/*
* 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