case
if (!PvP)
{
float rate = group_rate * float(pGroupGuy->getLevel()) / sum_level;
// if is in dungeon then all receive full reputation at kill
// rewarded any alive/dead/near_corpse group member
pGroupGuy->RewardReputation(pVictim,is_dungeon ? 1.0f : rate);
// XP updated only for alive group member
if (pGroupGuy->isAlive() && not_gray_member_with_max_level &&
pGroupGuy->getLevel() <= not_gray_member_with_max_level->getLevel())
{
uint32 itr_xp = (member_with_max_level == not_gray_member_with_max_level) ? uint32(xp*rate) : uint32((xp*rate/2)+1);
// handle SPELL_AURA_MOD_XP_PCT auras
Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT);
for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
itr_xp = uint32(itr_xp*(1.0f + (*i)->GetAmount() / 100.0f));
pGroupGuy->GiveXP(itr_xp, pVictim);
if (Pet* pet = pGroupGuy->GetPet())
pet->GivePetXP(itr_xp/2);
}
// quest objectives updated only for alive group member or dead but with not released body
if (pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
{
// normal creature (not pet/etc) can be only in !PvP case
if (pVictim->GetTypeId() == TYPEID_UNIT)
pGroupGuy->KilledMonster(pVictim->ToCreature()->GetCreatureInfo(), pVictim->GetGUID());
}
}
}
}
}
else // if (!pGroup)
{
xp = (PvP || GetVehicle()) ? 0 : Trinity::XP::Gain(this, pVictim);
// honor can be in PvP and !PvP (racial leader) cases
if (RewardHonor(pVictim,1, -1, true))
honored_kill = true;
// xp and reputation only in !PvP case
if (!PvP)
{
RewardReputation(pVictim,1);
// handle SPELL_AURA_MOD_XP_PCT auras
Unit::AuraEffectList const& ModXPPctAuras = GetAuraEffectsByType(SPELL_AURA_MOD_XP_PCT);
for (Unit::AuraEffectList::const_iterator i = ModXPPctAuras.begin(); i != ModXPPctAuras.end(); ++i)
xp = uint32(xp*(1.0f + (*i)->GetAmount() / 100.0f));
GiveXP(xp, pVictim);
if (Pet* pet = GetPet())
pet->GivePetXP(xp);
// normal creature (not pet/etc) can be only in !PvP case
if (pVictim->GetTypeId() == TYPEID_UNIT)
KilledMonster(pVictim->ToCreature()->GetCreatureInfo(), pVictim->GetGUID());
}
}
return xp || honored_kill;
}
void Player::RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource)
{
if (!pRewardSource)
return;
uint64 creature_guid = (pRewardSource->GetTypeId() == TYPEID_UNIT) ? pRewardSource->GetGUID() : uint64(0);
// prepare data for near group iteration
if (Group *pGroup = GetGroup())
{
for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* pGroupGuy = itr->getSource();
if (!pGroupGuy)
continue;
if (!pGroupGuy->IsAtGroupRewardDistance(pRewardSource))
continue; // member (alive or dead) or his corpse at req. distance
// quest objectives updated only for alive group member or dead but with not released body
if (pGroupGuy->isAlive()|| !pGroupGuy->GetCorpse())
pGroupGuy->KilledMonsterCredit(creature_id, creature_guid);
}
}
else // if (!pGroup)
KilledMonsterCredit(creature_id, creature_guid);
}
bool Player::IsAtGroupRewardDistance(WorldObject const* pRewardSource) const
{
if (!pRewardSource)
return false;
const WorldObject* player = GetCorpse();
if (!player || isAlive())
player = this;
if (player->GetMapId() != pRewardSource->GetMapId() || player->GetInstanceId() != pRewardSource->GetInstanceId())
return false;
return pRewardSource->GetDistance(player) <= sWorld.getConfig(CONFIG_GROUP_XP_DISTANCE);
}
uint32 Player::GetBaseWeaponSkillValue (WeaponAttackType attType) const
{
Item* item = GetWeaponForAttack(attType,true);
// unarmed only with base attack
if (attType != BASE_ATTACK && !item)
return 0;
// weapon skill or (unarmed for base attack and for fist weapons)
uint32 skill = (item && item->GetSkill() != SKILL_FIST_WEAPONS) ? item->GetSkill() : uint32(SKILL_UNARMED);
return GetBaseSkillValue(skill);
}
void Player::ResurectUsingRequestData()
{
/// Teleport before resurrecting by player, otherwise the player might get attacked from creatures near his corpse
if (IS_PLAYER_GUID(m_resurrectGUID))
TeleportTo(m_resurrectMap, m_resurrectX, m_resurrectY, m_resurrectZ, GetOrientation());
//we cannot resurrect player when we triggered far teleport
//player will be resurrected upon teleportation
if (IsBeingTeleportedFar())
{
ScheduleDelayedOperation(DELAYED_RESURRECT_PLAYER);
return;
}
ResurrectPlayer(0.0f,false);
if (GetMaxHealth() > m_resurrectHealth)
SetHealth(m_resurrectHealth);
else
SetHealth(GetMaxHealth());
if (GetMaxPower(POWER_MANA) > m_resurrectMana)
SetPower(POWER_MANA, m_resurrectMana);
else
SetPower(POWER_MANA, GetMaxPower(POWER_MANA));
SetPower(POWER_RAGE, 0);
SetPower(POWER_ENERGY, GetMaxPower(POWER_ENERGY));
SpawnCorpseBones();
}
void Player::SetClientControl(Unit* target, uint8 allowMove)
{
WorldPacket data(SMSG_CLIENT_CONTROL_UPDATE, target->GetPackGUID().size()+1);
data.append(target->GetPackGUID());
data << uint8(allowMove);
GetSession()->SendPacket(&data);
if (target == this)
SetMover(this);
}
void Player::UpdateZoneDependentAuras(uint32 newZone)
{
// Some spells applied at enter into zone (with subzones), aura removed in UpdateAreaDependentAuras that called always at zone->area update
SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newZone);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if (itr->second->autocast && itr->second->IsFitToRequirements(this,newZone,0))
if (!HasAura(itr->second->spellId))
CastSpell(this,itr->second->spellId,true);
}
void Player::UpdateAreaDependentAuras(uint32 newArea)
{
// remove auras from spells with area limitations
for (AuraMap::iterator iter = m_ownedAuras.begin(); iter != m_ownedAuras.end();)
{
// use m_zoneUpdateId for speed: UpdateArea called from UpdateZone or instead UpdateZone in both cases m_zoneUpdateId up-to-date
if (spellmgr.GetSpellAllowedInLocationError(iter->second->GetSpellProto(),GetMapId(),m_zoneUpdateId,newArea,this) != SPELL_CAST_OK)
RemoveOwnedAura(iter);
else
++iter;
}
// some auras applied at subzone enter
SpellAreaForAreaMapBounds saBounds = spellmgr.GetSpellAreaForAreaMapBounds(newArea);
for (SpellAreaForAreaMap::const_iterator itr = saBounds.first; itr != saBounds.second; ++itr)
if (itr->second->autocast && itr->second->IsFitToRequirements(this,m_zoneUpdateId,newArea))
if (!HasAura(itr->second->spellId))
CastSpell(this,itr->second->spellId,true);
if (newArea == 4273 && GetVehicle() && GetPositionX() > 400) // Ulduar
{
switch(GetVehicleBase()->GetEntry())
{
case 33062:
case 33109:
case 33060:
GetVehicle()->Dismiss();
break;
}
}
}
uint32 Player::GetCorpseReclaimDelay(bool pvp) const
{
if (pvp)
{
if (!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP))
return copseReclaimDelay[0];
}
else if (!sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE))
return 0;
time_t now = time(NULL);
// 0..2 full period
// should be ceil(x)-1 but not floor(x)
uint32 count = (now < m_deathExpireTime - 1) ? (m_deathExpireTime - 1 - now)/DEATH_EXPIRE_STEP : 0;
return copseReclaimDelay[count];
}
void Player::UpdateCorpseReclaimDelay()
{
bool pvp = m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH;
if ((pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP)) ||
(!pvp && !sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE)))
return;
time_t now = time(NULL);
if (now < m_deathExpireTime)
{
// full and partly periods 1..3
uint32 count = (m_deathExpireTime - now)/DEATH_EXPIRE_STEP +1;
if (count < MAX_DEATH_COUNT)
m_deathExpireTime = now+(count+1)*DEATH_EXPIRE_STEP;
else
m_deathExpireTime = now+MAX_DEATH_COUNT*DEATH_EXPIRE_STEP;
}
else
m_deathExpireTime = now+DEATH_EXPIRE_STEP;
}
void Player::SendCorpseReclaimDelay(bool load)
{
Corpse* corpse = GetCorpse();
if (load && !corpse)
return;
bool pvp;
if (corpse)
pvp = (corpse->GetType() == CORPSE_RESURRECTABLE_PVP);
else
pvp = (m_ExtraFlags & PLAYER_EXTRA_PVP_DEATH);
uint32 delay;
if (load)
{
if (corpse->GetGhostTime() > m_deathExpireTime)
return;
uint32 count;
if (pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVP) ||
!pvp && sWorld.getConfig(CONFIG_DEATH_CORPSE_RECLAIM_DELAY_PVE))
{
count = (m_deathExpireTime-corpse->GetGhostTime())/DEATH_EXPIRE_STEP;
if (count >= MAX_DEATH_COUNT)
count = MAX_DEATH_COUNT-1;
}
else
count=0;
time_t expected_time = corpse->GetGhostTime()+copseReclaimDelay[count];
time_t now = time(NULL);
if (now >= expected_time)
return;
delay = expected_time-now;
}
else
delay = GetCorpseReclaimDelay(pvp);
if (!delay) return;
//! corpse reclaim delay 30 * 1000ms or longer at often deaths
WorldPacket data(SMSG_CORPSE_RECLAIM_DELAY, 4);
data << uint32(delay*IN_MILISECONDS);
GetSession()->SendPacket(&data);
}
Player* Player::GetNextRandomRaidMember(float radius)
{
Group *pGroup = GetGroup();
if (!pGroup)
return NULL;
std::vector nearMembers;
nearMembers.reserve(pGroup->GetMembersCount());
for (GroupReference *itr = pGroup->GetFirstMember(); itr != NULL; itr = itr->next())
{
Player* Target = itr->getSource();
// IsHostileTo check duel and controlled by enemy
if (Target && Target != this && IsWithinDistInMap(Target, radius) &&
!Target->HasInvisibilityAura() && !IsHostileTo(Target))
nearMembers.push_back(Target);
}
if (nearMembers.empty())
return NULL;
uint32 randTarget = urand(0,nearMembers.size()-1);
return nearMembers[randTarget];
}
PartyResult Player::CanUninviteFromGroup() const
{
const Group* grp = GetGroup();
if (!grp)
return ERR_NOT_IN_GROUP;
if (!grp->IsLeader(GetGUID()) && !grp->IsAssistant(GetGUID()))
return ERR_NOT_LEADER;
if (InBattleGround())
return ERR_INVITE_RESTRICTED;
return ERR_PARTY_RESULT_OK;
}
void Player::SetBattleGroundRaid(Group* group, int8 subgroup)
{
//we must move references from m_group to m_originalGroup
SetOriginalGroup(GetGroup(), GetSubGroup());
m_group.unlink();
m_group.link(group, this);
m_group.setSubGroup((uint8)subgroup);
}
void Player::RemoveFromBattleGroundRaid()
{
//remove existing reference
m_group.unlink();
if (Group* group = GetOriginalGroup())
{
m_group.link(group, this);
m_group.setSubGroup(GetOriginalSubGroup());
}
SetOriginalGroup(NULL);
}
void Player::SetOriginalGroup(Group *group, int8 subgroup)
{
if (group == NULL)
m_originalGroup.unlink();
else
{
// never use SetOriginalGroup without a subgroup unless you specify NULL for group
assert(subgroup >= 0);
m_originalGroup.link(group, this);
m_originalGroup.setSubGroup((uint8)subgroup);
}
}
void Player::UpdateUnderwaterState(Map* m, float x, float y, float z)
{
LiquidData liquid_status;
ZLiquidStatus res = m->getLiquidStatus(x, y, z, MAP_ALL_LIQUIDS, &liquid_status);
if (!res)
{
m_MirrorTimerFlags &= ~(UNDERWATER_INWATER|UNDERWATER_INLAVA|UNDERWATER_INSLIME|UNDERWARER_INDARKWATER);
// Small hack for enable breath in WMO
if (IsInWater())
m_MirrorTimerFlags|=UNDERWATER_INWATER;
return;
}
// All liquids type - check under water position
if (liquid_status.type&(MAP_LIQUID_TYPE_WATER|MAP_LIQUID_TYPE_OCEAN|MAP_LIQUID_TYPE_MAGMA|MAP_LIQUID_TYPE_SLIME))
{
if (res & LIQUID_MAP_UNDER_WATER)
m_MirrorTimerFlags |= UNDERWATER_INWATER;
else
m_MirrorTimerFlags &= ~UNDERWATER_INWATER;
}
// Allow travel in dark water on taxi or transport
if ((liquid_status.type & MAP_LIQUID_TYPE_DARK_WATER) && !isInFlight() && !GetTransport())
m_MirrorTimerFlags |= UNDERWARER_INDARKWATER;
else
m_MirrorTimerFlags &= ~UNDERWARER_INDARKWATER;
// in lava check, anywhere in lava level
if (liquid_status.type&MAP_LIQUID_TYPE_MAGMA)
{
if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
m_MirrorTimerFlags |= UNDERWATER_INLAVA;
else
m_MirrorTimerFlags &= ~UNDERWATER_INLAVA;
}
// in slime check, anywhere in slime level
if (liquid_status.type&MAP_LIQUID_TYPE_SLIME)
{
if (res & (LIQUID_MAP_UNDER_WATER|LIQUID_MAP_IN_WATER|LIQUID_MAP_WATER_WALK))
m_MirrorTimerFlags |= UNDERWATER_INSLIME;
else
m_MirrorTimerFlags &= ~UNDERWATER_INSLIME;
}
}
void Player::SetCanParry(bool value)
{
if (m_canParry == value)
return;
m_canParry = value;
UpdateParryPercentage();
}
void Player::SetCanBlock(bool value)
{
if (m_canBlock == value)
return;
m_canBlock = value;
UpdateBlockPercentage();
}
bool ItemPosCount::isContainedIn(ItemPosCountVec const& vec) const
{
for (ItemPosCountVec::const_iterator itr = vec.begin(); itr != vec.end(); ++itr)
if (itr->pos == pos)
return true;
return false;
}
//***********************************
//-------------TRINITY---------------
//***********************************
void Player::StopCastingBindSight()
{
if (WorldObject* target = GetViewpoint())
{
if (target->isType(TYPEMASK_UNIT))
{
((Unit*)target)->RemoveAura(SPELL_AURA_BIND_SIGHT, GetGUID());
((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS, GetGUID());
((Unit*)target)->RemoveAura(SPELL_AURA_MOD_POSSESS_PET, GetGUID());
}
}
}
void Player::SetViewpoint(WorldObject* target, bool apply)
{
if (apply)
{
sLog.outDebug("Player::CreateViewpoint: Player %s create seer %u (TypeId: %u).", GetName(), target->GetEntry(), target->GetTypeId());
if (!AddUInt64Value(PLAYER_FARSIGHT, target->GetGUID()))
{
sLog.outCrash("Player::CreateViewpoint: Player %s cannot add new viewpoint!", GetName());
return;
}
// farsight dynobj or puppet may be very far away
UpdateVisibilityOf(target);
if (target->isType(TYPEMASK_UNIT) && !GetVehicle())
((Unit*)target)->AddPlayerToVision(this);
}
else
{
sLog.outDebug("Player::CreateViewpoint: Player %s remove seer", GetName());
if (!RemoveUInt64Value(PLAYER_FARSIGHT, target->GetGUID()))
{
sLog.outCrash("Player::CreateViewpoint: Player %s cannot remove current viewpoint!", GetName());
return;
}
if (target->isType(TYPEMASK_UNIT) && !GetVehicle())
((Unit*)target)->RemovePlayerFromVision(this);
//must immediately set seer back otherwise may crash
m_seer = this;
//WorldPacket data(SMSG_CLEAR_FAR_SIGHT_IMMEDIATE, 0);
//GetSession()->SendPacket(&data);
}
}
WorldObject* Player::GetViewpoint() const
{
if (uint64 guid = GetUInt64Value(PLAYER_FARSIGHT))
return (WorldObject*)ObjectAccessor::GetObjectByTypeMask(*this, guid, TYPEMASK_SEER);
return NULL;
}
bool Player::CanUseBattleGroundObject()
{
// TODO : some spells gives player ForceReaction to one faction (ReputationMgr::ApplyForceReaction)
// maybe gameobject code should handle that ForceReaction usage
// BUG: sometimes when player clicks on flag in AB - client won't send gameobject_use, only gameobject_report_use packet
return (//InBattleGround() && // in battleground - not need, check in other cases
//!IsMounted() && - not correct, player is dismounted when he clicks on flag
//player cannot use object when he is invulnerable (immune)
!isTotalImmune() && // not totally immune
//i'm not sure if these two are correct, because invisible players should get visible when they click on flag
!HasStealthAura() && // not stealthed
!HasInvisibilityAura() && // not invisible
!HasAura(SPELL_RECENTLY_DROPPED_FLAG) && // can't pickup
isAlive() // live player
);
}
bool Player::CanCaptureTowerPoint()
{
return (!HasStealthAura() && // not stealthed
!HasInvisibilityAura() && // not invisible
isAlive() // live player
);
}
uint32 Player::GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin)
{
uint8 level = getLevel();
if (level > GT_MAX_LEVEL)
level = GT_MAX_LEVEL; // max level in this dbc
uint8 hairstyle = GetByteValue(PLAYER_BYTES, 2);
uint8 haircolor = GetByteValue(PLAYER_BYTES, 3);
uint8 facialhair = GetByteValue(PLAYER_BYTES_2, 0);
uint8 skincolor = GetByteValue(PLAYER_BYTES, 0);
if ((hairstyle == newhairstyle) && (haircolor == newhaircolor) && (facialhair == newfacialhair) && (!newSkin || (newSkin->hair_id == skincolor)))
return 0;
GtBarberShopCostBaseEntry const *bsc = sGtBarberShopCostBaseStore.LookupEntry(level - 1);
if (!bsc) // shouldn't happen
return 0xFFFFFFFF;
float cost = 0;
if (hairstyle != newhairstyle)
cost += bsc->cost; // full price
if ((haircolor != newhaircolor) && (hairstyle == newhairstyle))
cost += bsc->cost * 0.5f; // +1/2 of price
if (facialhair != newfacialhair)
cost += bsc->cost * 0.75f; // +3/4 of price
if (newSkin && skincolor != newSkin->hair_id)
cost += bsc->cost * 0.75f; // +5/6 of price
return uint32(cost);
}
void Player::InitGlyphsForLevel()
{
for (uint32 i = 0; i < sGlyphSlotStore.GetNumRows(); ++i)
if (GlyphSlotEntry const * gs = sGlyphSlotStore.LookupEntry(i))
if (gs->Order)
SetGlyphSlot(gs->Order - 1, gs->Id);
uint8 level = getLevel();
uint32 value = 0;
// 0x3F = 0x01 | 0x02 | 0x04 | 0x08 | 0x10 | 0x20 for 80 level
if (level >= 15)
value |= (0x01 | 0x02);
if (level >= 30)
value |= 0x08;
if (level >= 50)
value |= 0x04;
if (level >= 70)
value |= 0x10;
if (level >= 80)
value |= 0x20;
SetUInt32Value(PLAYER_GLYPHS_ENABLED, value);
}
bool Player::isTotalImmune()
{
AuraEffectList const& immune = GetAuraEffectsByType(SPELL_AURA_SCHOOL_IMMUNITY);
uint32 immuneMask = 0;
for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
{
immuneMask |= (*itr)->GetMiscValue();
if (immuneMask & SPELL_SCHOOL_MASK_ALL) // total immunity
return true;
}
return false;
}
bool Player::HasTitle(uint32 bitIndex)
{
if (bitIndex > MAX_TITLE_INDEX)
return false;
uint32 fieldIndexOffset = bitIndex / 32;
uint32 flag = 1 << (bitIndex % 32);
return HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
}
void Player::SetTitle(CharTitlesEntry const* title, bool lost)
{
uint32 fieldIndexOffset = title->bit_index / 32;
uint32 flag = 1 << (title->bit_index % 32);
if (lost)
{
if (!HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
return;
RemoveFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
}
else
{
if (HasFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag))
return;
SetFlag(PLAYER__FIELD_KNOWN_TITLES + fieldIndexOffset, flag);
}
WorldPacket data(SMSG_TITLE_EARNED, 4 + 4);
data << uint32(title->bit_index);
data << uint32(lost ? 0 : 1); // 1 - earned, 0 - lost
GetSession()->SendPacket(&data);
}
/*-----------------------TRINITY--------------------------*/
bool Player::isTotalImmunity()
{
AuraEffectList const& immune = GetAuraEffectsByType(SPELL_AURA_SCHOOL_IMMUNITY);
for (AuraEffectList::const_iterator itr = immune.begin(); itr != immune.end(); ++itr)
{
if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_ALL) !=0) // total immunity
{
return true;
}
if (((*itr)->GetMiscValue() & SPELL_SCHOOL_MASK_NORMAL) !=0) // physical damage immunity
{
for (AuraEffectList::const_iterator i = immune.begin(); i != immune.end(); ++i)
{
if (((*i)->GetMiscValue() & SPELL_SCHOOL_MASK_MAGIC) !=0) // magic immunity
{
return true;
}
}
}
}
return false;
}
void Player::UpdateCharmedAI()
{
//This should only called in Player::Update
Creature *charmer = GetCharmer()->ToCreature();
//kill self if charm aura has infinite duration
if (charmer->IsInEvadeMode())
{
AuraEffectList const& auras = GetAuraEffectsByType(SPELL_AURA_MOD_CHARM);
for (AuraEffectList::const_iterator iter = auras.begin(); iter != auras.end(); ++iter)
if ((*iter)->GetCasterGUID() == charmer->GetGUID() && (*iter)->GetBase()->IsPermanent())
{
charmer->DealDamage(this, GetHealth(), NULL, DIRECT_DAMAGE, SPELL_SCHOOL_MASK_NORMAL, NULL, false);
return;
}
}
if (!charmer->isInCombat())
GetMotionMaster()->MoveFollow(charmer, PET_FOLLOW_DIST, PET_FOLLOW_ANGLE);
Unit *target = getVictim();
if (!target || !charmer->canAttack(target))
{
target = charmer->SelectNearestTarget();
if (!target)
return;
GetMotionMaster()->MoveChase(target);
Attack(target, true);
}
}
void Player::AddGlobalCooldown(SpellEntry const *spellInfo, Spell *spell)
{
if (!spellInfo || !spellInfo->StartRecoveryTime)
return;
float cdTime = float(spellInfo->StartRecoveryTime);
if (!(spellInfo->Attributes & (SPELL_ATTR_UNK4|SPELL_ATTR_PASSIVE)))
cdTime *= GetFloatValue(UNIT_MOD_CAST_SPEED);
else if (IsRangedWeaponSpell(spellInfo) && !spell->IsAutoRepeat())
cdTime *= m_modAttackSpeedPct[RANGED_ATTACK];
ApplySpellMod(spellInfo->Id, SPELLMOD_GLOBAL_COOLDOWN, cdTime, spell);
if (cdTime > 0)
m_globalCooldowns[spellInfo->StartRecoveryCategory] = uint32(cdTime);
}
bool Player::HasGlobalCooldown(SpellEntry const *spellInfo) const
{
if (!spellInfo)
return false;
std::map::const_iterator itr = m_globalCooldowns.find(spellInfo->StartRecoveryCategory);
return itr != m_globalCooldowns.end() && (itr->second > sWorld.GetUpdateTime());
}
void Player::RemoveGlobalCooldown(SpellEntry const *spellInfo)
{
if (!spellInfo)
return;
m_globalCooldowns[spellInfo->StartRecoveryCategory] = 0;
}
uint32 Player::GetRuneBaseCooldown(uint8 index)
{
uint8 rune = GetBaseRune(index);
uint32 cooldown = RUNE_COOLDOWN;
AuraEffectList const& regenAura = GetAuraEffectsByType(SPELL_AURA_MOD_POWER_REGEN_PERCENT);
for (AuraEffectList::const_iterator i = regenAura.begin();i != regenAura.end(); ++i)
{
if ((*i)->GetMiscValue() == POWER_RUNE && (*i)->GetMiscValueB() == rune)
cooldown = cooldown*(100-(*i)->GetAmount())/100;
}
return cooldown;
}
void Player::RemoveRunesByAuraEffect(AuraEffect const * aura)
{
for (uint8 i = 0; i < MAX_RUNES; ++i)
{
if (m_runes->runes[i].ConvertAura == aura)
{
ConvertRune(i, GetBaseRune(i));
SetRuneConvertAura(i, NULL);
}
}
}
void Player::RestoreBaseRune(uint8 index)
{
AuraEffect const * aura = m_runes->runes[index].ConvertAura;
ConvertRune(index, GetBaseRune(index));
SetRuneConvertAura(index, NULL);
// Don't drop passive talents providing rune convertion
if (!aura || aura->GetAuraType() != SPELL_AURA_CONVERT_RUNE)
return;
for (uint8 i = 0; i < MAX_RUNES; ++i)
{
if (aura == m_runes->runes[i].ConvertAura)
return;
}
aura->GetBase()->Remove();
}
void Player::ConvertRune(uint8 index, RuneType newType)
{
SetCurrentRune(index, newType);
WorldPacket data(SMSG_CONVERT_RUNE, 2);
data << uint8(index);
data << uint8(newType);
GetSession()->SendPacket(&data);
}
void Player::ResyncRunes(uint8 count)
{
WorldPacket data(SMSG_RESYNC_RUNES, count * 2);
for (uint32 i = 0; i < count; ++i)
{
data << uint8(GetCurrentRune(i)); // rune type
data << uint8(255 - (GetRuneCooldown(i) * 51)); // passed cooldown time (0-255)
}
GetSession()->SendPacket(&data);
}
void Player::AddRunePower(uint8 index)
{
WorldPacket data(SMSG_ADD_RUNE_POWER, 4);
data << uint32(1 << index); // mask (0x00-0x3F probably)
GetSession()->SendPacket(&data);
}
static RuneType runeSlotTypes[MAX_RUNES] = {
/*0*/ RUNE_BLOOD,
/*1*/ RUNE_BLOOD,
/*2*/ RUNE_UNHOLY,
/*3*/ RUNE_UNHOLY,
/*4*/ RUNE_FROST,
/*5*/ RUNE_FROST
};
void Player::InitRunes()
{
if (getClass() != CLASS_DEATH_KNIGHT)
return;
m_runes = new Runes;
m_runes->runeState = 0;
m_runes->lastUsedRune = RUNE_BLOOD;
for (uint32 i = 0; i < MAX_RUNES; ++i)
{
SetBaseRune(i, runeSlotTypes[i]); // init base types
SetCurrentRune(i, runeSlotTypes[i]); // init current types
SetRuneCooldown(i, 0); // reset cooldowns
SetRuneConvertAura(i, NULL);
m_runes->SetRuneState(i);
}
for (uint32 i = 0; i < NUM_RUNE_TYPES; ++i)
SetFloatValue(PLAYER_RUNE_REGEN_1 + i, 0.1f);
}
bool Player::IsBaseRuneSlotsOnCooldown(RuneType runeType) const
{
for (uint32 i = 0; i < MAX_RUNES; ++i)
if (GetBaseRune(i) == runeType && GetRuneCooldown(i) == 0)
return false;
return true;
}
void Player::AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast)
{
Loot loot;
loot.FillLoot (loot_id,store,this,true);
uint32 max_slot = loot.GetMaxSlotInLootFor(this);
for (uint32 i = 0; i < max_slot; ++i)
{
LootItem* lootItem = loot.LootItemInSlot(i,this);
ItemPosCountVec dest;
uint8 msg = CanStoreNewItem (bag,slot,dest,lootItem->itemid,lootItem->count);
if (msg != EQUIP_ERR_OK && slot != NULL_SLOT)
msg = CanStoreNewItem(bag, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
if (msg != EQUIP_ERR_OK && bag != NULL_BAG)
msg = CanStoreNewItem(NULL_BAG, NULL_SLOT,dest,lootItem->itemid,lootItem->count);
if (msg != EQUIP_ERR_OK)
{
SendEquipError(msg, NULL, NULL);
continue;
}
Item* pItem = StoreNewItem (dest,lootItem->itemid,true,lootItem->randomPropertyId);
SendNewItem(pItem, lootItem->count, false, false, broadcast);
}
}
uint32 Player::CalculateTalentsPoints() const
{
uint32 base_talent = getLevel() < 10 ? 0 : getLevel()-9;
if (getClass() != CLASS_DEATH_KNIGHT || GetMapId() != 609)
return uint32(base_talent * sWorld.getRate(RATE_TALENT));
uint32 talentPointsForLevel = getLevel() < 56 ? 0 : getLevel() - 55;
talentPointsForLevel += m_questRewardTalentCount;
if (talentPointsForLevel > base_talent)
talentPointsForLevel = base_talent;
return uint32(talentPointsForLevel * sWorld.getRate(RATE_TALENT));
}
bool Player::IsKnowHowFlyIn(uint32 mapid, uint32 zone) const
{
// continent checked in SpellMgr::GetSpellAllowedInLocationError at cast and area update
uint32 v_map = GetVirtualMapForMapAndZone(mapid, zone);
return v_map != 571 || HasSpell(54197); // Cold Weather Flying
}
void Player::learnSpellHighRank(uint32 spellid)
{
learnSpell(spellid, false);
if (uint32 next = spellmgr.GetNextSpellInChain(spellid))
learnSpellHighRank(next);
}
void Player::_LoadSkills(QueryResult_AutoPtr result)
{
// 0 1 2
// SetPQuery(PLAYER_LOGIN_QUERY_LOADSKILLS, "SELECT skill, value, max FROM character_skills WHERE guid = '%u'", GUID_LOPART(m_guid));
uint32 count = 0;
if (result)
{
do
{
Field *fields = result->Fetch();
uint16 skill = fields[0].GetUInt16();
uint16 value = fields[1].GetUInt16();
uint16 max = fields[2].GetUInt16();
SkillLineEntry const *pSkill = sSkillLineStore.LookupEntry(skill);
if (!pSkill)
{
sLog.outError("Character %u has skill %u that does not exist.", GetGUIDLow(), skill);
continue;
}
// set fixed skill ranges
switch(GetSkillRangeType(pSkill,false))
{
case SKILL_RANGE_LANGUAGE: // 300..300
value = max = 300;
break;
case SKILL_RANGE_MONO: // 1..1, grey monolite bar
value = max = 1;
break;
default:
break;
}
if (value == 0)
{
sLog.outError("Character %u has skill %u with value 0. Will be deleted.", GetGUIDLow(), skill);
CharacterDatabase.PExecute("DELETE FROM character_skills WHERE guid = '%u' AND skill = '%u' ", GetGUIDLow(), skill);
continue;
}
// enable unlearn button for primary professions only
if (pSkill->categoryId == SKILL_CATEGORY_PROFESSION)
SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,1));
else
SetUInt32Value(PLAYER_SKILL_INDEX(count), MAKE_PAIR32(skill,0));
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),MAKE_SKILL_VALUE(value, max));
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0);
mSkillStatus.insert(SkillStatusMap::value_type(skill, SkillStatusData(count, SKILL_UNCHANGED)));
learnSkillRewardedSpells(skill, value);
++count;
if (count >= PLAYER_MAX_SKILLS) // client limit
{
sLog.outError("Character %u has more than %u skills.", PLAYER_MAX_SKILLS);
break;
}
} while (result->NextRow());
}
for (; count < PLAYER_MAX_SKILLS; ++count)
{
SetUInt32Value(PLAYER_SKILL_INDEX(count), 0);
SetUInt32Value(PLAYER_SKILL_VALUE_INDEX(count),0);
SetUInt32Value(PLAYER_SKILL_BONUS_INDEX(count),0);
}
// special settings
if (getClass() == CLASS_DEATH_KNIGHT)
{
uint8 base_level = std::min(getLevel(),uint8(sWorld.getConfig(CONFIG_START_HEROIC_PLAYER_LEVEL)));
if (base_level < 1)
base_level = 1;
uint16 base_skill = (base_level-1)*5; // 270 at starting level 55
if (base_skill < 1)
base_skill = 1; // skill mast be known and then > 0 in any case
if (GetPureSkillValue(SKILL_FIRST_AID) < base_skill)
SetSkill(SKILL_FIRST_AID, 0, base_skill, base_skill);
if (GetPureSkillValue(SKILL_AXES) < base_skill)
SetSkill(SKILL_AXES, 0, base_skill, base_skill);
if (GetPureSkillValue(SKILL_DEFENSE) < base_skill)
SetSkill(SKILL_DEFENSE, 0, base_skill, base_skill);
if (GetPureSkillValue(SKILL_POLEARMS) < base_skill)
SetSkill(SKILL_POLEARMS, 0, base_skill, base_skill);
if (GetPureSkillValue(SKILL_SWORDS) < base_skill)
SetSkill(SKILL_SWORDS, 0, base_skill, base_skill);
if (GetPureSkillValue(SKILL_2H_AXES) < base_skill)
SetSkill(SKILL_2H_AXES, 0, base_skill, base_skill);
if (GetPureSkillValue(SKILL_2H_SWORDS) < base_skill)
SetSkill(SKILL_2H_SWORDS, 0, base_skill, base_skill);
if (GetPureSkillValue(SKILL_UNARMED) < base_skill)
SetSkill(SKILL_UNARMED, 0, base_skill, base_skill);
}
}
uint32 Player::GetPhaseMaskForSpawn() const
{
uint32 phase = PHASEMASK_NORMAL;
if (!isGameMaster())
phase = GetPhaseMask();
else
{
AuraEffectList const& phases = GetAuraEffectsByType(SPELL_AURA_PHASE);
if (!phases.empty())
phase = phases.front()->GetMiscValue();
}
// some aura phases include 1 normal map in addition to phase itself
if (uint32 n_phase = phase & ~PHASEMASK_NORMAL)
return n_phase;
return PHASEMASK_NORMAL;
}
uint8 Player::CanEquipUniqueItem(Item* pItem, uint8 eslot, uint32 limit_count) const
{
ItemPrototype const* pProto = pItem->GetProto();
// proto based limitations
if (uint8 res = CanEquipUniqueItem(pProto,eslot,limit_count))
return res;
// check unique-equipped on gems
for (uint32 enchant_slot = SOCK_ENCHANTMENT_SLOT; enchant_slot < SOCK_ENCHANTMENT_SLOT+3; ++enchant_slot)
{
uint32 enchant_id = pItem->GetEnchantmentId(EnchantmentSlot(enchant_slot));
if (!enchant_id)
continue;
SpellItemEnchantmentEntry const* enchantEntry = sSpellItemEnchantmentStore.LookupEntry(enchant_id);
if (!enchantEntry)
continue;
ItemPrototype const* pGem = objmgr.GetItemPrototype(enchantEntry->GemID);
if (!pGem)
continue;
// include for check equip another gems with same limit category for not equipped item (and then not counted)
uint32 gem_limit_count = !pItem->IsEquipped() && pGem->ItemLimitCategory
? pItem->GetGemCountWithLimitCategory(pGem->ItemLimitCategory) : 1;
if (uint8 res = CanEquipUniqueItem(pGem, eslot,gem_limit_count))
return res;
}
return EQUIP_ERR_OK;
}
uint8 Player::CanEquipUniqueItem(ItemPrototype const* itemProto, uint8 except_slot, uint32 limit_count) const
{
// check unique-equipped on item
if (itemProto->Flags & ITEM_FLAGS_UNIQUE_EQUIPPED)
{
// there is an equip limit on this item
if (HasItemOrGemWithIdEquipped(itemProto->ItemId,1,except_slot))
return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
}
// check unique-equipped limit
if (itemProto->ItemLimitCategory)
{
ItemLimitCategoryEntry const* limitEntry = sItemLimitCategoryStore.LookupEntry(itemProto->ItemLimitCategory);
if (!limitEntry)
return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
if (limit_count > limitEntry->maxCount)
return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE; // attempt add too many limit category items (gems)
// there is an equip limit on this item
if (HasItemOrGemWithLimitCategoryEquipped(itemProto->ItemLimitCategory,limitEntry->maxCount-limit_count+1,except_slot))
return EQUIP_ERR_ITEM_UNIQUE_EQUIPABLE;
}
return EQUIP_ERR_OK;
}
void Player::HandleFall(MovementInfo const& movementInfo)
{
// calculate total z distance of the fall
float z_diff = m_lastFallZ - movementInfo.z;
//sLog.outDebug("zDiff = %f", z_diff);
//Players with low fall distance, Feather Fall or physical immunity (charges used) are ignored
// 14.57 can be calculated by resolving damageperc formula below to 0
if (z_diff >= 14.57f && !isDead() && !isGameMaster() &&
!HasAuraType(SPELL_AURA_HOVER) && !HasAuraType(SPELL_AURA_FEATHER_FALL) &&
!HasAuraType(SPELL_AURA_FLY) && !IsImmunedToDamage(SPELL_SCHOOL_MASK_NORMAL))
{
//Safe fall, fall height reduction
int32 safe_fall = GetTotalAuraModifier(SPELL_AURA_SAFE_FALL);
float damageperc = 0.018f*(z_diff-safe_fall)-0.2426f;
if (damageperc > 0)
{
uint32 damage = (uint32)(damageperc * GetMaxHealth()*sWorld.getRate(RATE_DAMAGE_FALL));
float height = movementInfo.z;
UpdateGroundPositionZ(movementInfo.x,movementInfo.y,height);
if (damage > 0)
{
//Prevent fall damage from being more than the player maximum health
if (damage > GetMaxHealth())
damage = GetMaxHealth();
// Gust of Wind
if (HasAura(43621))
damage = GetMaxHealth()/2;
uint32 original_health = GetHealth();
uint32 final_damage = EnvironmentalDamage(DAMAGE_FALL, damage);
// recheck alive, might have died of EnvironmentalDamage, avoid cases when player die in fact like Spirit of Redemption case
if (isAlive() && final_damage < original_health)
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING, uint32(z_diff*100));
}
//Z given by moveinfo, LastZ, FallTime, WaterZ, MapZ, Damage, Safefall reduction
DEBUG_LOG("FALLDAMAGE z=%f sz=%f pZ=%f FallTime=%d mZ=%f damage=%d SF=%d" , movementInfo.z, height, GetPositionZ(), movementInfo.fallTime, height, damage, safe_fall);
}
}
RemoveAurasWithInterruptFlags(AURA_INTERRUPT_FLAG_LANDING); // No fly zone - Parachute
}
void Player::UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1/*=0*/, uint32 miscvalue2/*=0*/, Unit *unit/*=NULL*/, uint32 time/*=0*/)
{
GetAchievementMgr().UpdateAchievementCriteria(type, miscvalue1, miscvalue2, unit, time);
}
void Player::CompletedAchievement(AchievementEntry const* entry)
{
GetAchievementMgr().CompletedAchievement(entry);
}
void Player::LearnTalent(uint32 talentId, uint32 talentRank)
{
uint32 CurTalentPoints = GetFreeTalentPoints();
if (CurTalentPoints == 0)
return;
if (talentRank >= MAX_TALENT_RANK)
return;
TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
if (!talentInfo)
return;
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
return;
// prevent learn talent for different class (cheating)
if ((getClassMask() & talentTabInfo->ClassMask) == 0)
return;
// find current max talent rank (0~5)
uint8 curtalent_maxrank = 0; // 0 = not learned any rank
for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
{
if (talentInfo->RankID[rank] && HasSpell(talentInfo->RankID[rank]))
{
curtalent_maxrank = (rank + 1);
break;
}
}
// we already have same or higher talent rank learned
if (curtalent_maxrank >= (talentRank + 1))
return;
// check if we have enough talent points
if (CurTalentPoints < (talentRank - curtalent_maxrank + 1))
return;
// Check if it requires another talent
if (talentInfo->DependsOn > 0)
{
if (TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
{
bool hasEnoughRank = false;
for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++)
{
if (depTalentInfo->RankID[rank] != 0)
if (HasSpell(depTalentInfo->RankID[rank]))
hasEnoughRank = true;
}
if (!hasEnoughRank)
return;
}
}
// Find out how many points we have in this field
uint32 spentPoints = 0;
uint32 tTab = talentInfo->TalentTab;
if (talentInfo->Row > 0)
{
uint32 numRows = sTalentStore.GetNumRows();
for (uint32 i = 0; i < numRows; i++) // Loop through all talents.
{
// Someday, someone needs to revamp
const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
if (tmpTalent) // the way talents are tracked
{
if (tmpTalent->TalentTab == tTab)
{
for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++)
{
if (tmpTalent->RankID[rank] != 0)
{
if (HasSpell(tmpTalent->RankID[rank]))
{
spentPoints += (rank + 1);
}
}
}
}
}
}
}
// not have required min points spent in talent tree
if (spentPoints < (talentInfo->Row * MAX_TALENT_RANK))
return;
// spell not set in talent.dbc
uint32 spellid = talentInfo->RankID[talentRank];
if (spellid == 0)
{
sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
return;
}
// already known
if (HasSpell(spellid))
return;
// learn! (other talent ranks will unlearned at learning)
learnSpell(spellid, false);
AddTalent(spellid, m_activeSpec, true);
sLog.outDetail("TalentID: %u Rank: %u Spell: %u Spec: %u\n", talentId, talentRank, spellid, m_activeSpec);
// update free talent points
SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
}
void Player::LearnPetTalent(uint64 petGuid, uint32 talentId, uint32 talentRank)
{
Pet *pet = GetPet();
if (!pet)
return;
if (petGuid != pet->GetGUID())
return;
uint32 CurTalentPoints = pet->GetFreeTalentPoints();
if (CurTalentPoints == 0)
return;
if (talentRank >= MAX_PET_TALENT_RANK)
return;
TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
if (!talentInfo)
return;
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
return;
CreatureInfo const *ci = pet->GetCreatureInfo();
if (!ci)
return;
CreatureFamilyEntry const *pet_family = sCreatureFamilyStore.LookupEntry(ci->family);
if (!pet_family)
return;
if (pet_family->petTalentType < 0) // not hunter pet
return;
// prevent learn talent for different family (cheating)
if (!((1 << pet_family->petTalentType) & talentTabInfo->petTalentMask))
return;
// find current max talent rank (0~5)
uint8 curtalent_maxrank = 0; // 0 = not learned any rank
for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
{
if (talentInfo->RankID[rank] && pet->HasSpell(talentInfo->RankID[rank]))
{
curtalent_maxrank = (rank + 1);
break;
}
}
// we already have same or higher talent rank learned
if (curtalent_maxrank >= (talentRank + 1))
return;
// check if we have enough talent points
if (CurTalentPoints < (talentRank - curtalent_maxrank + 1))
return;
// Check if it requires another talent
if (talentInfo->DependsOn > 0)
{
if (TalentEntry const *depTalentInfo = sTalentStore.LookupEntry(talentInfo->DependsOn))
{
bool hasEnoughRank = false;
for (uint8 rank = talentInfo->DependsOnRank; rank < MAX_TALENT_RANK; rank++)
{
if (depTalentInfo->RankID[rank] != 0)
if (pet->HasSpell(depTalentInfo->RankID[rank]))
hasEnoughRank = true;
}
if (!hasEnoughRank)
return;
}
}
// Find out how many points we have in this field
uint32 spentPoints = 0;
uint32 tTab = talentInfo->TalentTab;
if (talentInfo->Row > 0)
{
uint32 numRows = sTalentStore.GetNumRows();
for (uint32 i = 0; i < numRows; ++i) // Loop through all talents.
{
// Someday, someone needs to revamp
const TalentEntry *tmpTalent = sTalentStore.LookupEntry(i);
if (tmpTalent) // the way talents are tracked
{
if (tmpTalent->TalentTab == tTab)
{
for (uint8 rank = 0; rank < MAX_TALENT_RANK; rank++)
{
if (tmpTalent->RankID[rank] != 0)
{
if (pet->HasSpell(tmpTalent->RankID[rank]))
{
spentPoints += (rank + 1);
}
}
}
}
}
}
}
// not have required min points spent in talent tree
if (spentPoints < (talentInfo->Row * MAX_PET_TALENT_RANK))
return;
// spell not set in talent.dbc
uint32 spellid = talentInfo->RankID[talentRank];
if (spellid == 0)
{
sLog.outError("Talent.dbc have for talent: %u Rank: %u spell id = 0", talentId, talentRank);
return;
}
// already known
if (pet->HasSpell(spellid))
return;
// learn! (other talent ranks will unlearned at learning)
pet->learnSpell(spellid);
sLog.outDetail("PetTalentID: %u Rank: %u Spell: %u\n", talentId, talentRank, spellid);
// update free talent points
pet->SetFreeTalentPoints(CurTalentPoints - (talentRank - curtalent_maxrank + 1));
}
void Player::UpdateKnownCurrencies(uint32 itemId, bool apply)
{
if (CurrencyTypesEntry const* ctEntry = sCurrencyTypesStore.LookupEntry(itemId))
{
if (apply)
SetFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
else
RemoveFlag64(PLAYER_FIELD_KNOWN_CURRENCIES,(1LL << (ctEntry->BitIndex-1)));
}
}
void Player::UpdateFallInformationIfNeed(MovementInfo const& minfo,uint16 opcode)
{
if (m_lastFallTime >= minfo.fallTime || m_lastFallZ <= minfo.z || opcode == MSG_MOVE_FALL_LAND)
SetFallInformation(minfo.fallTime, minfo.z);
}
void Player::UnsummonPetTemporaryIfAny()
{
Pet* pet = GetPet();
if (!pet)
return;
if (!m_temporaryUnsummonedPetNumber && pet->isControlled() && !pet->isTemporarySummoned())
{
m_temporaryUnsummonedPetNumber = pet->GetCharmInfo()->GetPetNumber();
m_oldpetspell = pet->GetUInt32Value(UNIT_CREATED_BY_SPELL);
}
RemovePet(pet, PET_SAVE_AS_CURRENT);
}
void Player::ResummonPetTemporaryUnSummonedIfAny()
{
if (!m_temporaryUnsummonedPetNumber)
return;
// not resummon in not appropriate state
if (IsPetNeedBeTemporaryUnsummoned())
return;
if (GetPetGUID())
return;
Pet* NewPet = new Pet(this);
if (!NewPet->LoadPetFromDB(this, 0, m_temporaryUnsummonedPetNumber, true))
delete NewPet;
m_temporaryUnsummonedPetNumber = 0;
}
bool Player::canSeeSpellClickOn(Creature const *c) const
{
if (!c->HasFlag(UNIT_NPC_FLAGS,UNIT_NPC_FLAG_SPELLCLICK))
return false;
SpellClickInfoMapBounds clickPair = objmgr.GetSpellClickInfoMapBounds(c->GetEntry());
if (clickPair.first == clickPair.second)
return true;
for (SpellClickInfoMap::const_iterator itr = clickPair.first; itr != clickPair.second; ++itr)
if (itr->second.IsFitToRequirements(this, c))
return true;
return false;
}
void Player::BuildPlayerTalentsInfoData(WorldPacket *data)
{
*data << uint32(GetFreeTalentPoints()); // unspentTalentPoints
*data << uint8(m_specsCount); // talent group count (0, 1 or 2)
*data << uint8(m_activeSpec); // talent group index (0 or 1)
if (m_specsCount)
{
// loop through all specs (only 1 for now)
for (uint32 specIdx = 0; specIdx < m_specsCount; ++specIdx)
{
uint8 talentIdCount = 0;
size_t pos = data->wpos();
*data << uint8(talentIdCount); // [PH], talentIdCount
// find class talent tabs (all players have 3 talent tabs)
uint32 const* talentTabIds = GetTalentTabPages(getClass());
for (uint8 i = 0; i < 3; ++i)
{
uint32 talentTabId = talentTabIds[i];
for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
{
TalentEntry const* talentInfo = sTalentStore.LookupEntry(talentId);
if (!talentInfo)
continue;
// skip another tab talents
if (talentInfo->TalentTab != talentTabId)
continue;
// find max talent rank (0~4)
int8 curtalent_maxrank = -1;
for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
{
if (talentInfo->RankID[rank] && HasTalent(talentInfo->RankID[rank], specIdx))
{
curtalent_maxrank = rank;
break;
}
}
// not learned talent
if (curtalent_maxrank < 0)
continue;
*data << uint32(talentInfo->TalentID); // Talent.dbc
*data << uint8(curtalent_maxrank); // talentMaxRank (0-4)
++talentIdCount;
}
}
data->put(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_AutoPtr result)
{
// SetPQuery(PLAYER_LOGIN_QUERY_LOADGLYPHS, "SELECT spec, glyph1, glyph2, glyph3, glyph4, glyph5, glyph6 from character_glyphs WHERE guid = '%u'", GUID_LOPART(m_guid));
if (!result)
return;
do
{
Field *fields = result->Fetch();
uint8 spec = fields[0].GetUInt8();
if (spec >= m_specsCount)
continue;
m_Glyphs[spec][0] = fields[1].GetUInt32();
m_Glyphs[spec][1] = fields[2].GetUInt32();
m_Glyphs[spec][2] = fields[3].GetUInt32();
m_Glyphs[spec][3] = fields[4].GetUInt32();
m_Glyphs[spec][4] = fields[5].GetUInt32();
m_Glyphs[spec][5] = fields[6].GetUInt32();
} while (result->NextRow());
}
void Player::_SaveGlyphs()
{
CharacterDatabase.PExecute("DELETE FROM character_glyphs WHERE guid='%u'",GetGUIDLow());
for (uint8 spec = 0; spec < m_specsCount; ++spec)
{
CharacterDatabase.PExecute("INSERT INTO character_glyphs VALUES('%u', '%u', '%u', '%u', '%u', '%u', '%u', '%u')",
GetGUIDLow(), spec, m_Glyphs[spec][0], m_Glyphs[spec][1], m_Glyphs[spec][2], m_Glyphs[spec][3], m_Glyphs[spec][4], m_Glyphs[spec][5]);
}
}
void Player::_LoadTalents(QueryResult_AutoPtr result)
{
// SetPQuery(PLAYER_LOGIN_QUERY_LOADTALENTS, "SELECT spell, spec FROM character_talent WHERE guid = '%u'", GUID_LOPART(m_guid));
if (result)
{
do
{
Field *fields = result->Fetch();
AddTalent(fields[0].GetUInt32(), fields[1].GetUInt32(), false);
}
while (result->NextRow());
}
}
void Player::_SaveTalents()
{
for (uint8 i = 0; i < MAX_TALENT_SPECS; ++i)
{
for (PlayerTalentMap::iterator itr = m_talents[i]->begin(); itr != m_talents[i]->end();)
{
if (itr->second->state == PLAYERSPELL_REMOVED || itr->second->state == PLAYERSPELL_CHANGED)
CharacterDatabase.PExecute("DELETE FROM character_talent WHERE guid = '%u' and spell = '%u' and spec = '%u'", GetGUIDLow(), itr->first, itr->second->spec);
if (itr->second->state == PLAYERSPELL_NEW || itr->second->state == PLAYERSPELL_CHANGED)
CharacterDatabase.PExecute("INSERT INTO character_talent (guid,spell,spec) VALUES ('%u', '%u', '%u')", GetGUIDLow(), itr->first, itr->second->spec);
if (itr->second->state == PLAYERSPELL_REMOVED)
{
delete itr->second;
m_talents[i]->erase(itr++);
}
else
{
itr->second->state = PLAYERSPELL_UNCHANGED;
++itr;
}
}
}
}
void Player::UpdateSpecCount(uint8 count)
{
uint32 curCount = GetSpecsCount();
if (curCount == count)
return;
if (m_activeSpec >= count)
ActivateSpec(0);
// Copy spec data
if (count > curCount)
{
ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec];
for (ActionButtonList::const_iterator itr = currentActionButtonList.begin(); itr != currentActionButtonList.end(); ++itr)
{
if (itr->second.uState != ACTIONBUTTON_DELETED)
{
for (uint8 spec = curCount; spec < count; ++spec)
addActionButton(spec, itr->first, itr->second.GetAction(), itr->second.GetType());
}
}
}
// Delete spec data for removed spec.
else if (count < curCount)
{
// Delete action buttons for removed spec
for (uint8 spec = count; spec < curCount; ++spec)
{
// Delete action buttons for removed spec
for (uint8 button = 0; button < MAX_ACTION_BUTTONS; ++button)
removeActionButton(spec,button);
}
}
SetSpecsCount(count);
SendTalentsInfoData(false);
}
void Player::ActivateSpec(uint8 spec)
{
if (GetActiveSpec() == spec)
return;
if (spec > GetSpecsCount())
return;
// TODO:
// HACK: this shouldn't be checked at such a low level function but rather at the moment the spell is casted
if (GetMap()->IsBattleGround() && !HasAura(44521)) // In BattleGround with no Preparation buff
return;
if (IsNonMeleeSpellCasted(false))
InterruptNonMeleeSpells(false);
SetActiveSpec(spec);
UnsummonPetTemporaryIfAny();
ClearComboPointHolders();
ClearAllReactives();
UnsummonAllTotems();
RemoveAllControlled();
/*RemoveAllAurasOnDeath();
if (GetPet())
GetPet()->RemoveAllAurasOnDeath();*/
//RemoveAllAuras(GetGUID(), NULL, false, true); // removes too many auras
//ExitVehicle(); // should be impossible to switch specs from inside a vehicle..
// Let client clear his current Actions
SendActionButtons(2);
for (uint32 i = 0; i < sTalentStore.GetNumRows(); ++i)
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry(i);
if (!talentInfo)
continue;
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
continue;
// unlearn only talents for character class
// some spell learned by one class as normal spells or know at creation but another class learn it as talent,
// to prevent unexpected lost normal learned spell skip another class talents
if ((getClassMask() & talentTabInfo->ClassMask) == 0)
continue;
for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
{
// skip non-existant talent ranks
if (talentInfo->RankID[rank] == 0)
continue;
removeSpell(talentInfo->RankID[rank], true); // removes the talent, and all dependant, learned, and chained spells..
if (const SpellEntry *_spellEntry = sSpellStore.LookupEntry(talentInfo->RankID[rank]))
for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i) // search through the SpellEntry for valid trigger spells
if (_spellEntry->EffectTriggerSpell[i] > 0 && _spellEntry->Effect[i] == SPELL_EFFECT_LEARN_SPELL)
removeSpell(_spellEntry->EffectTriggerSpell[i], true); // and remove any spells that the talent teaches
// if this talent rank can be found in the PlayerTalentMap, mark the talent as removed so it gets deleted
//PlayerTalentMap::iterator plrTalent = m_talents[m_activeSpec]->find(talentInfo->RankID[rank]);
//if (plrTalent != m_talents[m_activeSpec]->end())
// plrTalent->second->state = PLAYERSPELL_REMOVED;
}
}
// set glyphs
for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
// remove secondary glyph
if (uint32 oldglyph = m_Glyphs[m_activeSpec][slot])
if (GlyphPropertiesEntry const *old_gp = sGlyphPropertiesStore.LookupEntry(oldglyph))
RemoveAurasDueToSpell(old_gp->SpellId);
uint32 spentTalents = 0;
for (uint32 talentId = 0; talentId < sTalentStore.GetNumRows(); ++talentId)
{
TalentEntry const *talentInfo = sTalentStore.LookupEntry(talentId);
if (!talentInfo)
continue;
TalentTabEntry const *talentTabInfo = sTalentTabStore.LookupEntry(talentInfo->TalentTab);
if (!talentTabInfo)
continue;
// learn only talents for character class
if ((getClassMask() & talentTabInfo->ClassMask) == 0)
continue;
// learn highest talent rank that exists in newly activated spec
for (int8 rank = MAX_TALENT_RANK-1; rank >= 0; --rank)
{
// skip non-existant talent ranks
if (talentInfo->RankID[rank] == 0)
continue;
// if the talent can be found in the newly activated PlayerTalentMap
if (HasTalent(talentInfo->RankID[rank], m_activeSpec))
{
learnSpell(talentInfo->RankID[rank], false); // add the talent to the PlayerSpellMap
spentTalents += (rank + 1); // increment the spentTalents count
}
}
}
// set glyphs
for (uint8 slot = 0; slot < MAX_GLYPH_SLOT_INDEX; ++slot)
{
uint32 glyph = m_Glyphs[m_activeSpec][slot];
// apply primary glyph
if (glyph)
if (GlyphPropertiesEntry const *gp = sGlyphPropertiesStore.LookupEntry(glyph))
CastSpell(this, gp->SpellId, true);
SetGlyph(slot, glyph);
}
m_usedTalentCount = spentTalents;
InitTalentForLevel();
ActionButtonList const& currentActionButtonList = m_actionButtons[m_activeSpec];
for (ActionButtonList::const_iterator itr = currentActionButtonList.begin(); itr != currentActionButtonList.end(); ++itr)
if (itr->second.uState != ACTIONBUTTON_DELETED)
// remove broken without any output (it can be not correct because talents not copied at spec creating)
if (!IsActionButtonDataValid(itr->first, itr->second.GetAction(), itr->second.GetType(), this, false))
removeActionButton(m_activeSpec, itr->first);
ResummonPetTemporaryUnSummonedIfAny();
SendActionButtons(1);
Powers pw = getPowerType();
if (pw != POWER_MANA)
SetPower(POWER_MANA, 0); // Mana must be 0 even if it isn't the active power type.
SetPower(pw, 0);
}
void Player::ResetTimeSync()
{
m_timeSyncCounter = 0;
m_timeSyncTimer = 0;
m_timeSyncClient = 0;
m_timeSyncServer = getMSTime();
}
void Player::SendTimeSync()
{
WorldPacket data(SMSG_TIME_SYNC_REQ, 4);
data << uint32(m_timeSyncCounter++);
GetSession()->SendPacket(&data);
// Schedule next sync in 10 sec
m_timeSyncTimer = 10000;
m_timeSyncServer = getMSTime();
}
void Player::SetReputation(uint32 factionentry, uint32 value)
{
GetReputationMgr().SetReputation(sFactionStore.LookupEntry(factionentry),value);
}
uint32 Player::GetReputation(uint32 factionentry)
{
return GetReputationMgr().GetReputation(sFactionStore.LookupEntry(factionentry));
}
std::string Player::GetGuildName()
{
return objmgr.GetGuildById(GetGuildId())->GetName();
}
void Player::SendDuelCountdown(uint32 counter)
{
WorldPacket data(SMSG_DUEL_COUNTDOWN, 4);
data << uint32(counter); // seconds
GetSession()->SendPacket(&data);
}
void Player::AddRefundReference(uint64 it, uint32 stackCount)
{
m_refundableItems[it] = stackCount;
}
void Player::DeleteRefundReference(uint64 it)
{
std::map::iterator itr = m_refundableItems.find(it);
if (itr != m_refundableItems.end())
{
m_refundableItems.erase(itr);
}
}
void Player::AlterRefundReferenceCount(uint64 it, uint32 newCount)
{
std::map::iterator itr = m_refundableItems.find(it);
if (itr != m_refundableItems.end())
{
itr->second = newCount;
}
}