/* * Copyright (C) 2008-2017 TrinityCore * * 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 . */ #include "WorldSession.h" #include "ArtifactPackets.h" #include "ConditionMgr.h" #include "GameTables.h" #include "Player.h" #include "SpellAuraEffects.h" #include "SpellInfo.h" #include "SpellPackets.h" void WorldSession::HandleArtifactAddPower(WorldPackets::Artifact::ArtifactAddPower& artifactAddPower) { if (!_player->GetGameObjectIfCanInteractWith(artifactAddPower.ForgeGUID, GAMEOBJECT_TYPE_ARTIFACT_FORGE)) return; Item* artifact = _player->GetItemByGuid(artifactAddPower.ArtifactGUID); if (!artifact) return; int32 xpCost = 0; if (GtArtifactLevelXPEntry const* cost = sArtifactLevelXPGameTable.GetRow(artifact->GetTotalPurchasedArtifactPowers() + 1)) xpCost = int32(cost->XP); if (xpCost > artifact->GetInt32Value(ITEM_FIELD_ARTIFACT_XP)) return; if (artifactAddPower.PowerChoices.empty()) return; ItemDynamicFieldArtifactPowers const* artifactPower = artifact->GetArtifactPower(artifactAddPower.PowerChoices[0].ArtifactPowerID); if (!artifactPower) return; ArtifactPowerEntry const* artifactPowerEntry = sArtifactPowerStore.LookupEntry(artifactPower->ArtifactPowerId); if (!artifactPowerEntry) return; if (artifactAddPower.PowerChoices[0].Rank != artifactPower->PurchasedRank + 1 || artifactAddPower.PowerChoices[0].Rank > artifactPowerEntry->MaxRank) return; if (std::unordered_set const* artifactPowerLinks = sDB2Manager.GetArtifactPowerLinks(artifactPower->ArtifactPowerId)) { bool hasAnyLink = false; for (uint32 artifactPowerLinkId : *artifactPowerLinks) { ArtifactPowerEntry const* artifactPowerLink = sArtifactPowerStore.LookupEntry(artifactPowerLinkId); if (!artifactPowerLink) continue; ItemDynamicFieldArtifactPowers const* artifactPowerLinkLearned = artifact->GetArtifactPower(artifactPowerLinkId); if (!artifactPowerLinkLearned) continue; if (artifactPowerLinkLearned->PurchasedRank >= artifactPowerLink->MaxRank) { hasAnyLink = true; break; } } if (!hasAnyLink) return; } ArtifactPowerRankEntry const* artifactPowerRank = sDB2Manager.GetArtifactPowerRank(artifactPower->ArtifactPowerId, artifactPower->CurrentRankWithBonus + 1 - 1); // need data for next rank, but -1 because of how db2 data is structured if (!artifactPowerRank) return; ItemDynamicFieldArtifactPowers newPower = *artifactPower; ++newPower.PurchasedRank; ++newPower.CurrentRankWithBonus; artifact->SetArtifactPower(&newPower); if (artifact->IsEquipped()) { _player->ApplyArtifactPowerRank(artifact, artifactPowerRank, true); for (ItemDynamicFieldArtifactPowers const& power : artifact->GetArtifactPowers()) { ArtifactPowerEntry const* scaledArtifactPowerEntry = sArtifactPowerStore.AssertEntry(power.ArtifactPowerId); if (!(scaledArtifactPowerEntry->Flags & ARTIFACT_POWER_FLAG_SCALES_WITH_NUM_POWERS)) continue; ArtifactPowerRankEntry const* scaledArtifactPowerRank = sDB2Manager.GetArtifactPowerRank(scaledArtifactPowerEntry->ID, 0); if (!scaledArtifactPowerRank) continue; ItemDynamicFieldArtifactPowers newScaledPower = power; ++newScaledPower.CurrentRankWithBonus; artifact->SetArtifactPower(&newScaledPower); _player->ApplyArtifactPowerRank(artifact, scaledArtifactPowerRank, false); _player->ApplyArtifactPowerRank(artifact, scaledArtifactPowerRank, true); } } artifact->ApplyModInt32Value(ITEM_FIELD_ARTIFACT_XP, xpCost, false); artifact->SetState(ITEM_CHANGED, _player); } void WorldSession::HandleArtifactSetAppearance(WorldPackets::Artifact::ArtifactSetAppearance& artifactSetAppearance) { if (!_player->GetGameObjectIfCanInteractWith(artifactSetAppearance.ForgeGUID, GAMEOBJECT_TYPE_ARTIFACT_FORGE)) return; ArtifactAppearanceEntry const* artifactAppearance = sArtifactAppearanceStore.LookupEntry(artifactSetAppearance.ArtifactAppearanceID); if (!artifactAppearance) return; Item* artifact = _player->GetItemByGuid(artifactSetAppearance.ArtifactGUID); if (!artifact) return; ArtifactAppearanceSetEntry const* artifactAppearanceSet = sArtifactAppearanceSetStore.LookupEntry(artifactAppearance->ArtifactAppearanceSetID); if (!artifactAppearanceSet || artifactAppearanceSet->ArtifactID != artifact->GetTemplate()->GetArtifactID()) return; if (PlayerConditionEntry const* playerCondition = sPlayerConditionStore.LookupEntry(artifactAppearance->PlayerConditionID)) if (!sConditionMgr->IsPlayerMeetingCondition(_player, playerCondition)) return; artifact->SetAppearanceModId(artifactAppearance->AppearanceModID); artifact->SetModifier(ITEM_MODIFIER_ARTIFACT_APPEARANCE_ID, artifactAppearance->ID); artifact->SetState(ITEM_CHANGED, _player); Item* childItem = _player->GetChildItemByGuid(artifact->GetChildItem()); if (childItem) { childItem->SetAppearanceModId(artifactAppearance->AppearanceModID); childItem->SetState(ITEM_CHANGED, _player); } if (artifact->IsEquipped()) { // change weapon appearance _player->SetVisibleItemSlot(artifact->GetSlot(), artifact); if (childItem) _player->SetVisibleItemSlot(childItem->GetSlot(), childItem); // change druid form appearance if (artifactAppearance->ShapeshiftDisplayID && artifactAppearance->ModifiesShapeshiftFormDisplay && _player->GetShapeshiftForm() == ShapeshiftForm(artifactAppearance->ModifiesShapeshiftFormDisplay)) _player->RestoreDisplayId(); } } void WorldSession::HandleConfirmArtifactRespec(WorldPackets::Artifact::ConfirmArtifactRespec& confirmArtifactRespec) { if (!_player->GetNPCIfCanInteractWith(confirmArtifactRespec.NpcGUID, UNIT_NPC_FLAG_ARTIFACT_POWER_RESPEC)) return; Item* artifact = _player->GetItemByGuid(confirmArtifactRespec.ArtifactGUID); if (!artifact) return; uint32 xpCost = 0; if (GtArtifactLevelXPEntry const* cost = sArtifactLevelXPGameTable.GetRow(artifact->GetTotalPurchasedArtifactPowers() + 1)) xpCost = uint32(cost->XP); if (xpCost > artifact->GetUInt32Value(ITEM_FIELD_ARTIFACT_XP)) return; uint32 newAmount = artifact->GetUInt32Value(ITEM_FIELD_ARTIFACT_XP) - xpCost; for (uint32 i = 0; i <= artifact->GetTotalPurchasedArtifactPowers(); ++i) if (GtArtifactLevelXPEntry const* cost = sArtifactLevelXPGameTable.GetRow(i)) newAmount += uint32(cost->XP); for (ItemDynamicFieldArtifactPowers const& artifactPower : artifact->GetArtifactPowers()) { uint8 oldPurchasedRank = artifactPower.PurchasedRank; if (!oldPurchasedRank) continue; ItemDynamicFieldArtifactPowers newPower = artifactPower; newPower.PurchasedRank -= oldPurchasedRank; newPower.CurrentRankWithBonus -= oldPurchasedRank; artifact->SetArtifactPower(&newPower); if (artifact->IsEquipped()) if (ArtifactPowerRankEntry const* artifactPowerRank = sDB2Manager.GetArtifactPowerRank(artifactPower.ArtifactPowerId, 0)) _player->ApplyArtifactPowerRank(artifact, artifactPowerRank, false); } for (ItemDynamicFieldArtifactPowers const& power : artifact->GetArtifactPowers()) { ArtifactPowerEntry const* scaledArtifactPowerEntry = sArtifactPowerStore.AssertEntry(power.ArtifactPowerId); if (!(scaledArtifactPowerEntry->Flags & ARTIFACT_POWER_FLAG_SCALES_WITH_NUM_POWERS)) continue; ArtifactPowerRankEntry const* scaledArtifactPowerRank = sDB2Manager.GetArtifactPowerRank(scaledArtifactPowerEntry->ID, 0); if (!scaledArtifactPowerRank) continue; ItemDynamicFieldArtifactPowers newScaledPower = power; newScaledPower.CurrentRankWithBonus = 0; artifact->SetArtifactPower(&newScaledPower); _player->ApplyArtifactPowerRank(artifact, scaledArtifactPowerRank, false); } artifact->SetUInt32Value(ITEM_FIELD_ARTIFACT_XP, newAmount); artifact->SetState(ITEM_CHANGED, _player); }