/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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, see .
*/
#ifndef _PLAYER_H
#define _PLAYER_H
#include "GridObject.h"
#include "Unit.h"
#include "CUFProfile.h"
#include "DatabaseEnvFwd.h"
#include "DBCEnums.h"
#include "EquipmentSet.h"
#include "GroupReference.h"
#include "Hash.h"
#include "ItemDefines.h"
#include "ItemEnchantmentMgr.h"
#include "MapReference.h"
#include "PetDefines.h"
#include "PlayerTaxi.h"
#include "QuestDef.h"
#include "SceneMgr.h"
#include
struct AccessRequirement;
struct AchievementEntry;
struct AreaTableEntry;
struct AreaTriggerEntry;
struct ArtifactPowerRankEntry;
struct AzeriteEssencePowerEntry;
struct AzeriteItemMilestonePowerEntry;
struct AzeritePowerEntry;
struct BarberShopStyleEntry;
struct BattlegroundTemplate;
struct CharTitlesEntry;
struct ChatChannelsEntry;
struct ChrSpecializationEntry;
struct CreatureTemplate;
struct CurrencyTypesEntry;
struct FactionEntry;
struct ItemAdditionalLoadInfo;
struct ItemExtendedCostEntry;
struct ItemLimitCategoryEntry;
struct ItemSetEffect;
struct ItemTemplate;
struct Loot;
struct Mail;
struct MapEntry;
struct PvpTalentEntry;
struct QuestPackageItemEntry;
struct RewardPackEntry;
struct SkillRaceClassInfoEntry;
struct SpellCastRequest;
struct TalentEntry;
struct TrainerSpell;
struct TransferAbortParams;
struct VendorItem;
struct WorldSafeLocsEntry;
class AELootResult;
class Bag;
class Battleground;
class Channel;
class CinematicMgr;
class Creature;
class DynamicObject;
class Garrison;
class Group;
class Guild;
class Item;
class LootRoll;
class LootStore;
class OutdoorPvP;
class Pet;
class PetAura;
class PlayerAI;
class PlayerAchievementMgr;
class PlayerMenu;
class PlayerSocial;
class QuestObjectiveCriteriaMgr;
class ReputationMgr;
class RestMgr;
class SpellCastTargets;
class TradeData;
enum class ChrSpecialization : uint32;
enum GroupCategory : uint8;
enum class InstanceResetMethod : uint8;
enum class InstanceResetResult : uint8;
enum InventoryType : uint8;
enum ItemClass : uint8;
enum LootError : uint8;
enum LootType : uint8;
enum class MovementStopReason : uint8;
enum PlayerRestState : uint8;
enum class PlayerCreateMode : int8;
enum RestTypes : uint8;
enum class SpawnTrackingState : uint8;
enum TransferAbortReason : uint32;
namespace BattlePets
{
struct BattlePet;
}
namespace WorldPackets
{
namespace Character
{
struct CharacterCreateInfo;
struct CustomTabardInfo;
}
namespace Movement
{
enum class UpdateCollisionHeightReason : uint8;
}
namespace Traits
{
struct TraitConfig;
struct TraitEntry;
}
}
TC_GAME_API uint32 GetBagSize(Bag const* bag);
TC_GAME_API Item* GetItemInBag(Bag const* bag, uint8 slot);
typedef std::deque PlayerMails;
enum PlayerSkillsConstants
{
PLAYER_MAX_SKILLS = UF::size()
};
enum PlayerDataFlagConstants
{
PLAYER_DATA_FLAG_VALUE_BITS = UF::size_of_value_type() * 8,
PLAYER_EXPLORED_ZONES_BITS = PLAYER_DATA_FLAG_VALUE_BITS,
PLAYER_DATA_FLAG_EXPLORED_ZONES_INDEX = 1,
PLAYER_DATA_FLAG_CHARACTER_DATA_INDEX = 2,
PLAYER_DATA_FLAG_ACCOUNT_DATA_INDEX = 3,
PLAYER_DATA_FLAG_CHARACTER_TAXI_NODES_INDEX = 4,
PLAYER_DATA_FLAG_ACCOUNT_TAXI_NODES_INDEX = 5,
PLAYER_DATA_FLAG_ACCOUNT_COMBINED_QUESTS_INDEX = 6,
PLAYER_DATA_FLAG_ACCOUNT_COMBINED_QUEST_REWARDS_INDEX = 7,
PLAYER_DATA_FLAG_CHARACTER_CONTENTPUSH_INDEX = 8,
PLAYER_DATA_FLAG_CHARACTER_QUEST_COMPLETED_INDEX = 9,
// = 12 stores quests completed under ctrOptions & 0x2000
};
enum SpellModType : uint8
{
SPELLMOD_FLAT = 0, // SPELL_AURA_ADD_FLAT_MODIFIER
SPELLMOD_PCT = 1, // SPELL_AURA_ADD_PCT_MODIFIER
SPELLMOD_LABEL_FLAT = 2, // SPELL_AURA_ADD_FLAT_MODIFIER_BY_SPELL_LABEL
SPELLMOD_LABEL_PCT = 3, // SPELL_AURA_ADD_PCT_MODIFIER_BY_SPELL_LABEL
SPELLMOD_END
};
// 2^n values, Player::m_isunderwater is a bitmask. These are Trinity internal values, they are never send to any client
enum PlayerUnderwaterState
{
UNDERWATER_NONE = 0x00,
UNDERWATER_INWATER = 0x01, // terrain type is water and player is afflicted by it
UNDERWATER_INLAVA = 0x02, // terrain type is lava and player is afflicted by it
UNDERWATER_INSLIME = 0x04, // terrain type is lava and player is afflicted by it
UNDERWATER_INDARKWATER = 0x08, // terrain type is dark water and player is afflicted by it
UNDERWATER_EXIST_TIMERS = 0x10
};
enum BuyBankSlotResult
{
ERR_BANKSLOT_FAILED_TOO_MANY = 0,
ERR_BANKSLOT_INSUFFICIENT_FUNDS = 1,
ERR_BANKSLOT_NOTBANKER = 2,
ERR_BANKSLOT_OK = 3
};
enum PlayerSpellState : uint8
{
PLAYERSPELL_UNCHANGED = 0,
PLAYERSPELL_CHANGED = 1,
PLAYERSPELL_NEW = 2,
PLAYERSPELL_REMOVED = 3,
PLAYERSPELL_TEMPORARY = 4
};
struct PlayerSpellTrait
{
int32 DefinitionId : 24;
int32 Rank : 8;
friend bool operator==(PlayerSpellTrait const&, PlayerSpellTrait const&) noexcept = default;
};
struct PlayerSpell
{
PlayerSpellState state;
bool active : 1; // show in spellbook
bool dependent : 1; // learned as result another spell learn, skill grow, quest reward, etc
bool disabled : 1; // first rank has been learned in result talent learn but currently talent unlearned, save max learned ranks
bool favorite : 1;
Optional Trait;
};
struct StoredAuraTeleportLocation
{
WorldLocation Loc;
enum
{
UNCHANGED,
CHANGED,
DELETED,
} State;
};
enum SpecResetType
{
SPEC_RESET_TALENTS = 0,
SPEC_RESET_SPECIALIZATION = 1,
SPEC_RESET_GLYPHS = 2,
SPEC_RESET_PET_TALENTS = 3
};
// Spell modifier (used for modify other spells)
struct SpellModifier
{
SpellModifier(Aura* _ownerAura) : op(SpellModOp::HealingAndDamage), type(SPELLMOD_FLAT), spellId(0), ownerAura(_ownerAura) { }
virtual ~SpellModifier() = default;
SpellModOp op;
SpellModType type;
uint32 spellId;
Aura* const ownerAura;
};
struct SpellModifierByClassMask : SpellModifier
{
SpellModifierByClassMask(Aura* _ownerAura) : SpellModifier(_ownerAura), value(0), mask() { }
int32 value;
flag128 mask;
};
template
struct SpellModifierByLabel : SpellModifier
{
SpellModifierByLabel(Aura* _ownerAura) : SpellModifier(_ownerAura) { }
T value;
};
using SpellFlatModifierByLabel = SpellModifierByLabel;
using SpellPctModifierByLabel = SpellModifierByLabel;
struct SpellModifierCompare
{
bool operator()(SpellModifier const* left, SpellModifier const* right) const
{
// first sort by SpellModOp
if (left->op != right->op)
return left->op < right->op;
// then by type (flat/pct)
if (left->type != right->type)
return left->type < right->type;
return left < right;
}
};
enum PlayerCurrencyState
{
PLAYERCURRENCY_UNCHANGED = 0,
PLAYERCURRENCY_CHANGED = 1,
PLAYERCURRENCY_NEW = 2,
PLAYERCURRENCY_REMOVED = 3 //not removed just set count == 0
};
struct PlayerCurrency
{
PlayerCurrencyState state;
uint32 Quantity;
uint32 WeeklyQuantity;
uint32 TrackedQuantity;
uint32 IncreasedCapQuantity;
uint32 EarnedQuantity;
CurrencyDbFlags Flags;
};
typedef std::unordered_map PlayerTalentMap;
typedef std::array PlayerPvpTalentMap;
typedef std::unordered_map PlayerSpellMap;
typedef Trinity::Containers::FlatSet SpellModContainer;
typedef std::unordered_map PlayerCurrenciesMap;
typedef std::unordered_map InstanceTimeMap;
enum ActionButtonUpdateState
{
ACTIONBUTTON_UNCHANGED = 0,
ACTIONBUTTON_CHANGED = 1,
ACTIONBUTTON_NEW = 2,
ACTIONBUTTON_DELETED = 3
};
enum ActionButtonType
{
ACTION_BUTTON_SPELL = 0x00,
ACTION_BUTTON_C = 0x01, // click?
ACTION_BUTTON_EQSET = 0x20,
ACTION_BUTTON_DROPDOWN = 0x30,
ACTION_BUTTON_MACRO = 0x40,
ACTION_BUTTON_CMACRO = ACTION_BUTTON_C | ACTION_BUTTON_MACRO,
ACTION_BUTTON_COMPANION = 0x50,
ACTION_BUTTON_MOUNT = 0x60,
ACTION_BUTTON_ITEM = 0x80
};
enum class HonorGainSource : uint8
{
Kill = 0,
Quest = 1,
ArenaCompletion = 2,
BGCompletion = 3,
LFG = 4,
TeamContribution = 5,
RankedBGCompletion = 6,
RatedArenaCompletion = 7,
ArenaSkirmishCompletion = 8,
RandomBGCompletion = 9,
HolidayBGCompletion = 10,
Spell = 11,
};
enum ReputationSource
{
REPUTATION_SOURCE_KILL,
REPUTATION_SOURCE_QUEST,
REPUTATION_SOURCE_DAILY_QUEST,
REPUTATION_SOURCE_WEEKLY_QUEST,
REPUTATION_SOURCE_MONTHLY_QUEST,
REPUTATION_SOURCE_REPEATABLE_QUEST,
REPUTATION_SOURCE_SPELL
};
#define ACTION_BUTTON_ACTION(X) (uint64(X) & 0x00FFFFFFFFFFFFFF)
#define ACTION_BUTTON_TYPE(X) ((uint64(X) & 0xFF00000000000000) >> 56)
#define MAX_ACTION_BUTTON_ACTION_VALUE UI64LIT(0xFFFFFFFFFFFFFF)
struct ActionButton
{
ActionButton() : packedData(0), uState(ACTIONBUTTON_NEW) { }
uint64 packedData;
ActionButtonUpdateState uState;
// helpers
ActionButtonType GetType() const { return ActionButtonType(ACTION_BUTTON_TYPE(packedData)); }
uint64 GetAction() const { return ACTION_BUTTON_ACTION(packedData); }
void SetActionAndType(uint64 action, ActionButtonType type)
{
uint64 newData = uint64(action) | (uint64(type) << 56);
if (newData != packedData || uState == ACTIONBUTTON_DELETED)
{
packedData = newData;
if (uState != ACTIONBUTTON_NEW)
uState = ACTIONBUTTON_CHANGED;
}
}
};
#define MAX_ACTION_BUTTONS 180
typedef std::map ActionButtonList;
struct PvPInfo
{
PvPInfo() : IsHostile(false), IsInHostileArea(false), IsInNoPvPArea(false), IsInFFAPvPArea(false), EndTimer(0) { }
bool IsHostile;
bool IsInHostileArea; ///> Marks if player is in an area which forces PvP flag
bool IsInNoPvPArea; ///> Marks if player is in a sanctuary or friendly capital city
bool IsInFFAPvPArea; ///> Marks if player is in an FFAPvP area (such as Gurubashi Arena)
time_t EndTimer; ///> Time when player unflags himself for PvP (flag removed after 5 minutes)
};
enum DuelState
{
DUEL_STATE_CHALLENGED,
DUEL_STATE_COUNTDOWN,
DUEL_STATE_IN_PROGRESS,
DUEL_STATE_COMPLETED
};
struct DuelInfo
{
DuelInfo(Player* opponent, Player* initiator, bool isMounted) : Opponent(opponent), Initiator(initiator), IsMounted(isMounted) {}
Player* const Opponent;
Player* const Initiator;
bool const IsMounted;
DuelState State = DUEL_STATE_CHALLENGED;
time_t StartTime = 0;
time_t OutOfBoundsTime = 0;
};
struct Areas
{
uint32 areaID;
uint32 areaFlag;
float x1;
float x2;
float y1;
float y2;
};
#define MAX_RUNES 7
#define MAX_RECHARGING_RUNES 3
enum RuneCooldowns
{
RUNE_BASE_COOLDOWN = 10000
};
struct Runes
{
std::deque CooldownOrder;
uint32 Cooldown[MAX_RUNES];
uint8 RuneState; // mask of available runes
void SetRuneState(uint8 index, bool set = true);
};
struct EnchantDuration
{
EnchantDuration() : item(nullptr), slot(MAX_ENCHANTMENT_SLOT), leftduration(0) { }
EnchantDuration(Item* _item, EnchantmentSlot _slot, uint32 _leftduration) : item(_item), slot(_slot),
leftduration(_leftduration){ ASSERT(item); }
Item* item;
EnchantmentSlot slot;
uint32 leftduration;
};
typedef std::list EnchantDurationList;
typedef std::list- ItemDurationList;
enum DrunkenState
{
DRUNKEN_SOBER = 0,
DRUNKEN_TIPSY = 1,
DRUNKEN_DRUNK = 2,
DRUNKEN_SMASHED = 3
};
#define MAX_DRUNKEN 4
enum PlayerFlags
{
PLAYER_FLAGS_GROUP_LEADER = 0x00000001,
PLAYER_FLAGS_AFK = 0x00000002,
PLAYER_FLAGS_DND = 0x00000004,
PLAYER_FLAGS_GM = 0x00000008,
PLAYER_FLAGS_GHOST = 0x00000010,
PLAYER_FLAGS_RESTING = 0x00000020,
PLAYER_FLAGS_VOICE_CHAT = 0x00000040,
PLAYER_FLAGS_UNK7 = 0x00000080, // pre-3.0.3 PLAYER_FLAGS_FFA_PVP flag for FFA PVP state
PLAYER_FLAGS_CONTESTED_PVP = 0x00000100, // Player has been involved in a PvP combat and will be attacked by contested guards
PLAYER_FLAGS_IN_PVP = 0x00000200,
PLAYER_FLAGS_WAR_MODE_ACTIVE = 0x00000400,
PLAYER_FLAGS_WAR_MODE_DESIRED = 0x00000800,
PLAYER_FLAGS_PLAYED_LONG_TIME = 0x00001000, // played long time
PLAYER_FLAGS_PLAYED_TOO_LONG = 0x00002000, // played too long time
PLAYER_FLAGS_IS_OUT_OF_BOUNDS = 0x00004000,
PLAYER_FLAGS_DEVELOPER = 0x00008000, // prefix for something?
PLAYER_FLAGS_LOW_LEVEL_RAID_ENABLED = 0x00010000, // pre-3.0.3 PLAYER_FLAGS_SANCTUARY flag for player entered sanctuary
PLAYER_FLAGS_TAXI_BENCHMARK = 0x00020000, // taxi benchmark mode (on/off) (2.0.1)
PLAYER_FLAGS_PVP_TIMER = 0x00040000, // 3.0.2, pvp timer active (after you disable pvp manually)
PLAYER_FLAGS_UBER = 0x00080000,
PLAYER_FLAGS_UNK20 = 0x00100000,
PLAYER_FLAGS_UNK21 = 0x00200000,
PLAYER_FLAGS_COMMENTATOR2 = 0x00400000,
PLAYER_FLAGS_HIDE_ACCOUNT_ACHIEVEMENTS = 0x00800000, // do not send account achievments in inspect packets
PLAYER_FLAGS_PET_BATTLES_UNLOCKED = 0x01000000, // enables pet battles
PLAYER_FLAGS_NO_XP_GAIN = 0x02000000,
PLAYER_FLAGS_UNK26 = 0x04000000,
PLAYER_FLAGS_AUTO_DECLINE_GUILD = 0x08000000, // Automatically declines guild invites
PLAYER_FLAGS_GUILD_LEVEL_ENABLED = 0x10000000, // Lua_GetGuildLevelEnabled() - enables guild leveling related UI
PLAYER_FLAGS_VOID_UNLOCKED = 0x20000000, // void storage
PLAYER_FLAGS_TIMEWALKING = 0x40000000,
PLAYER_FLAGS_COMMENTATOR_CAMERA = 0x80000000
};
DEFINE_ENUM_FLAG(PlayerFlags);
enum PlayerFlagsEx
{
PLAYER_FLAGS_EX_REAGENT_BANK_UNLOCKED = 0x0001,
PLAYER_FLAGS_EX_MERCENARY_MODE = 0x0002,
PLAYER_FLAGS_EX_ARTIFACT_FORGE_CHEAT = 0x0004,
PLAYER_FLAGS_EX_IN_PVP_COMBAT = 0x0040, // Forbids /follow
PLAYER_FLAGS_EX_MENTOR = 0x0080,
PLAYER_FLAGS_EX_NEWCOMER = 0x0100,
PLAYER_FLAGS_EX_UNLOCKED_AOE_LOOT = 0x0200
};
DEFINE_ENUM_FLAG(PlayerFlagsEx);
enum PlayerLocalFlags
{
PLAYER_LOCAL_FLAG_CONTROLLING_PET = 0x00000001, // Displays "You have an active summon already" when trying to tame new pet
PLAYER_LOCAL_FLAG_TRACK_STEALTHED = 0x00000002,
PLAYER_LOCAL_FLAG_RELEASE_TIMER = 0x00000008, // Display time till auto release spirit
PLAYER_LOCAL_FLAG_NO_RELEASE_WINDOW = 0x00000010, // Display no "release spirit" window at all
PLAYER_LOCAL_FLAG_NO_PET_BAR = 0x00000020, // CGPetInfo::IsPetBarUsed
PLAYER_LOCAL_FLAG_OVERRIDE_CAMERA_MIN_HEIGHT = 0x00000040,
PLAYER_LOCAL_FLAG_NEWLY_BOOSTED_CHARACTER = 0x00000080,
PLAYER_LOCAL_FLAG_USING_PARTY_GARRISON = 0x00000100,
PLAYER_LOCAL_FLAG_CAN_USE_OBJECTS_MOUNTED = 0x00000200,
PLAYER_LOCAL_FLAG_CAN_VISIT_PARTY_GARRISON = 0x00000400,
PLAYER_LOCAL_FLAG_WAR_MODE = 0x00000800,
PLAYER_LOCAL_FLAG_ACCOUNT_SECURED = 0x00001000, // Script_IsAccountSecured
PLAYER_LOCAL_FLAG_OVERRIDE_TRANSPORT_SERVER_TIME = 0x00008000,
PLAYER_LOCAL_FLAG_MENTOR_RESTRICTED = 0x00020000,
PLAYER_LOCAL_FLAG_HAS_ACCOUNT_BANK_LOCK = 0x00040000,
PLAYER_LOCAL_FLAG_CHARACTER_BANK_DISABLED = 0x00080000,
PLAYER_LOCAL_FLAG_CHARACTER_BANK_CONVERSION_FAILED = 0x00100000,
PLAYER_LOCAL_FLAG_ACCOUNT_BANK_DISABLED = 0x00200000,
};
DEFINE_ENUM_FLAG(PlayerLocalFlags);
// used in PLAYER_FIELD_BYTES2 values
enum PlayerFieldByte2Flags
{
PLAYER_FIELD_BYTE2_NONE = 0x00,
PLAYER_FIELD_BYTE2_STEALTH = 0x20,
PLAYER_FIELD_BYTE2_INVISIBILITY_GLOW = 0x40
};
enum MirrorTimerType
{
FATIGUE_TIMER = 0,
BREATH_TIMER = 1,
FIRE_TIMER = 2 // feign death
};
#define MAX_TIMERS 3
#define DISABLED_MIRROR_TIMER -1
// 2^n values
enum PlayerExtraFlags
{
// gm abilities
PLAYER_EXTRA_GM_ON = 0x0001,
PLAYER_EXTRA_ACCEPT_WHISPERS = 0x0004,
PLAYER_EXTRA_TAXICHEAT = 0x0008,
PLAYER_EXTRA_GM_INVISIBLE = 0x0010,
PLAYER_EXTRA_GM_CHAT = 0x0020, // Show GM badge in chat messages
// other states
PLAYER_EXTRA_PVP_DEATH = 0x0100, // store PvP death status until corpse creating.
// Character services markers
PLAYER_EXTRA_HAS_RACE_CHANGED = 0x0200,
PLAYER_EXTRA_GRANTED_LEVELS_FROM_RAF = 0x0400,
PLAYER_EXTRA_LEVEL_BOOSTED = 0x0800,
};
// 2^n values
enum AtLoginFlags
{
AT_LOGIN_NONE = 0x000,
AT_LOGIN_RENAME = 0x001,
AT_LOGIN_RESET_SPELLS = 0x002,
AT_LOGIN_RESET_TALENTS = 0x004,
AT_LOGIN_CUSTOMIZE = 0x008,
AT_LOGIN_RESET_PET_TALENTS = 0x010,
AT_LOGIN_FIRST = 0x020,
AT_LOGIN_CHANGE_FACTION = 0x040,
AT_LOGIN_CHANGE_RACE = 0x080,
AT_LOGIN_RESURRECT = 0x100,
};
typedef std::map QuestStatusMap;
struct QuestObjectiveStatusData
{
QuestStatusMap::iterator QuestStatusItr;
uint32 ObjectiveId;
};
using QuestObjectiveStatusMap = std::unordered_multimap, QuestObjectiveStatusData>;
typedef std::set RewardedQuestSet;
enum QuestSaveType
{
QUEST_DEFAULT_SAVE_TYPE = 0,
QUEST_DELETE_SAVE_TYPE,
QUEST_FORCE_DELETE_SAVE_TYPE
};
// quest
typedef std::map QuestStatusSaveMap;
// Size of client completed quests bit map
enum PlayerQuestCompletedConstants
{
QUESTS_COMPLETED_BITS_PER_BLOCK = UF::size_of_value_type() * 8
};
enum PlayerQuestLogConstants
{
MAX_QUEST_COUNTS = UF::size()
};
enum QuestSlotStateMask
{
QUEST_STATE_NONE = 0x0000,
QUEST_STATE_COMPLETE = 0x0001,
QUEST_STATE_FAIL = 0x0002
};
enum SkillUpdateState
{
SKILL_UNCHANGED = 0,
SKILL_CHANGED = 1,
SKILL_NEW = 2,
SKILL_DELETED = 3
};
struct SkillStatusData
{
SkillStatusData(uint8 _pos, SkillUpdateState _uState) : pos(_pos), uState(_uState)
{
}
uint8 pos;
SkillUpdateState uState;
};
typedef std::unordered_map SkillStatusMap;
class Quest;
class Spell;
class WorldSession;
enum PlayerSlots
{
// first slot for item stored (in any way in player m_items data)
PLAYER_SLOT_START = 0,
// last+1 slot for item stored (in any way in player m_items data)
PLAYER_SLOT_END = 105,
PLAYER_SLOTS_COUNT = (PLAYER_SLOT_END - PLAYER_SLOT_START)
};
static_assert(UF::size() == PLAYER_SLOT_END);
#define INVENTORY_SLOT_BAG_0 255
#define INVENTORY_DEFAULT_SIZE 16
enum EquipmentSlots : uint8 // 19 slots
{
EQUIPMENT_SLOT_START = 0,
EQUIPMENT_SLOT_HEAD = 0,
EQUIPMENT_SLOT_NECK = 1,
EQUIPMENT_SLOT_SHOULDERS = 2,
EQUIPMENT_SLOT_BODY = 3,
EQUIPMENT_SLOT_CHEST = 4,
EQUIPMENT_SLOT_WAIST = 5,
EQUIPMENT_SLOT_LEGS = 6,
EQUIPMENT_SLOT_FEET = 7,
EQUIPMENT_SLOT_WRISTS = 8,
EQUIPMENT_SLOT_HANDS = 9,
EQUIPMENT_SLOT_FINGER1 = 10,
EQUIPMENT_SLOT_FINGER2 = 11,
EQUIPMENT_SLOT_TRINKET1 = 12,
EQUIPMENT_SLOT_TRINKET2 = 13,
EQUIPMENT_SLOT_BACK = 14,
EQUIPMENT_SLOT_MAINHAND = 15,
EQUIPMENT_SLOT_OFFHAND = 16,
EQUIPMENT_SLOT_RANGED = 17,
EQUIPMENT_SLOT_TABARD = 18,
EQUIPMENT_SLOT_END = 19
};
enum ProfessionSlots : uint8
{
PROFESSION_SLOT_PROFESSION1_TOOL = 19,
PROFESSION_SLOT_PROFESSION1_GEAR1 = 20,
PROFESSION_SLOT_PROFESSION1_GEAR2 = 21,
PROFESSION_SLOT_PROFESSION2_TOOL = 22,
PROFESSION_SLOT_PROFESSION2_GEAR1 = 23,
PROFESSION_SLOT_PROFESSION2_GEAR2 = 24,
PROFESSION_SLOT_COOKING_TOOL = 25,
PROFESSION_SLOT_COOKING_GEAR1 = 26,
PROFESSION_SLOT_FISHING_TOOL = 27,
PROFESSION_SLOT_FISHING_GEAR1 = 28,
PROFESSION_SLOT_FISHING_GEAR2 = 29,
PROFESSION_SLOT_END,
PROFESSION_SLOT_START = PROFESSION_SLOT_PROFESSION1_TOOL,
PROFESSION_SLOT_MAX_COUNT = PROFESSION_SLOT_PROFESSION2_TOOL - PROFESSION_SLOT_PROFESSION1_TOOL
};
enum InventorySlots : uint8 // 4 slots
{
INVENTORY_SLOT_BAG_START = 30,
INVENTORY_SLOT_BAG_END = 34
};
enum ReagentBagSlots : uint8 // 1 slot
{
REAGENT_BAG_SLOT_START = 34,
REAGENT_BAG_SLOT_END = 35
};
enum InventoryPackSlots : uint8 // 28 slots
{
INVENTORY_SLOT_ITEM_START = 35,
INVENTORY_SLOT_ITEM_END = 63
};
enum BankBagSlots // 6 slots
{
BANK_SLOT_BAG_START = 63,
BANK_SLOT_BAG_END = 69
};
enum BuyBackSlots // 12 slots
{
// stored in m_buybackitems
BUYBACK_SLOT_START = 69,
BUYBACK_SLOT_END = 81
};
enum ChildEquipmentSlots
{
CHILD_EQUIPMENT_SLOT_START = 81,
CHILD_EQUIPMENT_SLOT_END = 84,
};
enum EquipableSpellSlots
{
EQUIPABLE_SPELL_OFFENSIVE_SLOT1 = 84,
EQUIPABLE_SPELL_OFFENSIVE_SLOT2 = 85,
EQUIPABLE_SPELL_OFFENSIVE_SLOT3 = 86,
EQUIPABLE_SPELL_OFFENSIVE_SLOT4 = 87,
EQUIPABLE_SPELL_UTILITY_SLOT1 = 88,
EQUIPABLE_SPELL_UTILITY_SLOT2 = 89,
EQUIPABLE_SPELL_UTILITY_SLOT3 = 90,
EQUIPABLE_SPELL_UTILITY_SLOT4 = 91,
EQUIPABLE_SPELL_DEFENSIVE_SLOT1 = 92,
EQUIPABLE_SPELL_DEFENSIVE_SLOT2 = 93,
EQUIPABLE_SPELL_DEFENSIVE_SLOT3 = 94,
EQUIPABLE_SPELL_DEFENSIVE_SLOT4 = 95,
EQUIPABLE_SPELL_WEAPON_SLOT1 = 96,
EQUIPABLE_SPELL_WEAPON_SLOT2 = 97,
EQUIPABLE_SPELL_WEAPON_SLOT3 = 98,
EQUIPABLE_SPELL_WEAPON_SLOT4 = 99,
};
enum AccountBankBagSlots
{
ACCOUNT_BANK_SLOT_BAG_START = 100,
ACCOUNT_BANK_SLOT_BAG_END = 105
};
struct ItemPosCount
{
ItemPosCount(uint16 _pos, uint32 _count) : pos(_pos), count(_count) { }
bool isContainedIn(std::vector const& vec) const;
uint16 pos;
uint32 count;
};
typedef std::vector ItemPosCountVec;
enum class ItemSearchLocation
{
Equipment = 0x01,
Inventory = 0x02,
Bank = 0x04,
ReagentBank = 0x08,
AccountBank = 0x10, // NYI
Default = Equipment | Inventory,
Everywhere = Equipment | Inventory | Bank | ReagentBank
};
DEFINE_ENUM_FLAG(ItemSearchLocation);
enum class ItemSearchCallbackResult
{
Stop,
Continue
};
enum class BagSlotFlags : uint32
{
None = 0x0000,
DisableAutoSort = 0x0001,
PriorityEquipment = 0x0002,
PriorityConsumables = 0x0004,
PriorityTradeGoods = 0x0008,
PriorityJunk = 0x0010,
PriorityQuestItems = 0x0020,
ExcludeJunkSell = 0x0040,
PriorityReagents = 0x0080,
ExpansionCurrent = 0x0100,
ExpansionLegacy = 0x0200,
};
DEFINE_ENUM_FLAG(BagSlotFlags);
enum NewWorldReason
{
NEW_WORLD_NORMAL = 16, // Normal map change
NEW_WORLD_SEAMLESS = 21, // Teleport to another map without a loading screen, used for outdoor scenarios
};
enum InstanceResetWarningType
{
RAID_INSTANCE_WELCOME = 1, // Welcome to %s. Instance locks are scheduled to expire in %s.
RAID_INSTANCE_EXPIRED = 2, // Your instance lock for %s has expired.
RAID_INSTANCE_WELCOME_DAILY = 3, // Welcome to %s. The daily reset is scheduled to occur in %s and will reset this instance.
RAID_INSTANCE_WARNING_TIME = 4, // any GlobalStrings tag that has 1 formattable argument, like DELVES_INSTANCE_RESET_WARNING
};
// PLAYER_FIELD_ARENA_TEAM_INFO_1_1 offsets
enum ArenaTeamInfoType
{
ARENA_TEAM_ID = 0,
ARENA_TEAM_TYPE = 1, // new in 3.2 - team type?
ARENA_TEAM_MEMBER = 2, // 0 - captain, 1 - member
ARENA_TEAM_GAMES_WEEK = 3,
ARENA_TEAM_GAMES_SEASON = 4,
ARENA_TEAM_WINS_SEASON = 5,
ARENA_TEAM_PERSONAL_RATING = 6,
ARENA_TEAM_END = 7
};
enum TeleportToOptions
{
TELE_TO_NONE = 0x00,
TELE_TO_GM_MODE = 0x01,
TELE_TO_NOT_LEAVE_TRANSPORT = 0x02,
TELE_TO_NOT_LEAVE_COMBAT = 0x04,
TELE_TO_NOT_UNSUMMON_PET = 0x08,
TELE_TO_SPELL = 0x10,
TELE_TO_TRANSPORT_TELEPORT = 0x20, // 3.3.5 only
TELE_REVIVE_AT_TELEPORT = 0x40,
TELE_TO_SEAMLESS = 0x80
};
DEFINE_ENUM_FLAG(TeleportToOptions);
/// Type of environmental damages
enum EnviromentalDamage : uint8
{
DAMAGE_EXHAUSTED = 0,
DAMAGE_DROWNING = 1,
DAMAGE_FALL = 2,
DAMAGE_LAVA = 3,
DAMAGE_SLIME = 4,
DAMAGE_FIRE = 5,
DAMAGE_FALL_TO_VOID = 6 // custom case for fall without durability loss
};
enum PlayedTimeIndex
{
PLAYED_TIME_TOTAL = 0,
PLAYED_TIME_LEVEL = 1
};
#define MAX_PLAYED_TIME_INDEX 2
// used at player loading query list preparing, and later result selection
enum PlayerLoginQueryIndex
{
PLAYER_LOGIN_QUERY_LOAD_FROM,
PLAYER_LOGIN_QUERY_LOAD_CUSTOMIZATIONS,
PLAYER_LOGIN_QUERY_LOAD_GROUP,
PLAYER_LOGIN_QUERY_LOAD_AURAS,
PLAYER_LOGIN_QUERY_LOAD_AURA_EFFECTS,
PLAYER_LOGIN_QUERY_LOAD_AURA_STORED_LOCATIONS,
PLAYER_LOGIN_QUERY_LOAD_SPELLS,
PLAYER_LOGIN_QUERY_LOAD_SPELL_FAVORITES,
PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS,
PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_OBJECTIVES,
PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_OBJECTIVES_CRITERIA,
PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_OBJECTIVES_CRITERIA_PROGRESS,
PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_OBJECTIVES_SPAWN_TRACKING,
PLAYER_LOGIN_QUERY_LOAD_DAILY_QUEST_STATUS,
PLAYER_LOGIN_QUERY_LOAD_REPUTATION,
PLAYER_LOGIN_QUERY_LOAD_INVENTORY,
PLAYER_LOGIN_QUERY_LOAD_ARTIFACTS,
PLAYER_LOGIN_QUERY_LOAD_AZERITE,
PLAYER_LOGIN_QUERY_LOAD_AZERITE_MILESTONE_POWERS,
PLAYER_LOGIN_QUERY_LOAD_AZERITE_UNLOCKED_ESSENCES,
PLAYER_LOGIN_QUERY_LOAD_AZERITE_EMPOWERED,
PLAYER_LOGIN_QUERY_LOAD_MAILS,
PLAYER_LOGIN_QUERY_LOAD_MAIL_ITEMS,
PLAYER_LOGIN_QUERY_LOAD_MAIL_ITEMS_ARTIFACT,
PLAYER_LOGIN_QUERY_LOAD_MAIL_ITEMS_AZERITE,
PLAYER_LOGIN_QUERY_LOAD_MAIL_ITEMS_AZERITE_MILESTONE_POWER,
PLAYER_LOGIN_QUERY_LOAD_MAIL_ITEMS_AZERITE_UNLOCKED_ESSENCE,
PLAYER_LOGIN_QUERY_LOAD_MAIL_ITEMS_AZERITE_EMPOWERED,
PLAYER_LOGIN_QUERY_LOAD_SOCIAL_LIST,
PLAYER_LOGIN_QUERY_LOAD_HOME_BIND,
PLAYER_LOGIN_QUERY_LOAD_SPELL_COOLDOWNS,
PLAYER_LOGIN_QUERY_LOAD_SPELL_CHARGES,
PLAYER_LOGIN_QUERY_LOAD_DECLINED_NAMES,
PLAYER_LOGIN_QUERY_LOAD_GUILD,
PLAYER_LOGIN_QUERY_LOAD_ARENA_INFO,
PLAYER_LOGIN_QUERY_LOAD_ACHIEVEMENTS,
PLAYER_LOGIN_QUERY_LOAD_CRITERIA_PROGRESS,
PLAYER_LOGIN_QUERY_LOAD_EQUIPMENT_SETS,
PLAYER_LOGIN_QUERY_LOAD_TRANSMOG_OUTFITS,
PLAYER_LOGIN_QUERY_LOAD_BG_DATA,
PLAYER_LOGIN_QUERY_LOAD_GLYPHS,
PLAYER_LOGIN_QUERY_LOAD_TALENTS,
PLAYER_LOGIN_QUERY_LOAD_PVP_TALENTS,
PLAYER_LOGIN_QUERY_LOAD_ACCOUNT_DATA,
PLAYER_LOGIN_QUERY_LOAD_SKILLS,
PLAYER_LOGIN_QUERY_LOAD_WEEKLY_QUEST_STATUS,
PLAYER_LOGIN_QUERY_LOAD_RANDOM_BG,
PLAYER_LOGIN_QUERY_LOAD_BANNED,
PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_REW,
PLAYER_LOGIN_QUERY_LOAD_INSTANCE_LOCK_TIMES,
PLAYER_LOGIN_QUERY_LOAD_SEASONAL_QUEST_STATUS,
PLAYER_LOGIN_QUERY_LOAD_MONTHLY_QUEST_STATUS,
PLAYER_LOGIN_QUERY_LOAD_CURRENCY,
PLAYER_LOGIN_QUERY_LOAD_CUF_PROFILES,
PLAYER_LOGIN_QUERY_LOAD_CORPSE_LOCATION,
PLAYER_LOGIN_QUERY_LOAD_PET_SLOTS,
PLAYER_LOGIN_QUERY_LOAD_GARRISON,
PLAYER_LOGIN_QUERY_LOAD_GARRISON_BLUEPRINTS,
PLAYER_LOGIN_QUERY_LOAD_GARRISON_BUILDINGS,
PLAYER_LOGIN_QUERY_LOAD_GARRISON_FOLLOWERS,
PLAYER_LOGIN_QUERY_LOAD_GARRISON_FOLLOWER_ABILITIES,
PLAYER_LOGIN_QUERY_LOAD_TRAIT_ENTRIES,
PLAYER_LOGIN_QUERY_LOAD_TRAIT_CONFIGS,
PLAYER_LOGIN_QUERY_LOAD_DATA_ELEMENTS,
PLAYER_LOGIN_QUERY_LOAD_DATA_FLAGS,
PLAYER_LOGIN_QUERY_LOAD_BANK_TAB_SETTINGS,
MAX_PLAYER_LOGIN_QUERY
};
enum PlayerDelayedOperations
{
DELAYED_SAVE_PLAYER = 0x01,
DELAYED_RESURRECT_PLAYER = 0x02,
DELAYED_SPELL_CAST_DESERTER = 0x04,
DELAYED_BG_MOUNT_RESTORE = 0x08, ///< Flag to restore mount state after teleport from BG
DELAYED_BG_TAXI_RESTORE = 0x10, ///< Flag to restore taxi state after teleport from BG
DELAYED_BG_GROUP_RESTORE = 0x20, ///< Flag to restore group state after teleport from BG
DELAYED_END
};
// Player summoning auto-decline time (in secs)
#define MAX_PLAYER_SUMMON_DELAY (2*MINUTE)
// Maximum money amount : 2^31 - 1
inline constexpr uint64 MAX_MONEY_AMOUNT = 99999999999ULL;
enum CharDeleteMethod
{
CHAR_DELETE_REMOVE = 0, // Completely remove from the database
CHAR_DELETE_UNLINK = 1 // The character gets unlinked from the account,
// the name gets freed up and appears as deleted ingame
};
enum ReferAFriendError
{
ERR_REFER_A_FRIEND_NONE = 0,
ERR_REFER_A_FRIEND_NOT_REFERRED_BY = 1,
ERR_REFER_A_FRIEND_TARGET_TOO_HIGH = 2,
ERR_REFER_A_FRIEND_INSUFFICIENT_GRANTABLE_LEVELS = 3,
ERR_REFER_A_FRIEND_TOO_FAR = 4,
ERR_REFER_A_FRIEND_DIFFERENT_FACTION = 5,
ERR_REFER_A_FRIEND_NOT_NOW = 6,
ERR_REFER_A_FRIEND_GRANT_LEVEL_MAX_I = 7,
ERR_REFER_A_FRIEND_NO_TARGET = 8,
ERR_REFER_A_FRIEND_NOT_IN_GROUP = 9,
ERR_REFER_A_FRIEND_SUMMON_LEVEL_MAX_I = 10,
ERR_REFER_A_FRIEND_SUMMON_COOLDOWN = 11,
ERR_REFER_A_FRIEND_INSUF_EXPAN_LVL = 12,
ERR_REFER_A_FRIEND_SUMMON_OFFLINE_S = 13,
ERR_REFER_A_FRIEND_NO_XREALM = 14,
ERR_REFER_A_FRIEND_MAP_INCOMING_TRANSFER_NOT_ALLOWED = 15
};
enum PlayerCommandStates
{
CHEAT_NONE = 0x00,
CHEAT_GOD = 0x01,
CHEAT_CASTTIME = 0x02,
CHEAT_COOLDOWN = 0x04,
CHEAT_POWER = 0x08,
CHEAT_WATERWALK = 0x10
};
enum PlayerLogXPReason : uint8
{
LOG_XP_REASON_KILL = 0,
LOG_XP_REASON_NO_KILL = 1
};
enum class DisplayToastType : uint8
{
NewItem = 0,
NewCurrency = 1,
Money = 2,
Honor = 3
};
enum class DisplayToastMethod : uint8
{
DoNotDisplay = 0,
Loot = 1,
PetBattle = 2,
PersonalLoot = 3,
GarrisonMissionLoot = 4,
QuestUpgrade = 5,
QuestUpgradeEpic = 6,
Shipment = 7,
GarrisonMissionSalvage = 8,
PvPFactionReward = 9,
GarrisonCurrency = 10,
LessAwesomeLoot = 11,
UpgradedLoot = 12,
LegendaryLoot = 13,
InvasionLoot = 14,
Default = 15,
QuestComplete = 16,
RatedPvPReward = 17,
CorruptedLoot = 19
};
enum class AvgItemLevelCategory : uint32
{
Base = 0,
EquippedBase = 1,
EquippedEffective = 2,
Pvp = 3,
PvpWeighted = 4,
EquippedEffectiveWeighted = 5
};
class Player;
/// Holder for Battleground data
struct BGData
{
BGData() : bgInstanceID(0), bgTypeID(BATTLEGROUND_TYPE_NONE), bgAfkReportedCount(0), bgAfkReportedTimer(0),
bgTeam(TEAM_OTHER), mountSpell(0), queueId(BATTLEGROUND_QUEUE_NONE) { ClearTaxiPath(); }
uint32 bgInstanceID; ///< This variable is set to bg->m_InstanceID,
/// when player is teleported to BG - (it is battleground's GUID)
BattlegroundTypeId bgTypeID;
GuidSet bgAfkReporter;
uint8 bgAfkReportedCount;
time_t bgAfkReportedTimer;
Team bgTeam; ///< What side the player will be added to
uint32 mountSpell;
uint32 taxiPath[2];
WorldLocation joinPos; ///< From where player entered BG
BattlegroundQueueTypeId queueId;
void ClearTaxiPath() { taxiPath[0] = taxiPath[1] = 0; }
bool HasTaxiPath() const { return taxiPath[0] && taxiPath[1]; }
};
struct ResurrectionData
{
ObjectGuid GUID;
WorldLocation Location;
uint32 Health;
uint32 Mana;
uint32 Aura;
};
struct GroupUpdateCounter
{
ObjectGuid GroupGuid;
int32 UpdateSequenceNumber;
};
enum TalentLearnResult : int32
{
TALENT_LEARN_OK = 0,
TALENT_FAILED_UNKNOWN = 1,
TALENT_FAILED_NOT_ENOUGH_TALENTS_IN_PRIMARY_TREE = 2,
TALENT_FAILED_NO_PRIMARY_TREE_SELECTED = 3,
TALENT_FAILED_CANT_DO_THAT_RIGHT_NOW = 4,
TALENT_FAILED_AFFECTING_COMBAT = 5,
TALENT_FAILED_CANT_REMOVE_TALENT = 6,
TALENT_FAILED_CANT_DO_THAT_CHALLENGE_MODE_ACTIVE = 7,
TALENT_FAILED_REST_AREA = 8,
TALENT_FAILED_UNSPENT_TALENT_POINTS = 9,
TALENT_FAILED_IN_PVP_MATCH = 10
};
struct TC_GAME_API SpecializationInfo
{
SpecializationInfo() : PvpTalents(), ResetTalentsCost(0), ResetTalentsTime(0), ActiveGroup(0)
{
for (PlayerPvpTalentMap& pvpTalents : PvpTalents)
pvpTalents.fill(0);
}
PlayerTalentMap Talents[MAX_SPECIALIZATIONS];
PlayerPvpTalentMap PvpTalents[MAX_SPECIALIZATIONS];
std::vector Glyphs[MAX_SPECIALIZATIONS];
uint32 ResetTalentsCost;
time_t ResetTalentsTime;
uint8 ActiveGroup;
private:
SpecializationInfo(SpecializationInfo const&) = delete;
SpecializationInfo& operator=(SpecializationInfo const&) = delete;
};
uint32 constexpr PLAYER_MAX_HONOR_LEVEL = 500;
uint8 constexpr PLAYER_LEVEL_MIN_HONOR = 10;
uint32 constexpr SPELL_PVP_RULES_ENABLED = 134735;
float constexpr MAX_AREA_SPIRIT_HEALER_RANGE = 20.0f;
enum class ZonePVPTypeOverride : uint32
{
None = 0,
Friendly = 1,
Hostile = 2,
Contested = 3,
Combat = 4
};
float constexpr TELEPORT_MIN_LOAD_SCREEN_DISTANCE = 200.0f;
struct TeleportLocation
{
WorldLocation Location;
Optional TransportGuid;
Optional InstanceId;
Optional LfgDungeonsId;
};
class TC_GAME_API Player final : public Unit, public GridObject
{
friend class WorldSession;
friend class CinematicMgr;
friend class RestMgr;
friend void AddItemToUpdateQueueOf(Item* item, Player* player);
friend void RemoveItemFromUpdateQueueOf(Item* item, Player* player);
public:
explicit Player(WorldSession* session);
~Player();
PlayerAI* AI() const { return reinterpret_cast(GetAI()); }
void CleanupsBeforeDelete(bool finalCleanup = true) override;
void AddToWorld() override;
void RemoveFromWorld() override;
void SetObjectScale(float scale) override;
bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, TeleportToOptions options = TELE_TO_NONE, Optional instanceId = {}, uint32 teleportSpellId = 0);
bool TeleportTo(WorldLocation const& loc, TeleportToOptions options = TELE_TO_NONE, Optional instanceId = {}, uint32 teleportSpellId = 0);
bool TeleportTo(TeleportLocation const& teleportLocation, TeleportToOptions options = TELE_TO_NONE, uint32 teleportSpellId = 0);
bool TeleportToBGEntryPoint();
bool HasSummonPending() const;
void SendSummonRequestFrom(Unit* summoner);
void SummonIfPossible(bool agree);
bool Create(ObjectGuid::LowType guidlow, WorldPackets::Character::CharacterCreateInfo const* createInfo);
void Update(uint32 time) override;
void Heartbeat() override;
bool IsImmunedToSpellEffect(SpellInfo const* spellInfo, SpellEffectInfo const& spellEffectInfo, WorldObject const* caster, bool requireImmunityPurgesEffectAttribute = false) const override;
bool IsInAreaTrigger(AreaTriggerEntry const* areaTrigger) const;
void SendInitialPacketsBeforeAddToMap();
void SendInitialPacketsAfterAddToMap();
void SendSupercededSpell(uint32 oldSpell, uint32 newSpell) const;
void SendTransferAborted(uint32 mapid, TransferAbortReason reason, uint8 arg = 0, int32 mapDifficultyXConditionID = 0) const;
bool CanInteractWithQuestGiver(Object* questGiver) const;
Creature* GetNPCIfCanInteractWith(ObjectGuid const& guid, NPCFlags npcFlags, NPCFlags2 npcFlags2) const;
GameObject* GetGameObjectIfCanInteractWith(ObjectGuid const& guid) const;
GameObject* GetGameObjectIfCanInteractWith(ObjectGuid const& guid, GameobjectTypes type) const;
void ToggleAFK();
void ToggleDND();
bool isAFK() const { return HasPlayerFlag(PLAYER_FLAGS_AFK); }
bool isDND() const { return HasPlayerFlag(PLAYER_FLAGS_DND); }
uint16 GetChatFlags() const;
std::string autoReplyMsg;
int64 GetBarberShopCost(Trinity::IteratorPair newCustomizations) const;
PlayerSocial* GetSocial() const { return m_social; }
void RemoveSocial();
PlayerTaxi m_taxi;
void InitTaxiNodesForLevel() { m_taxi.InitTaxiNodesForLevel(GetRace(), GetClass(), GetLevel()); }
bool ActivateTaxiPathTo(std::vector const& nodes, Creature* npc = nullptr, uint32 spellid = 0, uint32 preferredMountDisplay = 0, Optional speed = {},
Optional> const& scriptResult = {});
bool ActivateTaxiPathTo(uint32 taxi_path_id, uint32 spellid = 0, Optional speed = {},
Optional> const& scriptResult = {});
void FinishTaxiFlight();
void CleanupAfterTaxiFlight();
void ContinueTaxiFlight();
void StartTaxiMovement(uint32 mountDisplayId, uint32 path, uint32 pathNode, Optional speed,
Optional>&& scriptResult);
bool IsDeveloper() const { return HasPlayerFlag(PLAYER_FLAGS_DEVELOPER); }
void SetDeveloper(bool on) { if (on) SetPlayerFlag(PLAYER_FLAGS_DEVELOPER); else RemovePlayerFlag(PLAYER_FLAGS_DEVELOPER); }
bool isAcceptWhispers() const { return (m_ExtraFlags & PLAYER_EXTRA_ACCEPT_WHISPERS) != 0; }
void SetAcceptWhispers(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_ACCEPT_WHISPERS; else m_ExtraFlags &= ~PLAYER_EXTRA_ACCEPT_WHISPERS; }
bool IsGameMaster() const { return (m_ExtraFlags & PLAYER_EXTRA_GM_ON) != 0; }
bool IsGameMasterAcceptingWhispers() const { return IsGameMaster() && isAcceptWhispers(); }
bool CanBeGameMaster() const;
void SetGameMaster(bool on);
bool isGMChat() const { return (m_ExtraFlags & PLAYER_EXTRA_GM_CHAT) != 0; }
void SetGMChat(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_GM_CHAT; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_CHAT; }
bool isTaxiCheater() const { return (m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT) != 0; }
void SetTaxiCheater(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT; else m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT; }
bool isGMVisible() const { return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE); }
void SetGMVisible(bool on);
void SetPvPDeath(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_PVP_DEATH; else m_ExtraFlags &= ~PLAYER_EXTRA_PVP_DEATH; }
bool HasRaceChanged() const { return (m_ExtraFlags & PLAYER_EXTRA_HAS_RACE_CHANGED) != 0; }
void SetHasRaceChanged() { m_ExtraFlags |= PLAYER_EXTRA_HAS_RACE_CHANGED; }
bool HasBeenGrantedLevelsFromRaF() const { return (m_ExtraFlags & PLAYER_EXTRA_GRANTED_LEVELS_FROM_RAF) != 0; }
void SetBeenGrantedLevelsFromRaF() { m_ExtraFlags |= PLAYER_EXTRA_GRANTED_LEVELS_FROM_RAF; }
bool HasLevelBoosted() const { return (m_ExtraFlags & PLAYER_EXTRA_LEVEL_BOOSTED) != 0; }
void SetHasLevelBoosted() { m_ExtraFlags |= PLAYER_EXTRA_LEVEL_BOOSTED; }
uint32 GetXP() const { return m_activePlayerData->XP; }
uint32 GetXPForNextLevel() const { return m_activePlayerData->NextLevelXP; }
void SetXP(uint32 xp);
void GiveXP(uint32 xp, Unit* victim, float group_rate=1.0f);
void GiveLevel(uint8 level);
bool IsMaxLevel() const;
void InitStatsForLevel(bool reapplyMods = false);
// .cheat command related
bool GetCommandStatus(uint32 command) const { return (_activeCheats & command) != 0; }
void SetCommandStatusOn(uint32 command) { _activeCheats |= command; }
void SetCommandStatusOff(uint32 command) { _activeCheats &= ~command; }
// Played Time Stuff
time_t m_logintime;
time_t m_Last_tick;
std::array m_Played_time;
uint32 GetTotalPlayedTime() const { return m_Played_time[PLAYED_TIME_TOTAL]; }
uint32 GetLevelPlayedTime() const { return m_Played_time[PLAYED_TIME_LEVEL]; }
Gender GetNativeGender() const override { return Gender(*m_playerData->NativeSex); }
void SetNativeGender(Gender gender) override { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::NativeSex), gender); }
void setDeathState(DeathState s) override; // overwrite Unit::setDeathState
PetStable* GetPetStable() { return m_petStable.get(); }
PetStable& GetOrInitPetStable();
PetStable const* GetPetStable() const { return m_petStable.get(); }
void AddPetToUpdateFields(PetStable::PetInfo const& pet, PetSaveMode slot, PetStableFlags flags);
void SetPetSlot(uint32 petNumber, PetSaveMode dstPetSlot);
ObjectGuid GetStableMaster() const;
void SetStableMaster(ObjectGuid stableMaster);
Pet* GetPet() const;
Pet* SummonPet(uint32 entry, Optional slot, float x, float y, float z, float ang, uint32 despwtime, bool* isNew = nullptr);
void RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent = false);
void DeletePetFromDB(uint32 petNumber);
void SendTameFailure(PetTameResult result);
// pet auras
std::unordered_set m_petAuras;
void AddPetAura(PetAura const* petSpell);
void RemovePetAura(PetAura const* petSpell);
Creature* GetSummonedBattlePet() const;
void SetBattlePetData(BattlePets::BattlePet const* pet = nullptr);
/// Handles said message in regular chat based on declared language and in config pre-defined Range.
void Say(std::string_view text, Language language, WorldObject const* = nullptr) override;
void Say(uint32 textId, WorldObject const* target = nullptr) override;
/// Handles yelled message in regular chat based on declared language and in config pre-defined Range.
void Yell(std::string_view text, Language language, WorldObject const* = nullptr) override;
void Yell(uint32 textId, WorldObject const* target = nullptr) override;
/// Outputs an universal text which is supposed to be an action.
void TextEmote(std::string_view text, WorldObject const* = nullptr, bool = false) override;
void TextEmote(uint32 textId, WorldObject const* target = nullptr, bool isBossEmote = false) override;
/// Handles whispers from Addons and players based on sender, receiver's guid and language.
void Whisper(std::string_view text, Language language, Player* receiver, bool = false) override;
void Whisper(uint32 textId, Player* target, bool isBossWhisper = false) override;
void WhisperAddon(std::string const& text, std::string const& prefix, bool isLogged, Player* receiver);
bool CanUnderstandLanguage(Language language) const;
/*********************************************************/
/*** STORAGE SYSTEM ***/
/*********************************************************/
/**
* @brief Iterate over each item in the player storage
* @tparam T ItemSearchCallbackResult ItemCallback(Item* item)
* @param location Locations of the items to iterate over
* @param callback Callback called on each item. Will continue as long as it returns ItemSearchCallbackResult::Continue
*/
template
bool ForEachItem(ItemSearchLocation location, T callback) const
{
EnumFlag flag = location;
if (flag.HasFlag(ItemSearchLocation::Equipment))
{
for (uint8 i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (callback(pItem) == ItemSearchCallbackResult::Stop)
return false;
for (uint8 i = PROFESSION_SLOT_START; i < PROFESSION_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (callback(pItem) == ItemSearchCallbackResult::Stop)
return false;
}
if (flag.HasFlag(ItemSearchLocation::Inventory))
{
uint8 inventoryEnd = INVENTORY_SLOT_ITEM_START + GetInventorySlotCount();
for (uint8 i = INVENTORY_SLOT_BAG_START; i < inventoryEnd; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (callback(pItem) == ItemSearchCallbackResult::Stop)
return false;
for (uint8 i = CHILD_EQUIPMENT_SLOT_START; i < CHILD_EQUIPMENT_SLOT_END; ++i)
if (Item* pItem = GetItemByPos(INVENTORY_SLOT_BAG_0, i))
if (callback(pItem) == ItemSearchCallbackResult::Stop)
return false;
for (uint8 i = INVENTORY_SLOT_BAG_START; i < INVENTORY_SLOT_BAG_END; ++i)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < GetBagSize(pBag); ++j)
if (Item* pItem = GetItemInBag(pBag, j))
if (callback(pItem) == ItemSearchCallbackResult::Stop)
return false;
}
if (flag.HasFlag(ItemSearchLocation::Bank))
{
for (uint8 i = BANK_SLOT_BAG_START; i < BANK_SLOT_BAG_END; ++i)
if (Bag* pBag = GetBagByPos(i))
for (uint32 j = 0; j < GetBagSize(pBag); ++j)
if (Item* pItem = GetItemInBag(pBag, j))
if (callback(pItem) == ItemSearchCallbackResult::Stop)
return false;
}
if (flag.HasFlag(ItemSearchLocation::ReagentBank))
{
for (uint8 i = REAGENT_BAG_SLOT_START; i < REAGENT_BAG_SLOT_END; ++i)
if (Bag* bag = GetBagByPos(i))
for (uint32 j = 0; j < GetBagSize(bag); ++j)
if (Item* pItem = GetItemInBag(bag, j))
if (callback(pItem) == ItemSearchCallbackResult::Stop)
return false;
}
return true;
}
public:
void UpdateAverageItemLevelTotal();
void UpdateAverageItemLevelEquipped();
uint8 FindEquipSlot(Item const* item, uint8 slot, bool swap) const;
uint32 GetFreeInventorySlotCount(EnumFlag location = ItemSearchLocation::Inventory) const;
uint32 GetItemCount(uint32 item, bool inBankAlso = false, Item* skipItem = nullptr) const;
uint32 GetItemCountWithLimitCategory(uint32 limitCategory, Item* skipItem = nullptr) const;
Item* GetItemByGuid(ObjectGuid guid) const;
Item* GetItemByEntry(uint32 entry, ItemSearchLocation where = ItemSearchLocation::Default) const;
std::vector
- GetItemListByEntry(uint32 entry, bool inBankAlso = false) const;
Item* GetItemByPos(uint16 pos) const;
Item* GetItemByPos(uint8 bag, uint8 slot) const;
Item* GetUseableItemByPos(uint8 bag, uint8 slot) const;
Bag* GetBagByPos(uint8 slot) const;
std::vector
- GetCraftingReagentItemsToDeposit();
Item* GetWeaponForAttack(WeaponAttackType attackType, bool useable = false) const;
Item* GetShield(bool useable = false) const;
Item* GetChildItemByGuid(ObjectGuid guid) const;
static WeaponAttackType GetAttackBySlot(uint8 slot, InventoryType inventoryType); // MAX_ATTACK if not weapon slot
std::vector
- & GetItemUpdateQueue() { return m_itemUpdateQueue; }
static bool IsInventoryPos(uint16 pos) { return IsInventoryPos(pos >> 8, pos & 255); }
static bool IsInventoryPos(uint8 bag, uint8 slot);
static bool IsEquipmentPos(uint16 pos) { return IsEquipmentPos(pos >> 8, pos & 255); }
static bool IsEquipmentPos(uint8 bag, uint8 slot);
static bool IsBagPos(uint16 pos);
static bool IsBankPos(uint16 pos) { return IsBankPos(pos >> 8, pos & 255); }
static bool IsBankPos(uint8 bag, uint8 slot);
static bool IsChildEquipmentPos(uint16 pos) { return IsChildEquipmentPos(pos >> 8, pos & 255); }
static bool IsChildEquipmentPos(uint8 bag, uint8 slot);
static bool IsAccountBankPos(uint16 pos) { return IsBankPos(pos >> 8, pos & 255); }
static bool IsAccountBankPos(uint8 bag, uint8 slot);
bool IsValidPos(uint16 pos, bool explicit_pos) const { return IsValidPos(pos >> 8, pos & 255, explicit_pos); }
bool IsValidPos(uint8 bag, uint8 slot, bool explicit_pos) const;
uint8 GetInventorySlotCount() const { return m_activePlayerData->NumBackpackSlots; }
void SetInventorySlotCount(uint8 slots);
uint8 GetBankBagSlotCount() const { return m_activePlayerData->NumBankSlots; }
void SetBankBagSlotCount(uint8 count) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::NumBankSlots), count); }
uint8 GetCharacterBankTabCount() const { return m_activePlayerData->NumCharacterBankTabs; }
void SetCharacterBankTabCount(uint8 count) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::NumCharacterBankTabs), count); }
uint8 GetAccountBankTabCount() const { return m_activePlayerData->NumAccountBankTabs; }
void SetAccountBankTabCount(uint8 count) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::NumAccountBankTabs), count); }
void SetCharacterBankTabSettings(uint32 tabId, std::string const& name, std::string const& icon, std::string const& description, BagSlotFlags depositFlags)
{
auto setter = m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::CharacterBankTabSettings, tabId);
SetBankTabSettings(setter, name, icon, description, depositFlags);
}
void SetAccountBankTabSettings(uint32 tabId, std::string const& name, std::string const& icon, std::string const& description, BagSlotFlags depositFlags)
{
auto setter = m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::AccountBankTabSettings, tabId);
SetBankTabSettings(setter, name, icon, description, depositFlags);
}
void SetBankTabSettings(UF::MutableFieldReferenceWithChangesMask setter, std::string const& name, std::string const& icon, std::string const& description, BagSlotFlags depositFlags)
{
SetUpdateFieldValue(setter.ModifyValue(&UF::BankTabSettings::Name), name);
SetUpdateFieldValue(setter.ModifyValue(&UF::BankTabSettings::Icon), icon);
SetUpdateFieldValue(setter.ModifyValue(&UF::BankTabSettings::Description), description);
SetUpdateFieldValue(setter.ModifyValue(&UF::BankTabSettings::DepositFlags), int32(depositFlags));
}
bool IsBackpackAutoSortDisabled() const { return m_activePlayerData->BackpackAutoSortDisabled; }
void SetBackpackAutoSortDisabled(bool disabled) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::BackpackAutoSortDisabled), disabled); }
bool IsBackpackSellJunkDisabled() const { return m_activePlayerData->BackpackSellJunkDisabled; }
void SetBackpackSellJunkDisabled(bool disabled) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::BackpackSellJunkDisabled), disabled); }
bool IsBankAutoSortDisabled() const { return m_activePlayerData->BankAutoSortDisabled; }
void SetBankAutoSortDisabled(bool disabled) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::BankAutoSortDisabled), disabled); }
EnumFlag GetBagSlotFlags(uint32 bagIndex) const { return static_cast(m_activePlayerData->BagSlotFlags[bagIndex]); }
void SetBagSlotFlag(uint32 bagIndex, EnumFlag flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::BagSlotFlags, bagIndex), flags.AsUnderlyingType()); }
void RemoveBagSlotFlag(uint32 bagIndex, EnumFlag flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::BagSlotFlags, bagIndex), flags.AsUnderlyingType()); }
void ReplaceAllBagSlotFlags(uint32 bagIndex, EnumFlag flags) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::BagSlotFlags, bagIndex), flags.AsUnderlyingType()); }
bool HasItemCount(uint32 item, uint32 count = 1, bool inBankAlso = false) const;
bool HasItemFitToSpellRequirements(SpellInfo const* spellInfo, Item const* ignoreItem = nullptr) const;
bool CanNoReagentCast(SpellInfo const* spellInfo) const;
void SetNoRegentCostMask(flag128 mask)
{
for (uint8 i = 0; i < 4; ++i)
SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::NoReagentCostMask, i), mask[i]);
}
bool HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const;
bool HasItemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const;
bool HasGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const;
InventoryResult CanTakeMoreSimilarItems(Item* pItem, uint32* offendingItemId = nullptr) const;
InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count, uint32* offendingItemId = nullptr) const { return CanTakeMoreSimilarItems(entry, count, nullptr, nullptr, offendingItemId); }
InventoryResult CanStoreNewItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = nullptr) const;
InventoryResult CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item* pItem, bool swap = false) const;
InventoryResult CanStoreItems(Item** items, int count, uint32* offendingItemId) const;
InventoryResult CanEquipNewItem(uint8 slot, uint16& dest, uint32 item, bool swap) const;
InventoryResult CanEquipItem(uint8 slot, uint16& dest, Item* pItem, bool swap, bool not_loading = true) const;
// This method must be called before equipping parent item!
InventoryResult CanEquipChildItem(Item* parentItem) const;
InventoryResult CanEquipUniqueItem(Item* pItem, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
InventoryResult CanEquipUniqueItem(ItemTemplate const* itemProto, uint8 except_slot = NULL_SLOT, uint32 limit_count = 1) const;
InventoryResult CanUnequipItems(uint32 item, uint32 count) const;
InventoryResult CanUnequipItem(uint16 src, bool swap) const;
InventoryResult CanBankItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item* pItem, bool swap, bool not_loading = true, bool reagentBankOnly = false) const;
InventoryResult CanUseItem(Item* pItem, bool not_loading = true) const;
bool HasItemTotemCategory(uint32 TotemCategory) const;
InventoryResult CanUseItem(ItemTemplate const* pItem, bool skipRequiredLevelCheck = false) const;
InventoryResult CanRollNeedForItem(ItemTemplate const* item, Map const* map, bool restrictOnlyLfg) const;
Item* StoreNewItem(ItemPosCountVec const& pos, uint32 itemId, bool update, ItemRandomBonusListId randomBonusListId = 0, GuidSet const& allowedLooters = GuidSet(),
ItemContext context = ItemContext::NONE, std::vector const* bonusListIDs = nullptr, bool addToCollection = true);
Item* StoreItem(ItemPosCountVec const& pos, Item* pItem, bool update);
Item* EquipNewItem(uint16 pos, uint32 item, ItemContext context, bool update);
Item* EquipItem(uint16 pos, Item* pItem, bool update);
void AutoUnequipOffhandIfNeed(bool force = false);
void EquipChildItem(uint8 parentBag, uint8 parentSlot, Item* parentItem);
void AutoUnequipChildItem(Item* parentItem);
bool StoreNewItemInBestSlots(uint32 itemId, uint32 amount, ItemContext context);
void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, ItemContext context = ItemContext::NONE, bool broadcast = false, bool createdByPlayer = false);
void AutoStoreLoot(uint32 loot_id, LootStore const& store, ItemContext context = ItemContext::NONE, bool broadcast = false, bool createdByPlayer = false) { AutoStoreLoot(NULL_BAG, NULL_SLOT, loot_id, store, context, broadcast, createdByPlayer); }
void StoreLootItem(ObjectGuid lootWorldObjectGuid, uint8 lootSlot, Loot* loot, AELootResult* aeResult = nullptr);
InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = nullptr, uint32* offendingItemId = nullptr) const;
InventoryResult CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 entry, uint32 count, Item* pItem = nullptr, bool swap = false, uint32* no_space_count = nullptr) const;
void AddRefundReference(ObjectGuid it);
void DeleteRefundReference(ObjectGuid it);
/// Send full data about all currencies to client
void SendCurrencies() const;
/// Send conquest currency points and their cap week/arena
void SendPvpRewards() const;
/// Initialize currency amount for custom initialization at create character
void SetCreateCurrency(uint32 id, uint32 amount);
/// Modify currency amount
void ModifyCurrency(uint32 id, int32 amount, CurrencyGainSource gainSource = CurrencyGainSource::Cheat, CurrencyDestroyReason destroyReason = CurrencyDestroyReason::Cheat);
void AddCurrency(uint32 id, uint32 amount, CurrencyGainSource gainSource = CurrencyGainSource::Cheat);
void RemoveCurrency(uint32 id, int32 amount, CurrencyDestroyReason destroyReason = CurrencyDestroyReason::Cheat);
/// Increase currency cap
void IncreaseCurrencyCap(uint32 id, uint32 amount);
/// Reset weekly quantity
void ResetCurrencyWeekCap();
uint32 GetCurrencyQuantity(uint32 id) const;
uint32 GetCurrencyWeeklyQuantity(uint32 id) const;
uint32 GetCurrencyTrackedQuantity(uint32 id) const;
uint32 GetCurrencyIncreasedCapQuantity(uint32 id) const;
uint32 GetCurrencyMaxQuantity(CurrencyTypesEntry const* currency, bool onLoad = false, bool onUpdateVersion = false) const;
uint32 GetCurrencyWeeklyCap(uint32 id) const;
uint32 GetCurrencyWeeklyCap(CurrencyTypesEntry const* currency) const;
bool HasCurrency(uint32 id, uint32 amount) const;
void SetInvSlot(uint32 slot, ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::InvSlots, slot), guid); }
void ApplyEquipCooldown(Item* pItem);
void QuickEquipItem(uint16 pos, Item* pItem);
void VisualizeItem(uint8 slot, Item* pItem);
void SetVisibleItemSlot(uint8 slot, Item* pItem);
Item* BankItem(ItemPosCountVec const& dest, Item* pItem, bool update);
void RemoveItem(uint8 bag, uint8 slot, bool update);
void MoveItemFromInventory(uint8 bag, uint8 slot, bool update);
// in trade, auction, guild bank, mail....
void MoveItemToInventory(ItemPosCountVec const& dest, Item* pItem, bool update, bool in_characterInventoryDB = false);
// in trade, guild bank, mail....
void RemoveItemDependentAurasAndCasts(Item* pItem);
void DestroyItem(uint8 bag, uint8 slot, bool update);
uint32 DestroyItemCount(uint32 item, uint32 count, bool update, bool unequip_check = false);
void DestroyItemCount(Item* item, uint32& count, bool update);
void DestroyConjuredItems(bool update);
void DestroyZoneLimitedItem(bool update, uint32 new_zone);
void SplitItem(uint16 src, uint16 dst, uint32 count);
void SwapItem(uint16 src, uint16 dst);
void AddItemToBuyBackSlot(Item* pItem);
void SetBuybackPrice(uint32 slot, uint32 price) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::BuybackPrice, slot), price); }
void SetBuybackTimestamp(uint32 slot, time_t timestamp) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::BuybackTimestamp, slot), timestamp); }
Item* GetItemFromBuyBackSlot(uint32 slot);
void RemoveItemFromBuyBackSlot(uint32 slot, bool del);
void SendEquipError(InventoryResult msg, Item const* item1 = nullptr, Item const* item2 = nullptr, uint32 itemId = 0) const;
void SendBuyError(BuyResult msg, Creature* creature, uint32 item, uint32 param) const;
void SendSellError(SellResult msg, Creature* creature, ObjectGuid guid) const;
void AddWeaponProficiency(uint32 newflag) { m_WeaponProficiency |= newflag; }
void AddArmorProficiency(uint32 newflag) { m_ArmorProficiency |= newflag; }
uint32 GetWeaponProficiency() const { return m_WeaponProficiency; }
uint32 GetArmorProficiency() const { return m_ArmorProficiency; }
bool IsUseEquipedWeapon(bool mainhand) const;
bool IsTwoHandUsed() const;
bool IsUsingTwoHandedWeaponInOneHand() const;
void SendNewItem(Item* item, uint32 quantity, bool received, bool created, bool broadcast = false, uint32 dungeonEncounterId = 0);
bool BuyItemFromVendorSlot(ObjectGuid vendorguid, uint32 vendorslot, uint32 item, uint32 count, uint8 bag, uint8 slot);
bool BuyCurrencyFromVendorSlot(ObjectGuid vendorGuid, uint32 vendorSlot, uint32 currency, uint32 count);
bool _StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int64 price, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore);
float GetReputationPriceDiscount(Creature const* creature) const;
float GetReputationPriceDiscount(FactionTemplateEntry const* factionTemplate) const;
Player* GetTrader() const;
TradeData* GetTradeData() const { return m_trade; }
void TradeCancel(bool sendback);
CinematicMgr* GetCinematicMgr() const { return _cinematicMgr.get(); }
void UpdateEnchantTime(uint32 time);
void UpdateSoulboundTradeItems();
void AddTradeableItem(Item* item);
void RemoveTradeableItem(Item* item);
void UpdateItemDuration(uint32 time, bool realtimeonly = false);
void AddEnchantmentDurations(Item* item);
void RemoveEnchantmentDurations(Item* item);
void RemoveEnchantmentDurationsReferences(Item* item);
void RemoveArenaEnchantments(EnchantmentSlot slot);
void AddEnchantmentDuration(Item* item, EnchantmentSlot slot, uint32 duration);
void ApplyEnchantment(Item* item, EnchantmentSlot slot, bool apply, bool apply_dur = true, bool ignore_condition = false);
void ApplyEnchantment(Item* item, bool apply);
void UpdateSkillEnchantments(uint16 skill_id, uint16 curr_value, uint16 new_value);
void SendEnchantmentDurations();
void AddItemDurations(Item* item);
void RemoveItemDurations(Item* item);
void SendItemDurations();
void SendItemPassives();
void LoadCorpse(PreparedQueryResult result);
bool AddItem(uint32 itemId, uint32 count);
/*********************************************************/
/*** GOSSIP SYSTEM ***/
/*********************************************************/
void PrepareGossipMenu(WorldObject* source, uint32 menuId, bool showQuests = false);
void SendPreparedGossip(WorldObject* source);
void OnGossipSelect(WorldObject* source, int32 gossipOptionId, uint32 menuId);
uint32 GetGossipTextId(uint32 menuId, WorldObject* source);
uint32 GetGossipTextId(WorldObject* source);
uint32 GetGossipMenuForSource(WorldObject const* source) const;
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
int32 GetQuestMinLevel(Quest const* quest) const;
int32 GetQuestMinLevel(uint32 contentTuningId) const;
int32 GetQuestLevel(Quest const* quest) const;
int32 GetQuestLevel(uint32 contentTuningId) const;
void PrepareQuestMenu(ObjectGuid guid);
void SendPreparedQuest(WorldObject* source);
bool IsActiveQuest(uint32 quest_id) const;
Quest const* GetNextQuest(Object const* questGiver, Quest const* quest) const;
bool CanSeeStartQuest(Quest const* quest) const;
bool CanTakeQuest(Quest const* quest, bool msg) const;
bool CanAddQuest(Quest const* quest, bool msg) const;
bool CanCompleteQuest(uint32 quest_id, uint32 ignoredQuestObjectiveId = 0);
bool CanCompleteRepeatableQuest(Quest const* quest);
bool CanRewardQuest(Quest const* quest, bool msg) const;
bool CanRewardQuest(Quest const* quest, LootItemType rewardType, uint32 rewardId, bool msg) const;
void AddQuestAndCheckCompletion(Quest const* quest, Object* questGiver);
void AddQuest(Quest const* quest, Object* questGiver);
void AbandonQuest(uint32 quest_id);
void CompleteQuest(uint32 quest_id);
void IncompleteQuest(uint32 quest_id);
uint32 GetQuestMoneyReward(Quest const* quest) const;
uint32 GetQuestXPReward(Quest const* quest);
bool CanSelectQuestPackageItem(QuestPackageItemEntry const* questPackageItem) const;
void RewardQuestPackage(uint32 questPackageId, ItemContext context, uint32 onlyItemId = 0);
void RewardQuest(Quest const* quest, LootItemType rewardType, uint32 rewardId, Object* questGiver, bool announce = true);
void SetRewardedQuest(uint32 quest_id);
void FailQuest(uint32 quest_id);
void FailQuestsWithFlag(QuestFlags flag);
bool SatisfyQuestSkill(Quest const* qInfo, bool msg) const;
bool SatisfyQuestLevel(Quest const* qInfo, bool msg) const;
bool SatisfyQuestMinLevel(Quest const* qInfo, bool msg) const;
bool SatisfyQuestMaxLevel(Quest const* qInfo, bool msg) const;
bool SatisfyQuestLog(bool msg) const;
bool SatisfyQuestDependentQuests(Quest const* qInfo, bool msg) const;
bool SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg) const;
bool SatisfyQuestDependentPreviousQuests(Quest const* qInfo, bool msg) const;
bool SatisfyQuestBreadcrumbQuest(Quest const* qInfo, bool msg) const;
bool SatisfyQuestDependentBreadcrumbQuests(Quest const* qInfo, bool msg) const;
bool SatisfyQuestClass(Quest const* qInfo, bool msg) const;
bool SatisfyQuestRace(Quest const* qInfo, bool msg) const;
bool SatisfyQuestMinReputation(Quest const* qInfo, bool msg) const;
bool SatisfyQuestMaxReputation(Quest const* qInfo, bool msg) const;
bool SatisfyQuestReputation(Quest const* qInfo, bool msg) const;
bool SatisfyQuestStatus(Quest const* qInfo, bool msg) const;
bool SatisfyQuestConditions(Quest const* qInfo, bool msg) const;
bool SatisfyQuestTimed(Quest const* qInfo, bool msg) const;
bool SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg) const;
bool SatisfyQuestDay(Quest const* qInfo, bool msg) const;
bool SatisfyQuestWeek(Quest const* qInfo, bool msg) const;
bool SatisfyQuestMonth(Quest const* qInfo, bool msg) const;
bool SatisfyQuestSeasonal(Quest const* qInfo, bool msg) const;
bool SatisfyQuestExpansion(Quest const* qInfo, bool msg) const;
bool GiveQuestSourceItem(Quest const* quest);
bool TakeQuestSourceItem(uint32 questId, bool msg);
bool GetQuestRewardStatus(uint32 quest_id) const;
QuestStatus GetQuestStatus(uint32 quest_id) const;
void SetQuestStatus(uint32 questId, QuestStatus status, bool update = true);
void RemoveActiveQuest(uint32 questId, bool update = true);
void RemoveRewardedQuest(uint32 questId, bool update = true);
void SendQuestUpdate(uint32 questId, bool updateInteractions = true, bool updateGameObjectQuestGiverStatus = false);
QuestGiverStatus GetQuestDialogStatus(Object const* questGiver) const;
void SkipQuests(std::vector const& questIds); // removes quest from log, flags rewarded, but does not give any rewards to player
void DespawnPersonalSummonsForQuest(uint32 questId);
void SetDailyQuestStatus(uint32 quest_id);
bool IsDailyQuestDone(uint32 quest_id) const;
void SetWeeklyQuestStatus(uint32 quest_id);
void SetMonthlyQuestStatus(uint32 quest_id);
void SetSeasonalQuestStatus(uint32 quest_id);
void DailyReset();
void ResetWeeklyQuestStatus();
void ResetMonthlyQuestStatus();
void ResetSeasonalQuestStatus(uint16 event_id, time_t eventStartTime);
uint16 FindQuestSlot(uint32 quest_id) const;
uint32 GetQuestSlotQuestId(uint16 slot) const;
uint32 GetQuestSlotState(uint16 slot) const;
uint16 GetQuestSlotCounter(uint16 slot, uint8 counter) const;
int64 GetQuestSlotEndTime(uint16 slot) const;
bool GetQuestSlotObjectiveFlag(uint16 slot, int8 objectiveIndex) const;
int32 GetQuestSlotObjectiveData(uint16 slot, QuestObjective const& objective) const;
int32 GetQuestObjectiveData(uint32 questId, uint32 objectiveId) const;
void SetQuestSlot(uint16 slot, uint32 quest_id);
void SetQuestSlotCounter(uint16 slot, uint8 counter, uint16 count);
void SetQuestSlotState(uint16 slot, uint32 state);
void RemoveQuestSlotState(uint16 slot, uint32 state);
void SetQuestSlotEndTime(uint16 slot, time_t endTime);
void SetQuestSlotObjectiveFlag(uint16 slot, int8 objectiveIndex);
void RemoveQuestSlotObjectiveFlag(uint16 slot, int8 objectiveIndex);
bool IsQuestCompletedBitSet(uint32 questId) const;
void SetQuestCompletedBit(uint32 questId, bool completed);
uint16 GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry) const;
void AreaExploredOrEventHappens(uint32 questId);
void GroupEventHappens(uint32 questId, WorldObject const* pEventObject);
void ItemAddedQuestCheck(uint32 entry, uint32 count, Optional boundItemFlagRequirement = {}, bool* hadBoundItemObjective = nullptr);
void ItemRemovedQuestCheck(uint32 entry, uint32 count);
void KilledMonster(Creature const* creature);
void KilledMonsterCredit(uint32 entry, ObjectGuid guid = ObjectGuid::Empty);
void KilledPlayerCredit(ObjectGuid victimGuid);
void KillCreditGO(uint32 entry, ObjectGuid guid = ObjectGuid::Empty);
void TalkedToCreature(uint32 entry, ObjectGuid guid);
void KillCreditCriteriaTreeObjective(QuestObjective const& questObjective);
void MoneyChanged(uint64 value);
void ReputationChanged(FactionEntry const* factionEntry, int32 change);
void CurrencyChanged(uint32 currencyId, int32 change);
void UpdateQuestObjectiveProgress(QuestObjectiveType objectiveType, int32 objectId, int64 addCount, ObjectGuid victimGuid = ObjectGuid::Empty,
std::vector* updatedObjectives = nullptr, std::function const* objectiveFilter = nullptr);
bool HasQuestForItem(uint32 itemId) const;
QuestObjective const* GetQuestObjectiveForItem(uint32 itemId, bool onlyIncomplete) const;
bool HasQuestForGO(int32 goId) const;
bool HasQuestForCurrency(uint32 currencyId) const;
void UpdateVisibleObjectInteractions(bool allUnits, bool onlySpellClicks, bool gameObjectQuestGiverStatus, bool questObjectiveGameObjects);
bool CanShareQuest(uint32 questId) const;
int32 GetQuestObjectiveData(QuestObjective const& objective) const;
void SetQuestObjectiveData(QuestObjective const& objective, int32 data);
bool IsQuestObjectiveCompletable(uint16 slot, Quest const* quest, QuestObjective const& objective) const;
bool IsQuestObjectiveCompletable(uint32 questId, uint32 objectiveId) const;
bool IsQuestObjectiveComplete(uint16 slot, Quest const* quest, QuestObjective const& objective) const;
bool IsQuestObjectiveComplete(uint32 questId, uint32 objectiveId) const;
bool IsQuestObjectiveProgressBarComplete(uint16 slot, Quest const* quest) const;
void SendQuestComplete(uint32 questId) const;
void SendQuestReward(Quest const* quest, Creature const* questGiver, uint32 xp, bool hideChatMessage) const;
void SendQuestFailed(uint32 questId, InventoryResult reason = EQUIP_ERR_OK) const;
void SendQuestTimerFailed(uint32 questId) const;
void SendCanTakeQuestResponse(QuestFailedReason reason, bool sendErrorMessage = true, std::string reasonText = "") const;
void SendQuestConfirmAccept(Quest const* quest, Player* receiver) const;
void SendPushToPartyResponse(Player const* player, QuestPushReason reason, Quest const* quest = nullptr) const;
void SendQuestUpdateAddCredit(Quest const* quest, ObjectGuid guid, QuestObjective const& obj, uint16 count) const;
void SendQuestUpdateAddCreditSimple(QuestObjective const& obj) const;
void SendQuestUpdateAddItem(ItemTemplate const* itemTemplate, QuestObjective const& obj, uint16 count) const;
void SendQuestUpdateAddPlayer(Quest const* quest, uint16 newCount) const;
void SendQuestGiverStatusMultiple();
void SendDisplayToast(uint32 entry, DisplayToastType type, bool isBonusRoll, uint32 quantity, DisplayToastMethod method, uint32 questId = 0, Item* item = nullptr) const;
uint32 GetSharedQuestID() const { return m_sharedQuestId; }
ObjectGuid GetPlayerSharingQuest() const { return m_playerSharingQuest; }
void SetQuestSharingInfo(ObjectGuid guid, uint32 id) { m_playerSharingQuest = guid; m_sharedQuestId = id; }
void ClearQuestSharingInfo() { m_playerSharingQuest = ObjectGuid::Empty; m_sharedQuestId = 0; }
uint32 GetInGameTime() const { return m_ingametime; }
void SetInGameTime(uint32 time) { m_ingametime = time; }
void AddTimedQuest(uint32 questId);
void RemoveTimedQuest(uint32 questId);
void SaveCUFProfile(uint8 id, std::nullptr_t) { _CUFProfiles[id] = nullptr; } ///> Empties a CUF profile at position 0-4
void SaveCUFProfile(uint8 id, std::unique_ptr profile) { _CUFProfiles[id] = std::move(profile); } ///> Replaces a CUF profile at position 0-4
CUFProfile* GetCUFProfile(uint8 id) const { return _CUFProfiles[id].get(); } ///> Retrieves a CUF profile at position 0-4
uint8 GetCUFProfilesCount() const
{
uint8 count = 0;
for (uint8 i = 0; i < MAX_CUF_PROFILES; ++i)
if (_CUFProfiles[i])
++count;
return count;
}
bool HasPvPForcingQuest() const;
void SendForceSpawnTrackingUpdate(uint32 questId) const;
QuestObjective const* GetActiveQuestObjectiveForSpawnTracking(uint32 spawnTrackingId) const;
SpawnTrackingState GetSpawnTrackingStateByObjectives(uint32 spawnTrackingId, std::vector const& questObjectives) const;
SpawnTrackingState GetSpawnTrackingStateByObjective(uint32 spawnTrackingId, uint32 questObjectiveId) const;
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
bool LoadFromDB(ObjectGuid guid, CharacterDatabaseQueryHolder const& holder);
bool IsLoading() const override;
static uint32 GetZoneIdFromDB(ObjectGuid guid);
static bool LoadPositionFromDB(uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight, ObjectGuid guid);
static bool IsValidGender(uint8 Gender) { return Gender <= GENDER_FEMALE; }
static bool IsValidClass(uint8 Class) { return ((1 << (Class - 1)) & CLASSMASK_ALL_PLAYABLE) != 0; }
static bool IsValidRace(uint8 Race) { return Trinity::RaceMask{ RACEMASK_ALL_PLAYABLE }.HasRace(Race); }
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
void SaveToDB(bool create = false);
void SaveToDB(LoginDatabaseTransaction loginTransaction, CharacterDatabaseTransaction trans, bool create = false);
void SaveInventoryAndGoldToDB(CharacterDatabaseTransaction trans); // fast save function for item/money cheating preventing
static void SaveCustomizations(CharacterDatabaseTransaction trans, ObjectGuid::LowType guid,
Trinity::IteratorPair customizations);
static void SavePositionInDB(WorldLocation const& loc, uint16 zoneId, ObjectGuid guid, CharacterDatabaseTransaction trans);
static void DeleteFromDB(ObjectGuid playerguid, uint32 accountId, bool updateRealmChars = true, bool deleteFinally = false);
static void DeleteOldCharacters();
static void DeleteOldCharacters(uint32 keepDays);
bool m_mailsUpdated;
void SetBindPoint(ObjectGuid guid) const;
void SendRespecWipeConfirm(ObjectGuid const& guid, uint32 cost, SpecResetType respecType) const;
void RegenerateAll();
void Regenerate(Powers power);
void InterruptPowerRegen(Powers power);
void RegenerateHealth();
void setRegenTimerCount(uint32 time) {m_regenTimerCount = time;}
void setWeaponChangeTimer(uint32 time) {m_weaponChangeTimer = time;}
uint64 GetMoney() const { return m_activePlayerData->Coinage; }
bool ModifyMoney(int64 amount, bool sendError = true);
bool HasEnoughMoney(uint64 amount) const { return (GetMoney() >= amount); }
bool HasEnoughMoney(int64 amount) const{ return (amount < 0) || HasEnoughMoney(uint64(amount)); }
void SetMoney(uint64 value);
RewardedQuestSet const& getRewardedQuests() const { return m_RewardedQuests; }
QuestStatusMap& getQuestStatusMap() { return m_QuestStatus; }
size_t GetRewardedQuestCount() const { return m_RewardedQuests.size(); }
bool IsQuestRewarded(uint32 quest_id) const;
Unit* GetSelectedUnit() const;
Player* GetSelectedPlayer() const;
void SetTarget(ObjectGuid const& /*guid*/) override { } /// Used for serverside target changes, does not apply to players
void SetSelection(ObjectGuid const& guid) { SetUpdateFieldValue(m_values.ModifyValue(&Unit::m_unitData).ModifyValue(&UF::UnitData::Target), guid); }
void SendMailResult(uint64 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError = 0, ObjectGuid::LowType itemGuid = UI64LIT(0), uint32 itemCount = 0) const;
void SendNewMail() const;
void UpdateNextMailTimeAndUnreads();
void AddNewMailDeliverTime(time_t deliver_time);
void RemoveMail(uint64 id);
void AddMail(Mail* mail); // for call from WorldSession::SendMailTo
uint32 GetMailSize() const { return uint32(m_mail.size()); }
Mail* GetMail(uint64 id);
PlayerMails const& GetMails() const { return m_mail; }
void SendItemRetrievalMail(uint32 itemEntry, uint32 count, ItemContext context); // Item retrieval mails sent by The Postmaster (34337), used in multiple places.
/*********************************************************/
/*** MAILED ITEMS SYSTEM ***/
/*********************************************************/
uint8 unReadMails;
time_t m_nextMailDelivereTime;
typedef std::unordered_map ItemMap;
ItemMap mMitems; //template defined in objectmgr.cpp
Item* GetMItem(ObjectGuid::LowType id);
void AddMItem(Item* it);
bool RemoveMItem(ObjectGuid::LowType id);
void SendOnCancelExpectedVehicleRideAura() const;
void PetSpellInitialize();
void CharmSpellInitialize();
void PossessSpellInitialize();
void VehicleSpellInitialize();
void SendRemoveControlBar() const;
bool HasSpell(uint32 spell) const override;
bool HasActiveSpell(uint32 spell) const; // show in spellbook
SpellInfo const* GetCastSpellInfo(SpellInfo const* spellInfo, TriggerCastFlags& triggerFlag, GetCastSpellInfoContext* context) const override;
bool IsSpellFitByClassAndRace(uint32 spell_id) const;
bool HandlePassiveSpellLearn(SpellInfo const* spellInfo);
void SendProficiency(ItemClass itemClass, uint32 itemSubclassMask) const;
void SendKnownSpells();
void SendUnlearnSpells();
bool AddSpell(uint32 spellId, bool active, bool learning, bool dependent, bool disabled, bool loading = false, int32 fromSkill = 0, bool favorite = false, Optional trait = {});
void LearnSpell(uint32 spell_id, bool dependent, int32 fromSkill = 0, bool suppressMessaging = false, Optional trait = {});
void RemoveSpell(uint32 spell_id, bool disabled = false, bool learn_low_rank = true, bool suppressMessaging = false);
void ResetSpells(bool myClassOnly = false);
void LearnCustomSpells();
void LearnDefaultSkills();
void LearnDefaultSkill(SkillRaceClassInfoEntry const* rcInfo);
void LearnQuestRewardedSpells();
void LearnQuestRewardedSpells(Quest const* quest);
void AddTemporarySpell(uint32 spellId);
void RemoveTemporarySpell(uint32 spellId);
void SetOverrideSpellsId(int32 overrideSpellsId) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::OverrideSpellsID), overrideSpellsId); }
void AddOverrideSpell(uint32 overridenSpellId, uint32 newSpellId);
void RemoveOverrideSpell(uint32 overridenSpellId, uint32 newSpellId);
void LearnSpecializationSpells();
void RemoveSpecializationSpells();
void AddSpellCategoryCooldownMod(int32 spellCategoryId, int32 mod);
void RemoveSpellCategoryCooldownMod(int32 spellCategoryId, int32 mod);
void SetSpellFavorite(uint32 spellId, bool favorite);
void AddStoredAuraTeleportLocation(uint32 spellId);
void RemoveStoredAuraTeleportLocation(uint32 spellId);
WorldLocation const* GetStoredAuraTeleportLocation(uint32 spellId) const;
void SetReputation(uint32 factionentry, int32 value);
int32 GetReputation(uint32 factionentry) const;
std::string GetGuildName() const;
// Loot Spec
void SetLootSpecId(uint32 id) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::LootSpecID), id); }
uint32 GetLootSpecId() const { return m_activePlayerData->LootSpecID; }
ZonePVPTypeOverride GetOverrideZonePVPType() const { return ZonePVPTypeOverride(*m_activePlayerData->OverrideZonePVPType); }
void SetOverrideZonePVPType(ZonePVPTypeOverride type) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::OverrideZonePVPType), uint32(type)); }
// Talents
uint32 GetTalentResetCost() const { return _specializationInfo.ResetTalentsCost; }
void SetTalentResetCost(uint32 cost) { _specializationInfo.ResetTalentsCost = cost; }
time_t GetTalentResetTime() const { return _specializationInfo.ResetTalentsTime; }
void SetTalentResetTime(time_t time_) { _specializationInfo.ResetTalentsTime = time_; }
ChrSpecialization GetPrimarySpecialization() const { return ChrSpecialization(*m_playerData->CurrentSpecID); }
void SetPrimarySpecialization(uint32 spec) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::CurrentSpecID), spec); }
uint8 GetActiveTalentGroup() const { return _specializationInfo.ActiveGroup; }
void SetActiveTalentGroup(uint8 group){ _specializationInfo.ActiveGroup = group; }
uint32 GetDefaultSpecId() const;
ChrSpecializationEntry const* GetPrimarySpecializationEntry() const;
bool ResetTalents(bool noCost = false);
void ResetPvpTalents();
uint32 GetNextResetTalentsCost() const;
void InitTalentForLevel();
void SendTalentsInfoData();
TalentLearnResult LearnTalent(uint32 talentId, int32* spellOnCooldown);
bool AddTalent(TalentEntry const* talent, uint8 spec, bool learning);
bool HasTalent(uint32 spell_id, uint8 spec) const;
void RemoveTalent(TalentEntry const* talent);
void ResetTalentSpecialization();
TalentLearnResult LearnPvpTalent(uint32 talentID, uint8 slot, int32* spellOnCooldown);
bool AddPvpTalent(PvpTalentEntry const* talent, uint8 activeTalentGroup, uint8 slot);
void RemovePvpTalent(PvpTalentEntry const* talent, uint8 activeTalentGroup);
void TogglePvpTalents(bool enable);
bool HasPvpTalent(uint32 talentID, uint8 activeTalentGroup) const;
void EnablePvpRules(bool dueToCombat = false);
void DisablePvpRules();
bool HasPvpRulesEnabled() const;
bool IsInAreaThatActivatesPvpTalents() const;
bool IsAreaThatActivatesPvpTalents(uint32 areaID) const;
// Dual Spec
void ActivateTalentGroup(ChrSpecializationEntry const* spec);
PlayerTalentMap const* GetTalentMap(uint8 spec) const { return &_specializationInfo.Talents[spec]; }
PlayerTalentMap* GetTalentMap(uint8 spec) { return &_specializationInfo.Talents[spec]; }
PlayerPvpTalentMap const& GetPvpTalentMap(uint8 spec) const { return _specializationInfo.PvpTalents[spec]; }
PlayerPvpTalentMap& GetPvpTalentMap(uint8 spec) { return _specializationInfo.PvpTalents[spec]; }
std::vector const& GetGlyphs(uint8 spec) const { return _specializationInfo.Glyphs[spec]; }
std::vector& GetGlyphs(uint8 spec) { return _specializationInfo.Glyphs[spec]; }
ActionButtonList const& GetActionButtons() const { return m_actionButtons; }
void StartLoadingActionButtons(std::function&& callback = nullptr);
void LoadActions(PreparedQueryResult result);
// Traits
void CreateTraitConfig(WorldPackets::Traits::TraitConfig& traitConfig);
void AddTraitConfig(WorldPackets::Traits::TraitConfig const& traitConfig);
UF::TraitConfig const* GetTraitConfig(int32 configId) const;
void UpdateTraitConfig(WorldPackets::Traits::TraitConfig&& newConfig, int32 savedConfigId, bool withCastTime);
void ApplyTraitEntryChanges(int32 editedConfigId, WorldPackets::Traits::TraitConfig const& newConfig, bool applyTraits, bool consumeCurrencies);
void RenameTraitConfig(int32 editedConfigId, std::string&& newName);
void DeleteTraitConfig(int32 deletedConfigId);
void ApplyTraitConfig(int32 configId, bool apply);
void ApplyTraitEntry(int32 traitNodeEntryId, int32 rank, int32 grantedRanks, bool apply);
void SetActiveCombatTraitConfigID(int32 traitConfigId) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::ActiveCombatTraitConfigID), traitConfigId); }
void SetCurrentCombatTraitConfigSubTreeID(int32 traitSubTreeId) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::CurrentCombatTraitConfigSubTreeID), traitSubTreeId); }
void SetTraitConfigUseStarterBuild(int32 traitConfigId, bool useStarterBuild);
void SetTraitConfigUseSharedActionBars(int32 traitConfigId, bool usesSharedActionBars, bool isLastSelectedSavedConfig);
Optional GetTraitInfoForSpell(uint32 spellId) const;
uint32 GetFreePrimaryProfessionPoints() const { return m_activePlayerData->CharacterPoints; }
void SetFreePrimaryProfessions(uint16 profs) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::CharacterPoints), profs); }
void InitPrimaryProfessions();
PlayerSpellMap const& GetSpellMap() const { return m_spells; }
PlayerSpellMap & GetSpellMap() { return m_spells; }
void AddSpellMod(SpellModifier* mod, bool apply);
static uint32 IsAffectedBySpellmod(SpellInfo const* spellInfo, SpellModifier const* mod, Spell const* spell = nullptr);
template
void GetSpellModValues(SpellInfo const* spellInfo, SpellModOp op, Spell* spell, T base, int32* flat, float* pct) const;
template
void ApplySpellMod(SpellInfo const* spellInfo, SpellModOp op, T& basevalue, Spell* spell = nullptr) const;
static void ApplyModToSpell(SpellModifier* mod, Spell* spell);
void SetSpellModTakingSpell(Spell* spell, bool apply);
void SendSpellModifiers() const;
void RemoveArenaSpellCooldowns(bool removeActivePetCooldowns = false);
uint32 GetLastPotionId() const { return m_lastPotionId; }
void SetLastPotionId(uint32 item_id) { m_lastPotionId = item_id; }
void UpdatePotionCooldown(Spell* spell = nullptr);
float GetEmpowerMinHoldStagePercent() const { return m_empowerMinHoldStagePercent; }
void SetEmpowerMinHoldStagePercent(float empowerMinHoldStagePercent) { m_empowerMinHoldStagePercent = empowerMinHoldStagePercent; }
void SetResurrectRequestData(WorldObject const* caster, uint32 health, uint32 mana, uint32 appliedAura);
void ClearResurrectRequestData()
{
_resurrectionData.reset();
}
bool IsResurrectRequestedBy(ObjectGuid const& guid) const
{
if (!IsResurrectRequested())
return false;
return !_resurrectionData->GUID.IsEmpty() && _resurrectionData->GUID == guid;
}
bool IsResurrectRequested() const { return _resurrectionData.get() != nullptr; }
void ResurrectUsingRequestData();
void ResurrectUsingRequestDataImpl();
PlayerCreateMode GetCreateMode() const { return m_createMode; }
uint8 getCinematic() const { return m_cinematic; }
void setCinematic(uint8 cine) { m_cinematic = cine; }
uint32 GetMovie() const { return m_movie; }
void SetMovie(uint32 movie) { m_movie = movie; }
ActionButton* AddActionButton(uint8 button, uint64 action, uint8 type);
void RemoveActionButton(uint8 button);
ActionButton const* GetActionButton(uint8 button);
void SendInitialActionButtons() const { SendActionButtons(0); }
void SendActionButtons(uint32 state) const;
bool IsActionButtonDataValid(uint8 button, uint64 action, uint8 type) const;
void SetMultiActionBars(uint8 mask) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::MultiActionBars), mask); }
PvPInfo pvpInfo;
void InitPvP();
void UpdatePvPState(bool onlyFFA = false);
void SetPvP(bool state) override;
void UpdatePvP(bool state, bool override = false);
void UpdateZone(uint32 newZone, uint32 newArea);
void UpdateArea(uint32 newArea);
void UpdateHostileAreaState(AreaTableEntry const* area);
void UpdateZoneDependentAuras(uint32 zone_id); // zones
void UpdateAreaDependentAuras(uint32 area_id); // subzones
void UpdateAfkReport(time_t currTime);
void UpdatePvPFlag(time_t currTime);
void SetContestedPvP(Player* attackedPlayer = nullptr);
void UpdateContestedPvP(uint32 currTime);
void SetContestedPvPTimer(uint32 newTime) {m_contestedPvPTimer = newTime;}
void ResetContestedPvP();
/// @todo: maybe move UpdateDuelFlag+DuelComplete to independent DuelHandler
std::unique_ptr duel;
void UpdateDuelFlag(time_t currTime);
void CheckDuelDistance(time_t currTime);
void DuelComplete(DuelCompleteType type);
void SetDuelArbiter(ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::DuelArbiter), guid); }
void SetDuelTeam(uint32 duelTeam) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::DuelTeam), duelTeam); }
bool IsGroupVisibleFor(Player const* p) const;
bool IsInSameGroupWith(Player const* p) const;
bool IsInSameRaidWith(Player const* p) const;
void UninviteFromGroup();
static void RemoveFromGroup(Group* group, ObjectGuid guid, RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT, ObjectGuid kicker = ObjectGuid::Empty, char const* reason = nullptr);
void RemoveFromGroup(RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT) { RemoveFromGroup(GetGroup(), GetGUID(), method); }
void SendUpdateToOutOfRangeGroupMembers();
void SetInGuild(ObjectGuid::LowType guildId);
void SetGuildRank(uint8 rankId) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::GuildRankID), rankId); }
uint8 GetGuildRank() const { return uint8(m_playerData->GuildRankID); }
void SetGuildLevel(uint32 level) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::GuildLevel), level); }
uint32 GetGuildLevel() const { return m_playerData->GuildLevel; }
void SetGuildIdInvited(ObjectGuid::LowType GuildId) { m_GuildIdInvited = GuildId; }
ObjectGuid::LowType GetGuildId() const { return m_unitData->GuildGUID->GetCounter(); /* return only lower part */ }
Guild* GetGuild();
Guild const* GetGuild() const;
ObjectGuid::LowType GetGuildIdInvited() const { return m_GuildIdInvited; }
static void RemovePetitionsAndSigns(ObjectGuid guid);
void SetPersonalTabard(uint32 style, uint32 color, uint32 borderStyle, uint32 borderColor, uint32 backgroundColor);
// Arena Team
void SetInArenaTeam(uint32 ArenaTeamId, uint8 slot, uint8 type);
void SetArenaTeamInfoField(uint8 slot, ArenaTeamInfoType type, uint32 value);
static void LeaveAllArenaTeams(ObjectGuid guid);
uint32 GetArenaTeamId(uint8 /*slot*/) const { return 0; }
uint32 GetArenaPersonalRating(uint8 slot) const;
void SetArenaTeamIdInvited(uint32 ArenaTeamId) { m_ArenaTeamIdInvited = ArenaTeamId; }
uint32 GetArenaTeamIdInvited() const { return m_ArenaTeamIdInvited; }
uint32 GetRBGPersonalRating() const { return GetArenaPersonalRating(3); }
UF::PVPInfo const* GetPvpInfoForBracket(int8 bracket) const;
Difficulty GetDifficultyID(MapEntry const* mapEntry) const;
Difficulty GetDungeonDifficultyID() const { return m_dungeonDifficulty; }
Difficulty GetRaidDifficultyID() const { return m_raidDifficulty; }
Difficulty GetLegacyRaidDifficultyID() const { return m_legacyRaidDifficulty; }
void SetDungeonDifficultyID(Difficulty dungeon_difficulty) { m_dungeonDifficulty = dungeon_difficulty; }
void SetRaidDifficultyID(Difficulty raid_difficulty) { m_raidDifficulty = raid_difficulty; }
void SetLegacyRaidDifficultyID(Difficulty raid_difficulty) { m_legacyRaidDifficulty = raid_difficulty; }
static Difficulty CheckLoadedDungeonDifficultyID(Difficulty difficulty);
static Difficulty CheckLoadedRaidDifficultyID(Difficulty difficulty);
static Difficulty CheckLoadedLegacyRaidDifficultyID(Difficulty difficulty);
void SendRaidGroupOnlyMessage(RaidGroupReason reason, int32 delay) const;
bool UpdateSkillPro(uint16 skillId, int32 chance, uint32 step);
bool UpdateCraftSkill(SpellInfo const* spellInfo);
bool UpdateGatherSkill(uint32 skillId, uint32 skillValue, uint32 redLevel, uint32 multiplicator = 1, WorldObject const* object = nullptr);
bool UpdateFishingSkill(int32 expansion);
float GetHealthBonusFromStamina() const;
Stats GetPrimaryStat() const;
bool UpdateStats(Stats stat) override;
bool UpdateAllStats() override;
void ApplySpellPenetrationBonus(int32 amount, bool apply);
void ApplyModTargetResistance(int32 mod, bool apply) { ApplyModUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::ModTargetResistance), mod, apply); }
void ApplyModTargetPhysicalResistance(int32 mod, bool apply) { ApplyModUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::ModTargetPhysicalResistance), mod, apply); }
void UpdateResistances(uint32 school) override;
void UpdateArmor() override;
void UpdateMaxHealth() override;
void UpdateMaxPower(Powers power) override;
uint32 GetPowerIndex(Powers power) const override;
void UpdateAttackPowerAndDamage(bool ranged = false) override;
void ApplySpellPowerBonus(int32 amount, bool apply);
void UpdateSpellDamageAndHealingBonus();
void ApplyModDamageDonePos(SpellSchools school, int32 mod, bool apply) { ApplyModUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::ModDamageDonePos, school), mod, apply); }
void ApplyModDamageDoneNeg(SpellSchools school, int32 mod, bool apply) { ApplyModUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::ModDamageDoneNeg, school), mod, apply); }
void ApplyModDamageDonePercent(SpellSchools school, float pct, bool apply) { ApplyPercentModUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::ModDamageDonePercent, school), pct, apply); }
void SetModDamageDonePercent(uint8 school, float pct) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::ModDamageDonePercent, school), pct); }
void ApplyRatingMod(CombatRating cr, int32 value, bool apply);
void UpdateRating(CombatRating cr);
void UpdateAllRatings();
void UpdateMastery();
void UpdateVersatilityDamageDone();
void UpdateHealingDonePercentMod();
bool CanUseMastery() const;
void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage) const override;
void RecalculateRating(CombatRating cr) { ApplyRatingMod(cr, 0, true);}
void GetDodgeFromAgility(float &diminishing, float &nondiminishing) const;
float GetRatingMultiplier(CombatRating cr) const;
float GetRatingBonusValue(CombatRating cr) const;
float ApplyRatingDiminishing(CombatRating cr, float bonusValue) const;
/// Returns base spellpower bonus from spellpower stat on items, without spellpower from intellect stat
uint32 GetBaseSpellPowerBonus() const { return m_baseSpellPower; }
int32 GetSpellPenetrationItemMod() const { return m_spellPenetrationItemMod; }
bool CanApplyResilience() const override { return true; }
float GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const;
void UpdateBlockPercentage();
void UpdateCritPercentage(WeaponAttackType attType);
void UpdateAllCritPercentages();
void UpdateParryPercentage();
void UpdateDodgePercentage();
void UpdateMeleeHitChances();
void UpdateRangedHitChances();
void UpdateSpellHitChances();
void UpdateSpellCritChance();
void UpdateCorruption();
void UpdateArmorPenetration(int32 amount);
void UpdateExpertise(WeaponAttackType attType);
void ApplyManaRegenBonus(int32 amount, bool apply);
void ApplyHealthRegenBonus(int32 amount, bool apply);
void UpdateManaRegen();
void UpdateAllRunesRegen();
void SetPetSpellPower(uint32 spellPower) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::PetSpellPower), spellPower); }
ObjectGuid const& GetLootGUID() const { return m_playerData->LootTargetGUID; }
void SetLootGUID(ObjectGuid const& guid) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::LootTargetGUID), guid); }
Loot* GetLootByWorldObjectGUID(ObjectGuid const& lootWorldObjectGuid) const;
std::unordered_map const& GetAELootView() const { return m_AELootView; }
LootRoll* GetLootRoll(ObjectGuid const& lootObjectGuid, uint8 lootListId);
void AddLootRoll(LootRoll* roll);
void RemoveLootRoll(LootRoll* roll);
void RemovedInsignia(Player* looterPlr);
WorldSession* GetSession() const { return m_session; }
protected:
UF::UpdateFieldFlag GetUpdateFieldFlagsFor(Player const* target) const override;
void BuildValuesCreate(ByteBuffer* data, UF::UpdateFieldFlag flags, Player const* target) const override;
void BuildValuesUpdate(ByteBuffer* data, UF::UpdateFieldFlag flags, Player const* target) const override;
void ClearUpdateMask(bool remove) override;
public:
void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) const override;
void BuildValuesUpdateWithFlag(ByteBuffer* data, UF::UpdateFieldFlag flags, Player const* target) const override;
void BuildValuesUpdateForPlayerWithMask(UpdateData* data, UF::ObjectData::Mask const& requestedObjectMask, UF::UnitData::Mask const& requestedUnitMask,
UF::PlayerData::Mask const& requestedPlayerMask, UF::ActivePlayerData::Mask const& requestedActivePlayerMask, Player const* target) const;
struct ValuesUpdateForPlayerWithMaskSender // sender compatible with MessageDistDeliverer
{
explicit ValuesUpdateForPlayerWithMaskSender(Player const* owner) : Owner(owner) { }
Player const* Owner;
UF::ObjectData::Base ObjectMask;
UF::UnitData::Base UnitMask;
UF::PlayerData::Base PlayerMask;
UF::ActivePlayerData::Base ActivePlayerMask;
void operator()(Player const* player) const;
};
void DestroyForPlayer(Player* target) const override;
// notifiers
void SendAttackSwingCancelAttack() const;
void SetAttackSwingError(Optional err);
void SendAutoRepeatCancel(Unit* target);
void SendExplorationExperience(uint32 Area, uint32 Experience) const;
void SendDungeonDifficulty(int32 forcedDifficulty = -1) const;
void SendRaidDifficulty(bool legacy, int32 forcedDifficulty = -1) const;
void ResetInstances(InstanceResetMethod method);
void SendResetInstanceSuccess(uint32 MapId) const;
void SendResetInstanceFailed(ResetFailedReason reason, uint32 mapID) const;
void SendResetFailedNotify(uint32 mapid) const;
bool IsLockedToDungeonEncounter(uint32 dungeonEncounterId) const;
bool IsLockedToDungeonEncounter(uint32 dungeonEncounterId, Difficulty difficulty) const;
bool UpdatePosition(float x, float y, float z, float orientation, bool teleport = false) override;
bool UpdatePosition(Position const& pos, bool teleport = false) override { return UpdatePosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); }
void ProcessTerrainStatusUpdate(ZLiquidStatus oldLiquidStatus, Optional const& newLiquidData) override;
void AtEnterCombat() override;
void AtExitCombat() override;
void SendMessageToSet(WorldPacket const* data, bool self) const override { SendMessageToSetInRange(data, GetVisibilityRange(), self); }
void SendMessageToSetInRange(WorldPacket const* data, float dist, bool self) const override;
void SendMessageToSetInRange(WorldPacket const* data, float dist, bool self, bool own_team_only, bool required3dDist = false) const;
void SendMessageToSet(WorldPacket const* data, Player const* skipped_rcvr) const override;
void SendChatMessageToSetInRange(ChatMsg chatMsg, Language lanugageId, std::string&& text, float range);
Corpse* GetCorpse() const;
void SpawnCorpseBones(bool triggerSave = true);
Corpse* CreateCorpse();
void KillPlayer();
static void OfflineResurrect(ObjectGuid const& guid, CharacterDatabaseTransaction trans);
bool HasCorpse() const { return _corpseLocation.GetMapId() != MAPID_INVALID; }
WorldLocation const& GetCorpseLocation() const { return _corpseLocation; }
void InitializeSelfResurrectionSpells();
void ResurrectPlayer(float restore_percent, bool applySickness = false);
void BuildPlayerRepop();
void RepopAtGraveyard();
void DurabilityLossAll(double percent, bool inventory);
void DurabilityLoss(Item* item, double percent);
void DurabilityPointsLossAll(int32 points, bool inventory);
void DurabilityPointsLoss(Item* item, int32 points);
void DurabilityPointLossForEquipSlot(EquipmentSlots slot);
void DurabilityRepairAll(bool takeCost, float discountMod, bool guildBank);
void DurabilityRepair(uint16 pos, bool takeCost, float discountMod);
void UpdateMirrorTimers();
void StopMirrorTimers();
bool IsMirrorTimerActive(MirrorTimerType type) const;
bool CanJoinConstantChannelInZone(ChatChannelsEntry const* channel, AreaTableEntry const* zone) const;
void JoinedChannel(Channel* c);
void LeftChannel(Channel* c);
void CleanupChannels();
void UpdateLocalChannels(uint32 newZone);
void LeaveLFGChannel();
typedef std::list JoinedChannelsList;
JoinedChannelsList const& GetJoinedChannels() const { return m_channels; }
void InitializeSkillFields();
void SetSkill(uint32 id, uint16 step, uint16 newVal, uint16 maxVal);
uint16 GetMaxSkillValue(uint32 skill) const; // max + perm. bonus + temp bonus
uint16 GetPureMaxSkillValue(uint32 skill) const; // max
uint16 GetSkillValue(uint32 skill) const; // skill value + perm. bonus + temp bonus
uint16 GetBaseSkillValue(uint32 skill) const; // skill value + perm. bonus
uint16 GetPureSkillValue(uint32 skill) const; // skill value
int16 GetSkillPermBonusValue(uint32 skill) const;
int16 GetSkillTempBonusValue(uint32 skill) const;
uint16 GetSkillStep(uint32 skill) const; // 0...6
uint32 GetProfessionSkillForExp(uint32 skill, int32 expansion) const;
bool HasSkill(uint32 skill) const;
void LearnSkillRewardedSpells(uint32 skillId, uint32 skillValue, Races race);
int32 GetProfessionSlotFor(uint32 skillId) const;
int32 FindEmptyProfessionSlotFor(uint32 skillId) const;
void SetSkillLineId(uint32 pos, uint16 skillLineId) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::Skill).ModifyValue(&UF::SkillInfo::SkillLineID, pos), skillLineId); }
void SetSkillStep(uint32 pos, uint16 step) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::Skill).ModifyValue(&UF::SkillInfo::SkillStep, pos), step); };
void SetSkillRank(uint32 pos, uint16 rank) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::Skill).ModifyValue(&UF::SkillInfo::SkillRank, pos), rank); }
void SetSkillStartingRank(uint32 pos, uint16 starting) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::Skill).ModifyValue(&UF::SkillInfo::SkillStartingRank, pos), starting); }
void SetSkillMaxRank(uint32 pos, uint16 max) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::Skill).ModifyValue(&UF::SkillInfo::SkillMaxRank, pos), max); }
void SetSkillTempBonus(uint32 pos, uint16 bonus) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::Skill).ModifyValue(&UF::SkillInfo::SkillTempBonus, pos), bonus); }
void SetSkillPermBonus(uint32 pos, uint16 bonus) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::Skill).ModifyValue(&UF::SkillInfo::SkillPermBonus, pos), bonus); }
TeleportLocation& GetTeleportDest() { return m_teleport_dest; }
uint32 GetTeleportOptions() const { return m_teleport_options; }
int32 GetNewWorldCounter() const { return m_newWorldCounter; }
bool IsBeingTeleported() const { return IsBeingTeleportedNear() || IsBeingTeleportedFar(); }
bool IsBeingTeleportedNear() const { return mSemaphoreTeleport_Near; }
bool IsBeingTeleportedFar() const { return mSemaphoreTeleport_Far; }
bool IsBeingTeleportedSeamlessly() const { return IsBeingTeleportedFar() && m_teleport_options & TELE_TO_SEAMLESS; }
void SetSemaphoreTeleportNear(bool semphsetting) { mSemaphoreTeleport_Near = semphsetting; }
void SetSemaphoreTeleportFar(bool semphsetting) { mSemaphoreTeleport_Far = semphsetting; }
void ProcessDelayedOperations();
void CheckAreaExplore();
void AddExploredZones(uint32 pos, uint64 mask);
void RemoveExploredZones(uint32 pos, uint64 mask);
bool HasExploredZone(uint32 areaId) const;
// These methods are used to periodically update certain area and aura based mechanics used in Heartbeat and Movement
void UpdateZoneAndAreaId();
void UpdateIndoorsOutdoorsAuras();
void UpdateTavernRestingState();
static Team TeamForRace(uint8 race);
static TeamId TeamIdForRace(uint8 race);
static uint8 GetFactionGroupForRace(uint8 race);
Team GetTeam() const { return m_team; }
TeamId GetTeamId() const { return GetTeamIdForTeam(m_team); }
void SetFactionForRace(uint8 race);
Team GetEffectiveTeam() const { return HasPlayerFlagEx(PLAYER_FLAGS_EX_MERCENARY_MODE) ? GetOtherTeam(GetTeam()) : GetTeam(); }
TeamId GetEffectiveTeamId() const { return GetTeamIdForTeam(GetEffectiveTeam()); }
void InitDisplayIds();
bool IsAtGroupRewardDistance(WorldObject const* pRewardSource) const;
bool IsAtRecruitAFriendDistance(WorldObject const* pOther) const;
void RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource);
bool isHonorOrXPTarget(Unit const* victim) const;
bool GetsRecruitAFriendBonus(bool forXP);
ReputationMgr& GetReputationMgr() { return *m_reputationMgr; }
ReputationMgr const& GetReputationMgr() const { return *m_reputationMgr; }
ReputationRank GetReputationRank(uint32 faction_id) const;
void RewardReputation(Unit* victim, float rate);
void RewardReputation(Quest const* quest);
int32 CalculateReputationGain(ReputationSource source, uint32 creatureOrQuestLevel, int32 rep, int32 faction, bool noQuestBonus = false);
void SetVisibleForcedReaction(uint32 factionId, ReputationRank rank);
void RemoveVisibleForcedReaction(uint32 factionId);
void UpdateSkillsForLevel();
void ModifySkillBonus(uint32 skillid, int32 val, bool talent);
/*********************************************************/
/*** PVP SYSTEM ***/
/*********************************************************/
void UpdateHonorFields();
bool RewardHonor(Unit* victim, uint32 groupsize, int32 honor = -1, HonorGainSource source = HonorGainSource::Kill);
void ResetHonorStats();
uint32 GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot) const;
// duel health and mana reset methods
void SaveHealthBeforeDuel() { healthBeforeDuel = GetHealth(); }
void SaveManaBeforeDuel() { manaBeforeDuel = GetPower(POWER_MANA); }
void RestoreHealthAfterDuel() { SetHealth(healthBeforeDuel); }
void RestoreManaAfterDuel() { SetPower(POWER_MANA, manaBeforeDuel); }
uint32 GetHonorLevel() const { return m_playerData->HonorLevel; }
void AddHonorXP(uint32 xp);
void SetHonorLevel(uint8 honorLevel);
bool IsMaxHonorLevel() const { return GetHonorLevel() == PLAYER_MAX_HONOR_LEVEL; }
// Updates PLAYER_FIELD_HONOR_NEXT_LEVEL based on PLAYER_FIELD_HONOR_LEVEL
void UpdateHonorNextLevel();
//End of PvP System
void RewardPlayerWithRewardPack(uint32 rewardPackID);
void RewardPlayerWithRewardPack(RewardPackEntry const* rewardPackEntry);
void SetDrunkValue(uint8 newDrunkValue, uint32 itemId = 0);
uint8 GetDrunkValue() const { return m_playerData->Inebriation; }
static DrunkenState GetDrunkenstateByValue(uint8 value);
uint32 GetDeathTimer() const { return m_deathTimer; }
uint32 GetCorpseReclaimDelay(bool pvp) const;
void UpdateCorpseReclaimDelay();
int32 CalculateCorpseReclaimDelay(bool load = false) const;
void SendCorpseReclaimDelay(uint32 delay) const;
float GetBlockPercent(uint8 attackerLevel) const override;
bool CanParry() const { return m_canParry; }
void SetCanParry(bool value);
bool CanBlock() const { return m_canBlock; }
void SetCanBlock(bool value);
bool CanTitanGrip() const { return m_canTitanGrip; }
void SetCanTitanGrip(bool value, uint32 penaltySpellId = 0);
void CheckTitanGripPenalty();
bool CanTameExoticPets() const { return IsGameMaster() || HasAuraType(SPELL_AURA_ALLOW_TAME_PET_TYPE); }
void SetRegularAttackTime();
void HandleBaseModFlatValue(BaseModGroup modGroup, float amount, bool apply);
void ApplyBaseModPctValue(BaseModGroup modGroup, float pct);
void SetBaseModFlatValue(BaseModGroup modGroup, float val);
void SetBaseModPctValue(BaseModGroup modGroup, float val);
void UpdateDamageDoneMods(WeaponAttackType attackType, int32 skipEnchantSlot = -1) override;
void UpdateBaseModGroup(BaseModGroup modGroup);
float GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const;
float GetTotalBaseModValue(BaseModGroup modGroup) const;
void _ApplyAllStatBonuses();
void _RemoveAllStatBonuses();
void ResetAllPowers();
SpellSchoolMask GetMeleeDamageSchoolMask(WeaponAttackType attackType = BASE_ATTACK) const override;
void CastAllObtainSpells();
void ApplyItemObtainSpells(Item* item, bool apply);
void UpdateWeaponDependentCritAuras(WeaponAttackType attackType);
void UpdateAllWeaponDependentCritAuras();
void UpdateWeaponDependentAuras(WeaponAttackType attackType);
void ApplyItemDependentAuras(Item* item, bool apply);
bool CheckAttackFitToAuraRequirement(WeaponAttackType attackType, AuraEffect const* aurEff) const override;
void _ApplyItemMods(Item* item, uint8 slot, bool apply, bool updateItemAuras = true);
void _RemoveAllItemMods();
void _ApplyAllItemMods();
void _ApplyAllLevelScaleItemMods(bool apply);
void ApplyAllAzeriteItemMods(bool apply);
void ApplyAllAzeriteEmpoweredItemMods(bool apply);
void _ApplyItemBonuses(Item* item, uint8 slot, bool apply);
void _ApplyWeaponDamage(uint8 slot, Item* item, bool apply);
bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot) const;
void ToggleMetaGemsActive(uint8 exceptslot, bool apply);
void CorrectMetaGemEnchants(uint8 slot, bool apply);
void InitDataForForm(bool reapplyMods = false);
void ApplyItemEquipSpell(Item* item, bool apply, bool formChange = false);
void ApplyEquipSpell(SpellInfo const* spellInfo, Item* item, bool apply, bool formChange = false);
void UpdateEquipSpellsAtFormChange();
void ApplyArtifactPowers(Item* item, bool apply);
void ApplyArtifactPowerRank(Item* artifact, ArtifactPowerRankEntry const* artifactPowerRank, bool apply);
void ApplyAzeritePowers(Item* item, bool apply);
void ApplyAzeriteItemMilestonePower(AzeriteItem* item, AzeriteItemMilestonePowerEntry const* azeriteItemMilestonePower, bool apply);
void ApplyAzeriteEssence(AzeriteItem* item, uint32 azeriteEssenceId, uint32 rank, bool major, bool apply);
void ApplyAzeriteEssencePower(AzeriteItem* item, AzeriteEssencePowerEntry const* azeriteEssencePower, bool major, bool apply);
void ApplyAzeritePower(AzeriteEmpoweredItem* item, AzeritePowerEntry const* azeritePower, bool apply);
void CastItemCombatSpell(DamageInfo const& damageInfo);
void CastItemCombatSpell(DamageInfo const& damageInfo, Item* item, ItemTemplate const* proto);
void CastItemUseSpell(Item* item, SpellCastTargets const& targets, ObjectGuid castCount, int32* misc);
void ApplyItemLootedSpell(Item* item, bool apply);
void ApplyItemLootedSpell(ItemTemplate const* itemTemplate);
void SendEquipmentSetList();
void SetEquipmentSet(EquipmentSetInfo::EquipmentSetData const& newEqSet);
void DeleteEquipmentSet(uint64 id);
void SendInitWorldStates(uint32 zoneId, uint32 areaId);
void SendUpdateWorldState(uint32 variable, uint32 value, bool hidden = false) const;
void SendDirectMessage(WorldPacket const* data) const;
void SendAurasForTarget(Unit* target) const;
std::unique_ptr PlayerTalkClass;
std::vector ItemSetEff;
void SendLoot(Loot& loot, bool aeLooting = false);
void SendLootError(ObjectGuid const& lootObj, ObjectGuid const& owner, LootError error) const;
void SendLootRelease(ObjectGuid guid) const;
void SendLootReleaseAll() const;
void SendNotifyLootItemRemoved(ObjectGuid lootObj, ObjectGuid owner, uint8 lootListId) const;
void SendNotifyLootMoneyRemoved(ObjectGuid lootObj) const;
/*********************************************************/
/*** BATTLEGROUND SYSTEM ***/
/*********************************************************/
bool InBattleground() const { return m_bgData.bgInstanceID != 0; }
bool InArena() const;
uint32 GetBattlegroundId() const { return m_bgData.bgInstanceID; }
BattlegroundTypeId GetBattlegroundTypeId() const { return m_bgData.bgTypeID; }
Battleground* GetBattleground() const;
uint32 GetBattlegroundQueueJoinTime(BattlegroundQueueTypeId bgQueueTypeId) const;
bool InBattlegroundQueue(bool ignoreArena = false) const;
bool IsDeserter() const { return HasAura(26013); }
BattlegroundQueueTypeId GetBattlegroundQueueTypeId(uint32 index) const;
uint32 GetBattlegroundQueueIndex(BattlegroundQueueTypeId bgQueueTypeId) const;
bool IsInvitedForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const;
bool InBattlegroundQueueForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const;
void SetBattlegroundId(uint32 val, BattlegroundTypeId bgTypeId, BattlegroundQueueTypeId queueId);
uint32 AddBattlegroundQueueId(BattlegroundQueueTypeId val);
bool HasFreeBattlegroundQueueId() const;
void RemoveBattlegroundQueueId(BattlegroundQueueTypeId val);
void SetInviteForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId, uint32 instanceId);
bool IsInvitedForBattlegroundInstance(uint32 instanceId) const;
void SetMercenaryForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId, bool mercenary);
bool IsMercenaryForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const;
WorldLocation const& GetBattlegroundEntryPoint() const { return m_bgData.joinPos; }
void SetBattlegroundEntryPoint();
void SetBGTeam(Team team);
Team GetBGTeam() const;
void LeaveBattleground(bool teleportToEntryPoint = true);
bool CanJoinToBattleground(BattlegroundTemplate const* bg) const;
bool CanReportAfkDueToLimit();
void ReportedAfkBy(Player* reporter);
void ClearAfkReports() { m_bgData.bgAfkReporter.clear(); }
bool GetBGAccessByLevel(BattlegroundTypeId bgTypeId) const;
bool CanUseBattlegroundObject(GameObject* gameobject) const;
bool isTotalImmune() const;
bool CanCaptureTowerPoint() const;
bool GetRandomWinner() const { return m_IsBGRandomWinner; }
void SetRandomWinner(bool isWinner);
/*********************************************************/
/*** OUTDOOR PVP SYSTEM ***/
/*********************************************************/
OutdoorPvP* GetOutdoorPvP() const;
// returns true if the player is in active state for outdoor pvp objective capturing, false otherwise
bool IsOutdoorPvPActive() const;
/*********************************************************/
/*** ENVIROMENTAL SYSTEM ***/
/*********************************************************/
bool IsImmuneToEnvironmentalDamage() const;
uint32 EnvironmentalDamage(EnviromentalDamage type, uint32 damage);
/*********************************************************/
/*** FLOOD FILTER SYSTEM ***/
/*********************************************************/
struct ChatFloodThrottle
{
enum Index
{
REGULAR = 0,
ADDON = 1,
MAX
};
time_t Time = 0;
uint32 Count = 0;
};
void UpdateSpeakTime(ChatFloodThrottle::Index index);
/*********************************************************/
/*** VARIOUS SYSTEMS ***/
/*********************************************************/
void UpdateFallInformationIfNeed(MovementInfo const& minfo, uint32 opcode);
// only changed for direct client control (possess, vehicle etc.), not stuff you control using pet commands
WorldObject* m_seer;
void SetFallInformation(uint32 time, float z);
void HandleFall(MovementInfo const& movementInfo);
void SetClientControl(Unit* target, bool allowMove);
void SetSeer(WorldObject* target) { m_seer = target; }
void SetViewpoint(WorldObject* target, bool apply);
WorldObject* GetViewpoint() const;
void StopCastingCharm();
void StopCastingBindSight() const;
uint32 GetSaveTimer() const { return m_nextSave; }
void SetSaveTimer(uint32 timer) { m_nextSave = timer; }
void SaveRecallPosition()
{
m_recall_location.Location.WorldRelocate(*this);
m_recall_location.InstanceId = GetInstanceId();
}
void Recall() { TeleportTo(m_recall_location, TELE_TO_NONE); }
void SetHomebind(WorldLocation const& loc, uint32 areaId);
void SendBindPointUpdate() const;
void SendPlayerBound(ObjectGuid const& binderGuid, uint32 areaId) const;
// Homebind coordinates
WorldLocation m_homebind;
uint16 m_homebindAreaId;
uint8 GetStartLevel(uint8 race, uint8 playerClass, Optional characterTemplateId) const;
// currently visible objects at player client
GuidUnorderedSet m_clientGUIDs;
GuidUnorderedSet m_visibleTransports;
bool HaveAtClient(Object const* u) const;
bool IsNeverVisibleFor(WorldObject const* seer, bool allowServersideObjects = false) const override;
bool IsVisibleGloballyFor(Player const* player) const;
void SendInitialVisiblePackets(WorldObject* target) const;
void OnPhaseChange() override;
void UpdateObjectVisibility(bool forced = true) override;
void UpdateVisibilityForPlayer();
void UpdateVisibilityOf(WorldObject* target);
void UpdateVisibilityOf(Trinity::IteratorPair targets);
void UpdateTriggerVisibility();
template
void UpdateVisibilityOf(T* target, UpdateData& data, std::set& visibleNow);
std::array m_forced_speed_changes;
uint8 m_movementForceModMagnitudeChanges;
bool HasAtLoginFlag(AtLoginFlags f) const { return (m_atLoginFlags & f) != 0; }
void SetAtLoginFlag(AtLoginFlags f) { m_atLoginFlags |= f; }
void RemoveAtLoginFlag(AtLoginFlags flags, bool persist = false);
bool isUsingLfg() const;
bool inRandomLfgDungeon() const;
typedef std::set DFQuestsDoneList;
DFQuestsDoneList m_DFQuests;
// Temporarily removed pet cache
uint32 GetTemporaryUnsummonedPetNumber() const { return m_temporaryUnsummonedPetNumber; }
void SetTemporaryUnsummonedPetNumber(uint32 petnumber) { m_temporaryUnsummonedPetNumber = petnumber; }
Optional GetTemporaryPetReactState() const { return m_temporaryPetReactState; }
void DisablePetControlsOnMount(ReactStates reactState, CommandStates commandState);
void EnablePetControlsOnDismount();
void UnsummonPetTemporaryIfAny();
void ResummonPetTemporaryUnSummonedIfAny();
void UnsummonBattlePetTemporaryIfAny(bool onFlyingMount = false);
void ResummonBattlePetTemporaryUnSummonedIfAny();
bool IsPetNeedBeTemporaryUnsummoned() const;
void SendCinematicStart(uint32 CinematicSequenceId) const;
void SendMovieStart(uint32 movieId);
uint32 DoRandomRoll(uint32 minimum, uint32 maximum);
uint8 GetItemLimitCategoryQuantity(ItemLimitCategoryEntry const* limitEntry) const;
void UpdateItemLevelAreaBasedScaling();
void ActivatePvpItemLevels(bool activate) { _usePvpItemLevels = activate; }
bool IsUsingPvpItemLevels() const { return _usePvpItemLevels; }
/*********************************************************/
/*** INSTANCE SYSTEM ***/
/*********************************************************/
void UpdateHomebindTime(uint32 time);
uint32 m_HomebindTimer;
bool m_InstanceValid;
// permanent binds and solo binds by difficulty
uint32 GetRecentInstanceId(uint32 mapId) const
{
auto itr = m_recentInstances.find(mapId);
return itr != m_recentInstances.end() ? itr->second : 0;
}
void SetRecentInstance(uint32 mapId, uint32 instanceId)
{
m_recentInstances[mapId] = instanceId;
}
std::unordered_map m_recentInstances;
void ConfirmPendingBind();
void SetPendingBind(uint32 instanceId, uint32 bindTimer);
bool HasPendingBind() const { return _pendingBindId > 0; }
void SendRaidInfo();
bool Satisfy(AccessRequirement const* ar, uint32 target_map, TransferAbortParams* params = nullptr, bool report = false);
bool CheckInstanceValidity(bool /*isLogin*/);
bool CheckInstanceCount(uint32 instanceId) const;
void AddInstanceEnterTime(uint32 instanceId, time_t enterTime);
WorldSafeLocsEntry const* GetInstanceEntrance(uint32 targetMapId);
// last used pet number (for BG's)
uint32 GetLastPetNumber() const { return m_lastpetnumber; }
void SetLastPetNumber(uint32 petnumber) { m_lastpetnumber = petnumber; }
/*********************************************************/
/*** GROUP SYSTEM ***/
/*********************************************************/
bool IsInGroup(ObjectGuid groupGuid) const;
Group* GetGroupInvite() const { return m_groupInvite; }
void SetGroupInvite(Group* group) { m_groupInvite = group; }
Group* GetGroup(Optional partyIndex) { return const_cast(const_cast(this)->GetGroup(partyIndex)); }
Group const* GetGroup(Optional partyIndex) const;
Group* GetGroup() { return m_group.getTarget(); }
Group const* GetGroup() const { return const_cast(m_group.getTarget()); }
GroupReference& GetGroupRef() { return m_group; }
void SetGroup(Group* group, int8 subgroup = -1);
uint8 GetSubGroup() const { return m_group.getSubGroup(); }
uint32 GetGroupUpdateFlag() const { return m_groupUpdateMask; }
void SetGroupUpdateFlag(uint32 flag) { m_groupUpdateMask |= flag; }
void RemoveGroupUpdateFlag(uint32 flag) { m_groupUpdateMask &= ~flag; }
void SetPartyType(GroupCategory category, uint8 type);
void ResetGroupUpdateSequenceIfNeeded(Group const* group);
int32 NextGroupUpdateSequenceNumber(GroupCategory category);
Player* GetNextRandomRaidMember(float radius);
PartyResult CanUninviteFromGroup(ObjectGuid guidMember, Optional partyIndex) const;
// Battleground / Battlefield Group System
void SetBattlegroundOrBattlefieldRaid(Group* group, int8 subgroup = -1);
void RemoveFromBattlegroundOrBattlefieldRaid();
Group* GetOriginalGroup() const { return m_originalGroup.getTarget(); }
GroupReference& GetOriginalGroupRef() { return m_originalGroup; }
uint8 GetOriginalSubGroup() const { return m_originalGroup.getSubGroup(); }
void SetOriginalGroup(Group* group, int8 subgroup = -1);
void SetPassOnGroupLoot(bool bPassOnGroupLoot) { m_bPassOnGroupLoot = bPassOnGroupLoot; }
bool GetPassOnGroupLoot() const { return m_bPassOnGroupLoot; }
MapReference &GetMapRef() { return m_mapRef; }
// Set map to player and add reference
void SetMap(Map* map) override;
void ResetMap() override;
bool isAllowedToLoot(Creature const* creature) const;
UF::DeclinedNames const* GetDeclinedNames() const { return m_playerData->DeclinedNames.has_value() ? &*m_playerData->DeclinedNames : nullptr; }
uint8 GetRunesState() const;
uint32 GetRuneCooldown(uint8 index) const { return m_runes->Cooldown[index]; }
uint32 GetRuneBaseCooldown() const;
void SetRuneCooldown(uint8 index, uint32 cooldown);
void ResyncRunes() const;
void InitRunes();
void SendRespondInspectAchievements(Player* player) const;
uint32 GetAchievementPoints() const;
std::vector GetCompletedAchievementIds() const;
bool HasAchieved(uint32 achievementId) const;
void ResetAchievements();
void FailCriteria(CriteriaFailEvent condition, int32 failAsset);
void UpdateCriteria(CriteriaType type, uint64 miscValue1 = 0, uint64 miscValue2 = 0, uint64 miscValue3 = 0, WorldObject* ref = nullptr);
void StartCriteria(CriteriaStartEvent startEvent, uint32 entry, Milliseconds timeLost = Milliseconds::zero());
void CompletedAchievement(AchievementEntry const* entry);
bool ModifierTreeSatisfied(uint32 modifierTreeId) const;
bool HasTitle(uint32 bitIndex) const;
bool HasTitle(CharTitlesEntry const* title) const;
void SetTitle(CharTitlesEntry const* title, bool lost = false);
void SetChosenTitle(int32 title) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::PlayerTitle), title); }
void SetKnownTitles(uint32 index, uint64 mask) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::KnownTitles, index), mask); }
//bool isActiveObject() const { return true; }
bool CanSeeGossipOn(Creature const* creature) const;
bool CanSeeSpellClickOn(Creature const* creature) const;
uint32 GetChampioningFaction() const { return m_ChampioningFaction; }
void SetChampioningFaction(uint32 faction) { m_ChampioningFaction = faction; }
Spell* m_spellModTakingSpell;
float GetAverageItemLevel() const;
bool isDebugAreaTriggers;
void ClearWhisperWhiteList() { WhisperList.clear(); }
void AddWhisperWhiteList(ObjectGuid guid) { WhisperList.push_back(guid); }
bool IsInWhisperWhiteList(ObjectGuid guid);
void RemoveFromWhisperWhiteList(ObjectGuid guid) { WhisperList.remove(guid); }
void ValidateMovementInfo(MovementInfo* mi);
void SendMovementSetCollisionHeight(float height, WorldPackets::Movement::UpdateCollisionHeightReason reason);
bool CanFly() const override { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_CAN_FLY); }
bool CanEnterWater() const override { return true; }
std::string GetMapAreaAndZoneString() const;
std::string GetCoordsMapAreaAndZoneString() const;
// Reagent Bank
bool IsReagentBankUnlocked() const { return HasPlayerFlagEx(PLAYER_FLAGS_EX_REAGENT_BANK_UNLOCKED); }
void UnlockReagentBank() { SetPlayerFlagEx(PLAYER_FLAGS_EX_REAGENT_BANK_UNLOCKED); }
void CreateGarrison(uint32 garrSiteId);
void DeleteGarrison();
Garrison* GetGarrison() const { return _garrison.get(); }
bool IsAdvancedCombatLoggingEnabled() const { return _advancedCombatLoggingEnabled; }
void SetAdvancedCombatLogging(bool enabled) { _advancedCombatLoggingEnabled = enabled; }
SceneMgr& GetSceneMgr() { return m_sceneMgr; }
SceneMgr const& GetSceneMgr() const { return m_sceneMgr; }
RestMgr& GetRestMgr() const { return *_restMgr; }
void SetRestState(RestTypes type, PlayerRestState state)
{
SetUpdateFieldValue(m_values
.ModifyValue(&Player::m_activePlayerData)
.ModifyValue(&UF::ActivePlayerData::RestInfo, type)
.ModifyValue(&UF::RestInfo::StateID), state);
}
void SetRestThreshold(RestTypes type, uint32 threshold)
{
SetUpdateFieldValue(m_values
.ModifyValue(&Player::m_activePlayerData)
.ModifyValue(&UF::ActivePlayerData::RestInfo, type)
.ModifyValue(&UF::RestInfo::Threshold), threshold);
}
void SendPlayerChoice(ObjectGuid sender, int32 choiceId);
bool MeetPlayerCondition(uint32 conditionId) const;
bool HasPlayerFlag(PlayerFlags flags) const { return (*m_playerData->PlayerFlags & flags) != 0; }
void SetPlayerFlag(PlayerFlags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::PlayerFlags), flags); }
void RemovePlayerFlag(PlayerFlags flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::PlayerFlags), flags); }
void ReplaceAllPlayerFlags(PlayerFlags flags) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::PlayerFlags), flags); }
bool HasPlayerFlagEx(PlayerFlagsEx flags) const { return (*m_playerData->PlayerFlagsEx & flags) != 0; }
void SetPlayerFlagEx(PlayerFlagsEx flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::PlayerFlagsEx), flags); }
void RemovePlayerFlagEx(PlayerFlagsEx flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::PlayerFlagsEx), flags); }
void ReplaceAllPlayerFlagsEx(PlayerFlagsEx flags) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::PlayerFlagsEx), flags); }
void SetAverageItemLevel(float newItemLevel, AvgItemLevelCategory category) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::AvgItemLevel, uint32(category)), newItemLevel); }
uint32 GetCustomizationChoice(uint32 chrCustomizationOptionId) const
{
int32 choiceIndex = m_playerData->Customizations.FindIndexIf([chrCustomizationOptionId](UF::ChrCustomizationChoice choice)
{
return choice.ChrCustomizationOptionID == chrCustomizationOptionId;
});
if (choiceIndex >= 0)
return m_playerData->Customizations[choiceIndex].ChrCustomizationChoiceID;
return 0;
}
template
void SetCustomizations(Trinity::IteratorPair customizations, bool markChanged = true)
{
if (markChanged)
m_customizationsChanged = true;
ClearDynamicUpdateFieldValues(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::Customizations));
for (auto&& customization : customizations)
{
UF::ChrCustomizationChoice& newChoice = AddDynamicUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::Customizations));
newChoice.ChrCustomizationOptionID = customization.ChrCustomizationOptionID;
newChoice.ChrCustomizationChoiceID = customization.ChrCustomizationChoiceID;
}
}
void SetPvpTitle(uint8 pvpTitle) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::PvpTitle), pvpTitle); }
void SetArenaFaction(uint8 arenaFaction) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::ArenaFaction), arenaFaction); }
void ApplyModFakeInebriation(int32 mod, bool apply) { ApplyModUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::FakeInebriation), mod, apply); }
void SetVirtualPlayerRealm(uint32 virtualRealmAddress) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::VirtualPlayerRealm), virtualRealmAddress); }
void SetCurrentBattlePetBreedQuality(uint8 battlePetBreedQuality) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_playerData).ModifyValue(&UF::PlayerData::CurrentBattlePetBreedQuality), battlePetBreedQuality); }
void AddHeirloom(int32 itemId, uint32 flags)
{
AddDynamicUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::Heirlooms)) = itemId;
AddDynamicUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::HeirloomFlags)) = flags;
}
void SetHeirloom(uint32 slot, int32 itemId) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::Heirlooms, slot), itemId); }
void SetHeirloomFlags(uint32 slot, uint32 flags) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::HeirloomFlags, slot), flags); }
void AddToy(int32 itemId, uint32 flags)
{
AddDynamicUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::Toys)) = itemId;
AddDynamicUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::ToyFlags)) = flags;
}
void AddTransmogBlock(uint32 blockValue) { AddDynamicUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::Transmog)) = blockValue; }
void AddTransmogFlag(uint32 slot, uint32 flag) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::Transmog, slot), flag); }
void AddConditionalTransmog(uint32 itemModifiedAppearanceId) { AddDynamicUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::ConditionalTransmog)) = itemModifiedAppearanceId; }
void RemoveConditionalTransmog(uint32 itemModifiedAppearanceId)
{
int32 index = m_activePlayerData->ConditionalTransmog.FindIndex(itemModifiedAppearanceId);
if (index >= 0)
RemoveDynamicUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::ConditionalTransmog), uint32(index));
}
void AddIllusionBlock(uint32 blockValue) { AddDynamicUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::TransmogIllusions)) = blockValue; }
void AddIllusionFlag(uint32 slot, uint32 flag) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::TransmogIllusions, slot), flag); }
void AddWarbandScenesBlock(uint32 blockValue) { AddDynamicUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::WarbandScenes)) = blockValue; }
void AddWarbandScenesFlag(uint32 slot, uint32 flag) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::WarbandScenes, slot), flag); }
void AddSelfResSpell(int32 spellId) { AddDynamicUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::SelfResSpells)) = spellId; }
void RemoveSelfResSpell(int32 spellId)
{
int32 index = m_activePlayerData->SelfResSpells.FindIndex(spellId);
if (index >= 0)
RemoveDynamicUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::SelfResSpells), uint32(index));
}
void ClearSelfResSpell() { ClearDynamicUpdateFieldValues(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::SelfResSpells)); }
ObjectGuid GetSummonedBattlePetGUID() const { return m_activePlayerData->SummonedBattlePetGUID; }
void SetSummonedBattlePetGUID(ObjectGuid guid) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::SummonedBattlePetGUID), guid); }
void SetTrackCreatureFlag(uint32 flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::TrackCreatureMask), flags); }
void RemoveTrackCreatureFlag(uint32 flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::TrackCreatureMask), flags); }
void SetVersatilityBonus(float value) { SetUpdateFieldStatValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::VersatilityBonus), value); }
void ApplyModOverrideSpellPowerByAPPercent(float mod, bool apply) { ApplyModUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::OverrideSpellPowerByAPPercent), mod, apply); }
void ApplyModOverrideAPBySpellPowerPercent(float mod, bool apply) { ApplyModUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::OverrideAPBySpellPowerPercent), mod, apply); }
bool HasPlayerLocalFlag(PlayerLocalFlags flags) const { return (*m_activePlayerData->LocalFlags & flags) != 0; }
void SetPlayerLocalFlag(PlayerLocalFlags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::LocalFlags), flags); }
void RemovePlayerLocalFlag(PlayerLocalFlags flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::LocalFlags), flags); }
void ReplaceAllPlayerLocalFlags(PlayerLocalFlags flags) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::LocalFlags), flags); }
uint8 GetNumRespecs() const { return m_activePlayerData->NumRespecs; }
void SetNumRespecs(uint8 numRespecs) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::NumRespecs), numRespecs); }
void SetWatchedFactionIndex(int32 index) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::WatchedFactionIndex), index); }
void AddAuraVision(PlayerFieldByte2Flags flags) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::AuraVision), flags); }
void RemoveAuraVision(PlayerFieldByte2Flags flags) { RemoveUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::AuraVision), flags); }
void SetTransportServerTime(int32 transportServerTime) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::TransportServerTime), transportServerTime); }
void SetRequiredMountCapabilityFlag(uint8 flag) { SetUpdateFieldFlagValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::RequiredMountCapabilityFlags), flag); }
void ReplaceAllRequiredMountCapabilityFlags(uint8 flags) { SetUpdateFieldValue(m_values.ModifyValue(&Player::m_activePlayerData).ModifyValue(&UF::ActivePlayerData::RequiredMountCapabilityFlags), flags); }
std::variant GetDataElementAccount(uint32 dataElementId) const;
void SetDataElementAccount(uint32 dataElementId, std::variant value);
std::variant GetDataElementCharacter(uint32 dataElementId) const;
void SetDataElementCharacter(uint32 dataElementId, std::variant value);
bool HasDataFlagAccount(uint32 dataFlagId) const;
void SetDataFlagAccount(uint32 dataFlagId, bool on);
bool HasDataFlagCharacter(uint32 dataFlagId) const;
void SetDataFlagCharacter(uint32 dataFlagId, bool on);
bool IsInFriendlyArea() const;
bool IsFriendlyArea(AreaTableEntry const* inArea) const;
void SetWarModeDesired(bool enabled);
bool IsWarModeDesired() const { return HasPlayerFlag(PLAYER_FLAGS_WAR_MODE_DESIRED); }
bool IsWarModeActive() const { return HasPlayerFlag(PLAYER_FLAGS_WAR_MODE_ACTIVE); }
bool IsWarModeLocalActive() const { return HasPlayerLocalFlag(PLAYER_LOCAL_FLAG_WAR_MODE); }
void SetWarModeLocal(bool enabled);
bool CanEnableWarModeInArea() const;
void UpdateWarModeAuras();
std::string GetDebugInfo() const override;
UF::UpdateField m_playerData;
UF::UpdateField m_activePlayerData;
void SetAreaSpiritHealer(Creature* creature);
ObjectGuid const& GetSpiritHealerGUID() const { return _areaSpiritHealerGUID; }
bool CanAcceptAreaSpiritHealFrom(Unit* spiritHealer) const { return spiritHealer->GetGUID() == _areaSpiritHealerGUID; }
void SendAreaSpiritHealerTime(Unit* spiritHealer) const;
void SendAreaSpiritHealerTime(ObjectGuid const& spiritHealerGUID, int32 timeLeft) const;
protected:
// Gamemaster whisper whitelist
GuidList WhisperList;
TimePoint m_regenInterruptTimestamp;
uint32 m_regenTimerCount;
std::array m_powerFraction;
uint32 m_contestedPvPTimer;
/*********************************************************/
/*** BATTLEGROUND SYSTEM ***/
/*********************************************************/
/*
this is an array of BG queues (BgTypeIDs) in which is player
*/
struct BgBattlegroundQueueID_Rec
{
BattlegroundQueueTypeId bgQueueTypeId;
uint32 invitedToInstance;
uint32 joinTime;
bool mercenary;
};
BgBattlegroundQueueID_Rec m_bgBattlegroundQueueID[PLAYER_MAX_BATTLEGROUND_QUEUES];
BGData m_bgData;
bool m_IsBGRandomWinner;
/*********************************************************/
/*** QUEST SYSTEM ***/
/*********************************************************/
void PushQuests();
//We allow only one timed quest active at the same time. Below can then be simple value instead of set.
typedef std::set QuestSet;
typedef std::unordered_map SeasonalQuestMapByQuest;
typedef std::unordered_map SeasonalQuestMapByEvent;
QuestSet m_timedquests;
QuestSet m_weeklyquests;
QuestSet m_monthlyquests;
SeasonalQuestMapByEvent m_seasonalquests;
ObjectGuid m_playerSharingQuest;
uint32 m_sharedQuestId;
uint32 m_ingametime;
/*********************************************************/
/*** LOAD SYSTEM ***/
/*********************************************************/
void _LoadActions(PreparedQueryResult result);
void _LoadAuras(PreparedQueryResult auraResult, PreparedQueryResult effectResult, uint32 timediff);
void _LoadGlyphAuras();
void _LoadInventory(PreparedQueryResult result, PreparedQueryResult artifactsResult, PreparedQueryResult azeriteResult,
PreparedQueryResult azeriteItemMilestonePowersResult, PreparedQueryResult azeriteItemUnlockedEssencesResult,
PreparedQueryResult azeriteEmpoweredItemResult, uint32 timeDiff);
void _LoadMail(PreparedQueryResult mailsResult, PreparedQueryResult mailItemsResult, PreparedQueryResult artifactResult, PreparedQueryResult azeriteItemResult,
PreparedQueryResult azeriteItemMilestonePowersResult, PreparedQueryResult azeriteItemUnlockedEssencesResult, PreparedQueryResult azeriteEmpoweredItemResult);
static Item* _LoadMailedItem(ObjectGuid const& playerGuid, Player* player, uint64 mailId, Mail* mail, Field* fields, ItemAdditionalLoadInfo* addionalData);
void _LoadQuestStatus(PreparedQueryResult result);
void _LoadQuestStatusObjectives(PreparedQueryResult result);
void _LoadQuestStatusObjectiveSpawnTrackings(PreparedQueryResult result);
void _LoadQuestStatusRewarded(PreparedQueryResult result);
void _LoadDailyQuestStatus(PreparedQueryResult result);
void _LoadWeeklyQuestStatus(PreparedQueryResult result);
void _LoadMonthlyQuestStatus(PreparedQueryResult result);
void _LoadSeasonalQuestStatus(PreparedQueryResult result);
void _LoadRandomBGStatus(PreparedQueryResult result);
void _LoadGroup(PreparedQueryResult result);
void _LoadSkills(PreparedQueryResult result);
void _LoadSpells(PreparedQueryResult result, PreparedQueryResult favoritesResult);
void _LoadStoredAuraTeleportLocations(PreparedQueryResult result);
bool _LoadHomeBind(PreparedQueryResult result);
void _LoadDeclinedNames(PreparedQueryResult result);
void _LoadArenaTeamInfo(PreparedQueryResult result);
void _LoadEquipmentSets(PreparedQueryResult result);
void _LoadTransmogOutfits(PreparedQueryResult result);
void _LoadBGData(PreparedQueryResult result);
void _LoadGlyphs(PreparedQueryResult result);
void _LoadTalents(PreparedQueryResult result);
void _LoadPvpTalents(PreparedQueryResult result);
void _LoadTraits(PreparedQueryResult configsResult, PreparedQueryResult entriesResult);
void _LoadInstanceTimeRestrictions(PreparedQueryResult result);
void _LoadPetStable(uint32 summonedPetNumber, PreparedQueryResult result);
void _LoadCurrency(PreparedQueryResult result);
void _LoadCUFProfiles(PreparedQueryResult result);
void _LoadPlayerData(PreparedQueryResult elementsResult, PreparedQueryResult flagsResult);
void _LoadCharacterBankTabSettings(PreparedQueryResult result);
/*********************************************************/
/*** SAVE SYSTEM ***/
/*********************************************************/
void _SaveCustomizations(CharacterDatabaseTransaction trans);
void _SaveActions(CharacterDatabaseTransaction trans);
void _SaveAuras(CharacterDatabaseTransaction trans);
void _SaveInventory(CharacterDatabaseTransaction trans);
void _SaveMail(CharacterDatabaseTransaction trans);
void _SaveQuestStatus(CharacterDatabaseTransaction trans);
void _SaveDailyQuestStatus(CharacterDatabaseTransaction trans);
void _SaveWeeklyQuestStatus(CharacterDatabaseTransaction trans);
void _SaveMonthlyQuestStatus(CharacterDatabaseTransaction trans);
void _SaveSeasonalQuestStatus(CharacterDatabaseTransaction trans);
void _SaveSkills(CharacterDatabaseTransaction trans);
void _SaveSpells(CharacterDatabaseTransaction trans);
void _SaveStoredAuraTeleportLocations(CharacterDatabaseTransaction trans);
void _SaveEquipmentSets(CharacterDatabaseTransaction trans);
void _SaveBGData(CharacterDatabaseTransaction trans);
void _SaveGlyphs(CharacterDatabaseTransaction trans) const;
void _SaveTalents(CharacterDatabaseTransaction trans);
void _SaveTraits(CharacterDatabaseTransaction trans);
void _SaveStats(CharacterDatabaseTransaction trans) const;
void _SaveInstanceTimeRestrictions(CharacterDatabaseTransaction trans);
void _SaveCurrency(CharacterDatabaseTransaction trans);
void _SaveCUFProfiles(CharacterDatabaseTransaction trans);
void _SavePlayerData(CharacterDatabaseTransaction trans);
void _SaveCharacterBankTabSettings(CharacterDatabaseTransaction trans) const;
/*********************************************************/
/*** ENVIRONMENTAL SYSTEM ***/
/*********************************************************/
void HandleSobering();
void SendMirrorTimer(MirrorTimerType Type, uint32 MaxValue, uint32 CurrentValue, int32 Regen);
void StopMirrorTimer(MirrorTimerType Type);
void HandleDrowning(uint32 time_diff);
int32 getMaxTimer(MirrorTimerType timer) const;
/*********************************************************/
/*** HONOR SYSTEM ***/
/*********************************************************/
time_t m_lastHonorUpdateTime;
void outDebugValues() const;
Team m_team;
uint32 m_nextSave;
bool m_customizationsChanged;
std::array m_chatFloodData;
Difficulty m_dungeonDifficulty;
Difficulty m_raidDifficulty;
Difficulty m_legacyRaidDifficulty;
uint32 m_atLoginFlags;
Item* m_items[PLAYER_SLOTS_COUNT];
uint32 m_currentBuybackSlot;
PlayerCurrenciesMap _currencyStorage;
std::vector
- m_itemUpdateQueue;
bool m_itemUpdateQueueBlocked;
uint32 m_ExtraFlags;
QuestStatusMap m_QuestStatus;
QuestObjectiveStatusMap m_questObjectiveStatus;
QuestStatusSaveMap m_QuestStatusSave;
RewardedQuestSet m_RewardedQuests;
QuestStatusSaveMap m_RewardedQuestsSave;
SkillStatusMap mSkillStatus;
ObjectGuid::LowType m_GuildIdInvited;
uint32 m_ArenaTeamIdInvited;
PlayerMails m_mail;
PlayerSpellMap m_spells;
std::unordered_map /*newSpellId*/> m_overrideSpells;
uint32 m_lastPotionId; // last used health/mana potion in combat, that block next potion use
std::unordered_map m_storedAuraTeleportLocations;
float m_empowerMinHoldStagePercent;
SpecializationInfo _specializationInfo;
std::unordered_map m_traitConfigStates;
ActionButtonList m_actionButtons;
std::array m_auraBaseFlatMod;
std::array m_auraBasePctMod;
std::array m_baseRatingValue;
uint32 m_baseSpellPower;
uint32 m_baseManaRegen;
uint32 m_baseHealthRegen;
int32 m_spellPenetrationItemMod;
SpellModContainer m_spellMods;
EnchantDurationList m_enchantDuration;
ItemDurationList m_itemDuration;
std::forward_list m_itemPassives;
GuidUnorderedSet m_itemSoulboundTradeable;
std::unique_ptr _resurrectionData;
WorldSession* m_session;
JoinedChannelsList m_channels;
time_t m_createTime;
PlayerCreateMode m_createMode;
uint8 m_cinematic;
uint32 m_movie;
TradeData* m_trade;
bool m_DailyQuestChanged;
bool m_WeeklyQuestChanged;
bool m_MonthlyQuestChanged;
bool m_SeasonalQuestChanged;
time_t m_lastDailyQuestTime;
uint32 m_hostileReferenceCheckTimer;
uint32 m_drunkTimer;
uint32 m_weaponChangeTimer;
uint32 m_zoneUpdateId;
uint32 m_areaUpdateId;
uint32 m_deathTimer;
time_t m_deathExpireTime;
uint32 m_WeaponProficiency;
uint32 m_ArmorProficiency;
bool m_canParry;
bool m_canBlock;
bool m_canTitanGrip;
uint32 m_titanGripPenaltySpellId;
Optional m_swingErrorMsg;
// Social
PlayerSocial* m_social;
// Groups
GroupReference m_group;
GroupReference m_originalGroup;
Group* m_groupInvite;
uint32 m_groupUpdateMask;
bool m_bPassOnGroupLoot;
std::array m_groupUpdateSequences;
// last used pet number (for BG's)
uint32 m_lastpetnumber;
// Player summoning
time_t m_summon_expire;
TeleportLocation m_summon_location;
// Recall position
TeleportLocation m_recall_location;
std::unique_ptr m_runes;
EquipmentSetContainer _equipmentSets;
bool CanNeverSee(WorldObject const* obj, bool ignorePhaseShift = false) const override;
bool CanAlwaysSee(WorldObject const* obj) const override;
bool IsAlwaysDetectableFor(WorldObject const* seer) const override;
uint8 m_fishingSteps;
std::array, MAX_CUF_PROFILES> _CUFProfiles;
private:
// internal common parts for CanStore/StoreItem functions
InventoryResult CanStoreItem_InSpecificSlot(uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool swap, Item* pSrcItem) const;
InventoryResult CanStoreItem_InBag(uint8 bag, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool merge, bool non_specialized, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
InventoryResult CanStoreItem_InInventorySlots(uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemTemplate const* pProto, uint32& count, bool merge, Item* pSrcItem, uint8 skip_bag, uint8 skip_slot) const;
Item* _StoreItem(uint16 pos, Item* pItem, uint32 count, bool clone, bool update);
Item* _LoadItem(CharacterDatabaseTransaction trans, uint32 zoneId, uint32 timeDiff, Field* fields);
std::unique_ptr _cinematicMgr;
GuidSet m_refundableItems;
void SendRefundInfo(Item* item);
void RefundItem(Item* item);
void SendItemRefundResult(Item* item, ItemExtendedCostEntry const* iece, uint8 error) const;
void AdjustQuestObjectiveProgress(Quest const* quest);
bool IsCanDelayTeleport() const { return m_bCanDelayTeleport; }
void SetCanDelayTeleport(bool setting) { m_bCanDelayTeleport = setting; }
bool IsHasDelayedTeleport() const { return m_bHasDelayedTeleport; }
void SetDelayedTeleportFlag(bool setting) { m_bHasDelayedTeleport = setting; }
void ScheduleDelayedOperation(uint32 operation) { if (operation < DELAYED_END) m_DelayedOperations |= operation; }
bool IsInstanceLoginGameMasterException() const;
MapReference m_mapRef;
uint32 m_lastFallTime;
float m_lastFallZ;
std::array m_MirrorTimer;
uint8 m_MirrorTimerFlags;
uint8 m_MirrorTimerFlagsLast;
// Current teleport data
TeleportLocation m_teleport_dest;
TeleportToOptions m_teleport_options;
uint32 m_teleportSpellId;
int32 m_newWorldCounter;
bool mSemaphoreTeleport_Near;
bool mSemaphoreTeleport_Far;
uint32 m_DelayedOperations;
bool m_bCanDelayTeleport;
bool m_bHasDelayedTeleport;
std::unique_ptr m_petStable;
// Temporary removed pet cache
uint32 m_temporaryUnsummonedPetNumber;
Optional m_temporaryPetReactState;
uint32 m_oldpetspell;
ObjectGuid m_temporaryUnsummonedBattlePet;
std::unique_ptr m_achievementMgr;
std::unique_ptr m_reputationMgr;
std::unique_ptr m_questObjectiveCriteriaMgr;
uint32 m_ChampioningFaction;
InstanceTimeMap _instanceResetTimes;
uint32 _pendingBindId;
uint32 _pendingBindTimer;
uint32 _activeCheats;
std::unique_ptr _garrison;
bool _advancedCombatLoggingEnabled;
// variables to save health and mana before duel and restore them after duel
uint64 healthBeforeDuel;
uint32 manaBeforeDuel;
WorldLocation _corpseLocation;
SceneMgr m_sceneMgr;
std::unordered_map m_AELootView;
std::vector m_lootRolls; // loot rolls waiting for answer
void _InitHonorLevelOnLoadFromDB(uint32 honor, uint32 honorLevel);
std::unique_ptr _restMgr;
bool _usePvpItemLevels;
ObjectGuid _areaSpiritHealerGUID;
// Spell cast request handling
public:
// Queues up a spell cast request that has been received via packet and processes it whenever possible.
void RequestSpellCast(std::unique_ptr castRequest);
void CancelPendingCastRequest();
bool CanRequestSpellCast(SpellInfo const* spell, Unit const* castingUnit) const;
private:
std::unique_ptr _pendingSpellCastRequest;
void ExecutePendingSpellCastRequest();
bool ProcessItemCast(SpellCastRequest& castRequest, SpellCastTargets const& targets);
bool CanExecutePendingSpellCastRequest();
Trinity::Containers::FlatSet _playerDataElementsNeedSave;
Trinity::Containers::FlatSet _playerDataFlagsNeedSave;
};
TC_GAME_API void AddItemsSetItem(Player* player, Item const* item);
TC_GAME_API void RemoveItemsSetItem(Player* player, Item const* item);
TC_GAME_API void UpdateItemSetAuras(Player* player, bool formChange);
TC_GAME_API void DeleteItemSetEffects(ItemSetEffect* itemSetEffect);
// Transforms a container of customization choices with continuous storage into iterator pair that does not depend on container
// and doesn't force implementations in header files
template
Trinity::IteratorPair MakeChrCustomizationChoiceRange(Container const& container)
{
static_assert(std::is_same::value,
"MakeChrCustomizationChoiceRange must be used with containers of UF::ChrCustomizationChoice");
return { container.data(), container.data() + container.size() };
}
#endif