/* * This file is part of the AzerothCore 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 "ArenaTeam.h" #include "Battleground.h" #include "CharmInfo.h" #include "CharacterCache.h" #include "CinematicMgr.h" #include "DBCStores.h" #include "DatabaseEnvFwd.h" #include "EnumFlag.h" #include "GroupReference.h" #include "InstanceSaveMgr.h" #include "Item.h" #include "MapReference.h" #include "ObjectMgr.h" #include "Optional.h" #include "PetDefines.h" #include "PlayerSettings.h" #include "PlayerTaxi.h" #include "QuestDef.h" #include "SpellAuras.h" #include "SpellInfo.h" #include "TradeData.h" #include "Unit.h" #include "WorldSession.h" #include #include #include struct CreatureTemplate; struct Mail; struct TrainerSpell; struct VendorItem; class AchievementMgr; class ReputationMgr; class Channel; class CharacterCreateInfo; class Creature; class DynamicObject; class Group; class Guild; class OutdoorPvP; class Pet; class PlayerMenu; class PlayerSocial; class SpellCastTargets; class UpdateMask; typedef std::deque PlayerMails; typedef void(*bgZoneRef)(Battleground*, WorldPackets::WorldState::InitWorldStates&); #define PLAYER_MAX_SKILLS 127 #define PLAYER_MAX_DAILY_QUESTS 25 #define PLAYER_EXPLORED_ZONES_SIZE 128 // corpse reclaim times #define DEATH_EXPIRE_STEP (5*MINUTE) #define MAX_DEATH_COUNT 3 #define PLAYER_SKILL_INDEX(x) (PLAYER_SKILL_INFO_1_1 + ((x)*3)) #define PLAYER_SKILL_VALUE_INDEX(x) (PLAYER_SKILL_INDEX(x)+1) #define PLAYER_SKILL_BONUS_INDEX(x) (PLAYER_SKILL_INDEX(x)+2) #define SKILL_VALUE(x) PAIR32_LOPART(x) #define SKILL_MAX(x) PAIR32_HIPART(x) #define MAKE_SKILL_VALUE(v, m) MAKE_PAIR32(v, m) #define SKILL_TEMP_BONUS(x) int16(PAIR32_LOPART(x)) #define SKILL_PERM_BONUS(x) int16(PAIR32_HIPART(x)) #define MAKE_SKILL_BONUS(t, p) MAKE_PAIR32(t, p) // Note: SPELLMOD_* values is aura types in fact enum SpellModType { SPELLMOD_FLAT = 107, // SPELL_AURA_ADD_FLAT_MODIFIER SPELLMOD_PCT = 108 // SPELL_AURA_ADD_PCT_MODIFIER }; // 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 { PLAYERSPELL_UNCHANGED = 0, PLAYERSPELL_CHANGED = 1, PLAYERSPELL_NEW = 2, PLAYERSPELL_REMOVED = 3, PLAYERSPELL_TEMPORARY = 4 }; struct PlayerSpell { PlayerSpellState State : 7; // UPPER CASE TO CAUSE CONSOLE ERRORS (CHECK EVERY USAGE)! bool Active : 1; // UPPER CASE TO CAUSE CONSOLE ERRORS (CHECK EVERY USAGE)! lower rank of a spell are not useable, but learnt uint8 specMask : 8; bool IsInSpec(uint8 spec) { return (specMask & (1 << spec)); } }; struct PlayerTalent { PlayerSpellState State : 8; // UPPER CASE TO CAUSE CONSOLE ERRORS (CHECK EVERY USAGE)! uint8 specMask : 8; uint32 talentID; bool inSpellBook; bool IsInSpec(uint8 spec) { return (specMask & (1 << spec)); } }; enum TalentTree // talent tabs { TALENT_TREE_WARRIOR_ARMS = 161, TALENT_TREE_WARRIOR_FURY = 164, TALENT_TREE_WARRIOR_PROTECTION = 163, TALENT_TREE_PALADIN_HOLY = 382, TALENT_TREE_PALADIN_PROTECTION = 383, TALENT_TREE_PALADIN_RETRIBUTION = 381, TALENT_TREE_HUNTER_BEAST_MASTERY = 361, TALENT_TREE_HUNTER_MARKSMANSHIP = 363, TALENT_TREE_HUNTER_SURVIVAL = 362, TALENT_TREE_ROGUE_ASSASSINATION = 182, TALENT_TREE_ROGUE_COMBAT = 181, TALENT_TREE_ROGUE_SUBTLETY = 183, TALENT_TREE_PRIEST_DISCIPLINE = 201, TALENT_TREE_PRIEST_HOLY = 202, TALENT_TREE_PRIEST_SHADOW = 203, TALENT_TREE_DEATH_KNIGHT_BLOOD = 398, TALENT_TREE_DEATH_KNIGHT_FROST = 399, TALENT_TREE_DEATH_KNIGHT_UNHOLY = 400, TALENT_TREE_SHAMAN_ELEMENTAL = 261, TALENT_TREE_SHAMAN_ENHANCEMENT = 263, TALENT_TREE_SHAMAN_RESTORATION = 262, TALENT_TREE_MAGE_ARCANE = 81, TALENT_TREE_MAGE_FIRE = 41, TALENT_TREE_MAGE_FROST = 61, TALENT_TREE_WARLOCK_AFFLICTION = 302, TALENT_TREE_WARLOCK_DEMONOLOGY = 303, TALENT_TREE_WARLOCK_DESTRUCTION = 301, TALENT_TREE_DRUID_BALANCE = 283, TALENT_TREE_DRUID_FERAL_COMBAT = 281, TALENT_TREE_DRUID_RESTORATION = 282 }; #define SPEC_MASK_ALL 255 // Spell modifier (used for modify other spells) struct SpellModifier { SpellModifier(Aura* _ownerAura = nullptr) : op(SPELLMOD_DAMAGE), type(SPELLMOD_FLAT), charges(0), mask(), ownerAura(_ownerAura) {} SpellModOp op : 8; SpellModType type : 8; int16 charges : 16; int32 value{0}; flag96 mask; uint32 spellId{0}; Aura* const ownerAura; uint32 priority{0}; }; typedef std::unordered_map PlayerTalentMap; typedef std::unordered_map PlayerSpellMap; typedef std::list SpellModList; typedef GuidList WhisperListContainer; struct SpellCooldown { uint32 end; uint16 category; uint32 itemid; uint32 maxduration; bool sendToSpectator: 1; bool needSendToClient: 1; }; typedef std::map SpellCooldowns; 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_MACRO = 0x40, ACTION_BUTTON_CMACRO = ACTION_BUTTON_C | ACTION_BUTTON_MACRO, ACTION_BUTTON_ITEM = 0x80 }; enum QuestSound { QUEST_SOUND_FAILURE = 847 }; #define ACTION_BUTTON_ACTION(X) (uint32(X) & 0x00FFFFFF) #define ACTION_BUTTON_TYPE(X) ((uint32(X) & 0xFF000000) >> 24) #define MAX_ACTION_BUTTON_ACTION_VALUE (0x00FFFFFF+1) struct ActionButton { ActionButton() = default; uint32 packedData{0}; ActionButtonUpdateState uState{ACTIONBUTTON_NEW}; // helpers [[nodiscard]] ActionButtonType GetType() const { return ActionButtonType(ACTION_BUTTON_TYPE(packedData)); } [[nodiscard]] uint32 GetAction() const { return ACTION_BUTTON_ACTION(packedData); } void SetActionAndType(uint32 action, ActionButtonType type) { uint32 newData = action | (uint32(type) << 24); if (newData != packedData || uState == ACTIONBUTTON_DELETED) { packedData = newData; if (uState != ACTIONBUTTON_NEW) uState = ACTIONBUTTON_CHANGED; } } }; #define MAX_ACTION_BUTTONS 144 //checked in 3.2.0 typedef std::map ActionButtonList; struct PlayerCreateInfoItem { PlayerCreateInfoItem(uint32 id, uint32 amount) : item_id(id), item_amount(amount) {} uint32 item_id; uint32 item_amount; }; typedef std::list PlayerCreateInfoItems; struct PlayerClassLevelInfo { PlayerClassLevelInfo() = default; uint32 basehealth{0}; uint32 basemana{0}; }; struct PlayerClassInfo { PlayerClassInfo() = default; PlayerClassLevelInfo* levelInfo{nullptr}; //[level-1] 0..MaxPlayerLevel-1 }; struct PlayerLevelInfo { PlayerLevelInfo() { stats.fill(0); } std::array stats = { }; }; typedef std::list PlayerCreateInfoSpells; struct PlayerCreateInfoAction { PlayerCreateInfoAction() = default; PlayerCreateInfoAction(uint8 _button, uint32 _action, uint8 _type) : button(_button), type(_type), action(_action) {} uint8 button{0}; uint8 type{0}; uint32 action{0}; }; typedef std::list PlayerCreateInfoActions; struct PlayerCreateInfoSkill { uint16 SkillId; uint16 Rank; }; typedef std::list PlayerCreateInfoSkills; struct PlayerInfo { // existence checked by displayId != 0 PlayerInfo() = default; uint32 mapId{0}; uint32 areaId{0}; float positionX{0.0f}; float positionY{0.0f}; float positionZ{0.0f}; float orientation{0.0f}; uint16 displayId_m{0}; uint16 displayId_f{0}; PlayerCreateInfoItems item; PlayerCreateInfoSpells customSpells; PlayerCreateInfoSpells castSpells; PlayerCreateInfoActions action; PlayerCreateInfoSkills skills; PlayerLevelInfo* levelInfo{nullptr}; //[level-1] 0..MaxPlayerLevel-1 }; struct PvPInfo { PvPInfo() = default; bool IsHostile{false}; bool IsInHostileArea{false}; ///> Marks if player is in an area which forces PvP flag bool IsInNoPvPArea{false}; ///> Marks if player is in a sanctuary or friendly capital city bool IsInFFAPvPArea{false}; ///> Marks if player is in an FFAPvP area (such as Gurubashi Arena) time_t EndTimer{0}; ///> Time when player unflags himself for PvP (flag removed after 5 minutes) time_t FFAPvPEndTimer{0}; ///> Time when player unflags himself for FFA PvP (flag removed after 30 sec) }; 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 6 enum RuneCooldowns { RUNE_BASE_COOLDOWN = 10000, RUNE_GRACE_PERIOD = 2500, // xinef: maximum possible grace period RUNE_MISS_COOLDOWN = 1500, // cooldown applied on runes when the spell misses }; enum RuneType { RUNE_BLOOD = 0, RUNE_UNHOLY = 1, RUNE_FROST = 2, RUNE_DEATH = 3, NUM_RUNE_TYPES = 4 }; struct RuneInfo { uint8 BaseRune; uint8 CurrentRune; uint32 Cooldown; uint32 GracePeriod; AuraEffect const* ConvertAura; }; struct Runes { RuneInfo runes[MAX_RUNES]; uint8 runeState; // mask of available runes RuneType lastUsedRune; void SetRuneState(uint8 index, bool set = true) { if (set) runeState |= (1 << index); // usable else runeState &= ~(1 << index); // on cooldown } }; struct EnchantDuration { EnchantDuration() = default; EnchantDuration(Item* _item, EnchantmentSlot _slot, uint32 _leftduration) : item(_item), slot(_slot), leftduration(_leftduration) { ASSERT(item); }; Item* item{nullptr}; EnchantmentSlot slot{MAX_ENCHANTMENT_SLOT}; uint32 leftduration{0}; }; typedef std::list EnchantDurationList; typedef std::list ItemDurationList; enum PlayerMovementType { MOVE_WATER_WALK = 3, MOVE_LAND_WALK = 4 }; enum DrunkenState { DRUNKEN_SOBER = 0, DRUNKEN_TIPSY = 1, DRUNKEN_DRUNK = 2, DRUNKEN_SMASHED = 3 }; #define MAX_DRUNKEN 4 enum PlayerFlags : uint32 { 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_UNK6 = 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_HIDE_HELM = 0x00000400, PLAYER_FLAGS_HIDE_CLOAK = 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_UNK16 = 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_ALLOW_ONLY_ABILITY = 0x00800000, // used by bladestorm and killing spree, allowed only spells with SPELL_ATTR0_USES_RANGED_SLOT, SPELL_EFFECT_ATTACK, checked only for active player PLAYER_FLAGS_UNK24 = 0x01000000, // disabled all melee ability on tab include autoattack PLAYER_FLAGS_NO_XP_GAIN = 0x02000000, PLAYER_FLAGS_UNK26 = 0x04000000, PLAYER_FLAGS_UNK27 = 0x08000000, PLAYER_FLAGS_UNK28 = 0x10000000, PLAYER_FLAGS_UNK29 = 0x20000000, PLAYER_FLAGS_UNK30 = 0x40000000, PLAYER_FLAGS_UNK31 = 0x80000000, }; DEFINE_ENUM_FLAG(PlayerFlags); enum PlayerBytesOffsets //@todo: Implement { PLAYER_BYTES_OFFSET_SKIN_ID = 0, PLAYER_BYTES_OFFSET_FACE_ID = 1, PLAYER_BYTES_OFFSET_HAIR_STYLE_ID = 2, PLAYER_BYTES_OFFSET_HAIR_COLOR_ID = 3 }; enum PlayerBytes2Offsets //@todo: Implement { PLAYER_BYTES_2_OFFSET_FACIAL_STYLE = 0, PLAYER_BYTES_2_OFFSET_PARTY_TYPE = 1, PLAYER_BYTES_2_OFFSET_BANK_BAG_SLOTS = 2, PLAYER_BYTES_2_OFFSET_REST_STATE = 3 }; enum PlayerBytes3Offsets //@todo: Implement { PLAYER_BYTES_3_OFFSET_GENDER = 0, PLAYER_BYTES_3_OFFSET_INEBRIATION = 1, PLAYER_BYTES_3_OFFSET_PVP_TITLE = 2, PLAYER_BYTES_3_OFFSET_ARENA_FACTION = 3 }; enum PlayerFieldBytesOffsets //@todo: Implement { PLAYER_FIELD_BYTES_OFFSET_FLAGS = 0, PLAYER_FIELD_BYTES_OFFSET_RAF_GRANTABLE_LEVEL = 1, PLAYER_FIELD_BYTES_OFFSET_ACTION_BAR_TOGGLES = 2, PLAYER_FIELD_BYTES_OFFSET_LIFETIME_MAX_PVP_RANK = 3 }; enum PlayerFieldBytes2Offsets { PLAYER_FIELD_BYTES_2_OFFSET_OVERRIDE_SPELLS_ID = 0, // uint16! PLAYER_FIELD_BYTES_2_OFFSET_IGNORE_POWER_REGEN_PREDICTION_MASK = 2, PLAYER_FIELD_BYTES_2_OFFSET_AURA_VISION = 3 }; static_assert((PLAYER_FIELD_BYTES_2_OFFSET_OVERRIDE_SPELLS_ID & 1) == 0, "PLAYER_FIELD_BYTES_2_OFFSET_OVERRIDE_SPELLS_ID must be aligned to 2 byte boundary"); #define PLAYER_BYTES_2_OVERRIDE_SPELLS_UINT16_OFFSET (PLAYER_FIELD_BYTES_2_OFFSET_OVERRIDE_SPELLS_ID / 2) #define KNOWN_TITLES_SIZE 3 #define MAX_TITLE_INDEX (KNOWN_TITLES_SIZE*64) // 3 uint64 fields // used in PLAYER_FIELD_BYTES values enum PlayerFieldByteFlags { PLAYER_FIELD_BYTE_TRACK_STEALTHED = 0x00000002, PLAYER_FIELD_BYTE_RELEASE_TIMER = 0x00000008, // Display time till auto release spirit PLAYER_FIELD_BYTE_NO_RELEASE_WINDOW = 0x00000010 // Display no "release spirit" window at all }; // 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 }; #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 PLAYER_EXTRA_HAS_310_FLYER = 0x0040, // Marks if player already has 310% speed flying mount PLAYER_EXTRA_SPECTATOR_ON = 0x0080, // Marks if player is spectactor PLAYER_EXTRA_PVP_DEATH = 0x0100, // store PvP death status until corpse creating. PLAYER_EXTRA_SHOW_DK_PET = 0x0400, // Marks if player should see ghoul on login screen PLAYER_EXTRA_GM_SPECTATOR = 0x0800, }; // 2^n values enum AtLoginFlags { AT_LOGIN_NONE = 0x00, AT_LOGIN_RENAME = 0x01, AT_LOGIN_RESET_SPELLS = 0x02, AT_LOGIN_RESET_TALENTS = 0x04, AT_LOGIN_CUSTOMIZE = 0x08, AT_LOGIN_RESET_PET_TALENTS = 0x10, AT_LOGIN_FIRST = 0x20, AT_LOGIN_CHANGE_FACTION = 0x40, AT_LOGIN_CHANGE_RACE = 0x80, AT_LOGIN_RESET_AP = 0x100, AT_LOGIN_RESET_ARENA = 0x200, AT_LOGIN_CHECK_ACHIEVS = 0x400, AT_LOGIN_RESURRECT = 0x800 }; typedef std::map QuestStatusMap; typedef std::unordered_set RewardedQuestSet; // quest, keep typedef std::map QuestStatusSaveMap; enum QuestSlotOffsets { QUEST_ID_OFFSET = 0, QUEST_STATE_OFFSET = 1, QUEST_COUNTS_OFFSET = 2, QUEST_TIME_OFFSET = 4 }; #define MAX_QUEST_OFFSET 5 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 Item; 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 = 150, PLAYER_SLOTS_COUNT = (PLAYER_SLOT_END - PLAYER_SLOT_START) }; #define INVENTORY_SLOT_BAG_0 255 enum EquipmentSlots // 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 InventorySlots // 4 slots { INVENTORY_SLOT_BAG_START = 19, INVENTORY_SLOT_BAG_END = 23 }; enum InventoryPackSlots // 16 slots { INVENTORY_SLOT_ITEM_START = 23, INVENTORY_SLOT_ITEM_END = 39 }; enum BankItemSlots // 28 slots { BANK_SLOT_ITEM_START = 39, BANK_SLOT_ITEM_END = 67 }; enum BankBagSlots // 7 slots { BANK_SLOT_BAG_START = 67, BANK_SLOT_BAG_END = 74 }; enum BuyBackSlots // 12 slots { // stored in m_items, there is no more m_buybackitems BUYBACK_SLOT_START = 74, BUYBACK_SLOT_END = 86 }; enum KeyRingSlots // 32 slots { KEYRING_SLOT_START = 86, KEYRING_SLOT_END = 118 }; enum CurrencyTokenSlots // 32 slots { CURRENCYTOKEN_SLOT_START = 118, CURRENCYTOKEN_SLOT_END = 150 }; enum EquipmentSetUpdateState { EQUIPMENT_SET_UNCHANGED = 0, EQUIPMENT_SET_CHANGED = 1, EQUIPMENT_SET_NEW = 2, EQUIPMENT_SET_DELETED = 3 }; struct EquipmentSet { EquipmentSet() = default; uint64 Guid; std::string Name; std::string IconName; uint32 IgnoreMask{0}; ObjectGuid Items[EQUIPMENT_SLOT_END]; EquipmentSetUpdateState state{EQUIPMENT_SET_NEW}; }; #define MAX_EQUIPMENT_SET_INDEX 10 // client limit typedef std::map EquipmentSets; struct ItemPosCount { ItemPosCount(uint16 _pos, uint32 _count) : pos(_pos), count(_count) {} [[nodiscard]] bool isContainedIn(std::vector const& vec) const; uint16 pos; uint32 count; }; typedef std::vector ItemPosCountVec; struct SavedItem { Item* item; uint16 dstpos; SavedItem(Item* _item, uint16 dstpos) : item(_item), dstpos(dstpos) {} }; enum TransferAbortReason { TRANSFER_ABORT_NONE = 0x00, TRANSFER_ABORT_ERROR = 0x01, TRANSFER_ABORT_MAX_PLAYERS = 0x02, // Transfer Aborted: instance is full TRANSFER_ABORT_NOT_FOUND = 0x03, // Transfer Aborted: instance not found TRANSFER_ABORT_TOO_MANY_INSTANCES = 0x04, // You have entered too many instances recently. TRANSFER_ABORT_ZONE_IN_COMBAT = 0x06, // Unable to zone in while an encounter is in progress. TRANSFER_ABORT_INSUF_EXPAN_LVL = 0x07, // You must have expansion installed to access this area. TRANSFER_ABORT_DIFFICULTY = 0x08, // difficulty mode is not available for %s. TRANSFER_ABORT_UNIQUE_MESSAGE = 0x09, // Until you've escaped TLK's grasp, you cannot leave this place! TRANSFER_ABORT_TOO_MANY_REALM_INSTANCES = 0x0A, // Additional instances cannot be launched, please try again later. TRANSFER_ABORT_NEED_GROUP = 0x0B, // 3.1 TRANSFER_ABORT_NOT_FOUND1 = 0x0C, // 3.1 TRANSFER_ABORT_NOT_FOUND2 = 0x0D, // 3.1 TRANSFER_ABORT_NOT_FOUND3 = 0x0E, // 3.2 TRANSFER_ABORT_REALM_ONLY = 0x0F, // All players on party must be from the same realm. TRANSFER_ABORT_MAP_NOT_ALLOWED = 0x10, // Map can't be entered at this time. }; enum InstanceResetWarningType { RAID_INSTANCE_WARNING_HOURS = 1, // WARNING! %s is scheduled to reset in %d hour(s). RAID_INSTANCE_WARNING_MIN = 2, // WARNING! %s is scheduled to reset in %d minute(s)! RAID_INSTANCE_WARNING_MIN_SOON = 3, // WARNING! %s is scheduled to reset in %d minute(s). Please exit the zone or you will be returned to your bind location! RAID_INSTANCE_WELCOME = 4, // Welcome to %s. This raid instance is scheduled to reset in %s. RAID_INSTANCE_EXPIRED = 5 }; class InstanceSave; enum RestFlag { REST_FLAG_IN_TAVERN = 0x1, REST_FLAG_IN_CITY = 0x2, REST_FLAG_IN_FACTION_AREA = 0x4, // used with AREA_FLAG_REST_ZONE_* }; enum TeleportToOptions { 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_NOT_LEAVE_VEHICLE = 0x20, TELE_TO_WITH_PET = 0x40, TELE_TO_NOT_LEAVE_TAXI = 0x80 }; /// Type of environmental damages enum EnviromentalDamage { 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 PlayerChatTag { CHAT_TAG_NONE = 0x00, CHAT_TAG_AFK = 0x01, CHAT_TAG_DND = 0x02, CHAT_TAG_GM = 0x04, CHAT_TAG_COM = 0x08, // Commentator tag. Do not exist in clean client CHAT_TAG_DEV = 0x10, }; 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 = 0, PLAYER_LOGIN_QUERY_LOAD_AURAS = 3, PLAYER_LOGIN_QUERY_LOAD_SPELLS = 4, PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS = 5, PLAYER_LOGIN_QUERY_LOAD_DAILY_QUEST_STATUS = 6, PLAYER_LOGIN_QUERY_LOAD_REPUTATION = 7, PLAYER_LOGIN_QUERY_LOAD_INVENTORY = 8, PLAYER_LOGIN_QUERY_LOAD_ACTIONS = 9, PLAYER_LOGIN_QUERY_LOAD_MAILS = 10, PLAYER_LOGIN_QUERY_LOAD_MAIL_ITEMS = 11, PLAYER_LOGIN_QUERY_LOAD_SOCIAL_LIST = 13, PLAYER_LOGIN_QUERY_LOAD_HOME_BIND = 14, PLAYER_LOGIN_QUERY_LOAD_SPELL_COOLDOWNS = 15, PLAYER_LOGIN_QUERY_LOAD_DECLINED_NAMES = 16, PLAYER_LOGIN_QUERY_LOAD_ACHIEVEMENTS = 18, PLAYER_LOGIN_QUERY_LOAD_CRITERIA_PROGRESS = 19, PLAYER_LOGIN_QUERY_LOAD_EQUIPMENT_SETS = 20, PLAYER_LOGIN_QUERY_LOAD_ENTRY_POINT = 21, PLAYER_LOGIN_QUERY_LOAD_GLYPHS = 22, PLAYER_LOGIN_QUERY_LOAD_TALENTS = 23, PLAYER_LOGIN_QUERY_LOAD_ACCOUNT_DATA = 24, PLAYER_LOGIN_QUERY_LOAD_SKILLS = 25, PLAYER_LOGIN_QUERY_LOAD_WEEKLY_QUEST_STATUS = 26, PLAYER_LOGIN_QUERY_LOAD_RANDOM_BG = 27, PLAYER_LOGIN_QUERY_LOAD_BANNED = 28, PLAYER_LOGIN_QUERY_LOAD_QUEST_STATUS_REW = 29, PLAYER_LOGIN_QUERY_LOAD_INSTANCE_LOCK_TIMES = 30, PLAYER_LOGIN_QUERY_LOAD_SEASONAL_QUEST_STATUS = 31, PLAYER_LOGIN_QUERY_LOAD_MONTHLY_QUEST_STATUS = 32, PLAYER_LOGIN_QUERY_LOAD_BREW_OF_THE_MONTH = 34, PLAYER_LOGIN_QUERY_LOAD_CORPSE_LOCATION = 35, PLAYER_LOGIN_QUERY_LOAD_CHARACTER_SETTINGS = 36, PLAYER_LOGIN_QUERY_LOAD_PET_SLOTS = 37, PLAYER_LOGIN_QUERY_LOAD_OFFLINE_ACHIEVEMENTS_UPDATES = 38, 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_VEHICLE_TELEPORT = 0x40, DELAYED_END }; enum PlayerCharmedAISpells { SPELL_T_STUN, SPELL_ROOT_OR_FEAR, SPELL_INSTANT_DAMAGE, SPELL_INSTANT_DAMAGE2, SPELL_HIGH_DAMAGE1, SPELL_HIGH_DAMAGE2, SPELL_DOT_DAMAGE, SPELL_T_CHARGE, SPELL_IMMUNITY, SPELL_FAST_RUN, NUM_CAI_SPELLS }; // Player summoning auto-decline time (in secs) #define MAX_PLAYER_SUMMON_DELAY (2*MINUTE) #define MAX_MONEY_AMOUNT (0x7FFFFFFF-1) struct ProgressionRequirement { uint32 id; TeamId faction; std::string note; uint32 priority; bool checkLeaderOnly; }; struct DungeonProgressionRequirements { uint8 levelMin; uint8 levelMax; uint16 reqItemLevel; std::vector quests; std::vector items; std::vector achievements; }; 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 CurrencyItems { ITEM_HONOR_POINTS_ID = 43308, ITEM_ARENA_POINTS_ID = 43307 }; enum ReferAFriendError { ERR_REFER_A_FRIEND_NONE = 0x00, ERR_REFER_A_FRIEND_NOT_REFERRED_BY = 0x01, ERR_REFER_A_FRIEND_TARGET_TOO_HIGH = 0x02, ERR_REFER_A_FRIEND_INSUFFICIENT_GRANTABLE_LEVELS = 0x03, ERR_REFER_A_FRIEND_TOO_FAR = 0x04, ERR_REFER_A_FRIEND_DIFFERENT_FACTION = 0x05, ERR_REFER_A_FRIEND_NOT_NOW = 0x06, ERR_REFER_A_FRIEND_GRANT_LEVEL_MAX_I = 0x07, ERR_REFER_A_FRIEND_NO_TARGET = 0x08, ERR_REFER_A_FRIEND_NOT_IN_GROUP = 0x09, ERR_REFER_A_FRIEND_SUMMON_LEVEL_MAX_I = 0x0A, ERR_REFER_A_FRIEND_SUMMON_COOLDOWN = 0x0B, ERR_REFER_A_FRIEND_INSUF_EXPAN_LVL = 0x0C, ERR_REFER_A_FRIEND_SUMMON_OFFLINE_S = 0x0D }; enum PlayerRestState { REST_STATE_RESTED = 0x01, REST_STATE_NOT_RAF_LINKED = 0x02, REST_STATE_RAF_LINKED = 0x06 }; enum AdditionalSaving { ADDITIONAL_SAVING_NONE = 0x00, ADDITIONAL_SAVING_INVENTORY_AND_GOLD = 0x01, ADDITIONAL_SAVING_QUEST_STATUS = 0x02, }; enum PlayerCommandStates { CHEAT_NONE = 0x00, CHEAT_GOD = 0x01, CHEAT_CASTTIME = 0x02, CHEAT_COOLDOWN = 0x04, CHEAT_POWER = 0x08, CHEAT_WATERWALK = 0x10 }; // Used for OnGiveXP PlayerScript hook enum PlayerXPSource { XPSOURCE_KILL = 0, XPSOURCE_QUEST = 1, XPSOURCE_QUEST_DF = 2, XPSOURCE_EXPLORE = 3, XPSOURCE_BATTLEGROUND = 4 }; enum InstantFlightGossipAction { GOSSIP_ACTION_TOGGLE_INSTANT_FLIGHT = 500 }; enum EmoteBroadcastTextID { EMOTE_BROADCAST_TEXT_ID_STRANGE_GESTURES = 91243 }; std::ostringstream& operator<< (std::ostringstream& ss, PlayerTaxi const& taxi); class Player; // holder for Battleground data (pussywizard: not stored in db) struct BGData { BGData() = default; uint32 bgInstanceID{0}; BattlegroundTypeId bgTypeID{BATTLEGROUND_TYPE_NONE}; TeamId bgTeamId{TEAM_NEUTRAL}; uint32 bgQueueSlot{PLAYER_MAX_BATTLEGROUND_QUEUES}; bool isInvited{false}; bool bgIsRandom{false}; GuidSet bgAfkReporter; uint8 bgAfkReportedCount{0}; time_t bgAfkReportedTimer{0}; }; // holder for Entry Point data (pussywizard: stored in db) struct EntryPointData { EntryPointData() { ClearTaxiPath(); } uint32 mountSpell{0}; std::array taxiPath; WorldLocation joinPos; void ClearTaxiPath() { taxiPath.fill(0); } [[nodiscard]] bool HasTaxiPath() const { return taxiPath[0] && taxiPath[1]; } }; struct PendingSpellCastRequest { uint32 spellId; uint32 category; WorldPacket requestPacket; bool isItem = false; bool cancelInProgress = false; PendingSpellCastRequest(uint32 spellId, uint32 category, WorldPacket&& packet, bool item = false, bool cancel = false) : spellId(spellId), category(category), requestPacket(std::move(packet)), isItem(item) , cancelInProgress(cancel) {} }; class Player : public Unit, public GridObject { friend class WorldSession; friend class CinematicMgr; friend void Item::AddToUpdateQueueOf(Player* player); friend void Item::RemoveFromUpdateQueueOf(Player* player); public: explicit Player(WorldSession* session); ~Player() override; void CleanupsBeforeDelete(bool finalCleanup = true) override; void AddToWorld() override; void RemoveFromWorld() override; void SetObjectScale(float scale) override { Unit::SetObjectScale(scale); SetFloatValue(UNIT_FIELD_BOUNDINGRADIUS, scale * DEFAULT_WORLD_OBJECT_SIZE); SetFloatValue(UNIT_FIELD_COMBATREACH, scale * DEFAULT_COMBAT_REACH); } bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options = 0, Unit* target = nullptr, bool newInstance = false); bool TeleportTo(WorldLocation const& loc, uint32 options = 0, Unit* target = nullptr) { return TeleportTo(loc.GetMapId(), loc.GetPositionX(), loc.GetPositionY(), loc.GetPositionZ(), loc.GetOrientation(), options, target); } bool TeleportToEntryPoint(); void SetSummonPoint(uint32 mapid, float x, float y, float z, uint32 delay = 0, bool asSpectator = false); [[nodiscard]] bool IsSummonAsSpectator() const; void SetSummonAsSpectator(bool on) { m_summon_asSpectator = on; } void SummonIfPossible(bool agree, ObjectGuid summoner_guid); [[nodiscard]] time_t GetSummonExpireTimer() const { return m_summon_expire; } bool Create(ObjectGuid::LowType guidlow, CharacterCreateInfo* createInfo); void Update(uint32 time) override; PlayerFlags GetPlayerFlags() const { return PlayerFlags(GetUInt32Value(PLAYER_FLAGS)); } bool HasPlayerFlag(PlayerFlags flags) const { return HasFlag(PLAYER_FLAGS, flags) != 0; } void SetPlayerFlag(PlayerFlags flags) { SetFlag(PLAYER_FLAGS, flags); } void RemovePlayerFlag(PlayerFlags flags) { RemoveFlag(PLAYER_FLAGS, flags); } void ReplaceAllPlayerFlags(PlayerFlags flags) { SetUInt32Value(PLAYER_FLAGS, flags); } static bool BuildEnumData(PreparedQueryResult result, WorldPacket* data); [[nodiscard]] bool IsClass(Classes playerClass, ClassContext context = CLASS_CONTEXT_NONE) const override; void SetInWater(bool apply); [[nodiscard]] bool IsInWater() const override { return m_isInWater; } [[nodiscard]] bool IsFalling() const; bool IsInAreaTriggerRadius(AreaTrigger const* trigger, float delta = 0.f) const; void SendInitialPacketsBeforeAddToMap(); void SendInitialPacketsAfterAddToMap(); void SendTransferAborted(uint32 mapid, TransferAbortReason reason, uint8 arg = 0); void SendInstanceResetWarning(uint32 mapid, Difficulty difficulty, uint32 time, bool onEnterMap); bool CanInteractWithQuestGiver(Object* questGiver); Creature* GetNPCIfCanInteractWith(ObjectGuid const& guid, uint32 npcflagmask); [[nodiscard]] GameObject* GetGameObjectIfCanInteractWith(ObjectGuid const& guid, GameobjectTypes type) const; void ToggleAFK(); void ToggleDND(); [[nodiscard]] bool isAFK() const { return HasPlayerFlag(PLAYER_FLAGS_AFK); } [[nodiscard]] bool isDND() const { return HasPlayerFlag(PLAYER_FLAGS_DND); } [[nodiscard]] uint8 GetChatTag() const; std::string autoReplyMsg; uint32 GetBarberShopCost(uint8 newhairstyle, uint8 newhaircolor, uint8 newfacialhair, BarberShopStyleEntry const* newSkin = nullptr); PlayerSocial* GetSocial() { return m_social; } PlayerTaxi m_taxi; void InitTaxiNodesForLevel() { m_taxi.InitTaxiNodesForLevel(getRace(), getClass(), GetLevel()); } bool ActivateTaxiPathTo(std::vector const& nodes, Creature* npc = nullptr, uint32 spellid = 1); bool ActivateTaxiPathTo(uint32 taxi_path_id, uint32 spellid = 1); void CleanupAfterTaxiFlight(); void ContinueTaxiFlight(); void SendTaxiNodeStatusMultiple(); // mount_id can be used in scripting calls [[nodiscard]] bool IsCommentator() const { return HasPlayerFlag(PLAYER_FLAGS_COMMENTATOR2); } void SetCommentator(bool on) { ApplyModFlag(PLAYER_FLAGS, PLAYER_FLAGS_COMMENTATOR2, on); } [[nodiscard]] bool IsDeveloper() const { return HasPlayerFlag(PLAYER_FLAGS_DEVELOPER); } void SetDeveloper(bool on) { ApplyModFlag(PLAYER_FLAGS, PLAYER_FLAGS_DEVELOPER, on); } void SetBeastMaster(bool on) { if (on) SetUnitFlag(UNIT_FLAG_NON_ATTACKABLE); else RemoveUnitFlag(UNIT_FLAG_NON_ATTACKABLE); } [[nodiscard]] bool isAcceptWhispers() const { return m_ExtraFlags & PLAYER_EXTRA_ACCEPT_WHISPERS; } void SetAcceptWhispers(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_ACCEPT_WHISPERS; else m_ExtraFlags &= ~PLAYER_EXTRA_ACCEPT_WHISPERS; } [[nodiscard]] bool IsGameMaster() const { return m_ExtraFlags & PLAYER_EXTRA_GM_ON; } void SetGameMaster(bool on); [[nodiscard]] bool isGMChat() const { return m_ExtraFlags & PLAYER_EXTRA_GM_CHAT; } void SetGMChat(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_GM_CHAT; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_CHAT; } [[nodiscard]] bool IsGMSpectator() const { return m_ExtraFlags & PLAYER_EXTRA_GM_SPECTATOR; } void SetGMSpectator(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_GM_SPECTATOR; else m_ExtraFlags &= ~PLAYER_EXTRA_GM_SPECTATOR; } [[nodiscard]] bool isTaxiCheater() const { return m_ExtraFlags & PLAYER_EXTRA_TAXICHEAT; } void SetTaxiCheater(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_TAXICHEAT; else m_ExtraFlags &= ~PLAYER_EXTRA_TAXICHEAT; } [[nodiscard]] bool isGMVisible() const { return !(m_ExtraFlags & PLAYER_EXTRA_GM_INVISIBLE); } void SetGMVisible(bool on); bool Has310Flyer(bool checkAllSpells, uint32 excludeSpellId = 0); void SetHas310Flyer(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_HAS_310_FLYER; else m_ExtraFlags &= ~PLAYER_EXTRA_HAS_310_FLYER; } void SetPvPDeath(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_PVP_DEATH; else m_ExtraFlags &= ~PLAYER_EXTRA_PVP_DEATH; } void GiveXP(uint32 xp, Unit* victim, float group_rate = 1.0f, bool isLFGReward = false); void GiveLevel(uint8 level); void InitStatsForLevel(bool reapplyMods = false); [[nodiscard]] bool HasActivePowerType(Powers power) override; // .cheat command related [[nodiscard]] bool GetCommandStatus(uint32 command) const { return _activeCheats & command; } void SetCommandStatusOn(uint32 command) { _activeCheats |= command; } void SetCommandStatusOff(uint32 command) { _activeCheats &= ~command; } // Played Time Stuff time_t m_logintime; time_t m_Last_tick; uint32 m_Played_time[MAX_PLAYED_TIME_INDEX]; uint32 GetTotalPlayedTime() { return m_Played_time[PLAYED_TIME_TOTAL]; } uint32 GetLevelPlayedTime() { return m_Played_time[PLAYED_TIME_LEVEL]; } void setDeathState(DeathState s, bool despawn = false) override; // overwrite Unit::setDeathState void SetRestState(uint32 triggerId); void RemoveRestState(); uint32 GetXPRestBonus(uint32 xp); [[nodiscard]] float GetRestBonus() const { return _restBonus; } void SetRestBonus(float restBonusNew); [[nodiscard]] bool HasRestFlag(RestFlag restFlag) const { return (_restFlagMask & restFlag) != 0; } void SetRestFlag(RestFlag restFlag, uint32 triggerId = 0); void RemoveRestFlag(RestFlag restFlag); [[nodiscard]] uint32 GetInnTriggerId() const { return _innTriggerId; } PetStable* GetPetStable() { return m_petStable.get(); } PetStable& GetOrInitPetStable(); [[nodiscard]] PetStable const* GetPetStable() const { return m_petStable.get(); } [[nodiscard]] Pet* GetPet() const; Pet* SummonPet(uint32 entry, float x, float y, float z, float ang, PetType petType, Milliseconds duration = 0ms, uint32 healthPct = 0); void RemovePet(Pet* pet, PetSaveMode mode, bool returnreagent = false); bool CanPetResurrect(); bool IsExistPet(); Pet* CreatePet(Creature* creatureTarget, uint32 spellID = 0); Pet* CreatePet(uint32 creatureEntry, uint32 spellID = 0); [[nodiscard]] uint32 GetPhaseMaskForSpawn() const; // used for proper set phase for DB at GM-mode creature/GO spawn /// 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; /*********************************************************/ /*** STORAGE SYSTEM ***/ /*********************************************************/ void SetVirtualItemSlot(uint8 i, Item* item); void SetSheath(SheathState sheathed) override; // overwrite Unit version uint8 FindEquipSlot(ItemTemplate const* proto, uint32 slot, bool swap) const; uint32 GetItemCount(uint32 item, bool inBankAlso = false, Item* skipItem = nullptr) const; uint32 GetItemCountWithLimitCategory(uint32 limitCategory, Item* skipItem = nullptr) const; [[nodiscard]] Item* GetItemByGuid(ObjectGuid guid) const; [[nodiscard]] Item* GetItemByEntry(uint32 entry) const; [[nodiscard]] Item* GetItemByPos(uint16 pos) const; [[nodiscard]] Item* GetItemByPos(uint8 bag, uint8 slot) const; [[nodiscard]] Bag* GetBagByPos(uint8 slot) const; [[nodiscard]] uint32 GetFreeInventorySpace() const; [[nodiscard]] inline Item* GetUseableItemByPos(uint8 bag, uint8 slot) const //Does additional check for disarmed weapons { if (!CanUseAttackType(GetAttackBySlot(slot))) return nullptr; return GetItemByPos(bag, slot); } [[nodiscard]] Item* GetWeaponForAttack(WeaponAttackType attackType, bool useable = false) const; bool HasWeapon(WeaponAttackType type) const override { return GetWeaponForAttack(type, false); } bool HasWeaponForAttack(WeaponAttackType type) const override { return (Unit::HasWeaponForAttack(type) && GetWeaponForAttack(type, true)); } [[nodiscard]] Item* GetShield(bool useable = false) const; static WeaponAttackType GetAttackBySlot(uint8 slot); // 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); bool IsValidPos(uint16 pos, bool explicit_pos) { return IsValidPos(pos >> 8, pos & 255, explicit_pos); } bool IsValidPos(uint8 bag, uint8 slot, bool explicit_pos); [[nodiscard]] uint8 GetBankBagSlotCount() const { return GetByteValue(PLAYER_BYTES_2, 2); } void SetBankBagSlotCount(uint8 count) { SetByteValue(PLAYER_BYTES_2, 2, count); } [[nodiscard]] 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; [[nodiscard]] bool HasItemOrGemWithIdEquipped(uint32 item, uint32 count, uint8 except_slot = NULL_SLOT) const; [[nodiscard]] bool HasItemOrGemWithLimitCategoryEquipped(uint32 limitCategory, uint32 count, uint8 except_slot = NULL_SLOT) const; InventoryResult CanTakeMoreSimilarItems(Item* pItem) const { return CanTakeMoreSimilarItems(pItem->GetEntry(), pItem->GetCount(), pItem); } [[nodiscard]] InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count) const { return CanTakeMoreSimilarItems(entry, count, nullptr); } InventoryResult CanStoreNewItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, uint32 item, uint32 count, uint32* no_space_count = nullptr) const { return CanStoreItem(bag, slot, dest, item, count, nullptr, false, no_space_count); } InventoryResult CanStoreItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item* pItem, bool swap = false) const { if (!pItem) return EQUIP_ERR_ITEM_NOT_FOUND; uint32 count = pItem->GetCount(); return CanStoreItem(bag, slot, dest, pItem->GetEntry(), count, pItem, swap, nullptr); } InventoryResult CanStoreItems(Item** pItem, int32 count) 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; 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; [[nodiscard]] InventoryResult CanUnequipItems(uint32 item, uint32 count) const; [[nodiscard]] InventoryResult CanUnequipItem(uint16 src, bool swap) const; InventoryResult CanBankItem(uint8 bag, uint8 slot, ItemPosCountVec& dest, Item* pItem, bool swap, bool not_loading = true) const; InventoryResult CanUseItem(Item* pItem, bool not_loading = true) const; [[nodiscard]] bool HasItemTotemCategory(uint32 TotemCategory) const; bool IsTotemCategoryCompatiableWith(ItemTemplate const* pProto, uint32 requiredTotemCategoryId) const; InventoryResult CanUseItem(ItemTemplate const* pItem) const; [[nodiscard]] InventoryResult CanUseAmmo(uint32 item) const; InventoryResult CanRollForItemInLFG(ItemTemplate const* item, WorldObject const* lootedObject) const; Item* StoreNewItem(ItemPosCountVec const& pos, uint32 item, bool update, int32 randomPropertyId = 0, bool refund = false); Item* StoreNewItem(ItemPosCountVec const& pos, uint32 item, bool update, int32 randomPropertyId, AllowedLooterSet& allowedLooters, bool refund = false); Item* StoreItem(ItemPosCountVec const& pos, Item* pItem, bool update); Item* EquipNewItem(uint16 pos, uint32 item, bool update); Item* EquipItem(uint16 pos, Item* pItem, bool update); void AutoUnequipOffhandIfNeed(bool force = false); bool StoreNewItemInBestSlots(uint32 item_id, uint32 item_count); void AutoStoreLoot(uint8 bag, uint8 slot, uint32 loot_id, LootStore const& store, bool broadcast = false); void AutoStoreLoot(uint32 loot_id, LootStore const& store, bool broadcast = false) { AutoStoreLoot(NULL_BAG, NULL_SLOT, loot_id, store, broadcast); } LootItem* StoreLootItem(uint8 lootSlot, Loot* loot, InventoryResult& msg); void UpdateLootAchievements(LootItem* item, Loot* loot); void UpdateTitansGrip(); InventoryResult CanTakeMoreSimilarItems(uint32 entry, uint32 count, Item* pItem, uint32* no_space_count = 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 itemGUID); void DeleteRefundReference(ObjectGuid itemGUID); void ApplyEquipCooldown(Item* pItem); void SetAmmo(uint32 item); void RemoveAmmo(); [[nodiscard]] float GetAmmoDPS() const { return m_ammoDPS; } bool CheckAmmoCompatibility(ItemTemplate const* ammo_proto) const; 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) { return StoreItem(dest, pItem, 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); void 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, uint32 money); Item* GetItemFromBuyBackSlot(uint32 slot); void RemoveItemFromBuyBackSlot(uint32 slot, bool del); [[nodiscard]] uint32 GetMaxKeyringSize() const { return KEYRING_SLOT_END - KEYRING_SLOT_START; } void SendEquipError(InventoryResult msg, Item* pItem, Item* pItem2 = nullptr, uint32 itemid = 0); void SendBuyError(BuyResult msg, Creature* creature, uint32 item, uint32 param); void SendSellError(SellResult msg, Creature* creature, ObjectGuid guid, uint32 param); void AddWeaponProficiency(uint32 newflag) { m_WeaponProficiency |= newflag; } void AddArmorProficiency(uint32 newflag) { m_ArmorProficiency |= newflag; } [[nodiscard]] uint32 GetWeaponProficiency() const { return m_WeaponProficiency; } [[nodiscard]] uint32 GetArmorProficiency() const { return m_ArmorProficiency; } [[nodiscard]] bool IsTwoHandUsed() const { Item* mainItem = GetItemByPos(INVENTORY_SLOT_BAG_0, EQUIPMENT_SLOT_MAINHAND); return mainItem && mainItem->GetTemplate()->InventoryType == INVTYPE_2HWEAPON && !CanTitanGrip(); } void SendNewItem(Item* item, uint32 count, bool received, bool created, bool broadcast = false, bool sendChatMessage = true); bool BuyItemFromVendorSlot(ObjectGuid vendorguid, uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot); bool _StoreOrEquipNewItem(uint32 vendorslot, uint32 item, uint8 count, uint8 bag, uint8 slot, int32 price, ItemTemplate const* pProto, Creature* pVendor, VendorItem const* crItem, bool bStore); [[nodiscard]] float GetReputationPriceDiscount(Creature const* creature) const; [[nodiscard]] float GetReputationPriceDiscount(FactionTemplateEntry const* factionTemplate) const; [[nodiscard]] Player* GetTrader() const { return m_trade ? m_trade->GetTrader() : nullptr; } [[nodiscard]] TradeData* GetTradeData() const { return m_trade; } void TradeCancel(bool sendback, TradeStatus status = TRADE_STATUS_TRADE_CANCELED); CinematicMgr* GetCinematicMgr() const { return _cinematicMgr; } 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); // pussywizard 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 UpdateEnchantmentDurations(); void BuildEnchantmentsInfoData(WorldPacket* data); void AddItemDurations(Item* item); void RemoveItemDurations(Item* item); void SendItemDurations(); void LoadCorpse(PreparedQueryResult result); void LoadPet(); bool AddItem(uint32 itemId, uint32 count); /*********************************************************/ /*** GOSSIP SYSTEM ***/ /*********************************************************/ void PrepareGossipMenu(WorldObject* source, uint32 menuId = 0, bool showQuests = false); void SendPreparedGossip(WorldObject* source); void OnGossipSelect(WorldObject* source, uint32 gossipListId, uint32 menuId); uint32 GetGossipTextId(uint32 menuId, WorldObject* source); uint32 GetGossipTextId(WorldObject* source); static uint32 GetDefaultGossipMenuForSource(WorldObject* source); void ToggleInstantFlight(); /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ int32 GetQuestLevel(Quest const* quest) const { return quest && (quest->GetQuestLevel() > 0) ? quest->GetQuestLevel() : GetLevel(); } void PrepareQuestMenu(ObjectGuid guid); void SendPreparedQuest(ObjectGuid guid); [[nodiscard]] bool IsActiveQuest(uint32 quest_id) const; Quest const* GetNextQuest(ObjectGuid guid, Quest const* quest); bool CanSeeStartQuest(Quest const* quest); bool CanTakeQuest(Quest const* quest, bool msg); bool CanAddQuest(Quest const* quest, bool msg); bool CanCompleteQuest(uint32 quest_id, const QuestStatusData* q_savedStatus = nullptr); bool CanCompleteRepeatableQuest(Quest const* quest); bool CanRewardQuest(Quest const* quest, bool msg); bool CanRewardQuest(Quest const* quest, uint32 reward, bool msg); 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); void RewardQuest(Quest const* quest, uint32 reward, Object* questGiver, bool announce = true, bool isLFGReward = false); void SetRewardedQuest(uint32 quest_id); void FailQuest(uint32 quest_id); bool SatisfyQuestSkill(Quest const* qInfo, bool msg) const; bool SatisfyQuestLevel(Quest const* qInfo, bool msg) const; bool SatisfyQuestLog(bool msg); bool SatisfyQuestPreviousQuest(Quest const* qInfo, bool msg) const; bool SatisfyQuestClass(Quest const* qInfo, bool msg) const; bool SatisfyQuestRace(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); bool SatisfyQuestTimed(Quest const* qInfo, bool msg) const; bool SatisfyQuestExclusiveGroup(Quest const* qInfo, bool msg) const; bool SatisfyQuestNextChain(Quest const* qInfo, bool msg) const; bool SatisfyQuestPrevChain(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 GiveQuestSourceItem(Quest const* quest); bool TakeQuestSourceItem(uint32 questId, bool msg); uint32 CalculateQuestRewardXP(Quest const* quest); [[nodiscard]] bool GetQuestRewardStatus(uint32 quest_id) const; [[nodiscard]] 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); QuestGiverStatus GetQuestDialogStatus(Object* questGiver); float GetQuestRate(bool isDFQuest = false); void SetDailyQuestStatus(uint32 quest_id); bool IsDailyQuestDone(uint32 quest_id); void SetWeeklyQuestStatus(uint32 quest_id); void SetMonthlyQuestStatus(uint32 quest_id); void SetSeasonalQuestStatus(uint32 quest_id); void ResetDailyQuestStatus(); void ResetWeeklyQuestStatus(); void ResetMonthlyQuestStatus(); void ResetSeasonalQuestStatus(uint16 event_id); [[nodiscard]] uint16 FindQuestSlot(uint32 quest_id) const; [[nodiscard]] uint32 GetQuestSlotQuestId(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET); } [[nodiscard]] uint32 GetQuestSlotState(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET); } [[nodiscard]] uint16 GetQuestSlotCounter(uint16 slot, uint8 counter) const { return (uint16)(GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET) >> (counter * 16)); } [[nodiscard]] uint32 GetQuestSlotTime(uint16 slot) const { return GetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET); } void SetQuestSlot(uint16 slot, uint32 quest_id, uint32 timer = 0) { SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_ID_OFFSET, quest_id); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, 0); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, 0); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET + 1, 0); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer); } void SetQuestSlotCounter(uint16 slot, uint8 counter, uint16 count) { uint64 val = GetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET); val &= ~((uint64)0xFFFF << (counter * 16)); val |= ((uint64)count << (counter * 16)); SetUInt64Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_COUNTS_OFFSET, val); } void SetQuestSlotState(uint16 slot, uint32 state) { SetFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state); } void RemoveQuestSlotState(uint16 slot, uint32 state) { RemoveFlag(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_STATE_OFFSET, state); } void SetQuestSlotTimer(uint16 slot, uint32 timer) { SetUInt32Value(PLAYER_QUEST_LOG_1_1 + slot * MAX_QUEST_OFFSET + QUEST_TIME_OFFSET, timer); } void SwapQuestSlot(uint16 slot1, uint16 slot2) { for (int i = 0; i < MAX_QUEST_OFFSET; ++i) { uint32 temp1 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot1 + i); uint32 temp2 = GetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot2 + i); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot1 + i, temp2); SetUInt32Value(PLAYER_QUEST_LOG_1_1 + MAX_QUEST_OFFSET * slot2 + i, temp1); } } uint16 GetReqKillOrCastCurrentCount(uint32 quest_id, int32 entry); void AreaExploredOrEventHappens(uint32 questId); void GroupEventHappens(uint32 questId, WorldObject const* pEventObject); void ItemAddedQuestCheck(uint32 entry, uint32 count); void ItemRemovedQuestCheck(uint32 entry, uint32 count); void KilledMonster(CreatureTemplate const* cInfo, ObjectGuid guid); void KilledMonsterCredit(uint32 entry, ObjectGuid guid = ObjectGuid::Empty); void KilledPlayerCredit(uint16 count = 1); void KilledPlayerCreditForQuest(uint16 count, Quest const* quest); void KillCreditGO(uint32 entry, ObjectGuid guid = ObjectGuid::Empty); void TalkedToCreature(uint32 entry, ObjectGuid guid); void MoneyChanged(uint32 value); void ReputationChanged(FactionEntry const* factionEntry); void ReputationChanged2(FactionEntry const* factionEntry); [[nodiscard]] bool HasQuestForItem(uint32 itemId, uint32 excludeQuestId = 0, bool turnIn = false, bool* showInLoot = nullptr) const; [[nodiscard]] bool HasQuestForGO(int32 GOId) const; [[nodiscard]] bool HasQuest(uint32 questId) const; void UpdateForQuestWorldObjects(); [[nodiscard]] bool CanShareQuest(uint32 quest_id) const; void SendQuestComplete(uint32 quest_id); void SendQuestReward(Quest const* quest, uint32 XP); void SendQuestFailed(uint32 questId, InventoryResult reason = EQUIP_ERR_OK); void SendQuestTimerFailed(uint32 quest_id); void SendCanTakeQuestResponse(uint32 msg) const; void SendQuestConfirmAccept(Quest const* quest, Player* pReceiver); void SendPushToPartyResponse(Player const* player, uint8 msg) const; void SendQuestUpdateAddItem(Quest const* quest, uint32 item_idx, uint16 count); void SendQuestUpdateAddCreatureOrGo(Quest const* quest, ObjectGuid guid, uint32 creatureOrGO_idx, uint16 old_count, uint16 add_count); void SendQuestUpdateAddPlayer(Quest const* quest, uint16 old_count, uint16 add_count); ObjectGuid GetDivider() { return m_divider; } void SetDivider(ObjectGuid guid = ObjectGuid::Empty) { m_divider = guid; } uint32 GetInGameTime() { return m_ingametime; } void SetInGameTime(uint32 time) { m_ingametime = time; } void AddTimedQuest(uint32 quest_id) { m_timedquests.insert(quest_id); } void RemoveTimedQuest(uint32 quest_id) { m_timedquests.erase(quest_id); } [[nodiscard]] bool HasPvPForcingQuest() const; /*********************************************************/ /*** LOAD SYSTEM ***/ /*********************************************************/ bool LoadFromDB(ObjectGuid guid, CharacterDatabaseQueryHolder const& holder); [[nodiscard]] bool isBeingLoaded() const override; void Initialize(ObjectGuid::LowType guid); static uint32 GetZoneIdFromDB(ObjectGuid guid); static bool LoadPositionFromDB(uint32& mapid, float& x, float& y, float& z, float& o, bool& in_flight, ObjectGuid::LowType guid); static bool IsValidGender(uint8 Gender) { return Gender <= GENDER_FEMALE; } /*********************************************************/ /*** SAVE SYSTEM ***/ /*********************************************************/ void SaveToDB(bool create, bool logout); void SaveToDB(CharacterDatabaseTransaction trans, bool create, bool logout); void SaveInventoryAndGoldToDB(CharacterDatabaseTransaction trans); // fast save function for item/money cheating preventing void SaveGoldToDB(CharacterDatabaseTransaction trans); void _SaveSkills(CharacterDatabaseTransaction trans); static void Customize(CharacterCustomizeInfo const* customizeInfo, CharacterDatabaseTransaction trans); static void SavePositionInDB(uint32 mapid, float x, float y, float z, float o, uint32 zone, ObjectGuid guid); static void SavePositionInDB(WorldLocation const& loc, uint16 zoneId, ObjectGuid guid, CharacterDatabaseTransaction trans); static void DeleteFromDB(ObjectGuid::LowType lowGuid, uint32 accountId, bool updateRealmChars, bool deleteFinally); static void DeleteOldCharacters(); static void DeleteOldCharacters(uint32 keepDays); static void DeleteOldRecoveryItems(); static void DeleteOldRecoveryItems(uint32 keepDays); bool m_mailsUpdated; void SetBindPoint(ObjectGuid guid); void SendTalentWipeConfirm(ObjectGuid guid); void ResetPetTalents(); void RegenerateAll(); void Regenerate(Powers power); void RegenerateHealth(); void setRegenTimerCount(uint32 time) {m_regenTimerCount = time;} void setWeaponChangeTimer(uint32 time) {m_weaponChangeTimer = time;} [[nodiscard]] uint32 GetMoney() const { return GetUInt32Value(PLAYER_FIELD_COINAGE); } bool ModifyMoney(int32 amount, bool sendError = true); [[nodiscard]] bool HasEnoughMoney(uint32 amount) const { return (GetMoney() >= amount); } [[nodiscard]] bool HasEnoughMoney(int32 amount) const { if (amount > 0) return (GetMoney() >= (uint32) amount); return true; } void SetMoney(uint32 value) { SetUInt32Value(PLAYER_FIELD_COINAGE, value); MoneyChanged(value); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED); } [[nodiscard]] RewardedQuestSet const& getRewardedQuests() const { return m_RewardedQuests; } QuestStatusMap& getQuestStatusMap() { return m_QuestStatus; } QuestStatusSaveMap& GetQuestStatusSaveMap() { return m_QuestStatusSave; } [[nodiscard]] std::size_t GetRewardedQuestCount() const { return m_RewardedQuests.size(); } [[nodiscard]] bool IsQuestRewarded(uint32 quest_id) const { return m_RewardedQuests.find(quest_id) != m_RewardedQuests.end(); } [[nodiscard]] Unit* GetSelectedUnit() const; [[nodiscard]] Player* GetSelectedPlayer() const; void SetTarget(ObjectGuid /*guid*/ = ObjectGuid::Empty) override { } /// Used for serverside target changes, does not apply to players void SetSelection(ObjectGuid guid); void SendMailResult(uint32 mailId, MailResponseType mailAction, MailResponseResult mailError, uint32 equipError = 0, ObjectGuid::LowType item_guid = 0, uint32 item_count = 0); void SendNewMail(); void UpdateNextMailTimeAndUnreads(); void AddNewMailDeliverTime(time_t deliver_time); void RemoveMail(uint32 id); void AddMail(Mail* mail) { m_mail.push_front(mail); }// for call from WorldSession::SendMailTo uint32 GetMailSize() { return m_mail.size();} Mail* GetMail(uint32 id); [[nodiscard]] PlayerMails const& GetMails() const { return m_mail; } void SendItemRetrievalMail(uint32 itemEntry, uint32 count); // Item retrieval mails sent by The Postmaster (34337) void SendItemRetrievalMail(std::vector> mailItems); // Item retrieval mails sent by The Postmaster (34337) /*********************************************************/ /*** 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 itemLowGuid) { ItemMap::const_iterator itr = mMitems.find(itemLowGuid); return itr != mMitems.end() ? itr->second : nullptr; } void AddMItem(Item* it) { ASSERT(it); //ASSERT deleted, because items can be added before loading mMitems[it->GetGUID().GetCounter()] = it; } bool RemoveMItem(ObjectGuid::LowType itemLowGuid) { return mMitems.erase(itemLowGuid); } void PetSpellInitialize(); void CharmSpellInitialize(); void PossessSpellInitialize(); void VehicleSpellInitialize(); void SendRemoveControlBar(); [[nodiscard]] bool HasSpell(uint32 spell) const override; [[nodiscard]] bool HasActiveSpell(uint32 spell) const; // show in spellbook [[nodiscard]] bool IsSpellFitByClassAndRace(uint32 spell_id) const; bool IsNeedCastPassiveSpellAtLearn(SpellInfo const* spellInfo) const; void SendProficiency(ItemClass itemClass, uint32 itemSubclassMask); void SendInitialSpells(); void SendLearnPacket(uint32 spellId, bool learn); bool addSpell(uint32 spellId, uint8 addSpecMask, bool updateActive, bool temporary = false, bool learnFromSkill = false); bool _addSpell(uint32 spellId, uint8 addSpecMask, bool temporary, bool learnFromSkill = false); void learnSpell(uint32 spellId, bool temporary = false, bool learnFromSkill = false); void removeSpell(uint32 spellId, uint8 removeSpecMask, bool onlyTemporary); void resetSpells(); void LearnCustomSpells(); void LearnDefaultSkills(); void LearnDefaultSkill(uint32 skillId, uint16 rank); void learnQuestRewardedSpells(); void learnQuestRewardedSpells(Quest const* quest); void learnSpellHighRank(uint32 spellid); bool CheckSkillLearnedBySpell(uint32 spellId); void SetReputation(uint32 factionentry, float value); [[nodiscard]] uint32 GetReputation(uint32 factionentry) const; std::string const& GetGuildName(); [[nodiscard]] uint32 GetFreeTalentPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS1); } void SetFreeTalentPoints(uint32 points); bool resetTalents(bool noResetCost = false); [[nodiscard]] uint32 resetTalentsCost() const; bool IsMaxLevel() const; void InitTalentForLevel(); void BuildPlayerTalentsInfoData(WorldPacket* data); void BuildPetTalentsInfoData(WorldPacket* data); void SendTalentsInfoData(bool pet); void LearnTalent(uint32 talentId, uint32 talentRank, bool command = false); void LearnPetTalent(ObjectGuid petGuid, uint32 talentId, uint32 talentRank); bool addTalent(uint32 spellId, uint8 addSpecMask, uint8 oldTalentRank); void _removeTalent(PlayerTalentMap::iterator& itr, uint8 specMask); void _removeTalent(uint32 spellId, uint8 specMask); void _removeTalentAurasAndSpells(uint32 spellId); void _addTalentAurasAndSpells(uint32 spellId); [[nodiscard]] bool HasTalent(uint32 spell_id, uint8 spec) const; [[nodiscard]] uint32 CalculateTalentsPoints() const; void SetBonusTalentCount(uint32 count) { m_extraBonusTalentCount = count; }; uint32 GetBonusTalentCount() { return m_extraBonusTalentCount; }; void AddBonusTalent(uint32 count) { m_extraBonusTalentCount += count; }; void RemoveBonusTalent(uint32 count) { m_extraBonusTalentCount -= count; }; // Dual Spec void UpdateSpecCount(uint8 count); [[nodiscard]] uint8 GetActiveSpec() const { return m_activeSpec; } [[nodiscard]] uint8 GetActiveSpecMask() const { return (1 << m_activeSpec); } void SetActiveSpec(uint8 spec) { m_activeSpec = spec; } [[nodiscard]] uint8 GetSpecsCount() const { return m_specsCount; } void SetSpecsCount(uint8 count) { m_specsCount = count; } void ActivateSpec(uint8 spec); void LoadActions(PreparedQueryResult result); void GetTalentTreePoints(uint8 (&specPoints)[3]) const; [[nodiscard]] uint8 GetMostPointsTalentTree() const; bool HasTankSpec(); bool HasMeleeSpec(); bool HasCasterSpec(); bool HasHealSpec(); uint32 GetSpec(int8 spec = -1); void InitGlyphsForLevel(); void SetGlyphSlot(uint8 slot, uint32 slottype) { SetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot, slottype); } [[nodiscard]] uint32 GetGlyphSlot(uint8 slot) const { return GetUInt32Value(PLAYER_FIELD_GLYPH_SLOTS_1 + slot); } void SetGlyph(uint8 slot, uint32 glyph, bool save) { m_Glyphs[m_activeSpec][slot] = glyph; SetUInt32Value(PLAYER_FIELD_GLYPHS_1 + slot, glyph); if (save) SetNeedToSaveGlyphs(true); } [[nodiscard]] uint32 GetGlyph(uint8 slot) const { return m_Glyphs[m_activeSpec][slot]; } [[nodiscard]] uint32 GetFreePrimaryProfessionPoints() const { return GetUInt32Value(PLAYER_CHARACTER_POINTS2); } void SetFreePrimaryProfessions(uint16 profs) { SetUInt32Value(PLAYER_CHARACTER_POINTS2, profs); } void InitPrimaryProfessions(); [[nodiscard]] PlayerSpellMap const& GetSpellMap() const { return m_spells; } PlayerSpellMap& GetSpellMap() { return m_spells; } [[nodiscard]] SpellCooldowns const& GetSpellCooldownMap() const { return m_spellCooldowns; } SpellCooldowns& GetSpellCooldownMap() { return m_spellCooldowns; } SkillStatusMap const& GetSkillStatusMap() const { return mSkillStatus; } SkillStatusMap& GetSkillStatusMap() { return mSkillStatus; } void AddSpellMod(SpellModifier* mod, bool apply); bool IsAffectedBySpellmod(SpellInfo const* spellInfo, SpellModifier* mod, Spell* spell = nullptr); bool HasSpellMod(SpellModifier* mod, Spell* spell); template void ApplySpellMod(uint32 spellId, SpellModOp op, T& basevalue, Spell* spell = nullptr, bool temporaryPet = false); void RemoveSpellMods(Spell* spell); void RestoreSpellMods(Spell* spell, uint32 ownerAuraId = 0, Aura* aura = nullptr); void RestoreAllSpellMods(uint32 ownerAuraId = 0, Aura* aura = nullptr); void DropModCharge(SpellModifier* mod, Spell* spell); void SetSpellModTakingSpell(Spell* spell, bool apply); [[nodiscard]] bool HasSpellCooldown(uint32 spell_id) const override; [[nodiscard]] bool HasSpellItemCooldown(uint32 spell_id, uint32 itemid) const override; [[nodiscard]] uint32 GetSpellCooldownDelay(uint32 spell_id) const; void AddSpellAndCategoryCooldowns(SpellInfo const* spellInfo, uint32 itemId, Spell* spell = nullptr, bool infinityCooldown = false); void AddSpellCooldown(uint32 spell_id, uint32 itemid, uint32 end_time, bool needSendToClient = false, bool forceSendToSpectator = false) override; void _AddSpellCooldown(uint32 spell_id, uint16 categoryId, uint32 itemid, uint32 end_time, bool needSendToClient = false, bool forceSendToSpectator = false); void ModifySpellCooldown(uint32 spellId, int32 cooldown); void SendCooldownEvent(SpellInfo const* spellInfo, uint32 itemId = 0, Spell* spell = nullptr, bool setCooldown = true); void ProhibitSpellSchool(SpellSchoolMask idSchoolMask, uint32 unTimeMs) override; void RemoveSpellCooldown(uint32 spell_id, bool update = false); void SendClearCooldown(uint32 spell_id, Unit* target); GlobalCooldownMgr& GetGlobalCooldownMgr() { return m_GlobalCooldownMgr; } void RemoveCategoryCooldown(uint32 cat); void RemoveArenaSpellCooldowns(bool removeActivePetCooldowns = false); void RemoveAllSpellCooldown(); void _LoadSpellCooldowns(PreparedQueryResult result); void _SaveSpellCooldowns(CharacterDatabaseTransaction trans, bool logout); uint32 GetLastPotionId() { return m_lastPotionId; } void SetLastPotionId(uint32 item_id) { m_lastPotionId = item_id; } void UpdatePotionCooldown(Spell* spell = nullptr); void setResurrectRequestData(ObjectGuid guid, uint32 mapId, float X, float Y, float Z, uint32 health, uint32 mana) { m_resurrectGUID = guid; m_resurrectMap = mapId; m_resurrectX = X; m_resurrectY = Y; m_resurrectZ = Z; m_resurrectHealth = health; m_resurrectMana = mana; } void clearResurrectRequestData() { setResurrectRequestData(ObjectGuid::Empty, 0, 0.0f, 0.0f, 0.0f, 0, 0); } [[nodiscard]] bool isResurrectRequestedBy(ObjectGuid guid) const { return m_resurrectGUID && m_resurrectGUID == guid; } [[nodiscard]] bool isResurrectRequested() const { return m_resurrectGUID; } void ResurectUsingRequestData(); [[nodiscard]] uint8 getCinematic() const { return m_cinematic; } void setCinematic(uint8 cine) { m_cinematic = cine; } ActionButton* addActionButton(uint8 button, uint32 action, uint8 type); void removeActionButton(uint8 button); ActionButton const* GetActionButton(uint8 button); void SendInitialActionButtons() const { SendActionButtons(1); } void SendActionButtons(uint32 state) const; bool IsActionButtonDataValid(uint8 button, uint32 action, uint8 type); PvPInfo pvpInfo; void UpdatePvPState(); void UpdateFFAPvPState(bool reset = true); void SetPvP(bool state) { Unit::SetPvP(state); if (!m_Controlled.empty()) for (auto& itr : m_Controlled) itr->SetPvP(state); } void UpdatePvP(bool state, bool _override = false); void UpdateZone(uint32 newZone, uint32 newArea, bool force = false); void UpdateArea(uint32 newArea); void SetNeedZoneUpdate(bool needUpdate) { m_needZoneUpdate = needUpdate; } void UpdateZoneDependentAuras(uint32 zone_id); // zones void UpdateAreaDependentAuras(uint32 area_id); // subzones void UpdateAfkReport(time_t currTime); void UpdatePvPFlag(time_t currTime); void UpdateFFAPvPFlag(time_t currTime); void UpdateContestedPvP(uint32 currTime); void SetContestedPvPTimer(uint32 newTime) {m_contestedPvPTimer = newTime;} void ResetContestedPvP() { ClearUnitState(UNIT_STATE_ATTACK_PLAYER); RemovePlayerFlag(PLAYER_FLAGS_CONTESTED_PVP); m_contestedPvPTimer = 0; } /** 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 SendDuelCountdown(uint32 counter); bool IsGroupVisibleFor(Player const* p) const; bool IsInSameGroupWith(Player const* p) const; bool IsInSameRaidWith(Player const* p) const { return p == this || (GetGroup() != nullptr && GetGroup() == p->GetGroup()); } void UninviteFromGroup(); static void RemoveFromGroup(Group* group, ObjectGuid guid, RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT, ObjectGuid kicker = ObjectGuid::Empty, const char* reason = nullptr); void RemoveFromGroup(RemoveMethod method = GROUP_REMOVEMETHOD_DEFAULT) { RemoveFromGroup(GetGroup(), GetGUID(), method); } void SendUpdateToOutOfRangeGroupMembers(); void SetInGuild(uint32 GuildId) { SetUInt32Value(PLAYER_GUILDID, GuildId); // xinef: update global storage sCharacterCache->UpdateCharacterGuildId(GetGUID(), GetGuildId()); } void SetRank(uint8 rankId) { SetUInt32Value(PLAYER_GUILDRANK, rankId); } [[nodiscard]] uint8 GetRank() const { return uint8(GetUInt32Value(PLAYER_GUILDRANK)); } void SetGuildIdInvited(uint32 GuildId) { m_GuildIdInvited = GuildId; } [[nodiscard]] uint32 GetGuildId() const { return GetUInt32Value(PLAYER_GUILDID); } [[nodiscard]] Guild* GetGuild() const; uint32 GetGuildIdInvited() { return m_GuildIdInvited; } static void RemovePetitionsAndSigns(ObjectGuid guid, uint32 type); // Arena Team void SetInArenaTeam(uint32 ArenaTeamId, uint8 slot, uint8 type) { SetArenaTeamInfoField(slot, ARENA_TEAM_ID, ArenaTeamId); SetArenaTeamInfoField(slot, ARENA_TEAM_TYPE, type); } void SetArenaTeamInfoField(uint8 slot, ArenaTeamInfoType type, uint32 value); [[nodiscard]] uint32 GetArenaPersonalRating(uint8 slot) const; static uint32 GetArenaTeamIdFromDB(ObjectGuid guid, uint8 slot); static void LeaveAllArenaTeams(ObjectGuid guid); [[nodiscard]] uint32 GetArenaTeamId(uint8 slot) const; void SetArenaTeamIdInvited(uint32 ArenaTeamId) { m_ArenaTeamIdInvited = ArenaTeamId; } uint32 GetArenaTeamIdInvited() { return m_ArenaTeamIdInvited; } [[nodiscard]] Difficulty GetDifficulty(bool isRaid) const { return isRaid ? m_raidDifficulty : m_dungeonDifficulty; } [[nodiscard]] Difficulty GetDungeonDifficulty() const { return m_dungeonDifficulty; } [[nodiscard]] Difficulty GetRaidDifficulty() const { return m_raidDifficulty; } [[nodiscard]] Difficulty GetStoredRaidDifficulty() const { return m_raidMapDifficulty; } // only for use in difficulty packet after exiting to raid map void SetDungeonDifficulty(Difficulty dungeon_difficulty) { m_dungeonDifficulty = dungeon_difficulty; } void SetRaidDifficulty(Difficulty raid_difficulty) { m_raidDifficulty = raid_difficulty; } void StoreRaidMapDifficulty() { m_raidMapDifficulty = GetMap()->GetDifficulty(); } bool UpdateSkill(uint32 skill_id, uint32 step); bool UpdateSkillPro(uint16 SkillId, int32 Chance, uint32 step); bool UpdateCraftSkill(uint32 spellid); bool UpdateGatherSkill(uint32 SkillId, uint32 SkillValue, uint32 RedLevel, uint32 Multiplicator = 1); bool UpdateFishingSkill(); [[nodiscard]] uint32 GetBaseDefenseSkillValue() const { return GetBaseSkillValue(SKILL_DEFENSE); } [[nodiscard]] uint32 GetBaseWeaponSkillValue(WeaponAttackType attType) const; uint32 GetSpellByProto(ItemTemplate* proto); float GetHealthBonusFromStamina(); float GetManaBonusFromIntellect(); bool UpdateStats(Stats stat) override; bool UpdateAllStats() override; void ApplySpellPenetrationBonus(int32 amount, bool apply); void UpdateResistances(uint32 school) override; void UpdateArmor() override; void UpdateMaxHealth() override; void UpdateMaxPower(Powers power) override; void ApplyFeralAPBonus(int32 amount, bool apply); void UpdateAttackPowerAndDamage(bool ranged = false) override; void UpdateShieldBlockValue(); void ApplySpellPowerBonus(int32 amount, bool apply); void ApplySpellDamageBonus(int32 amount, bool apply); void ApplySpellHealingBonus(int32 amount, bool apply); void UpdateSpellDamageAndHealingBonus(); void ApplyRatingMod(CombatRating cr, int32 value, bool apply); void UpdateRating(CombatRating cr); void UpdateAllRatings(); void CalculateMinMaxDamage(WeaponAttackType attType, bool normalized, bool addTotalPct, float& minDamage, float& maxDamage, uint8 damageIndex) override; void UpdateDefenseBonusesMod(); inline void RecalculateRating(CombatRating cr) { ApplyRatingMod(cr, 0, true);} float GetMeleeCritFromAgility(); void GetDodgeFromAgility(float& diminishing, float& nondiminishing); [[nodiscard]] float GetMissPercentageFromDefence() const; float GetSpellCritFromIntellect(); float OCTRegenHPPerSpirit(); float OCTRegenMPPerSpirit(); [[nodiscard]] float GetRatingMultiplier(CombatRating cr) const; [[nodiscard]] float GetRatingBonusValue(CombatRating cr) const; uint32 GetBaseSpellPowerBonus() { return m_baseSpellPower; } uint32 GetBaseSpellDamageBonus() { return m_baseSpellDamage; } uint32 GetBaseSpellHealingBonus() { return m_baseSpellHealing; } [[nodiscard]] int32 GetSpellPenetrationItemMod() const { return m_spellPenetrationItemMod; } [[nodiscard]] float GetExpertiseDodgeOrParryReduction(WeaponAttackType attType) const; void UpdateBlockPercentage(); void UpdateCritPercentage(WeaponAttackType attType); void UpdateAllCritPercentages(); void UpdateParryPercentage(); void UpdateDodgePercentage(); void UpdateMeleeHitChances(); void UpdateRangedHitChances(); void UpdateSpellHitChances(); void UpdateAllSpellCritChances(); void UpdateSpellCritChance(uint32 school); void UpdateArmorPenetration(int32 amount); void UpdateExpertise(WeaponAttackType attType); void ApplyManaRegenBonus(int32 amount, bool apply); void ApplyHealthRegenBonus(int32 amount, bool apply); void UpdateManaRegen(); void UpdateEnergyRegen(); void UpdateRuneRegen(RuneType rune); [[nodiscard]] ObjectGuid GetLootGUID() const { return m_lootGuid; } void SetLootGUID(ObjectGuid guid) { m_lootGuid = guid; } void RemovedInsignia(Player* looterPlr); [[nodiscard]] WorldSession* GetSession() const { return m_session; } void SetSession(WorldSession* sess) { m_session = sess; } void BuildCreateUpdateBlockForPlayer(UpdateData* data, Player* target) override; void DestroyForPlayer(Player* target, bool onDeath = false) const override; void SendLogXPGain(uint32 GivenXP, Unit* victim, uint32 BonusXP, bool recruitAFriend = false, float group_rate = 1.0f); // notifiers void SendAttackSwingCantAttack(); void SendAttackSwingCancelAttack(); void SendAttackSwingDeadTarget(); void SendAttackSwingNotInRange(); void SendAttackSwingBadFacingAttack(); void SendAutoRepeatCancel(Unit* target); void SendExplorationExperience(uint32 Area, uint32 Experience); void SendDungeonDifficulty(bool IsInGroup); void SendRaidDifficulty(bool IsInGroup, int32 forcedDifficulty = -1); static void ResetInstances(ObjectGuid guid, uint8 method, bool isRaid); void SendResetInstanceSuccess(uint32 MapId); void SendResetInstanceFailed(uint32 reason, uint32 MapId); void SendResetFailedNotify(uint32 mapid); bool UpdatePosition(float x, float y, float z, float orientation, bool teleport = false) override; bool UpdatePosition(const Position& pos, bool teleport = false) { return UpdatePosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); } void ProcessTerrainStatusUpdate() override; void SendMessageToSet(WorldPacket const* data, bool self) const override; void SendMessageToSetInRange(WorldPacket const* data, float dist, bool self) const override; void SendMessageToSet(WorldPacket const* data, Player const* skipped_rcvr) const override; void SendTeleportAckPacket(); [[nodiscard]] Corpse* GetCorpse() const; void SpawnCorpseBones(bool triggerSave = true); Corpse* CreateCorpse(); void RemoveCorpse(); void KillPlayer(); static void OfflineResurrect(ObjectGuid const& guid, CharacterDatabaseTransaction trans); [[nodiscard]] bool HasCorpse() const { return _corpseLocation.GetMapId() != MAPID_INVALID; } [[nodiscard]] WorldLocation GetCorpseLocation() const { return _corpseLocation; } uint32 GetResurrectionSpellId(); void ResurrectPlayer(float restore_percent, bool applySickness = false); void BuildPlayerRepop(); void RepopAtGraveyard(); void SendDurabilityLoss(); 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); uint32 DurabilityRepairAll(bool cost, float discountMod, bool guildBank); uint32 DurabilityRepair(uint16 pos, bool cost, float discountMod, bool guildBank); void UpdateMirrorTimers(); void StopMirrorTimers() { StopMirrorTimer(FATIGUE_TIMER); StopMirrorTimer(BREATH_TIMER); StopMirrorTimer(FIRE_TIMER); } bool IsMirrorTimerActive(MirrorTimerType type) { return m_MirrorTimer[type] == getMaxTimer(type); } bool CanJoinConstantChannelInZone(ChatChannelsEntry const* channel, AreaTableEntry const* zone); void JoinedChannel(Channel* c); void LeftChannel(Channel* c); void CleanupChannels(); void ClearChannelWatch(); void UpdateLFGChannel(); void UpdateLocalChannels(uint32 newZone); void UpdateDefense(); void UpdateWeaponSkill(Unit* victim, WeaponAttackType attType, Item* item = nullptr); void UpdateCombatSkills(Unit* victim, WeaponAttackType attType, bool defence, Item* item = nullptr); void SetSkill(uint16 id, uint16 step, uint16 currVal, uint16 maxVal); [[nodiscard]] uint16 GetMaxSkillValue(uint32 skill) const; // max + perm. bonus + temp bonus [[nodiscard]] uint16 GetPureMaxSkillValue(uint32 skill) const; // max [[nodiscard]] uint16 GetSkillValue(uint32 skill) const; // skill value + perm. bonus + temp bonus [[nodiscard]] uint16 GetBaseSkillValue(uint32 skill) const; // skill value + perm. bonus [[nodiscard]] uint16 GetPureSkillValue(uint32 skill) const; // skill value [[nodiscard]] int16 GetSkillPermBonusValue(uint32 skill) const; [[nodiscard]] int16 GetSkillTempBonusValue(uint32 skill) const; [[nodiscard]] uint16 GetSkillStep(uint16 skill) const; // 0...6 [[nodiscard]] bool HasSkill(uint32 skill) const; void learnSkillRewardedSpells(uint32 id, uint32 value); WorldLocation& GetTeleportDest() { return teleportStore_dest; } [[nodiscard]] bool IsBeingTeleported() const { return mSemaphoreTeleport_Near != 0 || mSemaphoreTeleport_Far != 0; } [[nodiscard]] bool IsBeingTeleportedNear() const { return mSemaphoreTeleport_Near != 0; } [[nodiscard]] bool IsBeingTeleportedFar() const { return mSemaphoreTeleport_Far != 0; } void SetSemaphoreTeleportNear(time_t tm) { mSemaphoreTeleport_Near = tm; } void SetSemaphoreTeleportFar(time_t tm) { mSemaphoreTeleport_Far = tm; } [[nodiscard]] time_t GetSemaphoreTeleportNear() const { return mSemaphoreTeleport_Near; } [[nodiscard]] time_t GetSemaphoreTeleportFar() const { return mSemaphoreTeleport_Far; } void ProcessDelayedOperations(); [[nodiscard]] uint32 GetDelayedOperations() const { return m_DelayedOperations; } void ScheduleDelayedOperation(uint32 operation) { if (operation < DELAYED_END) m_DelayedOperations |= operation; } void CheckAreaExploreAndOutdoor(); static TeamId TeamIdForRace(uint8 race); [[nodiscard]] TeamId GetTeamId(bool original = false) const { return original ? TeamIdForRace(getRace(true)) : m_team; }; void SetFactionForRace(uint8 race); void setTeamId(TeamId teamid) { m_team = teamid; }; void InitDisplayIds(); bool IsAtGroupRewardDistance(WorldObject const* pRewardSource) const; bool IsAtLootRewardDistance(WorldObject const* pRewardSource) const; bool IsAtRecruitAFriendDistance(WorldObject const* pOther) const; void RewardPlayerAndGroupAtKill(Unit* victim, bool isBattleGround); void RewardPlayerAndGroupAtEvent(uint32 creature_id, WorldObject* pRewardSource); bool isHonorOrXPTarget(Unit* victim) const; bool GetsRecruitAFriendBonus(bool forXP); uint8 GetGrantableLevels() { return m_grantableLevels; } void SetGrantableLevels(uint8 val) { m_grantableLevels = val; } ReputationMgr& GetReputationMgr() { return *m_reputationMgr; } [[nodiscard]] ReputationMgr const& GetReputationMgr() const { return *m_reputationMgr; } [[nodiscard]] ReputationRank GetReputationRank(uint32 faction_id) const; void RewardReputation(Unit* victim); void RewardReputation(Quest const* quest); float CalculateReputationGain(ReputationSource source, uint32 creatureOrQuestLevel, float rep, int32 faction, bool noQuestBonus = false); void UpdateSkillsForLevel(); void UpdateSkillsToMaxSkillsForLevel(); // for .levelup void ModifySkillBonus(uint32 skillid, int32 val, bool talent); /** * A talent point boost. * Usage: * 1). Hot update situation (occurred when character is online, like PlayerScript:OnAchiComplete): * Right after calling this function, character can reward talent points by calling function player->InitTalentForLevel(). * * 2). Data initing situation (like PlayerScript:OnLoadFromDB) */ void RewardExtraBonusTalentPoints(uint32 bonusTalentPoints); /*********************************************************/ /*** PVP SYSTEM ***/ /*********************************************************/ void UpdateHonorFields(); bool RewardHonor(Unit* victim, uint32 groupsize, int32 honor = -1, bool awardXP = true); [[nodiscard]] uint32 GetHonorPoints() const { return GetUInt32Value(PLAYER_FIELD_HONOR_CURRENCY); } [[nodiscard]] uint32 GetArenaPoints() const { return GetUInt32Value(PLAYER_FIELD_ARENA_CURRENCY); } void ModifyHonorPoints(int32 value, CharacterDatabaseTransaction trans = CharacterDatabaseTransaction(nullptr)); //! If trans is specified, honor save query will be added to trans void ModifyArenaPoints(int32 value, CharacterDatabaseTransaction trans = CharacterDatabaseTransaction(nullptr)); //! If trans is specified, arena point save query will be added to trans [[nodiscard]] uint32 GetMaxPersonalArenaRatingRequirement(uint32 minarenaslot) const; void SetHonorPoints(uint32 value); void SetArenaPoints(uint32 value); // 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); } //End of PvP System [[nodiscard]] inline SpellCooldowns GetSpellCooldowns() const { return m_spellCooldowns; } void SetDrunkValue(uint8 newDrunkValue, uint32 itemId = 0); [[nodiscard]] uint8 GetDrunkValue() const { return GetByteValue(PLAYER_BYTES_3, 1); } [[nodiscard]] int32 GetFakeDrunkValue() const { return GetInt32Value(PLAYER_FAKE_INEBRIATION); } void UpdateInvisibilityDrunkDetect(); static DrunkenState GetDrunkenstateByValue(uint8 value); [[nodiscard]] uint32 GetDeathTimer() const { return m_deathTimer; } [[nodiscard]] uint32 GetCorpseReclaimDelay(bool pvp) const; void UpdateCorpseReclaimDelay(); int32 CalculateCorpseReclaimDelay(bool load = false); void SendCorpseReclaimDelay(uint32 delay); [[nodiscard]] uint32 GetShieldBlockValue() const override; // overwrite Unit version (virtual) [[nodiscard]] bool CanParry() const { return m_canParry; } void SetCanParry(bool value); [[nodiscard]] bool CanBlock() const { return m_canBlock; } void SetCanBlock(bool value); [[nodiscard]] bool CanTitanGrip() const { return m_canTitanGrip; } void SetCanTitanGrip(bool value); [[nodiscard]] 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); [[nodiscard]] float GetBaseModValue(BaseModGroup modGroup, BaseModType modType) const; [[nodiscard]] float GetTotalBaseModValue(BaseModGroup modGroup) const; void _ApplyAllStatBonuses(); void _RemoveAllStatBonuses(); void ResetAllPowers(); void CastAllObtainSpells(); void ApplyItemObtainSpells(Item* item, bool apply); void UpdateItemObtainSpells(Item* item, uint8 bag, uint8 slot); SpellSchoolMask GetMeleeDamageSchoolMask(WeaponAttackType attackType = BASE_ATTACK, uint8 damageIndex = 0) const override; void UpdateWeaponDependentAuras(WeaponAttackType attackType); void ApplyItemDependentAuras(Item* item, bool apply); bool CheckAttackFitToAuraRequirement(WeaponAttackType attackType, AuraEffect const* aurEff) const override; void UpdateWeaponDependentCritAuras(WeaponAttackType attackType); void UpdateAllWeaponDependentCritAuras(); void _ApplyItemMods(Item* item, uint8 slot, bool apply); void _RemoveAllItemMods(); void _ApplyAllItemMods(); void _ApplyAllLevelScaleItemMods(bool apply); void _ApplyItemBonuses(ItemTemplate const* proto, uint8 slot, bool apply, bool only_level_scale = false); void _ApplyWeaponDamage(uint8 slot, ItemTemplate const* proto, ScalingStatValuesEntry const* ssv, bool apply); void _ApplyAmmoBonuses(); bool EnchantmentFitsRequirements(uint32 enchantmentcondition, int8 slot); void ToggleMetaGemsActive(uint8 exceptslot, bool apply); void CorrectMetaGemEnchants(uint8 slot, bool apply); void InitDataForForm(bool reapplyMods = false); void ApplyItemEquipSpell(Item* item, bool apply, bool form_change = false); void ApplyEquipSpell(SpellInfo const* spellInfo, Item* item, bool apply, bool form_change = false); void UpdateEquipSpellsAtFormChange(); void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx); void CastItemUseSpell(Item* item, SpellCastTargets const& targets, uint8 cast_count, uint32 glyphIndex); void CastItemCombatSpell(Unit* target, WeaponAttackType attType, uint32 procVictim, uint32 procEx, Item* item, ItemTemplate const* proto); void SendEquipmentSetList(); void SetEquipmentSet(uint32 index, EquipmentSet eqset); void DeleteEquipmentSet(uint64 setGuid); void SendInitWorldStates(uint32 zoneId, uint32 areaId); void SendUpdateWorldState(uint32 variable, uint32 value) const; void SendDirectMessage(WorldPacket const* data) const; void SendBGWeekendWorldStates(); void SendBattlefieldWorldStates(); void GetAurasForTarget(Unit* target, bool force = false); PlayerMenu* PlayerTalkClass; std::vector ItemSetEff; void SendLoot(ObjectGuid guid, LootType loot_type); void SendLootError(ObjectGuid guid, LootError error); void SendLootRelease(ObjectGuid guid); void SendNotifyLootItemRemoved(uint8 lootSlot); void SendNotifyLootMoneyRemoved(); /*********************************************************/ /*** BATTLEGROUND SYSTEM ***/ /*********************************************************/ [[nodiscard]] bool InBattleground() const { return m_bgData.bgInstanceID != 0; } [[nodiscard]] bool InArena() const; [[nodiscard]] uint32 GetBattlegroundId() const { return m_bgData.bgInstanceID; } [[nodiscard]] BattlegroundTypeId GetBattlegroundTypeId() const { return m_bgData.bgTypeID; } [[nodiscard]] uint32 GetCurrentBattlegroundQueueSlot() const { return m_bgData.bgQueueSlot; } [[nodiscard]] bool IsInvitedForBattlegroundInstance() const { return m_bgData.isInvited; } [[nodiscard]] bool IsCurrentBattlegroundRandom() const { return m_bgData.bgIsRandom; } BGData& GetBGData() { return m_bgData; } void SetBGData(BGData& bgdata) { m_bgData = bgdata; } [[nodiscard]] Battleground* GetBattleground(bool create = false) const; [[nodiscard]] bool InBattlegroundQueue(bool ignoreArena = false) const; [[nodiscard]] bool IsDeserter() const { return HasAura(26013); } [[nodiscard]] BattlegroundQueueTypeId GetBattlegroundQueueTypeId(uint32 index) const; [[nodiscard]] uint32 GetBattlegroundQueueIndex(BattlegroundQueueTypeId bgQueueTypeId) const; [[nodiscard]] bool IsInvitedForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const; [[nodiscard]] bool InBattlegroundQueueForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId) const; void SetBattlegroundId(uint32 id, BattlegroundTypeId bgTypeId, uint32 queueSlot, bool invited, bool isRandom, TeamId teamId); uint32 AddBattlegroundQueueId(BattlegroundQueueTypeId val); bool HasFreeBattlegroundQueueId() const; void RemoveBattlegroundQueueId(BattlegroundQueueTypeId val); void SetInviteForBattlegroundQueueType(BattlegroundQueueTypeId bgQueueTypeId, uint32 instanceId); bool IsInvitedForBattlegroundInstance(uint32 instanceId) const; [[nodiscard]] TeamId GetBgTeamId() const { return m_bgData.bgTeamId != TEAM_NEUTRAL ? m_bgData.bgTeamId : GetTeamId(); } void LeaveBattleground(Battleground* bg = nullptr); [[nodiscard]] bool CanJoinToBattleground() const; bool CanReportAfkDueToLimit(); void ReportedAfkBy(Player* reporter); void ClearAfkReports() { m_bgData.bgAfkReporter.clear(); } [[nodiscard]] bool GetBGAccessByLevel(BattlegroundTypeId bgTypeId) const; bool CanUseBattlegroundObject(GameObject* gameobject) const; [[nodiscard]] bool isTotalImmune() const; [[nodiscard]] bool CanCaptureTowerPoint() const; bool GetRandomWinner() { return m_IsBGRandomWinner; } void SetRandomWinner(bool isWinner); /*********************************************************/ /*** OUTDOOR PVP SYSTEM ***/ /*********************************************************/ [[nodiscard]] OutdoorPvP* GetOutdoorPvP() const; // returns true if the player is in active state for outdoor pvp objective capturing, false otherwise bool IsOutdoorPvPActive(); /*********************************************************/ /*** ENVIROMENTAL SYSTEM ***/ /*********************************************************/ bool IsImmuneToEnvironmentalDamage(); 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); [[nodiscard]] bool CanSpeak() const; /*********************************************************/ /*** VARIOUS SYSTEMS ***/ /*********************************************************/ void UpdateFallInformationIfNeed(MovementInfo const& minfo, uint16 opcode); SafeUnitPointer m_mover; WorldObject* m_seer; std::set m_isInSharedVisionOf; void SetFallInformation(uint32 time, float z) { m_lastFallTime = time; m_lastFallZ = z; } void HandleFall(MovementInfo const& movementInfo); [[nodiscard]] bool canFlyInZone(uint32 mapid, uint32 zone, SpellInfo const* bySpell); void SetClientControl(Unit* target, bool allowMove, bool packetOnly = false); void SetMover(Unit* target); void SetSeer(WorldObject* target) { m_seer = target; } WorldObject* GetSeer() const { return m_seer; } void SetViewpoint(WorldObject* target, bool apply); [[nodiscard]] WorldObject* GetViewpoint() const; void StopCastingCharm(Aura* except = nullptr); void StopCastingBindSight(Aura* except = nullptr); [[nodiscard]] uint32 GetSaveTimer() const { return m_nextSave; } void SetSaveTimer(uint32 timer) { m_nextSave = timer; } // Recall position uint32 m_recallMap; float m_recallX; float m_recallY; float m_recallZ; float m_recallO; void SaveRecallPosition(); void SetHomebind(WorldLocation const& loc, uint32 areaId); // Homebind coordinates uint32 m_homebindMapId; uint16 m_homebindAreaId; float m_homebindX; float m_homebindY; float m_homebindZ; [[nodiscard]] WorldLocation GetStartPosition() const; [[nodiscard]] WorldLocation const& GetEntryPoint() const { return m_entryPointData.joinPos; } void SetEntryPoint(); // currently visible objects at player client std::vector m_newVisible; // pussywizard [[nodiscard]] bool HaveAtClient(WorldObject const* u) const; [[nodiscard]] bool HaveAtClient(ObjectGuid guid) const; [[nodiscard]] bool IsNeverVisible() const override; bool IsVisibleGloballyFor(Player const* player) const; void GetInitialVisiblePackets(Unit* target); void UpdateObjectVisibility(bool forced = true, bool fromUpdate = false) override; void UpdateVisibilityForPlayer(bool mapChange = false); void UpdateVisibilityOf(WorldObject* target); void UpdateTriggerVisibility(); template void UpdateVisibilityOf(T* target, UpdateData& data, std::vector& visibleNow); uint8 m_forced_speed_changes[MAX_MOVE_TYPE]; [[nodiscard]] bool HasAtLoginFlag(AtLoginFlags f) const { return m_atLoginFlags & f; } void SetAtLoginFlag(AtLoginFlags f) { m_atLoginFlags |= f; } void RemoveAtLoginFlag(AtLoginFlags flags, bool persist = false); bool IsUsingLfg(); bool inRandomLfgDungeon(); typedef std::set DFQuestsDoneList; DFQuestsDoneList m_DFQuests; // Temporarily removed pet cache [[nodiscard]] uint32 GetTemporaryUnsummonedPetNumber() const { return m_temporaryUnsummonedPetNumber; } void SetTemporaryUnsummonedPetNumber(uint32 petnumber) { m_temporaryUnsummonedPetNumber = petnumber; } void UnsummonPetTemporaryIfAny(); void ResummonPetTemporaryUnSummonedIfAny(); [[nodiscard]] bool IsPetNeedBeTemporaryUnsummoned() const { return GetSession()->PlayerLogout() || !IsInWorld() || !IsAlive() || IsMounted()/*+in flight*/ || GetVehicle() || IsBeingTeleported(); } bool CanResummonPet(uint32 spellid); void SendCinematicStart(uint32 CinematicSequenceId) const; void SendMovieStart(uint32 MovieId); uint32 DoRandomRoll(uint32 minimum, uint32 maximum); [[nodiscard]] uint16 GetMaxSkillValueForLevel() const; bool IsFFAPvP(); bool IsPvP(); /*********************************************************/ /*** INSTANCE SYSTEM ***/ /*********************************************************/ void UpdateHomebindTime(uint32 time); uint32 m_HomebindTimer; bool m_InstanceValid; void BindToInstance(); void SetPendingBind(uint32 instanceId, uint32 bindTimer) { _pendingBindId = instanceId; _pendingBindTimer = bindTimer; } [[nodiscard]] bool HasPendingBind() const { return _pendingBindId > 0; } [[nodiscard]] uint32 GetPendingBind() const { return _pendingBindId; } void SendRaidInfo(); void SendSavedInstances(); void PrettyPrintRequirementsQuestList(const std::vector& missingQuests) const; void PrettyPrintRequirementsAchievementsList(const std::vector& missingAchievements) const; void PrettyPrintRequirementsItemsList(const std::vector& missingItems) const; bool Satisfy(DungeonProgressionRequirements const* ar, uint32 target_map, bool report = false); bool CheckInstanceLoginValid(); [[nodiscard]] bool CheckInstanceCount(uint32 instanceId) const; void AddInstanceEnterTime(uint32 instanceId, time_t enterTime) { if (_instanceResetTimes.find(instanceId) == _instanceResetTimes.end()) _instanceResetTimes.insert(InstanceTimeMap::value_type(instanceId, enterTime + HOUR)); } // last used pet number (for BG's) [[nodiscard]] uint32 GetLastPetNumber() const { return m_lastpetnumber; } void SetLastPetNumber(uint32 petnumber) { m_lastpetnumber = petnumber; } [[nodiscard]] uint32 GetLastPetSpell() const { return m_oldpetspell; } void SetLastPetSpell(uint32 petspell) { m_oldpetspell = petspell; } /*********************************************************/ /*** GROUP SYSTEM ***/ /*********************************************************/ Group* GetGroupInvite() { return m_groupInvite; } void SetGroupInvite(Group* group) { m_groupInvite = group; } Group* GetGroup() { return m_group.getTarget(); } [[nodiscard]] const Group* GetGroup() const { return (const Group*)m_group.getTarget(); } GroupReference& GetGroupRef() { return m_group; } void SetGroup(Group* group, int8 subgroup = -1); [[nodiscard]] uint8 GetSubGroup() const { return m_group.getSubGroup(); } [[nodiscard]] uint32 GetGroupUpdateFlag() const { return m_groupUpdateMask; } void SetGroupUpdateFlag(uint32 flag) { m_groupUpdateMask |= flag; } [[nodiscard]] uint64 GetAuraUpdateMaskForRaid() const { return m_auraRaidUpdateMask; } void SetAuraUpdateMaskForRaid(uint8 slot) { m_auraRaidUpdateMask |= (uint64(1) << slot); } Player* GetNextRandomRaidMember(float radius); [[nodiscard]] PartyResult CanUninviteFromGroup(ObjectGuid targetPlayerGUID = ObjectGuid::Empty) const; // Battleground Group System void SetBattlegroundOrBattlefieldRaid(Group* group, int8 subgroup = -1); void RemoveFromBattlegroundOrBattlefieldRaid(); Group* GetOriginalGroup() { return m_originalGroup.getTarget(); } GroupReference& GetOriginalGroupRef() { return m_originalGroup; } [[nodiscard]] uint8 GetOriginalSubGroup() const { return m_originalGroup.getSubGroup(); } void SetOriginalGroup(Group* group, int8 subgroup = -1); void SetPassOnGroupLoot(bool bPassOnGroupLoot) { m_bPassOnGroupLoot = bPassOnGroupLoot; } [[nodiscard]] 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 CanTeleport() { return m_canTeleport; } void SetCanTeleport(bool value) { m_canTeleport = value; } bool CanKnockback() { return m_canKnockback; } void SetCanKnockback(bool value) { m_canKnockback = value; } bool isAllowedToLoot(Creature const* creature); [[nodiscard]] DeclinedName const* GetDeclinedNames() const { return m_declinedname; } [[nodiscard]] uint8 GetRunesState() const { return m_runes->runeState; } [[nodiscard]] RuneType GetBaseRune(uint8 index) const { return RuneType(m_runes->runes[index].BaseRune); } [[nodiscard]] RuneType GetCurrentRune(uint8 index) const { return RuneType(m_runes->runes[index].CurrentRune); } [[nodiscard]] uint32 GetRuneCooldown(uint8 index) const { return m_runes->runes[index].Cooldown; } [[nodiscard]] uint32 GetGracePeriod(uint8 index) const { return m_runes->runes[index].GracePeriod; } uint32 GetRuneBaseCooldown(uint8 index, bool skipGrace); [[nodiscard]] bool IsBaseRuneSlotsOnCooldown(RuneType runeType) const; RuneType GetLastUsedRune() { return m_runes->lastUsedRune; } void SetLastUsedRune(RuneType type) { m_runes->lastUsedRune = type; } void SetBaseRune(uint8 index, RuneType baseRune) { m_runes->runes[index].BaseRune = baseRune; } void SetCurrentRune(uint8 index, RuneType currentRune) { m_runes->runes[index].CurrentRune = currentRune; } void SetRuneCooldown(uint8 index, uint32 cooldown) { m_runes->runes[index].Cooldown = cooldown; m_runes->SetRuneState(index, (cooldown == 0)); } void SetGracePeriod(uint8 index, uint32 period) { m_runes->runes[index].GracePeriod = period; } void SetRuneConvertAura(uint8 index, AuraEffect const* aura) { m_runes->runes[index].ConvertAura = aura; } void AddRuneByAuraEffect(uint8 index, RuneType newType, AuraEffect const* aura) { SetRuneConvertAura(index, aura); ConvertRune(index, newType); } void RemoveRunesByAuraEffect(AuraEffect const* aura); void RestoreBaseRune(uint8 index); void ConvertRune(uint8 index, RuneType newType); void ResyncRunes(uint8 count); void AddRunePower(uint8 index); void InitRunes(); void SendRespondInspectAchievements(Player* player) const; [[nodiscard]] bool HasAchieved(uint32 achievementId) const; void ResetAchievements(); void CheckAllAchievementCriteria(); void ResetAchievementCriteria(AchievementCriteriaCondition condition, uint32 value, bool evenIfCriteriaComplete = false); void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1 = 0, uint32 miscValue2 = 0, Unit* unit = nullptr); void StartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry, uint32 timeLost = 0); void RemoveTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry); void CompletedAchievement(AchievementEntry const* entry); [[nodiscard]] AchievementMgr* GetAchievementMgr() const { return m_achievementMgr; } void SetCreationTime(Seconds creationTime) { m_creationTime = creationTime; } [[nodiscard]] Seconds GetCreationTime() const { return m_creationTime; } [[nodiscard]] bool HasTitle(uint32 bitIndex) const; bool HasTitle(CharTitlesEntry const* title) const { return HasTitle(title->bit_index); } void SetTitle(CharTitlesEntry const* title, bool lost = false); void SetCurrentTitle(CharTitlesEntry const* title, bool clear = false) { SetUInt32Value(PLAYER_CHOSEN_TITLE, clear ? 0 : title->bit_index); }; //bool isActiveObject() const { return true; } bool CanSeeSpellClickOn(Creature const* creature) const; [[nodiscard]] bool CanSeeVendor(Creature const* creature) const; [[nodiscard]] bool CanSeeTrainer(Creature const* creature) const; private: [[nodiscard]] bool AnyVendorOptionAvailable(uint32 menuId, Creature const* creature) const; public: [[nodiscard]] uint32 GetChampioningFaction() const { return m_ChampioningFaction; } void SetChampioningFaction(uint32 faction) { m_ChampioningFaction = faction; } Spell* m_spellModTakingSpell; float GetAverageItemLevel(); float GetAverageItemLevelForDF(); 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); } [[nodiscard]] bool CanFly() const override { return m_movementInfo.HasMovementFlag(MOVEMENTFLAG_CAN_FLY); } [[nodiscard]] bool CanEnterWater() const override { return true; } bool IsFreeFlying() const { return HasAuraType(SPELL_AURA_MOD_INCREASE_MOUNTED_FLIGHT_SPEED) || HasAuraType(SPELL_AURA_FLY); } // saving void AdditionalSavingAddMask(uint8 mask) { m_additionalSaveTimer = 2000; m_additionalSaveMask |= mask; } // arena spectator [[nodiscard]] bool IsSpectator() const { return m_ExtraFlags & PLAYER_EXTRA_SPECTATOR_ON; } void SetIsSpectator(bool on); [[nodiscard]] bool NeedSendSpectatorData() const; void SetPendingSpectatorForBG(uint32 bgInstanceId) { m_pendingSpectatorForBG = bgInstanceId; } [[nodiscard]] bool HasPendingSpectatorForBG(uint32 bgInstanceId) const { return m_pendingSpectatorForBG == bgInstanceId; } void SetPendingSpectatorInviteInstanceId(uint32 bgInstanceId) { m_pendingSpectatorInviteInstanceId = bgInstanceId; } [[nodiscard]] uint32 GetPendingSpectatorInviteInstanceId() const { return m_pendingSpectatorInviteInstanceId; } bool HasReceivedSpectatorResetFor(ObjectGuid guid) { return m_receivedSpectatorResetFor.find(guid) != m_receivedSpectatorResetFor.end(); } void ClearReceivedSpectatorResetFor() { m_receivedSpectatorResetFor.clear(); } void AddReceivedSpectatorResetFor(ObjectGuid guid) { m_receivedSpectatorResetFor.insert(guid); } void RemoveReceivedSpectatorResetFor(ObjectGuid guid) { m_receivedSpectatorResetFor.erase(guid); } uint32 m_pendingSpectatorForBG; uint32 m_pendingSpectatorInviteInstanceId; GuidSet m_receivedSpectatorResetFor; // Dancing Rune weapon void setRuneWeaponGUID(ObjectGuid guid) { m_drwGUID = guid; }; ObjectGuid getRuneWeaponGUID() { return m_drwGUID; }; ObjectGuid m_drwGUID; [[nodiscard]] bool CanSeeDKPet() const { return m_ExtraFlags & PLAYER_EXTRA_SHOW_DK_PET; } void SetShowDKPet(bool on) { if (on) m_ExtraFlags |= PLAYER_EXTRA_SHOW_DK_PET; else m_ExtraFlags &= ~PLAYER_EXTRA_SHOW_DK_PET; }; void PrepareCharmAISpells(); uint32 m_charmUpdateTimer; bool NeedToSaveGlyphs() { return m_NeedToSaveGlyphs; } void SetNeedToSaveGlyphs(bool val) { m_NeedToSaveGlyphs = val; } uint32 GetMountBlockId() { return m_MountBlockId; } void SetMountBlockId(uint32 mount) { m_MountBlockId = mount; } [[nodiscard]] float GetRealParry() const { return m_realParry; } [[nodiscard]] float GetRealDodge() const { return m_realDodge; } // mt maps [[nodiscard]] const PlayerTalentMap& GetTalentMap() const { return m_talents; } [[nodiscard]] uint32 GetNextSave() const { return m_nextSave; } [[nodiscard]] SpellModList const& GetSpellModList(uint32 type) const { return m_spellMods[type]; } void SetServerSideVisibility(ServerSideVisibilityType type, AccountTypes sec); void SetServerSideVisibilityDetect(ServerSideVisibilityType type, AccountTypes sec); static std::unordered_map bgZoneIdToFillWorldStates; // zoneId -> FillInitialWorldStates void SetFarSightDistance(float radius); void ResetFarSightDistance(); [[nodiscard]] Optional GetFarSightDistance() const; float GetSightRange(WorldObject const* target = nullptr) const override; bool IsWorldObjectOutOfSightRange(WorldObject const* target) const; std::string GetPlayerName(); // Settings [[nodiscard]] PlayerSetting GetPlayerSetting(std::string const& source, uint32 index); void UpdatePlayerSetting(std::string const& source, uint32 index, uint32 value); void SendSystemMessage(std::string_view msg, bool escapeCharacters = false); std::string GetDebugInfo() const override; bool IsExpectingChangeTransport() const { return _expectingChangeTransport; } void SetExpectingChangeTransport(bool state) { _expectingChangeTransport = state; } uint32 GetPendingFlightChange() const { return _pendingFlightChangeCounter; } void SetPendingFlightChange(uint32 counter) { _pendingFlightChangeCounter = counter; } void SetMapChangeOrderCounter() { _mapChangeOrderCounter = GetSession()->GetOrderCounter(); } uint32 GetMapChangeOrderCounter() { return _mapChangeOrderCounter; } /*********************************************************/ /*** SPELL QUEUE SYSTEM ***/ /*********************************************************/ protected: uint32 GetSpellQueueWindow() const; void ProcessSpellQueue(); public: std::deque SpellQueue; const PendingSpellCastRequest* GetCastRequest(uint32 category) const; bool CanExecutePendingSpellCastRequest(SpellInfo const* spellInfo); void ExecuteOrCancelSpellCastRequest(PendingSpellCastRequest* castRequest, bool isCancel = false); bool CanRequestSpellCast(SpellInfo const* spellInfo); protected: // Gamemaster whisper whitelist WhisperListContainer WhisperList; // Performance Varibales bool m_NeedToSaveGlyphs; // Mount block bug uint32 m_MountBlockId; // Real stats float m_realDodge; float m_realParry; uint32 m_charmAISpells[NUM_CAI_SPELLS]; uint32 m_AreaID; uint32 m_regenTimerCount; uint32 m_foodEmoteTimerCount; float m_powerFraction[MAX_POWERS]; uint32 m_contestedPvPTimer; /*********************************************************/ /*** BATTLEGROUND SYSTEM ***/ /*********************************************************/ struct BgBattlegroundQueueID_Rec { BattlegroundQueueTypeId bgQueueTypeId; uint32 invitedToInstance; }; std::array _BgBattlegroundQueueID; BGData m_bgData; bool m_IsBGRandomWinner; /*********************************************************/ /*** ENTRY POINT ***/ /*********************************************************/ EntryPointData m_entryPointData; /*********************************************************/ /*** QUEST SYSTEM ***/ /*********************************************************/ //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::set SeasonalQuestSet; typedef std::unordered_map SeasonalEventQuestMap; QuestSet m_timedquests; QuestSet m_weeklyquests; QuestSet m_monthlyquests; SeasonalEventQuestMap m_seasonalquests; ObjectGuid m_divider; uint32 m_ingametime; /*********************************************************/ /*** LOAD SYSTEM ***/ /*********************************************************/ void _LoadActions(PreparedQueryResult result); void _LoadAuras(PreparedQueryResult result, uint32 timediff); void _LoadGlyphAuras(); void _LoadInventory(PreparedQueryResult result, uint32 timeDiff); void _LoadMail(PreparedQueryResult mailsResult, PreparedQueryResult mailItemsResult); static Item* _LoadMailedItem(ObjectGuid const& playerGuid, Player* player, uint32 mailId, Mail* mail, Field* fields); void _LoadQuestStatus(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(); void _LoadSkills(PreparedQueryResult result); void _LoadSpells(PreparedQueryResult result); void _LoadFriendList(PreparedQueryResult result); bool _LoadHomeBind(PreparedQueryResult result); void _LoadDeclinedNames(PreparedQueryResult result); void _LoadArenaTeamInfo(); void _LoadEquipmentSets(PreparedQueryResult result); void _LoadEntryPointData(PreparedQueryResult result); void _LoadGlyphs(PreparedQueryResult result); void _LoadTalents(PreparedQueryResult result); void _LoadInstanceTimeRestrictions(PreparedQueryResult result); void _LoadBrewOfTheMonth(PreparedQueryResult result); void _LoadCharacterSettings(PreparedQueryResult result); void _LoadPetStable(uint8 petStableSlots, PreparedQueryResult result); /*********************************************************/ /*** SAVE SYSTEM ***/ /*********************************************************/ void _SaveActions(CharacterDatabaseTransaction trans); void _SaveAuras(CharacterDatabaseTransaction trans, bool logout); 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 _SaveSpells(CharacterDatabaseTransaction trans); void _SaveEquipmentSets(CharacterDatabaseTransaction trans); void _SaveEntryPoint(CharacterDatabaseTransaction trans); void _SaveGlyphs(CharacterDatabaseTransaction trans); void _SaveTalents(CharacterDatabaseTransaction trans); void _SaveStats(CharacterDatabaseTransaction trans); void _SaveCharacter(bool create, CharacterDatabaseTransaction trans); void _SaveInstanceTimeRestrictions(CharacterDatabaseTransaction trans); void _SavePlayerSettings(CharacterDatabaseTransaction trans); /*********************************************************/ /*** 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); /*********************************************************/ /*** HONOR SYSTEM ***/ /*********************************************************/ time_t m_lastHonorUpdateTime; void outDebugValues() const; ObjectGuid m_lootGuid; TeamId m_team; uint32 m_nextSave; // pussywizard uint16 m_additionalSaveTimer; // pussywizard uint8 m_additionalSaveMask; // pussywizard uint16 m_hostileReferenceCheckTimer; // pussywizard std::array m_chatFloodData; Difficulty m_dungeonDifficulty; Difficulty m_raidDifficulty; Difficulty m_raidMapDifficulty; uint32 m_atLoginFlags; Item* m_items[PLAYER_SLOTS_COUNT]; uint32 m_currentBuybackSlot; std::vector m_itemUpdateQueue; bool m_itemUpdateQueueBlocked; uint32 m_ExtraFlags; QuestStatusMap m_QuestStatus; QuestStatusSaveMap m_QuestStatusSave; RewardedQuestSet m_RewardedQuests; QuestStatusSaveMap m_RewardedQuestsSave; void SendQuestGiverStatusMultiple(); SkillStatusMap mSkillStatus; uint32 m_GuildIdInvited; uint32 m_ArenaTeamIdInvited; PlayerMails m_mail; PlayerSpellMap m_spells; PlayerTalentMap m_talents; uint32 m_lastPotionId; // last used health/mana potion in combat, that block next potion use GlobalCooldownMgr m_GlobalCooldownMgr; uint8 m_activeSpec; uint8 m_specsCount; uint32 m_Glyphs[MAX_TALENT_SPECS][MAX_GLYPH_SLOT_INDEX]; ActionButtonList m_actionButtons; float m_auraBaseFlatMod[BASEMOD_END]; float m_auraBasePctMod[BASEMOD_END]; int32 m_baseRatingValue[MAX_COMBAT_RATING]; uint32 m_baseSpellPower; uint32 m_baseSpellDamage; uint32 m_baseSpellHealing; uint32 m_baseFeralAP; uint32 m_baseManaRegen; uint32 m_baseHealthRegen; int32 m_spellPenetrationItemMod; SpellModList m_spellMods[MAX_SPELLMOD]; //uint32 m_pad; // Spell* m_spellModTakingSpell; // Spell for which charges are dropped in spell::finish EnchantDurationList m_enchantDuration; ItemDurationList m_itemDuration; ItemDurationList m_itemSoulboundTradeable; std::mutex m_soulboundTradableLock; ObjectGuid m_resurrectGUID; uint32 m_resurrectMap; float m_resurrectX, m_resurrectY, m_resurrectZ; uint32 m_resurrectHealth, m_resurrectMana; WorldSession* m_session; typedef std::list JoinedChannelsList; JoinedChannelsList m_channels; uint8 m_cinematic; TradeData* m_trade; bool m_DailyQuestChanged; bool m_WeeklyQuestChanged; bool m_MonthlyQuestChanged; bool m_SeasonalQuestChanged; time_t m_lastDailyQuestTime; uint32 m_drunkTimer; uint32 m_weaponChangeTimer; uint32 m_zoneUpdateId; uint32 m_zoneUpdateTimer; 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; uint8 m_swingErrorMsg; float m_ammoDPS; float m_Expertise; float m_OffhandExpertise; ////////////////////Rest System///////////////////// time_t _restTime; uint32 _innTriggerId; float _restBonus; uint32 _restFlagMask; ////////////////////Rest System///////////////////// uint32 m_resetTalentsCost; time_t m_resetTalentsTime; uint32 m_usedTalentCount; uint32 m_questRewardTalentCount; uint32 m_extraBonusTalentCount; // Social PlayerSocial* m_social; // Groups GroupReference m_group; GroupReference m_originalGroup; Group* m_groupInvite; uint32 m_groupUpdateMask; uint64 m_auraRaidUpdateMask; bool m_bPassOnGroupLoot; // last used pet number (for BG's) uint32 m_lastpetnumber; // Player summoning time_t m_summon_expire; uint32 m_summon_mapid; float m_summon_x; float m_summon_y; float m_summon_z; bool m_summon_asSpectator; DeclinedName* m_declinedname; Runes* m_runes; EquipmentSets m_EquipmentSets; bool CanAlwaysSee(WorldObject const* obj) const override; bool IsAlwaysDetectableFor(WorldObject const* seer) const override; uint8 m_grantableLevels; bool m_needZoneUpdate; 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); CinematicMgr* _cinematicMgr; typedef GuidSet RefundableItemsSet; RefundableItemsSet m_refundableItems; void SendRefundInfo(Item* item); void RefundItem(Item* item); // know currencies are not removed at any point (0 displayed) void AddKnownCurrency(uint32 itemId); void AdjustQuestReqItemCount(Quest const* quest, QuestStatusData& questStatusData); [[nodiscard]] bool MustDelayTeleport() const { return m_bMustDelayTeleport; } // pussywizard: must delay teleports during player update to the very end void SetMustDelayTeleport(bool setting) { m_bMustDelayTeleport = setting; } [[nodiscard]] bool HasDelayedTeleport() const { return m_bHasDelayedTeleport; } void SetHasDelayedTeleport(bool setting) { m_bHasDelayedTeleport = setting; } MapReference m_mapRef; void UpdateCharmedAI(); uint32 m_lastFallTime; float m_lastFallZ; int32 m_MirrorTimer[MAX_TIMERS]; uint8 m_MirrorTimerFlags; uint8 m_MirrorTimerFlagsLast; bool m_isInWater; // Current teleport data WorldLocation teleportStore_dest; uint32 teleportStore_options; time_t mSemaphoreTeleport_Near; time_t mSemaphoreTeleport_Far; uint32 m_DelayedOperations; bool m_bMustDelayTeleport; bool m_bHasDelayedTeleport; bool m_canTeleport; bool m_canKnockback; std::unique_ptr m_petStable; // Temporary removed pet cache uint32 m_temporaryUnsummonedPetNumber; uint32 m_oldpetspell; AchievementMgr* m_achievementMgr; ReputationMgr* m_reputationMgr; SpellCooldowns m_spellCooldowns; uint32 m_ChampioningFaction; InstanceTimeMap _instanceResetTimes; uint32 _pendingBindId; uint32 _pendingBindTimer; uint32 _activeCheats; // duel health and mana reset attributes uint32 healthBeforeDuel; uint32 manaBeforeDuel; bool m_isInstantFlightOn; uint32 m_flightSpellActivated; WorldLocation _corpseLocation; Optional _farSightDistance = { }; bool _wasOutdoor; PlayerSettingMap m_charSettingsMap; Seconds m_creationTime; bool _expectingChangeTransport; uint32 _pendingFlightChangeCounter; uint32 _mapChangeOrderCounter; }; void AddItemsSetItem(Player* player, Item* item); void RemoveItemsSetItem(Player* player, ItemTemplate const* proto); #endif